UVProject modfier does not reflect projector position with shrinkwrap constraint #65340
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Reference: blender/blender#65340
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uv project issue.blend
system-info.txt
When a mesh has the UVProject modifier, and the object selected to be the projector is using a "shrinkwrap" constraint targeting that mesh, any transformations performed by the constraint are not reflected by the result of the UV project modifier.
Replication steps:
Operating system: Windows 10 Home (1803(
Graphics card: NVIDIA GeForce GTX 1080
Blender version: 2.80 (sub 73), branch: blender2.7, commit date: 2019-05-30 22:47, hash:
451c533e25
, type: Releasebuild date: 30/05/2019, 17:02
This behavior does NOT happen (in other words, UVProject works as expected) when the projector is the child of the constrained object, or if the constraint target is a different mesh object.
This at least appears to be a dependency graph issue, because "meshObject depends on empty depends on meshObject etc..." looks like a dependency loop. However, only aspect of the mesh that depends on the projector is the material, not the geometry or transformations, none of which are things that the constrained projector object depends on.
I suppose this might seem esoteric, but I would expect that one of the more useful applications of the new shrinkwrap constraint is using the setup I describe to move UV coordinates while keeping the z axis perpendicular to the surface normal. For example: applying an eye texture to a non-spherical toon eye without distortion. It certainly was the first use that I personally put it to use for.
Obviously if this is an annoyingly involved bug to fix, multiple workarounds are simple enough.
Added subscriber: @AdrianPreston
Added subscriber: @brecht
This file has dependency Cycles printed to the console. Unless you solve them, the setup can't be expected to work correctly.
Yes, I see the dependency cycle output. Sorry if I didn't communicate well. Ultimately the dependency graph thinking there is a cycle is the issue.
Some of the examples were meant to be just for illustrative purposes. I think that muddied the issue.
Removing everything else still yields one dependency cycle:
(emphasis mine)
But at least if I understand how the new dependency graph is supposed to work, it shouldn't register as a recursive cycle.
Unless I've totally missed something, the conceptual chain is:
If I'm wrong and this is expected behavior, then I'm sorry for troubling you, but it does seem like it ought not to get caught in a cycle here.
uv project issue just one pair.blend
Added subscribers: @Sergey, @ZedDB
The issue here is that depsgraph is not fine grained enough to be able to break the cycle/not from a circular update loop.
@Sergey it is the case here right?
Changed status from 'Open' to: 'Archived'
With the current design of dependency graph and modifier stack it is not possible to support such configuration: the shrikwrap constraint needs the final evaluated geometry, which is coming from the modifier stack. However, the object which is being shrinkwrapped is needed for the modifier stack.
While that object is not needed for the geometry "shape", there is no way to know this in advance, and it is not possible have any branching in the modifiers evaluation which could help solving this issue.
Would imagine that nodifying modifier stack and constraint system will help a lot making it more grained what depends on what and at which point. For until that system is implemented would not consider it a bug.
Thanks for the report anyway.