EEVEE scene with many instances opens with huge white glare, or black materials #74302

Closed
opened 2020-02-28 18:05:18 +01:00 by Karl Northfell · 41 comments

System Information
Operating system: Windows-10-10.0.17134-SP0 64 Bits
Graphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.30

Blender Version
Broken: version: 2.82 (sub 7), branch: master, commit date: 2020-02-12 16:20, hash: 77d23b0bd7
Worked: (optional)

Short description of error
Open blender scene, blender scene shows blinding white light that fills the screen in some systems or black materials in another.

Exact steps for others to reproduce the error

  • Open blender scene provided,
  • go into viewport rendering mode,
  • scene should glow bright white light or with black materials.

If you exclude main collection from view layer, then enable it again, the light should go away.
Also note that if you exclude, then enable it again, then revert the scene or re-open the scene, the error will not happen again. It only happens when blender if first opened.

eevee_white_scene.blend

**System Information** Operating system: Windows-10-10.0.17134-SP0 64 Bits Graphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.30 **Blender Version** Broken: version: 2.82 (sub 7), branch: master, commit date: 2020-02-12 16:20, hash: `77d23b0bd7` Worked: (optional) **Short description of error** Open blender scene, blender scene shows blinding white light that fills the screen in some systems or black materials in another. **Exact steps for others to reproduce the error** - Open blender scene provided, - go into viewport rendering mode, - scene should glow bright white light or with black materials. If you exclude main collection from view layer, then enable it again, the light should go away. Also note that if you exclude, then enable it again, then revert the scene or re-open the scene, the error will not happen again. It only happens when blender if first opened. [eevee_white_scene.blend](https://archive.blender.org/developer/F8378539/eevee_white_scene.blend)
Author

Added subscriber: @GlobalKrampus

Added subscriber: @GlobalKrampus

#73092 was marked as duplicate of this issue

#73092 was marked as duplicate of this issue

#74519 was marked as duplicate of this issue

#74519 was marked as duplicate of this issue

#77305 was marked as duplicate of this issue

#77305 was marked as duplicate of this issue

#71552 was marked as duplicate of this issue

#71552 was marked as duplicate of this issue

#76253 was marked as duplicate of this issue

#76253 was marked as duplicate of this issue

Added subscriber: @SpectreFirst

Added subscriber: @SpectreFirst

Added subscriber: @mano-wii

Added subscriber: @mano-wii

Changed status from 'Needs Triage' to: 'Needs User Info'

Changed status from 'Needs Triage' to: 'Needs User Info'

I don't understand the steps to reproduce the problem.
What do you mean by: "scene should glow bright white light"?
How do you "exclude main collection from view layer" and enable it again?
image.png

I don't understand the steps to reproduce the problem. What do you mean by: "scene should glow bright white light"? How do you "exclude main collection from view layer" and enable it again? ![image.png](https://archive.blender.org/developer/F8383413/image.png)
Author

reproduce_error.png

Apologies for not being clearer, I attached a screenshot showing the steps to reproduce the error. Open the scene, and then change viewport shading to render preview mode, then the scene should glow bright white, being apparently emitted by the objects in the scene. I said exclude main collection from view layer because originally these objects were in a collection that you could uncheck, in this case simply hide and show their visibility in the viewport (the eye icons) and the white light should go away. This should persist even if you reopen the scene. The light error comes back if you close and reopen blender.

![reproduce_error.png](https://archive.blender.org/developer/F8383709/reproduce_error.png) Apologies for not being clearer, I attached a screenshot showing the steps to reproduce the error. Open the scene, and then change viewport shading to render preview mode, then the scene should glow bright white, being apparently emitted by the objects in the scene. I said exclude main collection from view layer because originally these objects were in a collection that you could uncheck, in this case simply hide and show their visibility in the viewport (the eye icons) and the white light should go away. This should persist even if you reopen the scene. The light error comes back if you close and reopen blender.

