Driven shader causing Exception Violation during animation play #64247

Closed
opened 2019-05-07 13:40:12 +02:00 by Ian Finnimore · 14 comments

System Information
Operating system: Windows-10-10.0.17134 64 Bits
Graphics card: GeForce GTX 650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 419.67

Blender Version
Broken: version: 2.80 (sub 60), branch: blender2.7, commit date: 2019-05-07 00:16, hash: bfef3bce1a
Worked: (optional)

Short description of error
Shader with complex nested groups with multiple drivers seems to be cause of crash on animation play.
Crash occurs regularly but not always at the same interval. Always same memory location.

Exact steps for others to reproduce the error
Attached .blend is saved in the Shader workflow with shaded object visible.
Play animation, allow to play in infinite repeating loop. I have seen crashes in the first 200 frames, and seen crashes after 3 repeats.StarportV3Lights2.blend

Occasional other actions that correlate to crashes:
Update shader "copies" value during animation play.

blender_debug_output.txt

blender_system_info.txt

**System Information** Operating system: Windows-10-10.0.17134 64 Bits Graphics card: GeForce GTX 650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 419.67 **Blender Version** Broken: version: 2.80 (sub 60), branch: blender2.7, commit date: 2019-05-07 00:16, hash: `bfef3bce1a` Worked: (optional) **Short description of error** Shader with complex nested groups with multiple drivers seems to be cause of crash on animation play. Crash occurs regularly but not always at the same interval. Always same memory location. **Exact steps for others to reproduce the error** Attached .blend is saved in the Shader workflow with shaded object visible. Play animation, allow to play in infinite repeating loop. I have seen crashes in the first 200 frames, and seen crashes after 3 repeats.[StarportV3Lights2.blend](https://archive.blender.org/developer/F7012383/StarportV3Lights2.blend) Occasional other actions that correlate to crashes: Update shader "copies" value during animation play. [blender_debug_output.txt](https://archive.blender.org/developer/F7012381/blender_debug_output.txt) [blender_system_info.txt](https://archive.blender.org/developer/F7012382/blender_system_info.txt)
Author

Added subscriber: @IanFinn

Added subscriber: @IanFinn

Added subscribers: @brecht, @ZedDB

Added subscribers: @brecht, @ZedDB
Brecht Van Lommel was assigned by Sebastian Parborg 2019-05-07 14:42:09 +02:00

Unsure if this is eevee or nodes (or both) @brecht . So feel free to reassign.
Backtrace:

