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Blender crash when rotating a hair curve with porpotional editing and "connected only" enabled Operating system: Linux-5.15.0-58-generic-x86_64-with-glibc2.35 64 Bits Graphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.108.03 Broken: version: 3.6.0 Alpha Blender segfaults when I rotate the tip of a hair curve in edit mode with proportional editing enabled and "connected only selected". 1. Select the default cube. 2. From the add menu select Curve-->Empty Hair 3. Edit Hair in sculpt mode. Add two single hair strands some distance apart on the top face of the cube with the add brush. 4. Edit Hair in edit mode. 5. Select the top point of one the hairs. 6. Enable proportional editing mode. 7. From the proportional editing mode drop-down menu select "Connected only" 8. Hovering over the hair with one selected point press "r" to rotate the hair. 9. Blender Crash. Alternatively: In the blend file I uploaded press "r" to rotate the selected point and blender should crash.
[ "Normal map support in Cycles standalone\nWindows 8.1 64-bit\n\n**Cycles Version**\nd553b8de7180\n\n\nIn the latest version available in the Cycles standalone repository, commit d553b8de7180, using a normal map node in a shader graph will cause Cycles to crash. This behavior was not present in release 1.7.0 but has been added since then.\n\nThis looks to be caused by an improperly initialized member variable in the ccl::NormalMapNode type. Upon creating an object of type NormalMapNode, the ustring named 'attribute' is initialized such that attribute.c_str() will return a nullptr.\n\nCycles crashes when the nullptr used to construct a std::string in NormalMapNode::attributes in this bit:\n\n```\t\n\t\telse {\n\t\t\tattributes->add(ustring((string(attribute.c_str()) + \".tangent\").c_str()));\n\t\t\tattributes->add(ustring((string(attribute.c_str()) + \".tangent_sign\").c_str()));\n\t\t}\n```\n\n\nI have attached a simple cycles standalone scene that triggers this error here: [sample_scene.xml](sample_scene.xml)", "The program crashes when texturing \nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1660/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.72\n\nBroken: version: 2.93.0\n\nWhen try texture object in texture paint mode, and there are another map in shader tab. Program crashes. \n\n1. In default (or other) scene go to Texture paint window, create new texture for paint. \n2. Apply this texture to diffuse color object in shader editor. (or in object properties)\n3. Go back to texture window. We make sure that everything is painted correctly\n4. Go to shading window and drag&drop any other texture to node window. (NOT APPLY TO DIFFUSE COLOR (or APPLY))\n5. Go back to texture paint window. For some reason, the dragged texture itself was assigned to the duffuse color.\n6. Change linced texture in image editor (in left window)\n7. Try paint on RIGHT window (3D viewport)\n8. Click on left texture editor (try paint in 2D ) program crash. \n\nVideo steps: 0Ophy4Lmx0A\n\nDebug logs:\n[blender.crash.txt](blender.crash.txt)\n\n[blender_debug_output.txt](blender_debug_output.txt)\n\n[blender_system_info.txt](blender_system_info.txt)\n\n[Blender_crash.webm](Blender_crash.webm)\n\n![test_image.jpg](test_image.jpg)", "NLA is editable even when the animation data is linked\nBroken: 2.80 to current main branch (`96abaae9ac57e3833f862bc0b562d2fe7a95f702`)\nWorked: probably never\n\nThe NLA is editable, even when the animation data is linked and thus should be read-only.\n\n\n- Extract the attached ZIP\n- Open `nla-link-test.blend`\n- Move the strip in the NLA\n- Save and reload the file\n- See that the strip edit has not been saved to disk.\n\nObserved behaviour: the NLA strip can be moved.\n\nExpected behaviour: the NLA data of the linked object should be read-only. Just like the cube itself (you cannot move it).\n\n", "Interpolated hair curves clipping into meshes with subdivision modifiers unapplied\nOperating system: Windows 10\nGraphics card: RTX 2080 Super Max-Q\n\nBroken: 3.51\nWorked: N/A\n\nInterpolated hair curves clip into meshes with unapplied subdivision modifiers. Will stop clipping once subdivision is applied.\n\n1. Create a mesh (i.e. suzanne) and add a subdivision modifier with any amount of subdivision. \n2. Add 'fur' hair curves and do a basic groom\n3. Notice (hopefully) that there a bald spots. No amount of extra guide curves will remove these bald spots\n4. Applying the subdivision modifier should remove these bald spots.\n\n", "Dynamic Paint With UNDO [Control Z] Crash Blender\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX TITAN X/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.64\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\nWorked: (optional)\n\nWhen Press Control Z While In Weight Paint (EDIT MODE), Blender Crash\n\nBased on the default startup or an attached .blend file (as simple as possible).\n[weight-paint-v1.blend](weight-paint-v1.blend)\n1. Open the provided .blend file\n2. Start playback and enter Weight Paint mode\n3. Paint and then undo (Control + Z)\n4. Blender crashes after a while,\n\nHere is video to show case KUUbxSnwmbE", "Sculpt mode -> Curve Stroke causes Undo to behave differently\nOperating system: Windows 10 x64\nGraphics card: Nvidia 980 GTX\n\nBroken: v 2.82 Alpha, 10-12-2019\n\nIf Brush stroke is set to Curve and some sculpt detail is added (Ctrl + Left Click), (Ctrl + Z) or Undo does not work. Instead of Undo for the sculpt detail, the curve control points are removed.\n\n1. Start with default cube and add Multi-Res modifier, subdivide a couple of times.\n2. Go to sculpt mode and with the SculptDraw brush set the stroke to Curve.\n3. Draw a curve using (Ctrl + Right Click) to add some control points.\n4. Add sculpt details using Ctrl + Left Click. \n5. Press Ctrl + Z. Instead of removing the details the control points of the curve will be removed first. \n6. Press Ctrl + Z repeatedly. When the last control point remains then the sculpt detail will be removed.", "Crash when sculpting with a texture, deleting the image of the texture and exiting sculpt mode\nOperating system: Windows 10\nGraphics card: RTX 2070 Super\n\nBroken: version: 3.4, 3.5, 3.6\nBroken: version: 3.3.3\nBroken: 3.1.0\nWorked: 3.0.1\nWorked: 2.93 LTS\n\nCaused by 9111ea78ac\n\nBlender crashes when a texture image is deleted and you exit sculpt mode.\n\nYou can test it inside the attached blend file. I basically just attached an image to a sculpting brush.\n\n1. Open the blend file below\n2. draw on the surface of the sphere\n3. delete the image inside the outliner\n4. exit sculpt mode\n\nCrash occurs because `item->image->runtime.cache_mutex` is null inside `BKE_image_pool_free`\n```\nStack trace:\nblender.exe :0x00007FF713D04C10 pthread_mutex_lock\nblender.exe :0x00007FF70E6EE880 BKE_image_pool_free\nblender.exe :0x00007FF70E6B5CF0 BKE_sculptsession_free\nblender.exe :0x00007FF70F1B67A0 ED_object_sculptmode_exit_ex\nblender.exe :0x00007FF70F1B85F0 sculpt_mode_toggle_exec\nblender.exe :0x00007FF70E953220 wm_operator_invoke\nblender.exe :0x00007FF70E9528D0 wm_operator_call_internal\nblender.exe :0x00007FF70E955880 WM_operator_name_call_ptr\nblender.exe :0x00007FF70F171800 ED_object_mode_set_ex\nblender.exe :0x00007FF70F148710 object_mode_set_exec\nblender.exe :0x00007FF70E953220 wm_operator_invoke\n```", "Hair Particles: Deflect Emitter option will affect all edited hairs\nOperating system: win 10 \nGraphics card: 2x vega 56\n\nBroken: 2.90 alpha\nWorked: 2.79\n\nWhen combing hair with deflect emitter on, **all** hair is affected (not just the hair in the brush radius).\n[for further explanation, see comments below incl. a potential fix]\n[#79042.webm](T79042.webm)\n\n**Original report (was also showing that deflect is affecting hair outside the brush radius -- collapsing itself is not considered a bug)**\nwhen combing hair with deflect emitter on, it causes chunks of hair to collapse into the mesh. deflector size has no effect\n\n![ezgif-1-7edde507aec4.gif](ezgif-1-7edde507aec4.gif)\n\nmesh this is happening on \n[bugged hair.blend](bugged_hair.blend)", "Cycles: Hair is not rendered in front of images\nOperating system: Fedora Linux (Gnome Wayland)\nGraphics card: AMD\n\nBroken: 3.5.1\n\nCurves hair is not visible when it is in front of an image\n\nOpen the [file](https://projects.blender.orgattachment) and render the image.", "When hair emitter's \"Curve Guide\" Field Weight lies between 0 and 1, strands float toward origin.\nOperating system: macOS Mojave 10.14.6 \nBug occurs both in 2.8 and 2.81 beta\n\nWhen a hair emitter's \"Curve Guide\" Field Weight lies between 0 and 1, strands float inexplicably toward origin. This renders the \"Curve Guide\" styling method incompatible with \"Hair Dynamics.\" \n\nThe attached .blend was made with these steps: \n1. enable \"Hair\" particle system on default cube.\n2. add a bezier curve and enable \"Curve Guide\" Force Field physics. \n3. stretch bezier curve into a wide arc emerging from the cube. \n4. parent the curve to the cube.\n5. translate the cube far from the origin.\n6. In the Particle Settings' \"Field Weights\" tab, set Curve Guide to 0.5. \n7. **Hair particles float inexplicably toward origin.**\n(Optional)\n8. set Curve Guide back to 1.0\n9. in the curve's Physics tab, under Settings, set \"Falloff Power\" to nonzero. Encounter the same bug.\n\nThanks for your time! \n[curve-guided hair with field weights bug.blend](curve-guided_hair_with_field_weights_bug.blend)\n", "Hair particles: 'Use modifier Stack' option removes all hair if particles have been added or removed in particle editmode\nOperating system: Linux-3.10.0-957.10.1.el7.x86_64-x86_64-with-centos-7.6.1810-Core 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 418.56\n\nBroken: version: 2.81 (sub 4)\n\nUse modifier stack checkbox deletes all the hair particles if they were created with the add hair brush and combed (not necessary), even if there are no modifiers before the particle system. This also happens if particles have been deleted (X) in particle editmode.\nAnd there is no way to get those hairs back. It can really destroy all your work on grooming.\nBy the way, that check box becomes inactive in 2.79 after grooming, but it's active for some reason.\n\nCreate a hair particle system.\nGo into particle edit mode.\nDelete all the hairs (by the way, you won't be able to do that until you comb it, may be a second bug).\nAdd some hairs via add hair brush (you can add hair without deleting on the previous step, the bug will occur anyway).\nGo back to object mode.\nCheck the use modifier stack checkbox.\nAll the hairs disappear!\n\nThe attached file has all that done except the very last step.\n\n[hair_use_modifier_stack_bug.blend](hair_use_modifier_stack_bug.blend)", "Hair: changing children related settings not updating in particle editmode\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 388.73\n\n\nBroken: version: 2.80 (sub 75)\nWorked: (optional)\n\n\nHair particle system children won't update/refresh in viewport when editing their parameters\n\n- Add a hair particle system on any object and enable children (Simple)\n- Go to particle edit mode and enable children from right panel (N) ->Tool -> Options -> Viewport Display\n- Choose point select mode\n- Try changing any parameters related to the particle system's children or delete a particle point and will see no change on the viewport part (update occurs only after moving point or using settings like \"Comb\") \n\n\n[bug1.blend](bug1.blend)\n\n\n", "Wrong Radius visuals when joining two hair curves\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: AMD Radeon RX 5700 XT ATI Technologies Inc. 4.5.14800 Core Profile Context 22.5.1 30.0.15021.11005\n\nBroken: version: 3.3.0 Alpha\n\nIf you have two hair curves in geometry nodes and you join then, The radius of the first one is copied to the other, this only happens in EEVEE and in Solid view but not in cycles.