Changed status from 'Needs User Info' to: 'Needs Triage'

Changed status from 'Needs User Info' to: 'Needs Triage'
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Added subscriber: @lichtwerk

Added subscriber: @lichtwerk
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Changed status from 'Needs Triage' to: 'Needs User Info'

Changed status from 'Needs Triage' to: 'Needs User Info'
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Does not happen here.
(neither 189e96ba68, nor ee7034949f)

System Information
Operating system: Linux-5.4.17-200.fc31.x86_64-x86_64-with-fedora-31-Thirty_One 64 Bits
Graphics card: GeForce GTX 970M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.44
version: 2.83 (sub 6), branch: master (modified), commit date: 2020-03-03 09:01, hash: ee7034949f

Possibly a newer GPU driver could help (shot in the dark)?
To upgrade to the latest driver, see here for more information: https://docs.blender.org/manual/en/dev/troubleshooting/gpu/index.html

Does not happen here. (neither 189e96ba68, nor ee7034949f) **System Information** Operating system: Linux-5.4.17-200.fc31.x86_64-x86_64-with-fedora-31-Thirty_One 64 Bits Graphics card: GeForce GTX 970M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.44 version: 2.83 (sub 6), branch: master (modified), commit date: 2020-03-03 09:01, hash: `ee7034949f` Possibly a newer GPU driver could help (shot in the dark)? To upgrade to the latest driver, see here for more information: https://docs.blender.org/manual/en/dev/troubleshooting/gpu/index.html
Author

newest_drivers.png
screenshot_scene_after_updating.png
my_system_info.txt
Thanks for the suggestion. I did indeed have an older driver, so I just now updated to the lasted Nvidia gameready driver which is from 2/27/20. I also restarted my computer for good measure. However, having opened blender and rechecked the scene the same problem is occurring.

I've also tested this scene on three other windows computers in my office (a very similarly spec'd Alienware and two puget system builds) and also on two macs and they all exhibit the same problem. The mac scenes however, glow blue. I've attached their system info in case it helps.
other_alienware_system-info.txt
puget_build_1_system-info.txt
puged_build_2_system-info.txt
screenshot_slow_trashcan_mac.png
system-info_slow_trashcan_mac.txt
screenshot_fast_trashcan_mac.png
system-info_fast_trashcan_mac.txt

![newest_drivers.png](https://archive.blender.org/developer/F8385266/newest_drivers.png) ![screenshot_scene_after_updating.png](https://archive.blender.org/developer/F8385273/screenshot_scene_after_updating.png) [my_system_info.txt](https://archive.blender.org/developer/F8385289/my_system_info.txt) Thanks for the suggestion. I did indeed have an older driver, so I just now updated to the lasted Nvidia gameready driver which is from 2/27/20. I also restarted my computer for good measure. However, having opened blender and rechecked the scene the same problem is occurring. I've also tested this scene on three other windows computers in my office (a very similarly spec'd Alienware and two puget system builds) and also on two macs and they all exhibit the same problem. The mac scenes however, glow blue. I've attached their system info in case it helps. [other_alienware_system-info.txt](https://archive.blender.org/developer/F8385295/other_alienware_system-info.txt) [puget_build_1_system-info.txt](https://archive.blender.org/developer/F8385304/puget_build_1_system-info.txt) [puged_build_2_system-info.txt](https://archive.blender.org/developer/F8385317/puged_build_2_system-info.txt) ![screenshot_slow_trashcan_mac.png](https://archive.blender.org/developer/F8385280/screenshot_slow_trashcan_mac.png) [system-info_slow_trashcan_mac.txt](https://archive.blender.org/developer/F8385283/system-info_slow_trashcan_mac.txt) ![screenshot_fast_trashcan_mac.png](https://archive.blender.org/developer/F8385284/screenshot_fast_trashcan_mac.png) [system-info_fast_trashcan_mac.txt](https://archive.blender.org/developer/F8385287/system-info_fast_trashcan_mac.txt)

I also cannot reproduce the problem.
Is there something missing from the steps described?

I open the file and go to render preview mode.
I don't see bloom. (However, the grass material is black. I have to select to update it).

