EEVEE Shading: string sockets node group interface value doesn't work #89079
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Reference: blender/blender#89079
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Blender Version
Broken: version: 3.0.0 Alpha, branch: master (modified), commit date: 2021-06-11 14:46, hash:
f6c5af3d47
Worked: n/a
Short description of error
in shading, String sockets exposed via node group interface don't use the value from the node group interface
Exact steps for others to reproduce the error
Steps to illustrate the problem
volume.blend
Added subscriber: @IyadAhmed
Added subscriber: @PratikPB2123
Changed status from 'Needs Triage' to: 'Needs User Info'
Can not reproduce with 3.0.0 (
b2510b9e20
).Please confirm if you can reproduce the issue with fresh build (https://builder.blender.org/download/daily/)
Did you group only principled volume node or both nodes (material output node)?
Hello, still same issue here's a video to clear things up
tested on today's master branch
2021-06-25 16-41-13-1.m4v
Changed status from 'Needs User Info' to: 'Confirmed'
Thanks! Can confirm.
EEVEE: String sockets node group interface value doesn't workto Shading: string sockets node group interface value doesn't workAdded subscriber: @dfelinto
Bug confirmed. This seems to be the case since a long time (maybe forever). And it seems to be a problem only for shading. Geometry nodes can handle grouped named strings with no problems.
The bug is a big obvious when you look at the code in
node_shader_gpu_volume_principled
. Basically the code is using the default_value from the node directly, as oppose to the evaluated value that gets there.Shading: string sockets node group interface value doesn't workto EEVEE Shading: string sockets node group interface value doesn't workMoving it as a known issue. I wonder if this needs to be a socket.
But I will leave this decision to the Viewport/Cycles team - it may be a decision between a bigger refactor to guarantee feature parity, drop feature parity (as we have already) or remove the feature from Cycles.
Added subscriber: @brecht
We want to move towards exposing everything as sockets: strings, enums, images, ramps, etc. That way users can create more powerful group nodes. So I don't think this is a feature to be removed.
Added subscriber: @HooglyBoogly
I think this comes down to the same issue as #93905. Shader nodes needs the same "Fields" concept as geometry nodes, where some sockets are computed as constants from the shader's perspective, but potentially differently for different uses of the node group.
You could imagine the "Join Strings" node supported in shader nodes, so you can compute the attribute name used for this node based on some other parameter.