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Object Info node not working in material view
Closed, InvalidPublic

Description

System Information
Windows 10 Pro {Pre Creators Update - deferred}
GTX 1070

Blender Version
2.78c Hash: e92f235283

Short description of error
Connect Object Info>Random to Hue Saturation Value>Hue to Diffused BSDF>Color to Material Output>Surface

If you duplicate objects with that material, they all stay the same color with same hue. The value of Random is always ZERO.

I searched for two hours and didn't see anyone report this issue.

Updated

Details

Type
Bug

Event Timeline

LazyDodo (LazyDodo) triaged this task as Needs Information from User priority.

Seems to be working fine, please attach a .blend demonstrating the problem

Vuk Gardašević (lijenstina) renamed this task from Ojbect Info node > Random is not working, only outputs absolute ZERO to Object Info node > Random is not working, only outputs absolute ZERO.Apr 29 2017, 8:51 AM

Is saturation of color of HSV node different of zero ?

By default color of this node is a white with H=0 , S=0, V=0.906.
If saturation stays equal to zero ; you can have a different hue for each object : result will be same white for all.

I updated the Task to include .blend file and screen shots of the problem. If I disconnect the random node and use the hue slider between 0.0 and 1.0 I get all the hues of this color, but with Random connected, it results 0.0 hue. I'm am not great at python, but could someone tell me what I can enter in the Console to see what the value is of Random for each of these objects?

Seems allright in rendered view? material view they are all blue indeed.

Is it suppose to do that in material view?

LazyDodo (LazyDodo) renamed this task from Object Info node > Random is not working, only outputs absolute ZERO to Object Info node not working in material view .

I took a quick peek at the code, everything indicates this should be working, but it's not. @Mike Erwin (merwin) mind taking a quick peek here?

Location works, but anything coming out of the vec3 info in node_object_info from gpu_shader_material.glsl seems to be 0 ( object_index / material_index / random )

I do appreciate you all looking into this, because material view is the only way I can even view some of the large scenes without crashing the process. I love procedural textures, but they really do break the bank when creating large scenes and trying to view them in Render View.

Yes I'll take a look tomorrow, try to figure it out.

Brecht Van Lommel (brecht) closed this task as Invalid.
Brecht Van Lommel (brecht) claimed this task.

OpenGL viewport support for this node was only added recently in D2425, and will be available in the upcoming 2.79 and daily builds from https://builder.blender.org/download/. It is not supported in 2.78c.

That's good to hear, thanks for the update.