blender internal- shadows only material inside a node container doesn't work in glsl #37582
Labels
No Label
Interest
Alembic
Interest
Animation & Rigging
Interest
Asset Browser
Interest
Asset Browser Project Overview
Interest
Audio
Interest
Automated Testing
Interest
Blender Asset Bundle
Interest
BlendFile
Interest
Collada
Interest
Compatibility
Interest
Compositing
Interest
Core
Interest
Cycles
Interest
Dependency Graph
Interest
Development Management
Interest
EEVEE
Interest
EEVEE & Viewport
Interest
Freestyle
Interest
Geometry Nodes
Interest
Grease Pencil
Interest
ID Management
Interest
Images & Movies
Interest
Import Export
Interest
Line Art
Interest
Masking
Interest
Metal
Interest
Modeling
Interest
Modifiers
Interest
Motion Tracking
Interest
Nodes & Physics
Interest
OpenGL
Interest
Overlay
Interest
Overrides
Interest
Performance
Interest
Physics
Interest
Pipeline, Assets & IO
Interest
Platforms, Builds & Tests
Interest
Python API
Interest
Render & Cycles
Interest
Render Pipeline
Interest
Sculpt, Paint & Texture
Interest
Text Editor
Interest
Translations
Interest
Triaging
Interest
Undo
Interest
USD
Interest
User Interface
Interest
UV Editing
Interest
VFX & Video
Interest
Video Sequencer
Interest
Virtual Reality
Interest
Vulkan
Interest
Wayland
Interest
Workbench
Interest: X11
Legacy
Blender 2.8 Project
Legacy
Milestone 1: Basic, Local Asset Browser
Legacy
OpenGL Error
Meta
Good First Issue
Meta
Papercut
Meta
Retrospective
Meta
Security
Module
Animation & Rigging
Module
Core
Module
Development Management
Module
EEVEE & Viewport
Module
Grease Pencil
Module
Modeling
Module
Nodes & Physics
Module
Pipeline, Assets & IO
Module
Platforms, Builds & Tests
Module
Python API
Module
Render & Cycles
Module
Sculpt, Paint & Texture
Module
Triaging
Module
User Interface
Module
VFX & Video
Platform
FreeBSD
Platform
Linux
Platform
macOS
Platform
Windows
Priority
High
Priority
Low
Priority
Normal
Priority
Unbreak Now!
Status
Archived
Status
Confirmed
Status
Duplicate
Status
Needs Info from Developers
Status
Needs Information from User
Status
Needs Triage
Status
Resolved
Type
Bug
Type
Design
Type
Known Issue
Type
Patch
Type
Report
Type
To Do
No Milestone
No project
No Assignees
2 Participants
Notifications
Due Date
No due date set.
Dependencies
No dependencies set.
Reference: blender/blender#37582
Loading…
Reference in New Issue
No description provided.
Delete Branch "%!s(<nil>)"
Deleting a branch is permanent. Although the deleted branch may continue to exist for a short time before it actually gets removed, it CANNOT be undone in most cases. Continue?
System Information
manjaro linux, ati mobility radeon 4650
Blender Version
Broken: Blender 2.69
Short description of error
The "shadow only" material option works fine in glsl when it is NOT inside a container (see monkey 1)
It however does not work in GLSL when it is inside a node container (see monkey2). It makes the entire object the color of shadow's mask.
When you hit render, both work.
Exact steps for others to reproduce the error
bufferShadowsGlslBUG.blend
open the attached file
look at monkey 1's material shadow settings, look at the node set up of monkey 2.
Hit render
Changed status to: 'Open'
Added subscriber: @TodorImreorov
note that I want the shadows from other objects ONLY. Using the color/diffuse output of the "shadow only" material in the node container gives me a black render result. Possibly another bug - related to material nodes in BI
Changed status from 'Open' to: 'Archived'
The "Shadows Only" option is not supported in GLSL materials currently and will have no influence, only in final Blender Internal renders. GLSL viewport materials support a subset of Blender Internal functionality and this happens to be one of the things it does not support. (I would link you to the release notes page with this information but it seems to have gone missing in the migration to the new blender.org website, will try to get that restored somehow).
For Blender Internal, it is intended that the color output of a Shadow Only material would be black, that option will basically not take into account any color or shading, and create a black object with transparency, so that the object basically looks like a shadow that you can use for compositing objects into real footage.
ah sorry. I thought that it was a feature since buffer shadows work fine in glsl and this doesnt look like something more expensive to do.
It's too bad. I was working on a public NPR cell shader that looks almost identical in glsl and the BI render result. This one thing takes away it's best selling point.
Will need to note the intended lack of this viewport feature in it's release notes somewhere.
thank you for the clarification. :)
what about using the color/diffuse output of the "only shadow" material as an output. Is that also supposed to be pitch black in blender internal render results?