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gregzaal avatar gregzaal commented on June 21, 2024 1

Made a workaround: Instead of creating its own World Output node, Gaffer will now just reuse the currently active one. Pushed a new version (3.1.11), use the button in the user preferences to check for updates :)

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gregzaal avatar gregzaal commented on June 21, 2024

Thanks for the report, can confirm this in Blender 3.1, though nothing was mentioned in the change log. It appears to have inconsistent behavior, if you manually click on the new World Output to set it as the active output, then click back on the old one, from then on Gaffer will have no problem automatically switching to the right node in the future.

I doubt this regression is worth the Blender devs releasing a patch for 3.1, so I'll investigate a workaround.

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gregzaal avatar gregzaal commented on June 21, 2024

The issue is a little more confusing and complicated than I'd hoped, and seems to also be broken in 3.0 for me somehow even though I'm sure I've been using 3.0 for a long time.

I've made a bug report: https://developer.blender.org/T96292
And a SE question: https://blender.stackexchange.com/questions/255984/set-the-active-material-output-node-with-python

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JinStary avatar JinStary commented on June 21, 2024

Thx!

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