Page MenuHome

Custom Matcap Node setup inconsistency between platforms
Closed, ArchivedPublic


System Information
OSX 10.13.3 /// GTX 980Ti x2

Blender Version
Broken: 2.79b
Worked: Some other users report to have it working properly using the same version.

Short description of error
Using a special node setup in order to visualize some custom matcaps show a different result in comparison to some other users. It appears flat while it works perfectly fine for other users with the exact same project and Blender version. It looks perfect when rendering.

Exact steps for others to reproduce the error
Open the attached project and it should look like a matcap is being used in material shading. Next picture shows my result on the left and the intended result on the right which I can only achieve in render shading.



Event Timeline

LazyDodo (LazyDodo) triaged this task as Needs Information from User priority.Jun 3 2018, 6:17 PM

Its highly likely that this bug is specific to your hardware/driver configuration. These kinds of display issues are often caused by OpenGL driver bugs.

While its possible a software error in Blender, its worth checking if this functions correctly...

After upgrading graphics card drivers.
On a different system (with different hardware/drivers).
Using a Software OpenGL renderer...
On Linux/macOS, Official releases come with blender-softwaregl
On MS-Windows: Download this dll and copying it so its located in the same directory as 'blender.exe' and run Blender normally.
If this is a driver bug, or we can't link to this to an error in Blender's code, the report may be closed as a driver error, so please help us determine whether this is a bug in Blender or not.

Luis Burdallo (LuisB) added a comment.EditedJun 3 2018, 6:26 PM

The project as stated was tested by another user using a PC on windows and he had the same result while he could have the right result using a Macintosh. I was hoping from you or someone else to download the file and test if you could replicate the problem. My graphics card is up to date and I never had any problem visualizing everything as the way things should look.

Could you explain a bit more in depth what you meant by using a "Software OpenGL renderer" and what is the blender-softwareg? I am using the official release.

I just checked the file using another iMac and the Matcap looks correctly in Material shading. OSX 10.10.5 with Ati Radeon HD 2400 XT. I was wondering if this has to do with Nvidia drivers as you said. Will check the other person graphics card brand as he reported not working on Windows.

I now checked the project using another Windows drive that I had around and it seems to be working fine. So I guess the problem is as you said with the OpenGL in my OSX version or something. Will update my system as there is a new one and see if the new drivers solve it. Any idea about what I could do in the case that would not solve it?

After upgrading to 10.13.5 with latest Nvidia drivers the problem persists. Any idea if I could do anything else? Would 2.8 use a newer version? I guess EEVEE would be even better anyway for that type of shadings.

Bastien Montagne (mont29) closed this task as Archived.Jul 12 2018, 4:08 PM
Bastien Montagne (mont29) claimed this task.

Thanks for the report, but indeed there is not much point in investing time on this for blender2.7x now, OpenGL in 2.8 is totally different code anyway, so will archive that one now.