Missing smooth (face-varying) UV subdivision. #49431
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Reference: blender/blender#49431
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System Information
Debian testing, Nvidia GTX 780
Blender Version
Broken: 2.78 RC2
Short description of error
Adaptive subdiv tears mesh apart along uv seams even if adaptive is unchecked.
There are four phases:
Exact steps for others to reproduce the error
Open the file and hit render in four different conditions.
I think the problem is in the difference in UV smoothing while baking the map and while rendering.
When you bake a displacement map, you are using the only available method for UV smoothing - vertex with valence of 2 is considered a corner and not being smoothed, while all the other valences ARE being smoothed. And I consider it the rightest way to smooth UV, by the way.
On the other hand, when we render, we use one of the OpenSubdiv's method for UV smoothing and it's hidden under the hood. You guys tell me which method it is.
For example, Renderman, Maya, Mudbox, etc have the option to choose the UV subdivision method, which leads to a ton of problems (on our studio, for example), by the way, when you need to synchronize the smoothing method while sculpting and while rendering. But it would be very nice to have this kind of option to choose in Blender.
I hope i'm not mistaken.
Thank you.
subdiv_test.blend
Changed status to: 'Open'
Added subscriber: @YegorSmirnov
#49488 was marked as duplicate of this issue
Here's one more evidence.
It looks like adaptive subdiv doesn't smooth uv's borders at all. The texture has a perfect white circle and it should look like on the left cylinder.
Added subscriber: @nudelZ
subdivide uvs is not supported at the moment (thats why its grayed out :))
Oh, that's a shame. It makes adaptive subdiv useless, unless you don't use uv subdivision across all of your objects while sculpting and texturing, which is not a common practice. Or you just don't have uv seams
Added subscriber: @brecht
Smooth UV subdivision is indeed missing still. Of course it's important but that's why this feature is marked Experimental, it's unfinished.
It surely is experimental, but it's a huge game changer, and I just can't wait to use it throughout my projects. That's why i'm testing and reporting issues so bad:) And many people already treat it as a killer feature and make reviews, such as Andrew Price.
Anyways, thank you for your hard work!
Added subscribers: @Mordicus, @MaiLavelle, @mont29
Hi, I don't know what is the status of this task but I will join Yegor in saying that this feature would have a huge positive impact on my workflow. I would even qualify this as paramount, it alone would open a world of new possibilities in my work. I do archeological reconstruction and restitution and the ability to use a uv displacement map with adaptative subdivision would allow an unprecedented level of detail across the entire model without worrying too much about performance. I can't wait to see this feature fixed and implemented! Thanks for your consideration.
Added subscriber: @filibis
Added subscriber: @dmiko
Hi guys,
some observations and wishes for microdisplacement.
Cheers,
Daniel
Adaptive subdiv tears mesh apart along uv seamsto Missing smooth (face-varying) UV subdivision.I've tried it in 2.81 and seems like this bug is gone. Is it?
I think yes @YegorSmirnov . Check this: Cycles: Stitching of subdivided and displaced meshes
Added subscriber: @lichtwerk
I would also believe this can be closed @brecht, @MaiLavelle?
Changed status from 'Confirmed' to: 'Archived'
Arching this task, this is listed as a To Do in #53901 (Cycles adaptive subdivision tasks).