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Feeding Noise Texture Into Bump Map's Height Produces Error Pink Output #12

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hkunz opened this issue Apr 13, 2022 · 10 comments
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@hkunz
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hkunz commented Apr 13, 2022

Steps To Reproduce:

  1. Open Blender 2.93, 3.0 or 3.1 on Windows 7
  2. Go to Shader Editor
  3. Add a Noise Texture node & a Bump Map node
  4. Feed the Noise Texture's Color or Fac output into the Bump Map's Height input
  5. Shift+CTRL+LMB on the Bump Map
  6. Notice the output is pink
@nalexandru
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I was unable to follow your instructions exactly (probably due to my limited knowledge of Blender). Is what i did here correct ?

2022-04-13.13-17-26-1.mp4

Shift+Click+LMB does nothing (other than selecting the node), so i connected the output of the Bump node to the Normal input and it seems to be working.

@hkunz
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hkunz commented Apr 13, 2022 via email

@hkunz
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hkunz commented Apr 13, 2022

i tried the new version 3.1.2 from your release page https://github.com/nalexandru/BlenderCompat/releases and i still get a pink result as shown here https://pasteall.org/pic/85c562452c3740f980fcefdac2baed34 :( let me know if you are running on windows 7 as well coz that's where the problem occurs

@nalexandru
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Yes, i am running on Windows 7 SP1 with all updates (until Jan 2020, i don't have access to ESU).

I suspect it's a shader error.
Start Blender with "blender_debug_gpu.cmd" instead of "blender.exe", repeat the operations and exit. After Blender closes, it will open a folder with two files, "blender_debug_output.txt" and "blender_system_info.txt".
Please upload those 2 files.

@hkunz
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hkunz commented Apr 13, 2022

@hkunz
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hkunz commented Apr 13, 2022

