Confusion on Muting Nodes + Internal Links should have is_enabled field #55119

Closed
opened 2018-05-19 03:27:44 +02:00 by (Deleted) · 6 comments
(Deleted) commented 2018-05-19 03:27:44 +02:00 (Migrated from localhost:3001)

Blender Version 2.79

NodeMute.jpg
1.
As you see in the screenshot on muting the node which is muted appears to be red.
When you look at this node graph you could think that muting causes a PASS THROUGH, so that the tree under the muted node would be still alive. But obviously muting means, that the entire path under the node is down.
So either all related nodes in the path under the muted one should appear red, or muting should work as a "pass through".
The way it is now is confusing.

And 2.:
In the doc: "internal_links : Internal input-to-output connections for muting" https:*docs.blender.org/api/blender_python_api_2_77_0/bpy.types.Node.html
On a "ShaderNodeAddShader" when muting and then muting off, these internal links are even updated when
the outside socket links change. But then when the node is fully connected again the internal links
remain there (even when not muted). I checked it with a Python script.
When the AddShader only has one used socket the internal links are updated even when not muted. And on them is_valid is true and is_hidden is false. So maybe a switch is_enabled could be added there to make clear, whether the internal links are usable also when muting is off.
see example in this blend file:
AddShaderTest0.blend

Blender Version 2.79 ![NodeMute.jpg](https://archive.blender.org/developer/F3394495/NodeMute.jpg) 1. As you see in the screenshot on muting the node which is muted appears to be red. When you look at this node graph you could think that muting causes a PASS THROUGH, so that the tree under the muted node would be still alive. But obviously muting means, that the entire path under the node is down. So either all related nodes in the path under the muted one should appear red, or muting should work as a "pass through". The way it is now is confusing. And 2.: In the doc: "internal_links : Internal input-to-output connections for muting" [https:*docs.blender.org/api/blender_python_api_2_77_0/bpy.types.Node.html ](https:*docs.blender.org/api/blender_python_api_2_77_0/bpy.types.Node.html) On a "ShaderNodeAddShader" when muting and then muting off, these internal links are even updated when the outside socket links change. But then when the node is fully connected again the internal links remain there (even when not muted). I checked it with a Python script. When the AddShader only has one used socket the internal links are updated even when not muted. And on them is_valid is true and is_hidden is false. So maybe a switch is_enabled could be added there to make clear, whether the internal links are usable also when muting is off. see example in this blend file: [AddShaderTest0.blend](https://archive.blender.org/developer/F3394504/AddShaderTest0.blend)
(Deleted) commented 2018-05-19 03:27:44 +02:00 (Migrated from localhost:3001)
Author

Added subscriber: @(Deleted)

Added subscriber: @(Deleted)
Member

Added subscriber: @lichtwerk

Added subscriber: @lichtwerk
Member

Regarding 1: not sure if I understand correctly, but muting works as a passthrough, the nodes "under" a muted node are not "down" but "alive".
See for example:

#55119.png

Regarding 2: again not sure if I understand correctly, but could you be more specific in regards to what the problem is here? internal_links are not used when muting is off, why not check mute on the node (instead of having an extra prop on the link)?

Marking as incomplete for now until there is an answer

Regarding 1: not sure if I understand correctly, but muting works as a passthrough, the nodes "under" a muted node are not "down" but "alive". See for example: ![#55119.png](https://archive.blender.org/developer/F3452969/T55119.png) Regarding 2: again not sure if I understand correctly, but could you be more specific in regards to what the problem is here? internal_links are not used when muting is off, why not check `mute` on the node (instead of having an extra prop on the link)? Marking as incomplete for now until there is an answer
(Deleted) commented 2018-05-29 22:45:58 +02:00 (Migrated from localhost:3001)
Author

1:
Here I give you an example of what I mean:
NodeMute2.jpg

If there are connections between Color and Shader sockets their behaviour is different when they are directly connected, or when they are connected through a muted BSDF node. Connecting Shader to Shader works, but other combinations (which might be artistic only because they can lead to physically incorrect results) behave different. Independent from their physical correctness connections should behave the same in all cases, shouldn't they?

2:
ok, I did not find anything in the documentation, that MUTE has a higher priority than the internal links. So they are by design dependent on the MUTE. Solved.

