Principled BSDF Shader node - Input number 16 does not exist #52418

Closed
opened 2017-08-16 17:23:12 +02:00 by Dennis · 9 comments

System Information
Windows 7, GPU
CPU = Intel i7
GPU = Nvidia GTX 10800

Blender Version
Broken: 2.79 Release Candidate
Date: 2017-08-01 17:31
Hash: 5e9132b

Short description of error
In the new "Principled BSDF Shader" node, Input #16 doesn't exist.
There are 19 inputs, and they should be numbered 0-to-18.
But they are numbered 0-to-19 because "16" is skipped over and is not used.
Using "16" in a Python script creates no link but also generates no error message.

Exact steps for others to reproduce the error

Start with a default project with the "Cube" object, and open a "node editing" window and a "Python console" window.

Enter these Python commands...

material_in_slot_0 = bpy.data.objects["Cube"].material_slots- [x].material
material_in_slot_0.use_nodes= True

MyShaderNode = material_in_slot_0.node_tree.nodes.new(type = "ShaderNodeBsdfPrincipled")
MyBaseColorNode = material_in_slot_0.node_tree.nodes.new(type = "ShaderNodeTexImage")

material_in_slot_0.node_tree.links.new(MyBaseColorNode.outputs["Color"], MyShaderNode.inputs- [x]) #Base color
material_in_slot_0.node_tree.links.new(MyBaseColorNode.outputs["Color"], MyShaderNode.inputs[1])
material_in_slot_0.node_tree.links.new(MyBaseColorNode.outputs["Color"], MyShaderNode.inputs[2])

...etc...

material_in_slot_0.node_tree.links.new(MyBaseColorNode.outputs["Color"], MyShaderNode.inputs[15]) #Transmission - correct

material_in_slot_0.node_tree.links.new(MyBaseColorNode.outputs["Color"], MyShaderNode.inputs[16]) #<<< Nothing happens <<< THIS IS THE BUG

material_in_slot_0.node_tree.links.new(MyBaseColorNode.outputs["Color"], MyShaderNode.inputs[17]) #Normal - but if you count, it should be 16
material_in_slot_0.node_tree.links.new(MyBaseColorNode.outputs["Color"], MyShaderNode.inputs[18])
material_in_slot_0.node_tree.links.new(MyBaseColorNode.outputs["Color"], MyShaderNode.inputs[19]) # Tangent - but if you count, "19" should not exist, but it works

material_in_slot_0.node_tree.links.new(MyBaseColorNode.outputs["Color"], MyShaderNode.inputs[20]) #Gives an error, as it should - but "19" should also give an error

Blender - input 16 is missing - annotated.jpg

Closing comments
This is my first-ever entry here. I hope I did okay.

**System Information** Windows 7, GPU CPU = Intel i7 GPU = Nvidia GTX 10800 **Blender Version** Broken: 2.79 Release Candidate Date: 2017-08-01 17:31 Hash: 5e9132b **Short description of error** In the new "Principled BSDF Shader" node, Input #16 doesn't exist. There are 19 inputs, and they should be numbered 0-to-18. But they are numbered 0-to-19 because "16" is skipped over and is not used. Using "16" in a Python script creates no link but also generates no error message. **Exact steps for others to reproduce the error** **Start with a default project** with the "Cube" object, and open a "node editing" window and a "Python console" window. **Enter these Python commands...** material_in_slot_0 = bpy.data.objects["Cube"].material_slots- [x].material material_in_slot_0.use_nodes= True MyShaderNode = material_in_slot_0.node_tree.nodes.new(type = "ShaderNodeBsdfPrincipled") MyBaseColorNode = material_in_slot_0.node_tree.nodes.new(type = "ShaderNodeTexImage") material_in_slot_0.node_tree.links.new(MyBaseColorNode.outputs["Color"], MyShaderNode.inputs- [x]) #Base color material_in_slot_0.node_tree.links.new(MyBaseColorNode.outputs["Color"], MyShaderNode.inputs[1]) material_in_slot_0.node_tree.links.new(MyBaseColorNode.outputs["Color"], MyShaderNode.inputs[2]) # ...etc... material_in_slot_0.node_tree.links.new(MyBaseColorNode.outputs["Color"], MyShaderNode.inputs[15]) #Transmission - correct material_in_slot_0.node_tree.links.new(MyBaseColorNode.outputs["Color"], MyShaderNode.inputs[16]) #<<< Nothing happens <<< **THIS IS THE BUG** material_in_slot_0.node_tree.links.new(MyBaseColorNode.outputs["Color"], MyShaderNode.inputs[17]) #Normal - but if you count, it should be 16 material_in_slot_0.node_tree.links.new(MyBaseColorNode.outputs["Color"], MyShaderNode.inputs[18]) material_in_slot_0.node_tree.links.new(MyBaseColorNode.outputs["Color"], MyShaderNode.inputs[19]) # Tangent - but if you count, "19" should not exist, but it works material_in_slot_0.node_tree.links.new(MyBaseColorNode.outputs["Color"], MyShaderNode.inputs[20]) #Gives an error, as it should - but "19" should also give an error ![Blender - input 16 is missing - annotated.jpg](https://archive.blender.org/developer/F714399/Blender_-_input_16_is_missing_-_annotated.jpg) **Closing comments** This is my first-ever entry here. I hope I did okay.
Author

Changed status to: 'Open'

Changed status to: 'Open'
Author

Added subscriber: @justaviking

Added subscriber: @justaviking
Dennis changed title from Principled BSDF Shader node - Input number 16 does not exist, but 17 does to Principled BSDF Shader node - Input number 16 does not exist 2017-08-16 17:29:39 +02:00

Added subscriber: @irfancelik

Added subscriber: @irfancelik

When you switch from Multiscatter GGX to GGX, you will see a Transmission Roughness Parameter beeing added which should be Input Number 16.

When you switch from Multiscatter GGX to GGX, you will see a Transmission Roughness Parameter beeing added which should be Input Number 16.
Author

Oh, well that explains it.
Thank you for the reply.

Oh, well that explains it. Thank you for the reply.
Member

Added subscriber: @LukasStockner

Added subscriber: @LukasStockner
Member

Changed status from 'Open' to: 'Archived'

Changed status from 'Open' to: 'Archived'
Lukas Stockner self-assigned this 2017-08-17 00:18:08 +02:00
Member

Seems like this was resolved, so I'll just go ahead and close it. If there's still an issue, feel free to reopen.

Seems like this was resolved, so I'll just go ahead and close it. If there's still an issue, feel free to reopen.
Author

Yes, fully resolved.

Thank you both for the prompt responses.

Yes, fully resolved. Thank you both for the prompt responses.
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Reference: blender/blender#52418
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