UV editor Draw Other Objects stops working when not viewing cycles material texture in UV editor (shared material) #53503

Closed
opened 2017-12-07 18:15:39 +01:00 by Henrik Berglund · 4 comments

System Information
Win8, GTX1070

Blender Version
Broken: 2.79 master

Short description of error

UV editor Draw Other Objects stops working when not viewing cycles material texture in UV editor. If you add an image texture in a cycles material you see it in the texture view. However if you click the X to unlink the texture in the image view (to see the objects UV maps without a distracting texture) Draw Other Objects stops working. The objects are sharing the same material. Note that if you don't have an image texture node you can see both UV maps at the same time when not viewing a texture in the UV editor.

There's a Filter setting for Draw Other Objects but even setting it to All does not show the other objects' UVs. It does not show other objects' UVs when viewing other images either.

So to summarize Draw Other Objects does work when viewing the texture that the material uses, but doesn't work when the image is unlinked from the image editor. When working with UVs of several objects (for example to fit them in the same UV space without overlapping) you would like to avoid getting distracted by a texture there, an empty image (which you get from unlinking the texture in the image editor) works way better for viewing several UV maps at once, however right now it doesn't work. In Blender Internal it does work.

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

  1. Create a new .blend file.
  2. Add a UV Sphere with Generate UVs ticked.
  3. Add an ico sphere with Generate UVs ticked.
  4. Create a new material.
  5. Assign both objects to the material.
  6. In the UV editor add a new Color Grid texture.
  7. In the UV editor tick Draw Other Objects.
  8. Select both of the objects and enter edit mode. Confirm that you see both UV maps in the UV editor.
  9. In the node editor add an Image Texture node and set it to use the Color Grid texture.
  10. Select both of the objects and enter edit mode. Note that you no longer see both UV maps in the UV editor.
  11. Set the UV editor to use the Color Grid texture.
  12. Select both of the objects and enter edit mode. Confirm that you again see both UV maps in the UV editor.
  13. Unlink the image and repeat the above, you don't see both UV maps.

bug_uv_draw_other_objects_fails_when_not_viewing_image.blend (if image is missing create a Color Grid texture and input it in the Image Texture node)

**System Information** Win8, GTX1070 **Blender Version** Broken: 2.79 master **Short description of error** UV editor Draw Other Objects stops working when not viewing cycles material texture in UV editor. If you add an image texture in a cycles material you see it in the texture view. However if you click the X to unlink the texture in the image view (to see the objects UV maps without a distracting texture) Draw Other Objects stops working. The objects are sharing the same material. Note that if you don't have an image texture node you can see both UV maps at the same time when not viewing a texture in the UV editor. There's a Filter setting for Draw Other Objects but even setting it to All does not show the other objects' UVs. It does not show other objects' UVs when viewing other images either. So to summarize Draw Other Objects does work when viewing the texture that the material uses, but doesn't work when the image is unlinked from the image editor. When working with UVs of several objects (for example to fit them in the same UV space without overlapping) you would like to avoid getting distracted by a texture there, an empty image (which you get from unlinking the texture in the image editor) works way better for viewing several UV maps at once, however right now it doesn't work. In Blender Internal it does work. **Exact steps for others to reproduce the error** Based on a (as simple as possible) attached .blend file with minimum amount of steps 1. Create a new .blend file. 2. Add a UV Sphere with Generate UVs ticked. 3. Add an ico sphere with Generate UVs ticked. 4. Create a new material. 5. Assign both objects to the material. 6. In the UV editor add a new Color Grid texture. 7. In the UV editor tick Draw Other Objects. 8. Select both of the objects and enter edit mode. Confirm that you see both UV maps in the UV editor. 9. In the node editor add an Image Texture node and set it to use the Color Grid texture. 10. Select both of the objects and enter edit mode. Note that you no longer see both UV maps in the UV editor. 11. Set the UV editor to use the Color Grid texture. 12. Select both of the objects and enter edit mode. Confirm that you again see both UV maps in the UV editor. 13. Unlink the image and repeat the above, you don't see both UV maps. [bug_uv_draw_other_objects_fails_when_not_viewing_image.blend](https://archive.blender.org/developer/F1333015/bug_uv_draw_other_objects_fails_when_not_viewing_image.blend) (if image is missing create a Color Grid texture and input it in the Image Texture node)
Author
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Added subscriber: @cyaoeu

Added subscriber: @cyaoeu

Added subscriber: @Sergey

Added subscriber: @Sergey

Changed status from 'Open' to: 'Archived'

Changed status from 'Open' to: 'Archived'
Sergey Sharybin self-assigned this 2017-12-18 14:25:13 +01:00

UV editor will show other objects' UVs which are using same image datablock (so called TexFace). Basically, face has image assigned to it, and only UV from faces which are pointing to the currently displayed image will be drawn. This is because it's possible to have different parts of objects unwrapped and use different textures. Drawing all faces UVs all the time will help in your case, but would make other cases more complicated to manage.

In Blender 2.8 we will likely go away from texfaces, so there would need to be a totally different approach there. So from this perspective would not suggest trying to fix it now, because it will need to be redone anyway for the next release.

Thanks for the report, and stay tuned for Blender 2.8!

UV editor will show other objects' UVs which are using same image datablock (so called TexFace). Basically, face has image assigned to it, and only UV from faces which are pointing to the currently displayed image will be drawn. This is because it's possible to have different parts of objects unwrapped and use different textures. Drawing all faces UVs all the time will help in your case, but would make other cases more complicated to manage. In Blender 2.8 we will likely go away from texfaces, so there would need to be a totally different approach there. So from this perspective would not suggest trying to fix it now, because it will need to be redone anyway for the next release. Thanks for the report, and stay tuned for Blender 2.8!
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Reference: blender/blender#53503
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