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Paint Mask Selection wireframe is broken when the mesh is subdivided by either `Subdivision` or `Multires` modifiers
Closed, ResolvedPublicBUG

Description

System Information
Operating system: Windows-10-10.0.18362-SP0 64 Bits
Graphics card: GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.50

Blender Version
Broken: version: 2.83 (sub 13), branch: master, commit date: 2020-04-08 21:23, hash: rB1239cab11ff9

Short description of error
Paint Mask Selection wireframe is broken when the mesh is subdivided by either Subdivision or Multires modifiers:


Exact steps for others to reproduce the error

  • Open file
  • inspect broken Paint mask selection wireframe
  • goes away if modifier (subd or multires) is disabled

Original report:

When I opened up one of my files that I wanted to vertex paint, I noticed some really serious rendering artefacts that prevented me from seeing and painting the vertices. Here are images showing the issue. MultiRes/SubSurf and no modifiers create rendering problems on this model, but strangely enough I don't have these problems on every sculpt. I don't know yet the true cause of these bugs.

Here is a file with a piece of the model I had a problem with. Tried making it as small as possible.

To start finding the problem you first need to go into Vertex Paint Mode. The mesh should be all white with wireframes showing despite the option being toggled off in Viewport Overlays. Toggle Viewport Overlays settings on and off and try to change the settings and nothing works except when you disable Viewport Overlays completely.

If you start painting on the model (i.e. black) the paint will not appear on the model. If you enable MultiRes in the modifier window you will notice the broken rendering of the vertex paint with dark lines drawn all across the model.

Event Timeline

Kenn Nyström (Frozen_Death_Knight) renamed this task from Broken vertex painting with MultiRes/SubSurf and invisible vertex painting with permanent visible wireframes to Broken vertex painting with MultiRes/SubSurf and without modifier the mesh has completely invisible vertex painti with permanently visible wireframes.Apr 10 2020, 4:15 AM
Kenn Nyström (Frozen_Death_Knight) renamed this task from Broken vertex painting with MultiRes/SubSurf and without modifier the mesh has completely invisible vertex painti with permanently visible wireframes to Broken vertex painting with MultiRes/SubSurf and without modifiers the mesh has completely invisible vertex paint with permanently visible wireframes.

I can reproduce the two problems on ubuntu 18.04 64 bits. Nvidia Titan Black with master d3cda49 .

First bug is related to wireframe lines from Face Selection Paint Mask.
Those Wireframe Lines are messed up by subdivision.
The bug appears when mesh has a subdivision or a multires modifier and Paint Mask is enabled.
If preview level is set to 0, wireframe lines are correct. But at a superior level, they are pointing to left bottom corner of Viewport.
It is the case with Vertex Paint Mode and Weight Paint.
There are no wire at all in Texture Paint mode that use only an overlay coloring faces for Paint Mask.
But this overlay is also affected by subdivision. Instead of being propagated at an higher level of subdivision, it is simply gone.

Second 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.

Philipp Oeser (lichtwerk) changed the task status from Needs Triage to Confirmed.Apr 10 2020, 12:50 PM
Philipp Oeser (lichtwerk) changed the subtype of this task from "Report" to "Bug".

Can confirm.

For the second issue (vertexpaint / weightpaint overlays broken after using sculpt masks), we already have T74694: Vertex and weight paint mode broken after using sculpt mode mask tools open.

will try to strip the report down to the first issue [paint mask selection overlay wires messed up by subd/multires]...

Philipp Oeser (lichtwerk) renamed this task from Broken vertex painting with MultiRes/SubSurf and without modifiers the mesh has completely invisible vertex paint with permanently visible wireframes to Paint Mask Selection wireframe is broken when the mesh is subdivided by either `Subdivision` or `Multires` modifiers.Apr 10 2020, 1:15 PM
Philipp Oeser (lichtwerk) updated the task description. (Show Details)