Grease Pencil - Material - Fill - Style: broken Gradient and Texture #75061

Closed
opened 2020-03-24 19:26:30 +01:00 by Dmitry · 51 comments

System Information
Operating system: Darwin-19.3.0-x86_64-i386-64bit 64 Bits (Mac OS Catalina 10.15.3)
Graphics card: Intel Iris Pro OpenGL Engine Intel Inc. 4.1 INTEL-14.4.23

Blender Version
Broken: version: 2.83 (sub 11), branch: master, commit date: 2020-03-23 23:42, hash: 94b8166a8b, same for newer commit from 2020-03-24
Worked: 2.82a (2020-03-12)

Short description of error
When trying to set Gradient or Texture fill style type for GP material nothing happens - always have Solid look.
Screen Recording 2020-03-26 at 12.54.14.mov

Exact steps for others to reproduce the error

  • from splash select New File - 2D Animation
  • draw shape (circle)
  • go to materials (Solid Stroke is selected by default)
  • check in Fill - change Style to Gradient
  • slide Mix Factor parameter to, for example, 0.5.
    Same for Texture - still Base Color after assigning image and any change to Blend in Fill Texture paremeter.

or

As result, we will see Base Color without any gradient.

**System Information** Operating system: Darwin-19.3.0-x86_64-i386-64bit 64 Bits (Mac OS Catalina 10.15.3) Graphics card: Intel Iris Pro OpenGL Engine Intel Inc. 4.1 INTEL-14.4.23 **Blender Version** Broken: version: 2.83 (sub 11), branch: master, commit date: 2020-03-23 23:42, hash: `94b8166a8b`, same for newer commit from 2020-03-24 Worked: 2.82a (2020-03-12) **Short description of error** When trying to set Gradient or Texture fill style type for GP material nothing happens - always have Solid look. [Screen Recording 2020-03-26 at 12.54.14.mov](https://archive.blender.org/developer/F8428493/Screen_Recording_2020-03-26_at_12.54.14.mov) **Exact steps for others to reproduce the error** - from splash select New File - 2D Animation - draw shape (circle) - go to materials (Solid Stroke is selected by default) - check in Fill - change Style to Gradient - slide Mix Factor parameter to, for example, 0.5. Same for Texture - still Base Color after assigning image and any change to Blend in Fill Texture paremeter. or - Open attached file [Gradient_Test.blend](https://archive.blender.org/developer/F8428484/Gradient_Test.blend) As result, we will see Base Color without any gradient.
Author

Added subscriber: @Rezoob

Added subscriber: @Rezoob

#77405 was marked as duplicate of this issue

#77405 was marked as duplicate of this issue
Antonio Vazquez was assigned by Dmitry 2020-03-24 19:27:36 +01:00
Antonio Vazquez was unassigned by Eitan Traurig 2020-03-24 19:27:45 +01:00
Member

Added subscriber: @antoniov

Added subscriber: @antoniov
Antonio Vazquez was assigned by Eitan Traurig 2020-03-24 19:31:11 +01:00
Antonio Vazquez was unassigned by Dmitry 2020-03-24 19:31:37 +01:00
Antonio Vazquez was assigned by Dmitry 2020-03-24 19:32:58 +01:00
Member

Added subscriber: @EitanSomething

Added subscriber: @EitanSomething
Antonio Vazquez was unassigned by Eitan Traurig 2020-03-24 19:35:24 +01:00
Member

Please don't assign developers

Please don't assign developers
Author

sorry just noticed that i unassigned your assign to Antonio accidentally while making changes to task at the same time - will not further

sorry just noticed that i unassigned your assign to Antonio accidentally while making changes to task at the same time - will not further

Added subscriber: @iss

Added subscriber: @iss

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

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

Since in 2.83 gpencil drawing has been changed a lot, please use only 2.83 to describe a bug. Technically, you should always use latest version to report bugs.

In any case, I can not reproduce this issue on Windows. Does this happen when you click on File > Default > Load Factory Settings?

