EEVEE Shading: string sockets node group interface value doesn't work #89079

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opened 2021-06-12 07:17:36 +02:00 by Eyad Ahmed · 14 comments
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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

  • Use a quick smoke effect on a cube
  • Add a principled volume and connect it to material volume output
  • Change the Density Attribute to other text
  • Group the principled volume
  • Change the Density Attribute back to density

volume.blend

**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 * Use a quick smoke effect on a cube * Add a principled volume and connect it to material volume output * Change the Density Attribute to other text * Group the principled volume * Change the Density Attribute back to density [volume.blend](https://archive.blender.org/developer/F13123264/volume.blend)
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Added subscriber: @IyadAhmed

Added subscriber: @IyadAhmed
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Added subscriber: @PratikPB2123

Added subscriber: @PratikPB2123
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Changed status from 'Needs Triage' to: 'Needs User Info'

Changed status from 'Needs Triage' to: 'Needs User Info'
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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)?

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)?
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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

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](https://archive.blender.org/developer/F10202224/2021-06-25_16-41-13-1.m4v)
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Changed status from 'Needs User Info' to: 'Confirmed'

Changed status from 'Needs User Info' to: 'Confirmed'
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Thanks! Can confirm.

Thanks! Can confirm.
Dalai Felinto changed title from EEVEE: String sockets node group interface value doesn't work to Shading: string sockets node group interface value doesn't work 2022-05-30 17:23:52 +02:00

Added subscriber: @dfelinto

Added 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.

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.
Dalai Felinto changed title from Shading: string sockets node group interface value doesn't work to EEVEE Shading: string sockets node group interface value doesn't work 2022-05-30 17:50:48 +02:00

Moving 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.

Moving 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

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.

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.
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Added subscriber: @HooglyBoogly

Added subscriber: @HooglyBoogly
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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.

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.
Philipp Oeser removed the
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Reference: blender/blender#89079
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