Crash after initialization custom node group tree #76591
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Reference: blender/blender#76591
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System Information
Operating system: Windows-7-6.1.7601-SP1 64 Bits
Graphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 416.34
Blender Version
Broken: version: 2.83 (sub 13), branch: master, commit date: 2020-04-21 17:59, hash:
13e3a1c532
Short description of error
I'm experimenting with creating custom node tree groups in custom node tree and I faced with this crash.
Exact steps for others to reproduce the error
custom node tree
editorTree
untitled5.blend
Added subscriber: @randum
Added subscriber: @ankitm
Changed status from 'Needs Triage' to: 'Needs User Info'
BLI_assert failed: source/blender/blenloader/intern/writefile.c:1008, write_node_socket_default_value(), at '0'
get this while running script 2, so it seems you're doing somehtng wrong, which later gives a problem ?
file on diffusion
I'm definitely doing something wrong. There is no any guide about how to create custom node group in custom tree. So I'm experimenting and I'm trying find the way.
What information do you need?
Changed status from 'Needs User Info' to: 'Needs Triage'
Added subscriber: @mano-wii
Although there is likely to be an error in the script, it should not crash but rather display an error message.
I think it is a bug, but I will wait for a second opinion.
Added subscriber: @Calra
@randum Yes it crashes, I can't fully point out why, imo you are not in the right context, but here is a short description of what you might be doing "wrong".
Custom node tree
, there isTest Group Tree
just below the custom one.Tree
fromCustom node tree
and the other one isTreeGroup
from the other panelTest Group tree
does it work with normal nodes ?, I am not that proficient.And it won't crash if you are in
Test Group tree
and have selectedTree Group
and the input socket is created in the right underNodes
section@Calra What I'm actually doing is reproduce group nodes in coustome tree editor. For this I have use two different node trees. One normal for tree editor and another for group node. Also I'm using special node which is dedicated for creating node groups. It has
node_tree
attribute for nested tree unlike of other normal nodes. Also I'm adding special sockets for nested node tree. Nested node tree can have sockets. So:pool
method for group tree so it will always return False and it will crash anyway.It looks like that the problem is in
NodeSocketInterface
. Everything work until i'm adding the socket ot nested node tree what is cause the crash.Changed status from 'Needs Triage' to: 'Confirmed'
Added subscribers: @ideasman42, @JacquesLucke
This might solve one of the issues:
But I'm not even sure if we support what you want to do at all.
@ideasman42, in the current implementation, should custom node tree types be able to use node groups the same way internal tree types use them? If no, then this report is probably not a bug, but more a feature request.
@randum, do you know of any addon that adds new a new node tree type that uses normal node groups?
Yes,
node groups
are used in Sorcar since june. There is interesting discussion here:https://github.com/nortikin/sverchok/issues/3319
It looks like that all what should be done is to create
MyGroupNode(NodeCustomGroup)
.Group input
andgroup output
nodes can be created from standard Blender classes in nested tree. Creating new sockets inMyGroupNode
and in socket interface panel after connecting to input and output group nodes is happening automatically.So probably I should not been trying to create custom
input group
node and customnode socket interface
as I did in the example.When you follow their example, can you get it working? If yes, it would be nice if you could simplify the example as much as possible. It might be a good idea to add this as an example to the api docs.
Yes it looks working. I will try to make an example.
I have made an example. It creates new tree editor with available group node. The node has UI for creating node groups (sub trees). There is some solution in the script which is not best I guess. I left comments there.
node_group.py
Changed status from 'Confirmed' to: 'Resolved'
Thanks, since this is working now, I'll close this report. I created blender/documentation#80827, so that I don't forget about this topic.