Logics of nodes breaks under certain circumstances #93269

Closed
opened 2021-11-21 18:22:12 +01:00 by Andrey · 5 comments

System Information
Operating system: Windows 10
Graphics card: GTX 1060 6GB

Blender Version
Broken: 2.83LTS - 3.1.0 alpha (tested only in those versions, so it doesn't means that it doesn't appears in version before 2.83)

Short description of error
Nodes become unpredictable, and logic brokes once user does some unusual actions.

Exact steps for others to reproduce the error

  1. Open shader editor, add Vector Math node.
  2. Connect output of Vector Math node to any other input, for example to the Math node input. (Mode of Vector Math node by default is "Add", and "Add" is returns a vector)
  3. Change mode of Vector Math node to Length, Distance, or Dot Product. (Those 3 modes return Value Instead of Vector)
  4. Now you see what i mean.
    00001.jpg

My thoughts about whats happening here
As you might notice, this happens when existing connection changes its return type from one type to another, example on above shows "Vector To Value" change, but same will happen when you'll try "Value To Vector".
So my hypothesis is that blender doesn't expects that connections between nodes might change from one type to another. So if this hypothesis is correct, then it means that it might happen not only with Vector Math node, but any other node that can have its output type to be changed.

What i mean by "logics of nodes brokes"?

  1. Visual connection between nodes disappear, but they still connected in some sense, for example Math node still shows that something is connected to one of its inputs, so user can't change value.
    1.2. You might try to use Ctrl + RMB shortcut to cut connection between nodes, but blender can't register any connection.
    1.3. You can manually detach output of Vector Math node from the input of Math node, and you will success, however, if before doing so, you will move Vector Math node to other
    place, and then perform note 1.3, you can see that blender didn't updated position of Vector Math node.
    00002.jpg
    (Since screenshot doesn't capture cursor, to help you undestand what happens on the screen, there is cursor drawn by hand)
  2. Computation of nodes brokes. Example:
    Simple node setup, 2 node groups that use same 3 nodes, difference between those groups is that group on top builded with Vector Math node at first setted to "Add" mode, then when building node group setup is done, Vector Math node mode changed to "Distance", causing bug to appear.
    Node group on bottom was initially builded with Vector Math node mode setted to "Distance".
    Output of top node group
    0101.jpg
    Output of bottom node group
    0102.jpg
    At first i was expecting both node groups to perform exactly the same, but as you can see it doesn't.

Interesting finding
I noticed if i disconnect Vector Math node from Math node in bottom node group, and manually set value to 0 in Math node, it seems to perform same as broken top node group.
0103.jpg
Last thing that you need to know and try:

  1. Open shader editor, add Vector Math and Math nodes.
  2. Connect output of Vector Math node to first input of Math node.
  3. Change mode of Vector Math node to Length, Distance, or Dot Product.
  4. Connect output of Vector Math node to second input of Math node.
  5. Using Ctrl + MMB shortcut scroll through different modes of Vector Math node.
    Hard to explain result with words, just try and see it.
**System Information** Operating system: Windows 10 Graphics card: GTX 1060 6GB **Blender Version** Broken: 2.83LTS - 3.1.0 alpha (tested only in those versions, so it doesn't means that it doesn't appears in version before 2.83) **Short description of error** Nodes become unpredictable, and logic brokes once user does some unusual actions. **Exact steps for others to reproduce the error** 1. Open shader editor, add Vector Math node. 2. Connect output of Vector Math node to any other input, for example to the Math node input. (Mode of Vector Math node by default is "Add", and "Add" is returns a vector) 3. Change mode of Vector Math node to Length, Distance, or Dot Product. (Those 3 modes return Value Instead of Vector) 4. Now you see what i mean. ![00001.jpg](https://archive.blender.org/developer/F11837939/00001.jpg) **My thoughts about whats happening here** As you might notice, this happens when existing connection changes its return type from one type to another, example on above shows "Vector To Value" change, but same will happen when you'll try "Value To Vector". So my hypothesis is that blender doesn't expects that connections between nodes might change from one type to another. So if this hypothesis is correct, then it means that it might happen not only with Vector Math node, but any other node that can have its output type to be changed. **What i mean by "logics of nodes brokes"?** 1. Visual connection between nodes disappear, but they still connected in some sense, for example Math node still shows that something is connected to one of its inputs, so user can't change value. 1.2. You might try to use Ctrl + RMB shortcut to cut connection between nodes, but blender can't register any connection. 1.3. You can manually detach output of Vector Math node from the input of Math node, and you will success, however, if before doing so, you will move Vector Math node to other place, and then perform note 1.3, you can see that blender didn't updated position of Vector Math node. ![00002.jpg](https://archive.blender.org/developer/F11838028/00002.jpg) (Since screenshot doesn't capture cursor, to help you undestand what happens on the screen, there is cursor drawn by hand) 2. Computation of nodes brokes. Example: Simple node setup, 2 node groups that use same 3 nodes, difference between those groups is that group on top builded with Vector Math node at first setted to "Add" mode, then when building node group setup is done, Vector Math node mode changed to "Distance", causing bug to appear. Node group on bottom was initially builded with Vector Math node mode setted to "Distance". **Output of top node group** ![0101.jpg](https://archive.blender.org/developer/F11838083/0101.jpg) **Output of bottom node group** ![0102.jpg](https://archive.blender.org/developer/F11838145/0102.jpg) At first i was expecting both node groups to perform exactly the same, but as you can see it doesn't. **Interesting finding** I noticed if i disconnect Vector Math node from Math node in bottom node group, and manually set value to 0 in Math node, it seems to perform same as broken top node group. ![0103.jpg](https://archive.blender.org/developer/F11838174/0103.jpg) **Last thing that you need to know and try:** 1. Open shader editor, add Vector Math and Math nodes. 2. Connect output of Vector Math node to first input of Math node. 3. Change mode of Vector Math node to Length, Distance, or Dot Product. 4. Connect output of Vector Math node to second input of Math node. 5. Using Ctrl + MMB shortcut scroll through different modes of Vector Math node. Hard to explain result with words, just try and see it.
Author

