The vertex colors node was using the M_COL attribute type but Sculpt
Vertex Colors use CD_PROP_COLOR
Details
Diff Detail
- Repository
- rB Blender
- Branch
- T78369 (branched from master)
- Build Status
Buildable 8811 Build 8811: arc lint + arc unit
Event Timeline
| source/blender/nodes/shader/nodes/node_shader_vertex_color.c | ||
|---|---|---|
| 42 | Existing loop vertex colors should continue to render, so I don't think it's correct to entire replace them here. Maybe you need to update mesh_cd_calc_used_gpu_layers so that if GPU_material_attributes asks for a CD_MCOL, it will use either a sculpt vertex color or loop vertex color depending if the layer exists? | |
| source/blender/nodes/shader/nodes/node_shader_vertex_color.c | ||
|---|---|---|
| 42 | I can do that, but MLoopCol vertex colors don't show in the dropdown list of this node right now | |
| source/blender/nodes/shader/nodes/node_shader_vertex_color.c | ||
|---|---|---|
| 42 | Yes, that problem must be solved, the sculpt vertex colors commit should not have broken existing shader node setups like this. It's listed in T78041: Sculpt vertex color improvements for 2.91. | |
Can this be committed? This should fix EEVEE rendering when sculpt vertex colors are enabled in experimental
What prevents you from fixing this fully so both types of vertex colors can render with the vertex color node?
Did you try my suggestion for modifying mesh_cd_calc_used_gpu_layers?