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Fix T78369: Sculpt Vertex Colors not rendering in EEVEE
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Authored by Pablo Dobarro (pablodp606) on Jul 2 2020, 7:00 PM.

Diff Detail

Repository
rB Blender
Branch
T78369 (branched from master)
Build Status
Buildable 9021
Build 9021: arc lint + arc unit

Event Timeline

Pablo Dobarro (pablodp606) requested review of this revision.Jul 2 2020, 7:00 PM
Brecht Van Lommel (brecht) requested changes to this revision.Jul 2 2020, 7:13 PM
Brecht Van Lommel (brecht) added inline comments.
source/blender/nodes/shader/nodes/node_shader_vertex_color.c
42 ↗(On Diff #26474)

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?

This revision now requires changes to proceed.Jul 2 2020, 7:13 PM
source/blender/nodes/shader/nodes/node_shader_vertex_color.c
42 ↗(On Diff #26474)

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 ↗(On Diff #26474)

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?

The UI list won't show regular vertex colors until there are unified

Yes, but at least under the hood and for existing files it can work.

  • Review update: Fallback to legacy vertex colors
This revision is now accepted and ready to land.Jul 15 2020, 6:54 PM