Issue is introduced by rB3a08153d7a84: DRW: Refactor to support draw call batching
Edit THE cube, Duplicate it in edit mode, create new material and assign new material to the new one. The second material won't show up in Eevee
@Clément Foucault (fclem) Bug has been confirmed and have been solved at AMD. Their advice: Tell our users to not use that driver :-)
... now how to limit the number of bug reports the upcoming month orso.
I would suggest to not commit this work-around.
Issue seems to be related to the texture coordinate node, documentation states that it should work.
In case you miss it on the other page - Thankyou Martin, it worked fine. Really appreciated.
Had a scout around for a way to update Mesa on my system - nothing found.
@Joana Zimmermann (Chutney), try to run blender_debug_gpu_glitchworkaround.cmd that is included in the download and confirm that the problem seems to be solved.
This can help in the investigation.
Please ensure you installed this one specifically:
Changed to glClearBuffer.
Still need to do clang formatting.
Tue, Sep 17
I did a research on supporting this in EEVEE. The current renderlayers in EEVEE does CPU post processing. We should make a GLSL shader to perform the post processing. This way we can do it per sample and have an interactive renderlayer preview. We should remove the CPU based post processing. Will check with @Clément Foucault (fclem) what his ideas are.
We left defining the settings entirely to the render engine, so there's no problem to solve regarding render pass naming.
About this part:
Mon, Sep 16
@Clément Foucault (fclem) yeah that's true. Doing this automated by a script should work, I'll give it a try.
Jean First, yours is not exactly a control experiment. You're using an experimental build (2.81) but more importantly testing on a different model iMac with the AMD Radeon R9 M370X, which has twice the RAM (2GB) of the Radeon HD 5750 (1GB).
Further experiments with procedural materials on this model iMac lead me to believe that Blender 2.8 requires minimum a 2GB video card, as after a certain point in the node chain (I have not yet documented where exactly) Blender 2.8 crashes in LookDev/EEVEE but not in Cycles/Rendered.
Sun, Sep 15
Sat, Sep 14
Fri, Sep 13
I did some exploration of the idea. (see P1099)
Implemented in rBffd5e1e6acd2
Implemented by rBcaf494444cd7
The Cycles part was done. Are there plans to do this for Eevee too? If so this task could be renamed.
Thu, Sep 12
Could you in the meantime update your graphics drivers to the latest version and see if that solves you problem?
I was having the same issue as described by the original poster. This issue was happening for me in blender 2.80 but is no longer happening in the later build 2.81. Also, the issue is not present using 2.79, but of course, I hope I don't have to use that anymore!
Other issue that might be related is
- switching rendering engines during circle select doesn't render textures.
Updated the manual closing this task.
Thats a crash in you GPU driver.
Try upgrading to the latest (official) driver from nvidia, this is usualy the cause of this bug (it has been reported numerous times... the search function for existing bugs is your friend here)
Glad to hear, thx for reporting back...