As of 2.76 Cycles matcap materials no longer work #46684

Closed
opened 2015-11-03 19:21:16 +01:00 by Seth L. · 6 comments

System Information
OS X 10.10.1
ATI Radeon HD 4850 512 MB

Blender Version
Broken: 2.76 48f7dd6
Worked: 2.76 rc3 fb78f6d

Short description of error
The established node setup for Cycles matcap materials no longer works in 2.76. I don't mind changing the setup if that is what is required, but if there is no way to create matcap materials in Cycles that is a problem. Is this the result of a change of standards for how vector data is handled, or did something just simply break?

This may or may not be related to a bug I submitted on Oct 7th which involved this node setup breaking specifically when Open Shading Language was enabled. (That bug was resolved.)

Exact steps for others to reproduce the error
Observe the .blend when opened in 2.76 rc3 versus in 2.76 - the node setup does not produce a matcap result anymore in 2.76.
matcap_stopped_working_in_276.blend

**System Information** OS X 10.10.1 ATI Radeon HD 4850 512 MB **Blender Version** Broken: 2.76 48f7dd6 Worked: 2.76 rc3 fb78f6d **Short description of error** The established node setup for Cycles matcap materials no longer works in 2.76. I don't mind changing the setup if that is what is required, but if there is no way to create matcap materials in Cycles that is a problem. Is this the result of a change of standards for how vector data is handled, or did something just simply break? This may or may not be related to [a bug I submitted on Oct 7th ](https://developer.blender.org/T46407) which involved this node setup breaking specifically when Open Shading Language was enabled. (That bug was resolved.) **Exact steps for others to reproduce the error** Observe the .blend when opened in 2.76 rc3 versus in 2.76 - the node setup does not produce a matcap result anymore in 2.76. [matcap_stopped_working_in_276.blend](https://archive.blender.org/developer/F250553/matcap_stopped_working_in_276.blend)
Author

Changed status to: 'Open'

Changed status to: 'Open'
Author

Added subscriber: @quantumanomaly

Added subscriber: @quantumanomaly

Added subscriber: @mont29

Added subscriber: @mont29

Changed status from 'Open' to: 'Archived'

Changed status from 'Open' to: 'Archived'
Bastien Montagne self-assigned this 2015-11-05 14:23:36 +01:00

You simply need to switch your TransformVector node from 'Point' to 'Normal' mode - wonder how it could work at all in 'Point' mode previously, probably because transform did not take all elements (location one esp.) into account?

You simply need to switch your TransformVector node from 'Point' to 'Normal' mode - wonder how it could work at all in 'Point' mode previously, probably because transform did not take all elements (location one esp.) into account?
Author

Ha! So it was a fluke that it worked before. Well now we know the correct way to do it, so that's good. Thank you for looking into it and explaining.

Ha! So it was a fluke that it worked before. Well now we know the correct way to do it, so that's good. Thank you for looking into it and explaining.
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Reference: blender/blender#46684
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