GP Lineart ignores subdivision modifier with GPU subdivisions on #95470

Closed
opened 2022-02-03 13:56:59 +01:00 by Aleš Jelovčan · 12 comments

System Information
Operating system: Windows-10-10.0.22000-SP0 64 Bits
Graphics card: NVIDIA GeForce MX330/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.42

Blender Version
Broken: version: 3.2.0 Alpha, branch: asset-greasepencil, commit date: 2022-01-30 10:24, hash: 8eab21729b
Worked: 3.1

Caused by eed45d2a23

Short description of error
See image:
image.png
It works correctly when GPU subdivisions are turned OFF
Exact steps for others to reproduce the error
Add Scene lineart and subdivide default cube

**System Information** Operating system: Windows-10-10.0.22000-SP0 64 Bits Graphics card: NVIDIA GeForce MX330/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.42 **Blender Version** Broken: version: 3.2.0 Alpha, branch: asset-greasepencil, commit date: 2022-01-30 10:24, hash: `8eab21729b` Worked: 3.1 Caused by eed45d2a23 **Short description of error** See image: ![image.png](https://archive.blender.org/developer/F12843643/image.png) It works correctly when GPU subdivisions are turned OFF **Exact steps for others to reproduce the error** Add Scene lineart and subdivide default cube

Added subscriber: @frogstomp-4

Added subscriber: @frogstomp-4
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Added subscribers: @ChengduLittleA, @kevindietrich, @antoniov, @lichtwerk
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Changed status from 'Needs Triage' to: 'Confirmed'

Changed status from 'Needs Triage' to: 'Confirmed'
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Similar to #94479 (GPU Subdivision surface modifier does not apply to Cycles renders ), but this time for lineart.
Will set to High prio here as well, not sure if @kevindietrich can handle this, too?

CC @ChengduLittleA , @antoniov

Similar to #94479 (GPU Subdivision surface modifier does not apply to Cycles renders ), but this time for lineart. Will set to High prio here as well, not sure if @kevindietrich can handle this, too? CC @ChengduLittleA , @antoniov
YimingWu self-assigned this 2022-02-07 14:58:40 +01:00
Member

Thanks for the head up. I shall take a look. Not entirely sure how GPU subdiv evaluation works... If can spit out actual Mesh in CPU side for latter modifiers, then I believe this is easily fixable.

Thanks for the head up. I shall take a look. Not entirely sure how GPU subdiv evaluation works... If can spit out actual `Mesh` in CPU side for latter modifiers, then I believe this is easily fixable.

@ChengduLittleA I think you can fix this by calling BKE_object_get_evaluated_mesh̀ instead of directly accessing Object.data to get the mesh. This will ensure that the subdivision is also computed on the CPU side.

@ChengduLittleA I think you can fix this by calling `BKE_object_get_evaluated_mesh̀` instead of directly accessing `Object.data` to get the mesh. This will ensure that the subdivision is also computed on the CPU side.
Member

Thank you! @kevindietrich I shall try this!

Thank you! @kevindietrich I shall try this!

This issue was referenced by de886884c0

This issue was referenced by de886884c07f1fcb5ad9473035cc2e471d3b13c8

This issue was referenced by 991781c8ea

This issue was referenced by 991781c8eabefbcadc534bce3af32c4a7c61b59f

Added subscriber: @ThomasDinges

Added subscriber: @ThomasDinges

@ChengduLittleA Please always mention the Txxxx in a commit, when it fixes a bug report. It will automatically close the task then.

Also this should have been commited to the 3.1 branch, instead of master.

@ChengduLittleA Please always mention the Txxxx in a commit, when it fixes a bug report. It will automatically close the task then. Also this should have been commited to the 3.1 branch, instead of master.
Member

Changed status from 'Confirmed' to: 'Resolved'

Changed status from 'Confirmed' to: 'Resolved'
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Reference: blender/blender#95470
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