Problem summary
High resolution and bit-depth Channel Transfer does not transfer image data if Bleed Edges is switched on
Customer reported version
Mari 5.0v2
Customer reported platform
Windows 10
Steps to reproduce
1) Download the attached 'Cube.obj'
2) Create a new project with the geometry
3) Duplicate the Object, rename the original 'A' and the duplicate 'B'
4) Create a 16k 32-bit Channel for Object A
5) In the Channel's Layerstack, create a Cloud procedural layer
6) Right click the Cloud layer and select Convert to Paintable
7) Open the Channel Transfer dialog
8) Under Destination, select Object B
9) In the left panel, select the Channel containing the baked Cloud layer and click the single right arrow button to add it to the Destination Channels
10) Under the Advanced tab, ensure that Bleed Edges is set as 'Yes'
11) Click Okay
12) Once the transfer has completed, Hide Object A, then select Object B and view the transferred Channel
Expected behaviour
The Channel should be transferred to Object B, including the texture data.
Actual behaviour
The Channel is recreated on the destination Object, but the Paint data is transparent.
Workaround
Under the Advanced tab of the Channel Transfer window, set Bleed Patches as 'No'.
To prevent visible UV seams, bake the transferred Channel to either a Bake Point or Paint node.
Reproduced by support
This bug has been reproduced in:
Mari 5.0v2 - Windows 10
Mari 4.7v1 - Windows 10
Mari 4.6v1 - Windows 10
Mari 4.5v1 - Windows 10
Mari 3.4v1 - Windows 10
Mari 3.2v1 - Windows 10
Earliest version tested
Mari 3.2v1 - Unable to test earlier due to bug
ID 233542