Added subscriber: @DEBIHOOD

Added subscriber: @DEBIHOOD
Author

Oops! Seems like this is duplicate of #83269
But i think this task that i created containts a bit more information.
Also #83269 seems to be abandoned.
So I'll just leave it as it is, cause i have no idea about what to do with it in this situation, and someone with more knowledge will decide what to do with it next.

Oops! Seems like this is duplicate of #83269 But i think this task that i created containts a bit more information. Also #83269 seems to be abandoned. So I'll just leave it as it is, cause i have no idea about what to do with it in this situation, and someone with more knowledge will decide what to do with it next.

Added subscriber: @iss

Added subscriber: @iss

Thanks for finding duplicate, I am pretty sure I saw this discussed, so developers know about this issue, but I assume that no solution has been found. Tasks can't really be abandoned, only resolved.

Thanks for finding duplicate, I am pretty sure I saw this discussed, so developers know about this issue, but I assume that no solution has been found. Tasks can't really be abandoned, only resolved.

Closed as duplicate of #83269

Closed as duplicate of #83269
Sign in to join this conversation.
No Label
Interest
Alembic
Interest
Animation & Rigging
Interest
Asset Browser
Interest
Asset Browser Project Overview
Interest
Audio
Interest
Automated Testing
Interest
Blender Asset Bundle
Interest
BlendFile
Interest
Collada
Interest
Compatibility
Interest
Compositing
Interest
Core
Interest
Cycles
Interest
Dependency Graph
Interest
Development Management
Interest
EEVEE
Interest
EEVEE & Viewport
Interest
Freestyle
Interest
Geometry Nodes
Interest
Grease Pencil
Interest
ID Management
Interest
Images & Movies
Interest
Import Export
Interest
Line Art
Interest
Masking
Interest
Metal
Interest
Modeling
Interest
Modifiers
Interest
Motion Tracking
Interest
Nodes & Physics
Interest
OpenGL
Interest
Overlay
Interest
Overrides
Interest
Performance
Interest
Physics
Interest
Pipeline, Assets & IO
Interest
Platforms, Builds & Tests
Interest
Python API
Interest
Render & Cycles
Interest
Render Pipeline
Interest
Sculpt, Paint & Texture
Interest
Text Editor
Interest
Translations
Interest
Triaging
Interest
Undo
Interest
USD
Interest
User Interface
Interest
UV Editing
Interest
VFX & Video
Interest
Video Sequencer
Interest
Virtual Reality
Interest
Vulkan
Interest
Wayland
Interest
Workbench
Interest: X11
Legacy
Blender 2.8 Project
Legacy
Milestone 1: Basic, Local Asset Browser
Legacy
OpenGL Error
Meta
Good First Issue
Meta
Papercut
Meta
Retrospective
Meta
Security
Module
Animation & Rigging
Module
Core
Module
Development Management
Module
EEVEE & Viewport
Module
Grease Pencil
Module
Modeling
Module
Nodes & Physics
Module
Pipeline, Assets & IO
Module
Platforms, Builds & Tests
Module
Python API
Module
Render & Cycles
Module
Sculpt, Paint & Texture
Module
Triaging
Module
User Interface
Module
VFX & Video
Platform
FreeBSD
Platform
Linux
Platform
macOS
Platform
Windows
Priority
High
Priority
Low
Priority
Normal
Priority
Unbreak Now!
Status
Archived
Status
Confirmed
Status
Duplicate
Status
Needs Info from Developers
Status
Needs Information from User
Status
Needs Triage
Status
Resolved
Type
Bug
Type
Design
Type
Known Issue
Type
Patch
Type
Report
Type
To Do
No Milestone
No project
No Assignees
2 Participants
Notifications
Due Date
The due date is invalid or out of range. Please use the format 'yyyy-mm-dd'.

No due date set.

Dependencies

No dependencies set.

Reference: blender/blender#93269
No description provided.