Image Pin=false , but Image Editor not refresh to the selected image node in Shader Editor #76017

Closed
opened 2020-04-23 09:49:56 +02:00 by hyyou · 16 comments

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

  1. Make sure that there is the default cube object. (or create a new one)
  2. Assign a new material to the object.
  3. Go to Shading workspace (default setting).
  4. In theShader Editor, create 2 textures, named it X1 and X2
  5. In the Image Editor, make sure that "Image Pin" is unselected (i.e. disabled)
  6. (Test1) In the Shader Editor, click the node either X1 or X2. The image shown in the nearby Image Editor will not update to be X1 or X2 (bug??).
  7. (Test2) In the Shader Editor, click the node either X1 or X2 . Then switch workspace to anything, then switch back to Shading workspace. Now, the image shown in the Image Editor of Shading workspace will show X1 or X2 (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 and X2 to green to make the issue more obvious.
bugReport.blend

Below is a short video explaining bug (step 6 & 7).

  • Notice that when I click X1 or X2 in Shader Editor (bottom-right panel), the Image Editor (bottom-left panel) will not show red or green respectively immediately.
  • If I switch workspace to Texture Paint workspace and switch back to Shading workspace, the Image Editor will refresh and show the correct image.
    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.

**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** 1. Make sure that there is the default cube object. (or create a new one) 2. Assign a new material to the object. 3. Go to **Shading workspace** (default setting). 4. In the**Shader Editor**, create 2 textures, named it *`X1`* and *`X2`* 5. In the **Image Editor**, make sure that "Image Pin" is unselected (i.e. disabled) 6. (Test1) In the **Shader Editor**, click the node either *`X1`* or *`X2`*. The image shown in the nearby **Image Editor** will not update to be *`X1`* or *`X2`* (bug??). 7. (Test2) In the **Shader Editor**, click the node either *`X1`* or *`X2`* . Then switch workspace to anything, then switch back to **Shading workspace**. Now, the image shown in the **Image Editor** of **Shading workspace** will show *`X1`* or *`X2`* (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 and *`X2`* to green to make the issue more obvious. [bugReport.blend](https://archive.blender.org/developer/F8490647/bugReport.blend) Below is a short video explaining bug (step 6 & 7). - Notice that when I click *`X1`* or *`X2`* in **Shader Editor** (bottom-right panel), the **Image Editor** (bottom-left panel) will not show red or green respectively immediately. - If I switch workspace to **Texture Paint workspace** and switch back to **Shading workspace**, the **Image Editor** will refresh and show the correct image. [2020-04-22 09-48-58.flv](https://archive.blender.org/developer/F8488493/2020-04-22_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.
Author

Added subscriber: @hyyou

Added subscriber: @hyyou
Member

Added subscriber: @Alaska

Added subscriber: @Alaska
Member

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.

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.
Author

@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.

The developers ... against updating the image viewer instantly ... as it could cause slow down

It sounds reasonable, but I don't think it is intentional.

@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. > The developers ... against updating the image viewer instantly ... as it could cause slow down It sounds reasonable, but I don't think it is intentional.
Member

@hyyou I can only really speculate. I will leave this up to you and the developers to discuss.

@hyyou I can only really speculate. I will leave this up to you and the developers to discuss.

Added subscriber: @iss

Added subscriber: @iss

Changed status from 'Needs Triage' to: 'Archived'

Changed status from 'Needs Triage' to: 'Archived'
Richard Antalik self-assigned this 2020-04-23 12:52:30 +02:00

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

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
Member

Added subscribers: @brecht, @JulianEisel

Added subscribers: @brecht, @JulianEisel
Member

Changed status from 'Archived' to: 'Confirmed'

Changed status from 'Archived' to: 'Confirmed'
Member

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.

  • Switching to the Texture Paint workspace also switches to Texture Paint mode, whereby the Image Editor gets updated to the active texture.
  • However, changing the active texture (by changing the a different texture node) while in Texture Paint mode does not cause an Image Editor update, only on the visible object. Given that we update when entering the mode, it seems like there's indeed a missing update here.
  • In Edit Mode (e.g. switch to the UV Editing workspace) we do actually update the image editor (well, for the user it's the UV Editor) when changing the active texture node. (That's what I'd expect in Texture Paint mode too.)
  • Another difference is that the Edit Mode syncing is applied only to image editors in the current workspace, while the syncing when entering Texture Paint mode syncing is applied to all workspaces. Hence the update within the Shading workspace when changing to the Texture Paint one.

@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 calls ED_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.

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. - Switching to the Texture Paint workspace also switches to Texture Paint mode, whereby the Image Editor gets updated to the active texture. - However, changing the active texture (by changing the a different texture node) while in Texture Paint mode does **not** cause an Image Editor update, only on the visible object. Given that we update when entering the mode, it seems like there's indeed a missing update here. - In Edit Mode (e.g. switch to the UV Editing workspace) we do actually update the image editor (well, for the user it's the UV Editor) when changing the active texture node. (That's what I'd expect in Texture Paint mode too.) - Another difference is that the Edit Mode syncing is applied only to image editors in the current workspace, while the syncing when entering Texture Paint mode syncing is applied to all workspaces. Hence the update within the Shading workspace when changing to the Texture Paint one. @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 calls `ED_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.
Richard Antalik was unassigned by Julian Eisel 2020-04-23 18:19:55 +02:00

Changed status from 'Confirmed' to: 'Archived'

Changed status from 'Confirmed' to: 'Archived'
Brecht Van Lommel self-assigned this 2020-05-02 00:16:19 +02:00

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.

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.
Author

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.

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

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

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
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
6 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#76017
No description provided.