Thread 50 "blender" received signal SIGSEGV, Segmentation fault.
[Switching to Thread 0x7fff7961e700 (LWP 18757)]
0x0000555557ca1867 in node_get_deplist_recurs (ntree=0x7fff7cd85608, node=0x7fff7cd86408, nsort=0x0)
    at /home/zed/prog/blender/source/blender/blenkernel/intern/node.c:3081
3081	      if (fromnode->done == 0) {
(gdb) bt
#0  0x0000555557ca1867 in node_get_deplist_recurs (ntree=0x7fff7cd85608, node=0x7fff7cd86408, nsort=0x0)
    at /home/zed/prog/blender/source/blender/blenkernel/intern/node.c:3081
- 1  0x0000555557ca1b26 in ntree_update_node_level (ntree=0x7fff7cd85608) at /home/zed/prog/blender/source/blender/blenkernel/intern/node.c:3147
- 2  0x0000555557ca2189 in ntreeUpdateTree (bmain=0x7fff7f78b508, ntree=0x7fff7cd85608) at /home/zed/prog/blender/source/blender/blenkernel/intern/node.c:3310
#3  0x00005555595e4a3b in ntree_shader_tag_nodes (ntree=0x7fff7cd85608, output_node=0x7fff7cd85c08, tags=0x7fff7961ccb0)
    at /home/zed/prog/blender/source/blender/nodes/shader/node_shader_tree.c:782
#4  0x00005555595e492b in ntree_tag_bsdf_cb (fromnode=0x7fff7cd85408, UNUSED_tonode=0x7fff7cd85208, userdata=0x7fff7961ccb0, UNUSED_reversed=true)
    at /home/zed/prog/blender/source/blender/nodes/shader/node_shader_tree.c:743
#5  0x0000555557c9c5a9 in nodeChainIter (ntree=0x7fff7cd85008, node_start=0x7fff7cd85208, callback=0x5555595e484b <ntree_tag_bsdf_cb>,
    userdata=0x7fff7961ccb0, reversed=true) at /home/zed/prog/blender/source/blender/blenkernel/intern/node.c:940
#6  0x00005555595e4a8f in ntree_shader_tag_nodes (ntree=0x7fff7cd85008, output_node=0x7fff7cd85208, tags=0x7fff7961ccb0)
    at /home/zed/prog/blender/source/blender/nodes/shader/node_shader_tree.c:789
#7  0x00005555595e4b31 in ntreeGPUMaterialNodes (localtree=0x7fff7cd85008, mat=0x7fff7ce4e408, has_surface_output=0x7fff7961cd27,
    has_volume_output=0x7fff7961cd26) at /home/zed/prog/blender/source/blender/nodes/shader/node_shader_tree.c:817
#8  0x000055555cb5813b in GPU_material_from_nodetree (scene=0x7fffa0964008, ntree=0x7fff7ccef608, gpumaterials=0x7fff7cc80a30,
    engine_type=0x55555e319280 <DRW_engine_viewport_eevee_type>, options=16401,
    vert_code=0x7fff80b92008 "/* keep in sync with DRWManager.view_data */\nlayout(std140) uniform viewBlock\n{\n  /* Same order as DRWViewportMatrixType */\n  mat4 ViewProjectionMatrix;\n  mat4 ViewProjectionMatrixInverse;\n  mat4 View"..., geom_code=0x0,
    frag_lib=0x7fff80b3c008 "/* keep in sync with DRWManager.view_data */\nlayout(std140) uniform viewBlock\n{\n  /* Same order as DRWViewportMatrixType */\n  mat4 ViewProjectionMatrix;\n  mat4 ViewProjectionMatrixInverse;\n  mat4 View"...,
    defines=0x7fff7cc14f08 "#define EEVEE_ENGINE\n#define MAX_PROBE 128\n#define MAX_GRID 64\n#define MAX_PLANAR 16\n#define MAX_LIGHT 128\n#define MAX_SHADOW 256\n#define MAX_SHADOW_CUBE (256 - 4 * 8)\n#define MAX_SHADOW_CASCADE 8\n#de"..., name=0x7fff7cc80928 "MASoundSphere.002")
    at /home/zed/prog/blender/source/blender/gpu/intern/gpu_material.c:678
#9  0x00005555587ac585 in DRW_shader_create_from_material (scene=0x7fffa0964008, ma=0x7fff7cc80908,
    engine_type=0x55555e319280 <DRW_engine_viewport_eevee_type>, options=16401,
    vert=0x7fff80b92008 "/* keep in sync with DRWManager.view_data */\nlayout(std140) uniform viewBlock\n{\n  /* Same order as DRWViewportMatrixType */\n  mat4 ViewProjectionMatrix;\n  mat4 ViewProjectionMatrixInverse;\n  mat4 View"..., geom=0x0,
    frag_lib=0x7fff80b3c008 "/* keep in sync with DRWManager.view_data */\nlayout(std140) uniform viewBlock\n{\n  /* Same order as DRWViewportMatrixType */\n  mat4 ViewProjectionMatrix;\n  mat4 ViewProjectionMatrixInverse;\n  mat4 View"...,
    defines=0x7fff7cc14f08 "#define EEVEE_ENGINE\n#define MAX_PROBE 128\n#define MAX_GRID 64\n#define MAX_PLANAR 16\n#define MAX_LIGHT 128\n#define MAX_SHADOW 256\n#define MAX_SHADOW_CUBE (256 - 4 * 8)\n#define MAX_SHADOW_CASCADE 8\n#de"..., deferred=true)
