Sculpting in Rendered Mode (EEVEE or Cycles) locks highly deformed areas of the mesh #78479

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opened 2020-07-01 01:08:44 +02:00 by Cycles · 9 comments

System Information
Operating system: Microsoft Windows 10 Pro
Graphics card: Nvidia GeForce GTX 1050
Processor: Intel(R) Core(TM) i5-2500 CPU @ 3.30GHz, 3301 Mhz, 4 Core(s), 4 Logical Processor(s)

Blender Version
Broken: 2.80 - 2.93.0-1b29e84c18dc

Short description of error

When sculpting in rendered/material preview mode, highly deformed areas seem to occasionally "lock" and are not sculptable or even recognized by the cursor. However, when updating the mesh such as by remeshing or pressing "Rebuild BVH" under sculpt the areas are sculptable again. The problem doesn't occur in Solid or Wireframe mode or with dyntopo/multires enabled. Rebuild BVH doesn't alter the topology which means the issue is not due to insufficient topology. Also, setting the render engine to Workbench doesn't make the problem go away, even though, as far as I know, it is the same engine that Solid mode uses.

Exact steps for others to reproduce the error
Add some subdivisions to the default cube and apply
Open the sculpting workspace
Set mode to rendered
Stretch out the mesh with any brush
Try to sculpt the deformed area and notice it is unsculptable
Add a remesh/rebuild BVH
Now the affected area should be sculptable

Example Video: meshlocking.mkv

**System Information** Operating system: Microsoft Windows 10 Pro Graphics card: Nvidia GeForce GTX 1050 Processor: Intel(R) Core(TM) i5-2500 CPU @ 3.30GHz, 3301 Mhz, 4 Core(s), 4 Logical Processor(s) **Blender Version** Broken: 2.80 - 2.93.0-1b29e84c18dc **Short description of error** When sculpting in rendered/material preview mode, highly deformed areas seem to occasionally "lock" and are not sculptable or even recognized by the cursor. However, when updating the mesh such as by remeshing or pressing "Rebuild BVH" under sculpt the areas are sculptable again. The problem doesn't occur in Solid or Wireframe mode or with dyntopo/multires enabled. Rebuild BVH doesn't alter the topology which means the issue is not due to insufficient topology. Also, setting the render engine to Workbench doesn't make the problem go away, even though, as far as I know, it is the same engine that Solid mode uses. **Exact steps for others to reproduce the error** Add some subdivisions to the default cube and apply Open the sculpting workspace Set mode to rendered Stretch out the mesh with any brush Try to sculpt the deformed area and notice it is unsculptable Add a remesh/rebuild BVH Now the affected area should be sculptable Example Video: [meshlocking.mkv](https://archive.blender.org/developer/F8655967/meshlocking.mkv)
Author

Added subscriber: @Cycles

Added subscriber: @Cycles

Added subscriber: @mano-wii

Added subscriber: @mano-wii

I can't replicate this part:

Try to sculpt the deformed area and notice it is unsculptable

Is there any step missing?

I can't replicate this part: > Try to sculpt the deformed area and notice it is unsculptable Is there any step missing?
Author

In #78479#970880, @mano-wii wrote:
I can't replicate this part:

Try to sculpt the deformed area and notice it is unsculptable

Is there a step missing?

Yes, I forgot to mention you must be in rendered mode. Updated now

> In #78479#970880, @mano-wii wrote: > I can't replicate this part: >> Try to sculpt the deformed area and notice it is unsculptable > > Is there a step missing? Yes, I forgot to mention you must be in rendered mode. Updated now

Added subscriber: @iss

Added subscriber: @iss

Can't reproduce this either

Can't reproduce this either

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

Changed status from 'Needs Triage' to: 'Confirmed'
Author

Brushes like grab will allow you to stretch the mesh as much as you want before it locks it, but brushes like snake hook which are constantly recalculating will stop mid-stroke. This means that some brushes would only have to recalculate after the stroke. I am not sure why the render mode affects it though.

Brushes like grab will allow you to stretch the mesh as much as you want before it locks it, but brushes like snake hook which are constantly recalculating will stop mid-stroke. This means that some brushes would only have to recalculate after the stroke. I am not sure why the render mode affects it though.
Author

Also found that some modifiers cause this behavior as well, such as displace

Also found that some modifiers cause this behavior as well, such as displace
Philipp Oeser removed the
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Sculpt, Paint & Texture
label 2023-02-10 09:12:28 +01:00
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Reference: blender/blender#78479
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