19 Replies Latest reply on Oct 7, 2010 8:12 PM by unique_screenname_here

    Get a Blank Screen In PB

    Firesail_09

      Does anyone know why when I launch PB I get a blank screen like this one? I am trying to use the Oil Paint feature.

       

      Untitled-1.jpg

        • 1. Re: Get a Blank Screen In PB
          Kevin Goldsmith Level 3

          Do you have multiple monitors per chance? If so, go into the settings for your video card and make sure that both monitors have GPU acceleration turned on.

          • 2. Re: Get a Blank Screen In PB
            Firesail_09 Level 1

            I am running only one monitor on vista ultimate 32 bit. My graphics card is a nvidia geforce 9400 gt.

             

            I found that if i convert the image to a jpeg file instead of using a psd file it can process the filters in PB. I wpuld much rather keep the file as a psd than have to convert it every time I want to use PB not sure if this is my graphics card not able to handle the processing of the file or something else that might be with PB

            • 3. Re: Get a Blank Screen In PB
              Kevin Goldsmith Level 3

              that sounds like a bug. What mode is the PSD file in? RGB/CMYK/... 8/16/24 bits?

              • 4. Re: Get a Blank Screen In PB
                unique_screenname_here Level 3

                The Pixel Bender plugin should not open to the OilPaint filter unless you've already applied it. In a default installation, the Pixel Bender plugin should open to the CircleSplash plugin which may display blank depending on the image input. That said, I'd like to know a bit more about how you got to this place. Did the parameter values that currently produce a blank image ever produce output? What happens if you Reset the parameters (hold the option key on the mac or the alt key on windows and click the Cancel button)? Do you get a blank image if you apply the results (click OK)? Do you see this problem if you open the Pixel Bender plugin to a different filter and then switch to the OilPaint filter? Did you install the latest graphics driver?

                • 5. Re: Get a Blank Screen In PB
                  Firesail_09 Level 1

                   

                  @AIF Kevin

                   

                   

                   

                  The PSD file is in RGB 8 bit.

                   


                  • 6. Re: Get a Blank Screen In PB
                    Firesail_09 Level 1

                    @ unique_username_here

                     

                     

                    When I open PB it does open to ColorSplash but when I drop down to Oil Paint and click on it, it just gives me the either blank white screen or a screen full of small little gray dots. Also, say one filter were to work then I switch to Oil Paint or some other filter I get this error/bug (the blank screen). My graphics card is the latest as I thought that might have been the issue.

                     

                    However, I did try saving the image as a JPEG and then applying the PB filter and it works. But, ideally I would like it to work on a PSD file.

                    • 7. Re: Get a Blank Screen In PB
                      unique_screenname_here Level 3

                      The file format, PSD versus JPEG, should not matter. You see the problem when previewing the filter do you also see the problem if you click OK in the Pixel Bender plugin thus applying the result to your image. The answer to that question is not clear to me from your last post. What size images are you processing? Do you still see this problem if you reduce the image size (try a 1024x1024 for example)?

                       

                      It sounds like this is a driver bug possibly related to low video memory conditions. Would you please send me your graphics card specs as reported by a tool such as OpenGL Extensions Viewer, <http://www.realtech-vr.com/glview/>?

                      • 8. Re: Get a Blank Screen In PB
                        Firesail_09 Level 1

                        I see the problem in the preview window. The image size that I am working with is 4592 px wide by 3056 px high. When sizing down to 1024x1024 it works fine. If I try and use PB when its 4592x3056 then CS5 just freezes up.

                         

                        Here is the report that you wanted me to run as well:

                         

                        Renderer: GeForce 9400 GT/PCI/SSE2/3DNOW!
                        Vendor: NVIDIA Corporation
                        Memory: 512 MB
                        Version: 3.3.0
                        Shading language version: 3.30 NVIDIA via Cg compiler

                         


                        Max texture size: 8192 x 8192
                        Max texture coordinates: 8
                        Max vertex texture image units: 32
                        Max texture image units: 32
                        Max geometry texture units: 32
                        Max anisotropic filtering value: 16
                        Max viewport size: 8192 x 8192
                        Max uniform vertex components: 4096
                        Max uniform fragment components: 4096
                        Max geometry uniform components: 2048
                        Max varying floats: 0
                        Max samples: 16
                        Max draw buffers: 8

                         


                        Extensions: 209

                         

                        GL_ARB_blend_func_extended
                        GL_ARB_color_buffer_float
                        GL_ARB_copy_buffer
                        GL_ARB_depth_buffer_float
                        GL_ARB_depth_clamp
                        GL_ARB_depth_texture
                        GL_ARB_draw_buffers
                        GL_ARB_draw_elements_base_vertex
                        GL_ARB_draw_instanced
                        GL_ARB_explicit_attrib_location
                        GL_ARB_fragment_coord_conventions
                        GL_ARB_fragment_program
                        GL_ARB_fragment_program_shadow
                        GL_ARB_fragment_shader
                        GL_ARB_framebuffer_object
                        GL_ARB_framebuffer_sRGB
                        GL_ARB_geometry_shader4
                        GL_ARB_half_float_pixel
                        GL_ARB_half_float_vertex
                        GL_ARB_imaging
                        GL_ARB_instanced_arrays
                        GL_ARB_map_buffer_range
                        GL_ARB_multisample
                        GL_ARB_multitexture
                        GL_ARB_occlusion_query
                        GL_ARB_occlusion_query2
                        GL_ARB_pixel_buffer_object
                        GL_ARB_point_parameters
                        GL_ARB_point_sprite
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                        GL_ARB_sampler_objects
                        GL_ARB_seamless_cube_map
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                        GL_ARB_shader_objects
                        GL_ARB_shading_language_100
                        GL_ARB_shadow
                        GL_ARB_sync
                        GL_ARB_texture_border_clamp
                        GL_ARB_texture_buffer_object
                        GL_ARB_texture_compression
                        GL_ARB_texture_compression_rgtc
                        GL_ARB_texture_cube_map
                        GL_ARB_texture_env_add
                        GL_ARB_texture_env_combine
                        GL_ARB_texture_env_crossbar
                        GL_ARB_texture_env_dot3
                        GL_ARB_texture_float
                        GL_ARB_texture_mirrored_repeat
                        GL_ARB_texture_multisample
                        GL_ARB_texture_non_power_of_two
                        GL_ARB_texture_rectangle
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                        GL_ARB_texture_rgb10_a2ui
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                        GL_EXT_Cg_shader
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                        GL_EXT_direct_state_access
                        GL_EXT_draw_buffers2
                        GL_EXT_draw_instanced
                        GL_EXT_draw_range_elements
                        GL_EXT_fog_coord
                        GL_EXT_framebuffer_blit
                        GL_EXT_framebuffer_multisample
                        GL_EXT_framebuffer_object
                        GL_EXT_framebuffer_sRGB
                        GL_EXT_geometry_shader4
                        GL_EXT_gpu_program_parameters
                        GL_EXT_gpu_shader4
                        GL_EXT_multi_draw_arrays
                        GL_EXT_packed_depth_stencil
                        GL_EXT_packed_float
                        GL_EXT_packed_pixels
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                        GL_EXT_stencil_wrap
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                        GL_EXT_texture_edge_clamp
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                        GL_EXT_texture_env_dot3
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                        GL_EXT_texture_integer
                        GL_EXT_texture_lod
                        GL_EXT_texture_lod_bias
                        GL_EXT_texture_mirror_clamp
                        GL_EXT_texture_object
                        GL_EXT_texture_shared_exponent
                        GL_EXT_texture_sRGB
                        GL_EXT_texture_swizzle
                        GL_EXT_timer_query
                        GL_EXT_vertex_array
                        GL_EXT_vertex_array_bgra
                        GL_EXTX_framebuffer_mixed_formats
                        GL_IBM_rasterpos_clip
                        GL_IBM_texture_mirrored_repeat
                        GL_KTX_buffer_region
                        GL_NV_blend_square
                        GL_NV_conditional_render
                        GL_NV_copy_depth_to_color
                        GL_NV_copy_image
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                        GL_NV_depth_clamp
                        GL_NV_explicit_multisample
                        GL_NV_fence
                        GL_NV_float_buffer
                        GL_NV_fog_distance
                        GL_NV_fragment_program
                        GL_NV_fragment_program2
                        GL_NV_fragment_program_option
                        GL_NV_framebuffer_multisample_coverage
                        GL_NV_geometry_shader4
                        GL_NV_gpu_program4
                        GL_NV_half_float
                        GL_NV_light_max_exponent
                        GL_NV_multisample_coverage
                        GL_NV_multisample_filter_hint
                        GL_NV_occlusion_query
                        GL_NV_packed_depth_stencil
                        GL_NV_parameter_buffer_object
                        GL_NV_parameter_buffer_object2
                        GL_NV_pixel_data_range
                        GL_NV_point_sprite
                        GL_NV_primitive_restart
                        GL_NV_register_combiners
                        GL_NV_register_combiners2
                        GL_NV_shader_buffer_load
                        GL_NV_texgen_reflection
                        GL_NV_texture_barrier
                        GL_NV_texture_compression_vtc
                        GL_NV_texture_env_combine4
                        GL_NV_texture_expand_normal
                        GL_NV_texture_multisample
                        GL_NV_texture_rectangle
                        GL_NV_texture_shader
                        GL_NV_texture_shader2
                        GL_NV_texture_shader3
                        GL_NV_transform_feedback
                        GL_NV_vertex_array_range
                        GL_NV_vertex_array_range2
                        GL_NV_vertex_buffer_unified_memory
                        GL_NV_vertex_program
                        GL_NV_vertex_program1_1
                        GL_NV_vertex_program2
                        GL_NV_vertex_program2_option
                        GL_NV_vertex_program3
                        GL_NVX_conditional_render
                        GL_NVX_gpu_memory_info
                        GL_S3_s3tc
                        GL_SGIS_generate_mipmap
                        GL_SGIS_texture_lod
                        GL_SGIX_depth_texture
                        GL_SGIX_shadow
                        GL_SUN_slice_accum
                        GL_WIN_swap_hint
                        WGL_ARB_buffer_region
                        WGL_ARB_create_context
                        WGL_ARB_create_context_profile
                        WGL_ARB_extensions_string
                        WGL_ARB_make_current_read
                        WGL_ARB_multisample
                        WGL_ARB_pbuffer
                        WGL_ARB_pixel_format
                        WGL_ARB_pixel_format_float
                        WGL_ARB_render_texture
                        WGL_ATI_pixel_format_float
                        WGL_EXT_extensions_string
                        WGL_EXT_framebuffer_sRGB
                        WGL_EXT_pixel_format_packed_float
                        WGL_EXT_swap_control
                        WGL_NV_float_buffer
                        WGL_NV_multisample_coverage
                        WGL_NV_render_depth_texture
                        WGL_NV_render_texture_rectangle
                        WGL_NVX_DX_interop

