Delete Geometry node face mode behaves unexpectedly when used after Join Geometry #99664
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Reference: blender/blender#99664
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System Information
Operating system: Windows-10-10.0.18363-SP0 64 Bits
Graphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.68
Blender Version
Broken: version: 3.2.1, branch: master, commit date: 2022-07-05 15:44, hash:
a2d59b2dac
Worked: N/A (problem exists on 3.1.2)
Short description of error
Not sure if this is by design, but I find that the following behaviour unexpected:
Exact steps for others to reproduce the error
line-deletion.blend
Added subscriber: @Zhen-Dai
#102190 was marked as duplicate of this issue
Added subscriber: @JacquesLucke
Changed status from 'Needs Triage' to: 'Needs User Info'
When I open the file it looks different from you screenshot. Can you also maybe simplify it a little bit more. It doesn't seem necessary to deal with materials or to have a Geometry Proximity node in there.
@JacquesLucke sorry for the trouble, I was trying to make the deletion quad stands out, i hope this version is more clear. (and my result for reference.)
line-deletion-new.blend
Added subscriber: @wannes.malfait
Changed status from 'Needs User Info' to: 'Confirmed'
I think this is a bug, but it will require some big changes to the delete geometry node to fix.
I think the problem is the following:
So what needs to change is that, when the domain is faces or edges, the points/edges which are "loose", i.e. not on an element of the domain, should be kept regardless of the selection when deleting. This is because the selection doesn't say anything about these elements.
For the separate geometry node, this would mean that the
Inverted
output also contains these "extra" elements.Hm seems reasonable. It feels like it would be better to split up Separation and Deletion a bit more then, and maybe just share some common functions.
It feels wrong to output these extra elements in the Separate node.
I'm a bit more concerned right now that the file looks different in 3.3 compared to 3.2, probably an unrelated bug though.
delete_geometry_deletes_too_much.blend
I think it makes sense to add them, since this way, when you join the two outputs, you get back the original geometry (except maybe at the boundary). Otherwise, part of the geometry just disappears for seemingly no reason.
I feel like that might be caused by this: {c4e11122c537}. I think this adds different behaviour when the selection is empty for example, but not entirely sure.
Hm not so sure about that. If I separate faces I kind of expect to only get faces. Also I'm still thinking about the generalization of the node where it has a id input instead of a selection can can split the mesh into more than two parts. Then it would be very non obvious where the extra elements should go. If anything, those should be put into a separate output. But it might be better to just have separate nodes to get loose points and loose edges instead.
As you mention, you don't get the original geometry back anyway, so that's not an important requirement to me.
I'm bisecting this now.
You're right, it's caused by
c4e11122c5
. Will check if that can be fixed, otherwise I'll revert the change.We could probably also rename the
Inverted
output of theSeparate Geometry
node toRest
or so. Then it would be more obvious that it can also contain e.g. loose points when the domain is set to Face. We should still keep node setups which depend on the currentInverted
output working though. That probably means that we'd have to add anotherSeparate Geometry
node in versioning with an inverted selection input. Alternatively, we could also have three outputs in the node.Added subscribers: @PaulGeraskin, @Vyach, @mod_moder, @HooglyBoogly