Materials not transferring to geometry nodes #99238

Closed
opened 2022-06-28 14:56:31 +02:00 by Brett Witty · 7 comments

rooftopping.blend

{F13234539}System Information
Operating system: Linux-5.4.0-121-generic-x86_64-with-glibc2.31 64 Bits
Graphics card: NVIDIA GeForce RTX 3080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.129.06

Blender Version
Broken: version: 3.2.0, branch: master, commit date: 2022-06-08 10:22, hash: e05e1e3691
Worked: version 3.0

Short description of error
Materials in a geometry node-created building don't render properly, leaving a rough black texture, even though the components render fine outside of geometry nodes.

Exact steps for others to reproduce the error
The attached blender file and screenshot show the issue. In the foreground are the component pieces used to create the building in the background. The very basic materials render fine on the foreground components, but are broken in the background. They render as mostly black. Glass textures rendered as matte black. Basic brickwork is now rough black.

No scaling, inversion or material application happens in the geometry nodes - just rotations, translations and join geometry. In edit mode the geometry nodes normals are fine. Face orientation rendering seems fine.

I had created this building in geometry nodes previously (maybe in 3.1) and it rendered fine. I destroyed the nodes and remade them, and all the textures are broken.

[rooftopping.blend](https://archive.blender.org/developer/F13234538/rooftopping.blend) {[F13234539](https://archive.blender.org/developer/F13234539/material_broken.png)}**System Information** Operating system: Linux-5.4.0-121-generic-x86_64-with-glibc2.31 64 Bits Graphics card: NVIDIA GeForce RTX 3080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.129.06 **Blender Version** Broken: version: 3.2.0, branch: master, commit date: 2022-06-08 10:22, hash: `e05e1e3691` Worked: version 3.0 **Short description of error** Materials in a geometry node-created building don't render properly, leaving a rough black texture, even though the components render fine outside of geometry nodes. **Exact steps for others to reproduce the error** The attached blender file and screenshot show the issue. In the foreground are the component pieces used to create the building in the background. The very basic materials render fine on the foreground components, but are broken in the background. They render as mostly black. Glass textures rendered as matte black. Basic brickwork is now rough black. No scaling, inversion or material application happens in the geometry nodes - just rotations, translations and join geometry. In edit mode the geometry nodes normals are fine. Face orientation rendering seems fine. I had created this building in geometry nodes previously (maybe in 3.1) and it rendered fine. I destroyed the nodes and remade them, and all the textures are broken.
Author

Added subscriber: @Brett-Witty

Added subscriber: @Brett-Witty

Added subscriber: @mano-wii

Added subscriber: @mano-wii

Changed status from 'Needs Triage' to: 'Needs User Info'

Changed status from 'Needs Triage' to: 'Needs User Info'

Thanks for the report. Unfortunately the scenario described is too time consuming for us to track down, we require the bug reporter to narrow down the problem.

Normally .blend files can be simplified by removing most objects and disabling settings, until the problem reveals itself more clearly.

It is possible that this is the limitation described in #96475 (Overlapping geometry shows black faces on Cycles Blender 3.1 (Ray Tracing Precision)) on overlapping geometry.

Thanks for the report. Unfortunately the scenario described is too time consuming for us to track down, we require the bug reporter to narrow down the problem. Normally .blend files can be simplified by removing most objects and disabling settings, until the problem reveals itself more clearly. It is possible that this is the limitation described in #96475 (Overlapping geometry shows black faces on Cycles Blender 3.1 (Ray Tracing Precision)) on overlapping geometry.
Author

Yeah it looks like #96475.

The problem only exists in 3.1 and 3.2, but not in 3.0. (Sometimes) If I delete geometry that intersects with other geometry, it goes away. This makes it tedious to use geometry nodes for architecture, and it's unclear what bits of geometry are offenders.

Yeah it looks like #96475. The problem only exists in 3.1 and 3.2, but not in 3.0. (Sometimes) If I delete geometry that intersects with other geometry, it goes away. This makes it tedious to use geometry nodes for architecture, and it's unclear what bits of geometry are offenders.

Since it's the same problem as the #96475, I'll close this one as a duplicate.
If one day it is decided to change this behavior of overlapping geometries, the merged reports can influence the decision.

Since it's the same problem as the #96475, I'll close this one as a duplicate. If one day it is decided to change this behavior of overlapping geometries, the merged reports can influence the decision.

Closed as duplicate of #96475

Closed as duplicate of #96475
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Reference: blender/blender#99238
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