Material Nodes broken on Blender 2.8 MacOS #61641
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Reference: blender/blender#61641
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System Information
Operating system: MacOS 10.14.3
Graphics card: AMD Vega64
Blender Version
Broken: 2.80, faa255c0a4e4-x86-64
Worked: 2.79b
Worked: 2.80, c6cbcf83d015-windows64
The MacOS Version of Blender 2.8 seems to have serious issues with material nodes.
When a node setup exceeds a certain complexity (which I am unfortunately not able to pin down) following errors happen:
To reproduce it please just try to disconnect the diffuse texture from the Principled BSDF in the attached .blend
The same Node Setup works fine in Blender 2.79b. Also in the Windows version of Blender 2.8 everything works as expected. All on the same Computer.
material not updating.blend
Added subscriber: @martin.ackerl
#61642 was marked as duplicate of this issue
#61699 was marked as duplicate of this issue
#61611 was marked as duplicate of this issue
#61753 was marked as duplicate of this issue
#61720 was marked as duplicate of this issue
#61715 was marked as duplicate of this issue
#61721 was marked as duplicate of this issue
Added subscriber: @moritzbrueckner1
I ran into the same problems in Blender 2.8 Beta on Mac OS. I found out that the changes can be updated in the viewport by hitting undo, so perform a change in a material node twice and then hit undo once. It doesn't solve the problem, but it works.
Would be nice to have a stable 2.8 version for Mac soon :)
Added subscriber: @JoanBetbese
Yes, I can confirm it too. In the latest update from the 15th the materials in EEVEE don't work and also when there are more of two group of texture nodes connected the material is displayed in pink too.
I hope this file helps too pine.blend
Added subscribers: @WilliamReynish, @ZedDB
@WilliamReynish can you confirm?
I can confirm that the result is pink here too on macOS. But it does update if I make changes to the shader, ie if I add a new shader and plug it into the Material Output socket it works fine.
The file I've send , the shaders themselves, works in Windows.
The latest version on macOS is from February 15 and doesn't work. I don't know which shaders you've changed but If I change the group shader with a BSDF principled it remains pink at least on this last build in an older one works fine. But the group it still doesn't work, at least on my imac or macbook.
It's something about macOS system. do you know the reason?
Thanks
Added subscriber: @hrochodyl
Added subscribers: @IboJurgens, @JacquesLucke
Added subscribers: @scootoss, @MaxRichter, @mgchris
Added subscriber: @blenderND
Added subscriber: @brecht
I wasn't able to confirm this myself, but marking as high priority.
Can anyone run Blender from the terminal with these options, do some operations that make material nodes fail, and attach the terminal output here? Hopefully it contains some errors that we can look at.
Here's the output from terminal...(see attachment).
Blender_terminal.rtf
Added subscriber: @aurelieng
Appears to be a known OSX issue.
GPUShader: linking error:
ERROR: Implementation limit of 16 active fragment shader samplers (e.g., maximum number of supported image units) exceeded, fragment shader uses 17 samplers
GPUShader: linking error:
ERROR: Implementation limit of 16 active fragment shader samplers (e.g., maximum number of supported image units) exceeded, fragment shader uses 17 samplers
There's a new build, the previous one was from 5 days ago:
https://builder.blender.org/download/
Maybe this solves the issue, I'm not sure.
Added subscribers: @Nic-3, @fclem, @ethur, @GabrielMoro
Added subscribers: @huckleberry, @dfelinto, @nacioss, @NahuelBelich
I just downloaded and tested the Feb 20 version, and the problem I was experiencing (inability to change Material and see result immediately in viewport) is fixed now.
My problem is fixed on todays release as well.
Feb. 20 version seems to work so far ;)
Changed status from 'Open' to: 'Resolved'
Thanks for testing, let's consider this resolved then.
Thank you all for your work, it's really appreciated! But unfortunately, even with Feb. 20 version in my submitted file material not updating.blend the material is still displayed in pink.
Or am I doing something wrong? Is there a limit of texture nodes per material on MacOS?
My issues is also resolved with the latest master branch.
I tested your file @martin.ackerl and seeing the same issue which resulted in the following:
GPUShader: linking error:
ERROR: Implementation limit of 16 active fragment shader samplers (e.g., maximum number of supported image units) exceeded, fragment shader uses 17 samplers
Doing a quick google search looks like this may be an OSX limitation in OpenGL
Thanks @blenderND
These OpenGL problems on MacOS are really frustrating.
Yes, I can confirm it too, really appreciated! But the issues of pink material persist.
I tried to restart and check it out in my dual boot with a Linux OS but ... the material is pink too. I guess it depends on machine more than OS, right? :(
Thanks!
There is indeed a limit on the number of image texture nodes that can be used, with the number depending on the graphics card and driver.
AMD Vega64 hardware supports 32 but macOS seems to limit it to 16 for some reason. Eevee needs 8, this shading node has 9 image texture nodes, so that exceeds the maximum.
There are some optimizations possible, we could automatically pack together some texture channels or use other tricks, but that's beyond what we would consider a bugfix.
{F6681180}I see. I tested that first file somebody shared and it worked as @brecht is saying. But what does happen with the other file I shared? (pine) I changed some shaders and reduced image textures nodes to 8 but it's still pink. I know it's maybe not an issue but if is there anyone to help, I'll appreciate it.
Thanks.
@JoanBetbese Probably not a big help, but on my iMac Pro it works if I disconnect at least one other image texture (counting 7 textures).
@martin.ackerl are you talking about the last file I uploaded? I’m gonna try it!
Thanks!