Operating system: Windows-10-10.0.18941 64 Bits
Graphics card: Radeon (TM) RX 480 Graphics ATI Technologies Inc. 4.5.13586 Core Profile Context 19.50.01.05 26.20.15001.5006

I also cannot reproduce the problem. Is there something missing from the steps described? I open the file and go to render preview mode. I don't see bloom. (However, the grass material is black. I have to select to update it). **Operating system:** Windows-10-10.0.18941 64 Bits **Graphics card:** Radeon (TM) RX 480 Graphics ATI Technologies Inc. 4.5.13586 Core Profile Context 19.50.01.05 26.20.15001.5006
Author

No, you did the steps correctly. I've tried this scene on multiple workstations at work and also at home and can reproduce it every time. All I can suggest is to try it on different hardware.

No, you did the steps correctly. I've tried this scene on multiple workstations at work and also at home and can reproduce it every time. All I can suggest is to try it on different hardware.

I think I'm having the same problem on a regular basis as well but I have never reported it because it is very hard to determine how to reproduce this with consistency. It feels like the problem occurs when textures are being loaded after the main calculation of lighting and shaders, this tends to happen when I work from the network drive and network itself is very busy, but if you have loaded your scene at least once, textures seems to become cached somewhere in memory hence why this problem does not occur when you load your scene for the second time in a short timespan.

Oftentimes this glitch is caused by Bloom, it disappears if you disable and re-enable Bloom after everything was loaded, pretty much the same if you enable-disable something which also causes recalculation.

Windows 10, GeForce 2070

I think I'm having the same problem on a regular basis as well but I have never reported it because it is very hard to determine how to reproduce this with consistency. It feels like the problem occurs when textures are being loaded after the main calculation of lighting and shaders, this tends to happen when I work from the network drive and network itself is very busy, but if you have loaded your scene at least once, textures seems to become cached somewhere in memory hence why this problem does not occur when you load your scene for the second time in a short timespan. Oftentimes this glitch is caused by Bloom, it disappears if you disable and re-enable Bloom after everything was loaded, pretty much the same if you enable-disable something which also causes recalculation. Windows 10, GeForce 2070
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Added subscriber: @EAW

Added subscriber: @EAW
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Changed status from 'Needs User Info' to: 'Confirmed'

Changed status from 'Needs User Info' to: 'Confirmed'
Member

I am able to reproduce every time I open the file.


Operating system: Windows-10-10.0.18362-SP0 64 Bits
Graphics card: GeForce GTX 470/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 388.13

Blender Version
2.83 (sub 6), branch: master, commit date: 2020-03-07 21:46, hash: 62f238a65e


Running with --debug-gpu

Start with a bunch of:

GL API other: Buffer detailed info: Buffer object 1 (bound to GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (0), GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (1), and GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) has been mapped WRITE_ONLY in SYSTEM HEAP memory (fast).
Followed by a bunch of
GL API other: Buffer detailed info: Buffer object 3 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_STREAM_DRAW) will use VIDEO memory as the source for buffer object operations.
Then some actual GPUTexture creation,
Then a whole bunch of missing letters at the beginning of pass names. I suspect this isn't a good thing:

GPUShaderInterface: Warning: Uniform 'lar' not found!
GPUShaderInterface: Warning: Uniform 'ughness' not found!
GPUShaderInterface: Warning: Uniform 'l' not found!
GPUShaderInterface: Warning: Uniform 'cular' not found!
GPUShaderInterface: Warning: Uniform 'ss' not found!```

It appears, although I am not certain of this, that once the bloom returns to normal, the `GPUShaderInterface` warnings are no longer produced.

[blender_debug_output_missing_letters_v2.txt](https://archive.blender.org/developer/F8394567/blender_debug_output_missing_letters_v2.txt)

