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Texture comp node only produces tiny image
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Description

It seems that a problem that previously existed in the compositor is back - for comp nodes like 'Texture' it only generates a tiny image. I changed this previously to generate images at the size of the main result buffer to prevent things like this from happening...

Check the attached test file, and compare with an older blender 2.5 to see how it should behave.

Event Timeline

I know, but that fix from you crashed in other cases; the buffers came out black as well (for blur).
The original idea was to have a resolution independent procedural color generator, just like the color RGB node it doesn't have a size, it's a texture.

Design specs can change though, but in that case the texture node should just generate an image first, and pass that on to the rest. And then drop the 'procedural buffer' concept altogether... nice for todo, stable first.

Ton Roosendaal (ton) changed the task status from Unknown Status to Archived.Dec 24 2010, 10:00 AM

fair enough, but is there some kind of workaround that can be done for now? It's broken old files, now they come out of the comp with little squares on them..

Any updates on a workaround? I've made literally hundreds of old files using this, which will cause trouble if old clients etc need to re-render with 2.56. Since the aim for these releases seems to be preserving render compatibility...

I kept your previous tracker mail in my inbox, think it about it every day :)
Needed some time to catch up with every change in past year in Blender. However, my current conclusion is to just hide the 'procedural buffer' option and make texture nodes produce render-size pictures. Tthis at least works, and is in the line of expectations how it should work :) I think that'll be true for your old files as well then.

Today went smooth, so i had time to work on this, proper working texture nodes (as buffers) is in svn :)

thanks a lot ton, most appreciated!

on the issue of procedural-ness, I actually think it might be better to move the entire compositor to a *more* procedural approach rather than nodes accessing raw buffers directly - especially in a case where compbufs can get xform matrices and can be sampled only when needed, rather than each distort node duplicating their own filtering etc. There's also the issue that nodes need to move away from being defined in absolute pixel coordinates (translate/rotate/blur width/etc) and be done in either NDC space or UV space, perhaps a good api for non-absolute pixel access would help for that too..

i wrote a fair bit on these topics in francois comments: http://www.francois-tarlier.com/blog/blender-vfx-wish-list-features/ (comments got badly ordered somehow)

cheers