Since in 2.83 gpencil drawing has been changed a lot, please use only 2.83 to describe a bug. Technically, you should always use latest version to report bugs. In any case, I can not reproduce this issue on Windows. Does this happen when you click on File > Default > Load Factory Settings?
Author

Yes, it does - you can check screen recording video. At my old notebook (HP Probook 4720 with Mobility Radeon 4330 and Windows 7x64) "2D Animation" part doesn't work at all - when going to it or start drawing Blender crashes.

Screen Recording 2020-03-25 at 09.48.24.mov

Yes, it does - you can check screen recording video. At my old notebook (HP Probook 4720 with Mobility Radeon 4330 and Windows 7x64) "2D Animation" part doesn't work at all - when going to it or start drawing Blender crashes. [Screen Recording 2020-03-25 at 09.48.24.mov](https://archive.blender.org/developer/F8427894/Screen_Recording_2020-03-25_at_09.48.24.mov)
Author

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

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

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

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

You need to be sure to set the shading mode in material or render...you have enabled SOLID.

image.png

Depending of yor stroke, you must adjust the material position of the gradient, or you can use the new fill transform tool in Edit mode.

2020-03-26 10-44-21.mp4

Also, be sure to disable lighting if you want the same colors. If you don't disable lights, the colors will be affected by any scene light.

image.png

Here you have an example file.

Gradient_Test.blend

You need to be sure to set the shading mode in material or render...you have enabled SOLID. ![image.png](https://archive.blender.org/developer/F8428485/image.png) Depending of yor stroke, you must adjust the material position of the gradient, or you can use the new fill transform tool in Edit mode. [2020-03-26 10-44-21.mp4](https://archive.blender.org/developer/F8428488/2020-03-26_10-44-21.mp4) Also, be sure to disable lighting if you want the same colors. If you don't disable lights, the colors will be affected by any scene light. ![image.png](https://archive.blender.org/developer/F8428489/image.png) Here you have an example file. [Gradient_Test.blend](https://archive.blender.org/developer/F8428484/Gradient_Test.blend)
Author

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

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

Thank you so much to taking into this. I checked everything that you've explained using your example, but the problem is still here - plese check new screen recording. I'm always checking with last build.

Screen Recording 2020-03-26 at 12.54.14.mov

I've noticed that a mini-icon next to materials's name shows gradient, while bigger preview box shows Base Color right from start. As soon as i change any parameter of fill (tried Flip Colors and Blend in Fill...) the mini-icon changes to Base Color as well.

Screen Recording 2020-03-26 at 13.06.37.mov

Thank you so much to taking into this. I checked everything that you've explained using your example, but the problem is still here - plese check new screen recording. I'm always checking with last build. [Screen Recording 2020-03-26 at 12.54.14.mov](https://archive.blender.org/developer/F8428493/Screen_Recording_2020-03-26_at_12.54.14.mov) I've noticed that a mini-icon next to materials's name shows gradient, while bigger preview box shows Base Color right from start. As soon as i change any parameter of fill (tried Flip Colors and Blend in Fill...) the mini-icon changes to Base Color as well. [Screen Recording 2020-03-26 at 13.06.37.mov](https://archive.blender.org/developer/F8428528/Screen_Recording_2020-03-26_at_13.06.37.mov)

Added subscribers: @fclem, @mano-wii

Added subscribers: @fclem, @mano-wii

It looks some type of driver bug or limitation. It's normal the material icon changes when you modify anything, the original icon was saved with the file.

@mano-wii @fclem any idea here?

It looks some type of driver bug or limitation. It's normal the material icon changes when you modify anything, the original icon was saved with the file. @mano-wii @fclem any idea here?
Author

i was thinking to get back to 2.82 since back-compatibility of my animation is quite satisfactory (i didn't use newest features) and can retune array mod/blur fx, BUT 2.83 performance is, at minimum, twice better with GP!
So i'll definitely go next with 2.83 even without these two.
Any other macbook owner could test this?

i was thinking to get back to 2.82 since back-compatibility of my animation is quite satisfactory (i didn't use newest features) and can retune array mod/blur fx, BUT 2.83 performance is, at minimum, twice better with GP! So i'll definitely go next with 2.83 even without these two. Any other macbook owner could test this?