    at /home/zed/prog/blender/source/blender/draw/intern/draw_manager_shader.c:432
#10 0x0000555558729c66 in EEVEE_material_mesh_get (scene=0x7fff7ccd2008, ma=0x7fff7cc80908, vedata=0x7fff7ceeb088, use_blend=false, use_multiply=false,
    use_refract=false, use_sss=true, use_translucency=false, shadow_method=2)
    at /home/zed/prog/blender/source/blender/draw/engines/eevee/eevee_materials.c:782
#11 0x000055555872b134 in material_opaque (ma=0x7fff7cc80908, material_hash=0x7fff970ee1a8, sldata=0x7fffa144d308, vedata=0x7fff7ceeb088, do_cull=false,
    gpumat=0x7fff7961cfb0, gpumat_depth=0x7fff7961cfa0, shgrp=0x7fff7961cfe0, shgrp_depth=0x7fff7961cfd0, shgrp_depth_clip=0x7fff7961cfc0)
    at /home/zed/prog/blender/source/blender/draw/engines/eevee/eevee_materials.c:1264
#12 0x000055555872c57b in EEVEE_materials_cache_populate (vedata=0x7fff7ceeb088, sldata=0x7fffa144d308, ob=0x7fff7ccdce08, cast_shadow=0x7fff7961d12a)
    at /home/zed/prog/blender/source/blender/draw/engines/eevee/eevee_materials.c:1637
#13 0x000055555872ff95 in EEVEE_render_cache (vedata=0x7fff7ceeb088, ob=0x7fff7ccdce08, engine=0x7fff7cc90d08, UNUSED_depsgraph=0x7fff7cc10508)
    at /home/zed/prog/blender/source/blender/draw/engines/eevee/eevee_render.c:185
#14 0x00005555586e7b93 in DRW_render_object_iter (vedata=0x7fff7ceeb088, engine=0x7fff7cc90d08, depsgraph=0x7fff7cc10508, callback=
    0x55555872fde0 <EEVEE_render_cache>) at /home/zed/prog/blender/source/blender/draw/intern/draw_manager.c:2018
#15 0x000055555871785e in eevee_render_to_image (vedata=0x7fff7ceeb088, engine=0x7fff7cc90d08, render_layer=0x7fff955a9508, rect=0x7fff7961d890)
    at /home/zed/prog/blender/source/blender/draw/engines/eevee/eevee_engine.c:436
#16 0x00005555586e7917 in DRW_render_to_image (engine=0x7fff7cc90d08, depsgraph=0x7fff7cc10508)
    at /home/zed/prog/blender/source/blender/draw/intern/draw_manager.c:1962
- 17 0x0000555558040075 in RE_engine_render (re=0x7fff7cd99008, do_all=0) at /home/zed/prog/blender/source/blender/render/intern/source/external_engine.c:772
- 18 0x0000555558043793 in do_render_3d (re=0x7fff7cd99008) at /home/zed/prog/blender/source/blender/render/intern/source/pipeline.c:1146
#19 0x0000555558048381 in RE_PreviewRender (re=0x7fff7cd99008, bmain=0x7fffa5aec308, sce=0x7fffa0964008)
    at /home/zed/prog/blender/source/blender/render/intern/source/pipeline.c:2756
#20 0x000055555c75b287 in shader_preview_render (sp=0x7fff7cc193c8, id=0x7fff73101888, split=0, first=0)
    at /home/zed/prog/blender/source/blender/editors/render/render_preview.c:898
#21 0x000055555c75b3cc in shader_preview_startjob (customdata=0x7fff7cc193c8, stop=0x7fffd358033c, do_update=0x7fffd358033a)
    at /home/zed/prog/blender/source/blender/editors/render/render_preview.c:936
#22 0x000055555c75bccb in icon_preview_startjob (customdata=0x7fff7cc193c8, stop=0x7fffd358033c, do_update=0x7fffd358033a)
    at /home/zed/prog/blender/source/blender/editors/render/render_preview.c:1142
#23 0x000055555c75bd6d in common_preview_startjob (customdata=0x7fff7cc193c8, stop=0x7fffd358033c, do_update=0x7fffd358033a, UNUSED_progress=0x7fffd3580340)
    at /home/zed/prog/blender/source/blender/editors/render/render_preview.c:1164
#24 0x000055555c75c066 in icon_preview_startjob_all_sizes (customdata=0x7fff92bff748, stop=0x7fffd358033c, do_update=0x7fffd358033a, progress=0x7fffd3580340)
    at /home/zed/prog/blender/source/blender/editors/render/render_preview.c:1247
- 25 0x0000555558283af8 in do_job_thread (job_v=0x7fffd35802c8) at /home/zed/prog/blender/source/blender/windowmanager/intern/wm_jobs.c:376
- 26 0x0000555557f17a2a in tslot_thread_start (tslot_p=0x7fff7cf52488) at /home/zed/prog/blender/source/blender/blenlib/intern/threads.c:259
#27 0x00007ffff3411443 in start_thread () from /lib64/libpthread.so.0
