NodeCustomGroup nodes don't work with material view. #51649

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opened 2017-05-29 00:52:01 +02:00 by Ray molenkamp · 9 comments
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System Information
All Os'es

Blender Version
Broken: latest master
Worked: never by the looks of it

When you create a cycles node based on bpy.types.NodeCustomGroup the material view gives black output.

Repro steps

  1. Install this demo addon PicSwitch.zip the problem however is not limited to this addon, all addons based on bpy.types.NodeCustomGroup will have the same issue https://github.com/LazyDodo/BrickTricks is another good example

  2. make a simple scene with the addon. (ie assign some random colors/textures, and set the mix factor to some random value)

  3. switch to rendered view, play with the parameters to make sure it works.

  4. switch to material view, observe black result.

  5. given the NodeCustomGroup uses a nodegroup as backend, add the backing nodegroup to the material, duplicate the settings and use that instead of the custom node.

  6. switch to material view, now it works!

**System Information** All Os'es **Blender Version** Broken: latest master Worked: never by the looks of it When you create a cycles node based on bpy.types.NodeCustomGroup the material view gives black output. Repro steps 1) Install this demo addon [PicSwitch.zip](https://archive.blender.org/developer/F611564/PicSwitch.zip) the problem however is not limited to this addon, all addons based on bpy.types.NodeCustomGroup will have the same issue https://github.com/LazyDodo/BrickTricks is another good example 2) make a simple scene with the addon. (ie assign some random colors/textures, and set the mix factor to some random value) 3) switch to rendered view, play with the parameters to make sure it works. 4) switch to material view, observe black result. 5) given the NodeCustomGroup uses a nodegroup as backend, add the backing nodegroup to the material, duplicate the settings and use that instead of the custom node. 6) switch to material view, now it works!
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Changed status to: 'Open'

Changed status to: 'Open'
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Added subscriber: @LazyDodo

Added subscriber: @LazyDodo
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Added subscriber: @Blendify

Added subscriber: @Blendify
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If I recall this is a known issue.

If I recall this is a known issue.

Added subscriber: @Sergey

Added subscriber: @Sergey

Changed status from 'Open' to: 'Archived'

Changed status from 'Open' to: 'Archived'
Sergey Sharybin self-assigned this 2017-05-29 12:17:43 +02:00

Custom nodes are not supported by GLSL. This is something we investigate for 2.8 viewport project and currently is not considered a bug.

Thanks for the report anyway.

Custom nodes are not supported by GLSL. This is something we investigate for 2.8 viewport project and currently is not considered a bug. Thanks for the report anyway.

Added subscriber: @matali23

Added subscriber: @matali23

Those pynodes are really usefull possibility. Is it so complicated to internally use the node group (instead of the pynode) for GLSL? I mean the group exist anyway, you just have to use it for OpenGL render ?
I can understand it may sound a bit hacky, but a proper solution can still be used for 2.8.

Those pynodes are really usefull possibility. Is it so complicated to internally use the node group (instead of the pynode) for GLSL? I mean the group exist anyway, you just have to use it for OpenGL render ? I can understand it may sound a bit hacky, but a proper solution can still be used for 2.8.
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Reference: blender/blender#51649
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