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Black mesh by enabling Subsurface Scattering in main Properties panel
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Description

System Information
Operating system: Ubuntu 18.04 64 bit
Graphics card: Nvidia GT 320M

Blender Version
Broken: blender-2.80-9fbada4a3bc-linux-glibc224-x86_64
(example: 2.79b release)
(example: 2.80, edbf15d3c044, blender2.8, 2018-11-28, as found on the splash screen)
Worked: (optional)

Short description of error
I get a black mesh by enabling Subsurface Scattering in main Properties panel

Exact steps for others to reproduce the error
Based on the default startup or an attached .blend file (as simple as possible).
Enable Subsurface Transparency in Material Settings panel
Set a Color for the Surface and for the SSS in Material panel
Enable Subsurface Scattering in Render tab under Properties panel and the mesh turns black.

Event Timeline

Enrico Valenza (env) added a comment.EditedDec 15 2018, 5:23 PM

My apologies, I forgot the obvious step of rising the SSS value in the Material tab; after that the mesh turns black. And, also, I was referring to Eevee in LookDev and Rendered mode.

This comment was removed by Enrico Valenza (env).

Having the same problem, but on Windows 7 and 9800 GT.
Also, material preview is pitch black too.

Sebastian Parborg (zeddb) lowered the priority of this task from 90 to Normal.

Can you attach the output of "--debug-gpu" and try running blender with "--debug-gpu-force-workarounds" and see if that helps?

Hi,
I'm not sure I understand what output I should attach, btw this the output I have in the console by starting blender with the "--debug-gpu" mode:

GL API other: Buffer detailed info: Buffer object 2 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_STREAM_DRAW) will use VIDEO memory as the source for buffer object operations.
GL API other: Buffer detailed info: Buffer object 2 (bound to GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (0), GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (1), GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (2), and GL_ARRAY_BUFFER_ARB, usage hint is GL_STREAM_DRAW) will use VIDEO memory as the source for buffer object operations.

By starting it with "--debug-gpu-force-workarounds" I obtain this (tiny black dots on the surface and apparently no SSS):

SSS value on your pic is too low to be visible in Eevee.
Have you tried setting it to maximum?
Force-workarounds worked in my case, --debug-gpu had no effect.
In both cases Lookdev and material preview is black.
Log says something about "Texture state usage warning: Texture 0 is base level inconsistent".

Yes, I tried also at the maximum, always a black mesh.

I tried the blend file attached here on a different machine, a mac (at the school where I'm teaching) and the SSS works perfectly; so it must be something related to my system or hardware, may be the graphic card?

Yes, both of your GPUs are EOL and no longer supported by nvidia so this is probably a driver bug that won't be fixed.
I'm not certain that we can fix it on the blender side either. But we'll see.

Hi all,
well, it seems fixed for me, now (since a couple of builds). :)
Thanks a lot.

Sebastian Parborg (zeddb) changed the task status from Unknown Status to Resolved.Mar 11 2019, 11:36 AM