Object information is lost when applying geometry nodes #89632

Closed
opened 2021-07-03 15:38:27 +02:00 by brunnerh · 9 comments

System Information
Operating system: Windows-10-10.0.19041-SP0 64 Bits
Graphics card: AMD Radeon RX 5700 XT ATI Technologies Inc. 4.5.14830 Core Profile Context 21.4.1 27.20.21002.112

Blender Version
Broken: version: 3.0.0 Alpha, branch: master, commit date: 2021-07-02 18:27, hash: 5f5cf21a83
Worked: Unknown

Short description of error
Applying geometry nodes loses a lot of relevant shader information, which can cause the object to be completely unusable after the application.

Exact steps for others to reproduce the error

  • Add an object to be instanced using geometry nodes
  • Create a material that uses object-specific data, e.g.
    • Object Info > Random
    • Texture Coordinate > Generated
  • Add a new object with a geometry nodes modifier that uses Point Instance to instantiate the first object.
  • Apply the geometry nodes or add another modifier that implicitly applies it (e.g. Array)

To repro from file:

  • Open .blend file
  • Apply Geometry nodes modifier

Effect in example file:

Before After
image.png image.png
geo-apply-1.jpg geo-apply-2.jpg

Example material:
image.png

Example file:
geo-apply.blend


Could maybe a special Apply function be added, that causes the instances to be created as actual separate objects?
(That would not solve the situation with additional modifiers after the Geometry Nodes though...)

**System Information** Operating system: Windows-10-10.0.19041-SP0 64 Bits Graphics card: AMD Radeon RX 5700 XT ATI Technologies Inc. 4.5.14830 Core Profile Context 21.4.1 27.20.21002.112 **Blender Version** Broken: version: 3.0.0 Alpha, branch: master, commit date: 2021-07-02 18:27, hash: `5f5cf21a83` Worked: Unknown **Short description of error** Applying geometry nodes loses a lot of relevant shader information, which can cause the object to be completely unusable after the application. **Exact steps for others to reproduce the error** - Add an object to be instanced using geometry nodes - Create a material that uses object-specific data, e.g. - Object Info > Random - Texture Coordinate > Generated - Add a new object with a geometry nodes modifier that uses *Point Instance* to instantiate the first object. - Apply the geometry nodes or add another modifier that implicitly applies it (e.g. *Array*) --- To repro from file: - Open .blend file - Apply Geometry nodes modifier Effect in example file: | Before | After | | -- | -- | | ![image.png](https://archive.blender.org/developer/F10210420/image.png)| ![image.png](https://archive.blender.org/developer/F10210423/image.png) | | ![geo-apply-1.jpg](https://archive.blender.org/developer/F10210431/geo-apply-1.jpg) | ![geo-apply-2.jpg](https://archive.blender.org/developer/F10210433/geo-apply-2.jpg) | Example material: ![image.png](https://archive.blender.org/developer/F10210426/image.png) Example file: [geo-apply.blend](https://archive.blender.org/developer/F10210428/geo-apply.blend) --- Could maybe a special *Apply* function be added, that causes the instances to be created as actual separate objects? (That would not solve the situation with additional modifiers after the Geometry Nodes though...)
Author

Added subscriber: @brunnerh

Added subscriber: @brunnerh
Member

Added subscriber: @PratikPB2123

Added subscriber: @PratikPB2123
Member

Thanks for the report. I think this is similar to: #85962 (Many Nodes (Join geometry, Boolean, Object Info?) and realizing instances remove UVs (output float2, not MLoopUV).)

Thanks for the report. I think this is similar to: #85962 (Many Nodes (Join geometry, Boolean, Object Info?) and realizing instances remove UVs (output float2, not MLoopUV).)
Author

@PratikPB2123 Yes, this is similar in that data is lost, but this is not about the UVs.

Aside from object IDs, curves also are lost, presumably because the resulting singular object cannot be a mesh and curve at the same time.
If you look at my book shelf example, you can see curve based ornaments at the bottom, they can be joined using Join Geometry but upon application they disappear.

@PratikPB2123 Yes, this is similar in that data is lost, but this is not about the UVs. Aside from object IDs, curves also are lost, presumably because the resulting singular object cannot be a mesh and curve at the same time. If you look at my book shelf example, you can see curve based ornaments at the bottom, they can be joined using Join Geometry but upon application they disappear.
Member

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

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

Added subscriber: @JacquesLucke

Added subscriber: @JacquesLucke
Member

Changed status from 'Confirmed' to: 'Archived'

Changed status from 'Confirmed' to: 'Archived'
Member

When you combine multiple objects into one, then the Object Info node in cycles will output the same random value for every vertex in that object. That is expected. However, I can see that it can be a bit confusing sometimes when you are not aware that your shader depends on there being separate objects.
There are some limitations when it comes to applying instances, but I don't consider this to be a bug currently.

Could maybe a special Apply function be added, that causes the instances to be created as actual separate objects?

You can use the F3 -> Make Instances Real operator for that.

When you combine multiple objects into one, then the Object Info node in cycles will output the same random value for every vertex in that object. That is expected. However, I can see that it can be a bit confusing sometimes when you are not aware that your shader depends on there being separate objects. There are some limitations when it comes to applying instances, but I don't consider this to be a bug currently. > Could maybe a special Apply function be added, that causes the instances to be created as actual separate objects? You can use the `F3 -> Make Instances Real` operator for that.
Author

Make Instances Real is good to know about, though it also has the limitation that the result will not be equivalent.
The names of the generated instances will affect the randomness in the shader, so all those instances will look different than those in the source object.

`Make Instances Real` is good to know about, though it also has the limitation that the result will not be equivalent. The names of the generated instances will affect the randomness in the shader, so all those instances will look different than those in the source object.
Sign in to join this conversation.
No Label
Interest
Alembic
Interest
Animation & Rigging
Interest
Asset Browser
Interest
Asset Browser Project Overview
Interest
Audio
Interest
Automated Testing
Interest
Blender Asset Bundle
Interest
BlendFile
Interest
Collada
Interest
Compatibility
Interest
Compositing
Interest
Core
Interest
Cycles
Interest
Dependency Graph
Interest
Development Management
Interest
EEVEE
Interest
EEVEE & Viewport
Interest
Freestyle
Interest
Geometry Nodes
Interest
Grease Pencil
Interest
ID Management
Interest
Images & Movies
Interest
Import Export
Interest
Line Art
Interest
Masking
Interest
Metal
Interest
Modeling
Interest
Modifiers
Interest
Motion Tracking
Interest
Nodes & Physics
Interest
OpenGL
Interest
Overlay
Interest
Overrides
Interest
Performance
Interest
Physics
Interest
Pipeline, Assets & IO
Interest
Platforms, Builds & Tests
Interest
Python API
Interest
Render & Cycles
Interest
Render Pipeline
Interest
Sculpt, Paint & Texture
Interest
Text Editor
Interest
Translations
Interest
Triaging
Interest
Undo
Interest
USD
Interest
User Interface
Interest
UV Editing
Interest
VFX & Video
Interest
Video Sequencer
Interest
Virtual Reality
Interest
Vulkan
Interest
Wayland
Interest
Workbench
Interest: X11
Legacy
Blender 2.8 Project
Legacy
Milestone 1: Basic, Local Asset Browser
Legacy
OpenGL Error
Meta
Good First Issue
Meta
Papercut
Meta
Retrospective
Meta
Security
Module
Animation & Rigging
Module
Core
Module
Development Management
Module
EEVEE & Viewport
Module
Grease Pencil
Module
Modeling
Module
Nodes & Physics
Module
Pipeline, Assets & IO
Module
Platforms, Builds & Tests
Module
Python API
Module
Render & Cycles
Module
Sculpt, Paint & Texture
Module
Triaging
Module
User Interface
Module
VFX & Video
Platform
FreeBSD
Platform
Linux
Platform
macOS
Platform
Windows
Priority
High
Priority
Low
Priority
Normal
Priority
Unbreak Now!
Status
Archived
Status
Confirmed
Status
Duplicate
Status
Needs Info from Developers
Status
Needs Information from User
Status
Needs Triage
Status
Resolved
Type
Bug
Type
Design
Type
Known Issue
Type
Patch
Type
Report
Type
To Do
No Milestone
No project
No Assignees
3 Participants
Notifications
Due Date
The due date is invalid or out of range. Please use the format 'yyyy-mm-dd'.

No due date set.

Dependencies

No dependencies set.

Reference: blender/blender#89632
No description provided.