[Bf-committers] Proxy Removal for Blender 3.0
Jacob Merrill
blueprintrandom1 at gmail.com
Thu Sep 23 17:28:00 CEST 2021
can we get the current eevee shader string?
compile a shader to get drawn in the main loop?
with this I can override the drawing of a object for sure.
On Thu, Sep 23, 2021 at 1:07 AM Hadrien Brissaud via Bf-committers <
bf-committers at blender.org> wrote:
> Fair enough, I just wanted to make sure we were talking about the same
> thing. I haven't tested drivers in linked materials since a few months, so
> if it does work I'm a happy man. I'm glad I can make use of those in
> upcoming projects. Thanks for all the clarification, have a good day,
>
> Hadrien
>
> On Thu, 23 Sept 2021 at 09:53, Bastien Montagne via Bf-committers <
> bf-committers at blender.org> wrote:
>
> > Hmmm, assigning a local copy of the material to an overridde object is
> > same issue basically (being complicated to get working), you either have
> > to override also the obdata, since by default materials are assigned to
> > obdata (meshes and the like), or change that later setting to assign
> > materials to objects (in your library file)... But this is tricky to get
> > working, order in which things get evaluated in RNA code also matters
> > etc. Mine field.
> >
> > The drivers on material properties should work though, since a few weeks?
> >
> > Cheers,
> > Bastien
> >
> > On 9/22/21 7:20 PM, Hadrien Brissaud wrote:
> > > Alright, good to see this is known already. For clarity's sake, by
> > > "overriding material" I didn't mean changing individual node
> > > properties and connections and such, but linking a completely
> > > different material on the object (usually a copy of the linked one). I
> > > didn't actually expect overrides to the node tree topology/properties
> > > to be supported, that sounds awfully complex. It is probably simpler
> > > to approach "material variations on linked assets" through drivers
> > > between the object's custom properties and its material, which so far
> > > doesn't work either -this is something that I tried during production
> > > and eventually resorted to local materials because those drivers would
> > > fail upon linking the character.
> > >
> > > Thanks for your reply, have a good evening
> > >
> > > Hadrien
> > >
> > >
> > > On Wed, 22 Sept 2021 at 10:43, Bastien Montagne via Bf-committers
> > > <bf-committers at blender.org <mailto:bf-committers at blender.org>> wrote:
> > >
> > > Hi Hadrien,
> > >
> > > Thanks for the feedback. Yes overrides of materials are still very
> > > unreliable, this is due to how materials are weirdly related to
> both
> > > Object and ObData IDs... not to mention that there is currently
> > > almost
> > > nothing overridable in materials anyway, so you would need to rely
> on
> > > tricks (drivers and custom properties) to get some properties
> > > editable etc.
> > >
> > > Time was lacking to address this issue for 3.0, it is a known TODO
> > > for
> > > the near future, together with some other annoying limitations.
> > >
> > > All development on liboverrides happens in master currently, no
> > > branch
> > > to try out.
> > >
> > > Cheers,
> > > Bastien
> > >
> > > On 9/21/21 7:15 PM, Hadrien Brissaud wrote:
> > > > Hi Bastien,
> > > >
> > > > as a user I am generally happy with overrides (thanks!!), except
> > > when
> > > > I need to override a material. Last I tested the behaviour was
> > > rather
> > > > unpredictable : an override was -seemingly- created, but on file
> > > > reload it would revert to the linked material instead, and the
> > > > override button was inoperative (greyed out). I will give this a
> > > round
> > > > of testing with latest master tonight, unless there is a specific
> > > > branch I should check out ? I'm a bit out of the loop.
> > > >
> > > > Cheers,
> > > >
> > > > Hadrien
> > > >
> > > > On Tue, 21 Sept 2021 at 16:32, Bastien Montagne via Bf-committers
> > > > <bf-committers at blender.org <mailto:bf-committers at blender.org>
> > > <mailto:bf-committers at blender.org
> > > <mailto:bf-committers at blender.org>>> wrote:
> > > >
> > > > Hi fellow users & developers
> > > >
> > > > Now that library overrides gained maturity and are production
> > > > ready in
> > > > the 'character animation' case (where they replace the old
> > > 'proxy'
> > > > system), it is time to think about removing those proxies.
> > > >
> > > > Plan is to commit in the coming days the following changes:
> > > > - Add auto-conversion of proxies into library overrides on
> > > file
> > > > load;
> > > > - Remove the 'make proxy' operator.
> > > >
> > > > For the time being, an option (OFF by default) will be added
> > > to the
> > > > 'Experimental' part of the User Preferences to skip
> converting
> > > > existing
> > > > proxies on file load. That way it is still possible to force
> > > keeping
> > > > proxies if absolutely necessary, and/or for test purposes.
> > > >
> > > > If everything goes well this option will be removed towards
> the
> > > > end of
> > > > BCon2 (end of October 2021). Full cleanup of internal proxy
> > > > evaluation
> > > > and management code can then happen during BCon1 of Blender
> > 3.1.
> > > >
> > > > Cheers,
> > > > Bastien
> > > >
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