Library Overrides: Shader drivers stop working after save and reload #82404
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opened 2020-11-04 15:22:55 +01:00 by Demeter Dzadik
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Reference: blender/blender#82404
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System Information
Operating system: Windows-10-10.0.18362-SP0 64 Bits
Graphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71
Blender Version
Broken: version: 2.92.0 Alpha, branch: master, commit date: 2020-11-02 08:33, hash:
d49c71e96e
Short description of error
Shader drivers seem to stop working after a file with a library override is saved and reloaded. This can be fixed by running Resync Library Override Hierarchy on the collection every time the file is opened.
Exact steps for others to reproduce the error
CC @mont29
TEMPORARY WORKAROUND:
For now it is possible to work around this by relaying the information through an intermediate custom property on the material:
For some more details and an example file see comments below.
Added subscribers: @mont29, @Mets
#87387 was marked as duplicate of this issue
#88265 was marked as duplicate of this issue
#85761 was marked as duplicate of this issue
This is expected currently, as node trees are not overridable yet.
Changed status from 'Needs Triage' to: 'Confirmed'
Added subscriber: @MaciejMorgas
Added subscriber: @angavrilov
For now it is possible to work around this by relaying the information through a custom property on the material:
This works because overrides on datablock custom properties are supported, and references from a datablock to itself are effectively always implicitly and automatically overridden due to the way things work internally, even if actual overrides aren't implemented for that property (this is why the intermediate property must be on the material itself).
Note: If you open the shader editor on the overridden material it would seem like the values don't update, but the actual dependency graph is correct and Eevee & Cycles react to the value changes.
Added subscriber: @adrien.gomez
Added subscriber: @hadrien
I thought I had a bug, so I checked this task and if I understand correctly overrides in material node trees is still incomplete, am I correct ? It works in some files, and not in others (same character though, which is unexpected). Should I report it ? (I am using 2.92)
NodeTrees are definitely not supported currently by overrides, and are indeed a known TODO, no bug here.
Added subscriber: @zanqdo
This is a pair of test files (created in 2.92) that demonstrate the workaround. Opening matoverride1-user.blend should display a green cube if everything works; yellow means it's broken.
matoverride1.zip
It seems the workaround was broken recently in 2.93 and master, so I added a temporary fix for that. It would have to be reverted once this is supported properly.
Some tips noticed while making this simplified test file:
Added subscribers: @LapisSea, @iss, @foxydysphoria
@angavrilov It seems it still is broken in 2.93 beta wether the material is linked to object or data
Added subscribers: @jitone1, @lichtwerk
Added subscriber: @JohanTriHandoyo
Added subscriber: @Human_Robot
So to be clear there is currently no workaround to make linked material overrides work in 2.93?
Make it link to OBJ and make the material local. Put all the fancy stuff inside a group node.
It's not very practical for my case unfortunately as it's for assets that will be ultimately exported to gltf (and the exporter doesn't export group nodes). I could workaround it with scripting but haven't come up with an efficient way to achieve that just yet. I think working linked material overrides would be extremely useful for both even for small scale projects.
Yeah it's really a pain. LOs have a long way to go still.
Added subscriber: @RomboutVersluijs
@angavrilov That test is also a bit weird. When i open it in bl.293 and start moving the empty color change works. As soon as i select the cube and then the empty again it stops working.
I noticed it used 2 drivers, 1 custom prop on material named proxy to drive the other. I moved the driver directly to the location of the empty.
However i noticed the driver kept shower part of that proxy when i open driver editor window. When i use edit driver, the small popup does not show proxy.
Something else i noticed is that the driver jumps back to Scripted Expression and doesnt hold its Average Value with is set in the lib.blend file
It also returns an error on opening the file. But as long as the empty is selected it still works. After that i noticed the driver is reset to scripted value and it wont hold anything else, it will keep reverting to scripted value.
Well, just commenting that I checked and drivers in materials now seem to work without any workarounds in 3.1 master. I didn't check node groups, those may well still be broken.
Added subscriber: @Gandarufu
This comment was removed by @Gandarufu
Added subscriber: @jamestomk
Added subscriber: @Emi_Martinez
Added subscriber: @Max-49
Added subscriber: @CHARLES-MURRAY
Added subscriber: @Densle
Added subscriber: @MatBrady
Added subscriber: @DylanLobbregt
Added subscriber: @joshalidoyle
Changed status from 'Confirmed' to: 'Resolved'
Afaik this has been fixed some time ago indeed.