Image Pin=false , but Image Editor not refresh to the selected image node in Shader Editor #76017

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opened 3 years ago by hyyou · 16 comments
hyyou commented 3 years ago

System Information
Operating system: Windows-7-6.1.7601-SP1 64 Bits
Graphics card: GeForce GTX 750 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.75

Blender Version
Broken: version: 2.82 (sub 7), branch: master, commit date: 2020-02-12 16:20, hash: 77d23b0bd7
Broken: version: 2.90 (sub 0), branch: master, commit date: 2020-04-20 18:51, hash: 55a2682348
I tested 2 version. Both are broken.

Short description of error
I have set "Image Editor > Image Pin" = off.
However, the image shown in Image Editor still doesn't change to match active texture node in Shader Editor immediately.
I can workaround by switch Workspace back-and-forth.

Exact steps for others to reproduce the error

  1. Make sure that there is the default cube object. (or create a new one)
  2. Assign a new material to the object.
  3. Go to Shading workspace (default setting).
  4. In theShader Editor, create 2 textures, named it X1 and X2
  5. In the Image Editor, make sure that "Image Pin" is unselected (i.e. disabled)
  6. (Test1) In the Shader Editor, click the node either X1 or X2. The image shown in the nearby Image Editor will not update to be X1 or X2 (bug??).
  7. (Test2) In the Shader Editor, click the node either X1 or X2 . Then switch workspace to anything, then switch back to Shading workspace. Now, the image shown in the Image Editor of Shading workspace will show X1 or X2 (depends on which one was selected) correctly.

Blender File and VDO clip (not important)
The file has been done step 1-5.
I also painted X1 to red and X2 to green to make the issue more obvious.
bugReport.blend

Below is a short video explaining bug (step 6 & 7).

  • Notice that when I click X1 or X2 in Shader Editor (bottom-right panel), the Image Editor (bottom-left panel) will not show red or green respectively immediately.
  • If I switch workspace to Texture Paint workspace and switch back to Shading workspace, the Image Editor will refresh and show the correct image.
    2020-04-22 09-48-58.flv

I had reported this issue as blender/documentation#75963, but that task was changed to be document-related which is very slightly related to my actual one.

**System Information** Operating system: Windows-7-6.1.7601-SP1 64 Bits Graphics card: GeForce GTX 750 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.75 **Blender Version** Broken: version: 2.82 (sub 7), branch: master, commit date: 2020-02-12 16:20, hash: `77d23b0bd7` Broken: version: 2.90 (sub 0), branch: master, commit date: 2020-04-20 18:51, hash: `55a2682348` I tested 2 version. Both are broken. **Short description of error** I have set "Image Editor > Image Pin" = off. However, the image shown in **Image Editor** still doesn't change to match active texture node in **Shader Editor** *immediately*. I can workaround by switch Workspace back-and-forth. **Exact steps for others to reproduce the error** 1. Make sure that there is the default cube object. (or create a new one) 2. Assign a new material to the object. 3. Go to **Shading workspace** (default setting). 4. In the**Shader Editor**, create 2 textures, named it *`X1`* and *`X2`* 5. In the **Image Editor**, make sure that "Image Pin" is unselected (i.e. disabled) 6. (Test1) In the **Shader Editor**, click the node either *`X1`* or *`X2`*. The image shown in the nearby **Image Editor** will not update to be *`X1`* or *`X2`* (bug??). 7. (Test2) In the **Shader Editor**, click the node either *`X1`* or *`X2`* . Then switch workspace to anything, then switch back to **Shading workspace**. Now, the image shown in the **Image Editor** of **Shading workspace** will show *`X1`* or *`X2`* (depends on which one was selected) correctly. **Blender File and VDO clip (not important)** The file has been done step 1-5. I also painted *`X1`* to red and *`X2`* to green to make the issue more obvious. [bugReport.blend](https://archive.blender.org/developer/F8490647/bugReport.blend) Below is a short video explaining bug (step 6 & 7). - Notice that when I click *`X1`* or *`X2`* in **Shader Editor** (bottom-right panel), the **Image Editor** (bottom-left panel) will not show red or green respectively immediately. - If I switch workspace to **Texture Paint workspace** and switch back to **Shading workspace**, the **Image Editor** will refresh and show the correct image. [2020-04-22 09-48-58.flv](https://archive.blender.org/developer/F8488493/2020-04-22_09-48-58.flv) I had reported this issue as blender/documentation#75963, but that task was changed to be document-related which is very slightly related to my actual one.
hyyou commented 3 years ago
Poster

Added subscriber: @hyyou

Added subscriber: @hyyou
Alaska commented 3 years ago

Added subscriber: @Alaska

Added subscriber: @Alaska
Alaska commented 3 years ago

I believe what the pinning is referring too is primarily the pinning of the image while working with UV co-ordinates. So I don't believe your issue is related to pinning (I may be wrong).
As for the issue in terms of the image not switching when you select another object or the different texture in the shader editor. That does seem like a issue, but if I was to take a guess, the developers have probably decided against updating the image viewer instantly as it could cause slow down on some systems.

For example, the UV editor updates images when you have two objects with different image textures and you enter edit mode on one of them. But the update of the image only happens when the user enters edit mode/UV edit mode, not when the user selects it (the issue you're describing) presumably to avoid un-necessary redrawing of the image.

However, I am not a developer, so I'll leave the project up to someone else to decide upon.

Also sorry for my other post. I mis-read something on the task blender/documentation#75963.

I believe what the pinning is referring too is primarily the pinning of the image while working with UV co-ordinates. So I don't believe your issue is related to pinning (I may be wrong). As for the issue in terms of the image not switching when you select another object or the different texture in the shader editor. That does seem like a issue, but if I was to take a guess, the developers have probably decided against updating the image viewer instantly as it could cause slow down on some systems. For example, the UV editor updates images when you have two objects with different image textures and you enter edit mode on one of them. But the update of the image only happens when the user enters edit mode/UV edit mode, not when the user selects it (the issue you're describing) presumably to avoid un-necessary redrawing of the image. However, I am not a developer, so I'll leave the project up to someone else to decide upon. Also sorry for my other post. I mis-read something on the task blender/documentation#75963.
hyyou commented 3 years ago
Poster

@Alaska
Yes, I think so. I just want to clarify that my situation is only about no-pin-mode.
If it is in pin-mode, the image should not change. Blender now works correctly.
If it is in no-pin-mode, the image should change. It actually changes but too later.
Perhaps, I emphasized it too much and confusing.

The developers ... against updating the image viewer instantly ... as it could cause slow down

It sounds reasonable, but I don't think it is intentional.

@Alaska Yes, I think so. I just want to clarify that my situation is only about no-pin-mode. If it is in pin-mode, the image should not change. Blender now works correctly. If it is in no-pin-mode, the image should change. It actually changes but too later. Perhaps, I emphasized it too much and confusing. > The developers ... against updating the image viewer instantly ... as it could cause slow down It sounds reasonable, but I don't think it is intentional.
Alaska commented 3 years ago

@hyyou I can only really speculate. I will leave this up to you and the developers to discuss.

@hyyou I can only really speculate. I will leave this up to you and the developers to discuss.
iss commented 3 years ago
Collaborator

Added subscriber: @iss

Added subscriber: @iss
iss commented 3 years ago
Collaborator

Changed status from 'Needs Triage' to: 'Archived'

Changed status from 'Needs Triage' to: 'Archived'
iss closed this issue 3 years ago
iss self-assigned this 3 years ago
iss commented 3 years ago
Collaborator

Sorry, I should have been more clearer in my explanation, why I didn't consider this to be bug, and rather changed this to problem with documentation.

I will say again, that the code currently in place works correctly.
Displayed image is changed by switching to texture paint workspace. If you change workspace to animation for example the same image will be displayed.
The problem is that this checking for selected node and displaying image accordingly is not implemented in shader editor.

Issue reported here is a request for modified/improved behavior and not a bug in current behavior. Closing as this bug tracker is only for bugs and errors.

For user requests and feedback, please use other channels: https://wiki.blender.org/wiki/Communication/Contact#User_Feedback_and_Requests

For more information on why this isn't considered a bug, visit: https://wiki.blender.org/wiki/Reference/Not_a_bug

Sorry, I should have been more clearer in my explanation, why I didn't consider this to be bug, and rather changed this to problem with documentation. I will say again, that the code currently in place works correctly. Displayed image is changed by switching to texture paint workspace. If you change workspace to animation for example the same image will be displayed. The problem is that this checking for selected node and displaying image accordingly is not implemented in shader editor. Issue reported here is a request for modified/improved behavior and not a bug in current behavior. Closing as this bug tracker is only for bugs and errors. For user requests and feedback, please use other channels: https://wiki.blender.org/wiki/Communication/Contact#User_Feedback_and_Requests For more information on why this isn't considered a bug, visit: https://wiki.blender.org/wiki/Reference/Not_a_bug
Collaborator

Added subscribers: @brecht, @JulianEisel

Added subscribers: @brecht, @JulianEisel
Collaborator

Changed status from 'Archived' to: 'Confirmed'

Changed status from 'Archived' to: 'Confirmed'
JulianEisel reopened this issue 3 years ago
Collaborator

Wanted to double check if this is indeed not a bug. I'm not sure, but I'd say there's at least something to be looked at. Not necessarily what's reported here, but something related.

  • Switching to the Texture Paint workspace also switches to Texture Paint mode, whereby the Image Editor gets updated to the active texture.
  • However, changing the active texture (by changing the a different texture node) while in Texture Paint mode does not cause an Image Editor update, only on the visible object. Given that we update when entering the mode, it seems like there's indeed a missing update here.
  • In Edit Mode (e.g. switch to the UV Editing workspace) we do actually update the image editor (well, for the user it's the UV Editor) when changing the active texture node. (That's what I'd expect in Texture Paint mode too.)
  • Another difference is that the Edit Mode syncing is applied only to image editors in the current workspace, while the syncing when entering Texture Paint mode syncing is applied to all workspaces. Hence the update within the Shading workspace when changing to the Texture Paint one.

@brecht may know more here. From 403ae48063 I get that there were some changes in how the syncing works.

By removing the code to change the image when toggling to Texture Paint mode, and instead always updating the image on active texture change (like edit mode does it), the confusion from this report should be resolved and related behavior corrected.


For devs: texture_paint_toggle_exec() iterates over all Image Editors in all screens, and calls ED_space_image_auto_set() on un-pinned ones. ED_space_image_auto_set() is called on redraws and updates the image if in edit mode.

Wanted to double check if this is indeed not a bug. I'm not sure, but I'd say there's at least something to be looked at. Not necessarily what's reported here, but something related. - Switching to the Texture Paint workspace also switches to Texture Paint mode, whereby the Image Editor gets updated to the active texture. - However, changing the active texture (by changing the a different texture node) while in Texture Paint mode does **not** cause an Image Editor update, only on the visible object. Given that we update when entering the mode, it seems like there's indeed a missing update here. - In Edit Mode (e.g. switch to the UV Editing workspace) we do actually update the image editor (well, for the user it's the UV Editor) when changing the active texture node. (That's what I'd expect in Texture Paint mode too.) - Another difference is that the Edit Mode syncing is applied only to image editors in the current workspace, while the syncing when entering Texture Paint mode syncing is applied to all workspaces. Hence the update within the Shading workspace when changing to the Texture Paint one. @brecht may know more here. From 403ae48063 I get that there were some changes in how the syncing works. By removing the code to change the image when toggling to Texture Paint mode, and instead always updating the image on active texture change (like edit mode does it), the confusion from this report should be resolved and related behavior corrected. ---- For devs: `texture_paint_toggle_exec()` iterates over all Image Editors in all screens, and calls `ED_space_image_auto_set()` on un-pinned ones. `ED_space_image_auto_set()` is called on redraws and updates the image if in edit mode.
iss was unassigned by JulianEisel 3 years ago
brecht commented 3 years ago
Owner

Changed status from 'Confirmed' to: 'Archived'

Changed status from 'Confirmed' to: 'Archived'
brecht closed this issue 3 years ago
brecht self-assigned this 3 years ago
brecht commented 3 years ago
Owner

The whole handling of active texture in texture paint mode is rather problematic. There is an additional texture slots system that also affects the active texture.

I tried to fix that in #60366 (Creating a new image texture in shader editor does not appear among the texture slots) but had to revert it. That bug is still open so texture paint fixes can be done there.

The whole handling of active texture in texture paint mode is rather problematic. There is an additional texture slots system that also affects the active texture. I tried to fix that in #60366 (Creating a new image texture in shader editor does not appear among the texture slots) but had to revert it. That bug is still open so texture paint fixes can be done there.
hyyou commented 3 years ago
Poster

I am so glad that I am not the first only who report this.
After I read that link (T 60366), it is really a duplicate. I am sorry that I didn't do enough research and waste your time.

Thank for the great reference, Brecht Van Lommel.

I am so glad that I am not the first only who report this. After I read that link (T 60366), it is really a duplicate. I am sorry that I didn't do enough research and waste your time. Thank for the great reference, Brecht Van Lommel.

Added subscriber: @raincole

Added subscriber: @raincole

Same here. When I select the texture slot in tool settings it works. But when I select a node in Shader Editor, the Image Editor is not updated at all. Version: 2.93

Same here. When I select the texture slot in tool settings it works. But when I select a node in Shader Editor, the Image Editor is not updated at all. Version: 2.93
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Reference: blender/blender#76017
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