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Strange mask issue, sculpt mode and multires
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System Information
win7 gtx 560ti

Blender Version
Broken: (example: 2.70 19e627c

Short description of error

mask doesn't show at level 0, and strange behavior with levels. (sometimes its easier to make quick edits with no multires levels active)

Exact steps for others to reproduce the error

In the file attached, I have added a mask using box selection at level 0, for some reason it doesn't show up, but....

  1. go up to multires level 1, the mask appears.
  1. whilst on multires level 1 hit alt + M to unmask.
  1. now go back to multires level 0, now the mask is visible at level 0.

alternatively if I add a box mask to half the mesh (symmetry off) at level 0, and then try to smooth the mask at level 0, the entire mask disappears




Event Timeline

NG (NGMAT) updated the task description. (Show Details)Mar 22 2014, 4:58 PM
NG (NGMAT) set Type to Bug.
NG (NGMAT) added a subscriber: NG (NGMAT).
NG (NGMAT) created this task.
NG (NGMAT) raised the priority of this task from to Needs Triage by Developer.

additionally, I think the mask is active at level 0 in some cases , user just doesn't get visual feedback in the viewport.

I can reproduce it on my xp sp3 with the provided blend.

Antony Riakiotakis (psy-fi) triaged this task as Confirmed, Medium priority.

Let me take a look...

NG (NGMAT) added a comment.EditedMar 24 2014, 12:45 AM

thanks for looking into it. I tried it in old versions of blender, same issue. I tried appending into fresh file, same problem.Tried loading factory settings and trying it on default cube, one time it worked, another time it crashed (2.65). Uh oh. very strange.

edit: If you remove the multires modifier, it works fine, it seem to be related to the modifier. I can not continue my project without it working (or at least it will be more difficult) I hope its something obvious and not something to do with evil multires code hehe.

edit 2: a possible work around is toggling the display of the modifier off when working at level 0.

Antony Riakiotakis (psy-fi) lowered the priority of this task from Confirmed, Medium to Normal.Apr 8 2014, 5:21 PM


Mask not displayed on level 0 was just fixed.

There's an issue about where the data are stored in the multires modifier. On level zero, those data are stored directly on the mesh, while on higher levels they are stored on the modifier. Data of mesh do not influence data of the modifier and vice-versa.
While I could add that synchronization, I think a better approach would be to code actual level zero support in the modifier itself...@Sergey Sharybin (sergey), what's your take on that?

We've been reuqested to support sculpting on lvl0, but this i would not consider a bug. In fact, it's in the TODO list i think already for quite a while.

Agree, I also cannot see this as a few hours' time fix, this needs careful consideration, implementation and testing. Archiving.