Support Attribute Search In Material Nodes #86611

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opened 2021-03-16 02:41:16 +01:00 by Hans Goudey · 6 comments
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The "Attribute" node in shader node trees could support attribute search based on the context data. The search code would be generally the same, but the data would be accessed directly from the evaluated geometry set of the active object.

Therefore attribute search should not be used when the node tree is pinned, or alternatively it could depend on the pinned object context of the node editor, if that is available.

Note that fewer attributes are available for EEVEE. There will have to be a special case there until more attribute access is implemented there.

Some starting points / references:
node_geometry_attribute_search.cc
85421c4fab
c0b2c75c44
D10623: Geometry Nodes: Add domain and data type to attribute search

The "Attribute" node in shader node trees could support attribute search based on the context data. The search code would be generally the same, but the data would be accessed directly from the evaluated geometry set of the active object. Therefore attribute search should not be used when the node tree is pinned, or alternatively it could depend on the pinned object context of the node editor, if that is available. Note that fewer attributes are available for EEVEE. There will have to be a special case there until more attribute access is implemented there. Some starting points / references: `node_geometry_attribute_search.cc` 85421c4fab c0b2c75c44 [D10623: Geometry Nodes: Add domain and data type to attribute search](https://archive.blender.org/developer/D10623)
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Changed status from 'Needs Triage' to: 'Confirmed'

Changed status from 'Needs Triage' to: 'Confirmed'
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Added subscriber: @HooglyBoogly

Added subscriber: @HooglyBoogly

Added subscriber: @ab_stanton

Added subscriber: @ab_stanton

Hi, I'd like to have stab at this, I wonder if you could expand on "the data would be accessed directly from the evaluated geometry set of the active object." Is this the alternative to the way the search in geometry nodes accesses/stores the attribute data in the node ui storage? So instead of having to store the data and later access it, it can be directly accessed through an existing api?

Hi, I'd like to have stab at this, I wonder if you could expand on "the data would be accessed directly from the evaluated geometry set of the active object." Is this the alternative to the way the search in geometry nodes accesses/stores the attribute data in the node ui storage? So instead of having to store the data and later access it, it can be directly accessed through an existing api?
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Yes, exactly!. Using object.runtime.geometry_set_eval

Yes, exactly!. Using `object.runtime.geometry_set_eval`

Is this in the python API? If so I am having trouble finding it. I have found the corresponding c function, but I am yet to find any usages of it in the source to see use case examples

Is this in the python API? If so I am having trouble finding it. I have found the corresponding c function, but I am yet to find any usages of it in the source to see use case examples
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Reference: blender/blender#86611
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