Object Duplication - Original Not Vanishing #43590

Closed
opened 2015-02-07 20:24:26 +01:00 by Zauber Paracelsus · 9 comments

System Information
64bit Manjaro Linux, kernel 3.14.29
CPU: AMD Phenom II 970 Deneb quad-core
GPU: nVidia GTX 650 Ti, driver 343.36

Blender Version
Broken: Buildbot Build 2.73 4cbf2ebd
Worked: Unknown

Short description of error
When using duplifaces, dupliverts, and other forms of duplication, a child object is duplicated on each face, vertex, etc. When this is done, the object being duplicated is hidden during the render.

However, if the object being duplicated has a particle system on it, then it is not hidden. Upon further investigation, it appears that the particle system's "Emitter" option under the Render section is responsible. If Emitter is unchecked, then only the duplicates are rendered (as expected).

So, the Emitter option is overriding whatever checks are used for hiding the duplication object. Obviously, turning it off eliminates the problem, but if you want the emitters to be visible in addition to the particles, then you're stuck.

Exact steps for others to reproduce the error

  1. Open this .blend file: Duplifaces_NoVanishBug.blend
  2. Render. Note that the center object is visible (incorrect).
  3. Select the center object, go to the Particle Tab, and then turn off Render->Emitter
  4. Render again. Note that the center object no longer renders (correct).
  5. Turn the Render->Emitter option back on. Then go to the Modifiers tab, and Hide the ParticleSystem for both Render and Camera.
  6. Render again. Note that the center object is rendered again, even without the particles (incorrect)
  7. Go back to the Particle Tab, and then remove the particle system entirely.
  8. Render again. The center object no longer renders once again (correct)
**System Information** 64bit Manjaro Linux, kernel 3.14.29 CPU: AMD Phenom II 970 Deneb quad-core GPU: nVidia GTX 650 Ti, driver 343.36 **Blender Version** Broken: Buildbot Build 2.73 4cbf2ebd Worked: Unknown **Short description of error** When using duplifaces, dupliverts, and other forms of duplication, a child object is duplicated on each face, vertex, etc. When this is done, the object being duplicated is hidden during the render. However, if the object being duplicated has a particle system on it, then it is not hidden. Upon further investigation, it appears that the particle system's "Emitter" option under the Render section is responsible. If Emitter is unchecked, then only the duplicates are rendered (as expected). So, the Emitter option is overriding whatever checks are used for hiding the duplication object. Obviously, turning it off eliminates the problem, but if you want the emitters to be visible in addition to the particles, then you're stuck. **Exact steps for others to reproduce the error** 1) Open this .blend file: [Duplifaces_NoVanishBug.blend](https://archive.blender.org/developer/F141807/Duplifaces_NoVanishBug.blend) 2) Render. Note that the center object is visible (incorrect). 3) Select the center object, go to the Particle Tab, and then turn off Render->Emitter 4) Render again. Note that the center object no longer renders (correct). 5) Turn the Render->Emitter option back on. Then go to the Modifiers tab, and Hide the ParticleSystem for both Render and Camera. 6) Render again. Note that the center object is rendered again, even without the particles (incorrect) 7) Go back to the Particle Tab, and then remove the particle system entirely. 8) Render again. The center object no longer renders once again (correct)

Changed status to: 'Open'

Changed status to: 'Open'

Added subscriber: @ZauberParacelsus

Added subscriber: @ZauberParacelsus
Member

Added subscribers: @LukasTonne, @JulianEisel

Added subscribers: @LukasTonne, @JulianEisel
Member

Can confirm that. @LukasTonne, is it expected to work like that (maybe a known todo)?

Can confirm that. @LukasTonne, is it expected to work like that (maybe a known todo)?
Lukas Tönne was assigned by Campbell Barton 2015-02-09 17:11:37 +01:00

Added subscriber: @ideasman42

Added subscriber: @ideasman42

This bug was holding up a project of mine, however I have come up with a usable workaround.

Duplifaces allows for multiple parented objects to be duplicated, so I just need to use two copies of the emitter object: one with no hair system, and the other with a hair system with the emitter hidden.

This bug *was* holding up a project of mine, however I have come up with a usable workaround. Duplifaces allows for *multiple* parented objects to be duplicated, so I just need to use two copies of the emitter object: one with no hair system, and the other with a hair system with the emitter hidden.
Lukas Tönne was unassigned by Sergey Sharybin 2015-02-20 11:06:04 +01:00
Sergey Sharybin self-assigned this 2015-02-20 11:06:04 +01:00

I don't think it belongs to Lukas, more like to me. BI seems to be handling this case correct, so could be just a Cycles-side issue.

