Bump or displacement turns to black #45628

Closed
opened 2015-07-31 12:15:32 +02:00 by Pomsár Miklós · 8 comments

System Information
Windows 8.1, NVIDIA GeForce GT 630M with 2GB Dedicated VRAM

Blender Version
Broken: 2.75a c27589e

Short description of error
I have mixed a several number of noise texture with mix rgb node and connected to a bump map. If the number of the texture nodes reach a certain number (about 27 not allways the same but maybe depends on the refreshing of the memory, i dont know...) the material change to black (the bump map is also black if I check with the Node Wrangler addon's viewer node). The bug appears in the viewport with render shading mode and also if I render the image. It's also there if I conect to the displacement output. If I connect to the bump map node and the displacement output too the problem goes with less textures. It doesn't matter if I use CPU or GPU render but with the OSL it's completely okay. If I used Musgrave texture the bug was still there. But if I connect the textures to a shaders color input in any cases it works fine.
Actually I don't know if it's a bug or an official limitation but I havn't found anything about it on the internet.

Exact steps for others to reproduce the error
In the attached .blend file just connect or disconnect a few texture node to see the bug.
bug.blend

**System Information** Windows 8.1, NVIDIA GeForce GT 630M with 2GB Dedicated VRAM **Blender Version** Broken: 2.75a c27589e **Short description of error** I have mixed a several number of noise texture with mix rgb node and connected to a bump map. If the number of the texture nodes reach a certain number (about 27 not allways the same but maybe depends on the refreshing of the memory, i dont know...) the material change to black (the bump map is also black if I check with the Node Wrangler addon's viewer node). The bug appears in the viewport with render shading mode and also if I render the image. It's also there if I conect to the displacement output. If I connect to the bump map node and the displacement output too the problem goes with less textures. It doesn't matter if I use CPU or GPU render but with the OSL it's completely okay. If I used Musgrave texture the bug was still there. But if I connect the textures to a shaders color input in any cases it works fine. Actually I don't know if it's a bug or an official limitation but I havn't found anything about it on the internet. **Exact steps for others to reproduce the error** In the attached .blend file just connect or disconnect a few texture node to see the bug. [bug.blend](https://archive.blender.org/developer/F216297/bug.blend)
Author
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Changed status to: 'Open'

Changed status to: 'Open'
Author
Member

Added subscriber: @monsieur

Added subscriber: @monsieur

Added subscriber: @nudelZ

Added subscriber: @nudelZ

its not a bug its a limit (check the terminal - Cycles: out of SVM stack space, shader "Material" too big.)

svm can't handle large shaders - use less nodes or osl...

its not a bug its a limit (check the terminal - Cycles: out of SVM stack space, shader "Material" too big.) svm can't handle large shaders - use less nodes or osl...

Added subscriber: @Sergey

Added subscriber: @Sergey

Changed status from 'Open' to: 'Archived'

Changed status from 'Open' to: 'Archived'
Sergey Sharybin self-assigned this 2015-07-31 13:57:11 +02:00

As @nudelZ stated this already it's just limitation of SVM shading backend, not considered a bug.

Thanks for the report anyway!

As @nudelZ stated this already it's just limitation of SVM shading backend, not considered a bug. Thanks for the report anyway!
Author
Member

Thanks for the quick help guys!

Thanks for the quick help guys!
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Reference: blender/blender#45628
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