1: Here I give you an example of what I mean: ![NodeMute2.jpg](https://archive.blender.org/developer/F3507576/NodeMute2.jpg) If there are connections between Color and Shader sockets their behaviour is different when they are directly connected, or when they are connected through a muted BSDF node. Connecting Shader to Shader works, but other combinations (which might be artistic only because they can lead to physically incorrect results) behave different. Independent from their physical correctness connections should behave the same in all cases, shouldn't they? 2: ok, I did not find anything in the documentation, that MUTE has a higher priority than the internal links. So they are by design dependent on the MUTE. Solved.
Member

Changed status from 'Open' to: 'Archived'

Changed status from 'Open' to: 'Archived'
Philipp Oeser self-assigned this 2018-05-30 09:46:27 +02:00
Member

Regarding 1:
connections between color sockets and shader sockets are usually not supported and are ignored in both cycles and upcoming eevee (the third row in your example image only works in 2.79 material viewport and afaics this behaviour is actually not correct). For the same reason [no connections between color and shader sockets allowed] there is no internal_link for a BSDF node [there is no reasonable connection from any of its inputs to its output -- thus you dont see an internal red noodle when muted]. So yeah, a BSDF node doesnt act as a passthrough (because there is no internal link).
Anyways, it is not correct to say that the muted BSDF node blocks the entire downchain, you could still use the Voronoi texture somewhere else in your tree (it is not "down").

Hope this helps, still dont see a bug here. Archiving for now, feel free to reopen if you still think you found a bug.

Regarding 1: connections between color sockets and shader sockets are usually not supported and are ignored in both cycles and upcoming eevee (the third row in your example image only works in 2.79 material viewport and afaics this behaviour is actually not correct). For the same reason [no connections between color and shader sockets allowed] there is no internal_link for a BSDF node [there is no reasonable connection from any of its inputs to its output -- thus you dont see an internal red noodle when muted]. So yeah, a **BSDF** node doesnt act as a passthrough (because there is no internal link). Anyways, it is not correct to say that the muted BSDF node blocks the entire downchain, you could still use the Voronoi texture somewhere else in your tree (it is not "down"). Hope this helps, still dont see a bug here. Archiving for now, feel free to reopen if you still think you found a bug.
Sign in to join this conversation.
No Label
Interest
Alembic
Interest
Animation & Rigging
Interest
Asset Browser
Interest
Asset Browser Project Overview
Interest
Audio
Interest
Automated Testing
Interest
Blender Asset Bundle
Interest
BlendFile
Interest
Collada
Interest
Compatibility
Interest
Compositing
Interest
Core
Interest
Cycles
Interest
Dependency Graph
Interest
Development Management
Interest
EEVEE
Interest
EEVEE & Viewport
Interest
Freestyle
Interest
Geometry Nodes
Interest
Grease Pencil
Interest
ID Management
Interest
Images & Movies
Interest
Import Export
Interest
Line Art
Interest
Masking
Interest
Metal
Interest
Modeling
Interest
Modifiers
Interest
Motion Tracking
Interest
Nodes & Physics
Interest
OpenGL
Interest
Overlay
Interest
Overrides
Interest
Performance
Interest
Physics
Interest
Pipeline, Assets & IO
Interest
Platforms, Builds & Tests
Interest
Python API
Interest
Render & Cycles
Interest
Render Pipeline
Interest
Sculpt, Paint & Texture
Interest
Text Editor
Interest
Translations
Interest
Triaging
Interest
Undo
Interest
USD
Interest
User Interface
Interest
UV Editing
Interest
VFX & Video
Interest
Video Sequencer
Interest
Virtual Reality
Interest
Vulkan
Interest
Wayland
Interest
Workbench
Interest: X11
Legacy
Blender 2.8 Project
Legacy
Milestone 1: Basic, Local Asset Browser
Legacy
OpenGL Error
Meta
Good First Issue
Meta
Papercut
Meta
Retrospective
Meta
Security
Module
Animation & Rigging
Module
Core
Module
Development Management
Module
EEVEE & Viewport
Module
Grease Pencil
Module
Modeling
Module
Nodes & Physics
Module
Pipeline, Assets & IO
Module
Platforms, Builds & Tests
Module
Python API
Module
Render & Cycles
Module
Sculpt, Paint & Texture
Module
Triaging
Module
User Interface
Module
VFX & Video
Platform
FreeBSD
Platform
Linux
Platform
macOS
Platform
Windows
Priority
High
Priority
Low
Priority
Normal
Priority
Unbreak Now!
Status
Archived
Status
Confirmed
Status
Duplicate
Status
Needs Info from Developers
Status
Needs Information from User
Status
Needs Triage
Status
Resolved
Type
Bug
Type
Design
Type
Known Issue
Type
Patch
Type
Report
Type
To Do
No Milestone
No project
No Assignees
2 Participants
Notifications
Due Date
The due date is invalid or out of range. Please use the format 'yyyy-mm-dd'.

No due date set.

Dependencies

No dependencies set.

Reference: blender/blender#55119
No description provided.