\n\n[2022-07-16 23-01-18.mp4](2022-07-16_23-01-18.mp4)\n\nIn this file there is a setup that is affected by this issue, as well as a simplified version. You just need to open the file and change the order in the join node\n[radius bug.blend](radius_bug.blend)", "Interpolated hair curves sharp turns\nWindows 10\nGeforce 970\n32 Gigabytes ram\n\n2.79\n[system-info.txt](system-info.txt)\n\n\nAs shown in the screenshot below, some of the hairs seemingly at random have their curves restart mid stroke, leading to a perfectly straight line connecting from one side of the wave to the other where it continues as a curve.\n\nThis happens on hair systems using interpolated children and either braid or spiral kink. \n![Screenshot 2018-06-08 13.55.28.png](Screenshot_2018-06-08_13.55.28.png)\n\nAdd Hair system, Up the number of steps to 7\nDisplay 7 steps\nSet children to Interpolated\nSet Kink to Braid\nAmplitude 0.663 \nFrequency 1.507\n\nThe error occurs at any Amplitude/Frequency\n\n[HairSystemError.blend](HairSystemError.blend)\n", "New Curves data block\nThis is a follow up task based on discussions we had about #94193.\n\nCurrently, the curve object contains three distinct object types: curves, surfaces and text. We want to split those up into separate types, because there is no real reason for why they are combined into a single type. \nThis task focuses on introducing a new `Curves` data type which we will also need for hair and geometry nodes processing of curves.\n\nInitial steps:\n* - [x] Rename existing (experimental) `Hair` data block to `Curves`. In the ui it will be called `Hair Curves` for now to distinguish it from the old curve type. \n* - [x] Decide on and implement exact data structure used for curves.\n * Should be stored compactly in continuous arrays.\n * Should support arbitrary attributes on points and splines.\n * Ideally, the actual curve data structure is embedded into the `Curves` data block as a separate struct, so that the same struct could e.g. be used for grease pencil.\n* - [x] Refactor geometry nodes to use the `Curves` data block instead of `CurveEval`. (#95443)\n* - [x] Remove the runtime-only `CurveEval` data structure added for geometry nodes.\n* - [ ] Render geometry nodes curves as with the new type in Cycles and Eevee (#96455)\n* - [x] Curves sculpt mode that is mostly focused on hair use cases\n* - [ ] Curves edit mode, similar to existing curve edit mode\n\nFurther in the future:\n* - [ ] Add existing necessary features from the legacy curve object (features like shape keys may add complexity)\n* - [ ] Use versioning to convert legacy curve objects to the new curves object\n* - [ ] Add support for simulations through a generic simulation system involving geometry nodes\n* - [ ] Use versioning to convert hair particle systems to the new curves object\n\n" ]
[ "Rotation of hair curves in edit mode with proportional editing \"connected only\" enabled crashes Blender\nOperating system: Linux-5.15.0-60-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.108.03\n\nBroken: version: 3.5.0 Beta\n\nTrying to rotate a hair curve in edit mode with proportional editing connected only enabled crashes Blender.\n\nCreate some hair curves.\nGo to edit mode.\nEnable Proportional Editing by clicking on the button on the panel (the hotkey doesn't work due to another bug).\nEnable Connected Only of the proportional editing option.\nSelect a curve point and try to rotate it. Crash.\n\n" ]
Blender Crashes when Baking Indirect Lighting Operating system: Windows-10-10.0.17134 64 Bits Graphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 417.71 Broken: version: 2.80 (sub 71) Worked: (optional) Blender Crashes when Baking Indirect Lighting Load the attached scene. It's a cube and a ground plane with an Irradiance Volume. Go to the Render settings and press Bake Indirect Lighting. Blender will crash [please don't crash on me.blend](please_don_t_crash_on_me.blend)
[ "Blender 2.91 alpha - Debug menu, instant crash\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX TITAN X/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.55\n\nBroken: version: 2.91.0 Alpha\nWorked: 2.90.1\n\nShader compilation is causing an error when the debug menu is invoked on a blank scene or working scene.\n\nOpen the .blend attached file, press F3>search: Debug. Type 22 (eevee GPU speed benchmarking verbose),\nBlender will crash immediately. The same is true on a blank new scene in the general application template.\n\nFile to test: \n44cb6eb461af31ad1209dedb738d76c0.blend\n\n", "Cycles crashes on viewport rendering in CUDA driver\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.3.0\nWorked: 3.2\n\nThe crash happens while navigating the viewport in shading mode, using Cycles.\n\nThis crash reappeared in the latest 3.3 release. It happened in older releases, then it got stable, but now it's back again.\nApparently, it has to do with Cuda.\nIt's not happening in one particular scene only, but rather randomly regardless of the complexity of the scene.\n\n[Cave-CloseUp-v006.crash.txt](Cave-CloseUp-v006.crash.txt)\n\n[Cave-CloseUp-v005.crash.txt](Cave-CloseUp-v005.crash.txt)\n\n[blender.crash.txt](blender.crash.txt)", "Blender crashes as soon as an image texture is plugged in the material BSDF node\nOperating system: Windows 10\nGraphics card: NVIDIA GeForce GTX 1080 Ti\nSee attached log for more detail\n\nBroken: 3.5.1, but also 4.0.0 Alpha, did not try intermediate versions\nWorked: ??? The earliest available build, 2.93.18, also causes the same crash\n\nThe second any kind of image texture is plugged in a material, Blender crashes without any warning. Occurs when creating a new image texture, when plugging an existing file, or even when trying to plug a UV grid for unwraping purposes\n\n**Similar tickets**\n#76193\n#76377\n\n1. Start Blender.\n2. Create new default file.\n3. Select the default cube.\n4. Switch to Shading workspace.\n5. Add Image Texture node.\n6. Create new image or select an existing one.\n7. Plug Color output to the Base Color input of the Principled BSDF node.\n8. Watch Blender shut down.", "Regression in 4.0, crash loading blend file without a scene collection\nBroken: `f6082a5042db7cfe6c4617387a04f216a1ba3f99`\nWorking: 3.6 LTS.\n\nThis test from `lib/` crashes on load:\n\n`blender ../lib/tests/depsgraph/deg_point_cache_transform.blend`\n\nThis crashes in release builds, asserts in debug builds:\n```\n./blender.bin() ./source/blender/blenlib/intern/system.c:86: BLI_system_backtrace (0x2fa9abe)\n./blender.bin() ./source/blender/blenlib/intern/BLI_assert.c:38: _BLI_assert_print_backtrace (0x29ca0f0)\n./blender.bin() ./source/blender/blenkernel/intern/collection.cc:2101 (discriminator 2): scene_collections_array(Scene*, Collection***, int*) (0x35b760e)\n./blender.bin() ./source/blender/blenkernel/intern/collection.cc:2124: BKE_scene_collections_iterator_begin (0x35b79ba)\n./blender.bin() ./source/blender/blenkernel/intern/collection.cc:2182: scene_objects_iterator_begin(BLI_Iterator*, Scene*, GSet*) (0x35b7f87)\n./blender.bin() ./source/blender/blenkernel/intern/collection.cc:2193: BKE_scene_objects_iterator_begin (0x35b8056)\n./blender.bin() ./source/blender/blenkernel/intern/lib_override_proxy_conversion.cc:126: BKE_lib_override_library_main_proxy_convert(Main*, BlendFileReadReport*) (0x3f08530)\n./blender.bin() ./source/blender/blenloader/intern/versioning_common.cc:522: do_versions_after_setup(Main*, BlendFileReadReport*) (0x4e43643)\n./blender.bin() ./source/blender/blenloader/intern/readblenentry.cc:512: BLO_read_do_version_after_setup (0x4d1c740)\n./blender.bin() ./source/blender/blenkernel/intern/blendfile.cc:880: setup_app_data(bContext*, BlendFileData*, BlendFileReadParams const*, BlendFileReadWMSetupData*, BlendFileReadReport*) (0x3520a67)\n./blender.bin() ./source/blender/blenkernel/intern/blendfile.cc:956: setup_app_blend_file_data(bContext*, BlendFileData*, BlendFileReadParams const*, BlendFileReadWMSetupData*, BlendFileReadReport*) (0x3521081)\n./blender.bin() ./source/blender/blenkernel/intern/blendfile.cc:994: BKE_blendfile_read_setup_readfile (0x35213c3)\n./blender.bin() ./source/blender/windowmanager/intern/wm_files.cc:1067: WM_file_read(bContext*, char const*, ReportList*) (0x3033a5f)\n./blender.bin() ./source/creator/creator_args.cc:2185 (discriminator 1): handle_load_file(bContext*, char const*, bool) (0x29c726d)\n./blender.bin() ./source/creator/creator_args.cc:2256 (discriminator 1): main_args_handle_load_file (0x29c76c5)\n./blender.bin() ./source/blender/blenlib/intern/BLI_args.c:322: BLI_args_parse (0x2fbfa62)\n./blender.bin() ./source/creator/creator.cc:564: main (0x29bcaa4)\n/usr/lib/libc.so.6(+0x27cd0) ??:0: ?? (0x7fdfca627cd0)\n/usr/lib/libc.so.6(__libc_start_main+0x8a) ??:0: ?? (0x7fdfca627d8a)\n./blender.bin() ??:?: _start (0x29bc125)\nBLI_assert failed: source/blender/blenkernel/intern/collection.cc:2101, scene_collections_array(), at 'collection != nullptr'\n```\n\n", "Crash while baking the Line Art modifier\nOperating system: Windows 11\nGraphics card: RTX 2070\n\nBroken: 7c2dc5183d03\n\n\n\nI get regular crashes when baking Line Art modifier in relatively complicated geometries. \n\nI can't provide my project file. I am hoping that the crash log will give insight into this bug.\n\n", "Crash when baking quick smoke fire simulation\nOperating system: macOS-13.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 575 OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.9.39\n\nBroken: version: 3.2.2\n\nQuick Smoke within FIRE (Bake Data) button\n\n\nfrom 32 change to 256 see picture ![image.png](image.png)\n\nSee End: from 256 to 1000 (frames) ![image.png](image.png)\n\n(Bake ALL) on Type: ALL\n\n![image.png](image.png)\n[Blender-2022-08-15-103438.ips](Blender-2022-08-15-103438.ips)\n[Blender crash guide on Mac appear.txt](Blender_crash_guide_on_Mac_appear.txt)\n\n[Quick Smoke within FIRE.blend](Quick_Smoke_within_FIRE.blend)\n\n\n", "Mouse movement causes crash during particle bake\nOperating system: Win10\nGraphics card: GTX2060\n\nBroken: 2.90, 0330d1af29c0, master, 2020-08-31\n\nReproducible crash when baking particle animation and moving mouse\n\nSadly, I was not able to reproduce the crash in a simpler file, so I assume it has to be related to the current boid setup with lots of drivers.\n\n1. Load the attached blend file\n2. Make sure Workspace is set to layout\n3. Select one of the two particle-emitters\n4. Click bake\n5. During bake move the mouse over Render or Graph views\n- > Crash\n\nAlso see this video capture: VIUy6r9S-Hk (It ends in the moment of the crash)\n\n[swarm-test1.crash.txt](swarm-test1.crash.txt)\n\n[swarm-test2-crash.blend](swarm-test2-crash.blend)", "Smoke domain emission render has blocks using View Layer Indirect Only \nOperating system: Windows 10 Home 10.0.183363\nGraphics card: Nvida RTX 2080 super\n\nBroken: 5e04548500\n\n\nWhen setting the volume object (smoke domain) into Indirect Only, the render doesn't seem correct (the black blocks show up).\n\n- Play the animation to bake the 5 frames.\n- Render any of the 5 frames to see blocks in the image. \n\n![indriect_only_blocks.png](indriect_only_blocks.png)\n[indirect_only_volume.blend](indirect_only_volume.blend)\n\n\nThanks\n", "Cycles shadow catcher improvements\n- [x] Indirect light support\n- [x] Option to include/exclude lights\n- [x] Dedicated shadow catcher pass\n- [ ] Dedicated compositor node for easier setup\n- [ ] Separate shadow and reflection passes\n- [ ] Shadow catcher behind sharp reflection and refraction?\n- [ ] Optimization to share more shader evaluation and sampling until path diverges?\n\n[devtalk thread ](691) with user feedback\n", "Cycles Rendering of project causes crash of program.\nOperating system: Windows-10-10.0.22621-SP0 64 Bits (Windows 11)\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 537.13\n\nBroken: version: 3.6.2\n\nTrying to render, pressing F12 of the file to render project it crashes. I'm using Blender 3.6.2\n\nTrying to render, pressing F12 of the file to render project it crashes. I'm using Blender 3.6.2\nNot sure if you need textures, can provide if needed.", "Cycles: Many Lights Sampling\nUnder development in `soc-2022-many-lights-sampling` branch, implementing [this paper ](many-lights).