Dicing scale doesn't work #72308

Closed
opened 2019-12-09 17:51:50 +01:00 by Yegor · 11 comments

System Information
Operating system: Linux-3.10.0-957.10.1.el7.x86_64-x86_64-with-centos-7.6.1810-Core 64 Bits
Graphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 418.56

Blender Version
Broken: version: 2.82 (sub 4), branch: master, commit date: 2019-12-08 18:49, hash: 761111efb8
Worked: 2.79 the last one

Short description of error
Changing dicing scale to extreme values (1 - 32) does nothing, as well as changing render properties -> subdivisions -> max subdivisions / offscreen scale.
The smoothing of the mesh and memory consumption stays the same.
There's a bit different behavior in 2.81a. Dicing scale works about between 1-4, >4 does nothing and max subdivisions / offscreen scale don't work either.

Exact steps for others to reproduce the error
Open the file, hit render.
With 32px of subd scale you must see jagged surface, but it'll be perfectly smooth.
dicing_scale_bug.blend

**System Information** Operating system: Linux-3.10.0-957.10.1.el7.x86_64-x86_64-with-centos-7.6.1810-Core 64 Bits Graphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 418.56 **Blender Version** Broken: version: 2.82 (sub 4), branch: master, commit date: 2019-12-08 18:49, hash: `761111efb8` Worked: 2.79 the last one **Short description of error** Changing dicing scale to extreme values (1 - 32) does nothing, as well as changing render properties -> subdivisions -> max subdivisions / offscreen scale. The smoothing of the mesh and memory consumption stays the same. There's a bit different behavior in 2.81a. Dicing scale works about between 1-4, >4 does nothing and max subdivisions / offscreen scale don't work either. **Exact steps for others to reproduce the error** Open the file, hit render. With 32px of subd scale you must see jagged surface, but it'll be perfectly smooth. [dicing_scale_bug.blend](https://archive.blender.org/developer/F8202535/dicing_scale_bug.blend)
Author

Added subscriber: @YegorSmirnov

Added subscriber: @YegorSmirnov

Added subscriber: @MadMinstrel

Added subscriber: @MadMinstrel

You have two levels of non-adaptive smoothing that are getting applied first. Disable the 'adaptive' checkbox on the modifier to see and set it to zero, then turn adaptive back on. You'll get your 32px subdiv.

It's unclear to me that this is a bug, though the UI does suggest that the mesh should be subdivided with either one or the other method, not both in sequence. Can't really think of any use case for this either.

You have two levels of non-adaptive smoothing that are getting applied first. Disable the 'adaptive' checkbox on the modifier to see and set it to zero, then turn adaptive back on. You'll get your 32px subdiv. It's unclear to me that this is a bug, though the UI does suggest that the mesh should be subdivided with either one or the other method, not both in sequence. Can't really think of any use case for this either.
Author

Oh, thanks to you I found that adaptive is not working at all. I've unchecked adaptive, set to 0, checked back and got jagged mesh on render, but now it's clear that changing dicing scale whether it's 1 or 64 does absolutely nothing. It stays jagged no matter what I set. Try it!

Oh, thanks to you I found that adaptive is not working at all. I've unchecked adaptive, set to 0, checked back and got jagged mesh on render, but now it's clear that changing dicing scale whether it's 1 or 64 does absolutely nothing. It stays jagged no matter what I set. Try it!

You have also set max subdivisions to 1 in the render properties, which prevents the adaptive subdivision from dicing the mesh finer than that.

You have also set max subdivisions to 1 in the render properties, which prevents the adaptive subdivision from dicing the mesh finer than that.
Author

Oh damn, you're right. I fooled myself. So the only thing left is the hidden render subdiv. If it's by design then we can call it a day.

Oh damn, you're right. I fooled myself. So the only thing left is the hidden render subdiv. If it's by design then we can call it a day.
Member

Added subscriber: @JacquesLucke

Added subscriber: @JacquesLucke
Member

Changed status from 'Needs Triage' to: 'Archived'

Changed status from 'Needs Triage' to: 'Archived'
Jacques Lucke self-assigned this 2019-12-29 16:53:13 +01:00
Member

Closing because the issue seems to be resolved.

Closing because the issue seems to be resolved.

Added subscriber: @seanr

Added subscriber: @seanr

At the very least, we should not hide that levels setting until the underlying issue (if it actually is an issue) is resolved. I just got bitten by this in a way that was very hard to find. I really only happened to do a close enough render to actually see what was happening by pure chance, but had wasted several hours of render time wondering why I was getting slightly different results in final renders from the viewport. And it took a damned lucky Google search to find this or I'd still be scratching my head.

To sum up: not invalid, as behavior is not at all what is expected, and one of two possible solutions, the easiest of which being simply to show the field (perhaps with a TODO in the code for later).

At the very least, we should not hide that levels setting until the underlying issue (if it actually is an issue) is resolved. I just got bitten by this in a way that was very hard to find. I really only happened to do a close enough render to actually see what was happening by pure chance, but had wasted several hours of render time wondering why I was getting slightly different results in final renders from the viewport. And it took a damned lucky Google search to find this or I'd still be scratching my head. To sum up: not invalid, as behavior is not at all what is expected, and one of two possible solutions, the easiest of which being simply to show the field (perhaps with a TODO in the code for later).
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Reference: blender/blender#72308
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