nalexandru / BlenderCompat

Windows 7 support for Blender 3.x and newer
BSD 3-Clause "New" or "Revised" License
249 stars 23 forks source link

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

Closed hkunz closed 2 years ago

hkunz commented 2 years ago

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 commented 2 years ago

I was unable to follow your instructions exactly (probably due to my limited knowledge of Blender). Is what i did here correct ?

https://user-images.githubusercontent.com/9295849/163158732-fa7ee2fb-ebb2-4271-bb28-cd6b53d32afe.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 commented 2 years ago

hey thank you so much for looking into this. yeah what u did was correct. are u on windows 7? i noticed you are running version 3.1.2

but the one i'm runnning was the latest you provided:

version: 3.1.0, branch: master (modified), commit date: 2022-03-08 18:16, hash: c77597cd0e15, type: build date: 2022-03-10, 15:53:22 platform: 'Windows-7-6.1.7601-SP1'

here is the error result: https://pasteall.org/pic/85c562452c3740f980fcefdac2baed34

PS: Ah sorry it was a typo. i meant CTRL+SHIFT+"Left Mouse Button (LMB)". doing that on a node will show you the result for that node. it's like debugging technique to see each node output.

is your 3.1.2 the newer version you compiled for windows 7?

hkunz commented 2 years ago

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 commented 2 years ago

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 commented 2 years ago

blender_debug_output.txt blender_system_info.txt

hkunz commented 2 years ago
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 commented 2 years ago
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 commented 2 years ago

yeah saw it now too

hkunz commented 2 years ago

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 commented 2 years ago

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