In Experimental Version 30280 a 3D Texture input to GLSL TOP is not recognized until the connected shader is updated. In the example provided below, you need to change something in the pixel shader (or cut and paste it) to fix the bug.
3DTextureInputNotRecognized.toe (4.0 KB)
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Bringing this back up since nobody reacted to it. This is quite crucial to T3D workflows because operators are stuck in an error state if no 3D Texture is connected once.
I might not have demonstrated it well. Here’s another version of it with instructions…
Let me know if you can recreate the issue on your side.
Best,
Josef
3DTextureInputNotRecognized.toe (6.1 KB)
Hey Josef,
Even though I agree this is a bug, I found a quick fix for you that seems to work. Also might be a more cleaner way to handle 3d inputs:
#if TD_NUM_3D_INPUTS > 0
// access 3d texture here
#endif
This seems to work if you disconnect & reconnect your 3d texture.
Hope this helps for now
Cheers,
tim
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Hi derivative team,
I’m trying to bring this into focus again because I didn’t see any reaction or fix for this. This seems to be quite a crucial issue and I’ve seen similar bugs for 2D texture inputs too. Please let me know if you’re working on this or if I got something wrong.
Hey sorry, this one didn’t get logged. I’ll look at it this week.
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This will be fixed in upcoming builds (but not the one we are able to post in the next day or two). The one after. Sorry for the delay
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Thanks for your response! Great to hear that you’re working on it(: