Pink material in Eevee, but renders fine in Cycles? #95918
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Reference: blender/blender#95918
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System Information
Operating system: Linux-5.4.0-99-generic-x86_64-with-glibc2.27 64 Bits
Graphics card: GeForce GT 630/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.144
Blender Version
Broken: version: 3.2.0 Alpha, branch: master, commit date: 2022-02-19 14:35, hash:
991781c8ea
Worked: (newest version of Blender that worked as expected)
Short description of error
I have an odd situation. Is it a bug, or am i stupid as usual? The same scene renders in Cycles as it should, but in Eevee the object turns pink. When i cut the noodle to the Principled BSDF roughness slot, the pink turns into something differently weird:
Cycles:
Eevee with roughness:
Eevee with no roughness set by nodes:
GEO-Node.blend
Exact steps for others to reproduce the error
Open the file.
Switch from Cycles to Eevee.
Delete the reroute next to "Roughness" slot of the Principled BSDF.
Added subscriber: @user1
Added subscriber: @Ethan-Hall
The example file that you provided is not a minimal example.
All that is needed to reproduce the error is:
Open the default startup file, and switch to the shading workspace to edit the cube's material.
For this material, edit the shader node tree so that it contains 13 Attribute Nodes (set to 'Geometry' with unique attribute names) and one Texture Coordinate node.
Ensure that all nodes are contributing to the shader's surface output.
This material results in an error for Eevee.
Here is an file created in the manner as described above:
Eevee Error.blend
Added subscriber: @OmarEmaraDev
Changed status from 'Needs Triage' to: 'Needs User Info'
EEVEE can sometimes hit driver limitations related to the amount of resources you are using. Blender will likely print something in the terminal when something like this happens, can you open Blender from the terminal and attach the output when the pink color appears here?
@OmarEmaraDev Yes, here is the error message:
Changed status from 'Needs User Info' to: 'Needs Developer To Reproduce'
I am afraid this is most likely a limitation of the GPU and/or its driver. While Blender could be better optimized to use less resources, I am not sure if this is something will be looked into.
Added subscriber: @fclem
Changed status from 'Needs Developer To Reproduce' to: 'Archived'
@Ethan-Hall Yes there is a hardware limitation of 16 vertex attributes we can use for each shader. Position and normals already uses 2.
However, the initial report is more likely to be hitting a different limitation which is the number of textures.
This is because OSX opengl implementation only allows 16 textures to be used at the same time. But EEVEE uses a lot of them for its own purpose.
So it's a limitation of the platform.
This has already been reported in the past #85502
Added subscriber: @Zcyber