Node dependency graph (EXPERIMENTAL): a new node dependency graph allows tracking references between nodes, so that when a node is deleted or replaced, it can be automatically changed anywhere the node may have been referenced in the scene. It can be enabled using options.enable_dependency_graph. This is still a work in progress, so there are some unsupported cases, which will be addressed in a future release. (#6437)
While browsing through some code in MtoA I noticed that it's there and always enabled in interactive mode:
if (GetSessionOptions().IsInteractiveRender())
AiNodeSetBool(options, "enable_dependency_graph", true);
Would it hurt to add it to SItoA as well?
I searched for a ticket in MtoA to explain it a little bit more and I found ticket #3260
Does SItoA, like MtoA, have a lot of that code that could be removed if we enable that option? Maybe this could even solve some crashes…
Let's see what old code/tickets we can find that is related to this in SItoA.
Adding the option does not hurt. Yes, there is quite some code in SItoA handling dependencies. It's a delicate part, of course, and I would not touch it for now.
Arnold 5.1 introduced a dependency graph:
While browsing through some code in MtoA I noticed that it's there and always enabled in interactive mode:
Would it hurt to add it to SItoA as well?
I searched for a ticket in MtoA to explain it a little bit more and I found ticket #3260 Does SItoA, like MtoA, have a lot of that code that could be removed if we enable that option? Maybe this could even solve some crashes… Let's see what old code/tickets we can find that is related to this in SItoA.