INFO (gpu.debug): Notification : Texture state usage warning: Texture 0 is base level inconsistent. Check texture size.
INFO (gpu.debug): Notification : Rasterization usage warning: Blending is enabled, but is not supported for integer framebuffers.
ERROR (gpu.shader): GPU_material_compile Linking:
| Fragment info
| -------------
| Internal error: assembly compile error for fragment shader at offset 427508:
| -- error message --
| line 16649, column 1: error: too many instructions
| -- internal assembly text --
| !!NVfp5.0
| OPTION NV_gpu_program_fp64;
| OPTION NV_bindless_texture;
| OPTION NV_shader_atomic_float;
| OPTION ARB_draw_buffers;
| OPTION ARB_fragment_program_shadow;
| # cgc version 3.4.0001, build date Sep 13 2014
| # command line args:
| #vendor NVIDIA Corporation
| #version 3.4.0.1
| #profile gp5fp
| #program main
| #semantic viewBlock : BUFFER[0]
| #semantic modelBlock : BUFFER[1]
| #semantic common_block : BUFFER[2]
| #semantic renderpass_block : BUFFER[3]
| #semantic probe_block : BUFFER[4]
| #semantic grid_block : BUFFER[5]
| #semantic planar_block : BUFFER[6]
| #semantic shadow_block : BUFFER[7]
| #semantic light_block : BUFFER[8]
| #semantic nodeTree : BUFFER[9]
| #semantic hairStrandsRes
| #semantic hairThicknessRes
| #semantic hairRadRoot
| #semantic hairRadTip
| #semantic hairRadShape
| #semantic hairCloseTip
| #semantic hairDupliMatrix
| #semantic hairStrandOffset
| #semantic hairPointBuffer
| #semantic hairStrandBuffer
| #semantic hairStrandSegBuffer
| #semantic drw_resourceChunk
| #semantic utilTex
| #semantic maxzBuffer
| #semantic planarDepth
| #semantic horizonBuffer
| #semantic irradianceGrid
| #semantic probePlanars
| #semantic probeCubes
| #semantic shadowCubeTexture
| #semantic shadowCascadeTexture
| #semantic inScattering
| #semantic inTransmittance
| #semantic refractColorBuffer
| #semantic refractionDepth
| #semantic outputSsrId
| #semantic outputSssId
| #var float gl_FrontFacing : $vin.FACE : SSA : -1 : 1
| #var float4 gl_FragCoord : $vin.WPOS : WPOS : -1 : 1
| #var float4x4 ViewProjectionMatrix : BUFFER[0] : buffer[0][0], 4 : -1 : 1
| #var float4x4 ViewProjectionMatrixInverse : BUFFER[0] : buffer[0][64], 4 : -1 : 0
| #var float4x4 ViewMatrix : BUFFER[0] : buffer[0][128], 4 : -1 : 1
| #var float4x4 ViewMatrixInverse : BUFFER[0] : buffer[0][192], 4 : -1 : 1
| #var float4x4 ProjectionMatrix : BUFFER[0] : buffer[0][256], 4 : -1 : 1
| #var float4x4 ProjectionMatrixInverse : BUFFER[0] : buffer[0][320], 4 : -1 : 0
| #var float4 clipPlanes[0] : : buffer[0][384] : -1 : 0
| #var float4 ViewVecs[0] : : buffer[0][480] : -1 : 1
| #var float4 CameraTexCoFactors : BUFFER[0] : buffer[0][512] : -1 : 0
| #var float4x4 drw_matrices[0].drw_modelMatrix : : buffer[1][0], 4 : -1 : 0
| #var float4x4 drw_matrices[0].drw_modelMatrixInverse : : buffer[1][64], 4 : -1 : 0
| #var float4x4 pastViewProjectionMatrix : BUFFER[2] : buffer[2][0], 4 : -1 : 0
| #var float4 hizUvScale : BUFFER[2] : buffer[2][64] : -1 : 1
| #var float4 aoParameters[0] : : buffer[2][80] : -1 : 1
| #var int4 volTexSize : BUFFER[2] : buffer[2][112] : -1 : 0
| #var float4 volDepthParameters : BUFFER[2] : buffer[2][128] : -1 : 0
| #var float4 volInvTexSize : BUFFER[2] : buffer[2][144] : -1 : 0
| #var float4 volJitter : BUFFER[2] : buffer[2][160] : -1 : 0
| #var float4 volCoordScale : BUFFER[2] : buffer[2][176] : -1 : 0
| #var float volHistoryAlpha : BUFFER[2] : buffer[2][192] : -1 : 0
| #var float volShadowSteps : BUFFER[2] : buffer[2][196] : -1 : 0
| #var bool volUseLights : BUFFER[2] : buffer[2][200] : -1 : 0
| #var bool volUseSoftShadows : BUFFER[2] : buffer[2][204] : -1 : 0
| #var float4 ssrParameters : BUFFER[2] : buffer[2][208] : -1 : 1
| #var float ssrBorderFac : BUFFER[2] : buffer[2][224] : -1 : 0
| #var float ssrMaxRoughness : BUFFER[2] : buffer[2][228] : -1 : 0
| #var float ssrFireflyFac : BUFFER[2] : buffer[2][232] : -1 : 0
| #var float ssrBrdfBias : BUFFER[2] : buffer[2][236] : -1 : 0
| #var bool ssrToggle : BUFFER[2] : buffer[2][240] : -1 : 1
| #var bool ssrefractToggle : BUFFER[2] : buffer[2][244] : -1 : 0
| #var float sssJitterThreshold : BUFFER[2] : buffer[2][248] : -1 : 0
| #var bool sssToggle : BUFFER[2] : buffer[2][252] : -1 : 0
| #var bool specToggle : BUFFER[2] : buffer[2][256] : -1 : 1
| #var int laNumLight : BUFFER[2] : buffer[2][260] : -1 : 1
| #var int prbNumPlanar : BUFFER[2] : buffer[2][264] : -1 : 1
| #var int prbNumRenderCube : BUFFER[2] : buffer[2][268] : -1 : 1
| #var int prbNumRenderGrid : BUFFER[2] : buffer[2][272] : -1 : 1
| #var int prbIrradianceVisSize : BUFFER[2] : buffer[2][276] : -1 : 1
| #var float prbIrradianceSmooth : BUFFER[2] : buffer[2][280] : -1 : 1
| #var float prbLodCubeMax : BUFFER[2] : buffer[2][284] : -1 : 1
| #var int rayType : BUFFER[2] : buffer[2][288] : -1 : 0
| #var float rayDepth : BUFFER[2] : buffer[2][292] : -1 : 0
| #var float alphaHashOffset : BUFFER[2] : buffer[2][296] : -1 : 0
| #var float alphaHashScale : BUFFER[2] : buffer[2][300] : -1 : 0
| #var float pad6 : BUFFER[2] : buffer[2][304] : -1 : 0
| #var float pad7 : BUFFER[2] : buffer[2][308] : -1 : 0
| #var float pad8 : BUFFER[2] : buffer[2][312] : -1 : 0
| #var float pad9 : BUFFER[2] : buffer[2][316] : -1 : 0
| #var bool renderPassDiffuse : BUFFER[3] : buffer[3][0] : -1 : 1
| #var bool renderPassDiffuseLight : BUFFER[3] : buffer[3][4] : -1 : 1
| #var bool renderPassGlossy : BUFFER[3] : buffer[3][8] : -1 : 1
| #var bool renderPassGlossyLight : BUFFER[3] : buffer[3][12] : -1 : 1

INFO (gpu.debug): Notification : Texture state usage warning: Texture 0 is base level inconsistent. Check texture size.

@nalexandru
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That warning appears in my log too so i don't think it has anything to do with the issue.
There is a shader compilation error on line 455 of blender_debug_output.txt:
ERROR (gpu.shader): GPU_material_compile Linking:
| Fragment info
| -------------
| Internal error: assembly compile error for fragment shader at offset 427508:
| -- error message --
| line 16649, column 1: error: too many instructions

I see from the system info that you have a GTX TITAN with driver version 344.11:
renderer: 'GeForce GTX TITAN/PCIe/SSE2'
vendor: 'NVIDIA Corporation'
version: '4.4.0 NVIDIA 344.11'

Try updating the GPU driver to the latest version (and probably last) for Windows 7 which is 473.04 and can be found here: https://www.nvidia.com/en-gb/drivers/results/186161/

@hkunz
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hkunz commented Apr 13, 2022

yeah saw it now too

@hkunz
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hkunz commented Apr 13, 2022

oh nooo i get error when installing the update https://pasteall.org/pic/592d51cd44b14c2c932e4bf20eb86e15 but it finished installing hahahaha

Holy cow the problem is fixed!!! thank you sooo much!!!!!!

@hkunz
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hkunz commented Apr 13, 2022

thank you very much for your time and help i really appreciate it! and i did give you credits in my video on "how to install blender 3.1 on windows 7 :) https://www.youtube.com/watch?v=n3RGmnRTig8

@hkunz hkunz closed this as completed Apr 13, 2022
@nalexandru nalexandru pinned this issue Jun 9, 2022
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