I don't think it belongs to Lukas, more like to me. BI seems to be handling this case correct, so could be just a Cycles-side issue.

Changed status from 'Open' to: 'Archived'

Changed status from 'Open' to: 'Archived'

Looked into the code in more details. The thing here is that Cycles synchronizes all object in single pass and main goal of this is to eventually support multi-threaded object synchronization. On an opposite side Blender Internal might modify visibility of objects during synchronization, which is exactly how it deals with this case.

I'm really tempting to consider this a TODO and solve as general improvement process. Reasoning behind this are:

  • This is how Cycles always worked, changing such things might ruin someone's day
  • Solving this issue in the same way as Blender Internal does this will backfire when we'll be supporting threaded object synchronization
  • We've got ongoing patch related on threaded synchronization already D618

So thanks for the report, but i'll have a closer look into this issues likely after 2.76 is out (during the workflow 2.8 project).

Looked into the code in more details. The thing here is that Cycles synchronizes all object in single pass and main goal of this is to eventually support multi-threaded object synchronization. On an opposite side Blender Internal might modify visibility of objects during synchronization, which is exactly how it deals with this case. I'm really tempting to consider this a TODO and solve as general improvement process. Reasoning behind this are: - This is how Cycles always worked, changing such things might ruin someone's day - Solving this issue in the same way as Blender Internal does this will backfire when we'll be supporting threaded object synchronization - We've got ongoing patch related on threaded synchronization already [D618](https://archive.blender.org/developer/D618) So thanks for the report, but i'll have a closer look into this issues likely after 2.76 is out (during the workflow 2.8 project).
Sign in to join this conversation.
No Label
Interest
Alembic
Interest
Animation & Rigging
Interest
Asset Browser
Interest
Asset Browser Project Overview
Interest
Audio
Interest
Automated Testing
Interest
Blender Asset Bundle
Interest
BlendFile
Interest
Collada
Interest
Compatibility
Interest
Compositing
Interest
Core
Interest
Cycles
Interest
Dependency Graph
Interest
Development Management
Interest
EEVEE
Interest
EEVEE & Viewport
Interest
Freestyle
Interest
Geometry Nodes
Interest
Grease Pencil
Interest
ID Management
Interest
Images & Movies
Interest
Import Export
Interest
Line Art
Interest
Masking
Interest
Metal
Interest
Modeling
Interest
Modifiers
Interest
Motion Tracking
Interest
Nodes & Physics
Interest
OpenGL
Interest
Overlay
Interest
Overrides
Interest
Performance
Interest
Physics
Interest
Pipeline, Assets & IO
Interest
Platforms, Builds & Tests
Interest
Python API
Interest
Render & Cycles
Interest
Render Pipeline
Interest
Sculpt, Paint & Texture
Interest
Text Editor
Interest
Translations
Interest
Triaging
Interest
Undo
Interest
USD
Interest
User Interface
Interest
UV Editing
Interest
VFX & Video
Interest
Video Sequencer
Interest
Virtual Reality
Interest
Vulkan
Interest
Wayland
Interest
Workbench
Interest: X11
Legacy
Blender 2.8 Project
Legacy
Milestone 1: Basic, Local Asset Browser
Legacy
OpenGL Error
Meta
Good First Issue
Meta
Papercut
Meta
Retrospective
Meta
Security
Module
Animation & Rigging
Module
Core
Module
Development Management
Module
EEVEE & Viewport
Module
Grease Pencil
Module
Modeling
Module
Nodes & Physics
Module
Pipeline, Assets & IO
Module
Platforms, Builds & Tests
Module
Python API
Module
Render & Cycles
Module
Sculpt, Paint & Texture
Module
Triaging
Module
User Interface
Module
VFX & Video
Platform
FreeBSD
Platform
Linux
Platform
macOS
Platform
Windows
Priority
High
Priority
Low
Priority
Normal
Priority
Unbreak Now!
Status
Archived
Status
Confirmed
Status
Duplicate
Status
Needs Info from Developers
Status
Needs Information from User
Status
Needs Triage
Status
Resolved
Type
Bug
Type
Design
Type
Known Issue
Type
Patch
Type
Report
Type
To Do
No Milestone
No project
No Assignees
4 Participants
Notifications
Due Date
The due date is invalid or out of range. Please use the format 'yyyy-mm-dd'.

No due date set.

Dependencies

No dependencies set.

Reference: blender/blender#43590
No description provided.