\n\n[Feedback thread ](24773) with various bug reports and tests.blend files.\n\n### Tasks\n\nTesting\n- [x] Gather .blend files into regression test suite (Some files have been added in rBL63053)\n- [x] Gather production .blend files for benchmark tests\n- [x] Validate expected improvements are found in benchmark files\n\nImplementation\n- [x] Avoid computing importance for emitters twice for distant lights, use reservoir sampling instead\n- [x] Better balancing with distant/background lights (see [D16179](D16179), [D16149](D16149) for some approaches)\n- [x] Cleanup distance lights implementation to unify more with light tree\n- [x] Support for light sampling inside of volumes\n- [x] Make distant and background lights part of tree?\n- [x] Fix zero radius distant light (mesh/shadow_terminator.blend test renders black)\n\n- [x] Barbeshop light falloff shader node leads to noise, do better constant folding to avoid it\n- [x] Add mesh light option for auto/none/front/back/both sides emission sampling\n- [x] Auto exclude low emission strength triangles from tree for performance/memory?\n- [x] Fix crash in spring (out of memory, avoided for now by excluding low emission)\n- [x] Fix CUDA crash in wdas_cloud scene\n- [x] Remove broken shadow pass with light tree (may restore later if there is a need)\n- [x] Parallel tree build 23c5e0693253516a51906588a361bb637ffd391b\n- [x] Workaround HIP internal compiler error\n\nFuture\n- [x] Instancing support in light tree, instead of using memory for each instanced triangle\n- [ ] Make tree building and kernel data structures more memory efficient\n- [ ] Better handling for textured lights and shader nodes\n - [ ] Estimate average strength for IES\n - [ ] Estimate average pixel value for images\n - [ ] Split textured lights into smaller primitives with baked emission? \n\n\nAbandoned Ideas\n- [x] Better weights for reservoir sampling in `light_tree_sample`, taking into account effective contribution of lights instead of uniform using the same weight for all\n- [x] Computation of good PDF for MIS, a few different approaches\n * Use an estimator for the PDF as is currently done (see [D15983](D15983), though implementation may not be entirely correct)\n * Use different PDF for MIS, as if not doing splitting (see [D16126](D16126), the implementation found in the patch was very rough and had various issues, including compiler issues. It may be worth re-investigating this approach again and seeing what happens)\n * Find another approach that is better than both\n- [x] Find good default for splitting constant, determine if it needs to be exposed to the user\n\n### History\n\nPrevious attempts in [GSoC 2020 ](Proposal) and 2018.", "Crash when rendering animation\nOperating system: macOS-13.4.1-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 Pro 1.2\n\nBroken: version: 3.6.0\n\n\nI was rendering a simple camera animation overnight, Blender crashed about 2/3rd the way through. Here's the crash log.\n", "Volume render bug in view layer indirect only.\nOperating system: windows 10\nGraphics card: RTX 2080 supper\nCPU: AMD ryzen7 2700\n\nBroken: 2.92.0\nWorked: no\n\nOutliner \"Indirect Only\" option does not work well with volumes, as inner shadows are ignored.\n![rlbug2.png](rlbug2.png)\n![vvbug.png](vvbug.png)\nSurface material with indirect only can work.\n\n- Open attached file\n- Display Render Preview in any of the viewports\n(Make sure the \"Indirect Only\" option in the outliner is enabled).\n[renderlayer bug.blend](renderlayer_bug.blend)", "Simulation Nodes: show bakes in outliner\n_No response_\n\n", "crash when rendering with optics\nOperating system: windows\nGraphics card: 3060\n\n**Error**\n\n```\n# Blender 3.4.1, Commit date: 2022-12-19 17:00, Hash 55485cb379f7\n\n# backtrace\nException Record:\n\nExceptionCode : EXCEPTION_ACCESS_VIOLATION\nException Address : 0x00007FF7B98A5710\nException Module : blender.exe\nException Flags : 0x00000000\nException Parameters : 0x2\n\tParameters[0] : 0x0000000000000001\n\tParameters[1] : 0x0000000000000000\n\n\nStack trace:\nblender.exe :0x00007FF7B98A56F0 blender::default_construct_n<blender::SimpleMapSlot<std::pair<int,int>,blender::meshintersect::ITT_\nblender.exe :0x00007FF7B98B6730 blender::Array<blender::SimpleMapSlot<std::pair<int,int>,blender::meshintersect::ITT_value>,1,blend\nblender.exe :0x00007FF7B98B5770 blender::Map<std::pair<int,int>,blender::meshintersect::ITT_value,0,blender::PythonProbingStrategy<\nblender.exe :0x00007FF7B98B7570 blender::meshintersect::trimesh_nary_intersect\nblender.exe :0x00007FF7B98BE4D0 blender::meshintersect::boolean_trimesh\nblender.exe :0x00007FF7B98BE240 blender::meshintersect::boolean_mesh\nblender.exe :0x00007FF7B94D43D0 blender::meshintersect::direct_mesh_boolean\nblender.exe :0x00007FF7B3ACF380 exact_boolean_mesh\nblender.exe :0x00007FF7B3ACE760 modifyMesh\nblender.exe :0x00007FF7B37C78F0 modifier_modify_mesh_and_geometry_set\nblender.exe :0x00007FF7B37C6190 mesh_calc_modifiers\nblender.exe :0x00007FF7B37C5F80 mesh_build_data\nblender.exe :0x00007FF7B37C8560 makeDerivedMesh\nblender.exe :0x00007FF7B3759B30 BKE_object_handle_data_update\nblender.exe :0x00007FF7B3759990 BKE_object_eval_uber_data\nblender.exe :0x00007FF7B39AA920 blender::deg::`anonymous namespace'::evaluate_node\nblender.exe :0x00007FF7B39AA6C0 blender::deg::`anonymous namespace'::deg_task_run_func\nblender.exe :0x00007FF7B92A2780 tbb::internal::function_task<Task>::execute\ntbb.dll :0x00007FFA475AF220 tbb::recursive_mutex::scoped_lock::internal_try_acquire\ntbb.dll :0x00007FFA475AF220 tbb::recursive_mutex::scoped_lock::internal_try_acquire\ntbb.dll :0x00007FFA475A4FD0 tbb::interface7::internal::isolate_within_arena\ntbb.dll :0x00007FFA475AA120 tbb::task_scheduler_init::terminate\ntbb.dll :0x00007FFA475AD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFA475AD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFA60E41B20 configthreadlocale\nKERNEL32.DLL :0x00007FFA61A27600 BaseThreadInitThunk\nntdll.dll :0x00007FFA63722680 RtlUserThreadStart\n\n\nThreads:\nThread : 00004b34\nntdll.dll :0x00007FFA6376D6D0 NtDelayExecution\nblender.exe :0x00007FF7B9267160 BLI_thread_is_main\n```\n\nuse a lot of boolean modifiers(4-6) and high subdivision modifier level(3) and set it to display the changes only on the render and use optix\n\n" ]
[ "Bake Indirect Lighting Crashes Blender\nOperating system: Windows 10 Pro\nGraphics card: NVIDIA GeForce GTX 1050 & Intel HD Graphics 630\n\nBroken: 2.80 (sub 71), branch: blender2.7, commit date: 2019-05-20 22:03, hash: e78770039397, type: Release\nWorked: (optional)\n\nWhen trying to Bake Indirect Lighting (using an Irradiance Volume) using Eevee, Blender crashes.[chess_scene.blend](chess_scene.blend)\n\n\nBased on attached .blend file: Just click the \"Bake Indirect Lighting\" button in \"Indirect Lighting\"." ]
Eevee crash with motion blur and camera bound to marker Operating system: Windows-10-10.0.18362-SP0 64 Bits Graphics card: GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.67 Broken: version: 2.90.0 Beta Blender 2.9 beta Crashes at the frame when changing from one camera to another if motion blur is active [#79236.blend](T79236.blend) - Open file - Render animation
[ "Camera Field of View Modal Operator Error\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.92\n\nBroken: version: 2.83.5\n\nThe Modal Operator that changes the camera's Field of View displays the wrong value.\n\n1. Open Blender, select the Camera, and change Lens Unit to Field of View.\n2. Right click in 3D View and select Camera Lens Angle\n3. Move the mouse around, and notice that the value in the top left corner does not match the current field of view.\n", "Move some parameters to Blender's DNA\nThese parameters are supported (or going to be) by EEVEE-Next, and we should avoid duplicating the settings for each engine:\n- Motion blur curve\n- Panoramic camera settings\n- View Layer material override\n\nThis is a big change and 4.0 should be the right time to do this.\n\n", "blender3.4 alpha new eevee a rendering on the flashback\nOperating system:windows10 21h1\nGraphics card: amd 6800xt (22.7.1 driver opengl doubled the performance of a version)\n\nBroken: blender-3.4.0-alpha+master.ca172677b1a7-windows.amd64-release\nWorked: There is no version that can be tested\n\n\nScene any scene including cube, whether window rendering or f12, directly exit the software.", "Suspected asset library crash by `json_sax_dom_parser`\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.68\n\nBroken: version: 3.5.1\n\nI dont completely know why but blender crashes very often for me.\nIts doing something no idea what it is doing.\nSorry for being vague, but it seems to mostly happen when i have the viewport set to cycles render and i am trying to modify materials, in the shader editor.\n\n", "Blender Crashing When Painting Stroke into a \"Moving Animated Character\" (heap-use-after-free)\nBroken: 4.0 alpha\nBroken: version: 2.79 - 2.82 (sub 7)\nWorked: Never\n\nI have this experiment of making LIVE talking head, via OSC. And I noticed that if I tried painting a stroke on a talking moving animated head, it will crash. Even with timeline not running.\n\nI got a video (Might need iPhone X with MOM addon to test this....) :\njhHdG6ZXFDU\n\n- Open attached file\n- Run animation\n- Paint over the animated object\n[paint_animated_shapekey_bug.blend](paint_animated_shapekey_bug.blend)\n\n\n", "Grease pencil motion blur color bleeding and noise\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.95\n\nBroken: version: 3.2.0\n\nRendering objects in front of grease pencil with motion blur causes bleeding of the color behind the grease pencil and a noisy result independent of sample count.\nThis happens for both the stroke and fill option of the grease pencil.\nThis happens for both Eevee and Cycles.\n\nScene setup and Cycles result (note the orange pixels):\n![image.png](image.png)\nEevee:\n![image.png](image.png)\n\nHave grease pencil between two objects with motion blur enabled.\n[GreasyMotion.blend](GreasyMotion.blend)\n", "Eevee alpha blend mode bug\nOperating system: Linux-5.4.0-74-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.80\n\nBroken: version: 2.93.0\n\nThis bug happened since blender 2.90\n\nIn the scene the two objects with alpha blend mode, flip the transparency depending on the point of view.\n\n[0000-0050.mp4](0000-0050.mp4)\n\nTest file:\n[Ui1.blend](Ui1.blend)\n", "MultiRes+Solidify while trying to use Sculpt Mode cause Blender to crash\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.30\n\nBroken: version: 2.81 (sub 12)\nWorked: (optional)\n\nI tried deactivating one modifier while keeping the other one active to see if Blender would crash, but this was not the case. Only when I used both simultaneously did the program reliably crash every time, regardless of brush.\n\nAdd the modifiers that are active in the video and follow along. \n[Desktop 2019.09.23 - 00.49.39.02.mp4](Desktop_2019.09.23_-_00.49.39.02.mp4)\n", "VSE: Crash using Retime-Tool on extended Movie-Clip\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.79\n\nBroken: version: 4.0.0 Alpha\nWorked: N/A\n\nBlender crashes when trying to use the Retime-Tool on a Movie-Clip where the start was extended.\n\nIn the VSE\n\n1. Import a Movie-Clip (.mkv encoded with NVENC, H.264 from OBS in my case).\n2. Extend the left edge of the clip so it begins before the actual content begins (the first frame is looped up to the point the actual video starts).\n3. With the Retime-Tool selected move the right edge of the clip to change the playback-speed of the whole (extended) clip.\n4. Blender crashes\n\nVideo and blender.crash.txt are attached.