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Materials turn black or white in Eevee LookDev/Render view if there is a 2nd 3D viewport.
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System Information
Operating system: Win10 v1607
Graphics card: GTX 1070

Blender Version
Broken: 2.80, 84c06e996a7a

This is a pretty specific bug but I believe it can come up quite frequently, especially for animators who tend to use more than one 3D viewport.

I'll describe it in a giant if statement:

  • If you're using Eevee, AND
  • if there is more than one 3D Viewport, AND
  • if both 3D viewports are not set to either LookDev or Render, AND
  • you have materials that use Principled or Glossy BSDF, AND
  • a Normal Map node is connected to the normal input of those BSDFs, THEN
  • those materials will show up as either black or white, depending on Metalness.

Download this blend. Instructions included in a text object, but I'll put them here too:

  1. Check that the cube renders as a regular default cube.
  2. Switch one of the other panels to a second 3D Viewport
  3. Re-enter rendered view on the original viewport. The cube turns white.
  4. Changing the Metallic value to 1 makes the cube go black instead.
  5. Changing the second viewport to LookDev or Render makes the problem go away.
  6. Disconnecting the Normal Map node makes the problem go away.



Event Timeline

Sebastian Parborg (zeddb) lowered the priority of this task from Needs Triage by Developer to Confirmed, Medium.

I had to toggle the viewport render mode from rendered to solid and back once (or change to shader values) to get this to trigger for the first time. After that I consistently got a black cube. It didn't matter what metallic was set to. And I also got black cube with the other shader node too.

Hello guys.I have a problem with blackplasma rig v2 in eevee render engine :the skin turns black.What can i do?System:
Amd ryzen 7 2700
Gtx 1050 ti
8gb hyperxfury 2666

Ask the author of the rig. Probably not a Blender bug.