Duplicate scene #57164

Closed
opened 2018-10-11 22:53:31 +02:00 by Adam Earle · 7 comments

System Information
Windows 10

Blender Version
Broken: 121c94b082
Worked: 2.79

Materials textures not showing up in our project (eevee render we don't know why)

Exact steps for others to reproduce the error
create a scene with about 10 objects some with boolean modifiers animated. lights, cameras and an hdri for a world
make a full copy of the scene
then try delete the original scene being left with only the duplicate

we are really open to ideas at this point because we are super behind schedule

thanks

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**System Information** Windows 10 **Blender Version** Broken: 121c94b0829 Worked: 2.79 Materials textures not showing up in our project (eevee render we don't know why) **Exact steps for others to reproduce the error** create a scene with about 10 objects some with boolean modifiers animated. lights, cameras and an hdri for a world make a full copy of the scene then try delete the original scene being left with only the duplicate we are really open to ideas at this point because we are super behind schedule thanks Ad
Author

Added subscriber: @AdamEarle

Added subscriber: @AdamEarle

Added subscriber: @brecht

Added subscriber: @brecht

Changed status from 'Open' to: 'Archived'

Changed status from 'Open' to: 'Archived'
Brecht Van Lommel self-assigned this 2018-10-12 00:25:36 +02:00

Full scene copy is not fully implemented yet in 2.8, it's on the todo in #55099 (Collections (parent task)).

Full scene copy is not fully implemented yet in 2.8, it's on the todo in #55099 (Collections (parent task)).
Author

Good to know

Thank you I won't be using it though I was using it because Eevee textures weren't compiling so thought maybe if I made a "full copy" duplicate of the scene and got rid of the other scene than maybe it might work

How to force compile textures in EEVEE? no idea? A really Toublesome issue for me.

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Good to know Thank you I won't be using it though I was using it because Eevee textures weren't compiling so thought maybe if I made a "full copy" duplicate of the scene and got rid of the other scene than maybe it might work How to force compile textures in EEVEE? no idea? A really Toublesome issue for me. Ad

Added subscriber: @AdamPreisler

Added subscriber: @AdamPreisler

I think what might be happening here is either:

  1. There are no UV channels for these objects= object mapping of normal maps doesn't work which is actually a mapping method that doesn't use UVs at all so it's easy for this to happen. Adding a UV channel makes object mapped normal maps appear because they have tangents
    It works in Cycles but you can run in issues occasionaly of the normal map being inverted which is because of tangent UVs not present so maybe a generic UVs are generated in the background when Cycles prepares the meshes for rendering which is totally invisible to the user.

In Eevee if you don't have UVs the shader just shows White, indicating something is wrong.

  1. Or you are using Nodegroups where whichever node input value is unplugged is replaced by 0 even if they have different values typed into their fields.

1 could be fixed by creating an invisible UV channel for every object with reseted UVs = each triangle, quad or Ngon fills entire UV boundary - and this is what actually gets created if you add a new UV channel through GUI. But it might lead to problems with exporters and I am not sure about the technical implications.

2 is I suppose harder and (maybe?) a known current limitation of Eevee. Should I create a task for it?

This 2nd problem is shown here in GIF: {F5042006}

I think what might be happening here is either: 1. **There are no UV channels for these objects**= object mapping of normal maps doesn't work which is actually a mapping method that doesn't use UVs at all so it's easy for this to happen. **Adding a UV channel makes object mapped normal maps appear because they have tangents** It works in Cycles but you can run in issues occasionaly of the normal map being inverted which is because of tangent UVs not present so maybe a generic UVs are generated in the background when Cycles prepares the meshes for rendering which is totally invisible to the user. **In Eevee if you don't have UVs the shader just shows White, indicating something is wrong.** 2. **Or you are using Nodegroups** where whichever node input value is unplugged is replaced by 0 even if they have different values typed into their fields. _________ 1 could be fixed by creating an invisible UV channel for every object with reseted UVs = each triangle, quad or Ngon fills entire UV boundary - and this is what actually gets created if you add a new UV channel through GUI. But it might lead to problems with exporters and I am not sure about the technical implications. 2 is I suppose harder and (maybe?) a known current limitation of Eevee. Should I create a task for it? **This 2nd problem is shown here in GIF: {[F5042006](https://archive.blender.org/developer/F5042006/NodegroupInputsDontRegisterUnlessPluggedInto.gif)}**
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Reference: blender/blender#57164
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