Masking with MultiRes is inconsistent across all subdiv levels by having the mask saved to individual levels and the 0 subdiv level not having a mask at all #76386
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Reference: blender/blender#76386
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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: 2.90 (sub 0), branch: master, commit date: 2020-04-30 20:00, hash:
03f4d20bcf
Short description of error
Masking is not visible on the level 0 mesh with MultiRes added to the object. Also, the mask is saved on every single subdiv level individually, so if you clear the mask at a lower level the mask will still be there on every level above it (i.e. removing the mask at level 3 will have the mask still present at level 4 and up, etc., etc.).
Desktop 2020.05.03 - 17.25.41.01.mp4
Exact steps for others to reproduce the error
Take a cube and subdivide it.
Go down to level 0 and try to mask the mesh, which will be completely invisible. Then pick any subdiv level above it and mask.
Remove the mask at a lower subdiv above level 0 and then move up one level. The mask should still be there.
Repeat 3) until you reach the highest subdiv level.
Added subscriber: @Frozen_Death_Knight
Added subscriber: @mano-wii
Changed status from 'Needs Triage' to: 'Confirmed'
I can confirm that the mask does not propagate in the next subdivision levels.
But I cannot reproduce the problem described in item 2:
Added subscriber: @KidTempo
Added subscriber: @Sergey
Propagaiton is easiest to be implemented by me.
Level 0 wouldn't be affected by thew propagation. In fact, quite sure mask on level 0 totally separate from mask on multires levels.
This comment was removed by @Sergey
Changed status from 'Confirmed' to: 'Resolved'
Eeeeh, the phabricator didn't put the entire comment. Re-typing the reply again.
So the fix propagation has been committed. Would suggest to test everything again with a newer build. If there are still some issues in there submit them one per report.
For the level 0 I think this was bout drawing mask on multires, then going to level 0 which will not have the mask. This is how the current design work (as I've mentioned before multires and non-multires masks are separate). This is not considered a bug.
@Sergey Okay, but what makes masking so unique that it can't be propagated from level 0 and up? Face Sets is a brand new feature yet it propagates its colours to every level, including level 0. I know that in ZBRush it works the same way with the mask propagating from the base mesh up to the highest subdiv level. I honestly think it would be a good idea to at least consider it as a known issue if you are not going to mark it as a bug.
Added subscriber: @Regnas
Ok. But this behavior is not desirable at all, and certainly feels like a glitch. So I hope it can be changed at some point in the future.
Face Sets were likely designed keeping propagation from level 0 all the way in mind. This is not how mask was initially implemented,
It is surely always possible to upgrade existing designs, but this happens outside of the bug tracker.
@Sergey I have had the chance to test MultiRes masking with the bug fix patch now. Although it is better, masking is still not fixed properly. Here is a video demonstration showing that deleting the mask does not actually remove the entire mask from all subdiv levels by having mask artefacts remaining at the edges of your mask:
Desktop 2020.05.17 - 00.35.46.01.mp4
When you delete a mask, it should be deleted completely across all levels. Until this is fixed, my bug report remains valid.
Please submit new report for that.
@Sergey Done.
https://developer.blender.org/T76862
Added subscriber: @Edvard-Svensson
Removed subscriber: @Edvard-Svensson