- User Since
- Mar 15 2019, 7:58 PM (13 w, 5 d)
Mar 27 2019
@Miguel Porces (cmporces) ok, it's clear now, thank you for your feedback and explanation! Then probably I should close this report, and we can then open the new thread in the devtalk as you have previously suggested?
Mar 25 2019
@Brecht Van Lommel (brecht), @Sebastian Parborg (zeddb), @Miguel Porces (cmporces), I have updated the task after some observation, hope it will be useful... Also, if you don't have enough capacity now, could you please tell me, where in the code should I take a look for the possible bug? I think, it has something to deal with a procedure that draws the viewports? thank you
Mar 24 2019
Mar 19 2019
Mar 18 2019
Mar 17 2019
please, gentlemen, I don't understand the approach. insert_link() worked just f i n e for my purposes in bpy.types.CustomNodeGroup. now it stopped working - that's an obvious bug... why not simply get it back? how do you even use update()? it does not take a single argument. to handle an event, you gotta have the event passed as argument...
awesome! I have built this night, and it works just. awesome!! so many thanks. Please, could you take a look at the bug reports on the socket error and failure in the insert_link() function? T62671 and T62670.
So, how do I use it? update() takes no arguments... how can I determine which socket was affected and where the link was created? to check for new changes, you have to keep the old state in some form or? the only thing I can think of... IFF the function update() function runs automatically on update, one could check the last link in the node_tree and so on... but honestly, that's just not serious:( plus there's even no documentation on it.
a quick edit to avoid misunderstanding: by saying 'custom sockets', I don't mean
socket.type = 'CUSTOM' ``` but
Just one last thing before we create the thread: the node sockets are already doing what I want them to do. Take a look at the screenshot: the layer stack is internally mixing two layers, and, if I connect more, it works perfectly. I can paint in those layers in EEVEE as well. That's why I would like you to expalin a bit more, what you mean with 'not supported'. You mean to say that this works by coincidence? the only problems are the lagging and the insert_link that simply doesn't work. If I understand you correctly and this shouldn't work at all because of no support, then I would definitely like to create the thread
regarding the standard socket types: unfortunately, I cannot go with it, because I draw UI in my custom sockets that is essential to the node that I am trying to build.
Thank you, Miguel. Setting the property helped to get rid of the error, but, unfortunately, rerendering does not go away. when you are saying that custom sockets are incompatible with the building engines, what exactly do you mean? because the socket does output the color properly, it is just updating the cycles renderer each frame. By the way, you cannot see this rerendering in EEVEE but you still feel how it is lagging in FPS.
VERY IMPORTANT: if you close the shader editor, the bug completely disappears! I have just taken a very brief look into internal code but from my feeling (maybe I am wrong) it is the self.layout of the custom socket that is sending the draw updates that somehow conflicting with the 3d viewport. anyways, I find it very interesting that keeping only 3d viewport or shader editor open removes the bug: maybe this will be a good hint for you. Thanks again!
solved 'no default value' error by overriding this property in my custom class but rerendering each frame didn't go away
Mar 16 2019
thanks a lot for clicking. is there hope that this will be implemented by release? you know, with custom nodes and eevee, you could make another substance painter out of that. should I freeze this bug report?