Image Pin=false , but Image Editor not refresh to the selected image node in Shader Editor #76017
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Reference: blender/blender#76017
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System Information
Operating system: Windows-7-6.1.7601-SP1 64 Bits
Graphics card: GeForce GTX 750 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.75
Blender Version
Broken: version: 2.82 (sub 7), branch: master, commit date: 2020-02-12 16:20, hash:
77d23b0bd7
Broken: version: 2.90 (sub 0), branch: master, commit date: 2020-04-20 18:51, hash:
55a2682348
I tested 2 version. Both are broken.
Short description of error
I have set "Image Editor > Image Pin" = off.
However, the image shown in Image Editor still doesn't change to match active texture node in Shader Editor immediately.
I can workaround by switch Workspace back-and-forth.
Exact steps for others to reproduce the error
X1
andX2
X1
orX2
. The image shown in the nearby Image Editor will not update to beX1
orX2
(bug??).X1
orX2
. Then switch workspace to anything, then switch back to Shading workspace. Now, the image shown in the Image Editor of Shading workspace will showX1
orX2
(depends on which one was selected) correctly.Blender File and VDO clip (not important)
The file has been done step 1-5.
I also painted
X1
to red andX2
to green to make the issue more obvious.bugReport.blend
Below is a short video explaining bug (step 6 & 7).
X1
orX2
in Shader Editor (bottom-right panel), the Image Editor (bottom-left panel) will not show red or green respectively immediately.2020-04-22 09-48-58.flv
I had reported this issue as blender/documentation#75963, but that task was changed to be document-related which is very slightly related to my actual one.
Added subscriber: @hyyou
Added subscriber: @Alaska
I believe what the pinning is referring too is primarily the pinning of the image while working with UV co-ordinates. So I don't believe your issue is related to pinning (I may be wrong).
As for the issue in terms of the image not switching when you select another object or the different texture in the shader editor. That does seem like a issue, but if I was to take a guess, the developers have probably decided against updating the image viewer instantly as it could cause slow down on some systems.
For example, the UV editor updates images when you have two objects with different image textures and you enter edit mode on one of them. But the update of the image only happens when the user enters edit mode/UV edit mode, not when the user selects it (the issue you're describing) presumably to avoid un-necessary redrawing of the image.
However, I am not a developer, so I'll leave the project up to someone else to decide upon.
Also sorry for my other post. I mis-read something on the task blender/documentation#75963.
@Alaska
Yes, I think so. I just want to clarify that my situation is only about no-pin-mode.
If it is in pin-mode, the image should not change. Blender now works correctly.
If it is in no-pin-mode, the image should change. It actually changes but too later.
Perhaps, I emphasized it too much and confusing.
It sounds reasonable, but I don't think it is intentional.
@hyyou I can only really speculate. I will leave this up to you and the developers to discuss.
Added subscriber: @iss
Changed status from 'Needs Triage' to: 'Archived'
Sorry, I should have been more clearer in my explanation, why I didn't consider this to be bug, and rather changed this to problem with documentation.
I will say again, that the code currently in place works correctly.
Displayed image is changed by switching to texture paint workspace. If you change workspace to animation for example the same image will be displayed.
The problem is that this checking for selected node and displaying image accordingly is not implemented in shader editor.
Issue reported here is a request for modified/improved behavior and not a bug in current behavior. Closing as this bug tracker is only for bugs and errors.
For user requests and feedback, please use other channels: https://wiki.blender.org/wiki/Communication/Contact#User_Feedback_and_Requests
For more information on why this isn't considered a bug, visit: https://wiki.blender.org/wiki/Reference/Not_a_bug
Added subscribers: @brecht, @JulianEisel
Changed status from 'Archived' to: 'Confirmed'
Wanted to double check if this is indeed not a bug. I'm not sure, but I'd say there's at least something to be looked at. Not necessarily what's reported here, but something related.
@brecht may know more here. From
403ae48063
I get that there were some changes in how the syncing works.By removing the code to change the image when toggling to Texture Paint mode, and instead always updating the image on active texture change (like edit mode does it), the confusion from this report should be resolved and related behavior corrected.
For devs:
texture_paint_toggle_exec()
iterates over all Image Editors in all screens, and callsED_space_image_auto_set()
on un-pinned ones.ED_space_image_auto_set()
is called on redraws and updates the image if in edit mode.Changed status from 'Confirmed' to: 'Archived'
The whole handling of active texture in texture paint mode is rather problematic. There is an additional texture slots system that also affects the active texture.
I tried to fix that in #60366 (Creating a new image texture in shader editor does not appear among the texture slots) but had to revert it. That bug is still open so texture paint fixes can be done there.
I am so glad that I am not the first only who report this.
After I read that link (T 60366), it is really a duplicate. I am sorry that I didn't do enough research and waste your time.
Thank for the great reference, Brecht Van Lommel.
Added subscriber: @raincole
Same here. When I select the texture slot in tool settings it works. But when I select a node in Shader Editor, the Image Editor is not updated at all. Version: 2.93