diff --git a/src/GafferArnoldUI/BarndoorVisualiser.cpp b/src/GafferArnoldUI/BarndoorVisualiser.cpp index f5010c1725b..d0933058cde 100644 --- a/src/GafferArnoldUI/BarndoorVisualiser.cpp +++ b/src/GafferArnoldUI/BarndoorVisualiser.cpp @@ -180,6 +180,11 @@ BarndoorVisualiser::~BarndoorVisualiser() Visualisations BarndoorVisualiser::visualise( const IECore::InternedString &attributeName, const IECoreScene::ShaderNetwork *shaderNetwork, const IECoreScene::ShaderNetwork *lightShaderNetwork, const IECore::CompoundObject *attributes, IECoreGL::ConstStatePtr &state ) const { + if( !lightShaderNetwork ) + { + return {}; + } + IECoreGL::GroupPtr result = new IECoreGL::Group(); const IECore::CompoundData *filterShaderParameters = shaderNetwork->outputShader()->parametersData(); diff --git a/src/GafferArnoldUI/GoboVisualiser.cpp b/src/GafferArnoldUI/GoboVisualiser.cpp index cd0a3cd9b4f..c5806f7bb17 100644 --- a/src/GafferArnoldUI/GoboVisualiser.cpp +++ b/src/GafferArnoldUI/GoboVisualiser.cpp @@ -215,6 +215,11 @@ GoboVisualiser::~GoboVisualiser() Visualisations GoboVisualiser::visualise( const IECore::InternedString &attributeName, const IECoreScene::ShaderNetwork *shaderNetwork, const IECoreScene::ShaderNetwork *lightShaderNetwork, const IECore::CompoundObject *attributes, IECoreGL::ConstStatePtr &state ) const { + if( !lightShaderNetwork ) + { + return {}; + } + IECoreGL::GroupPtr result = new IECoreGL::Group(); const StringData *visualiserDrawingModeData = attributes->member( "gl:light:drawingMode" ); diff --git a/src/GafferScene/IECoreGLPreview/LightFilterVisualiser.cpp b/src/GafferScene/IECoreGLPreview/LightFilterVisualiser.cpp index e048251b0e0..29e5c112f39 100644 --- a/src/GafferScene/IECoreGLPreview/LightFilterVisualiser.cpp +++ b/src/GafferScene/IECoreGLPreview/LightFilterVisualiser.cpp @@ -138,11 +138,6 @@ Visualisations LightFilterVisualiser::allVisualisations( const IECore::CompoundO lightShaderNetwork = attributes->member( "light" ); } - if( !lightShaderNetwork ) - { - continue; - } - // It's possible that we found a light filter defined in world space // that isn't assigned to a light just yet. If we found a filter in // light space it must have a valid light shader, though.