[blender_system_info.txt](https://archive.blender.org/developer/F8394572/blender_system_info.txt)
I am able to reproduce every time I open the file. --- **Operating system:** Windows-10-10.0.18362-SP0 64 Bits **Graphics card:** GeForce GTX 470/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 388.13 **Blender Version** 2.83 (sub 6), branch: master, commit date: 2020-03-07 21:46, hash: 62f238a65e --- Running with --debug-gpu Start with a bunch of: ```GL API other: Buffer detailed info: Buffer object 1 (bound to GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (0), GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (1), and GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) has been mapped WRITE_ONLY in SYSTEM HEAP memory (fast).``` Followed by a bunch of ```GL API other: Buffer detailed info: Buffer object 3 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_STREAM_DRAW) will use VIDEO memory as the source for buffer object operations.``` Then some actual GPUTexture creation, Then a whole bunch of missing letters at the beginning of pass names. *I suspect this isn't a good thing*: ```GPUShaderInterface: Warning: Uniform 'metallic' not found! GPUShaderInterface: Warning: Uniform 'lar' not found! GPUShaderInterface: Warning: Uniform 'ughness' not found! GPUShaderInterface: Warning: Uniform 'l' not found! GPUShaderInterface: Warning: Uniform 'cular' not found! GPUShaderInterface: Warning: Uniform 'ss' not found!``` It appears, although I am not certain of this, that once the bloom returns to normal, the `GPUShaderInterface` warnings are no longer produced. [blender_debug_output_missing_letters_v2.txt](https://archive.blender.org/developer/F8394567/blender_debug_output_missing_letters_v2.txt) [blender_system_info.txt](https://archive.blender.org/developer/F8394572/blender_system_info.txt)

Added subscriber: @JBSCoasters

Added subscriber: @JBSCoasters

I personally have this issue as well, one of my projects goes completely white when i opened it and the only way to fix it is by hiding everything and showing it again or by opening working project before i open this project. I have attached my project that also has the same issue.

Blender_GM_01 - Copy.blend

My DxDiag report, so you can see my hardware specification.
Dxdiag2.txt

I personally have this issue as well, one of my projects goes completely white when i opened it and the only way to fix it is by hiding everything and showing it again or by opening working project before i open this project. I have attached my project that also has the same issue. [Blender_GM_01 - Copy.blend](https://archive.blender.org/developer/F8454927/Blender_GM_01_-_Copy.blend) My DxDiag report, so you can see my hardware specification. [Dxdiag2.txt](https://archive.blender.org/developer/F8454937/Dxdiag2.txt)

Although I cannot reproduce the reported issue.
This scene presents an error when updating the materials.
So I will confirm as a Bug

Although I cannot reproduce the reported issue. This scene presents an error when updating the materials. So I will confirm as a Bug
Germano Cavalcante changed title from EEVEE scene opens with huge white glare, fixes when objects are hidden then shown to EEVEE scene with many instances opens with huge white glare, or black materials 2020-04-30 16:42:22 +02:00

Added subscribers: @RobertS, @Alaska

Added subscribers: @RobertS, @Alaska

Added subscriber: @rogper

Added subscriber: @rogper

WhiteScreenBug.gif
I have this bug present all the time on the set for Resilience Satelle, which has thousands of instanced objects and hundreds of linked materials.
In the attachment goes an animated .gif of the steps I have to make to "solve" the problem.

![WhiteScreenBug.gif](https://archive.blender.org/developer/F8511671/WhiteScreenBug.gif) I have this bug present all the time on the set for Resilience Satelle, which has thousands of instanced objects and hundreds of linked materials. In the attachment goes an animated .gif of the steps I have to make to "solve" the problem.

Today, I had a hell of a time getting my scene back in working order .

Fiddling with the clipping distance did nothing for me this time, and instead my solution was to disable a collection with 50k objects in it. After I did that, the scene began rendering normally again when I switched to the rendered mode, and it continued to render normally after I switched the 50k objects back on. This juggling back and forth still has to be performed every time I open the file.

Today, I had a hell of a time [getting my scene back in working order ](https://developer.blender.org/T76253#920891). Fiddling with the clipping distance did nothing for me this time, and instead my solution was to disable a collection with 50k objects in it. After I did that, the scene began rendering normally again when I switched to the rendered mode, and it continued to render normally after I switched the 50k objects back on. This juggling back and forth still has to be performed every time I open the file.

