Geometry node/shader texture race condition? #102171
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Reference: blender/blender#102171
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System Information
Operating system: Linux mint 20.3
Graphics card: 3090
CPU: AMD Ryzen 5 2600
Blender Version
Broken: 3.3.1
Short description of error
Using the same image texture sequence texture in both geometry nodes and shader is producing unexpected and inconsistent results.
Exact steps for others to reproduce the error
A geo-nodes setup that uses the alpha channel from a texture with the frame driven by a driver linked to the shader image sequence texture will only preform the geonodes operation on part of the image texture. Moving the frame forward and back will load the texture properly. However during a render with "persistent data" turned off/on many frames will have this kind of error.
(this should have all faces where the texture alpha > 0 remaining)
Go forward and back to reload textures on this frame
Load a longer than buffer length image sequence with alpha channel into this file for geonodes and shader, this may be a side effect of my lopsided system. Geo Nodes execution is still less than 100 ms on my system. I suspect the geonodes starts execution then the shader interrupts somehow.
GeoNodesShaderRace.blend
Added subscriber: @PBn
Added subscriber: @mod_moder
Please simplify your file. This file is too complicated to find a bug.
Added subscriber: @edward88
Can you provide the image sequence please?
I will try I am having a hard time reproducing it with another node-setup.
The majority of the image sequences in the project are .exr dwaa, but a few early shots were png, I didn't see a reason to replace them but the png sequences seem more likely to do it.
frames.zip
Please point the shader and geonodes textures to this sequence.
Added subscriber: @OmarEmaraDev
Changed status from 'Needs Triage' to: 'Needs User Info'
I can't replicate the issue myself. Is having the driver significant to reproduce the issue? I mean, does removing it and setting the start frame to 1 manually fix the issue?
I tried rendering again with the ranges in my project manually set.
I am still experiencing the issue.
It seems less common but it's hard to judge.
I will try to produce a node tree that has the glitch more consistently this weekend.
This will help a lot
I really can't get it to replicate. Even shots that have it almost every other frame in my scene files will stop doing it entirely when isolated to another file w/o backgrounds or with timings shifted.
I really can't manage to replicate it in a portable, consistent way.
My apologies.
If there is no more bug, it can be closed
Changed status from 'Needs User Info' to: 'Archived'