Eevee world volume corrupted render on macOS #71354
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Reference: blender/blender#71354
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System Information
Operating system: macOS 10.13.6 (17G9016)
Graphics card: Radeon Pro 580 8192 MB. EFI 01.00.931 VBIOS 113-D0001A1X-025
Blender Version
Broken: version: 2.80 (sub 75), branch: master, commit date: 2019-07-29 14:47, hash:
f6cb5f5449
, type: Release)Short description of error
Purple hue is applied on every on Eevee viewport when using world volume and swapping from one workplace to another (e.g from shading to viewport).
Renders fine with no purple tint.
Exact steps for others to reproduce the error
open file go to shading editor, change to rendered view and confirm principled volume is linked to world. it should be ok in viewport.
go back to viewport, change to rendered view. it goes pinkish.
hit render, it actually renders ok but still pink if you go back.
volume2test.blend
Additional Info:
No issues with cycles viewport.
No issues if i actually render it with either cycles or eevee.
Issue goes away if: i restart blender/reload file OR just cut the volume node from world volume without the need to restart, so it shouldn’t be the mesh volumes fault
in both cases it reappears anyway if i connect it again and i swap workplace.
I have tried adding a background material on world but it didn’t help and i fiddled around with scales sizes and other settings as well.
I have made a new file from scratch and issue repeats.
Rebooted mac, issue repeats.
https://www.youtube.com/watch?v=kYv3ZIlb_sU&vl=en-GB
Interestingly enough, downloading and opening the Nebula_WorldVolume.blend actually reproduced the same error, everything gets a purplish tint on viewport, same behaviour as above in fixing it temporarily etc.
Added subscriber: @Atalluc
#76904 was marked as duplicate of this issue
#73438 was marked as duplicate of this issue
Added subscriber: @nacioss
It works fine on my end, i have Ubuntu 18.04.3 with AMD RX 580.
Also try with the latest Blender 2.81 build from here: https://builder.blender.org/download/
Hello, it's the same with "version: 2.81 (sub 16), branch: master, commit date: 2019-11-05 18:23, hash:
9d1031b011
, type: Release" :/Added subscriber: @mano-wii
Not sure if this works on mac, but shader compilation error messages usually appear on the console.
https://blender.stackexchange.com/questions/102860/how-to-open-system-console-to-get-output-from-blender-on-mac-os-10
Try to run
blender_debug-gpu.cmd
that is included in the download.After Blender closes, the logs will be in a text file which can be attached here.
Hello, can you please be a bit more explicit on the exact steps i need to follow since this is the first time i do it?
Alias didn't output anything important on the console, other commands didn't run as is or didn't output any file anywhere near where the alias was or on contents
Thanks
I don't have a Mac, I don't know either.
But see if the information here helps:
https://blender.stackexchange.com/questions/102860/how-to-open-system-console-to-get-output-from-blender-on-mac-os-10
If it works, just copy any error message that appears on the console and paste it here.
Ok so….For some reason when the script run it lunched 2.79 so i deleted it and the config files for all versions that i had at:
/Users/usery/Library/Application Support/Blender/
So now the only blender version application on my system is the 2.80 release as above with out of the box configuration.
Tried both approaches by creating an “alias” and the applescript approach (with a small change on the path from “blender/blender.app” to just “blender.app”):
In both cases it would not include the errors again just the usual Blender execution output, quit saving session etc etc. I did notice that when i used the script as is before deleting 2.79 and forced an error on 2.79 by trying to load a 2.80 file a lot of errors where automatically logged in it’s command window. When trying adding argument --debug-gpu in the end of blender script didn’t pass the args so what worked in the end to get the logs is:
Open Terminal and execute:
Is that helpful? Should i execute with another argument?
All these messages are expected, none showed a shader compilation error (from the volume material).
I imagine these error messages are not displayed by MAC systems :
Let's wait to see if any developers come up with any ideas.
Added subscriber: @sebbas
I was just able to reproduce this bug on my machine.
@sebbas,
What is the platform?
Are there any compilation error messages?
@mano-wii oh, forgot to mention, I tested this on macOS 10.14.6 Not yet, still looking into it.
Added subscribers: @WilliamReynish, @Sergey
@WilliamReynish @Sergey can you give this a try on your machine? If I remember correctly you both run macOS without dedicated GPU.
I can not reproduce on Iris Plus 665.
Ok thanks, just wanted to confirm that this is one of the GPU issues.
Hello, just an update that issue persists on Blender 2.82a (2.82.6) downloaded today.
Added subscriber: @ankitm
Operating system: Darwin-18.6.0-x86_64-i3 86-64bit 64 Bits
Graphics card: Intel(R) HD Graphics 6000 Intel Inc. 4.1 INTEL-12.9.22 1536MB
macOS 10.14.5
processor 1.8 GHz Intel Core i5
Broken: version: 2.82 (sub 6), branch: master, commit date: 2020-01-10 15:30, hash:
1cb938ef2c
viewport_shading.txt
Cleared ~/Library/Application Support/Blender/2.82 first.
Events corresponding to the log file in the video:
Screen Recording 2020-01-11 at 03.14.29.mov
Added subscriber: @slinkous
I have the exact same problem with the exact same stuff...
https://developer.blender.org/T73438
It had used to happen with cycles even without a volume but it seems like that problem went away with 2.81.
Added subscriber: @girafic
Eevee world volume, unwanted purple tint in viewport onlyto Eevee world volume corrupted render on macOSAdded subscribers: @Tevryan, @EAW, @Calra, @Alaska
After playing around some more, I may have a clue as to what is causing this issue. I was having a (seemingly different) issue when rendering the same scene in cycles. Changing the sun strength didn't change the brightness of the scene in cycles, but did work in Eevee. So, searching around, I found the solution to this problem here:
https://blenderartists.org/t/sunlight-doesnt-show-in-cycles-blender-2-8/1176743
"You have a volume shader in world. This is infinitely thick. Sun is infinitely far away. They don’t work together. Either use localized lights in world volume, or use a cube as a volume."
So I changed the light type from sun to spot, and the problem went away when rendering in Eevee. Though, after this, I did have a hard time replicating the error again, even when switching back. It was almost like something latched afterward. So, I'm not a programmer, but I'm guessing that the bug has to do with some infinities that crop up in the programming, causing this rendering error (?).
Removed subscriber: @nacioss
Hey Tev thanks for sharing your thoughts.
However, in my initial files i have used no sun at all, i use a point lamp and an area lamp.
I do agree though it must be the world volume as if i delete one of the /lamp/area/box volume the issue still persists, even if i just leave a lamp only.
However something good:
It has been a while since we heard but i checked again and i think i don't get the issue anymore when trying this on 2.90 alpha. But only a developer can confirm if this was intentional bug fixing or a random bi-product fix of another work... So, on 2.90 alpha:
2.82.7 and 2.83.0 behave a bit differently even between them. 2.90 alpha has the _solid phase but then works perfectly no purple tint even if i move between workspaces / change viewing mode, and the
The 2.90 alpha version i used for this post:
version: 2.90.0 Alpha, branch: master, commit date: 2020-06-03 18:45, hash:
b94ab93dfb
, type: Releasebuild date: 2020-06-03, 23:22:54
2.90_alpha_solid
2.83.0_final
2.90_alpha_final_ok
2.82.7_final
Added subscriber: @fclem
Changed status from 'Confirmed' to: 'Resolved'
So this has been fixed in 2.90. Must have been the product of all the recent refactors. Nice to see if fixed things.