Cycles renderer does not render pointiness node in render mode at all. But does render it in viewport rendering mode. #62611

Closed
opened 2019-03-15 13:44:28 +01:00 by Chingiz Jumagulov · 8 comments

System Information
Operating system: Windows 10 64 bits
Graphics card: Nvidia GTX 1070

Blender Version
Broken: (example: 2.80, 6fd11a21f5)

Short description of error

Hi! I've come across a huge problem while making PBR 100% procedural material pack for me to use and possibly sell using default blender nodes. I've made loads of materials that include the pointiness node to outline the color near the edges of the model. I've been working on this for 2 weeks creating a huge database of materials just to find out that Pointiness node does not render in any form in Cycles render mode (renders only in viewport). It just appears in the Cycles viewport perfectly and correctly but for some weird reason attempts to render it properly in render mode were a complete failure. I have attached a separate blender file for you to look at one of the materials.

This is a very confusing bug that prevents me from using the software to create more or less complicated PBR materials and effectively use it inside the software.

Exact steps for others to reproduce the error

To repeat the bug just open the supplied file and press render in cycles mode in the viewport and you will see the model with different color tint on edges. Then press render F12 in the render mode and watch that pointiness node (different color tint) is not appearing at all! I've attached video with commentaries and instructions to repeat the bug to this message.

Video file:
Bug_report_Pointiness.flv

Viewport render vs Render mode comparison:
Pointiness.jpg

Blend file:
POINTINESS_BUG_REPORT2.blend

**System Information** Operating system: Windows 10 64 bits Graphics card: Nvidia GTX 1070 **Blender Version** Broken: (example: 2.80, 6fd11a21f5c5) **Short description of error** Hi! I've come across a huge problem while making PBR 100% procedural material pack for me to use and possibly sell using default blender nodes. I've made loads of materials that include the pointiness node to outline the color near the edges of the model. I've been working on this for 2 weeks creating a huge database of materials just to find out that Pointiness node does not render in any form in Cycles render mode (renders only in viewport). It just appears in the Cycles viewport perfectly and correctly but for some weird reason attempts to render it properly in render mode were a complete failure. I have attached a separate blender file for you to look at one of the materials. This is a very confusing bug that prevents me from using the software to create more or less complicated PBR materials and effectively use it inside the software. **Exact steps for others to reproduce the error** To repeat the bug just open the supplied file and press render in cycles mode in the viewport and you will see the model with different color tint on edges. Then press render F12 in the render mode and watch that pointiness node (different color tint) is not appearing at all! I've attached video with commentaries and instructions to repeat the bug to this message. **Video file:** [Bug_report_Pointiness.flv](https://archive.blender.org/developer/F6829590/Bug_report_Pointiness.flv) **Viewport render vs Render mode comparison:** ![Pointiness.jpg](https://archive.blender.org/developer/F6829607/Pointiness.jpg) **Blend file:** [POINTINESS_BUG_REPORT2.blend](https://archive.blender.org/developer/F6829614/POINTINESS_BUG_REPORT2.blend)

Added subscriber: @MeshVoid

Added subscriber: @MeshVoid
Chingiz Jumagulov changed title from Cycles renderer does not render pointiness node in render mode at all. But does render it in vieport rendering mode. to Cycles renderer does not render pointiness node in render mode at all. But does render it in viewport rendering mode. 2019-03-15 13:54:14 +01:00

Added subscriber: @moisessalvador

Added subscriber: @moisessalvador

You have different Subdivision count in render vs viewport. Set the same subdivisions for both render and viewport and they will look the same.

Pointiness depends on the geometry, on the difference of angles of the faces. The more subdivided something is the less difference there's from face to face, so pointiness becomes weaker and weaker.

If you want something that doesn't depend on geometry, try the Ambient occlusion node

You have different Subdivision count in render vs viewport. Set the same subdivisions for both render and viewport and they will look the same. Pointiness depends on the geometry, on the difference of angles of the faces. The more subdivided something is the less difference there's from face to face, so pointiness becomes weaker and weaker. If you want something that doesn't depend on geometry, try the Ambient occlusion node

In #62611#640986, @moisessalvador wrote:
You have different Subdivision count in render vs viewport. Set the same subdivisions for both render and viewport and they will look the same.

Pointiness depends on the geometry, on the difference of angles of the faces. The more subdivided something is the less difference there's from face to face, so pointiness becomes weaker and weaker.

If you want something that doesn't depend on geometry, try the Ambient occlusion node

Just tried it and the result is the same. can you make a screenshot please, if it's my mistake and not a bug I'd like to be able to fix it as soon as possible.

> In #62611#640986, @moisessalvador wrote: > You have different Subdivision count in render vs viewport. Set the same subdivisions for both render and viewport and they will look the same. > > Pointiness depends on the geometry, on the difference of angles of the faces. The more subdivided something is the less difference there's from face to face, so pointiness becomes weaker and weaker. > > If you want something that doesn't depend on geometry, try the Ambient occlusion node Just tried it and the result is the same. can you make a screenshot please, if it's my mistake and not a bug I'd like to be able to fix it as soon as possible.

In #62611#640986, @moisessalvador wrote:
You have different Subdivision count in render vs viewport. Set the same subdivisions for both render and viewport and they will look the same.

Pointiness depends on the geometry, on the difference of angles of the faces. The more subdivided something is the less difference there's from face to face, so pointiness becomes weaker and weaker.

If you want something that doesn't depend on geometry, try the Ambient occlusion node

Cancel that. You are actually right! I think I'm glitching because I've been working for too long =)). Sorry for bothering, it works fine! Thank you so much for help Wo!262!

> In #62611#640986, @moisessalvador wrote: > You have different Subdivision count in render vs viewport. Set the same subdivisions for both render and viewport and they will look the same. > > Pointiness depends on the geometry, on the difference of angles of the faces. The more subdivided something is the less difference there's from face to face, so pointiness becomes weaker and weaker. > > If you want something that doesn't depend on geometry, try the Ambient occlusion node Cancel that. You are actually right! I think I'm glitching because I've been working for too long =)). Sorry for bothering, it works fine! Thank you so much for help Wo!262!

Changed status from 'Open' to: 'Resolved'

Changed status from 'Open' to: 'Resolved'

Added subscriber: @joolian.4bes

Added subscriber: @joolian.4bes

Hi there! I found that adding a math node, set to Multiply, between the Color Ramp which is connected to the Geometry node and the factor of the MixRGB helped to bring out the edges! I had to set my Multiply value all the way up to 50 to get the desired effect.

I think because my edges were somewhat rounded and subdivided many times the "white" areas were too weak to act as a matte layer for the second shader around the edges and thus, I "multiplied" the white value...

Hope this helps anyone else experiencing this issue!

Hi there! I found that adding a math node, set to Multiply, between the Color Ramp which is connected to the Geometry node and the factor of the MixRGB helped to bring out the edges! I had to set my Multiply value all the way up to 50 to get the desired effect. I think because my edges were somewhat rounded and subdivided many times the "white" areas were too weak to act as a matte layer for the second shader around the edges and thus, I "multiplied" the white value... Hope this helps anyone else experiencing this issue!
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Reference: blender/blender#62611
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