Material Attribute Node in Linear Space #72161
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Reference: studio/blender-studio#72161
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System Information
Operating system: Linux-4.15.0-70-generic-x86_64-with-debian-buster-sid 64 Bits
Graphics card: Quadro GP100/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.50
Blender Version
Broken: version: 2.82 (sub 3), branch: master, commit date: 2019-12-03 17:56, hash:
blender/blender@fda791ab12
Short description of error
When loading materials in Eevee and using vertex color inputs via Attribute nodes, they load in linear color space until you click on certain parts of the interface Then they switch to sRGB and are displayed correctly.
Exact steps for others to reproduce the error
In this file I have a couple eyelashes & eyebrow objects. I couldn't relliably reproduce the bug with a newly created file.
The vertex colors are plugged into the base color of a Principled BSDF via an Attribute node
bug.blend
I haven't encountered this bug when using vertex color nodes in the materials. It only occurred when using vertex colors via attribute nodes.
Added subscriber: @JulienKaspar
It seems that the GPU shader is not different. and just reads from the in variable.
The material has a
var0
containing the data, and a booleanvar0_is_srgb
indicating of the color needs to be converted or not.The later is set to 0 the first time and only set to 1 after it is updated.
The autonames are updated when the requested mesh data differs from the current one.
fails as in this specific case the
cd_used
andcd_needed
are the same.I will add a drity flag in cd_used. this flag will be set when the surface batch is requested.
Added subscriber: @Jeroen-Bakker
Added subscriber: @icappiello
Added subscriber: @fclem
Changed status from 'Confirmed' to: 'Resolved'
This was resolved by 6eaf51ef3e5b.
Now we have to decide if we include this in 2.82.