Crashing when using utility node and MRenderUtil's sampleShadingNetwork and filling the Cache in the Background
- Mark as New
- Bookmark
- Subscribe
- Mute
- Subscribe to RSS Feed
- Permalink
- Report
I have a deformer that samples the input texture using MRenderUtil::sampleShadingNetwork. But when there is the combination of a time element and a texture followed by a utility node like the Reverse node (also had the same issues with plusMinusAverage node) directly connected to the deformer I usually get a crash when toggling on/off Cache Playback, invalidating the cache, or moving to another spot on the timeline.
The crash only occurs when filling the cache in the background. When Cache Fill setting is on Playback it is fine. Serial or Parallel Evaluation and GPU override on or off doesn't seem to matter. Additionally, the removal of the utility node or the addition of another Texture node in between the utility node and the deformer will prevent a crash from occurring.
So something like this will work:
The Texture node in between the Reverse and the Deformer in the above case doesn't do anything, just pass input colour as output colour.
Are the output or evaluation during background from Utility nodes like Reverse and plusMinusAverage nodes different from Texture Nodes? If so, how should I account for that?