Dynamic Paint Works Only in Viewport Render #51214

Closed
opened 2017-04-14 16:59:30 +02:00 by Sam B. · 17 comments

I created a material effect that requires the use of Blender's Dynamic Paint to work the best way possible. It works correctly with a baked image sequence, but vertex colors don't work. There is another effect that does work in the rendered scene with vertex colors, on both the wetmap and paint map, but this file doesn't seem to work.

System Information
Windows 10 Home

Nvidia GeForce GTX 970

Blender Version
Broken: e8299c8

Short description of error

Full rendered materials do not respond to dynamic paint vertex color influence.

Exact steps for others to reproduce the error
Based on a (as simple as possible) attached .blend file with minimum amount of steps

To repeat:

  1. Download the .blend file,

  2. go to any frame between frames 150 and 191,

  3. check in viewport render

  4. perform full render.

Interestingly, it works on both the paintmap and wetmap on an entirely new scene, but not this one with this specific material.

notWorking.blend

I created a material effect that requires the use of Blender's Dynamic Paint to work the best way possible. It works correctly with a baked image sequence, but vertex colors don't work. There is *another* effect that *does* work in the rendered scene *with* vertex colors, on both the wetmap and paint map, but this file doesn't seem to work. **System Information** Windows 10 Home Nvidia GeForce GTX 970 **Blender Version** Broken: e8299c8 **Short description of error** Full rendered materials do not respond to dynamic paint vertex color influence. **Exact steps for others to reproduce the error** Based on a (as simple as possible) attached .blend file with minimum amount of steps To repeat: 1. Download the .blend file, 2. go to any frame between frames 150 and 191, 3. check in viewport render 4. perform full render. Interestingly, it works on both the paintmap and wetmap on an entirely new scene, but not this one with this specific material. [notWorking.blend](https://archive.blender.org/developer/F545440/notWorking.blend)
Author

Changed status to: 'Open'

Changed status to: 'Open'
Author

Added subscriber: @Leumeister

Added subscriber: @Leumeister
Bastien Montagne was assigned by Aaron Carlisle 2017-04-15 22:45:07 +02:00

The problem comes from the subsurf modifier (it is disabled in preview mode (0), while enabled for final rendering).

Note that if you put dynamic paint modifier before subsurf in the stack, everything works OK.

The problem comes from the subsurf modifier (it is disabled in preview mode (0), while enabled for final rendering). Note that if you put dynamic paint modifier before subsurf in the stack, everything works OK.

Added subscriber: @Sergey

Added subscriber: @Sergey

Mehh, this even more complicated… There is a dependency cycle here, detected by legacy depsgraph. So tried with new depsgraph and… got a nice crash on startup (first evaluation of the scene) - new one also reports a dependency cycle btw.

Summoning @Sergey here, maybe he can figure out what’s happening here more easily than me :/

Mehh, this even more complicated… There is a dependency cycle here, detected by legacy depsgraph. So tried with new depsgraph and… got a nice crash on startup (first evaluation of the scene) - new one also reports a dependency cycle btw. Summoning @Sergey here, maybe he can figure out what’s happening here more easily than me :/
Bastien Montagne removed their assignment 2017-08-31 16:43:49 +02:00
Sergey Sharybin was assigned by Bastien Montagne 2017-08-31 16:43:49 +02:00

Added subscriber: @mont29

Added subscriber: @mont29

Bah, am now getting a straight crash when trying to switch to Cycles viewport render…

blender: /home/i74700deb64/blender/__work__/src/intern/cycles/blender/blender_mesh.cpp:67: void ccl::face_split_tri_indices(int, int*, int*): Assertion `face_flag & FACE_FLAG_DIVIDE_13' failed.

@Sergey assigning to you since I suspect some nasty DEG issue is at play here (and maybe a new Cycles one too? did not crash back in April.

Bah, am now getting a straight crash when trying to switch to Cycles viewport render… ``` blender: /home/i74700deb64/blender/__work__/src/intern/cycles/blender/blender_mesh.cpp:67: void ccl::face_split_tri_indices(int, int*, int*): Assertion `face_flag & FACE_FLAG_DIVIDE_13' failed. ``` @Sergey assigning to you since I suspect some nasty DEG issue is at play here (and maybe a new Cycles one too? did not crash back in April.

Ok, so now crash seems to have disappeared again. Issue with rendering remains though. :)

Ok, so now crash seems to have disappeared again. Issue with rendering remains though. :)

Added subscriber: @91jnar91

Added subscriber: @91jnar91

This comment was removed by @91jnar91

*This comment was removed by @91jnar91*

Added subscriber: @knusk

Added subscriber: @knusk

Any updates on this? There seems to be issues with rendering vertex colors that are manipulated using python api, or addons when modifiers are present. Viewport is fine but rendered images do not reflect the changes.

Blender 2.80 (sub 39), Commit date: 2018-12-29 18:10, Hash 266b1e2cdb
x86_64 Linux 4.14.90-1-MANJARO

More info: https://github.com/JacquesLucke/animation_nodes/issues/989

Any updates on this? There seems to be issues with rendering vertex colors that are manipulated using python api, or addons when modifiers are present. Viewport is fine but rendered images do not reflect the changes. Blender 2.80 (sub 39), Commit date: 2018-12-29 18:10, Hash 266b1e2cdbc1 x86_64 Linux 4.14.90-1-MANJARO More info: https://github.com/JacquesLucke/animation_nodes/issues/989

Added subscriber: @DanielPaul

Added subscriber: @DanielPaul
Sergey Sharybin removed their assignment 2019-03-15 12:52:08 +01:00
Clément Foucault was assigned by Sergey Sharybin 2019-03-15 12:52:08 +01:00

Added subscriber: @fclem

Added subscriber: @fclem

It works in LookDev mode.

@fclem, not sure if that's by design or some issue is involved?

It works in LookDev mode. @fclem, not sure if that's by design or some issue is involved?

Changed status from 'Open' to: 'Archived'

Changed status from 'Open' to: 'Archived'

The issue here is that dynamic paint does not work if after an enabled subsurf modifier. Putting it before and everything is working.

This kind of make sense since the dynamic paint modifier modify the original mesh data.

So closing as working as expected. But feel free to reopen with more detail if I got it wrong.

The issue here is that dynamic paint does not work if after an enabled subsurf modifier. Putting it before and everything is working. This kind of make sense since the dynamic paint modifier modify the original mesh data. So closing as working as expected. But feel free to reopen with more detail if I got it wrong.
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Reference: blender/blender#51214
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