Appending object/material that references scene property imports whole scene #108047
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Reference: blender/blender#108047
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System Information
Operating system: Windows-10-10.0.19045-SP0 64 Bits
Graphics card: NVIDIA GeForce RTX 3060 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.79
Blender Version
Broken: version: 3.5.1, branch: blender-v3.5-release, commit date: 2023-04-24 18:11, hash:
e1ccd9d4a1d3
Short description of error
Appending or copying object or material from another .blend file, that is somehow referencing custom scene property, also imports that scene with all objects in it.
I've attached an example file with a material that is using custom scene property as a driver for a value input.
Exact steps for others to reproduce the error
Hi, thanks for the report. Can confirm when appending/copying object that has scene reference in driver.
Dont think this will be considered a bug.
If there is a reference to the scene, it has to be pulled in as well.
What would be the alternative? Have the driver "break"?
(dont think the current state is fine-grained enough to analyze a driver "in depth" to see what exactly it needs to pull in, but havent checked details)
CC @dr.sybren
CC @mont29
This is indeed expected behavior, no bug here.
I don't understand the reasoning here. If a material is referencing a scene property, what's the point of importing entire scene with ALL of its objects (which are unrelated)? This is a terrible workflow and also very confusing for the user. It took me quite a while to figure out why I can't append this one object, until I noticed that there are 10 extra scenes and 50000 objects hidden away in a seemingly empty blend file.
Logical solution would be to copy the property into the new scene. If that's not possible for some reason then breaking the driver would be 100x better than current behaviour.
If you do not want to bring in a scene, do not create dependencies to this scene.
The whole point of the linking process is that you get what you link and all its dependencies. This behavior is a fundamental trait of Blender data design since it's very beginning, and Scene are among the 'highest level' type of data-blocks (they 'contain' almost all other type of data).
So I think (in the case of this report), instead of having custom properties on the scene (to control "scene-wide" stuff on other obects/materials etc. in drivers), it would be better to have a more isolated "controller object" that holds these properties? That way only those get pulled in when appending (and not a whole scene..)
I think, to reopen the discussion hopefully, that if driver is referencing to scene property by Scene ID it should import the scene, but if its referencing it by "Active Scene" context property, it should work on active scene of file in which it was added, and not import the scene.
That makes sense to me. I understand why it needs to import scene when you're referencing Scene ID, but when I set it to "Active Scene", I'm expecting it to work on active scene on any blend file, not of source file.
@nickberckley Not fully sure, but is the 'Active Scene' actually bringing in any scene? I would not expect it to do so (unless you already linked a scene in the 'Single Property' mode, before switching to the 'Context Property' one).
@mont29 You're right I first set it to Single Property and then switched it to Context Property. When I set it up with Context Property first it works as expected and Active Scene isn't importing anything.
Would you consider it a bug that changing Single Property to Context Property doesn't clear ID?
No... Although it can be confusing in some cases, most of the time you do not want to reset settings when switching to another 'mode', even if they become unused then.
And linking code has no way to know whether a property is actually used or not. So am afraid it's up to the user to keep things clean here. :)
@nickberckley
How can I setup a driver to reference Active Scene? I don't see such option in the drivers editor.
@slowburn