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particle evaluation order is wrong when viewport visibility is off
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System Information
Win7 x64

Blender Version
Broken: 3361f21

Short description of error
This report follows Now particle render with new depsgraph, but if modifiers visibility for viewport is off, there evaluation order is wrong. The order is good if the visibility is then switched on and off many times, until they appear at the right place.

Exact steps for others to reproduce the error
If the subdivision modifier is hidden in viewport, the particle system is evaluated, but at the wrong place. Only solution is to manually make it visible in viewport and change something that triggers a new evaluation many times, until it updates (like setting the particle system on and off. In some case, it has to be done 3 or 4 time to really update the particles positions)

This is the correct render after the hack explained above

This is the old and new depsgraph with modifiers evaluated in the wrong order

Event Timeline

Sergey Sharybin (sergey) lowered the priority of this task from 90 to Normal.

edited task description to reflect last fixes to the new depsgraph.

Sergey Sharybin (sergey) changed the task status from Unknown Status to Unknown Status.Aug 22 2017, 5:05 PM

This is limitation of current design, which doesn't allow clear separation between viewport and render resolutions and everything. Similar issue will happen with boolean modifier which uses subsurf-ed operand. This is something what is being completely reworked in 2.8 branch and i'd rather not attempt to fix this before that rework is done.