Maniphest T67557

Mix Shader Materials Glitch on the Viewport on EEVEE
Closed, Duplicate

Assigned To
Clément Foucault (fclem)
Authored By
L J Rodriguez (achrintist)
Jul 24 2019, 5:19 AM
Tags
  • BF Blender
Subscribers
L J Rodriguez (achrintist)
Peter Sampson (Raknaar)

Description

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)

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

Event Timeline

L J Rodriguez (achrintist) created this task.Jul 24 2019, 5:19 AM
Peter Sampson (Raknaar) added a subscriber: Peter Sampson (Raknaar).Jul 25 2019, 4:17 AM

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.

L J Rodriguez (achrintist) added a comment.EditedJul 25 2019, 4:34 AM
In T67557#734404, @Peter Sampson (Raknaar) 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.

Sebastian Parborg (zeddb) assigned this task to Clément Foucault (fclem).Aug 1 2019, 2:47 PM
Sebastian Parborg (zeddb) lowered the priority of this task from 90 to 50.