Volume shading incorrect when using Random per Island node, UV's or Vertex Colors #96521
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Reference: blender/blender#96521
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System Information
Operating system: Linux-5.15.28_1-x86_64-with-glibc2.32 64 Bits
Graphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.47.03
Blender Version
Broken: version: 3.0.1, branch: master, commit date: 2022-01-25 17:19, hash:
dc2d180181
Worked: never
Short description of error
When trying to shade a volume using the "Random per Island" output of the "Geometry" shading node, the volume shader is unable to interpret correctly and returns black.
Together with #72284 this limits the usefulness of the Random per Island node. It would be great if it behaves as expected.
Although this issue specifically relates more to volume shading. This is a problem that's been around since before the Random per Island node was introduced.
I've tried workarounds to color each mesh island with UV's and Vertex Colors and even Geometry Nodes attributes, but nothing seems to work correctly for the volume shading.
It would be great to be able to color each mesh island randomly when using volumes, for example when creating a stained glass window with multiple panels.
Currently each individual panel would have to have it's own material, which is quite cumbersome with a complex object.
Exact steps for others to reproduce the error
volume_random_per_island.blend
Added subscriber: @Mantissa
Changed status from 'Needs Triage' to: 'Confirmed'
Added subscriber: @PratikPB2123
Added subscribers: @brecht, @lichtwerk
Will merge report with #96795
Closed as duplicate of #96795