Comments (4)
Hi @dgovil ,
This is considered a valid graph (i.e. unique naming within the "namespace" / graph level) so it seems it's more a problem with logic for code generation and vote to fix that. There are existing unique name matching issues before so adding @niklasharrysson in.
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That's good to know, thanks. I edited the issue title accordingly.
from materialx.
Hey @niklasharrysson ,
I looked at the code a bit and it's the same issue we've discussed before -- that of lack of appropriate ShaderGraph
context when dealing with nodegraph
s . i.e. all ShaderNode
s are in the same ShaderGraph
. So the node name map will encounter the same node name more than once -- resulting in the symptom encountered here
// We have a node downstream
ShaderNode* downstream = getNode(downstreamNode->getName());
if (downstream && connectingElement)
{
ShaderInput* input = downstream->getInput(connectingElement->getName());
if (!input)
{
throw ExceptionShaderGenError("Could not find an input named '" + connectingElement->getName() +
"' on downstream node '" + downstream->getName() + "'");
}
input->makeConnection(output);
}
getNode()
looks up by name which is not unique.
from materialx.
Hey @kwokcb , thanks for investigating. And yes, this will be resolved when we get to updating the ShaderGraph to keep all graph hierarchies.
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