Exclude 'Render Result' and 'Viewer' image types in the dropdown in certain contexts [Shader Editor, Compositor, UV Editor...] #73182

Open
opened 2020-01-17 11:23:19 +01:00 by michael campbell · 19 comments

System Information
Operating system: Windows-10-10.0.17134-SP0 64 Bits
Graphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.86

Blender Version
Broken: version: 2.82 (sub 6), branch: master, commit date: 2020-01-06 20:54, hash: 3a35301fd1
Worked: (optional)

Short description of error
compositor's image node doesn't output render result.

Exact steps for others to reproduce the error
open attached file, go to compositor, hit render, click on split viewer, nothing appears in compositor backdrop.

comp image node bug.blend

PS, shouldnt this node have the ability to select which render result slot and layers to ouptut? Not sure how to comp two render results together that are in different slots otherwise (without saving each slot out as multilayer exr)


Also using an Viewer image type in a shader nodetree is known not to work for the same reasons (using data that is not available yet or running into recursion), see #76352

So proposed solution would be to exclude the Render Result and Viewer image types in the dropdown in certain contexts [Shader Editor, Compositor...]

**System Information** Operating system: Windows-10-10.0.17134-SP0 64 Bits Graphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.86 **Blender Version** Broken: version: 2.82 (sub 6), branch: master, commit date: 2020-01-06 20:54, hash: `3a35301fd1` Worked: (optional) **Short description of error** compositor's image node doesn't output render result. **Exact steps for others to reproduce the error** open attached file, go to compositor, hit render, click on split viewer, nothing appears in compositor backdrop. [comp image node bug.blend](https://archive.blender.org/developer/F8282876/comp_image_node_bug.blend) PS, shouldnt this node have the ability to select which render result slot and layers to ouptut? Not sure how to comp two render results together that are in different slots otherwise (without saving each slot out as multilayer exr) **** Also using an Viewer image type in a shader nodetree is known not to work for the same reasons (using data that is not available yet or running into recursion), see #76352 So proposed solution would be to exclude the Render Result and Viewer image types in the dropdown in certain contexts [Shader Editor, Compositor...]

Added subscriber: @3di

Added subscriber: @3di

#85717 was marked as duplicate of this issue

#85717 was marked as duplicate of this issue

#83080 was marked as duplicate of this issue

#83080 was marked as duplicate of this issue

#76352 was marked as duplicate of this issue

#76352 was marked as duplicate of this issue

Added subscriber: @ChristopherAnderssarian

Added subscriber: @ChristopherAnderssarian
Member

Added subscribers: @Sergey, @Jeroen-Bakker, @lichtwerk

Added subscribers: @Sergey, @Jeroen-Bakker, @lichtwerk
Member

Changed status from 'Needs Triage' to: 'Needs Developer To Reproduce'

Changed status from 'Needs Triage' to: 'Needs Developer To Reproduce'
Member

I believe this is known limitation.

It would be nice to have [if it were safe], but wouldnt this also run into recursion?
You could use the Render Result to feed into the Composite (which then would update the Render Result)?

@Sergey, @Jeroen-Bakker: up to you to close this, just my 2 cents...
(also: should we exlude IMA_TYPE_COMPOSITE and IMA_TYPE_R_RESULT from the Image Browsing in the Compositor if this known to not work? -- possible enhancement... )

I believe this is known limitation. It would be nice to have [if it were safe], but wouldnt this also run into recursion? You could use the `Render Result` to feed into the `Composite` (which then would update the `Render Result`)? @Sergey, @Jeroen-Bakker: up to you to close this, just my 2 cents... (also: should we exlude `IMA_TYPE_COMPOSITE` and `IMA_TYPE_R_RESULT` from the Image Browsing in the Compositor if this known to not work? -- possible enhancement... )
Member

Added subscriber: @iss

Added subscriber: @iss
Member

As discussed in #76352 (image texture set to view node isn't working.), it should really just exclude the Render Result and Viewer image types in certain contexts [Shader Editor, Compositor...]

As discussed in #76352 (image texture set to view node isn't working.), it should really just exclude the Render Result and Viewer image types in certain contexts [Shader Editor, Compositor...]
Member

Changed status from 'Needs Developer To Reproduce' to: 'Confirmed'

Changed status from 'Needs Developer To Reproduce' to: 'Confirmed'
Philipp Oeser self-assigned this 2020-05-11 09:54:39 +02:00
Member

I can check on the proposed exclusion...

I can check on the proposed exclusion...
Philipp Oeser changed title from compositor's image node doesnt output render result. to Exclude 'Render Result' and 'Viewer' image types in the dropdown in certain contexts [Shader Editor, Compositor...] 2020-05-11 09:55:28 +02:00
Member

Camera Background images should be able to select the render result and the viewer node. #73188 (Viewer node and Render result not showing in camera background image) added this feature back. My proposal would be to hide the render result and viewer node be default and show them only when it makes sense.

Camera Background images should be able to select the render result and the viewer node. #73188 (Viewer node and Render result not showing in camera background image) added this feature back. My proposal would be to hide the render result and viewer node be default and show them only when it makes sense.

recursion could be avoided in some way, similar to how houdini does it. I'm not sure how they do it though. Guessing they run all compositors that are used in textures etc before the render. Maybe only disallow the use of comp outputs in textures if the compositor has a render layers node, as these would cause a recursion. Anything that only has sources such as images or movies should never cause recursion, so would be safe.

We'll be taking away a massive amount of potential if it's blanket removed from image textures used in shaders, rather than a few recursion checks and warning.

recursion could be avoided in some way, similar to how houdini does it. I'm not sure how they do it though. Guessing they run all compositors that are used in textures etc before the render. Maybe only disallow the use of comp outputs in textures if the compositor has a render layers node, as these would cause a recursion. Anything that only has sources such as images or movies should never cause recursion, so would be safe. We'll be taking away a massive amount of potential if it's blanket removed from image textures used in shaders, rather than a few recursion checks and warning.
Philipp Oeser removed their assignment 2020-11-17 14:16:04 +01:00
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Maybe we should even exclude this from the UV Editor?
(seems like it does not make sense there either, and causes confusion, see #83080 (Switching a window from Image Editor to UV Editor does not change the UI if the Image Editor contains "Render Result"))

Maybe we should even exclude this from the UV Editor? (seems like it does not make sense there either, and causes confusion, see #83080 (Switching a window from Image Editor to UV Editor does not change the UI if the Image Editor contains "Render Result"))
Member

+1 from me.

+1 from me.
Philipp Oeser changed title from Exclude 'Render Result' and 'Viewer' image types in the dropdown in certain contexts [Shader Editor, Compositor...] to Exclude 'Render Result' and 'Viewer' image types in the dropdown in certain contexts [Shader Editor, Compositor, UV Editor...] 2020-11-27 11:27:46 +01:00
Member

Added subscriber: @cerebral

Added subscriber: @cerebral

My vote is to support this behaviour rather then removing it. Texturing an object with rendered content can sometimes be a more efficient workflow then using external images or procedural images. I am working on a projection mapping installation atm and having as much flexibility as possible with routing textures and renders is very valuable. Being able to directly render into a texture was a life saver, until I realized it wasn't explicitly supported and only worked intermittently. I also use rendering into textures for more traditional texturing tasks as I often find modelling geometry easier then digital painting. Simply caching the Render and Viewer node's contents before rendering to prevent recursion, and then updating them in the viewport and image editor/uv-editor after the render would make this workflow work smoothly. Please consider doing this!

My vote is to support this behaviour rather then removing it. Texturing an object with rendered content can sometimes be a more efficient workflow then using external images or procedural images. I am working on a projection mapping installation atm and having as much flexibility as possible with routing textures and renders is very valuable. Being able to directly render into a texture was a life saver, until I realized it wasn't explicitly supported and only worked intermittently. I also use rendering into textures for more traditional texturing tasks as I often find modelling geometry easier then digital painting. Simply caching the Render and Viewer node's contents before rendering to prevent recursion, and then updating them in the viewport and image editor/uv-editor after the render would make this workflow work smoothly. Please consider doing this!
Member

Just noticed you can also pick these while texture painting (e.g. canvas):
image.png

Patch for this is in D12609

Just noticed you can also pick these while texture painting (e.g. canvas): ![image.png](https://archive.blender.org/developer/F10543493/image.png) Patch for this is in [D12609](https://archive.blender.org/developer/D12609)
Philipp Oeser removed the
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Reference: blender/blender#73182
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