multires deformations not propagated correctly #74867

Closed
opened 2020-03-18 03:25:40 +01:00 by Daniel Ulrich · 7 comments

Blender Version
Broken: 7ba403dc94

Short description of error
multires deformations don't seem to be propagated correctly.
multires_x_subdiv.gif

Exact steps for others to reproduce the error

  • Duplicate linked default cube (Alt D)
  • On the 1st put on a subdivide modifier, subdivision to 4,
  • On the 2nd put on a multires modifier, subdivide 4 times,
  • Go to edit mode and snap 1 vert to the vert diagonally.

Trying to determine how exact deformation propoagation is, and this seems to be a very big difference -

multires_x_subdiv.blend

**Blender Version** Broken: 7ba403dc94c3 **Short description of error** multires deformations don't seem to be propagated correctly. ![multires_x_subdiv.gif](https://archive.blender.org/developer/F8413726/multires_x_subdiv.gif) **Exact steps for others to reproduce the error** - Duplicate linked default cube (Alt D) - On the 1st put on a subdivide modifier, subdivision to 4, - On the 2nd put on a multires modifier, subdivide 4 times, - Go to edit mode and snap 1 vert to the vert diagonally. Trying to determine how exact deformation propoagation is, and this seems to be a very big difference - [multires_x_subdiv.blend](https://archive.blender.org/developer/F8413728/multires_x_subdiv.blend)
Author

Added subscriber: @dan2

Added subscriber: @dan2

Added subscribers: @Sergey, @mano-wii

Added subscribers: @Sergey, @mano-wii

I'm not sure if this is a bug. What do you think @Sergey?

I'm not sure if this is a bug. What do you think @Sergey?
Author

Thank you for tyding up the report Germano!

Just out of curiosity, if not a bug, would it be a known limitation?

This is something that is not happening in any other package (zbrush, mudbox, maya, 3dcoat). I just wanted to make sure that when sculpting whatever I do on the lowest (or any) subdivision level gets propagated correctly to the highest subdiv level.

Not sure at what state the work on multires is, figured it's better to flag things like this.

Thank you for tyding up the report Germano! Just out of curiosity, if not a bug, would it be a known limitation? This is something that is not happening in any other package (zbrush, mudbox, maya, 3dcoat). I just wanted to make sure that when sculpting whatever I do on the lowest (or any) subdivision level gets propagated correctly to the highest subdiv level. Not sure at what state the work on multires is, figured it's better to flag things like this.

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

Changed status from 'Needs Triage' to: 'Archived'
Sergey Sharybin self-assigned this 2020-03-19 12:23:33 +01:00

Deforming vertices in edit mode does not cause any propagation to happen and it does not modify multires in any way. So what happens is: you have multires with some sculpted data on it, which gets applied in a tangent space of the base mesh (input of the multires modifier). By deforming mesh so heavily, the sculpted data is no longer delivering you desired result.

The propagation is only happening when you sculpt on a non-top level. Unfortunately, this functionality is still disabled since it requires rock-solid undo system to prevent unexpected mesh corruption.

Sop thanks for the report, but its just how multires works.

Deforming vertices in edit mode does not cause any propagation to happen and it does not modify multires in any way. So what happens is: you have multires with some sculpted data on it, which gets applied in a tangent space of the base mesh (input of the multires modifier). By deforming mesh so heavily, the sculpted data is no longer delivering you desired result. The propagation is only happening when you sculpt on a non-top level. Unfortunately, this functionality is still disabled since it requires rock-solid undo system to prevent unexpected mesh corruption. Sop thanks for the report, but its just how multires works.
Author

Thank you for the explanation Sergey. Looking forward to further improvements and really appreciating your work.

Thank you for the explanation Sergey. Looking forward to further improvements and really appreciating your work.
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Reference: blender/blender#74867
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