Added subscribers: @nacioss, @fclem, @DimaKon, @thechode

Added subscribers: @nacioss, @fclem, @DimaKon, @thechode

Ok, perhaps some more hints to narrow this down:

Today, I disabled all traffic (50k particles) and enabled rendered mode, then turned everything back on and everything looked fine. I then noticed that I was lacking fog, because I had turned visibility on that object off to be able to edit easier... so I tested to just render an image and see what happens. All black.

I then turned the traffic back off, turned the fog on, switched to rendered mode, and this time the fog kicked in. Only then was I able to turn the 50k particles back on.

Ok, perhaps some more hints to narrow this down: Today, I disabled all traffic (50k particles) and enabled rendered mode, then turned everything back on and everything looked fine. I then noticed that I was lacking fog, because I had turned visibility on that object off to be able to edit easier... so I tested to just render an image and see what happens. All black. I then turned the traffic back off, turned the fog on, switched to rendered mode, and this time the fog kicked in. Only then was I able to turn the 50k particles back on.

I'm not sure if this is any help narrowing this down, but when this occurs for me my workaround to immediately resolve is:

  • Save
  • Open a new scene (default - default cube, default lamp, default camera, eevee)
  • Set viewport view to Rendered
  • Open bugged out scene immediately, and it renders fine.

Will keep an eye on this with 2.83 LTS release a bit later today. Although it doesn't happen everytime, just now and again. So if it has been resolved, will only realise by not having to do the workaround.

I'm not sure if this is any help narrowing this down, but when this occurs for me my workaround to immediately resolve is: - Save - Open a new scene (default - default cube, default lamp, default camera, eevee) - Set viewport view to Rendered - Open bugged out scene immediately, and it renders fine. Will keep an eye on this with 2.83 LTS release a bit later today. Although it doesn't happen everytime, just now and again. So if it has been resolved, will only realise by not having to do the workaround.

Added subscribers: @SKL10190, @ankitm, @Jewls

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Removed subscriber: @nacioss

Removed subscriber: @nacioss

Hi All, I also experience this kind of problem in the point of switching to eevee, will turn all materials to white. I already reported it a few months ago (sorry I don't know how to tag names). I also found a way on how to solve this problem quickly with out making a new blend file. I don't know why this solves the issue for me but it works all the time I get that problem in eevee.

STEPS:

If all your materials turn white while switching to eevee.

  1. Go to solid mode.
  2. Delete one object on your scene.
  3. Undo the deleted object.
  4. Hit preview render again on eevee.
  5. All materials will be fixed.

This is the only solution that works for me.

Hi All, I also experience this kind of problem in the point of switching to eevee, will turn all materials to white. I already reported it a few months ago (sorry I don't know how to tag names). I also found a way on how to solve this problem quickly with out making a new blend file. I don't know why this solves the issue for me but it works all the time I get that problem in eevee. STEPS: If all your materials turn white while switching to eevee. 1. Go to solid mode. 2. Delete one object on your scene. 3. Undo the deleted object. 4. Hit preview render again on eevee. 5. All materials will be fixed. This is the only solution that works for me.
Member

Since #77851 (black and white textures eevee and cycle) has been reported again, and that one is resolved in 2.90, could someone check again if this report is still valid in 2.90?

Since #77851 (black and white textures eevee and cycle) has been reported again, and that one is resolved in 2.90, could someone check again if this report is still valid in 2.90?

I confirm that the problem, in my case, is solved in the most recent 2.90 build.

I confirm that the problem, in my case, is solved in the most recent 2.90 build.
Member

Changed status from 'Confirmed' to: 'Resolved'

Changed status from 'Confirmed' to: 'Resolved'
Philipp Oeser self-assigned this 2020-06-16 10:49:43 +02:00
Member

OK, will assume this is fixed then and close.
For the remaining question if this is a candidate for 2.83 LTS, please refer to #77851.
(and of course: for anyone still experiencing this in 2.90, please comment again here, we can always reopen)

OK, will assume this is fixed then and close. For the remaining question if this is a candidate for 2.83 LTS, please refer to #77851. (and of course: for anyone still experiencing this in 2.90, please comment again here, we can always reopen)

Added subscribers: @awils27, @PaulHartsuyker, @iss

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Reference: blender/blender#74302
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