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Texture Image Node's Color Space Are Linked When Using Duplicates Of The Same Texture.
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System Information
Operating system: Windows-7-6.1.7601-SP1 64 Bits
Graphics card: GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.64

Blender Version
Broken: version: 2.80 (sub 73), branch: blender2.7, commit date: 2019-05-30 17:34, hash: rB846056de6b27
Worked: (optional) earlier versions of 2.8 - within the last few weeks

Short description of error
[Please fill out a short description of the error here]

If you duplicate a texture node in the shader editor, the color space of the two nodes will be linked. For example, if you wanted to use one copy of a texture for color and another for bump, you would set the color node to sRGB (or whatever was appropriate) and the copy that was going to be used as a bump map to "Non-Color" (at least this is the way it has been for a long time). however, now when you change one Color Space, the duplicate changes as well. Maybe this isn't a requirement any more - but this has messed up a few of my projects as the multiple modes tend to default to "Non-Color" and can result in odd rendering.

Exact steps for others to reproduce the error
[Please describe the exact steps needed to reproduce the issue]
[Based on the default startup or an attached .blend file (as simple as possible)]

Open the attached project. Pick the Sphere. Look at the Shader Editor - change one of the texture map's color spaces - note that the other node changes as well.