Any modifier on object that has GN network with point instance node destroys UVs #89471

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opened 2021-06-27 08:00:19 +02:00 by Ludvik Koutny · 5 comments
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System Information
Operating system: Windows-10-10.0.19041-SP0 64 Bits
Graphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.27

Blender Version
Broken: version: 3.0.0 Alpha, branch: master, commit date: 2021-06-25 20:57, hash: 5759bbe9f9
Worked: (newest version of Blender that worked as expected)

Short description of error
Using any modifier in the modifier stack after a GN node modifier which uses point instance node will destroy all the UVs on the given object.
Before:
image.png
After:
image.png

Exact steps for others to reproduce the error

  1. Distribute any meshes with textures utilizing UVs using Point Instance node onto another mesh
  2. Apply any modifier after the previous GN node network modifier.
    Result: UVs get destroyed
    Expected: UVs do not get destroyed
**System Information** Operating system: Windows-10-10.0.19041-SP0 64 Bits Graphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.27 **Blender Version** Broken: version: 3.0.0 Alpha, branch: master, commit date: 2021-06-25 20:57, hash: `5759bbe9f9` Worked: (newest version of Blender that worked as expected) **Short description of error** Using any modifier in the modifier stack after a GN node modifier which uses point instance node will destroy all the UVs on the given object. Before: ![image.png](https://archive.blender.org/developer/F10203484/image.png) After: ![image.png](https://archive.blender.org/developer/F10203486/image.png) **Exact steps for others to reproduce the error** 1. Distribute any meshes with textures utilizing UVs using Point Instance node onto another mesh 2. Apply any modifier after the previous GN node network modifier. Result: UVs get destroyed Expected: UVs do not get destroyed
Author
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Added subscriber: @Rawalanche

Added subscriber: @Rawalanche
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Closed as duplicate of #85962

Closed as duplicate of #85962
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Added subscriber: @HooglyBoogly

Added subscriber: @HooglyBoogly
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Thanks for the report.

The task I merged this into is a bit different on the user level, but the issue is the same. Basically EEVEE doesn't support rendering with generic attributes (rather than the special legacy kind of UV data) at the moment, which is what geometry nodes outputs.

The situation isn't ideal, since it comes from the transition between two systems, but IMO this is more of a TODO.

BTW, this also applies to the other similar report you also just submitted.

Thanks for the report. The task I merged this into is a bit different on the user level, but the issue is the same. Basically EEVEE doesn't support rendering with generic attributes (rather than the special legacy kind of UV data) at the moment, which is what geometry nodes outputs. The situation isn't ideal, since it comes from the transition between two systems, but IMO this is more of a TODO. BTW, this also applies to the other similar report you also just submitted.
Author
Contributor

In #89471#1183570, @HooglyBoogly wrote:
Thanks for the report.

The task I merged this into is a bit different on the user level, but the issue is the same. Basically EEVEE doesn't support rendering with generic attributes (rather than the special legacy kind of UV data) at the moment, which is what geometry nodes outputs.

The situation isn't ideal, since it comes from the transition between two systems, but IMO this is more of a TODO.

BTW, this also applies to the other similar report you also just submitted.

Is there any workaround at the moment?

> In #89471#1183570, @HooglyBoogly wrote: > Thanks for the report. > > The task I merged this into is a bit different on the user level, but the issue is the same. Basically EEVEE doesn't support rendering with generic attributes (rather than the special legacy kind of UV data) at the moment, which is what geometry nodes outputs. > > The situation isn't ideal, since it comes from the transition between two systems, but IMO this is more of a TODO. > > BTW, this also applies to the other similar report you also just submitted. Is there any workaround at the moment?
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Reference: blender/blender#89471
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