\n\nWhen the clip is retimed first and then extended before its actual start (do step 3 before step 2) Blender doesn't crash and the result looks as expected.", "Material Preview (EEVEE) can cause access violations when switching to edit mode\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.65\n\nBroken: version: 3.6.3\nWorked: N/A\n\nSwitching to edit mode with material preview (EEVEE) enabled results in a crash \n(Log from my machine produced with the joined blender file also joined to this report)\n\nusing the file joined in this report:\n- Open the scene\n- Select \"Circle.039\"\n- Switch to material preview\n- Attempt to enter edit mode on \"Circle.039\"\n\n", "(Camera) Motion blur renders wrong (does not cancel out) when a mix of parenting and (baked) object animation is used\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA RTX A6000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.3.1\n\nwhen I parant a camera (looking for a simple cube) and the cube (who is the camera looking for it) to any other object, if the parent object is rotating, it will rendered fine but if I baked the action of the camera, and renderd the same frame it will be very in coorect motion blur, to fix the issue I have to bake the camera and all the objcects that appear on it, \n\n\n[motion blur bug.blend](motion_blur_bug.blend)\nopen the attached blend file, you will find a very simple scene with a camera, cube and a light are parented to a rotating empty object, just press render at frame 2 (which at the meddle of rotation) and it will render the motion blur very good (you will not see any motion blur which is logic because the camera and the cube are parended to the same object), but after that just bake only the camera (with selected object, visual keying and clear parent enabled) and render the same frame, it will give very unlogic motion blur, after that bake also the cube and the light and redner the same frame, it will render very good, this issue is only on rotating parent object bun in location it works very good, also I tested it on blender 2.7 and the same issue are there\n\n\n\n", "Crashes when Switching to Material Viewport / Rendered Viewport / Rendering\nOperating system: Windows 10\nGraphics card: 2 Nvidia GTX 1660 Super's\n\n[blender_system_info.txt](blender_system_info.txt)\n\nBroken: blender 2.8 / 3.4\n\n\nBlender runs completely fine when editing and building a model but once rendering is involved, even in preview, it immediately closes with no explanation. This crash will also happen with the default cube. This had not happened before and have tried Updating blender, reinstalling, simplifying, etc but no change and can reproduce the issue on my computer. i can have it in material mode if i have 0 assets in the scene but once i add something it crashes, i am suspecting a bad pathing issue as i had recently refreshed my computer but do not know how to fix it or give blender a hard reset.\n\n{[F14170509](blender.crash.txt)}[blender_debug_output.txt](https://archive.blender.org/developer/F14170500/blender_debug_output.txt)\nOpen Blender, have any Physical asset inside the scene, switch to rendered / Material Viewport, Crash\n\nI have included the project I was working on and the default cube as they create the same issue.\nPlease note that I have installed the most recent Blender program onto my laptop and opened the files attached and did not have any crash happen so it seems the issue is solely between my computer and the blender program.\n\n[Default Cube.blend](Default_Cube.blend) [Skell Rig base.blend](Skell_Rig_base.blend)", "Black Artefacts in EEVEE on Transparent BSDF when using Alpha Hashed for Blend mode and Camera Depth Of Field\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 2.92.0\n\nBlack Artefacts in EEVEE on Transparent BSDF when using Alpha Hashed for Blend mode and Camera Depth Of Field, if Shader Color is not pure white (similar problem with Layer Weight)\n\n**Exact steps for others to reproduce the error**![transp_artifacts.png](transp_artifacts.png)\n- Open attached file (Just a simple box (can be a plane) with Transparent BSDF. Camera' distance or depth of focus influences the result. Attached pictures in Image Editor from a real case).\n- Press F12 to render\n[transprarent_shader_artifacts_with_camera_DOF1.blend](transprarent_shader_artifacts_with_camera_DOF1.blend)\n\n\n", "I have glitch when i turn on my Motion blur with a shape keys animate\nHello, \n\nOperating system: Darwin-19.4.0-x86_64-i38{[F8688055](Capture_d_e_cran_2020-07-12_a__01.21.11.png)}\n\n{[F8688058](Capture_d_e_cran_2020-07-12_a__01.21.11.png)}6-64bit 64 Bits\nGraphics card: AMD Radeon Pro 560 OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.8.24\n\nBroken: version: 2.90.0 Alpha\n\nI tried with Eevee i don't have the problem only with cycles. \nIs only when i render animation or image. I can't see this glitch on viewport.\nI tried with blender version on mac and window and multiples different graphics card but the problem is still append.\nWith or without modifiers or movement of camera still in. \n\n\n\n\nOpen blender with love.\nMake a beautiful animation with shape keys.\nTurn on motion blur.\nProblem when i render :( \nClose blender but with love to help. :D \n\nThanks you \n\npacpac\n\n{[F8688074](Capture_d_e_cran_2020-07-12_a__13.46.43.png), size=full}\n\n\n\n\n\n", "Alembic: Camera properties (focal length, focus distance, ...) animation not importing\nMacOS 10.13.3\n\nBroken: 2.79 5bd8ac9\n\n\n\nWhen importing camera in FBX or ABC file (exported from Nuke), the animation of focal length is not importing. It's being set to a constant value according to frame 1. Other values are imported correctly.\nIf I reimport to Nuke, the focal length is correctly animated.\n\nCamera files attached.[camera.fbx](camera.fbx)\n\n[camera.abc](camera.abc)\n" ]
[ "Crash rendering eevee motion blur on camera change\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 446.14\n\nBroken: version: 2.90.0 Alpha\n\nWhen rendering a frame where camera changes (marker bound to camera) with motion blur enabled in eevee, Blender crashes.\n\n- Create two cameras and two markers\n- Bind each camera to a marker\n- Enable motion blur in eevee\n- Go to the second marker and render the frame\n\nSimple reproduction file (simply load and press F12 to render): [mbcrash.blend](mbcrash.blend)\n\nStacktrace:\n\n```\n\nExceptionCode : EXCEPTION_ACCESS_VIOLATION\nException Address : 0x00007FF7972AE557\nException Module : blender.exe\nException Flags : 0x00000000\nException Parameters : 0x2\n\tParameters[0] : 0x0000000000000001\n\tParameters[1] : 0x0000000000000010\n\n\nStack trace:\nblender.exe :0x00007FF7972AE4E0 EEVEE_lightprobes_cache_init\nblender.exe :0x00007FF7972B4730 EEVEE_render_cache_init\nblender.exe :0x00007FF7972B6990 eevee_render_to_image\nblender.exe :0x00007FF79729F640 DRW_render_to_image\nblender.exe :0x00007FF79A7C9A40 RE_engine_render\nblender.exe :0x00007FF79A7D2530 do_render\nblender.exe :0x00007FF79A7D2750 do_render_composite\nblender.exe :0x00007FF79A7D25A0 do_render_all_options\nblender.exe :0x00007FF79A7CFE00 RE_RenderFrame\nblender.exe :0x00007FF797D953D0 render_startjob\nblender.exe :0x00007FF7971C1590 do_job_thread\nblender.exe :0x00007FF79B208A00 _ptw32_threadStart\nucrtbase.dll :0x00007FFCC7B30D30 beginthreadex\nKERNEL32.DLL :0x00007FFCC94D7BC0 BaseThreadInitThunk\nntdll.dll :0x00007FFCCAB6CEB0 RtlUserThreadStart\n```", "Eevee motion blur crash when switching cameras\nOperating system: MacOS Catalina Version 10.15.4\nGraphics card: Intel Iris Graphics 6100 1536 Mo\n\nBroken: 2.90.0 Alpha, 59d2dd2237ce, master, 2020-06-27\nWorked: 2.83\n\nBlender crashes when rendering a frame where the active camera changes, when using Markers to switch between different cameras with motion blur activated.\n\nTo reproduce the error, render the frame where the change of camera occurs, with motion blur activated. In this file, it is frame 6.\n[bug report.blend](bug_report.blend)\n\n", "crash while switching camera in animation rendering (only when motion blur is on in eevee render settings )\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.48\n\nBroken: version: 2.90.0 Alpha\n\n\nblender crashes every time while switching camera in animation rendering , crash occurs only when motion blur option is on in eevee render settings.\n\nstep 1 - place two or more camera in scene\nstep 2 - place marker in timeline and bind camera to markers\nstep 3- enable motion blur in eevee render settings\nstep 4 - select file format as FFmpeg video for animation\nstep 5 - start animation \nresult - crash while rendering frame reaches second camera in timeline.\n\nhere is a .blend file ( example file has crane camera but i also checked with normal camera )\n[camera crash.blend](camera_crash.blend)\n\n" ]
The gradient tool does not work in weight paint mode when paint mask is open Operating system: Windows-10-10.0.19041-SP0 64 Bits Graphics card: NVIDIA GeForce RTX 3070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 526.98 Broken: version: 3.4.0 The gradient tool does not work in weight paint mode when paint mask is open. - Add a mesh monkey - Select some vertices in edit mode - Enter weight paint mode - Open paint mask
[ "Weight Painting intermittent issues with brush, not adding or subtracting weight, not influencing correct areas\nOperating system: Windows 10 Pro\nGraphics card: RTX 2080ti + 3x GTX 1080Ti - Running 4 monitors and a pen tablet at three different resolutions using outputs from two GPUs (4k, 1440p, 1080p)\n\nBroken: 2.81 stable\nWorked: 2.80\n\n\nI have had numerous issues with weight painting in 2.81, however duplicating them has been problematic as this crops up intermittently. In this example, I saved this working file right at the moment I started having problems. Here I can neither add nor subtract weight with the brush in Weight paint mode from a certain distance from the model. \n\nIn other instances, I've had issues with the brush *not painting over the vertices it's over*. I use a hard falloff brush, so anything inside the circle gets painted, anything outside gets nothing. Essentially, it acts like the circle where the brush is being displayed, is not where the circle actually is, if that makes sense.\n\n\n*I tried exporting this to it's own file, but that seems to fix it. It has to be in the full working file I'll provide here. You should hopefully be able to open the file, already be in weight painting mode, with the brush set up, over some masked vertices ready to add or subtract. Try switching the brush to add, and zoomed in fairly close, add some weight, and nothing happens. However, zoom out and do the same thing, and watch weight be added.*\n\nYou can kind of jump around and try rigging other parts of the car, I've been having issues with it off and on for the past few days.\n\n[70sNewYorkers.blend](70sNewYorkers.blend)", "Weight paint mode can show influences of non selected vertexgroups (if weight is controlled by multiple dynamic paint brushes)\nOperating system: Linux-4.15.0-147-generic-x86_64-with-glibc2.27 64 Bits\nGraphics card: GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 455.45.01\n\nBroken: version: 2.93.1\n\nWeight paint mode can show influences of non selected vertexgroups (if weight is controlled by multiple dynamic paint brushes)\n\n[PBdynamicPaint_check.blend](PBdynamicPaint_check.blend)\n\n- open .blend\n- go to weightpaint mode\n- play animation\n- in the mesh properties, change from one vertexgroup to the other back and forth\n- influence of one group is (partially) still visible when switching to the other\n\n![Capture d’écran de 2021-07-21 19-51-32.png](Capture_d_écran_de_2021-07-21_19-51-32.png)", "Changing the geometry type in the Vertex Weight Proximity modifier disables \"Invert Falloff\" and \"Normalize Weights\"\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.89\n\nBroken: version: 2.91.0\nWorked: \n\nIn the **Vertex Weight Proximity** modifier if the proximity mode is set to *Geometry*, changing the geometry type between *vertex, edge and face* disables the options *Invert falloff* and/or *Normalize Weights*.\n[bug.mp4](bug.mp4)\n\nAdd an object, add the vertex weight proximity modifier, set the proximity mode to geometry, enable the options normalize weight and invert falloff and change the geometry type between vertex, edge or face.