Material not showing: grouped objects have turned solid green

This forum really needs a [WTF?] prefix for threads.

Ok, I must have accidentally hit a shortcut I don’t know. Story is I have some basic models in a .blend which has been fine for ages. Said models are textured and show up fine in Material view, until now.

All of a sudden, grouped objects that are not selected are solid green. When selected, they turn solid bright green.

Ungrouped objects are solid black if not selected, or solid orange when selected.

It is only happening with this file. All the other files are behaving normally.

All the other views are working too. Wireframe view is fine. Solid is fine. Rendered is fine. It’s only Material view which is borked.

Any ideas? :eyebrowlift:

You said that it only happens in this file…so I would try appending your objects to another file and see if they are working fine in there as it might just be your file that is corrupted.

Sorry, just spotted the reply to this.

I more or less forgot about this since the file in question was very simple, so I just made a fresh one. However, I’ve just had it happen again with another file.

Again, this file was fine, then suddenly went borked. This happened while I was adding lamps to every layer (I want those since I’ll be using this file to do LOD’s for some old game assets). I want to make quite a few files like this, so I don’t want this problem occurring all the time.

So before adding two lamps to every layer > file is ok. After adding two lamps to every layer > file is borked. Is this a known Blender bug?

I’ve attached a zipped version of the .blend. The 3D Render view is fine. Ditto for 3D bounding box, wireframe and solid. However once again, material and texture views are just black (or orange when selected) and are not picking up the skinning and lighting as they should.

Attachments

!Base_autoracks_temp.zip (1.24 MB)

Hi

Don’t know what’s going on…Here it show it in Texture and Materiale view correct…But

System Console is stuck in a loop…Not enough Texture Slots

Tai

That’s weird. It only has four materials and four textures. And I’m not seeing anything odd in the console or info panel either.

Edit: ok, just found the system console. :smiley: I’m getting this.

Read new prefs: C:\Users\Peter\AppData\Roaming\Blender Foundation\Blender\2.76\c
onfig\userpref.blend
AL lib: (EE) UpdateDeviceParams: Failed to set 44100hz, got 48000hz instead
found bundled python: C:\Program Files\Blender Foundation\Blender\2.76\python
read blend: C:\Users\Peter\Desktop\RRT 3\Blender tutorials\!Base_autoracks_temp.
blend
GPUShader: linking error:
Vertex info
-----------
0(4) : warning C7547: extension GL_EXT_geometry_shader4 not supported in profile
 gp5vp
0(9) : warning C7555: 'attribute' is deprecated, use 'in/out' instead
0(10) : warning C7555: 'varying' is deprecated, use 'in/out' instead
0(22) : warning C7555: 'varying' is deprecated, use 'in/out' instead
0(23) : warning C7555: 'varying' is deprecated, use 'in/out' instead
0(32) : warning C7533: global variable gl_Vertex is deprecated after version 120

0(33) : warning C7533: global variable gl_Normal is deprecated after version 120

0(36) : warning C7533: global variable gl_ModelViewMatrix is deprecated after ve
rsion 120
0(39) : warning C7533: global variable gl_NormalMatrix is deprecated after versi
on 120
0(40) : warning C7533: global variable gl_ProjectionMatrix is deprecated after v
ersion 120
0(49) : warning C7533: global variable gl_ClipVertex is deprecated after version
 120

Fragment info
-------------
0(4) : warning C7547: extension GL_EXT_geometry_shader4 not supported in profile
 gp5fp
0(153) : warning C7533: global variable gl_ProjectionMatrix is deprecated after
version 120
0(1288) : warning C7533: global variable gl_ModelViewMatrix is deprecated after
version 120
0(1289) : warning C7533: global variable gl_ModelViewMatrixInverse is deprecated
 after version 120
0(1538) : warning C7533: global variable gl_NormalMatrix is deprecated after ver
sion 120
0(2047) : warning C7533: global function shadow2DProj is deprecated after versio
n 120
0(2198) : warning C7533: global variable gl_LightSource is deprecated after vers
ion 120
0(2198) : warning C7533: global variable position is deprecated after version 12
0
0(2199) : warning C7533: global variable diffuse is deprecated after version 120

0(2216) : warning C7533: global variable halfVector is deprecated after version
120
0(2218) : warning C7533: global variable specular is deprecated after version 12
0
0(2295) : warning C7533: global variable gl_ProjectionMatrixInverse is deprecate
d after version 120
0(2631) : warning C7555: 'varying' is deprecated, use 'in/out' instead
0(2632) : warning C7555: 'varying' is deprecated, use 'in/out' instead
0(2633) : warning C7555: 'varying' is deprecated, use 'in/out' instead
0(4336) : warning C7533: global variable gl_FragColor is deprecated after versio
n 120
(0) : error C6012: Sampler limit exceeded; more than 32 samplers needed to compi
le program

GPUShader: linking error:
Vertex info
-----------
0(4) : warning C7547: extension GL_EXT_geometry_shader4 not supported in profile
 gp5vp
0(9) : warning C7555: 'attribute' is deprecated, use 'in/out' instead
0(10) : warning C7555: 'varying' is deprecated, use 'in/out' instead
0(22) : warning C7555: 'varying' is deprecated, use 'in/out' instead
0(23) : warning C7555: 'varying' is deprecated, use 'in/out' instead
0(32) : warning C7533: global variable gl_Vertex is deprecated after version 120

0(33) : warning C7533: global variable gl_Normal is deprecated after version 120

0(36) : warning C7533: global variable gl_ModelViewMatrix is deprecated after ve
rsion 120
0(39) : warning C7533: global variable gl_NormalMatrix is deprecated after versi
on 120
0(40) : warning C7533: global variable gl_ProjectionMatrix is deprecated after v
ersion 120
0(49) : warning C7533: global variable gl_ClipVertex is deprecated after version
 120

Fragment info
-------------
0(4) : warning C7547: extension GL_EXT_geometry_shader4 not supported in profile
 gp5fp
0(153) : warning C7533: global variable gl_ProjectionMatrix is deprecated after
version 120
0(1288) : warning C7533: global variable gl_ModelViewMatrix is deprecated after
version 120
0(1289) : warning C7533: global variable gl_ModelViewMatrixInverse is deprecated
 after version 120
0(1538) : warning C7533: global variable gl_NormalMatrix is deprecated after ver
sion 120
0(2047) : warning C7533: global function shadow2DProj is deprecated after versio
n 120
0(2198) : warning C7533: global variable gl_LightSource is deprecated after vers
ion 120
0(2198) : warning C7533: global variable position is deprecated after version 12
0
0(2199) : warning C7533: global variable diffuse is deprecated after version 120

0(2216) : warning C7533: global variable halfVector is deprecated after version
120
0(2218) : warning C7533: global variable specular is deprecated after version 12
0
0(2295) : warning C7533: global variable gl_ProjectionMatrixInverse is deprecate
d after version 120
0(2631) : warning C7555: 'varying' is deprecated, use 'in/out' instead
0(2632) : warning C7555: 'varying' is deprecated, use 'in/out' instead
0(2633) : warning C7555: 'varying' is deprecated, use 'in/out' instead
0(4336) : warning C7533: global variable gl_FragColor is deprecated after versio
n 120
(0) : error C6012: Sampler limit exceeded; more than 32 samplers needed to compi
le program

:slight_smile:

Here is a Picture in Texturemode and concole.


Can’t say what’s wrong looks like many thing…But this one

AL lib: (EE) UpdateDeviceParams: Failed to set 44100hz, got 48000hz instead

Change it to 48000hz in UserPreferences…It’s what it get from Sound card.

Btw…I use Daily build on Win 10…Any reason You use a old lender so many NEW thing in 2.78

Tai

Tai

Meh. Like I said, I get the console messages shown in the previous post. Nothing about texture slots on my box. Which is odd. Do you have any ideas on what might be causing this?

And of course the models are just solid black (no lighting and skinning). Can post a shot if it’ll help.

Here ya go. Screenshot.

Attachments


hmmm

Could be because. I use a other version of blender.

Tai

Just saw these edits.

Sure, I can do that, but I can’t see why an audio card would affect material/texture view in Blender.

Btw…I use Daily build on Win 10…Any reason You use a old lender so many NEW thing in 2.78

Tai

Because it works and I’ve just been using it. :smiley:

I have thought about upping it to 2.78, but at the moment I really do not want to learn any new shortcuts or gui stuff. I probably wouldn’t use any of the additions anyway.

Just tried this. Same objects are fine when appended to a fresh file.

Edit: Also, the system console doesn’t show any error messages when viewing a fresh default file.

Edit 2: However, as soon as I make any changes to a fresh default file, like deleting the default cube, camera and lamp, all those error messages appear in the system console.

Hey I think I’m onto something here. Ran some tests.

1/ Started with a fresh default file.
2/ Deleted default camera, cube and lamp.
3/ Appended the 40 lamps from the borked file.
4/ Appended one of the skinned models from the borked file.

Result: file borked. Model shows as black in material and texture views.

Ok, next test.

1 & 2/ Same as before - start with default file and delete default content.
3/ Appended the two lamps for Layer 1 from the borked file.
4/ Appended the same skinned model from the borked file.

Result: no problem. Model looks fine in material and texture views.

So then I started appending the two lamps for each layer, one layer at a time. The display was normal, until I reached the 16th layer (ie: 32 lamps in total).

As soon as the 31st and 32nd lamps were appended to the file, it broke and the model went black. 30 lamps was fine. 32 lamps was borked.

Ok, so then I delete the 32nd lamp. Result: model view goes back to normal. No problem. 31 lamps is fine.

So now that I know this I can work around it, since I don’t really need two lamps on each layer. One lamp will do for the lower LOD’s, and I can just have two lamps on the layer for the top LOD. That will work.

It still leaves the question: why is Blender breaking things when it gets to 32 lamps in the .blend?

This is from your system console:

GPUShader: linking error:

Vertex info
-----------
(0) : error C6012: Sampler limit exceeded; more than 32 samplers needed to compile program

This seems to indicate that the lighting/shading in that file exceeds the limitations of your graphics card, so you can’t expect them to work reliably. I’m actually not sure if this 32 light limit comes from Blender, from OpenGL or the capabilities of your graphics card - after all, on Taipan’s machine everything seems to work as expected…

What graphics card/driver do you use? Some older model, perhaps?

I’m running one of these: http://www.geforce.com/hardware/desktop-gpus/geforce-gt-610/specifications

Which isn’t top of the line by current standards, but is still pretty good for general use.

I think the problems is that you have too many lights in your scene.
I deleted all of them except the two in layer 1, and set these available for all layers. Now the file works as expected.

Yes, I know the problem is too many lamps. I already tested that. However, just having the two lamps in Layer 1 is no good, because they won’t illuminate anything except Layer 1.

The “This layer only” setting under lamp attributes doesn’t do anything. If I leave it unchecked, which it is by default, the lamps will only illuminate the layer they are on.

If I check it, obviously the lamps still only illuminate the layer they are on.

Either way, I can’t get the lamps to illuminate all layers. No can do. Unless there’s another hidden setting somewhere which does that.

AFAIK the “This Layer Only” option does only apply to rendering, not the OpenGL viewport.

Your scene displays fine on my GTX 980M (using Blender 2.78) as well…
So either there has been an update in Blender since your version 2.76, or the issue is with your graphics card, which is indeed very limited by today’s standards.

why can’t you set the 2 lamps to be on everylayer?
btw “This layer only” is useful only if you have more than one layer turned on

I would if I could. So why not tell me how, since I’ve looked everywhere and and can’t find any such setting.

Nevermind. Found it. I dug through a pile of old threads, found instructions which didn’t make any sense, then figured it out by frigging around.

If anyone else needs to know:

1/ Select your lamp.

2/ In the Properties window, select Object.

3/ Scroll down to Relations.

4/ Use Shift + left click to add the lamp to extra layers.

Voila. Instant lighting on as many layers as you like, with only one lamp. Sorted.

Easy when you know how.