Internal networks keep breaking

Started by cyphyr, November 28, 2019, 06:03:08 PM

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cyphyr

I am finding that some internal networks keep breaking. This is mostly happening on files with heavy population loads (and hence higher memory loads which may be a contributing factor).
I am creating the network individually each time, not copying and pasting. and the nodes are properly connected for small tests.
But on doing a larger render or re-opening a saved file I find that some of the nodes are disconnected.
Suggestions?
This only seems to happen on internal networks which in my case are always on objects in populations.
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Ryzen 9 5950X OC@4Ghz, 64Gb (TG4 benchmark 4:13)

Dune

I see that you didn't rename those nodes. I have the same occasionally, and always because there's a node elsewhere with the same name. Even unused nodes that are inside, say a default shader in a sphere, create breakage when you try to attach an outside default shader. They don't automatically get another name (/extension), afaik.

cyphyr

Hmm I thought shaders in internal groups were protected in some way and you could have the same name repeated.
I will try this and see if it helps.
Thank you :)
www.richardfraservfx.com
https://www.facebook.com/RichardFraserVFX/
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Ryzen 9 5950X OC@4Ghz, 64Gb (TG4 benchmark 4:13)

Oshyan

There was a change made some time ago where unique node names were no longer enforced. Nested nodes should, I think, have their "node path" included and thus not have collisions like this, but it does happen sometimes. If you have a .TGD that replicates it, it might be helpful to have. Maybe file a bug report (check to see if there is an existing one first though).

- Oshyan

WAS

It'll never be replicated. It happens at random it seems just like nodes jumping out of groups. Something to do with reading/writing to nodes. Doing things to quick, or hiccups during loads like the TG file opening lag that uses disk usage beyond filesize/asset size.