Mix Shader Materials Glitch on the Viewport on EEVEE #67557

Closed
opened 2019-07-24 05:19:41 +02:00 by L J Rodriguez · 5 comments

System Information
Operating system: Windows 10
Graphics card: NVIDIA Geforce GTX 1050

Blender Version
Broken: (example: 2.80, Release Candidate, downloaded today (also happens in the RC1)

Worked: None (yet) (hobbyst)

When adding the materials provided (the most basic is a Glossy BSDF + Diffuse BSDF) the viewport freezes the image whenever the material should be displayed.

Exact steps for others to reproduce the error
Nothing, just open the file and rotate the camera on Look Dev or Rendered (with EEVEE)

example.zip

Simplified file, in case you can't reproduce: link to video Eevee Material Problem

**System Information** Operating system: Windows 10 Graphics card: NVIDIA Geforce GTX 1050 **Blender Version** Broken: (example: 2.80, Release Candidate, downloaded today (also happens in the RC1) Worked: None (yet) (hobbyst) When adding the materials provided (the most basic is a Glossy BSDF + Diffuse BSDF) the viewport freezes the image whenever the material should be displayed. **Exact steps for others to reproduce the error** Nothing, just open the file and rotate the camera on Look Dev or Rendered (with EEVEE) [example.zip](https://archive.blender.org/developer/F7626134/example.zip) Simplified file, in case you can't reproduce: link to video [Eevee Material Problem ](https://youtu.be/mScseu7krfU)
Author

Added subscriber: @achrintist

Added subscriber: @achrintist

Added subscriber: @Peter-Sampson

Added subscriber: @Peter-Sampson

I was able to replicate the problem and narrowed it down to being caused by a subsurface scattering shader node which is not connected to the active output. Also, the problem doesn't occur if the alpha blend mode in Eevee is set to Additive or Multiply, or if the subsurface scattering node is connected to the active output via a mix node(even with fac set to 0 fixes it).
Seems like having the subsurface scattering shader node present but not connected causes something to go awry, maybe with z sorting and or viewport updates of the material.

I was able to replicate the problem and narrowed it down to being caused by a subsurface scattering shader node which is not connected to the active output. Also, the problem doesn't occur if the alpha blend mode in Eevee is set to Additive or Multiply, or if the subsurface scattering node is connected to the active output via a mix node(even with fac set to 0 fixes it). Seems like having the subsurface scattering shader node present but not connected causes something to go awry, maybe with z sorting and or viewport updates of the material.
Author

In #67557#734404, @Peter-Sampson wrote:
I was able to replicate the problem and narrowed it down to being caused by a subsurface scattering shader node which is not connected to the active output. Also, the problem doesn't occur if the alpha blend mode in Eevee is set to Additive or Multiply, or if the subsurface scattering node is connected to the active output via a mix node(even with fac set to 0 fixes it).
Seems like having the subsurface scattering shader node present but not connected causes something to go awry, maybe with z sorting and or viewport updates of the material.

So, I'm just answeing to say, yes, that works for me, too, though I guess I must leave the post for it to be included in a list of tasks for a minor fix preventing this from happening?

I tried to edit on tags to easier developer finding I hope, now I know the problem is the subsurface scattering, but seems to not work that way or I don't get the tag system.

> In #67557#734404, @Peter-Sampson wrote: > I was able to replicate the problem and narrowed it down to being caused by a subsurface scattering shader node which is not connected to the active output. Also, the problem doesn't occur if the alpha blend mode in Eevee is set to Additive or Multiply, or if the subsurface scattering node is connected to the active output via a mix node(even with fac set to 0 fixes it). > Seems like having the subsurface scattering shader node present but not connected causes something to go awry, maybe with z sorting and or viewport updates of the material. So, I'm just answeing to say, yes, that works for me, too, though I guess I must leave the post for it to be included in a list of tasks for a minor fix preventing this from happening? I tried to edit on tags to easier developer finding I hope, now I know the problem is the subsurface scattering, but seems to not work that way or I don't get the tag system.
Clément Foucault was assigned by Sebastian Parborg 2019-08-01 14:47:22 +02:00

Closed as duplicate of #67646

Closed as duplicate of #67646
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Reference: blender/blender#67557
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