Workbench render engine does not update the Material Slots panel preview #98428
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Reference: blender/blender#98428
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System Information
Operating system: Linux Fedora 35
Graphics card: Intel
Blender Version
Broken: 3.2.0 Beta, branch: master, commit date: 2022-05-10 06:30, hash:
11aa237858
, type: releaseShort description of error
The aspect of the preview sphere in the Material Slots panel is not updated.
Exact steps for others to reproduce the error
1 - In a factory default startup file, select "Workbench" as render engine
2 - Select the "Cube" Object
3 - Open the Material Property Panel, in Viewport Display set a different color (diffuse_color)
4 - The aspect of the preview sphere in the Material Slots panel is not updated.
The users of my BlenderFDS (www.blenderfds.org) addon keep asking me: why?
A correct UI feedback is important especially for new users, and I presume this should be quite easy to fix.
Thank you very much, I am grateful for your work.
system-info.txt
Added subscriber: @emanuelegissi
Added subscriber: @OmarEmaraDev
Changed status from 'Needs Triage' to: 'Archived'
Unfortunately, Workbench doesn't support material previews, so this is not exactly a bug.
The 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
Thank you Omar for the quick triage.
I still think that this is a bug because you can see there are preview leftovers from the previously selected render engine.
At least delete them!
And I suggest, for uniformity, to put at least colored circles instead of the rendered spheres.
Changed status from 'Archived' to: 'Resolved'
If you want I can open another issue: "Workbench render engine does not delete Material Slots panel previews from previously selected render engine"
Changed status from 'Resolved' to: 'Needs Developer To Reproduce'
I don't think this is necessary, I will tag the module and see what they think.
Thank you very much!
Added subscriber: @Jeroen-Bakker
I never thought about this. When switching the render engine the depsgraph should trigger
ED_render_id_flush_update
. Perhaps we should look into its logic and see if we can finetune it.The bug/request mentioned here isn't complete. A material can be shared between multiple scenes each have their own render engine, but only a single preview icon. So we also need to add a check when the active scene is changed. We should also be very carefully to invalidate to many icons as this has a large performance impact.
Perhaps tag per icon the preview-engine. If the preview engine is different then recreate it. This should not be done for non-materials as they are often created using the work bench engine for performance reasons. The problem with this one is that storing the render engine per icon is very expensive and should perhaps also be stored. What would impacts the (fast) icon loading as well.
@Jeroen-Bakker But it is not just about tagging the icons for updates, right? Workbench doesn't seem to do preview renders at all and material icons for it are transparent and will stay that way if you don't use a render engine that support previews.