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Image texture in Geometry Nodes not working properly
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Description

System Information
Operating system: Windows-10-10.0.19043-SP0 64 Bits
Graphics card: NVIDIA GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12

Blender Version
Broken: version: 3.0.0 Beta, branch: master, commit date: 2021-11-05 22:17, hash: rB7a5b8cb20284
Worked: (newest version of Blender that worked as expected)

Short description of error
painting on image texture connected to the selection socket in the instance on points node, the instances are shifted from the paint exact position, however when replacing the image texture with a noise texture followed by color ramp it works fine

Exact steps for others to reproduce the error

I attached a file showing the problem "Test".blend

  1. select the "paint here" texture image and paint using white
  2. the instances are shifted away from the painted position

Susan should appear on the white paint exact position

All is fine when using UVs as attribute explicitly (but isnt this always the default for Image Textures in blender?)

Event Timeline

Seems like you have to specifically use UVs:

  • connect the Image Texture Vector to the Group output (to expose a field to the modifier UI)
  • click the button to use an Attribute
  • choose UV

Will check if UVs should be default...

got it, thank you so much for the demonstration, if the second case needs similar solution please let me know :)

I just noticed one more thing with the corrected file, you can paint white and distribute normally, but when you switch to black and paint to remove, nothing happens

I just noticed one more thing with the corrected file, you can paint white and distribute normally, but when you switch to black and paint to remove, nothing happens

It has to be 100% black (even the slightest value counts as "True"), so no pen pressure and a brush constant falloff works here.
(or pass it through a color ramp)

"Test 02".blend file shows another problem

It would be good to report this separately (since this is a different scenario and it just makes it harder to have to deal with two things in one report).

Will remove the second case from the report description.
If you open another report, feel free to directly subscribe me there and I will have a look as well.

I just noticed one more thing with the corrected file, you can paint white and distribute normally, but when you switch to black and paint to remove, nothing happens

It has to be 100% black (even the slightest value counts as "True"), so no pen pressure and a brush constant falloff works here.
(or pass it through a color ramp)

yup the color ramp did the job as you said, but why i can paint white normally, but need color ramp for blacks, its a little bit confusing to me

Will remove the second case from the report description.
If you open another report, feel free to directly subscribe me there and I will have a look as well.

ok

Philipp Oeser (lichtwerk) closed this task as Archived.Nov 8 2021, 2:38 PM

Turns out we should both read the manual :)
https://docs.blender.org/manual/en/dev/modeling/geometry_nodes/texture/image.html

Texture coordinate for texture look-up. If this socket is left unconnected, the Position attribute is used

So this is intended behavior, thx again reporting, but this is not a bug, will close.

Ok thanks again for your help :)