Geometry Nodes and Point Density Texture bug #89091

Closed
opened 2021-06-12 18:30:49 +02:00 by Alexander Samsonov · 8 comments

System Information
Operating system: Linux-5.8.0-55-generic-x86_64-with-glibc2.31 64 Bits
Graphics card: GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.80

Blender Version
Broken: version: 3.0.0 Alpha, branch: master, commit date: 2021-06-11 21:39, hash: d75e45d10c
Worked: (newest version of Blender that worked as expected)

Short description of error
Point Density texture works not as expected with objects created with geometry nodes

Exact steps for others to reproduce the error
Download the .blend
PointDensityBug.blend

When Switch node is off, Plane object is just a simple plane with Vertex Color named Col which is filled with geometry nodes. A volume object with Point Density texture renders 4 red spheres which is an expected behavior.
1.png

When you turn the Switch node on, at each vertex of the original plane a Cube object is spawned and Col attribute is filled with red again. If you render the scene now, the volume object will be rendered empty.
2.png
The reason is that Color output of the Point Density texture seems to be black. If you unplug in from the Emission shader you'll see spheres at each vertex of each spawned Cube.
3.png
The fact that vertex colors exists in that case is confirmed by the fact that Cubes surface, which shader just renders Col attribute, is actually red. If you'll apply the geometry nodes modifier, you'll find out that new object doesn't actually have a Vertex Color slot, though in Spread Sheet you'll see that Face Corners do have Col attribute. So it's all very confusing.

Another bug is that if you mute or delete Attribute Fill node (with Switch node on) then Density output of the Point Density texture is empty which is strange again.
4.png

**System Information** Operating system: Linux-5.8.0-55-generic-x86_64-with-glibc2.31 64 Bits Graphics card: GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.80 **Blender Version** Broken: version: 3.0.0 Alpha, branch: master, commit date: 2021-06-11 21:39, hash: `d75e45d10c` Worked: (newest version of Blender that worked as expected) **Short description of error** Point Density texture works not as expected with objects created with geometry nodes **Exact steps for others to reproduce the error** Download the .blend [PointDensityBug.blend](https://archive.blender.org/developer/F10168387/PointDensityBug.blend) When Switch node is off, Plane object is just a simple plane with Vertex Color named Col which is filled with geometry nodes. A volume object with Point Density texture renders 4 red spheres which is an expected behavior. ![1.png](https://archive.blender.org/developer/F10168391/1.png) When you turn the Switch node on, at each vertex of the original plane a Cube object is spawned and Col attribute is filled with red again. If you render the scene now, the volume object will be rendered empty. ![2.png](https://archive.blender.org/developer/F10168393/2.png) The reason is that Color output of the Point Density texture seems to be black. If you unplug in from the Emission shader you'll see spheres at each vertex of each spawned Cube. ![3.png](https://archive.blender.org/developer/F10168395/3.png) The fact that vertex colors exists in that case is confirmed by the fact that Cubes surface, which shader just renders Col attribute, is actually red. If you'll apply the geometry nodes modifier, you'll find out that new object doesn't actually have a Vertex Color slot, though in Spread Sheet you'll see that Face Corners do have Col attribute. So it's all very confusing. Another bug is that if you mute or delete Attribute Fill node (with Switch node on) then Density output of the Point Density texture is empty which is strange again. ![4.png](https://archive.blender.org/developer/F10168397/4.png)

Added subscriber: @blendersamsonov

Added subscriber: @blendersamsonov
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Added subscriber: @PratikPB2123

Added subscriber: @PratikPB2123
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Changed status from 'Needs Triage' to: 'Confirmed'

Changed status from 'Needs Triage' to: 'Confirmed'
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Can confirm on 3.0.0 (7b0c8097a7).

Another bug is that if you mute or delete Attribute Fill node (with Switch node on) then Density output of the Point Density texture is empty which is strange again.

Thanks for the report. Please create a separate report for this.

Can confirm on 3.0.0 (`7b0c8097a7`). >Another bug is that if you mute or delete Attribute Fill node (with Switch node on) then Density output of the Point Density texture is empty which is strange again. Thanks for the report. Please create a separate report for this.
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Closed as duplicate of #89054

Closed as duplicate of #89054
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Added subscriber: @JacquesLucke

Added subscriber: @JacquesLucke
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The issue here is that the attribute created by the Attribute Fill node is not a vertex color layer anymore. Instead it is a generic attribute. As such the Point Density node cannot handle it yet.

Another bug is that if you mute or delete Attribute Fill node (with Switch node on) then Density output of the Point Density texture is empty which is strange again.

Here the reason is that the Point Instance node outputs instances which are also not picked up by the Point Density node yet. The Attribute Fill node makes these instances real (just like many other nodes) and then the Point Density node can access the points.

The issue here is that the attribute created by the Attribute Fill node is not a vertex color layer anymore. Instead it is a generic attribute. As such the Point Density node cannot handle it yet. > Another bug is that if you mute or delete Attribute Fill node (with Switch node on) then Density output of the Point Density texture is empty which is strange again. Here the reason is that the Point Instance node outputs instances which are also not picked up by the Point Density node yet. The Attribute Fill node makes these instances real (just like many other nodes) and then the Point Density node can access the points.

Yup, I thought the reason was somewhere along these lines. Thanks for clarification!

Yup, I thought the reason was somewhere along these lines. Thanks for clarification!
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Reference: blender/blender#89091
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