viewport shading > color > texture, textures not affected by transformation #111027

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opened 2023-08-11 01:46:40 +02:00 by Shady Hamza · 6 comments

System Information
Operating system: Windows-10-10.0.22621-SP0 64 Bits
Graphics card: NVIDIA GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 536.99

Blender Version
Broken: version: 4.0.0 Alpha, branch: main, commit date: 2023-08-10 03:47, hash: 4ad63687cbc4
Worked: (newest version of Blender that worked as expected)

Short description of error

Viewport solid mode color option "Texture" does not take mapping nodes into account.


Original description:

when switching to texture in viewport shading color properties, the image textures are only affected by UV editor and not by texture coordinates node, in My opinion this texture preview is much more faster and better than EEVEE, if only you can ditch EEVEE and make the workbench preview the main material preview that support all nodes, If you notice Cinema 4D ,Max and Maya, they all use a material preview similar to this Blender Workbench preview, I don't know if you noticed these days almost everyone is saying that they prefer previewing and editing their material in cycles rather than EEvee because its way more faster to load, I tested in a 2k scene cycles took a couple of seconds switching to render view on CPU, Eevee took 12 Mins to load all textures, I hope Eevee next solves this issue if not, I would really hope that you consider developing the workbench preview

Exact steps for others to reproduce the error
?

**System Information** Operating system: Windows-10-10.0.22621-SP0 64 Bits Graphics card: NVIDIA GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 536.99 **Blender Version** Broken: version: 4.0.0 Alpha, branch: main, commit date: 2023-08-10 03:47, hash: `4ad63687cbc4` Worked: (newest version of Blender that worked as expected) **Short description of error** Viewport solid mode color option "Texture" does not take mapping nodes into account. --------- Original description: when switching to texture in viewport shading color properties, the image textures are only affected by UV editor and not by texture coordinates node, in My opinion this texture preview is much more faster and better than EEVEE, if only you can ditch EEVEE and make the workbench preview the main material preview that support all nodes, If you notice Cinema 4D ,Max and Maya, they all use a material preview similar to this Blender Workbench preview, I don't know if you noticed these days almost everyone is saying that they prefer previewing and editing their material in cycles rather than EEvee because its way more faster to load, I tested in a 2k scene cycles took a couple of seconds switching to render view on CPU, Eevee took 12 Mins to load all textures, I hope Eevee next solves this issue if not, I would really hope that you consider developing the workbench preview **Exact steps for others to reproduce the error** ?
Shady Hamza added the
Type
Report
Priority
Normal
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Needs Triage
labels 2023-08-11 01:46:41 +02:00
Member

The intention of the viewport color "Texture" mode is to Show the texture from the active image texture node using the active UV map coordinates. I believe it does not take additional node operations into account, if it does it might need longer time to compile material shaders.

I think it might work to have the preview account for mapping nodes, not sure, depending on the complexity of your connection, some people would manually calculate coordinates, so there really isn't a way to "just use these nodes but ignore others".

The intention of the viewport color "Texture" mode is to `Show the texture from the active image texture node using the active UV map coordinates`. I believe it does not take additional node operations into account, if it does it might need longer time to compile material shaders. I think it might work to have the preview account for mapping nodes, not sure, depending on the complexity of your connection, some people would manually calculate coordinates, so there really isn't a way to "just use these nodes but ignore others".
YimingWu added
Status
Needs Info from Developers
Interest
EEVEE & Viewport
and removed
Status
Needs Triage
labels 2023-08-11 04:44:32 +02:00
Author

the thing is the preview change depending on what image texture you are selecting like rough, color..etc, why not preview the texture depending on whats selected and neglect the rest, for example if a node tree starts as follows, image texture > color ramp > BSDF, then it shows image texture when i select the image texture node and shows image texture plus color ramp if I select color ramp and so on, the problem with eevee, is that it compiles everything at once which take a huuge time on a complex scene which is not manageable

the thing is the preview change depending on what image texture you are selecting like rough, color..etc, why not preview the texture depending on whats selected and neglect the rest, for example if a node tree starts as follows, image texture > color ramp > BSDF, then it shows image texture when i select the image texture node and shows image texture plus color ramp if I select color ramp and so on, the problem with eevee, is that it compiles everything at once which take a huuge time on a complex scene which is not manageable
Author

plus at the end we always preview the roughness and cycles depended nodes in cycles because either way these nodes differ in eevee to cycles, the only ones are images , texture coordinates, uvs and procedural textures nodes, these are the ones needing fast previews, its not efficient to wait alot to switch to preview to change a UV coord. or a noise node

plus at the end we always preview the roughness and cycles depended nodes in cycles because either way these nodes differ in eevee to cycles, the only ones are images , texture coordinates, uvs and procedural textures nodes, these are the ones needing fast previews, its not efficient to wait alot to switch to preview to change a UV coord. or a noise node
Author

the limit resolution also is not having an effect on compiling and preview time, let me know please if using for example 2k textures in first place is faster than using 4k then limiting the res to 2k or not

the limit resolution also is not having an effect on compiling and preview time, let me know please if using for example 2k textures in first place is faster than using 4k then limiting the res to 2k or not
Member

The texture loading time thing might be a separate bug. If you could find a file that prominently reproduces this issue, please report that as well. :)

The texture loading time thing might be a separate bug. If you could find a file that prominently reproduces this issue, please report that as well. :)
Author

#107370 (comment)
test it on this file

https://projects.blender.org/blender/blender/issues/107370#issuecomment-939794 test it on this file
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Reference: blender/blender#111027
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