UV editor doesn't hold image in "Mesh selection sync" mode #51035

Closed
opened 2017-03-23 09:32:00 +01:00 by Serge Lyatin · 7 comments

System Information
Win7 32bit

Blender Version
Broken: 2.78

Exact steps for others to reproduce the error
Switch to "UV and mesh selection sync mode", then choose "Face" select - image disappears. If apply "Mask" modifier, image stays in place.

The way to make it work without bothernig "Mask" modifier:

  • Click RMB between islands
  • Switch to "Sync" mode and then "Face select" (now image should disappear)
  • Disable "Sync" mode and re-select image
  • Go back to "Sync" mode and click RMB between islands

After saving it seems to be OK.
UV_bug.blend

**System Information** Win7 32bit **Blender Version** Broken: 2.78 **Exact steps for others to reproduce the error** Switch to "UV and mesh selection sync mode", then choose "Face" select - image disappears. If apply "Mask" modifier, image stays in place. The way to make it work without bothernig "Mask" modifier: - Click RMB between islands - Switch to "Sync" mode and then "Face select" (now image should disappear) - Disable "Sync" mode and re-select image - Go back to "Sync" mode and click RMB between islands After saving it seems to be OK. [UV_bug.blend](https://archive.blender.org/developer/F520274/UV_bug.blend)
Author

Changed status to: 'Open'

Changed status to: 'Open'
Author

Added subscriber: @SergeL

Added subscriber: @SergeL

Added subscribers: @Sergey, @mano-wii

Added subscribers: @Sergey, @mano-wii

This happens in the function static void image_refresh(const bContext *C, ScrArea *sa) because BKE_scene_use_new_shading_nodes is returning false.
In Cycles this does not happen. I searched and found that it is because the member bl_use_shading_nodes of CYCLES is set to True. In Blender Intern it is set to False.
I do not know why the Blender Intern renderer does not enable this function as True.
https://docs.blender.org/api/blender_python_api_current/bpy.types.RenderEngine.html?highlight=#bpy.types.RenderEngine.bl_use_shading_nodes

@Sergey, you understand more of rendering than I do. Could you take a look?

Here is a way to disable the bl_use_shading_nodes of Cycles:

render = bpy.types.CYCLES
render.bl_use_shading_nodes = False
bpy.utils.unregister_class(render)
bpy.utils.register_class(render)
This happens in the function `static void image_refresh(const bContext *C, ScrArea *sa)` because `BKE_scene_use_new_shading_nodes` is returning false. In Cycles this does not happen. I searched and found that it is because the member `bl_use_shading_nodes` of CYCLES is set to `True`. In Blender Intern it is set to `False`. I do not know why the Blender Intern renderer does not enable this function as True. https://docs.blender.org/api/blender_python_api_current/bpy.types.RenderEngine.html?highlight=#bpy.types.RenderEngine.bl_use_shading_nodes @Sergey, you understand more of rendering than I do. Could you take a look? Here is a way to disable the `bl_use_shading_nodes` of Cycles: ``` render = bpy.types.CYCLES render.bl_use_shading_nodes = False bpy.utils.unregister_class(render) bpy.utils.register_class(render) ```

Added subscriber: @brecht

Added subscriber: @brecht

Changed status from 'Open' to: 'Archived'

Changed status from 'Open' to: 'Archived'
Brecht Van Lommel self-assigned this 2019-04-04 05:34:41 +02:00

No longer relevant in 2.80 where Blender Internal was removed.

No longer relevant in 2.80 where Blender Internal was removed.
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Reference: blender/blender#51035
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