mesh UV with nan cordinates #88024

Closed
opened 2021-05-04 12:30:17 +02:00 by Vyacheslav Kobozev · 4 comments

System Information
Operating system: Windows-8.1-6.3.9600-SP0 64 Bits
Graphics card: NVIDIA GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.27

Blender Version
Broken: version: 2.93.0 Beta, branch: master, commit date: 2021-05-01 15:22, hash: 7c5e009655
Worked: (newest version of Blender that worked as expected)

Short description of error
It is weird that I can do pin and unpin island, but it still have NaNs instead cordinates.
Should blender allow it?
I expect (at least) all points with no cordinates should recieve [0,0]

meshnanUV.blend

**System Information** Operating system: Windows-8.1-6.3.9600-SP0 64 Bits Graphics card: NVIDIA GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.27 **Blender Version** Broken: version: 2.93.0 Beta, branch: master, commit date: 2021-05-01 15:22, hash: `7c5e009655` Worked: (newest version of Blender that worked as expected) **Short description of error** It is weird that I can do pin and unpin island, but it still have NaNs instead cordinates. Should blender allow it? I expect (at least) all points with no cordinates should recieve [0,0] [meshnanUV.blend](https://archive.blender.org/developer/F10052742/meshnanUV.blend)

Added subscriber: @Vyach

Added subscriber: @Vyach
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Added subscriber: @lichtwerk

Added subscriber: @lichtwerk
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Well I think it would be best to solve the issue that leads to the NAN UVs.

Do you remember how the upper part (with the NAN UVs) was created?
Imported? Used Blender modeling tools?
Getting this reproducable is key here, if that is fixed, blender should not need to worry about NANs -- and I think this is what we should be after.

Getting to the source of the problem would help resolve all sorts of reports, the mother of them all is #79775 (Something in Blender can generate invalid (Nan) values in UVMaps).

So if you have a way to reproduce this kind of a mesh, please provide the info in #79775, will merge these reports

Well I think it would be best to solve the issue that leads to the NAN UVs. Do you remember how the upper part (with the NAN UVs) was created? Imported? Used Blender modeling tools? Getting this reproducable is key here, if that is fixed, blender should not need to worry about NANs -- and I think this is what we should be after. Getting to the source of the problem would help resolve all sorts of reports, the mother of them all is #79775 (Something in Blender can generate invalid (Nan) values in UVMaps). So if you have a way to reproduce this kind of a mesh, please provide the info in #79775, will merge these reports
Member

Closed as duplicate of #79775

Closed as duplicate of #79775
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Reference: blender/blender#88024
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