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mask visibility in sculpt mode using shape keys
Open, Confirmed, MediumPublic

Description

System Information
Operating system: Windows 10
Graphics card: nvidia 1060 Ti

Blender Version
2.8 RC2

Short description of error
If you have a mesh with a mask and create a shape key, the mask will be no longer visible, still active but not visible.

Exact steps for others to reproduce the error

-Add UV Sphere
-Sculpt mode
-Paint a mask
-Create shape keys

Details

Type
Bug

Event Timeline

I confirm. That is probably an issue that would have same solution as T67305.

Germano Cavalcante (mano-wii) lowered the priority of this task from Needs Triage by Developer to Confirmed, Medium.Jul 22 2019, 4:06 PM

Investigating...

The sculpt masks drawing became more restricted after the commit rBd0fb602e2c36.
@Jeroen Bakker (jbakker), can we take away the restriction in this case?

status of this issue?, until this day v2.81 Alpha Hash: ee4707544904 still have this issue present.

@Maxximo Ramirez (maxximo32) I have dozens of issues on my desk with all the same priority. I haven't looked at this issue at all.

It will help if someone can create a good report for this, including a simple example file.

Thanks!

@Jeroen Bakker (jbakker)

I covered the 4 basic issues with visible masking, of course keep adding modifiers will keep the issue (such as bools or corrective smoothness)

Basically having a model with either a ShapeKey (Basis included) or a modifier that affects his shape (such as Armature or basic Smooth) will hide the mask until its removed.

Since T70564 got implemented it works much better. But there's still some inconsistency. Here's a list of modifier-shapekey cases where the mask disappears or behaves differently.

Let's start with the masking and hiding geometry in sculpt mode:

  • Bevel/Triangulate =

The mask is strangely intersecting with the newly created geometry.
Hidden faces reappear but edges are still visible.

  • Remesh =

The mask is strangely intersecting with the newly created geometry.
Hidden geometry reappears.

  • Decimate =

The mask is strangely intersecting with the newly created geometry.
Hidden geometry stays hidden.

  • Multires =

The Mask stays.
Hidden geometry appears on higher subdiv levels.

  • Screw/Subdiv/Wireframe =

The mask disappears.
Hidden faces stay hidden but edges become visible again.

  • Skin =

The mask disappears.
Hidden geometry reappears.

When adding shapekeys there are these cases:

  • Multiresolution =

The mask disappears on the base resolution.

In all the other modifiers it seems that the shapekey is taken into account and the behaviour is as intended or like mentioned above.

Also some strange cases when "Use Deform Only" is enabled in the Sculpt Mode options:

  • Subdivision Surface =

The Mask disappears.

  • Cast/Curve/Simple Deform/Shrinkwrap/Smooth/Wave =

Still being applied in Sculpt Mode.


IMO modifiers that drastically alter the mesh like remesh and decimate should probably still hide the mask. Other modfiers that just move the geometry like Simple Deform, Mirror & Shrinkwrap are still very useful when using the mask in Sculpt Mode.
Hiding geometry can be useful in most of them.
The mask disappearing with the subdiv and multires modfiers is not ideal. At least for Subdiv it's ok though when not using "Use Deform Only".

I did not test the performance on any of these cases but when using modifiers for Sculpt Mode, users should expect a slower viewport anyway. That's what the "Use Deform Only" option is for after all. To speed up the performance by disabling all the modifiers.


Using my example file it shows that with armatures it creates artifacts when sculpting over a mask, they looks like that its a mask-less duplicated of the model or a delayed version, progressing and using Undo seems to clean it and removing all the artifacts.
BUT when having shapekeys the error is less probable to appear (cant explain why atm)
To my knowledge:

SCULPT=clean
ARMT+SCULPT = artifacts
SK+SCULPT = clean
ARMT+SK+SCULPT = clean (sometimes artifacts)

Also the artifacts seems to be stronger when smooth shading its enable, using flat smooth reduce the artifacts to a minimum and when moving the camera with the mouse or doing another action seems to remove them at once.
Gonna build a better model example to check this but it falls mostly on viewport error and shouldn't affect using masks for the final result.