                         

                        Core features
                        v1.1 (100 % - 7/7)
                        v1.2 (100 % - 8/8)
                        v1.3 (100 % - 9/9)
                        v1.4 (100 % - 15/15)
                        v1.5 (100 % - 3/3)
                        v2.0 (100 % - 10/10)
                        v2.1 (100 % - 3/3)
                        v3.0 (100 % - 23/23)
                        v3.1 (100 % - 8/8)
                        v3.2 (100 % - 9/9)
                        v3.3 (100 % - 9/9)
                        v4.0 (0 % - 0/13)
                        v4.1 (0 % - 0/8)

                         

                        OpenGL driver version check (Current: 3.3.0, Latest known: 8.17.12.5896):
                        Outdated version of display drivers detected
                        According the database, you are might be not using the latest version of display drivers for your video card.

                         

                        No ICD registry entry
                        The current OpenGL driver doesn't expose the SOFTWARE/Microsoft/Windows (NT)/CurrentVersion/OpenGLDrivers registry entry. Unable to detect the driver version, driver revision name and filename.

                         

                        Compiled vertex array support
                        This feature improves OpenGL performance by using video memory to cache transformed vertices.

                         

                        Multitexture support
                        This feature accelerates complex rendering such as lightmaps or environment mapping.

                         

                        Secondary color support
                        This feature provides an alternate method of coloring specular highlights on polygons.

                         

                        S3TC compression support
                        This feature improves texture mapping performance in some applications by using lossy compression.

                         

                        Vertex array range support
                        This feature improves performance in some applications by using AGP for dynamic vertex transformation.

                         

                        Texture edge clamp support
                        This feature improves texturing quality by adding clamping control to edge texel filtering.

                         

                        Vertex program support
                        This feature enables a wide variety of effects via flexible vertex programming (equivalent to DX8 Vertex Shader.)

                         

                        Fragment program support
                        This feature enables a wide variety of effects via per pixel programming (equivalent to DX9 Pixel Shader.)

                         

                        Texture anisotropic filtering support
                        This feature improves the quality of texture mapping on oblique surfaces.

                         

                        Occlusion test support
                        This feature provides hardware accelerated culling for objects.

                         

                        Point sprite support
                        This feature improves performance in some particle systems.

                         

                        OpenGL Shading Language support
                        This feature enables high level shading language for shaders.

                         

                        Frame buffer object support
                        This feature enables render to texture functionality.

                         

                        Extension verification:
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                        GL_ARB_draw_indirect was not found, but has the entry point glDrawArraysIndirect
                        GL_ARB_draw_indirect was not found, but has the entry point glDrawElementsIndirect
                        GL_ARB_gpu_shader_fp64 was not found, but has the entry point glGetUniformdv
                        GL_ARB_gpu_shader_fp64 was not found, but has the entry point glUniform1d
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                        GL_EXT_paletted_texture was not found, but has the entry point glGetColorTableParameterivEXT
                        GL_EXT_subtexture was not found, but has the entry point glTexSubImage3DEXT
                        GL_KTX_buffer_region has the entry point glBufferRegionEnabledEXT missing!
                        GL_KTX_buffer_region has the entry point glDeleteBufferRegionEXT missing!
                        GL_KTX_buffer_region has the entry point glDrawBufferRegionEXT missing!
                        GL_KTX_buffer_region has the entry point glNewBufferRegionEXT missing!
                        GL_KTX_buffer_region has the entry point glReadBufferRegionEXT missing!
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                        GL_NV_half_float has the entry point glVertexWeighthvNV missing!
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                        GL_ARB_compatibility was not found, but is available in driver version 8.17.12.5896