In #75061#898448, @antoniov wrote:
It looks some type of driver bug or limitation. It's normal the material icon changes when you modify anything, the original icon was saved with the file.

@mano-wii @fclem any idea here?

I'm not sure which bug to look for. The Material Icons issue has already been reported here #74983

> In #75061#898448, @antoniov wrote: > It looks some type of driver bug or limitation. It's normal the material icon changes when you modify anything, the original icon was saved with the file. > > @mano-wii @fclem any idea here? I'm not sure which bug to look for. The Material Icons issue has already been reported here #74983
Author

checked #74983 - no, "my" material icon works even better than expected. The material's Gradient and Texture properties changes do nothing with material - please check this

https://dev-files.blender.org/file/data/umthjsjq2xwzayg5i7ua/PHID-FILE-gtzf76xqdnmawa7th7lp/Screen_Recording_2020-03-26_at_12.54.14.mov

checked #74983 - no, "my" material icon works even better than expected. The material's Gradient and Texture properties changes do nothing with material - please check this https://dev-files.blender.org/file/data/umthjsjq2xwzayg5i7ua/PHID-FILE-gtzf76xqdnmawa7th7lp/Screen_Recording_2020-03-26_at_12.54.14.mov
Author

got something new on this - i've checked other experimental branches:

functions-blender-2.83-cf59daf62fd4-macOS

  • both Gradient and Texture WORK, Checker Box is present, But no new Vertex Color feature;

new-object-types-blender-2.83-728faf49b24a-macOS

  • DOESN'T work. Checker Box is absent, just like in Daily Build, new Vertex Color feature is here;

temp-clang-format-sorted-includes-blender-2.83-044a0ad18f09-macOS

  • DOESN'T work. Checker Box is absent, just like in Daily Build, new Vertex Color feature is here;

Could it be someway connected: Vertex Color vs Gradient+Texture+Checker Box?

got something new on this - i've checked other experimental branches: functions-blender-2.83-cf59daf62fd4-macOS - both Gradient and Texture WORK, Checker Box is present, But no new Vertex Color feature; new-object-types-blender-2.83-728faf49b24a-macOS - DOESN'T work. Checker Box is absent, just like in Daily Build, new Vertex Color feature is here; temp-clang-format-sorted-includes-blender-2.83-044a0ad18f09-macOS - DOESN'T work. Checker Box is absent, just like in Daily Build, new Vertex Color feature is here; Could it be someway connected: Vertex Color vs Gradient+Texture+Checker Box?

I cannot reproduce the problem on:
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

This is a Mac issue for the OpenGL driver.
Sometimes we find workarounds in the code to solve these problems.
But for this we need a developer with the same setup to reproduce the problem.

I cannot reproduce the problem on: **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 This is a Mac issue for the OpenGL driver. Sometimes we find workarounds in the code to solve these problems. But for this we need a developer with the same setup to reproduce the problem.

Added subscriber: @girafic

Added subscriber: @girafic

For me it is broken on Blender 2.82a but works on 2.83. (screenshots attached, same file in different Blender versions)

System Information
Operating system: Darwin-19.4.0-x86_64-i386-64bit 64 Bits (macOS Catalina 10.15.4)
Graphics card: AMD Radeon RX 480 OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.8.24

Blender Version
Broken: version: 2.82 (sub 7), branch: master, commit date: 2020-03-12 05:06, hash: 375c7dc4ca
Worked: version: 2.83 (sub 11), branch: master, commit date: 2020-03-31 19:14, hash: 0062813c73

gradient_Blender_2.82a.png

gradient_Blender_2.83.png

For me it is broken on Blender 2.82a but works on 2.83. (screenshots attached, same file in different Blender versions) **System Information** Operating system: Darwin-19.4.0-x86_64-i386-64bit 64 Bits (macOS Catalina 10.15.4) Graphics card: AMD Radeon RX 480 OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.8.24 **Blender Version** Broken: version: 2.82 (sub 7), branch: master, commit date: 2020-03-12 05:06, hash: `375c7dc4ca` Worked: version: 2.83 (sub 11), branch: master, commit date: 2020-03-31 19:14, hash: `0062813c73` ![gradient_Blender_2.82a.png](https://archive.blender.org/developer/F8442919/gradient_Blender_2.82a.png) ![gradient_Blender_2.83.png](https://archive.blender.org/developer/F8442920/gradient_Blender_2.83.png)

