"Object Info" shader node doesn't works with Geometry Nodes #87819

Closed
opened 2021-04-26 12:24:02 +02:00 by Aleksandr · 7 comments

System Information
Operating system: Linux-4.15.0-142-generic-x86_64-with-glibc2.27 64 Bits
Graphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 450.119.03

Blender Version
Broken: version: 2.93.0 Beta, branch: master, commit date: 2021-04-25 22:55, hash: db3b610040
Worked: (newest version of Blender that worked as expected)

Short description of error
"Object Info" shader node "Random" socket doesn't works with Geometry Nodes instances. Couple of builds before, it was workable.

Exact steps for others to reproduce the error
Open my file and check that "Object Info" shader node works fine with regular copies and instances but absolutely doesn't works with Geometry Nodes.

Screenshot_20210426_131414.png
Screenshot_20210426_132142.png
GeoNodes_ObjectInfo_Bug.blend

**System Information** Operating system: Linux-4.15.0-142-generic-x86_64-with-glibc2.27 64 Bits Graphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 450.119.03 **Blender Version** Broken: version: 2.93.0 Beta, branch: master, commit date: 2021-04-25 22:55, hash: `db3b610040` Worked: (newest version of Blender that worked as expected) **Short description of error** "Object Info" shader node "Random" socket doesn't works with Geometry Nodes instances. Couple of builds before, it was workable. **Exact steps for others to reproduce the error** Open my file and check that "Object Info" shader node works fine with regular copies and instances but absolutely doesn't works with Geometry Nodes. ![Screenshot_20210426_131414.png](https://archive.blender.org/developer/F10038974/Screenshot_20210426_131414.png) ![Screenshot_20210426_132142.png](https://archive.blender.org/developer/F10038976/Screenshot_20210426_132142.png) [GeoNodes_ObjectInfo_Bug.blend](https://archive.blender.org/developer/F10038973/GeoNodes_ObjectInfo_Bug.blend)
Author

Added subscriber: @viadvena

Added subscriber: @viadvena
Author

Actually, materials completely unworkable with GeoNodes instances. Now I tried to change color of material of the instance source and it's broken.

Actually, materials completely unworkable with GeoNodes instances. Now I tried to change color of material of the instance source and it's broken.
Author

Sorry! I didn't know that modifiers after GeoNodes modifier are influence on top of the source and also on instances. Is that final concept of GeoNodes? It's inconvenient for me. It would be much better and much useful for procedural modeling if modifiers after GeoNodes modifier will influence only on target mesh and instances could have own modifiers (it's logical because you can continue edit instance source and adds some modifiers on them as it was all the time). Or using nodes to influence on instances (i think this way will be implemented in the future - roadmap is to add many modifiers inside of nodes i believe).

Sorry! I didn't know that modifiers after GeoNodes modifier are influence on top of the source and also on instances. Is that final concept of GeoNodes? It's inconvenient for me. It would be much better and much useful for procedural modeling if modifiers after GeoNodes modifier will influence only on target mesh and instances could have own modifiers (it's logical because you can continue edit instance source and adds some modifiers on them as it was all the time). Or using nodes to influence on instances (i think this way will be implemented in the future - roadmap is to add many modifiers inside of nodes i believe).
Author

Materials working if I place GeoNodes modifier in the end. But it's bad way because instead of 1 instance I get 8 on cross of edge due generated mesh in Wireframe modifier. Now I need to copy mesh without modifiers but with GeoNodes and synchronize it with mesh that includes Wireframe modifier. I hope developers will change the way how processing of modifiers priority works.
Screenshot_20210426_140746.png

Materials working if I place GeoNodes modifier in the end. But it's bad way because instead of 1 instance I get 8 on cross of edge due generated mesh in Wireframe modifier. Now I need to copy mesh without modifiers but with GeoNodes and synchronize it with mesh that includes Wireframe modifier. I hope developers will change the way how processing of modifiers priority works. ![Screenshot_20210426_140746.png](https://archive.blender.org/developer/F10039035/Screenshot_20210426_140746.png)
Member

Added subscriber: @HooglyBoogly

Added subscriber: @HooglyBoogly
Member

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

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

Thanks for the report, but this is not a bug. Modifier evaluation will always happen in order, and if you add a modifier after the geometry nodes modifier, it will realize the instances, meaning they won't be seen as separate objects in a renderer. These are pretty fundamental ideas.

The real solution here is supporting the wireframe modifier as a node. I'm sure that will come eventually, but yeah, it's not a bug.

Thanks for the report, but this is not a bug. Modifier evaluation will always happen in order, and if you add a modifier after the geometry nodes modifier, it will realize the instances, meaning they won't be seen as separate objects in a renderer. These are pretty fundamental ideas. The real solution here is supporting the wireframe modifier as a node. I'm sure that will come eventually, but yeah, it's not a bug.
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Reference: blender/blender#87819
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