Sculpt mask not showing with deformation modifiers #67091

Closed
opened 2019-07-17 00:46:51 +02:00 by Konrad · 21 comments

System Information
Operating system: Windows-7-6.1.7601-SP1 64 Bits
Graphics card: GeForce GT 730/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 411.63

Blender Version
Broken: version: 2.80 (sub 74), branch: master, commit date: 2019-07-11 13:50, hash: 06312c6d2d
Worked: (optional)

Short description of error
Masking in sculpting mode looks working but it is not visible even if those option is on.
Mask is appear only in Dyntopo mode.

Exact steps for others to reproduce the error

Select object and change for sculpting mode. Try mask brush or use shift+ctrl+LMB to select part of object.
Visually nothing happens. When you change for any other brush you can check so mask is there.

When you turn on dyntopo mode and after view port rotation, mask is appearing.

Regards

**System Information** Operating system: Windows-7-6.1.7601-SP1 64 Bits Graphics card: GeForce GT 730/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 411.63 **Blender Version** Broken: version: 2.80 (sub 74), branch: master, commit date: 2019-07-11 13:50, hash: `06312c6d2d` Worked: (optional) **Short description of error** Masking in sculpting mode looks working but it is not visible even if those option is on. Mask is appear only in Dyntopo mode. **Exact steps for others to reproduce the error** Select object and change for sculpting mode. Try mask brush or use shift+ctrl+LMB to select part of object. Visually nothing happens. When you change for any other brush you can check so mask is there. When you turn on dyntopo mode and after view port rotation, mask is appearing. Regards
Author

Added subscriber: @Czteryk

Added subscriber: @Czteryk

Added subscriber: @dfelinto

Added subscriber: @dfelinto

I cannot reproduce this (Linux here), either in the mention commit or in the latest 2.8 (a36a44bb81).
Steps I'm doing:

  • Switch to the Sculpting Workspace
  • Shift+Ctrl+LMB

The mask shows up right away (the dark areas in the cube):

image.png

I cannot reproduce this (Linux here), either in the mention commit or in the latest 2.8 (a36a44bb811d8). Steps I'm doing: * Switch to the Sculpting Workspace * Shift+Ctrl+LMB The mask shows up right away (the dark areas in the cube): ![image.png](https://archive.blender.org/developer/F7613861/image.png)
Author

Thank you for quick reply.

As you mention I have done some tests and I have found what is going on.

I have character which is rigged so as long as armature modifier is on object, mask is not showing in sculpt mode.

Everything goes back to normal when armature modifier is applied or removed from object.

Best regards

Thank you for quick reply. As you mention I have done some tests and I have found what is going on. I have character which is rigged so as long as armature modifier is on object, mask is not showing in sculpt mode. Everything goes back to normal when armature modifier is applied or removed from object. Best regards
Member

Added subscriber: @lichtwerk

Added subscriber: @lichtwerk
Member

You dont have to apply the modifier, you can just turn it off for the viewport (show_viewport).

That being said, I can confirm mask is not showing on a effective deforming modifer, however I am unsure what the current status of "crazy-space" sculpting actually is?
It seems to not be working properly?

You dont have to apply the modifier, you can just turn it off for the viewport (`show_viewport`). That being said, I can confirm mask is not showing on a effective deforming modifer, however I am unsure what the current status of "crazy-space" sculpting actually is? It seems to not be working properly?
Member

Added subscriber: @PabloDobarro

Added subscriber: @PabloDobarro
Member

It seems to not be working properly?

scratch that, was testing on a inapproriate mesh... So yeah, if we fully support sculpting on deforming modifiers, shouldnt the mask also be carried over?
Suppose this is a modifier [not a drawing] issue, since this also didnt work in 2.79...

@PabloDobarro: is this possibly working in your branch already?

> It seems to not be working properly? scratch that, was testing on a inapproriate mesh... So yeah, if we fully support sculpting on deforming modifiers, shouldnt the mask also be carried over? Suppose this is a modifier [not a drawing] issue, since this also didnt work in 2.79... @PabloDobarro: is this possibly working in your branch already?
Philipp Oeser changed title from Masking in sculpting mode not working properly. to Sculpt mask not showing with deformation modifiers 2019-07-17 13:35:51 +02:00
Member

I disabled the mask display with modifiers in this commit 2f77175fec. That is necessary in order to render the mask while sculpting with EEVEE enabled. I'm not sure if ##modifiers_active## takes into consideration if the modifier is deformation only.

I disabled the mask display with modifiers in this commit 2f77175fec. That is necessary in order to render the mask while sculpting with EEVEE enabled. I'm not sure if ##modifiers_active## takes into consideration if the modifier is deformation only.
Member

Added subscribers: @Jeroen-Bakker, @brecht

Added subscribers: @Jeroen-Bakker, @brecht
Member

Hi Pablo!

