Driver updated mapping node fields do not propagate to viewport when used with Material render mode #46571
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Reference: blender/blender#46571
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System Information
OS: Ubuntu 14.04 (64 bit)
RAM : 7.8 GiB
CPU: Intel® Core™ i5-2400 CPU @ 3.10GHz × 4
GFX: GeForce GT 520/PCIe/SSE2
Blender Version
2.76 (hash:
48f7dd6
)Short description of error
Driver updated mapping node fields do not propagate to viewport properly when used with Material render mode. The driver values seem to update in node but the viewport do not reflect these changes. However, when the viewport has the render mode set to Rendered (cycles engine) the viewport seem to update correctly.
Exact steps for others to reproduce the error
The attached blend file includes a plane that has a material with an image texture using a mapping node to adjust image scale. I use a cube to drive the scale fields of the mapping node. The driver for each field is a simple expression based driver taking its value from the location of the cube. If the viewport rendering mode is set to Material the texture does not update properly when the cube moves. However, an update can be enforced by clicking the mapping node tab buttons. However, with the Rendered mode selected in the viewport the texture scaling updates correctly when moving the cube. This behavior manifest also when running blender with --enable-new-depsgraph.
driverMaterialModeBug.blend
Changed status to: 'Open'
Added subscriber: @MariusGiurgi
And btw, if you place the driven nodes inside of a group node then the drivers do not work in "Rendered" mode either (viewport does not get updated). The values seem to update properly in the driven node (when moving the cube) but the viewport does not reflect the changes (e.g. texture scale stays the same). Tapping the mapping node's tab buttons can enforce the viewport to update though. And what's more, when using the new depsgraph (--enable-new-depsgraph) putting the driven nodes inside of a group node the driven values don't seem to update at all in the node. (e.g. try to group the first three nodes: tex coord, mapping and image texture into a group node to test this). Also in this case the driven values in the node do not update when taping the mapping node's tab buttons either (e.g. you cannot enforce an update this way with the new depsgraph enabled).
Added subscriber: @Sergey
There are in fact two things here:
Viewport doesn't re-compile shaders on animation update because of the performance issues (it takes quite some time to compile GLSL shader and we don't have "partial" shader updates). This is something we can improve in the future but not considered a bug.
Driving mapping node will never invaldate final matrix, meaning there's no way to toggle shaded mode to force GLSL to be recompiled with proper settings. This is something we have to look into.
Sergey, but what about the drivers not working while they are in a group node ? (rendered mode in particular, which i assume is not GLSL based).
About the Material render mode though.. i use this a lot to test my animation before i render (the Rendered mode to test the animation is simply too slow). Being able change fields in multiple mapping modes for instance it's a lot easier to do with drivers (rather than keyframe animating each field the same way) and since the drivers do not work when i place those nodes in a group node, it makes this kind of task a LOT harder to do. So I guess there is till a need to either expose the individual fields of a node (e.g. scale fields in the mapping node) as a input node so i can drive multiple mapping nodes at the same time by animating just one value. Drivers would be suited for this of course, IF they worked.
Added subscriber: @gregsaw
Just encountered this bug myself, which is a dealbreaker for some workflows. Simply put - drivers do not work for any node fields (mapping node rotation XYZ in my case) while in node groups. outside node groups they work just fine.
I guess I'll report this as a separate bug?
Changed status from 'Open' to: 'Archived'
As for original report -- all the RNA updates from animation system were disabled because of lack of stability and weird artifacts happening and now animation system only relies on the depsgraph update tags. However, depsgraph has absolutely no clue how to deal with node trees, and can not even know what node to update (at least currently). So there's no simple solution for that and will be addressed as a bigger depsgraph work.
As for node groups -- they should work in new dependency graph.
Thanks for the report, but considering it a TODO.