Normal map node with named UV map crashes material preview #56545
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Reference: blender/blender#56545
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System Information
Windows 10, Nvidia GTX 980
Blender Version
Broken: 2.80
b30d103cf6
Short description of error
If you use the normal map node in tangent space mode, you have an option to set a UV map to determine the tangent space. If you do this with Eevee, the material preview will crash.
Exact steps for others to reproduce the error
.blend file here, material preview will crash. Remove the normal map node or clear the UV map selection on the normal map node, no crash. nrm_crash.blend
Added subscriber: @JasonClarke
#58576 was marked as duplicate of this issue
#59132 was marked as duplicate of this issue
#58722 was marked as duplicate of this issue
#60071 was marked as duplicate of this issue
#59993 was marked as duplicate of this issue
#57664 was marked as duplicate of this issue
#58131 was marked as duplicate of this issue
Added subscribers: @fclem, @mont29
Confirmed, @fclem something very weird in that code, doing nasty black magic and dramatically failing… :/
Added subscriber: @ideasman42
Well that's @ideasman42 code so I would look at it only if he cannot fix it easily because it is indeed black magic to me.
That's strange because if does not crash for a mesh that does not have the said UVs.
Added subscribers: @fjg3d, @lichtwerk, @TakeshiFunahashi
Added subscribers: @JulienDuroure, @mikhluz
With recent build version: 2.80 (sub 35), branch: blender2.8, commit date: 2018-12-08 17:06, hash:
e79bb957fc
, type:build date: 2018/12/09, 17:21
this problem seems solved, have someone tested again?
Though I still often see crush with some scene, it seems not matter about this normal map node problem I think.
NO! sorry it worked about my scene files,, but downloaded file still cause crush when select material.
Added subscribers: @gdube, @capnm, @ZedDB
Added subscriber: @Poulpator
Added subscriber: @artutava
Same thing happening here, with latest build. More specifically when you enable option "tangent space" under normal map node.
Added subscriber: @mhcall
Added subscriber: @Magister
Added subscribers: @Noah-Catan, @JacquesLucke, @Sergey
This is being reported quite often now, so I'll poke @ideasman42 again to share his wisdom (or put on someone elses desk...) and set on High priority...
Added subscriber: @mano-wii
This seems to fix the problem:
But it's an obscure area for me and I don't quite understand what I did.
@mano-wii, thanks for looking into this, but we want to keep tangent from orco when there are no UV layers.
Looked into this, here are possible solutions.
I'll commit P887, since this is keeps 2.7x logic where we only use tangents from orcos when there are no UV layers. This is simpler and doesn't add even more options to tangent calculation just to support an error case.
This issue was referenced by
369e1d46f0
Changed status from 'Open' to: 'Resolved'