Material viewport turns to PINK (don't believe its missing textures)

Hi,

I can’t wrap my head around why all of a sudden my material I was creating began appearing solid pink in viewport shading/material preview. In rendered cycles view all looks ok (except in EEVEE rendered its still pink).

All cases I found seemed to relate to missing file paths but I’m almost certain this is not the case.

What I’ve noticed is that in my material I have two image textures created in blender. Whichever I mute the problem disappears, but when both are active, material turns pink.

Problem also disappears when I load any other image file to either image texture node.

You may recognize the tutorial I’m following and comparing both node trees all should be identical.

I’m currently working on MacBook Pro M5 (base) with 32 GB RAM if that helps. I doubt its my system thats falling short and causing these problems.

Here you can check the blend file if you have time or need. Thank you for all inputs.

Works fine here (win10):

So there´s nothing wrong with your scene.

Maybe a diver/Mac issue??

Hm, I need to dive deeper on possible driver issue. Thanks for testing the file out!

I had a similiar issue long ago: Eevee on MacOS: purple light when using probes - #5 by CypherPoet

No help - just sharing the same problem. Good luck!

Yeah, thanks vitoli! In my case it really seems that texture paints created in Blender has some limit (or they are just really heavy). In my node tree there is actually third image texture (not shown in images) where I painted color over the model. When muting that errors also disappear and two image textures shown in op actually works.

Summary: third image texture created in Blender leads to PINK error (EEVEE).

I also found out that maybe trying to optimize the node tree can help. Thread about it: https://cgcookie.mavenseed.com/community/11391-industrial-environments-with-eevee-course-columns-turning-magenta-when-mixing-in-second-principled-bsdf

Anyway I’m back at my main PC (Linux) which don’t have this problem. While I’m getting better at Blender I might return to this problem with more efficient material building and see if that helps (if that’s the case).