Unsure if this is eevee or nodes (or both) @brecht . So feel free to reassign. Backtrace: ``` Thread 50 "blender" received signal SIGSEGV, Segmentation fault. [Switching to Thread 0x7fff7961e700 (LWP 18757)] 0x0000555557ca1867 in node_get_deplist_recurs (ntree=0x7fff7cd85608, node=0x7fff7cd86408, nsort=0x0) at /home/zed/prog/blender/source/blender/blenkernel/intern/node.c:3081 3081 if (fromnode->done == 0) { (gdb) bt #0 0x0000555557ca1867 in node_get_deplist_recurs (ntree=0x7fff7cd85608, node=0x7fff7cd86408, nsort=0x0) at /home/zed/prog/blender/source/blender/blenkernel/intern/node.c:3081 - 1 0x0000555557ca1b26 in ntree_update_node_level (ntree=0x7fff7cd85608) at /home/zed/prog/blender/source/blender/blenkernel/intern/node.c:3147 - 2 0x0000555557ca2189 in ntreeUpdateTree (bmain=0x7fff7f78b508, ntree=0x7fff7cd85608) at /home/zed/prog/blender/source/blender/blenkernel/intern/node.c:3310 #3 0x00005555595e4a3b in ntree_shader_tag_nodes (ntree=0x7fff7cd85608, output_node=0x7fff7cd85c08, tags=0x7fff7961ccb0) at /home/zed/prog/blender/source/blender/nodes/shader/node_shader_tree.c:782 #4 0x00005555595e492b in ntree_tag_bsdf_cb (fromnode=0x7fff7cd85408, UNUSED_tonode=0x7fff7cd85208, userdata=0x7fff7961ccb0, UNUSED_reversed=true) at /home/zed/prog/blender/source/blender/nodes/shader/node_shader_tree.c:743 #5 0x0000555557c9c5a9 in nodeChainIter (ntree=0x7fff7cd85008, node_start=0x7fff7cd85208, callback=0x5555595e484b <ntree_tag_bsdf_cb>, userdata=0x7fff7961ccb0, reversed=true) at /home/zed/prog/blender/source/blender/blenkernel/intern/node.c:940 #6 0x00005555595e4a8f in ntree_shader_tag_nodes (ntree=0x7fff7cd85008, output_node=0x7fff7cd85208, tags=0x7fff7961ccb0) at /home/zed/prog/blender/source/blender/nodes/shader/node_shader_tree.c:789 #7 0x00005555595e4b31 in ntreeGPUMaterialNodes (localtree=0x7fff7cd85008, mat=0x7fff7ce4e408, has_surface_output=0x7fff7961cd27, has_volume_output=0x7fff7961cd26) at /home/zed/prog/blender/source/blender/nodes/shader/node_shader_tree.c:817 #8 0x000055555cb5813b in GPU_material_from_nodetree (scene=0x7fffa0964008, ntree=0x7fff7ccef608, gpumaterials=0x7fff7cc80a30, engine_type=0x55555e319280 <DRW_engine_viewport_eevee_type>, options=16401, vert_code=0x7fff80b92008 "/* keep in sync with DRWManager.view_data */\nlayout(std140) uniform viewBlock\n{\n /* Same order as DRWViewportMatrixType */\n mat4 ViewProjectionMatrix;\n mat4 ViewProjectionMatrixInverse;\n mat4 View"..., geom_code=0x0, frag_lib=0x7fff80b3c008 "/* keep in sync with DRWManager.view_data */\nlayout(std140) uniform viewBlock\n{\n /* Same order as DRWViewportMatrixType */\n mat4 ViewProjectionMatrix;\n mat4 ViewProjectionMatrixInverse;\n mat4 View"..., defines=0x7fff7cc14f08 "#define EEVEE_ENGINE\n#define MAX_PROBE 128\n#define MAX_GRID 64\n#define MAX_PLANAR 16\n#define MAX_LIGHT 128\n#define MAX_SHADOW 256\n#define MAX_SHADOW_CUBE (256 - 4 * 8)\n#define MAX_SHADOW_CASCADE 8\n#de"..., name=0x7fff7cc80928 "MASoundSphere.002") at /home/zed/prog/blender/source/blender/gpu/intern/gpu_material.c:678 #9 0x00005555587ac585 in DRW_shader_create_from_material (scene=0x7fffa0964008, ma=0x7fff7cc80908, engine_type=0x55555e319280 <DRW_engine_viewport_eevee_type>, options=16401, vert=0x7fff80b92008 "/* keep in sync with DRWManager.view_data */\nlayout(std140) uniform viewBlock\n{\n /* Same order as DRWViewportMatrixType */\n mat4 ViewProjectionMatrix;\n mat4 ViewProjectionMatrixInverse;\n mat4 View"..., geom=0x0, frag_lib=0x7fff80b3c008 "/* keep in sync with DRWManager.view_data */\nlayout(std140) uniform viewBlock\n{\n /* Same order as DRWViewportMatrixType */\n mat4 ViewProjectionMatrix;\n mat4 ViewProjectionMatrixInverse;\n mat4 View"..., defines=0x7fff7cc14f08 "#define EEVEE_ENGINE\n#define MAX_PROBE 128\n#define MAX_GRID 64\n#define MAX_PLANAR 16\n#define MAX_LIGHT 128\n#define MAX_SHADOW 256\n#define MAX_SHADOW_CUBE (256 - 4 * 8)\n#define MAX_SHADOW_CASCADE 8\n#de"..., deferred=true) at /home/zed/prog/blender/source/blender/draw/intern/draw_manager_shader.c:432 #10 0x0000555558729c66 in EEVEE_material_mesh_get (scene=0x7fff7ccd2008, ma=0x7fff7cc80908, vedata=0x7fff7ceeb088, use_blend=false, use_multiply=false, use_refract=false, use_sss=true, use_translucency=false, shadow_method=2) at /home/zed/prog/blender/source/blender/draw/engines/eevee/eevee_materials.c:782 #11 0x000055555872b134 in material_opaque (ma=0x7fff7cc80908, material_hash=0x7fff970ee1a8, sldata=0x7fffa144d308, vedata=0x7fff7ceeb088, do_cull=false, gpumat=0x7fff7961cfb0, gpumat_depth=0x7fff7961cfa0, shgrp=0x7fff7961cfe0, shgrp_depth=0x7fff7961cfd0, shgrp_depth_clip=0x7fff7961cfc0) at /home/zed/prog/blender/source/blender/draw/engines/eevee/eevee_materials.c:1264 #12 0x000055555872c57b in EEVEE_materials_cache_populate (vedata=0x7fff7ceeb088, sldata=0x7fffa144d308, ob=0x7fff7ccdce08, cast_shadow=0x7fff7961d12a) at /home/zed/prog/blender/source/blender/draw/engines/eevee/eevee_materials.c:1637 #13 0x000055555872ff95 in EEVEE_render_cache (vedata=0x7fff7ceeb088, ob=0x7fff7ccdce08, engine=0x7fff7cc90d08, UNUSED_depsgraph=0x7fff7cc10508) at /home/zed/prog/blender/source/blender/draw/engines/eevee/eevee_render.c:185 #14 0x00005555586e7b93 in DRW_render_object_iter (vedata=0x7fff7ceeb088, engine=0x7fff7cc90d08, depsgraph=0x7fff7cc10508, callback= 0x55555872fde0 <EEVEE_render_cache>) at /home/zed/prog/blender/source/blender/draw/intern/draw_manager.c:2018 #15 0x000055555871785e in eevee_render_to_image (vedata=0x7fff7ceeb088, engine=0x7fff7cc90d08, render_layer=0x7fff955a9508, rect=0x7fff7961d890) at /home/zed/prog/blender/source/blender/draw/engines/eevee/eevee_engine.c:436 #16 0x00005555586e7917 in DRW_render_to_image (engine=0x7fff7cc90d08, depsgraph=0x7fff7cc10508) at /home/zed/prog/blender/source/blender/draw/intern/draw_manager.c:1962 - 17 0x0000555558040075 in RE_engine_render (re=0x7fff7cd99008, do_all=0) at /home/zed/prog/blender/source/blender/render/intern/source/external_engine.c:772 - 18 0x0000555558043793 in do_render_3d (re=0x7fff7cd99008) at /home/zed/prog/blender/source/blender/render/intern/source/pipeline.c:1146 #19 0x0000555558048381 in RE_PreviewRender (re=0x7fff7cd99008, bmain=0x7fffa5aec308, sce=0x7fffa0964008) at /home/zed/prog/blender/source/blender/render/intern/source/pipeline.c:2756 #20 0x000055555c75b287 in shader_preview_render (sp=0x7fff7cc193c8, id=0x7fff73101888, split=0, first=0) at /home/zed/prog/blender/source/blender/editors/render/render_preview.c:898 #21 0x000055555c75b3cc in shader_preview_startjob (customdata=0x7fff7cc193c8, stop=0x7fffd358033c, do_update=0x7fffd358033a) at /home/zed/prog/blender/source/blender/editors/render/render_preview.c:936 #22 0x000055555c75bccb in icon_preview_startjob (customdata=0x7fff7cc193c8, stop=0x7fffd358033c, do_update=0x7fffd358033a) at /home/zed/prog/blender/source/blender/editors/render/render_preview.c:1142 #23 0x000055555c75bd6d in common_preview_startjob (customdata=0x7fff7cc193c8, stop=0x7fffd358033c, do_update=0x7fffd358033a, UNUSED_progress=0x7fffd3580340) at /home/zed/prog/blender/source/blender/editors/render/render_preview.c:1164 #24 0x000055555c75c066 in icon_preview_startjob_all_sizes (customdata=0x7fff92bff748, stop=0x7fffd358033c, do_update=0x7fffd358033a, progress=0x7fffd3580340) at /home/zed/prog/blender/source/blender/editors/render/render_preview.c:1247 - 25 0x0000555558283af8 in do_job_thread (job_v=0x7fffd35802c8) at /home/zed/prog/blender/source/blender/windowmanager/intern/wm_jobs.c:376 - 26 0x0000555557f17a2a in tslot_thread_start (tslot_p=0x7fff7cf52488) at /home/zed/prog/blender/source/blender/blenlib/intern/threads.c:259 #27 0x00007ffff3411443 in start_thread () from /lib64/libpthread.so.0 ```
Brecht Van Lommel removed their assignment 2019-05-07 14:42:55 +02:00
Clément Foucault was assigned by Brecht Van Lommel 2019-05-07 14:42:55 +02:00

