Regression: Shading artefacts in sculpt mode #96810
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Reference: blender/blender#96810
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System Information
Operating system: Windows-10-10.0.19044-SP0 64 Bits
Graphics card: NVIDIA GeForce GTX 950M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.13
Blender Version
Broken: version: 3.1.1 Release Candidate, branch: master, commit date: 2022-03-24 13:38, hash:
fb2cb0324a
Worked: (newest version of Blender that worked as expected)
Short description of error
Shading artefacts in sculpt mode when use grab brush
blender_E1iUEGStqR.mp4
Exact steps for others to reproduce the error
untitled.blend
Added subscriber: @cheteron
Added subscriber: @lichtwerk
Changed status from 'Needs Triage' to: 'Needs User Info'
Cannot repro here
Is this also an issue in previous version? https://download.blender.org/release/
Have you tried other GPU driver versions?
This comment was removed by @cheteron
The problem is not only visual. Where artifacts appear, vertices seem to offset, or split, and when trying to smooth, the geometry is distorted. It's wire problem, and I don't know how to identify the problem, it appears randomly, sometimes when using dyntopo, and sometimes during the sculpting process or during the undo operation, in the same way, for unknown reasons, the problem itself disappears.
Sometimes I had to remesh the geometry to remove the artifact - it helped, but sometimes
Artifact appears after using mask and then draw brush
P.S. new nvidia drivers
blender_oPMoJ32PHQ.mp4
Blender 3.1.2 - same problem!
Have you checked 2.93 LTS? Is it the same problem there?
This problem appear only in 3.1+
Changed status from 'Needs User Info' to: 'Needs Triage'
Added subscriber: @mano-wii
Changed status from 'Needs Triage' to: 'Confirmed'
I can reproduce the problem. But it's nothing as serious as what's shown in the video.
Is it only seen on Windows?
Anyway, I believe it deserves an investigation.
Operating system: Windows-10-10.0.22000-SP0 64 Bits
Graphics card: Radeon (TM) RX 480 Graphics ATI Technologies Inc. 4.5.14802 Core Profile/Debug Context 22.2.3 30.0.14029.5006
It is difficult to find when the problem was introduced, but I noticed that in some versions the problem was as bad as the one shown in the video. So there has been an improvement in recent versions.
@cheteron, please try the latest daily build: https://builder.blender.org/download/
Go to File → Defaults → Load Factory Settings and then load your file to see if you still can reproduce this issue.
This is a problem because the mesh is not only visually distorted, it physically creates artifacts. And it need of a fix
@mano-wii : can you bisect this? Seems like it could be high prio if you ask me...
Shading artefacts in sculpt modeto Regression: Shading artefacts in sculpt modeAdded subscriber: @HooglyBoogly
A bit difficult to bisect as the problem is random, subtle and behaves differently in different versions.
But I tried again and was more careful this time.
Apparently the problem was introduced in {7682d7de046185382985999f8f6b6e7dcf860582}
So @HooglyBoogly, any ideas what could be causing it?
No ideas at the moment. But I'll look through that commit in more depth when I get a chance, maybe there's some incorrect part.
Added subscriber: @JulienKaspar
@HooglyBoogly Are there any updates on this issue?
Added subscriber: @Jeroen-Bakker
Seems like they occur at pbvhnode edges...
Sorry, I don't have any updates at the moment. The last time I looked into this I didn't get anywhere. Errors at node edges makes sense to me.
Added subscriber: @brecht
pbvh_update_normals_store_task_cb
does not look thread safe. Two threads callingBLI_BITMAP_DISABLE
to write bits in the same integer will not get synchronized correctly.Ah, that makes sense to me. I wonder if it's better to use atomics for this or to just switch from a bitmap to a boolean array.
Or just zero the entire bitmap afterwards. It's not ideal in that it involves all vertices when ideally we only work on affected nodes, but this being a bitmap array it's relatively small.
Added subscriber: @Wesley-Rossi
This issue was referenced by
b8bd20d7e0
Changed status from 'Confirmed' to: 'Resolved'
Why was the topic closed without closing the bug?
blender_FoqZoWEGst.mp4
Guys, open topic! Problem not resolved!
Changed status from 'Resolved' to: 'Confirmed'
I can still reproduce this. Both with the included example file and with factory settings. On linux.
@HooglyBoogly Can you investigate?
I've looked into this for a while and found that a PBVH node calculating its vertices' normals can write into the normals of another node. I think ideally each node would affect the normals of its own unique vertices (vertices that are not part of any other node).This change that checks if a vertex is in the node before writing to the normal fixes the problem for me, but adds exponential complexity within each node. I'll work on optimizing it next.I'm not sure why this wasn't observed before, which makes me a bit skeptical. Another possible explanation is that not all necessary PBVH nodes are tagged for an update, but situation described above sounds a bit more intuitive, so I'll go with that for now.This issue was referenced by
efe0e2b183
Changed status from 'Confirmed' to: 'Resolved'