Mute does not display on some nodes.
examples:
- the Color Ramp node, if the input is Fac and the output is Image
- the Texture input node
Mute does work (it turns the node off), but it does not display in the node editor (red line through node).
Expected behaviour is that a red line goes across the node if it is muted.
To recreate:
Open the file, press F12 to render, select the Color Ramp node or the Texture node and press M. You see that the render output changes colour (muting works), but there is no visible change in the node editor. If you press M on the Mix node, a red line displays across it as it should.
Tested on:
- Windows XP 32 bit - svn 33870
- Linux KDE 4.4.2 - svn 33889
Description
Event Timeline
The "mute" feature only works when it can pass-on a buffer straight. That's what the red line denotes. Some nodes generate images, and can't be muted (nothing to pass on).
But the nodes ARE muted. The feature does work on all nodes. Problem is the display.
If I mute the Color Ramp, it straight passes on its input without change. If I unmute it, it manipulates the input and passes on.
Same with the Texture node. If I mute it, it's like empty black, if I unmute, there is a texture (clouds in the attached file). You can connect the Output straight to the Texture input, select the Texture node, and press M to see it.
The problem is just that I don't see in the node editor if those nodes are muted or not. I see only the change in the final output node.
If there can't be a red line because the input type is different from the output type or other programming reasons, then at least the node should get a red title bar or something, just to show that it's muted.
Or it should be made completely impossible to mute (so that it can't be turned off at all), would be fine too.
Because as it is now, you can have a muted node among 50 unmuted others, don't see which one, and wonder why the image comes out wrong (I first thought there's a bug with the Color Ramp, before I realized that it is just muted).
Sorry you're right! :)
I thought the code would just ignore muting when it can't pass on a buffer, but it then either passes on the buffer still (if same type), or black.
The color-ramp case is exceptional even, if you put an RGBA image in the "Value" socket, it just passes on the RGBA buffer entirely.
I've followed your suggestion, and Blender now draws muted nodes with a slight reddish blended color header. Thanks!