Attribute Node in World Shader Broken on Metal Rendering Backend #112952

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opened 2023-09-27 13:05:45 +02:00 by Adrians Netlis · 7 comments

System Information
Operating system: macOS 13.1 and 13.4.1
Graphics card: Tested on Apple M1 and M2 (16 GPU core model)

Blender Version
Broken: 3.5, 3.6, 3.6.1, 3.6.2, 3.6.3 (official releases)
Worked: Unknown

Short description of error
Whenever Attribute node is connected to a world shader anywhere while using Metal rendering backend, the shader breaks in Eevee. It turns all bright magenta color. This has been tested in official release versions from 3.5 to 3.6.3 on both an M1 and M2 device and has been reproduced each time. This also happens independently of the contents of the attribute node.

Console output when running Blender (likely related to this):
image

How it looks like:
image

Exact steps for others to reproduce the error
Open Blender in macOS with Apple Silicon. Ensure Metal rendering backend is selected in System settings and the render engine is set to Eevee.
Open shader editor, add a new Attribute node and connect any of it's outputs to any of the inputs within the shader.

**System Information** Operating system: macOS 13.1 and 13.4.1 Graphics card: Tested on Apple M1 and M2 (16 GPU core model) **Blender Version** Broken: 3.5, 3.6, 3.6.1, 3.6.2, 3.6.3 (official releases) Worked: Unknown **Short description of error** Whenever Attribute node is connected to a world shader anywhere while using Metal rendering backend, the shader breaks in Eevee. It turns all bright magenta color. This has been tested in official release versions from 3.5 to 3.6.3 on both an M1 and M2 device and has been reproduced each time. This also happens independently of the contents of the attribute node. Console output when running Blender (likely related to this): ![image](/attachments/fa8c6929-b05a-45a1-ade0-960ddbc101a8) How it looks like: ![image](/attachments/d1703357-ce34-4d53-bdf6-943a66d1215f) **Exact steps for others to reproduce the error** Open Blender in macOS with Apple Silicon. Ensure Metal rendering backend is selected in System settings and the render engine is set to Eevee. Open shader editor, add a new Attribute node and connect any of it's outputs to any of the inputs within the shader.
812 KiB
853 KiB
Adrians Netlis added the
Priority
Normal
Type
Report
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Needs Triage
labels 2023-09-27 13:05:45 +02:00
YimingWu added the
Platform
macOS
label 2023-09-28 11:51:33 +02:00

We should change the priority to HIGH for this one...

We should change the priority to HIGH for this one...
Iliya Katushenock added the
Interest
EEVEE & Viewport
label 2023-09-29 08:47:18 +02:00

@CGPenguin Hi, can you attach simple example file?
@danielsvitols Do you confirm this issues?

@CGPenguin Hi, can you attach simple example file? @danielsvitols Do you confirm this issues?

@mod_moder Yes. I confirm this issue for the Macbook Pro M1 chip.

@mod_moder Yes. I confirm this issue for the Macbook Pro M1 chip.

Hi 👋 ,
In the Physical Starlight Atmosphere demo, we are using attribute nodes and the user reports the same issue on M1 chip.

I'm using blender 3.6, the latest version of PSA installed yesterday. and I'm running MacOS 12.6.3

I managed to reproduce it on Apple M2 Pro v13.4.1.
I attached a simple node setup to reproduce the issue.

Hi 👋 , In the Physical Starlight Atmosphere demo, we are using attribute nodes and the user reports the same issue on M1 chip. > I'm using blender 3.6, the latest version of PSA installed yesterday. and I'm running MacOS 12.6.3 I managed to reproduce it on Apple M2 Pro v13.4.1. I attached a simple node setup to reproduce the issue.
Iliya Katushenock added this to the 3.6 LTS milestone 2023-09-29 10:07:16 +02:00

Hey @mod_moder,
This also persists on 4.0.2 and also on 4.1.0 Alpha.
I have a new use case with another addon.

We are finding a workaround that will detect Metal and provide a suboptimal solution, but this will limit users having Metal Rendering Backend.

Is there a possibility we are getting a fix for this? How far in the backlog is it? 😅

Hey @mod_moder, This also persists on 4.0.2 and also on 4.1.0 Alpha. I have a new use case with another addon. We are finding a workaround that will detect Metal and provide a **suboptimal solution**, but this will limit users having Metal Rendering Backend. Is there a possibility we are getting a fix for this? How far in the backlog is it? 😅

Same issues for me on 3.6, 4.0 on Mac Studio M2

Same issues for me on 3.6, 4.0 on Mac Studio M2

Same: MacOS 14.2.1 on M1 Max
Blender 3.6.4

Same: MacOS 14.2.1 on M1 Max Blender 3.6.4
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Reference: blender/blender#112952
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