\n[Based on the default startup]\n\n", "Sculpt Paint: Smoothing Strength\nNOTE: This design is still under discussion and potentially incomplete.\n\n# Issues\n\n### Hard to access smoothing strength\n\nIn sculpt mode it is possible to smooth geometry or colors (blurring) directly by holding `Shift`.\nAdjusting the smoothing strength should be very accessible.\nUnfortunately the current design in sculpt mode is less than ideal.\n\nFor sculpting brushes the strength of the smooth brush is used as the global smoothing strength.\nSo the workflow has been to switch to the smooth brush and adjust the brush strength there.\nThis is not as intuitive as changing the strength of the currently active brush.\n\n### Bloating keymap & toolbar\n\nSince Blender 3.2 we also have a paint brush within the same mode. The issue here is that the paint brush smoothing strength is hard-coded. We must add a way to control the color smoothing strength.\nWe could change that wit the same solution as the regular sculpting brushes, but that would mean adding another smoothing brush and another shortcut. \nThis unnecessarily bloats the keymap and toolbar further. We shouldn't add any more smoothing brushes unless really necessary.\n\n# Proposal:\n\nA possible solution for this would be to make the smoothing strength a brush setting for every brush.\nThis would have the following advantages:\n\n- We could add a shortcut operator on `Alt F` to control the smoothing strength of the currently active brush. This makes the setting much more accessible.\n- Depending on if you are using a sculpting or a smoothing brush, the shortcut operator would control the related smoothing strength\n- The smoothing strength can have a \"Use Unified Strength\" toggle (enabled by default), to optionally give each brush the smoothing strength it needs (This would need further investigation into the toggle behaviour)", "Adjust modifier values when using \"Apply scale\"\nThis feature request was discussed with Campbell Barton during meeting 2021-02-23\n\nWhen using \"Apply scale\", the modifier values are not adjusted if the object scale is not [1,1,1]. I would like to suggest that the operator \"Apply scale\" iterates through all modifiers of the selected objects and adjusts all values related to scale\n\nFor example\nBevel modifier - Amount\nDisplace - Strength\nData transfer - max distance, ray radius\nUV project - Scale X, Scale Y, \netc\n\n---\n\nCurrent behaviour\n{[F9849514](image.png), height = 700}\n\n---\n\nDesired behaviour\n{[F9849529](image.png), height = 700}\n\n---\n\nsuggested Operator mockup\n\n{[F9852183](image.png), height = 300}", "Tool 'builtin.move' not found for space 'VIEW_3D'\nOperating system: Wondows 10 Home\nGraphics card: RTX2060\n\nBroken: 2.93.3, 3.0.0 Alpha\n\nIf you try to use W, E, R, T hotkey while you in Weight paint mode with some Armature selected, you will have this error/warning :\n`Tool 'builtin.move' not found for space 'VIEW_3D'`\nI tested it in Industry Compatible keymap which i used in both mentioned Blender versions. \n\n- Open attached file\n- Set the `Industry Compatible keymap`\n- Select Armature then Shift+select the skinned mesh\n- go to Weight paint mode.\n- Press W, E, R or T key and you will have this error:\n```\n'builtin.move' not found for space 'VIEW_3D'\nor 'builtin.rotate' not found for space 'VIEW_3D'\nand so on.\n```\n\n*The error also will appear if you try to use Q hotkey which are Box Selection tool. In this case it will be - Tool 'builtin.select_box' not found for space 'VIEW_3D'*\n\nThe problem its not just a warning/error themselve, but the fact what you will no longer have ability to set a hotkey for those keys trougth any addon, as example in my case - \"Pie Menu Editor\". \nSo a lot of hotkeys which can be set for certain modes will be lost and completely unavailable.\n[tool_shortcut_bug.blend](tool_shortcut_bug.blend)", "Skin modifier does not work on meshes created from scratch during evaluation (primitives, etc.)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.11\n\nBroken: version: 3.0.0 Alpha\nWorked: NA\n\nSkin Modifier does not work with Geometry Nodes Mesh Primitives, see attached blend file.\n\nOpen attached file, note that Skin Modifier has no effect.\n\n[GN_skin_modif_bug.blend](GN_skin_modif_bug.blend)\n", "alt brush doesn't work in image editor -> paint\ni think this should be fairly easy to reproduce so i wont bother sharing system info. i was able to reproduce this on 3.3.0 and 3.3.1.\n\nalt brush doesn't work in image editor -> paint\n\ni have a different colour on my brush but when i press ctrl and try to paint the primary colour is painted onto the canvas", "Unify Interpolation In Vertex Paint And Sculpt Mode\nVertex paint squares colors when it interpolates, while the paint tools in sculpt mode do not. This should really be made consistent across both modes. \n\n\n", "Grease Pencil: Erasing/Cutting does not auto-key layers\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.59\n\nBroken: version: 3.5.0 Alpha\n\nUsually whatever edits are done in Edit, Sculpt or Draw mode result in creating a new keyframe, if auto keying is enabled in the timeline.\nThe issue is that the Eraser brush and the Cutter tool in Draw Mode do not result in auto-keying.\nThis is easily resulting in lost work.\n\nNote: This is the same issue with the Annotate tools\n\nOn the other hand if \"Use Additive Drawing\" (Snowflake icon) is enabled in the header, erasing will result in correct auto-keying behaviour.\nThis inconsistency doesn't seem intentional.\n\n- Create a grease pencil object\n- Enable auto-keying in the timeline\n- Switch to draw mode\n- Go to the next frame and draw a stroke (It will correctly create a new keyframe)\n- Go to the next frame and erase part of the stroke (No new keyframe was created)", "Sculpt Mode - Using Mask while Multiress active = Crash\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1660 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.89\n\nBroken: version: 2.91.2\n```\n Tried also with\n```\n 2.83LTS\n 2.92beta 77f73a928439\n 2.93.0 ae1e68f5146d\n\nWorked: None\n\nWas working in Sculpt mode, tried to hide the arms and the program crashed.\nI tried with another objects with multires and it doesn't happen\n\nHere the .Blend with the problem\n [Multires prueba.blend](Multires_prueba.blend)\n\nGo to Sculpt Mode -> Try to mask with mask brush, Mask Lasso or Mask Box", "Redo Panel changes the state of the last active Vertex Group\nOperating system: macOS-12.4-arm64-arm-64bit 64 Bits\nGraphics card: Apple M1 Apple 4.1 Metal - 76.3\n\nBroken: version: 3.4.0 Alpha\n\nActivating a certain Vertex Group before calling the Smooth Vertex Weights (or another weight paint operator) won't necessarly respect the choices even when the Subset Active Group is enabled. As soon as you interact with the pop-up operator's parameters seems Blender will pick up another Vertex Group instead of the current activated one.\n\nVideo:\n[WightPaint-SmoothOperator-Bug.mp4](WightPaint-SmoothOperator-Bug.mp4)\n\nSample file:\n[Smooth-Operator_Bug.blend](Smooth-Operator_Bug.blend)\n\n\n1. Paint some vertex groups on your mesh.\n2. Click on one of your groups to set it active.\n3. Call the Operator from Weight Paint > Weights > Smooth\n4. Set operator's Submenu to Active Group\n\n*Note that is might switches to another Vertex Group as soon as you interact with the pop-up's operator parameters.\n_ \nWorkaround: after setting the desired Vertex Group active, you must perform another action like clicking with you brush on an empty area of the 3D view. This way it will respect the active Vertex Group selected.\nIt seems some kind of residue living in the memory of undo buffer. I don't know... could you please investigate?\n\nThanks you!\n\n", "Fix operators that affect hidden geometry\n(NOTE) This task is part of the community & sub tasks of the workboard. Anyone is free to pick up this task and contribute. For any questions or needed reviewers, please tag @JosephEagar and @JulienKaspar .\n\nThere are a number of operators in sculpt mode that affect hidden geometry. As a general rule this should be avoided.\n\n- [ ] `bpy.ops.sculpt.face_set_edit` to Grow/Shrink, Fair or Delete face sets needs to have the \"Modifiy Hidden\" property disabled by default and disabled in all menu and keymap entries.\n\nList of further operators:\n- [ ] `bpy.ops.sculpt.face_sets_init` \n- [ ] `bpy.ops.sculpt.face_sets_create(mode='SELECTION')`\n- [ ] `bpy.ops.mesh.paint_mask_extract()`\n- [ ] `bpy.ops.mesh.paint_mask_slice()`\n\n", "Improved way to display weight painting colors\nWeight group colors in vertices blend between their neighbors by going through the entire range of values between the 2 points\n![image.png](image.png)\n\nFor example if a vertex has a 1.0 (red) value and one of it's neighbors has a 0.0 (blue) value, the face will show a rainbow interpolation going trough orange, yellow, green, cyan and finally blue\n![image.png](image.png)\n\nIn certain situations where each of the vertices of a face have different values (like 1.0, 0.5, 0.75, 0.0) it will create weird intersections in the middle that look like there is a vertex there that doesn't exist\n![image.png](image.png)\n\nThe problem is even worst when the wireframe is not displayed and we only see gradients of colors indicating vertex values that do not exist\n![image.png](image.png)\n\nThe solution is to fix the color blending mode to simply **mix** between the 2 neighboring colors. This way it is very clear that vertices have values of 1.0, 0.75 and 0.5 and nothing in between.\n![image.png](image.png)", "Sculpt mode: annotation and unhide conflicts with Multiresolution modifier\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\n**Broken: version:**\n2.93.0 Alpha.\n3.0.0 Alpha\n\nUse of annotation tool unhides the hidden face\n\n**Steps to Reproduce the error**\n- Open .blend file\n- Hide the faces with Box Hide tool\n- Erase the word \"Erase\" with annotation tool (hidden part will appear)\n- Repeat step 2.\n- Draw a line with annotation tool. (Hidden part will reappear)\n\nTest File:\n[#87821.blend](T87821.blend)\n[Blender [C__Users_Pratik_Downloads_T87821.blend] 2021-07-12 09-55-06.mp4](Blender__C__Users_Pratik_Downloads_T87821.blend__2021-07-12_09-55-06.mp4)\n" ]
[ "Weight Paint gradient tool doesn't work with Paint Mask on\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.4.0\nWorked: previous version\n\nWeight paint **Gradient Too**l does not work when **Paint Mask** is on.\n\nParent the mesh to Armature.\nSelect the area to mask.\nGo to weight paint mode.\nTurn on the Paint Mask.\nUse gradient tool to paint the masked areas.\n\n[blender_XocaECbzab.mp4](blender_XocaECbzab.mp4)", "Weight Paint Gradient Tool does not work with Masks\nBroken: 3.4\n\nCaused by the outsourcing of some mesh data to attributes the gradient tool can no longer operate with active masking." ]
Vertical axis could not be selected Windows 8 x64 Renderer: GeForce GTX 650/PCIe/SSE2 Vendor: NVIDIA Corporation Version: 4.4.0 Broken: r61224 Build Bot Official Worked: 2.68a Release I can't select a vertical axis with MMB Transform tools (guess it's any tool where you can use MMB for choosing the direction) while: - in front, side or top ortho view - window is maximized [translate.blend](translate.blend) 1. Open Blender and make sure window is maximized 2. Open attached blend file, press G and then try to select Z axis by pressing and holding MMB You can select X axis easily, but instead of Z axis you can only select Y axis (which you're not supposed to, because front ortho view). In side view instead of Z axis you can only select X axis. In top view instead of Y axis you can only select Z axis. Sorry I can't tell you how to reproduce it with default scene file, because it always happens at random, I just add a default cube and sometimes it's appearing sometimes not, there is no clear pattern and it's also happens in object mode (but not in attached blend file). I hope I gave you enough information.
