Eevee noise texture bug when there are 4 or more other noise textures being used in the bump node #69776

Closed
opened 2019-09-12 06:22:16 +02:00 by Lance Phan · 23 comments

System Information
Operating system: Windows-10-10.0.18362 64 Bits
Graphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.86

Blender Version
Broken: version: 2.81 (sub 10), branch: master, commit date: 2019-09-11 21:31, hash: 1e375ab5a1
Worked: (optional)

Short description of error
This bug only happens in Blender 2.81
When there are 4 or more noise textures being used to produce the bump and put that in a bump node, the noise texture used in the color socket will be broken if rendered with Eevee
Other textures don't seem to be affected.

Exact steps for others to reproduce the error
Open this file and render with Eevee

bug.blend

**System Information** Operating system: Windows-10-10.0.18362 64 Bits Graphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.86 **Blender Version** Broken: version: 2.81 (sub 10), branch: master, commit date: 2019-09-11 21:31, hash: `1e375ab5a1` Worked: (optional) **Short description of error** This bug only happens in Blender 2.81 When there are 4 or more noise textures being used to produce the bump and put that in a bump node, the noise texture used in the color socket will be broken if rendered with Eevee Other textures don't seem to be affected. **Exact steps for others to reproduce the error** Open this file and render with Eevee [bug.blend](https://archive.blender.org/developer/F7738077/bug.blend)

#72737 was marked as duplicate of this issue

#72737 was marked as duplicate of this issue

#72665 was marked as duplicate of this issue

#72665 was marked as duplicate of this issue

blender/blender-addons#72427 was marked as duplicate of this issue

blender/blender-addons#72427 was marked as duplicate of this issue
Author

Added subscriber: @ssendam

Added subscriber: @ssendam
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Added subscribers: @OmarEmaraDev, @JacquesLucke

Added subscribers: @OmarEmaraDev, @JacquesLucke
Member

I can reproduce the issue. It works fine in cycles.
Something seems to be fine when there are more noise nodes for whatever reason.

@OmarEmaraDev any idea?

eevee left, cycles right:
image.png

I can reproduce the issue. It works fine in cycles. Something seems to be fine when there are more noise nodes for whatever reason. @OmarEmaraDev any idea? eevee left, cycles right: ![image.png](https://archive.blender.org/developer/F7758512/image.png)
Member

It is not immediately clear to me why this is happening. I will try to debug that now.

It is not immediately clear to me why this is happening. I will try to debug that now.
Member

It appears ffd5e1e6ac is the commit that introduced this behavior. Perhaps due to the instruction limit described in the commit message.

It appears ffd5e1e6acd296a187e7af016f9d7f8a9f209f87 is the commit that introduced this behavior. Perhaps due to the instruction limit described in the commit message.

Added subscriber: @mano-wii

Added subscriber: @mano-wii

Apparently this has been fixed in the latest builds.
I can't reproduce the problem.
Can anyone else confirm?

Apparently this has been fixed in the latest builds. I can't reproduce the problem. Can anyone else confirm?
Member

I can still replicate the issue.

I can still replicate the issue.

This is what is displayed to me:
image.png

I suppose it's a Nvidia issue.

Operating system: Windows-10-10.0.18941 64 Bits
Graphics card: Radeon (TM) RX 480 Graphics ATI Technologies Inc. 4.5.13559 Core Profile Context 26.20.12028.2

This is what is displayed to me: ![image.png](https://archive.blender.org/developer/F7987999/image.png) I suppose it's a Nvidia issue. **Operating system:** Windows-10-10.0.18941 64 Bits **Graphics card:** Radeon (TM) RX 480 Graphics ATI Technologies Inc. 4.5.13559 Core Profile Context 26.20.12028.2
Member

I am on Linux with an RX 590 running the mesa driver stack. So it is not an nvidea only issue.

I am on Linux with an RX 590 running the mesa driver stack. So it is not an nvidea only issue.
Author

With 2D noise, there must be at least 7 noise nodes in the bump and at least 1 more anywhere, with 3D noise, there must be at least 4 in the bump and at least one more anywhere, With 4D noise, 3 noise nodes in the bump is enough, no need for another one else where.
When it happens, all the noises are glitched.
This only happens in 2.81, in 2.8 everything is fine

With 2D noise, there must be at least 7 noise nodes in the bump and at least 1 more anywhere, with 3D noise, there must be at least 4 in the bump and at least one more anywhere, With 4D noise, 3 noise nodes in the bump is enough, no need for another one else where. When it happens, all the noises are glitched. This only happens in 2.81, in 2.8 everything is fine
Member

Added subscriber: @ichbinkeinreh

Added subscriber: @ichbinkeinreh

Added subscriber: @Vigore

Added subscriber: @Vigore
Member

Added subscriber: @Eary

Added subscriber: @Eary

Added subscriber: @Bloodfin

Added subscriber: @Bloodfin

Added subscriber: @fclem

Added subscriber: @fclem

Changed status from 'Confirmed' to: 'Archived'

Changed status from 'Confirmed' to: 'Archived'
Clément Foucault self-assigned this 2020-02-05 18:58:40 +01:00

I would say we bump into some register limit and the compiler instead of giving an error, does something incorrectly.
Unfortunately, we have no control over the GLSL compiler, and the bug is more likelly to happen because of the new high-quality bump.
There is no workaround to that other than baking the noises or using textures as noise to limit register pressure.

I'll close the report as this is beyond what we can do. We already added some improvement to the noise to limit register usage but that's all we can do. There will always be a physical limit (well not really but the driver should react more correctly to it).

I would say we bump into some register limit and the compiler instead of giving an error, does something incorrectly. Unfortunately, we have no control over the GLSL compiler, and the bug is more likelly to happen because of the new high-quality bump. There is no workaround to that other than baking the noises or using textures as noise to limit register pressure. I'll close the report as this is beyond what we can do. We already added some improvement to the noise to limit register usage but that's all we can do. There will always be a physical limit (well not really but the driver should react more correctly to it).

This issue was referenced by b4f8e3f01b

This issue was referenced by b4f8e3f01bc91c98cc8b37f9a6f4ab8378e807eb

Changed status from 'Archived' to: 'Resolved'

Changed status from 'Archived' to: 'Resolved'
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Reference: blender/blender#69776
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