Changed status from 'Needs Triage' to: 'Needs Developer To Reproduce'

Changed status from 'Needs Triage' to: 'Needs Developer To Reproduce'

I tested on 3 windown systems (2 with AMD and one with Intel).
But I still can't reproduce the problem.
I suspect the error is between these lines: https://developer.blender.org/diffusion/B/browse/master/source/blender/draw/engines/gpencil/shaders/gpencil_frag.glsl$72-77

But this is a driver error (outside blender). I can't find a workarround without being able to reproduce it.

I tested on 3 windown systems (2 with AMD and one with Intel). But I still can't reproduce the problem. I suspect the error is between these lines: https://developer.blender.org/diffusion/B/browse/master/source/blender/draw/engines/gpencil/shaders/gpencil_frag.glsl$72-77 But this is a driver error (outside blender). I can't find a workarround without being able to reproduce it.
Author

What would you try to change in this code?

I'm not experienced since i'm php-programmer with linux-server knowledge BUT as any programmer i know common things...

I already cloned Blender source and have success build using this step-by-step https://wiki.blender.org/wiki/Building_Blender/Mac. As IDE i would rather use VSCode with Clang-format Extension... (should be simpler at this step to use and build just from terminal than using huge XCode)

So if you could tell me what to try, i can make tries and check with bulds on my hardware. Could you assist me?

What would you try to change in this code? I'm not experienced since i'm php-programmer with linux-server knowledge BUT as any programmer i know common things... I already cloned Blender source and have success build using this step-by-step https://wiki.blender.org/wiki/Building_Blender/Mac. As IDE i would rather use VSCode with Clang-format Extension... (should be simpler at this step to use and build just from terminal than using huge XCode) So if you could tell me what to try, i can make tries and check with bulds on my hardware. Could you assist me?
Author

Found something even interesting: when using Stroke Texture with Fill enabled, it shows Stroke Texture inside Fill + Gradient! (Video is attached).

Screen Recording 2020-04-05 at 23.43.33.mov

Found something even interesting: when using Stroke Texture with Fill enabled, it shows Stroke Texture inside Fill + Gradient! (Video is attached). [Screen Recording 2020-04-05 at 23.43.33.mov](https://archive.blender.org/developer/F8451405/Screen_Recording_2020-04-05_at_23.43.33.mov)
Author

also experiments with gpencil_frag.glsl show that "else if (GP_FLAG_TEST(matFlag, GP_FILL_GRADIENT_USE))" condition doesn't happens - it always goes to "else /* SOLID */ {"... if replace with "true" - gradient works somehow BUT mix color doesn't have any affect - just base color goes into white/transparent.

also experiments with gpencil_frag.glsl show that "else if (GP_FLAG_TEST(matFlag, GP_FILL_GRADIENT_USE))" condition doesn't happens - it always goes to "else /* SOLID */ {"... if replace with "true" - gradient works somehow BUT mix color doesn't have any affect - just base color goes into white/transparent.

In #75061#903274, @Rezoob wrote:
What would you try to change in this code?

Good to see that you can take a look deeper into this issue.
I don't think I can give you any better direction than pointing out where the code might be buggy.
Knowing where the problem may be, there is not much choice but to change lines and test.
There are programs that allow you to do this in real time, but in your case, change that line, compile and check (several times)...

