Operating system: Windows-8.1-6.3.9600-SP0 64 Bits
Graphics card: GeForce GT 710/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.66
Broken: version: 2.83 (sub 8), branch: master, commit date: 2020-03-12 00:33, hash: rB8751af6d1902
Worked: last older 2.83 build I have: c26f470cfeea
Short description of error
using sculpt mode breaks vertex paint mode after being used
Exact steps for others to reproduce the error
- Open file
- Go to sculpt mode
- Use the Mask or the Box Mask tool once
- go back to vertex paint mode
it has a really bad visual glitch.(it gets even worse if you use dytopo)
also note that the glitch disappears if you enter the rendered or the preview mode and go back to solid.
note this doesnt seem to be a problem when mesh is subdivided by a modifier [subd/multires]
more info from T75567:
bug is related to Masks and Face Sets overlays from Sculpt mode.
First, create a mask or a face set is created in Sculpt mode.
Then, switch to vertex paint mode or weight paint mode.
There is no problem if mesh is subdivided by a modifier. But if there is no modifier, there are artifacts.
Some faces may be black. Others became colored tris in vertex paint mode.
In weight paint mode, colors other than blue may be black.
Then, go back to sculpt mode to disable Face Sets and Masks overlays.
And finally, switch again to vertex paint mode. -> glitches are gone.
It looks like overlays (non pertinent in Vertex or Weight Paint mode) are still active in a viewport when switching from Sculpt mode to Vertex or Weight Paint mode.
That does not happen if you switch from one workspace dedicated to Sculpt mode to another dedicated to a Paint mode.
after using dytopo: