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Shader outputs black material when node tree is plugged into a bump node.
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Description

System Information
Operating system: Windows-10-10.0.14393-SP0 64 Bits
Graphics card: Radeon RX 560 Series ATI Technologies Inc. 4.5.13521 Core Profile Context 24.20.11021.1000

Blender Version
Broken: version: 2.82 (sub 7), branch: master, commit date: 2020-02-12 16:20, hash: rB77d23b0bd76f
Worked: (optional)

Short description of error
The material of the object will turn black (shadeless) when the node tree is plugged into the height input of the bump node. Error is somehow related to the nodegroup "Paint Chipping 1" (NodeGroup.155) and can be circumvented by muting some of the nodes, such as the image texture and the two voronoi textures on the left end of the nodegroup or the last node within the "Height" frame, which is plugged into the bump node.
More detailed description can be found in this blenderartists thread: https://blenderartists.org/t/node-tree-for-normal-input-randomly-outputs-black-material-for-no-apparent-reason/1228394
(Problem has occured multiple times with different materials, always relating to a node group with and image texture, plugged into a node tree connected to a bump node and any shader.)

Exact steps for others to reproduce the error
Open attatched blend file and enter viewport render mode (Cycles). Once rendered, object will appear black. Mute the last blue node in the node tree and the material will start rendering.

Event Timeline

The console says:

Cycles: out of SVM stack space, shader "power-supply" too big.

So this is a known limitation.
Shaders should not have such a complex node tree.
This can even be inefficient.

Since it is not a bug but a known limitation, closing.
I am marking @Brecht Van Lommel (brecht) in any case (if he wants to check if it really is a limitation).

Your shader is too big - there is error in console.

see T53518 or T54560