[ "Gizmos do not appear when editing normals via the rotate or point to target functions\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: Intel(R) HD Graphics 620 Intel 4.5.0 - Build 24.20.100.6292\n\n\nBroken: version: 2.80 (sub 72)\nWorked: (optional)\n\n\nWhen editing normals using the \"rotate\" or \"point to target\" options in the Alt-N normal menu, no gizmo appears to control these functions using the mouse. This behavior isn't consistent with the behavior [shown in this video ](Rqsgrg_SVME?t=123).\n\n\n # Open new \"General\" file\n\n # (Optional: Enable normal visualization gizmos)\n\n # Select cube and go into edit mode\n\n # Select a face and open the Alt-N normal editing menu\n\n # Choose the \"rotate\" or \"look at target\" options\n\n - Gizmo for mouse does not appear\n", "Selection to Active doesn't work when the selected object is a child of the active object\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA RTX A6000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.25\n\nBroken: version: 3.3.0 Beta\n\n\nSelection to Active operator doesn't work when the selected object is a child of the active object.\n\n\n1. Add 2 cube.\n2. Parent one of the cubes to the other.\n3. Select both cubes such that the parent is active. \n4. Use the Selection to Active operator.\n5. The operator has no effect.\n\n", "Threshold of the 'Select Similar' operator (Shift G) is very limited at large scales.\nHi,\nsince I'm working on a project in Unreal Engine it needs to be actually done in centimeters (meaning in mesh-terms it's 100 bigger than meter mesh).\n\nHere is the blend file: [ShiftG_SelectSimilarArea_CantPutInMoreThan1.000.blend](ShiftG_SelectSimilarArea_CantPutInMoreThan1.000.blend)\nTry to select a face and Shift+G -> Select Similar (not sure if the shortcut stayed that way)\n![image.png](image.png)\n\nI'm running into an issue here and there where some functions expect the mesh to be in meters and work worse in centimeters (or not at all)\n\nFor example here I was using Shift+G and Area to get the faces with the same area. Because the areas in the centimeters model are so big number-wise it doesn't find any match. So either I think the amount needs to be unlimited (I would put in 100 and that would probably have the same results as when the mesh is 100x smaller) or this needs to be addressed from the unit scale side of things.\n\nThis is in Meters (scaled the mesh 0.01), we get a good window selection because they are mostly the same:\n![image.png](image.png)\nAnd in Centimeters nothing more than the one face is selected.\n![image.png](image.png)\n\nMaybe the scale in Units should be used in these operators to make the mesh smaller?\n![image.png](image.png)\n\nThanks for looking into this.", "Select Grouped by Armature (option for pose / edit mode of armatures)\nProblem:\nWith the coming of editing and animating multiple armatures in blender which has been great, new needs come into play like selecting all the bones on a particular armature when you are in pose mode with more than just one of them\n\nSolution:\nAdd “by armature” operator in “select grouped by” (shift g) which will allow you to select a control from a particular armature and add all of that armature to the selection even if you are in posemode with several other armatures too.", "select interior faces doesn't support some kinds of interior geometry\nwin 7 pro\n\nBroken: (example: 2.76.1 bfdb420)\nWorked: (optional)\n\nwhen you try to check if there are some interior faces, from menu you select interior faces in face mode. but it does not show them. you only can do this by select non manifold in egde mode and then find the wrong ones. \nwhen you open file, there is black frame where interior faces are. change to face mode, then select interior faces from menu. nothing happens. change to egde mode and select non manifold, and there are 2 interior faces which were not selected earlier.\n[interior faces_bug.blend](interior_faces_bug.blend)\n", "Can't scale area light in normal direction\nOperating system: Windows-10-10.0.15063-SP0 64 Bits\nGraphics card: Quadro K2200/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 416.78\n\nBroken: version: 2.82 (sub 5)\nWorked: blender-2.82-77c744054062-windows64\n\nDefault area lights need too much space in viewport, so I usually scale them down in normal direction to get smaller object. In this build I can't make it any more. One more thing, that also Spot lights need to much space in normal direction and I can't change it. I remember, that I 2.5 - 2.7x was function named clip start and clip end for this issue.\n\n1. Add area light.\n2. Hit S to scale and type 0,05 in Z direction.\n3. Notice, that doesn't happened.\n\n\n", "Cycles box mapping not working with rotated texture coordinates\nubuntu 14.04, 630GT, 4930k\n\nBroken: 2.74\n\n\nbox mapping doesn't work with object mapping (object) if the object is rotated (only 1 side is properly projected)\n\n\n1. open the blend file\n2. copy \"Cube\" and rotate it (90 degress)\n3. render\n\n\n\n\n\n\n\n\n", "Bisect Tool rotation handle does not work from some preset orthographic views\nOperating system: Windows 10\nGraphics card: RTX 2070\n\nBroken: 2.91.2\n\n\nBisect Tool rotation handle does not work from some preset orthographic views.\n\n* Select default cube\n* Enter edit mode\n* Press numpad 1 to enter front orthographic view\n* Select all verts\n* Click bisect tool\n* Draw line across cube\n* Click circle widget to rotate bisection <- fails\n\nWorks fine from top orthographic view and from arbitrarily orientated perspective views.", "Line stroke method not working with Scene spacing\nOperating system: Linux-5.4.0-121-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: GeForce GTX 670MX/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.151\n\nBroken: version: 3.2.1\n\nLine stroke method not working with Scene spacing\n\nOpen blender, then open a new sculpt file, select any brush change the stroke method to line and chose scene spacing distance. \nIt only works when started and ended inside the object, but when coming from outside the object or end up outside the object it doesn't work, sometimes it gives an initial effect when it comes in contact with the object but only one sample.\nI the video you can see how it works with view spacing and then how behaves with scene spacing.\n\n[vokoscreen-2022-07-12_14-43-22.mp4](vokoscreen-2022-07-12_14-43-22.mp4)\n\n", "Mesh support mirror (symmetry) on all axes\nCurrently symmetry is hard coded to X axis in many places.\n\nSymmetry on any other axis isn't possible, this task proposes to support symmetry on all 3 axis.\n\nThis impacts:\n\n- Transform\n- Weight Pain (see #65872 for why sculpt symmetry isn't appropriate).\n- Edit mode smooth.\n- Particle editing.\n- Armature/Rigging (need to look into this)\n", "Camera texture coordinate output in orthographic view is different from orthographic camera\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.07\n\nBroken: version: 3.0.0\n\n\nTexture coordinate camera output does not give expected results in the z component when viewing through the viewport in orthographic mode\n\nTexture coordinate camera output does not give expected results in the z component when viewing through the viewport in orthographic mode.\nTo see this seperate the z component and the problems will be directly visible.\nThis issue does not appear when viewing through a camera.\n\nTest file:\n[Camera_test.blend](Camera_test.blend)\n\nThank you and have a nice day!\n", "Changing the Orientation of Modifiers\nCurrently, LineArt is created in 3D space, however, the Modifiers can be oriented incorrectly.\n\nIn this example, the Noise Modifier is moving the Grease Pencil points on the Normal but not up and down on Z. There is currently no way to change it.\n\n[Noise - Position.mp4](Noise_-_Position.mp4)\n\nThis is a request for a way to change the orientation of the Modifiers.", "Face selection inconsistency with respect to the view\nOperating system: Linux-6.1.0-5-amd64-x86_64-with-glibc2.36 64 Bits - confirmed on Multiple Windows and Mac\nGraphics card: Mesa Intel(R) UHD Graphics 630 (CFL GT2) Intel 4.6 (Core Profile) Mesa 22.3.3 and NVIDIA GeForce GTX 1060 with Max-Q Design and others.\n\nBroken: version: 3.4.0\nWorked: 2.83\n\nYou can't predict how many faces will be selected in solid mode, even for the more basic shapes.\nIs it related to blender/blender#82182 ?\n\n\nAttached a basic video showing the error. The video focuses on the orthographic view, this also happens in perspective mode.\n\nThank you,\nRiccardo\n\n", "Cascaded shadows produced with EEVEE with orthographic camera loose resolution.\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2070 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.30\n\nBroken: version: 2.92.0 Alpha\nWorked: no idea?\n\nAs you can see in the image below, to the left side we have an orthographic camera, to the right we have a normal perspective view and the shadows are broken through the orthographic one, \n![2020-11-17 18_50_12-Settings.png](2020-11-17_18_50_12-Settings.png)\n\nCreate a new scene\nPut a plane to cast shadows from the light source\nselect the camera and switch it to orthographic.\nturn the light to sun light\ntada!\n\nIt doesn't seem to happen with the lights in either point, spot or area.\n", "pressing z key to switch between extrusion \n intel i5 ,win ,amd radeon \nblender 2.8 \n490a385c8124\n\n\n\n\nThis happens when transform orientation set to Global \nCreate a sphere , select a face and extrude \nBy default it will extrude along the normal , when pressing z it will now extrude along the global but it won't go back to normal when pressing the 'z'key again \n \n\n\n " ]
[ "Z axis could not be selected\n%%%--- Operating System, Graphics card ---\nWindows 8 x64\nRenderer: GeForce GTX 650/PCIe/SSE2\nVendor: NVIDIA Corporation\nVersion: 4.3.0\n\n\n - Blender version with error, and version that worked ---\nIssue appearing: r61224 Build Bot Official\nNo issue: Blender 2.68a release\n\n - Short description of error ---\nI wasn't able to select a Z axis with MMB Translate tool while:\n- in front or side ortho view\n- edit mode\n- window is maximized\n\n\n - Steps for others to reproduce the error ---\n1. Open Blender and make sure window is maximized\n2. Open attached blend file, press G and then try to select Z axis by pressing and holding MMB\n\nYou can select X axis easily, sometimes Y axis (which you're not supposed to, because front ortho view), but never a Z axis.\nSorry I can't tell you how to reproduce it with default scene file, because it always happens at random, there is no clear pattern. I hope I gave you enough information.%%%" ]
Blender crashes every time when using multiresolution modifier and enter sculpting mode Operating system: Windows 10, 64 bit Graphics card: Nvidia Geforce 1080 8gb, Nvidia Geforce 1070 8gb Broken: blender-2.83-f0221ff6674f-windows64 Worked: blender 2.82a Hello wonderful blender developers! There's a major bug that I encountered today. Every time I enter the sculpt mode while having a multiresolution modifier on any mesh object blender crashes. Resetting to factory defaults doesn't help, so it's something with the current build (actually last two builds). 1 - Create any mesh object 2 - assign multiresolution modifier 3 - subdivide mesh couple of times in multiresolution modifier settings 4 - enter sculpt mode 5 - crash Exact steps of this crash attached in the video below: [2020-04-16 06-44-27.mp4](2020-04-16_06-44-27.mp4)
[ "Multires spikes\nOperating system:\nGraphics card:\n\nBroken: Blender 3.00\nWorked:\n\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n1. Sculpt while having multires modifier on\n2. Move \"sculpt\" level up and down\n3. Go into edit mode? I am not sure if I did do this, but I read that some people did do it to cause the artifact to appear. \n4. Artifact appear\n5. Unable to fix, without restarting [Handle safeguard v2.blend](Handle_safeguard_v2.blend)\n\nI can read online that this seems to have been a bug for long, but I couldn't find a fix. \n\nCan I use multires on my objects? What exactly caused this, and how can I fix it? \n\n![Multires error.PNG](Multires_error.PNG)", "Multires Unsubdivide freezes Blender with hidden geoemtry\nOperating system: Linux-5.15.0-41-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: Quadro GP100/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.73.05\n\nBroken: version: 3.3.0 Alpha\n\nIn the Multiresolution modifier the buttons \"Unsubdivide\" and \"Rebuild Subdivisions\" do a similar operation.\nWhen having any faces in edit/sculpt mode hidden though, using any of these operators will freeze Blender.\n\n- Subdivide Cube a couple times\n- Apply modifier\n- In edit mode, hide some faces\n- Add multires modifier (Don't add any more subdivisions)\n- Use \"Unsubdivide\" or \"Rebuild Subdivisions\" \n\n[#99887.blend](T99887.blend)", "Blender crashes in edit mode in wireframe view\nOperating system: Linux Mint 21.1\nGraphics card: geforce gtx 1060\n\nBroken: 3.6.1, branch: blender-v3.6-release, commit date: 2023-07-17 12:50, hash: 8bda729ef4dc, type: release\nWorked: 3.5.1\n\nOn the attached file, selecting the bear head and going into edit mode, then switching to wireframe, or switching to edit mode while in wireframe mode, blender crashes and exit.\n\nSelect the bear head, switch to edit mode in wireframe. It crashes. It doesn't happen with a default cube in an empty file. The bear has geometry node hairs attached to it on the fur layer, but the geometry nodes are disabled. It also has an armature.\n\nThe problem also happens on windows10 on the same computer.", "Sculpt mode: annotation and unhide conflicts with Multiresolution modifier\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\n**Broken: version:**\n2.93.0 Alpha.\n3.0.0 Alpha\n\nUse of annotation tool unhides the hidden face\n\n**Steps to Reproduce the error**\n- Open .blend file\n- Hide the faces with Box Hide tool\n- Erase the word \"Erase\" with annotation tool (hidden part will appear)\n- Repeat step 2.\n- Draw a line with annotation tool. (Hidden part will reappear)\n\nTest File:\n[#87821.blend](T87821.blend)\n[Blender [C__Users_Pratik_Downloads_T87821.blend] 2021-07-12 09-55-06.mp4](Blender__C__Users_Pratik_Downloads_T87821.blend__2021-07-12_09-55-06.mp4)\n", "simulation in new scene causes crash in original scene's simulation\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.19\n\nBroken: version: 2.83 (sub 6)\nWorked: (optional)\n\n**steps**\n- make cube an active rigid body. \n- play simulation\n- then click on new scene button and on full copy.\n- in the new scene, rewind playhead to frame 0\n- run the simulation.\nBlender should crash.\n\nThere are more ways to cause crash when full scene copy is done (see comments), but I guess these will stem from single issue.", "Cycles freeze on render and texture baking (with packed textures)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1660 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.72\n\nBroken: version: 2.92.0\nWorked: 2.83\n\nThis broke somewhere between b21ba5e579 and f2b5f731d5\nAssume 99436acde8\n\nBlender freezes on render\nBlender also freezes on texture bake and rendered viewport\nTried on 3 different PCs, all the same\n\nIf textures are unpacked, rendering is fine.\n\nSimply open attached .blend file and hit F12\n\n[render_test2b_delmesh3_simplified.blend](render_test2b_delmesh3_simplified.blend)", "Sculpt Mode: Edit Voxel Size hotkey conflict\nOperating system: Win 10\n\nBroken: blender-2.90-51ac411ce80c-windows64\n\nThe \"Edit Voxel Size\" and the \"Repeat Last\" functions are using the same hotkey (Shift+R), and as a result, the \"Repeat Last\" command is not working in sculpt mode.\n![image.png](image.png)", "Blender crashes if simplify is turned on while baking multires\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: AMD Radeon RX 5700 XT ATI Technologies Inc. 4.5.14742 Core Profile Context 21.7.2 27.20.22021.1002\n\nBroken: version: 3.0.0 Alpha\nWorked: --\n\n\nBlender crashes if simplify is turned on while baking multires data\n\n\n- Grab any object and add multiresolution to if, subdivide at least once.\n- Activate simplify, and turn the max subdivisions on viewport to 0\n- Create a material and try to bake the multiresolution. Blender will crash instead of giving an error message or just baking normally \n\nTest File:\n[multires_crash.blend](multires_crash.blend) ", "Crashing while viewing animation in Cycles\nOperating system: macOS-13.0.1-arm64-arm-64bit 64 Bits\nGraphics card: Apple M1 Max Apple 4.1 Metal - 83\n\nBroken: version: 3.4.0\n\nWill crash seconds after playing animation in viewport when Cycles is selected and in render view. Both CPU and GPU crash. Does not crash when removing the Subdivision Surface Modifier so polycount may be a factor? This is a brand new Apple M1 Max computer from BestBuy with nothing else installed. Also tried initializing a render to video file and crashed as well. (Note: This is an error strictly with Apple M1 computers as I have tested it on an Apple intel MacBook Pro and it works just fine.) Thank you and happy holidays!\n\n1. Load file. It is a mesh plane with default cloth and subdivision modifiers acting on a wind force.\n2. Make sure Cycles is selected as Render Engine.\n3. Select Viewport Shading to Rendered (to view cycles render)\n4. Push play. Will crash or freeze seconds after play.\n\n[Cloth_Cycles_Crash.blend](Cloth_Cycles_Crash.blend)\n\n[Blender 3.4 Crash Report 12.13.22.rtf](Blender_3.4_Crash_Report_12.13.22.rtf)\n[Blender 3.5 Crash Report 12.14.22.rtf](Blender_3.5_Crash_Report_12.14.22.rtf)", "Sculpting in Rendered Mode (EEVEE or Cycles) locks highly deformed areas of the mesh\nOperating system: Microsoft Windows 10 Pro\nGraphics card: Nvidia GeForce GTX 1050\nProcessor: Intel(R) Core(TM) i5-2500 CPU @ 3.30GHz, 3301 Mhz, 4 Core(s), 4 Logical Processor(s)\n\nBroken: 2.80 - 2.93.0-1b29e84c18dc\n\n\nWhen sculpting in rendered/material preview mode, highly deformed areas seem to occasionally \"lock\" and are not sculptable or even recognized by the cursor. However, when updating the mesh such as by remeshing or pressing \"Rebuild BVH\" under sculpt the areas are sculptable again. The problem doesn't occur in Solid or Wireframe mode or with dyntopo/multires enabled. Rebuild BVH doesn't alter the topology which means the issue is not due to insufficient topology. Also, setting the render engine to Workbench doesn't make the problem go away, even though, as far as I know, it is the same engine that Solid mode uses.\n\nAdd some subdivisions to the default cube and apply\nOpen the sculpting workspace\nSet mode to rendered\nStretch out the mesh with any brush\nTry to sculpt the deformed area and notice it is unsculptable\nAdd a remesh/rebuild BVH\nNow the affected area should be sculptable\n\nExample Video: [meshlocking.mkv](meshlocking.mkv)\n", "Hard crash while resizing packed multichannel EXR\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA TITAN X (Pascal)/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.3.1\nWorked: unknown\n\nTrying to resize this particular image crashes blender instantly. There's 2 unusual things about the image, not sure if they're relevant\n\n\n - it's a packed multichannel EXR\n - it has some very large values (it's an SDF, so some values are like 9999) \n\n\n\n # Load the file\n[image_resize_crash_004.blend](image_resize_crash_004.blend)\n - Resize the image\n - Crash!\n```\n\n```\nSee video:\n\n[Blender image resize crash 2022-12-08 15-41-15.mp4](Blender_image_resize_crash_2022-12-08_15-41-15.mp4)\n\n\n", "Multires Displacement Smear brush + Dyntopo Error\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.67\n\nBroken: version: 2.92.0\n\n[When you want to use the multires displacement smear brush with dynamic topology, blender closes.]\n\n\n1. Open Blender\n2. Enter sculpted mode\n3. Select the Multires Displacement Smear brush\n4. Activate Dynamic Topology dyntopo\n5. Pass the brush through the Bucket\n6. Blender closes\n\n[untitled.blend](untitled.blend)\n\n", "Cycles does not render geo with Multires modifier while in Sculpt mode\nOperating system: Windows 10, Linux\nGraphics card: Nvidia GTX 960\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\nWorked: (optional)\n\nAdding a Multires modifier with the Sculpt parameter > 0 (to further develop the model I'm working on) makes the geo disappear when using Cycles in the viewport, while in Sculpt Mode. As a first time Blender user, I'm not sure if this is the expected behaviour for this. I have checked with other users and they can reproduce the error. \n\nIt would be useful to render in viewport without leaving Sculpt Mode.\n\nCreate a geometry. Add a Multires modifier. Set Sculpt to a value greater than 0. Enter Sculpt Mode. Change the viewport render from Eevee to Cycles. The geometry disappears on rendering. I have a sample of the problem in this tweet I published several hours ago: 1150657198374080512\n\nThanks!", "blender crash if boolean + very very big scale\nOperating system: Ubuntu 20.04\nGraphics card: Geforce MX230\n\nBroken: 3.2.1, 3.2\n\n[2022-07-21 19-15-24.mp4](2022-07-21_19-15-24.mp4)\n\n1. add boolean modifier\n2. scale any object on very very big value", "Blender 3.5.1 keeps crashing on occasion\nOperating system: Mac OS Ventura 13.3.1 (a) (22E772610a)\nGraphics card: Apple M1 Ultra (64-Core GPU)\n\nBroken: Version 3.5.1 (3.5.1 2023-04-25)\nWorked: N/A\n\nBlender occasionally crashes on my new Mac Studio (I used to work on a Windows PC beforehand and never had that problem). I'm guessing it is a saving error.\n\n- Download and open the demo-file `Blender 3.4 – “Charge” Open Movie` from demo-files/\n- Change the engine from Eevee to Cycles GPU\n- Set \"Viewport Shading\" to \"Rendered\" - nothing happens\n- Go back to Solid View - blender freezes\n\nAttached is is a video demonstrating what is happening, but in a few words:\n\nThe same happens with some of my heavy(ish) project in 3.6.0 beta\n\nIn 3.5.1 the same project responds in render view as it should be.\n\nWhen I try to reopen the same project blender doesn’t load the project but either freezes or crashes ( one of these crash logs is also attached)\nI manage to reopen the project after a few crashes.\n\nI hope it helps! \n\n![freeze render view 3.6 and 3.5.1.mp4](attachment)\n![3.6.0 crash after trying to reopen test file.rtf](attachment)" ]
[ "Crashing on entering sculpt mode when model has multiresolution modifier\nOperating system: Windows 8\nGraphics card: GeForce GTX 650 Ti/PCIe/SSE2\n\nBroken: 2.83 beta, f0221ff6674f, 2020-04-15\nWorked: 2.82\n\nBlender crashes on entering sculpt mode with a model that has a multi-resolution modifier\n\nAdd multi-resolution modifier to default cube. Subdivide a few times. Go back down to one level of subdivision, it doesn't matter. Enter sculpt mode. Crashes." ]
Crashing on entering sculpt mode when model has multiresolution modifier Operating system: Windows 8 Graphics card: GeForce GTX 650 Ti/PCIe/SSE2 Broken: 2.83 beta, f0221ff6674f, 2020-04-15 Worked: 2.82 Blender crashes on entering sculpt mode with a model that has a multi-resolution modifier Add multi-resolution modifier to default cube. Subdivide a few times. Go back down to one level of subdivision, it doesn't matter. Enter sculpt mode. Crashes.
[ "Sculpt Mode - Using Mask while Multiress active = Crash\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1660 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.89\n\nBroken: version: 2.91.2\n```\n Tried also with\n```\n 2.83LTS\n 2.92beta 77f73a928439\n 2.93.0 ae1e68f5146d\n\nWorked: None\n\nWas working in Sculpt mode, tried to hide the arms and the program crashed.\nI tried with another objects with multires and it doesn't happen\n\nHere the .Blend with the problem\n [Multires prueba.blend](Multires_prueba.blend)\n\nGo to Sculpt Mode -> Try to mask with mask brush, Mask Lasso or Mask Box", "Regression: Crash when Sculpting on a mesh from a GP Lineart Modifier\nOperating system: Windows-10-10.0.22621-SP0 64 Bits (W11)\nGraphics card: NVIDIA GeForce RTX 4090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.68\n\nBroken: version: 3.2, 4.0.0 Alpha\nWorked: 3.1\n\n![blender_4UX5Hum09w.png](attachment)\nWhen trying to sculpt a mesh in an assigned collection that a grease pencil lineart modifier references and the layer it is drawing to contains Grease Pencil strokes - it will instantly crash Blender. \n\n\n1. Download and extract zip to get the test blend file\n2. Load attached file with Load UI off\n3. Select the bust, it is in a GP lineart modifier collection \n4. Go to sculpt mode\n5. Try sculpt\n6. Crash\n\nAlternative steps:\n1. Create new scene\n2. Create a sphere\n3. Create a Grease Pencil object\n4. Add sphere to a new collection\n5. Select the GP object and add a lineart modifier\n6. Reference the sphere collection in the modifier\n7. Assign layer and material to the modifier\n8. Draw in the same layer in Draw mode of the GP\n9. switch to sculpt mode\n10. Try sculpt over sphere surface\n11. Instant crash\n\n", "Regression: Crashes when uses preview or final render modes\nOperating system: Mac Os Monterey 12.6.1\nGraphics card: AMD Radeon R9 M380 2 GB\n\nBroken: blender 3.6.2\nWorked: Blender 3.4.1\n\nBlender 3.6.2 crashes on MacOS when you change between preview or final render modes. I Think is a problem related with the Realtime Viewport compositing. I think it is not enabled at all on MacOS but maybe developers did not do it correctly and some render features are requesting missing elements.\n\nSimply make 3 or 4 render previews and then press F12 to obtain a final render (or viceversa). Blender Crashes immediately.\n\n", "Textures not displayed in sculpt mode due to missing UVs (PBVH rendering, Multires)\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 417.35\n\n\nBroken: version: 2.80 (sub 55)\nWorked: 2.79b\n\n\nModel with Multiresolution modifier doesn't display texture in Sculpt Mode.\nRender engine doesn't matter.\n\n![2019-04-14 00_59_29-Window.png](2019-04-14_00_59_29-Window.png) \n![2019-04-14 00_59_54-Window.png](2019-04-14_00_59_54-Window.png)\n\nObserved in display modes:\n1. Solid (Lighting: Studio / Color: Texture)\n2. LookDev\n3. Rendered (in Cycles mesh is invisible)\n\n- Open [test.blend](test.blend)\n- Enable \"Display modifier in viewport.\"\n\nOR\n\n- Switch to LookDev mode\n- Apply multiresolution modifier to a mesh with texture\n- Add single subdivision (`Sculpt Base Mesh` OFF)\n", "Greasepencil 3.0: Unable to switch to drawmode from sculptmode\nOperating system: Linux-5.15.0-73-generic-x86_64-with-glibc2.35 64 Bits, X11 UI\nGraphics card: GeForce GT 630/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.157\n\nBroken: version: 4.0.0 Alpha\n\nEnable GP 3.0\nOpen 2D session\nSwitch from the initial draw mode to sculpt mode via header button.\nTry to switch back to draw mode.\nAn error message appears:\n\n", "Crash while switching to edit mode with EEVEE + Geometry Nodes\nOperating system: macOS-10.15.7-x86_64-i386-64bit 64 Bits\nGraphics card: NVIDIA GeForce GT 650M OpenGL Engine NVIDIA Corporation 4.1 NVIDIA-14.0.32 355.11.11.10.10.143\n\nBroken: version: 3.0.0\n\nWhen switching to edit mode in while the viewport's set to render it crashes (see attached video)\n[blender crash 2021-12-17 21-54-00.mp4](blender_crash_2021-12-17_21-54-00.mp4)\n\n1 load the attached file\n2 switch to rendered view in the viewport\n3 switch to edit vertex mode\n4 that's a crash!\n\n[transitions_001_blender3.blend](transitions_001_blender3.blend)", "Apply Base (Multiresolution Modifier) on mesh with shape keys distorts the mesh\nBroken: version: 2.83 (sub 8)\nWorked: Doesn't Work even in Blender 2.79b official release. I haven't tested versions earlier than that.\n\nPressing Apply base using the multires modifier on a mesh with a stored Basis shape key causes artifacting and mesh corruption. Undo still works though.\n\n1. Delete Default Cube\n2. Add Plane mesh (Shift+A > Mesh > Plane)\n3. Add Basis Shape Key.