ID 569736 - Pixelation occurs during Channel Transfer when transferring a 16K/8bit Channel with Edge Bleed enabled

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Problem summary
Pixelation occurs during Channel Transfer when transferring a 16K/8bit Channel with Edge Bleed enabled.
This occurs regardless of whether the two Objects are the same or different.
It does not occur with any other combination of Resolution and Color Depth.
 
Customer reported version
Mari 7.0v1
 
Customer reported platform
Windows 11
 
Steps to reproduce
  1. Launch Mari and create a Project using any Object. The attached Sphere.fbx can be used.
     
  2. Create a Channel node at 16K and 8bit.
     
  3. Create a Paint node at 16K and 8bit. Connect it to the Channel node.
     
  4. Create or Import a 16K texture in the Paint node. The attached Face_Square_16K_8bit.jpg can be used.
     
  5. In the Objects palette, add a second Object using the same geometry used to create the Mari Project. A different asset can be used, but it's easier to confirm the loss of resolution using the same asset.
     
  6. Select Channel > Transfer
     
  7. Channel Transfer your Channel to the new Object, making sure to use all the default settings in the Advanced tab (Edge Bleed: On).
 
Expected behaviour
The Texture Transfer should occur without any loss of resolution in the Channel generated in the target Object. The following image displays a close-up of a successful Texture Transfer with no Resolution loss, achieved by disabling Edge Bleed:
 
 

Actual behaviour
The resulting Channel in the target Object displays a significant loss of resolution, even though the Channel node and the Paint node still display 16K in their Node Properties:
 


Workaround
As this only affects 16K 8bit transfers with Edge Bleed enabled, the user can avoid this issue by either:

  • Changing the Bit Depth of their Paint nodes and Channel to 16bit by editing the Node Properties.
  • Disable Edge Bleed in the Advanced settings of the Channel Transfer dialogue. If Edge Bleed is required after transferring, the user can trigger it by adding a Bake Point node, or by using Bake to Paint node in every transferred Paint node.
 
Reproduced by support
This bug has been reproduced in:
Mari 7.0v2 - Windows 10 - Rocky 9
Mari 7.0v1 - Windows 10 - Rocky 9
Mari 6.0v3 - Windows 10 - CentOS 7
Mari 4.2v1 - Windows 10 - CentOS 7
 
Earliest version tested
Mari 4.2v1- This issue appears to be in all tested versions of the product

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