join node breaking element index instead of appending sequentially based on input order. Destroys all attributes. #93168

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opened 2021-11-17 23:17:11 +01:00 by michael campbell · 5 comments

System Information
Operating system: Windows-10-10.0.19042-SP0 64 Bits
Graphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12

Blender Version
Broken: version: 3.1.0 Alpha, branch: master, commit date: 2021-11-11 18:53, hash: 0533f2851e
Worked: (newest version of Blender that worked as expected)

The join node jumbles up element order, and therefore destroys all existing data on the original mesh such as uv's.

Open below file and in the modifier panel, enable the 'break all attributes' 'checkbox' :)

join geo breaks all attributes.blend

**System Information** Operating system: Windows-10-10.0.19042-SP0 64 Bits Graphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12 **Blender Version** Broken: version: 3.1.0 Alpha, branch: master, commit date: 2021-11-11 18:53, hash: `0533f2851e` Worked: (newest version of Blender that worked as expected) The join node jumbles up element order, and therefore destroys all existing data on the original mesh such as uv's. Open below file and in the modifier panel, enable the 'break all attributes' 'checkbox' :) [join geo breaks all attributes.blend](https://archive.blender.org/developer/F11821165/join_geo_breaks_all_attributes.blend)

Added subscriber: @3di

Added subscriber: @3di

OK, it seems I was wrong, the actual issue is that the primitives are created using a UV attribute called 'uv_map' instead of the usual UVMap. This causes the texture coordinate node's UV output socket to no longer work.

Workaround is to rename the default UVMap in the data panel to 'uv_map'. All uv data is then appended to the end of the existing data, and everything works as expected.

Solution is to have the primitive default uv attribute be 'UVMap', this will save everyone running into the problem. Additionally node based primitives are created without a material index. Should be set to 0 by default ideally to save everyone dropping down a set material index node after every primitive node.

image.png

OK, it seems I was wrong, the actual issue is that the primitives are created using a UV attribute called 'uv_map' instead of the usual UVMap. This causes the texture coordinate node's UV output socket to no longer work. Workaround is to rename the default UVMap in the data panel to 'uv_map'. All uv data is then appended to the end of the existing data, and everything works as expected. Solution is to have the primitive default uv attribute be 'UVMap', this will save everyone running into the problem. Additionally node based primitives are created without a material index. Should be set to 0 by default ideally to save everyone dropping down a set material index node after every primitive node. ![image.png](https://archive.blender.org/developer/F11821331/image.png)
Member

Added subscriber: @JacquesLucke

Added subscriber: @JacquesLucke
Member

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

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

The fix is not to create a named attribute in the primitive nodes at all. The uv map should be a field output (and then it can be named by the user). This was an oversight on our side when we updated everything to use fields.
Instead of a Set Material Index node, one should use a Set Material node if one wants to apply a material to the new geometry. Alternatively you can overwrite the material in the materials panel.

Another known problem you ran into is that the Join Geometry node will turn the UVMap attribute into a generic attribute, which means that cycles won't recognize it in the Texture Coordinate node anymore. It works fine when you use an Attribute node instead. This is part of #85962.

The fix is not to create a named attribute in the primitive nodes at all. The uv map should be a field output (and then it can be named by the user). This was an oversight on our side when we updated everything to use fields. Instead of a Set Material Index node, one should use a Set Material node if one wants to apply a material to the new geometry. Alternatively you can overwrite the material in the materials panel. Another known problem you ran into is that the Join Geometry node will turn the UVMap attribute into a generic attribute, which means that cycles won't recognize it in the Texture Coordinate node anymore. It works fine when you use an Attribute node instead. This is part of #85962.
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Reference: blender/blender#93168
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