I, for example, would start by erasing some lines and checking for the resulting color if the code gets where it should:

diff --git a/source/blender/draw/engines/gpencil/shaders/gpencil_frag.glsl b/source/blender/draw/engines/gpencil/shaders/gpencil_frag.glsl
index 8c2032f834a..ecb1a2d8c0d 100644
--- a/source/blender/draw/engines/gpencil/shaders/gpencil_frag.glsl
+++ b/source/blender/draw/engines/gpencil/shaders/gpencil_frag.glsl
@@ -70,30 +70,13 @@ void main()
     col = texture_read_as_linearrgb(gpFillTexture, premul, uvs);
   }
   else if (GP_FLAG_TEST(matFlag, GP_FILL_GRADIENT_USE)) {
-    bool radial = GP_FLAG_TEST(matFlag, GP_FILL_GRADIENT_RADIAL);
-    float fac = clamp(radial ? length(finalUvs * 2.0 - 1.0) : finalUvs.x, 0.0, 1.0);
-    int matid = matFlag >> GP_MATID_SHIFT;
-    col = mix(MATERIAL(matid).fill_color, MATERIAL(matid).fill_mix_color, fac);
+    col = vec4(0.25, 0.5, 1.0, 1.0);
   }
   else /* SOLID */ {
     col = vec4(1.0);
   }
-  col.rgb *= col.a;
 
-  /* Composite all other colors on top of texture color.
-   * Everything is premult by col.a to have the stencil effect. */
-  fragColor = col * finalColorMul + col.a * finalColorAdd;
-
-  fragColor.rgb *= gpencil_lighting();
-
-  fragColor *= stroke_round_cap_mask(
-      strokePt1, strokePt2, strokeAspect, strokeThickness, strokeHardeness);
-
-  /* For compatibility with colored alpha buffer.
-   * Note that we are limited to mono-chromatic alpha blending here
-   * because of the blend equation and the limit of 1 color target
-   * when using custom color blending. */
-  revealColor = vec4(0.0, 0.0, 0.0, fragColor.a);
+  fragColor = col;
 
   if (fragColor.a < 0.001) {
     discard;

In this case the resulting color should be vec4(0.25, 0.5, 1.0, 1.0) (I have not checked).
If the color is not this then the code did not reach where it should, making me suspect:

  • matFlag can be wrong or
  • compiler is really buggy

Next step would be to delete more lines and check matFlag from the resulting color.
There are many possibilities, I can't list them all.

> In #75061#903274, @Rezoob wrote: > What would you try to change in this code? Good to see that you can take a look deeper into this issue. I don't think I can give you any better direction than pointing out where the code might be buggy. Knowing where the problem may be, there is not much choice but to change lines and test. There are programs that allow you to do this in real time, but in your case, change that line, compile and check (several times)... I, for example, would start by erasing some lines and checking for the resulting color if the code gets where it should: ``` diff --git a/source/blender/draw/engines/gpencil/shaders/gpencil_frag.glsl b/source/blender/draw/engines/gpencil/shaders/gpencil_frag.glsl index 8c2032f834a..ecb1a2d8c0d 100644 --- a/source/blender/draw/engines/gpencil/shaders/gpencil_frag.glsl +++ b/source/blender/draw/engines/gpencil/shaders/gpencil_frag.glsl @@ -70,30 +70,13 @@ void main() col = texture_read_as_linearrgb(gpFillTexture, premul, uvs); } else if (GP_FLAG_TEST(matFlag, GP_FILL_GRADIENT_USE)) { - bool radial = GP_FLAG_TEST(matFlag, GP_FILL_GRADIENT_RADIAL); - float fac = clamp(radial ? length(finalUvs * 2.0 - 1.0) : finalUvs.x, 0.0, 1.0); - int matid = matFlag >> GP_MATID_SHIFT; - col = mix(MATERIAL(matid).fill_color, MATERIAL(matid).fill_mix_color, fac); + col = vec4(0.25, 0.5, 1.0, 1.0); } else /* SOLID */ { col = vec4(1.0); } - col.rgb *= col.a; - /* Composite all other colors on top of texture color. - * Everything is premult by col.a to have the stencil effect. */ - fragColor = col * finalColorMul + col.a * finalColorAdd; - - fragColor.rgb *= gpencil_lighting(); - - fragColor *= stroke_round_cap_mask( - strokePt1, strokePt2, strokeAspect, strokeThickness, strokeHardeness); - - /* For compatibility with colored alpha buffer. - * Note that we are limited to mono-chromatic alpha blending here - * because of the blend equation and the limit of 1 color target - * when using custom color blending. */ - revealColor = vec4(0.0, 0.0, 0.0, fragColor.a); + fragColor = col; if (fragColor.a < 0.001) { discard; ``` In this case the resulting color should be `vec4(0.25, 0.5, 1.0, 1.0)` (I have not checked). If the color is not this then the code did not reach where it should, making me suspect: - `matFlag` can be wrong or - compiler is really buggy Next step would be to delete more lines and check `matFlag` from the resulting color. There are many possibilities, I can't list them all.
Author

