Objects with physics referred to by PointerProperty throw find_node_operation: Failed for (RIGIDBODY_REBUILD, '') when rendering #98582

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opened 2022-06-03 20:02:01 +02:00 by Stephen Imhoff · 4 comments

System Information
Operating system: Ubuntu 20.04, Windows 10
Graphics card: GeForce GTX 2080, GeForce GTX 1080

Blender Version
Broken: 3.1.2
Worked: Unknown

Short description of error

When you have a PointerProperty, and that property refers to an object that has a rigid body, the following is output to the console when rendering:

find_node_operation: Failed for (RIGIDBODY_REBUILD, '')
add_relation(Rigid Body Rebuild -> Point Cache Reset) - Could not find op_from (OperationKey(type: TRANSFORM, component name: '', operation code: RIGIDBODY_REBUILD))
add_relation(Rigid Body Rebuild -> Point Cache Reset) - Failed, but op_to (ComponentKey(OBBox, POINT_CACHE)) was ok  

This doesn't seem to have any other adverse effects, as rendering still succeeds with the object in the correct simulated position, but these types of messages fill up the console extremely quickly.

Exact steps for others to reproduce the error
Open the following blend file, and render a frame. For some reason this requires the file to be opened via the UI.
repro2.blend
Alternatively, unzip the following and run with blender -b --python repro.py.
repro.zip

**System Information** Operating system: Ubuntu 20.04, Windows 10 Graphics card: GeForce GTX 2080, GeForce GTX 1080 **Blender Version** Broken: 3.1.2 Worked: Unknown **Short description of error** When you have a PointerProperty, and that property refers to an object that has a rigid body, the following is output to the console when rendering: ``` find_node_operation: Failed for (RIGIDBODY_REBUILD, '') add_relation(Rigid Body Rebuild -> Point Cache Reset) - Could not find op_from (OperationKey(type: TRANSFORM, component name: '', operation code: RIGIDBODY_REBUILD)) add_relation(Rigid Body Rebuild -> Point Cache Reset) - Failed, but op_to (ComponentKey(OBBox, POINT_CACHE)) was ok ``` This doesn't seem to have any other adverse effects, as rendering still succeeds with the object in the correct simulated position, but these types of messages fill up the console extremely quickly. **Exact steps for others to reproduce the error** Open the following blend file, and render a frame. For some reason this requires the file to be opened via the UI. [repro2.blend](https://archive.blender.org/developer/F13131031/repro2.blend) Alternatively, unzip the following and run with `blender -b --python repro.py`. [repro.zip](https://archive.blender.org/developer/F13131166/repro.zip)
Author

Added subscriber: @Clockwork-Muse

Added subscriber: @Clockwork-Muse
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Changed status from 'Needs Triage' to: 'Confirmed'

Changed status from 'Needs Triage' to: 'Confirmed'
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Added subscriber: @LukasTonne

Added subscriber: @LukasTonne
Member

It looks to me like the render depsgraph variant is deliberately minimal, it does not include components like TRANSFORM component of the scene needed for pointcache updates. This makes sense, all the data is already computed when rendering.

In particular there are no object components for point caches added from the scene object list itself in DepsgraphNodeBuilder::build_scene_render, and DepsgraphRelationBuilder::build_scene_render complies by not trying to build relations for these components. Problem is that DepsgraphRelationBuilder::build_idproperties sidesteps these expectations and always tries to build full Object relations, regardless of whether it's building for view layers or for rendering. So then it tries to find the TRANSFORM scene component in DepsgraphRelationBuilder::build_object_pointcache (used to trigger point cache resets) and fails.

Not sure what the proper solution is, maybe the relation builder should check if the nodes exist, or maybe the idproperties build function should be aware of context? another callback in AbstractBuilderPipeline for idprops?

It looks to me like the render depsgraph variant is deliberately minimal, it does not include components like `TRANSFORM` component of the scene needed for pointcache updates. This makes sense, all the data is already computed when rendering. In particular there are no object components for point caches added from the scene object list itself in `DepsgraphNodeBuilder::build_scene_render`, and `DepsgraphRelationBuilder::build_scene_render` complies by not trying to build relations for these components. Problem is that `DepsgraphRelationBuilder::build_idproperties` sidesteps these expectations and always tries to build full Object relations, regardless of whether it's building for view layers or for rendering. So then it tries to find the `TRANSFORM` scene component in `DepsgraphRelationBuilder::build_object_pointcache` (used to trigger point cache resets) and fails. Not sure what the proper solution is, maybe the relation builder should check if the nodes exist, or maybe the idproperties build function should be aware of context? another callback in `AbstractBuilderPipeline` for idprops?
Bastien Montagne added this to the Core project 2023-02-09 15:42:54 +01:00
Bastien Montagne removed this from the Core project 2023-02-09 18:20:30 +01:00
Philipp Oeser removed the
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Reference: blender/blender#98582
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