This is probably user error... but various YouTube videos have made it look easy ;-)
We have a scene with various baked images, some animated textures (image sequences), and a metaflow fluid sim.
We set the blend file to pack all assets.
We're not getting any pink missing textures, but are getting quite different results from each node:
You can see two vertical lines roughly a third across on each image.
Interestingly, it's worse with CPU only rendering than using CUDA. Given the nodes have widely different GPUs, I'm very surprised CPU rendering is worse.
Right now we're using V0.2.2-BL280, but will be upgrading to the latest soon, and will try again.
But if there are any obvious "that's not going to work (yet)" aspects, or other obvious "gotchas", would love to hear about them.
We can also upload the source data somewhere if that's helpful.
Thanks,
Julian
Sanity- it's overrated!
Nothing wrong with ad-hoc; it just needs someone sitting in front of each node ;-)
Thanks for the excellent tips; it's sort of what I had guessed from a cursory read.
I think a good first step would be to create an example, simple blend file, with all the above features.
Then make some basic test scripts that verify all the needed assets (and paths) can be discovered and accessed via Python.
This will make it easy/easier to raise bugs on Blender.
That's quite a real-world, contained starting point for someone.
(Doing that would also help me figure out why just moving one of my projects to a different directory, that's supposed to be all relative, ends up with pink bits!)
I'll try to get to this basic project this week and put it on GitHub. Will post back here- if you have time to take a look and see if it's missing any features that generate local files :-)