Added subscriber: @Sergey

Added subscriber: @Sergey

It seems to be a threading hazard between the icon rendering and the viewport. The nodetree is being freed/updated for new frame in the main thread when the icon job is using to prepare for drawing.

Maybe the easy fix is to disable icon rendering during playback? Would save performance too.

@brecht @Sergey any thoughts?

It seems to be a threading hazard between the icon rendering and the viewport. The nodetree is being freed/updated for new frame in the main thread when the icon job is using to prepare for drawing. Maybe the easy fix is to disable icon rendering during playback? Would save performance too. @brecht @Sergey any thoughts?

Icon rendering should not be triggered by animation playback, only user edits. So that is a bug at least.

But icon rendering and viewport should also not share evaluated node trees, they are supposed to be in separate dependency graphs. If that's an issue it can cause crashes in other cases too.

Icon rendering should not be triggered by animation playback, only user edits. So that is a bug at least. But icon rendering and viewport should also not share evaluated node trees, they are supposed to be in separate dependency graphs. If that's an issue it can cause crashes in other cases too.

Preview icon is supposed to have localized material, so to this sounds as localization went wrong. Or someone accesses original/pre-localized datablock when it must not.

Think icon rendering should follow general area redraw during playback rules, similar to updating sliders and such. Even if it's disabled it sounds more like a workaround/hiding an actual bug under the carpet.

Preview icon is supposed to have localized material, so to this sounds as localization went wrong. Or someone accesses original/pre-localized datablock when it must not. Think icon rendering should follow general area redraw during playback rules, similar to updating sliders and such. Even if it's disabled it sounds more like a workaround/hiding an actual bug under the carpet.

@brecht, this is a driven shader, so it should be re-rendered at the end of playback at least.

@brecht, this is a driven shader, so it should be re-rendered at the end of playback at least.

Icon rendering should never be affected by animation or drivers. They are fixed per-datablock previews of the material. Trying to make them match the current frame of the current scene would be too inefficient, think of cases like an asset browser or library linking.

Icon rendering should never be affected by animation or drivers. They are fixed per-datablock previews of the material. Trying to make them match the current frame of the current scene would be too inefficient, think of cases like an asset browser or library linking.

@brecht, oh, i see now. Icons behave different from the preview.

Still weird why they are affected by viewport. They are supposed to be localized already.

@brecht, oh, i see now. Icons behave different from the preview. Still weird why they are affected by viewport. They are supposed to be localized already.
Clément Foucault removed their assignment 2019-05-31 13:02:29 +02:00
Sergey Sharybin was assigned by Clément Foucault 2019-05-31 13:02:29 +02:00

Added subscriber: @fclem

Added subscriber: @fclem

Seems really related to depsgraph P991

Seems really related to depsgraph [P991](https://archive.blender.org/developer/P991.txt)

This issue was referenced by b998a7b384

This issue was referenced by b998a7b384c6a598ea851fbc06a2df8829c34329

Changed status from 'Open' to: 'Resolved'

Changed status from 'Open' to: 'Resolved'
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