Thanx!

Made some tests:

...with your code example both stroke and fill become just WHITE.

...it it looks like i'm always getting revealColor:
revealColor = vec4(0.0, 0.0, 0.0, fragColor.a);

...so if i make these changes:

Screen Shot 2020-04-07 at 15.13.36.png
Screen Shot 2020-04-07 at 15.14.19.png

...i see BOTH stroke and fill default rcol (switching fill type doesn't change anything) - looks like if-gradient condition doesn't happen.

Any ideas?

Thanx! Made some tests: ...with your code example both stroke and fill become just WHITE. ...it it looks like i'm always getting **revealColor**: revealColor = vec4(0.0, 0.0, 0.0, fragColor.a); ...so if i make these changes: ![Screen Shot 2020-04-07 at 15.13.36.png](https://archive.blender.org/developer/F8454556/Screen_Shot_2020-04-07_at_15.13.36.png) ![Screen Shot 2020-04-07 at 15.14.19.png](https://archive.blender.org/developer/F8454557/Screen_Shot_2020-04-07_at_15.14.19.png) ...i see BOTH stroke and fill default rcol (switching fill type doesn't change anything) - looks like if-gradient condition doesn't happen. Any ideas?
Author

Changed status from 'Needs Developer To Reproduce' to: 'Needs Triage'

Changed status from 'Needs Developer To Reproduce' to: 'Needs Triage'
Member

Added subscriber: @ankitm

Added subscriber: @ankitm
Member

For me it is broken on Blender 2.82a but works on 2.83. (screenshots attached, same file in different Blender versions)

@Rezoob Can you try 2.83 at https://builder.blender.org ?
Also for dev help, feel free to drop into https://blender.chat > #blender-coders

> For me it is broken on Blender 2.82a but works on 2.83. (screenshots attached, same file in different Blender versions) @Rezoob Can you try 2.83 at https://builder.blender.org ? Also for dev help, feel free to drop into https://blender.chat > #blender-coders
Member

Opened the file Antonio gave, I see all green. But file browser's thumbnail shows gradient. Is that thumbnail stored somewhere or generated on the fly.

55a2682348
Operating system: Darwin-18.7.0-x86_64-i386-64bit 64 Bits (10.14.6)
Graphics card: Intel(R) HD Graphics 6000 Intel Inc. 4.1 INTEL-12.10.12

Checking now in the version Stas mentioned, since there's some color flipping going on.

Opened the file Antonio gave, I see all green. But file browser's thumbnail shows gradient. Is that thumbnail stored somewhere or generated on the fly. 55a2682348 Operating system: Darwin-18.7.0-x86_64-i386-64bit 64 Bits (10.14.6) Graphics card: Intel(R) HD Graphics 6000 Intel Inc. 4.1 INTEL-12.10.12 Checking now in the version Stas mentioned, since there's some color flipping going on.

The icon is saved, so maybe it was generated in my system with my GPU, but the final image in Viewport is generated on the fly for your system, this is why you see a green screen but a good icon.