                        • 9. Re: Get a Blank Screen In PB
                          unique_screenname_here Level 3

                          Off the top of my head, I would expect the OilPaint filter to be successful for a 4Kx4K image on your graphics card given that you have 512MB of VRAM, although I didn't do the math. Are you sure you have the latest graphics drivers installed? What information is reported for "Driver Provider," "Driver Date," and "Driver Version" on the Driver properties tab of the Adapter properties in the Display properties?

                          • 10. Re: Get a Blank Screen In PB
                            Firesail_09 Level 1

                            Driver Provider: NVIDIA

                            Driver Date: 7/9/2010

                            Driver Version 8.17.12.5896

                            • 11. Re: Get a Blank Screen In PB
                              unique_screenname_here Level 3

                              Yeah, that looks like the latest driver. Thanks for posting this information. Are you using Aero or any other Vista gpu-related feature that might eating up video memory?

                              • 12. Re: Get a Blank Screen In PB
                                Firesail_09 Level 1

                                I have Aero disabled already because it was slowing down CS5 tremendously. But, I don't think I have any other Vista GPU-related processes running. If they are I don't know what they are. Could screen resolution cause this problem. I have my screen resolution at 1920x1080 at 32-bit color setting.

                                • 13. Re: Get a Blank Screen In PB
                                  unique_screenname_here Level 3

                                  No, I don't think the screen resolution should have any effect, but then again it can't hurt to test it. Did you manipulate any of the settings in the NVIDIA control panel? Is Photoshop's GPU canvas enabled? If so, you might try turning it off just to see if that helps.

                                  • 14. Re: Get a Blank Screen In PB
                                    unique_screenname_here Level 3

                                    And just to be clear, you only see this problem with the OilPaint filter, correct? You might also try reducing the CPU memory load to see if that helps. For instance, close any other open images in Photoshop, quit some other apps. I'm guessing it won't make a difference, but, again, it can't hurt to try.

                                    • 15. Re: Get a Blank Screen In PB
                                      Firesail_09 Level 1

                                      Yes I only see this on the Oil Paint filter but if it happens and I switch to a different filter it stays with the blank white screen.

                                       

                                      So I have also done some playing around and found the following.

                                       

                                      When I crop the image to 1024x768 @ 100dpi, the Oil Paint filter runs smoothly.

                                       

                                      When I crop the image to 14 in x 11 in @ 240 dpi, the Oil Paint filter runs but trying to move the sliders is choppy.

                                       

                                      I have to believe it is my graphics card not being able to handle the load that is being put on it. Unless you believe it is something else.

                                       

                                      Here is the specs on my current computer setup.

                                       

                                      Dell Dimension C521

                                      1TB HD

                                      AMD Athlon 64 X2 Dual Core Processor 3800+ 2.00 GHz

                                      5 GB RAM

                                      Windows Vista Ultimate 32 bit

                                      NVIDIA GeForce 9400 GT 512 MB

                                      • 16. Re: Get a Blank Screen In PB
                                        unique_screenname_here Level 3

                                        Well, I believe your graphics card should be able to handle both the 3360x2640 pixel and 4592x3056 pixel images. What I don't understand is why it cannot. It does seem like we're running up against some resource limit. It's possible the driver was unable to allocate enough host memory. How much memory is Photoshop using? Do you see this problem if Photoshop is the only app you are using? Did you try to reproduce this problem with Photoshop's GPU settings disabled? Out of curiosity, how come you are running Vista32 instead of Vista64?

                                        • 17. Re: Get a Blank Screen In PB
                                          Firesail_09 Level 1

                                          Yes I did try disabling Photoshop's GPU settings and it just makes the sliders inside of PB choppy when trying to slide them. I have Photoshop allocated to use 921 MB (under the Performace settings) and I am running Vista 32 bit because that was the only one out when I bought the computer.

                                          • 18. Re: Get a Blank Screen In PB
                                            unique_screenname_here Level 3

                                            The sliders are more choppy when "Enable OpenGL Drawing" is disabled? Hmm, that doesn't make much sense to me. I'll see what others think. You did quit and relaunch Photoshop after changing that setting and before testing Pixel Bender, correct? Does the problem go away if you increase Photoshop's Memory Usage?

                                            • 19. Re: Get a Blank Screen In PB
                                              Firesail_09 Level 1

                                              Yes I restarted photoshop everytime I changed a setting a all.