Eevee Attribute Rendering Has Some Left Out Nodes Comparing with Cycles #93179
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Reference: blender/blender#93179
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System Information
Operating system: Windows-10-10.0.19042-SP0 64 Bits
Graphics card: NVIDIA GeForce MX130/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.49
Blender Version
Broken: version: 3.1.0 Alpha, branch: master, commit date: 2021-11-18 00:40, hash:
ceec400975
Worked: none
Short description of error
It seems it's forgotten that
Vertext Color
node andUV Map
node can also read generic attributes, at least Cycles reads it. The fact that Eevee doesn't should be considered a bug.Exact steps for others to reproduce the error
Turn on Rendered View Shading on the Left Side Viewport and Comapre Cycles and Eevee Results.
Eevee Attribute Rendering Has Some Left Out Nodes Comparing with Cycles.blend
Added subscriber: @Eary
Added subscriber: @PratikPB2123
Changed status from 'Needs Triage' to: 'Confirmed'
Hi, thanks for the report. I can reproduce this issue on master.
For now, Issue can be fixed by using
Attribute node
instead of specific nodes.Added subscribers: @kevindietrich, @brecht
CC @kevindietrich.
Is this even a bug? The UV map (
CD_MLOOPUV
/CD_MTFACE
) is being overwritten by a point attribute (withCD_PROP_FLOAT3
type here) so the attribute lookup fails as the UV Map node is requesting aCD_MTFACE
(similarly for the vertex color). We could useCD_AUTO_FROM_NAME
in the UV Map and Vertex Color nodes to avoid further complicating the attribute lookup logic in the render code, which will fix the issue. But overwriting such standard attributes in Blender is going to make exporters (like Alembic or USD) fail.Cycles works here because it just requests the attribute by name, with no type constraint.
It could be argued this is a bug in Cycles, though solving it there does not really make it easier for users to set up correct shaders for geometry nodes. As far as I can tell the downside of
CD_AUTO_FROM_NAME
would be cases where UV maps and vertex loops have the same name. Though Cycles also has that and I think we might as well make it consistent.It's not clear to me how Alembic and USD are related to this bug. Are you saying that changing the shader nodes would have some negative impact on them? Or that the fact that geometry nodes write to general attributes instead of UV maps and vertex colors is a problem independent of this, and that we should address that as the root cause instead or in addition to this?
If so, I think we should make the shading nodes consistent regardless. The geometry nodes team is aware of the interop issues between general attributes and UV maps and vertex colors, though I'm not sure if there is a concrete plan to tackle that.
I meant the latter, but I was thinking out loud mostly. My two statements were not meant to follow logically each other. I realized while looking into this that changing the UV maps type information with geometry nodes that exporting UV maps will fail in Alembic as it looks for a
CD_MLOOPUV
of the same name (CD_PROP_FLOAT2
could work, but even that is not well supported by geometry nodes currently).This issue was referenced by
281bcc1c1d
Changed status from 'Confirmed' to: 'Resolved'