This seems to have been working prior to your commit at some point -- both deformed and undeformed, also in lookdev and eevee (have an old build, namely f070bdd7c9)
So there seems to be a solution for both? If that somehow is not possible anymore because something under the hood changed, then I am not sure what is more important here: showing the mask while sculpting with EEVEE or the feature of showing the mask when sculpting on a rigged model? Anyways, just saying... @PabloDobarro: really looking forward to the work in your branch btw :)

CC @brecht, @Jeroen-Bakker

Hi Pablo! This seems to have been working prior to your commit at some point -- both deformed and undeformed, also in lookdev and eevee (have an old build, namely f070bdd7c9) So there seems to be a solution for both? If that somehow is not possible anymore because something under the hood changed, then I am not sure what is more important here: showing the mask while sculpting with EEVEE or the feature of showing the mask when sculpting on a rigged model? Anyways, just saying... @PabloDobarro: really looking forward to the work in your branch btw :) CC @brecht, @Jeroen-Bakker
Member

There was a refactor commit including the ##BKE_sculptsession_use_pbvh_draw## function among other changes to solve some viewport update issues, maybe that was the thing that broke this. I prefer showing the mask in EEVEE and not in the modifiers. If sculpt mode detects that there are only deformation modifiers active that rendering code should work as it is now, but probably it will cause problems somewhere else. I'm not sure if we should try to fix this now, viewport updates are working fine and I didn't find any weird artifacts with the mask

There was a refactor commit including the ##BKE_sculptsession_use_pbvh_draw## function among other changes to solve some viewport update issues, maybe that was the thing that broke this. I prefer showing the mask in EEVEE and not in the modifiers. If sculpt mode detects that there are only deformation modifiers active that rendering code should work as it is now, but probably it will cause problems somewhere else. I'm not sure if we should try to fix this now, viewport updates are working fine and I didn't find any weird artifacts with the mask

This wasn't supported in 2.79 either, masks don't show on deforming modifiers there.

I wouldn't consider this a bug, making masks work correctly with modifiers is a to do item.

This wasn't supported in 2.79 either, masks don't show on deforming modifiers there. I wouldn't consider this a bug, making masks work correctly with modifiers is a to do item.
Author

Thank you Lads for bending over this problem :) Hopefully you will find solution in future. Regards

Thank you Lads for bending over this problem :) Hopefully you will find solution in future. Regards

Added subscriber: @MarcelievskyRomanenko

Added subscriber: @MarcelievskyRomanenko

In #67091#724625, @Czteryk wrote:
Thank you for quick reply.

As you mention I have done some tests and I have found what is going on.

I have character which is rigged so as long as armature modifier is on object, mask is not showing in sculpt mode.

Everything goes back to normal when armature modifier is applied or removed from object.

Best regards

It's been two years I'm looking fon this answers and I found the problem now when I read about the armature. Thank you!

> In #67091#724625, @Czteryk wrote: > Thank you for quick reply. > > As you mention I have done some tests and I have found what is going on. > > I have character which is rigged so **as long as armature modifier is on object, mask is not showing in sculpt mode.** > > Everything goes back to normal when armature modifier is applied or removed from object. > > Best regards It's been two years I'm looking fon this answers and I found the problem now when I read about the armature. Thank you!

Added subscriber: @carlosgc

Added subscriber: @carlosgc

I got it to work. I was having the same issue in 2.82. It happens to me on rigged meshes, basic primitives seems to work fine. the Overlays mask setting was checked on, but still could not see my mask. I turned on dynotopo, then turned it off, then turned off the mask setting in the overlays menu and turned it back on. Hope this helps someone out there.

Although, this is temporary fix, i have to do this every time I want to use the mask tool.

I got it to work. I was having the same issue in 2.82. It happens to me on rigged meshes, basic primitives seems to work fine. the Overlays mask setting was checked on, but still could not see my mask. I turned on dynotopo, then turned it off, then turned off the mask setting in the overlays menu and turned it back on. Hope this helps someone out there. Although, this is temporary fix, i have to do this every time I want to use the mask tool.

Added subscriber: @BitRot

Added subscriber: @BitRot

For what it's worth, I can also reproduce this with the mirror modifier on an unrigged mesh, blender 2.83 (win64).

Steps to reproduce:

  1. Fire up new project
  2. Move default cube ~3m up the X axis
  3. Apply mirror modifier
  4. Enter Sculpt mode
  5. Ctrl+Shift+Drag and select some verts to mask
  6. Error reproduced: Mask is applied at this point, but is not visible. Can test by trying to push some masked-out verts around to no effect.
  7. Apply mirror modifier
  8. Mask is now visible

Also, for context, using the mirror modifier instead of sculpt symmetry here is especially nice for me, as I'm mostly poly modeling and just occasionally using sculpt brushes to push verts around in an organic way.

For what it's worth, I can also reproduce this with the mirror modifier on an unrigged mesh, blender 2.83 (win64). Steps to reproduce: 1) Fire up new project 2) Move default cube ~3m up the X axis 3) Apply mirror modifier 4) Enter Sculpt mode 5) Ctrl+Shift+Drag and select some verts to mask 6) Error reproduced: Mask is applied at this point, but is not visible. Can test by trying to push some masked-out verts around to no effect. 7) Apply mirror modifier 8) Mask is now visible Also, for context, using the mirror modifier instead of sculpt symmetry here is especially nice for me, as I'm mostly poly modeling and just occasionally using sculpt brushes to push verts around in an organic way.
Member

Changed status from 'Confirmed' to: 'Resolved'

Changed status from 'Confirmed' to: 'Resolved'
Pablo Dobarro self-assigned this 2021-01-05 17:27:20 +01:00
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Reference: blender/blender#67091
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