The icon is saved, so maybe it was generated in my system with my GPU, but the final image in Viewport is generated on the fly for your system, this is why you see a green screen but a good icon.
Member

Changed status from 'Needs Triage' to: 'Confirmed'

Changed status from 'Needs Triage' to: 'Confirmed'
Member

I didn't get a gradient in

  • "Worked: 2.82a (2020-03-12) "
  • "functions-blender-2.83-cf59daf62fd4-macOS" .. "WORK"
  • "Worked: version: 2.83 (sub 11), branch: master, commit date: 2020-03-31 19:14, hash: 0062813c73"
  • last latest 55a2682348
  • latest 8845b27dce

I'm on Mojave (Intel HD 6000), both Stas (AMD RX 480) & Dmitry (Intel iris Pro OpenGL ) are on Catalina.
I made a file: #75061.blend
it opens red(base color) on Mac, green(secondary color ) on windows, with no flipping checked. So confirming.

I didn't get a gradient in - "Worked: 2.82a (2020-03-12) " - "functions-blender-2.83-cf59daf62fd4-macOS" .. "WORK" - "Worked: version: 2.83 (sub 11), branch: master, commit date: 2020-03-31 19:14, hash: 0062813c73" - last latest 55a2682348 - latest 8845b27dce I'm on Mojave (Intel HD 6000), both Stas (AMD RX 480) & Dmitry (Intel iris Pro OpenGL ) are on Catalina. I made a file: [#75061.blend](https://archive.blender.org/developer/F8487831/T75061.blend) it opens red(base color) on Mac, green(secondary color ) on windows, with no flipping checked. So confirming.

Added subscriber: @robbott

Added subscriber: @robbott

All gradients show and work fine on OSX 10.14.6:

System Information
Operating system: Darwin-18.7.0-x86_64-i386-64bit 64 Bits
Graphics card: AMD Radeon Pro 560X OpenGL Engine ATI Technologies Inc. 4.1 ATI-2.11.20

Blender Version
Worked: 2.83 (sub 15), branch: master, commit date: 2020-05-06 16:18, hash: 9605c26166

All gradients show and work fine on OSX 10.14.6: **System Information** Operating system: Darwin-18.7.0-x86_64-i386-64bit 64 Bits Graphics card: AMD Radeon Pro 560X OpenGL Engine ATI Technologies Inc. 4.1 ATI-2.11.20 **Blender Version** Worked: 2.83 (sub 15), branch: master, commit date: 2020-05-06 16:18, hash: `9605c26166`
Author

Checked Ankit's #75061.blend with lastest 2.83b (downloaded right now) - no gradient as well.

Checked Ankit's #75061.blend with lastest 2.83b (downloaded right now) - no gradient as well.

Added subscriber: @higayuuji

Added subscriber: @higayuuji

Added subscriber: @sandrick.tricky

Added subscriber: @sandrick.tricky

hey, there is one more problem while inserting texture(.png file) to the material for GP, the blending option does not work properly, it worked fine in 2.82 as it did not have the blending option. i saw a tutorial in which blending option was working fine, i guess he was using windows but in mac we have this issue.

hey, there is one more problem while inserting texture(.png file) to the material for GP, the blending option does not work properly, it worked fine in 2.82 as it did not have the blending option. i saw a tutorial in which blending option was working fine, i guess he was using windows but in mac we have this issue.

Added subscriber: @dfelinto

Added subscriber: @dfelinto

@fclem is this a regression that we should focus on?

@fclem is this a regression that we should focus on?
Author

re-checked: problem is still present in 2.90

re-checked: problem is still present in 2.90
Clément Foucault self-assigned this 2020-09-08 18:18:27 +02:00

This issue was referenced by de0fc2a540

This issue was referenced by de0fc2a540c75d10538e4ebaf0280f61efb13dd1

This issue was referenced by 6624c4c225

This issue was referenced by 6624c4c225142742082c2d89f3f72ee937616864

Changed status from 'Confirmed' to: 'Resolved'

Changed status from 'Confirmed' to: 'Resolved'
Author

Fantastic! Can't wait newer alpha bild to check it

Fantastic! Can't wait newer alpha bild to check it
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