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Textures set as Input Node in Compositing Node Editor dont fit the Rendersize
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Description

REV : 33719 Linux 64 bit


-- Enable Compositing Nodes
-- Add 2 Nodes Texture as input
-- Add 2 texture where ever you want ( world, objects..)
-- Add mixnode -- Mix the 2 Texture Inputs and mix the result with the Renderlayer
-- Add a Viewer Node/Compositer Node

-- Render/Look at View Node to see the bug


-------- Result : The texture is not fitting the rendesize in case of mixing 2 texture input nodes

-- Single Texture Inputs work fine but not 2 mixed( or multiplyed etc.)


----- Add Note :

Works finde with the official Beta from the Website but not with the latest SVN REV



kind regards

Event Timeline

blend is attachaed with the described setup

Assigning to Ton, he seems to be out of bugs, and knows about the node editor.

A texture node is like a color, only 1 pixel is calculated on calls. That makes texture node fully resolution independent.
But, it also means you can only use it in nodes with other buffers, it then uses the exact size of the other buffer.

Texture nodes also can't get blurred btw. The small preview size I added to at least show something :)

Ton Roosendaal (ton) changed the task status from Unknown Status to Archived.Dec 17 2010, 9:43 AM

Hm i am not sure if i understand this correctly because i am not native english :/

Would you say that it is now fixed? Or would you say that mixing two texture input nodes does not work? But it works in the official blender beta 2.55?

And if the scaling to rendersize with 2 mixed input texture nodes dont work now , how to work around that issue?

regards

Yeah it worked, but was badly implemented giving crashes in various cases. I know this is a step back, but it was never meant to work at the first place.
It can be properly implemented, and I really tried, but this is not trivial.

Note that in 2.55 putting texture nodes in blur nodes crashes...

Just always use texture nodes together with images. If you want to blend textures, do this in 2 steps (apply first one half on result, then the other)

okay thanks ton

i appreciate the work of you all

kind regards

I found time to fix this today, not in 2.56a release, but if you can build yourself you can get texture nodes work as you want it!
From the svn log:

Compositor: Texture Node now behaves like an image.
- Image always in render output size
- Buffer outputs RGBA and Value both supported
- Works for filter and blur and scaling too.
- Mixing 2 textures works

yea cool :D

yes i build it myself

thanks a lot :)


kind regards