Looks like an eevee limitations with UV maps and attributes #104900

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opened 2023-02-17 23:09:45 +01:00 by Artem · 4 comments

System Information
Operating system: Windows-10-10.0.19044-SP0 64 Bits
Graphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 522.30

Blender Version
Broken: version: 3.5.0 Alpha, branch: main, commit date: 2023-02-15 00:25, hash: c3b53abc109d
Worked: (newest version of Blender that worked as expected)

Short description of error
When working with multiple UVs and attributes, eevee disables some normal/bump maps.
There is an error in the console:

GPU_material_compile: Attribute "nor" overlap one or more index from another attribute. Note that mat4 takes up 4 indices. While merging eevee_legacy_material_surface_frag_opaque

In 3.4, the shader cannot compile at all (pink texture).

This is not documented anywhere and it is not clear to me how it works, because until I connect nodes with attributes in Base Color, all normals are displayed.

Exact steps for others to reproduce the error

  1. Open .blend file.
  2. Turn on the eevee render.
  3. Look, all normals are displayed.
  4. Connect nodes with attributes to Base Color.
  5. One normal map is missing. An error appeared in the console.
**System Information** Operating system: Windows-10-10.0.19044-SP0 64 Bits Graphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 522.30 **Blender Version** Broken: version: 3.5.0 Alpha, branch: main, commit date: 2023-02-15 00:25, hash: `c3b53abc109d` Worked: (newest version of Blender that worked as expected) **Short description of error** When working with multiple UVs and attributes, eevee disables some normal/bump maps. There is an error in the console: ``` GPU_material_compile: Attribute "nor" overlap one or more index from another attribute. Note that mat4 takes up 4 indices. While merging eevee_legacy_material_surface_frag_opaque ``` In 3.4, the shader cannot compile at all (pink texture). This is not documented anywhere and it is not clear to me how it works, because until I connect nodes with attributes in Base Color, all normals are displayed. **Exact steps for others to reproduce the error** 1. Open .blend file. 2. Turn on the eevee render. 3. Look, all normals are displayed. 4. Connect nodes with attributes to Base Color. 5. One normal map is missing. An error appeared in the console.
Artem added the
Priority
Normal
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Needs Triage
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Report
labels 2023-02-17 23:09:46 +01:00

It looks like a limit on the number of attributes. But the error message in the console doesn't hint at that...

It looks like a limit on the number of attributes. But the error message in the console doesn't hint at that...

I reached an assert when testing in a Debug build.

BLI_assert failed: D:\BlenderDev\blender\source\blender\gpu\intern\gpu_shader_create_info.cc:268, validate_vertex_attributes(), at '0'

Even if it's a limitation, the console message should be clearer and the assert doesn't seem to be ideal.

I reached an assert when testing in a Debug build. ``` BLI_assert failed: D:\BlenderDev\blender\source\blender\gpu\intern\gpu_shader_create_info.cc:268, validate_vertex_attributes(), at '0' ``` Even if it's a limitation, the console message should be clearer and the assert doesn't seem to be ideal.
Germano Cavalcante added
Module
EEVEE & Viewport
Status
Confirmed
and removed
Status
Needs Triage
labels 2023-02-20 16:19:42 +01:00
Author

Please note that if you assign 1 UV for all normals, then everything works correctly. If you assign 2 UV, then the shader is displayed correctly, but an error appears in the console. If you assign 3 UV or more (as in the current example), then one normal map disappears and error in console.

If you display attributes within a single UV, then everything works. Perhaps the attribute limitations are due to multiple UV.

Please note that if you assign 1 UV for all normals, then everything works correctly. If you assign 2 UV, then the shader is displayed correctly, but an error appears in the console. If you assign 3 UV or more (as in the current example), then one normal map disappears and error in console. If you display attributes within a single UV, then everything works. Perhaps the attribute limitations are due to multiple UV.
Member

Adding a confirmation that I'm also seeing this bug in 4.1 Beta/ 4.2 Alpha in both Eevee and Eevee Next. In my material the emit color and strength is wrong, but it looks fine if I unplug e.g. the clearcoat inputs. The error in the console remains, and I don't have enough information to fix / workaround - if it is a limitation, perhaps it needs clearer feedback to the user.

Adding a confirmation that I'm also seeing this bug in 4.1 Beta/ 4.2 Alpha in both Eevee and Eevee Next. In my material the emit color and strength is wrong, but it looks fine if I unplug e.g. the clearcoat inputs. The error in the console remains, and I don't have enough information to fix / workaround - if it is a limitation, perhaps it needs clearer feedback to the user.
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Reference: blender/blender#104900
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