\n4. Add Multiresolution modifier\n5. Subdivide multiple times. (Either Catmull-Clark or Simple type)\n6. (optional) Apply brush strokes in Sculpting mode. \n7. Press Apply Base in Modifier Properties.\n\nor\n\n1. Open attached file\n2. Press Apply Base in the Modifier Properties.\n\n[Shape key Multires Bug.blend](Shape_key_Multires_Bug.blend)\n\n", "Cycles does not render geo with Multires modifier while in Sculpt mode\nOperating system: Windows 10, Linux\nGraphics card: Nvidia GTX 960\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\nWorked: (optional)\n\nAdding a Multires modifier with the Sculpt parameter > 0 (to further develop the model I'm working on) makes the geo disappear when using Cycles in the viewport, while in Sculpt Mode. As a first time Blender user, I'm not sure if this is the expected behaviour for this. I have checked with other users and they can reproduce the error. \n\nIt would be useful to render in viewport without leaving Sculpt Mode.\n\nCreate a geometry. Add a Multires modifier. Set Sculpt to a value greater than 0. Enter Sculpt Mode. Change the viewport render from Eevee to Cycles. The geometry disappears on rendering. I have a sample of the problem in this tweet I published several hours ago: 1150657198374080512\n\nThanks!", "Armature combined with subdivision incorrect normals\nOperating system: Windows 10 Pro\nGraphics card: GeForce 1050ti\n\nBroken: 2.82 (broken in a different way), 2.83.14, 2.92, 2.93 beta, 3.0 alpha\nWorked: 2.79b (important is working in 2.81)\nWhen using an armature modifier and subdivision modifier on the same mesh you get the wrong normals. If the armature is applied to the mesh then the subdivision normals are correct. The problem with the armature and subdivision together only applies if the armature is posed.\n\nThis broke between good ba1e9ae4733a and bad da6929488a64, probably 9516921c05\n\nI think that a bug has come into 2.82 a fix has been applied but it has broken it differently. So between 2.81 and 2.82 something broke, then a fix was put in that is still broken but in a different way. So 2.81 is the good version.\n\nCreate a mesh and create an armature on the mesh. Add a subdivision modifier. Make sure the armature has a pose. Show the normals.\nThe consequences will mean that the surfaces are wrong and the subsurface and general render will just look wrong.\nGood:\n![good.png](good.png)\nBad:\n![bad.png](bad.png)\n\n[blender2_79b.blend](blender2_79b.blend)\n\n[blender2_92.blend](blender2_92.blend)", "(Shrinkwrap) Modifiers and constraints targeting a mesh wont update during that meshes sculpting session (unless an additional mirror modifier is in play)\n2.8x - 3.0 (may exist in older versions)\n\nAppearently I cannot modify the shape of the target mesh in sculpt mode since the shrinkwrap on the main mesh does not update unless I click somewhere else and not use the sculpt tools. It does update in edit mode tho.\nI remember someone saying its supposed to happen in order to keep performance running smooth or something like that, but I hardly believe it.\n\nThe only way to be able to update shrinkwrap is to add a mirror modifier to the target mesh and then you can now use sculpt mode with no issues. I've done this a few times now and I barely noticed any performance impact.\n\n1) Add a mesh, any mesh\n2) Give it a shrinkwrap modifier\n3) Add another mesh that will be used as the target\n4) Go to sculpt mode and shape up the target mesh\n\nNo update on shrinkwrap unless I click something else around the UI\n\nTo fix this:\nif the model has one mesh and I wanna edit it symmetrically, I cut it in half and add a mirror modifier to it\nShrinkwrap now updates all the time when I sculpt the target mesh without needing to click somewhere\n\nFrom there on I can do whatever I want with the target mesh in sculpt mode", "Multires: Missing updates are not communicated in the UI\nIntel Core i7, 16 Gb RAM, NVidia GeForce 2070 RTX\nWindows 10 x64\n\nBroken: 2.8x up to 6fff73e3f001 from 2020-01-23\nWorked: 2.79b\n\nCurrently it’s not possible to use Shrinkwrap (modifier and constraint) and Walk Navigation with Gravity (toggling Gravity causes you to fall through the floor, teleporting doesn't work) with object that has subdivided Multires and is in Sculpt Mode. In 2.79 Shrinkwraps are not updating during sculpting but it's still possible to see where objects are being shrinkwrapped. Not being able to see shrinkwraps becomes problematic in a very similar way as not being able to see textures while sculpting.\n\n\n1.\tOpen provided file in 2.79 and observe that Road and House objects are shrinkwrapped to the Landscape object while subdivided Multires is in Sculpt mode. You can use Walk Navigation with Gravity to walk or teleport over the surface.\n2.\tOpen provided file in 2.8, both Shrinkwraps will be disabled and you will not be able to teleport or walk across the surface in Walk Navigation mode.\n[No_Shrinkwrap_and_Walk_Gravity.blend](No_Shrinkwrap_and_Walk_Gravity.blend)", "Blender Crashing When Painting Stroke into a \"Moving Animated Character\" (heap-use-after-free)\nBroken: 4.0 alpha\nBroken: version: 2.79 - 2.82 (sub 7)\nWorked: Never\n\nI have this experiment of making LIVE talking head, via OSC. And I noticed that if I tried painting a stroke on a talking moving animated head, it will crash. Even with timeline not running.\n\nI got a video (Might need iPhone X with MOM addon to test this....) :\njhHdG6ZXFDU\n\n- Open attached file\n- Run animation\n- Paint over the animated object\n[paint_animated_shapekey_bug.blend](paint_animated_shapekey_bug.blend)\n\n\n", "Particle Edit mode for non hair particles - particles viewport display option crash\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.87\n\nBroken: version: 2.92.0 Alpha\nWorked: Blender 2.79\n\nIn Particle Edit mode, you can enable Particles display in Tool Properties > Options > Viewport Display. Pressing this toggle crashes Blender.\n\nFor convenience use this Blend file:\n[particlespath.blend](particlespath.blend) \n\n - Press the toggle in Tool Properties > Options > Viewport Display called 'Particles'\n - Crash\n\n\n\n", "Blender crashes with certain geometries (e.g. tweaked Jiggly Pudding simulation demo file)\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 4090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.79\n\nBroken: version: 4.0.0 Alpha\nWorked: Unsure\n\nWith certain geometries, Blender will freeze then crash. I have included a demonstration in the video attached below:\n<video src=\"attachment\" title=\"Jiggly Pudding Crash.mp4\" controls></video>\n\n1. Download the Jiggly Pudding demo from demo-files/\n2. Follow the steps outlined in the video attached above. The steps in the video are as follows:\n a. Open the Jiggly Pudding file.\n b. Select the Pudding and open a geometry node editor.\n c. Inside the Simulation zone there is a node with the title \"Scale\". Change the Scale from 0.85 to 10 or something higher.\n d. Open a 3D viewport (if you haven't already) and press play in the time line.\n e. Blender will freeze and crash.\n\n", "Painting across different resolution UDIM tiles in image editor crash.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.38\n\nBroken: version: 2.91.0 Alpha\n\n\nIf you have UDIMs of different resolutions, and you paint in the Image editor window across the tiles, you get a crash.\nIf you do the same thing in the 3D viewport, there is no problem.[CrashFile.7z](CrashFile.7z)\n\n\nCreate a UDIM texture, with at least two tiles, of different texture resolutions. \nIn the image editor in paint mode, draw a line across the tiles and it will crash. Sometimes I need to draw two lines crossing the tiles for it to crash.\n\nThat's all, you don't need to apply the textures to a model or anything else.\n\n\n" ]
[ "Blender crashes every time when using multiresolution modifier and enter sculpting mode\nOperating system: Windows 10, 64 bit\nGraphics card: Nvidia Geforce 1080 8gb, Nvidia Geforce 1070 8gb\n\n\nBroken: blender-2.83-f0221ff6674f-windows64\nWorked: blender 2.82a\n\nHello wonderful blender developers! There's a major bug that I encountered today. Every time I enter the sculpt mode while having a multiresolution modifier on any mesh object blender crashes. Resetting to factory defaults doesn't help, so it's something with the current build (actually last two builds).\n\n1 - Create any mesh object\n2 - assign multiresolution modifier\n3 - subdivide mesh couple of times in multiresolution modifier settings\n4 - enter sculpt mode\n5 - crash\n\nExact steps of this crash attached in the video below:\n\n[2020-04-16 06-44-27.mp4](2020-04-16_06-44-27.mp4)\n" ]
The grid does not appear in the Top Orthographic View Operating system: Windows-7-6.1.7601-SP1 64 Bits Graphics card: AMD Radeon HD 8470D ATI Technologies Inc. 4.5.13417 Core Profile Context 15.301.1901.0 Broken: version: 2.80 (sub 60) Worked: (optional) The grid does not appear in the Top Orthographic View ![screen.png](screen.png) [grid-missing.blend](grid-missing.blend) [system-info.txt](system-info.txt)
[ "VSE View menu - missing hotkeys for sidebar and toolbar in Preview mode\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.09\n\nBroken: version: 3.0.0 Alpha\n\n\"Caused\" by 6aef124e7d\n\nThe VSE is missing the default hotkeys to open the sidebar and toolbar in Preview mode. T and N\n\nWhen you add them by yourself, then these hotkeys gets added in the Window section. Which can lead to override conflicts.\n\n\n- Open Blender\n- Switch to VSE\n- Watch the View menu in the upper Preview window\n\n![missing.jpg](missing.jpg)\n\n![addingmanually.jpg](addingmanually.jpg)\n\n\n\n\n", "Can't display .blend thumbnail in the Windows explorer\nwindows 7 64 bit\n\nBroken: blender 2.75a c27589e\n\nCan't display .blend thumbnail in the Windows explorer!\n\nboth v2.75 and 2.75a all can't display .blend thumbnail in the windows explorer! I have install and uninstall again and again ,it's still don't display thumbnail. \n", "object display as wire , invisible when overlay is turned off \nwin 10\nintel i5\namd radeon \n\nblender 2.8 \n6b39dc7672eb\n\n\nNot sure if it's abug or intended behaviour \n\nWhen an object is set to wireframe ( object properties , viewport display ) , when overlays is turned off , the object is not shown ", "Bump Map and Normal Map causes flat shading.\nOperating system: windows 10 1903\nGraphics card: 1080ti * 2\n\nBroken: 2.82.7 stable versioin\n\nThis issue appears both on eevee and cycles.\nWhile using smooth shading, simply add a bump map and the shading lookes flattened.\n![smooth shading issue.jpg](smooth_shading_issue.jpg)\n\nThis problem will occur on a high poly model if the camera is close enough.\n\n\nBevel the cube with several segments and simply plug a bump map to the normal port of the shader node.\n\n[smooth shading issue.blend](smooth_shading_issue.blend)", "Constrain axis always draws on top [covers mesh in unfavorable ways]\nThe mesh outline is not visible when extruding or moving along the axes. The axes overlap the faces of the mesh themselves, and because of this, it is not convenient to precisely position the extruded faces.\nIt exists on all versions of the 2.8x blender.\n![изображение.png](изображение.png)\nTo repeat the problem, you can select an edge in the editing mode and simply drag along the y axis. In this case, the contour will not be visible by how much it is moved from its actual position.\n![изображение.png](изображение.png)\n\n![изображение.png](изображение.png)\nWith the same action in 2.79, I see black the contours of the mesh as far as it changes when moving.\nBring it back as it was in 2.79", "Render problems\nOperating system: Windows 10 Pro Ameliorated\nGraphics card: RTX 3070 driver version 472.12\n\nBroken: v3.6 and v3.61\nWorked: v3.51 <- Using the same file created in v3.61\n\nWhile rendering a frames of an animated character, the current rendered animation frame usually shows in the 3D viewport in v3.51. However, in the broken version, it fails to show the current frame being rendered, nothing gets updated visually. Then eventually in the 3D viewport the character goes into its T pose for a few frames then the character starts losing visibility of its layers, at that point Blender crashes. \nI will create a .blend file if I am the only one getting this bug.\n\n", "Grease pencil scale issue\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.65\n\nBroken: version: 3.2.0\n\n\nGrease pencil seems to deteriorate as the scale of a camera increases\n\nIn the attached file I created a door object with a central thinner panel. I then created an orthographic camera at ortho scale 1 in plan view and set the near clipping plan to about the middle of the door in the Z axis. I added a Grease pencil scene Lineart object an placed it in it's own collection to aid turning it on and off and set the style thickness to 1 in the modifier tab. The resulting lineart works fine. I then duplicated the camera and changed its orthographic scale to 2 which also works fine. I repeated this at orthographic scale 3 and again at 4 where the resulting lineart starts to break down. at orthographic scale 20 the issue is very apparent. If I am working on a large scale scene I obviously need to have my orthographic scale high. Please advise if there is a way of increasing the orthographic scale without losing the line art quality.\nThanks\n[Greasepencil_scale_bug01.blend](Greasepencil_scale_bug01.blend)\n![camera ortho scale 4.png](camera_ortho_scale_4.png)\n\n![camera ortho scale 20.png](camera_ortho_scale_20.png)\n\n", "The arrows for expanding N/T panel are now drawn when using cycles and render border exists in the viewport\nOperating system: Linux-5.15.0-78-generic-x86_64-with-glibc2.35 64 Bits, X11 UI\nGraphics card: Quadro K5100M/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 390.157\n\nBroken: version: 4.0.0 Alpha\nWorked: never...? 3.3.9~4.0 all broken like this\n\n\nThe arrows for expanding N/T panel are now drawn when using cycles and render border exists in the viewport.\n\nIt's only drawn once and then disappears. Moving the viewport will show it again for 1 redraw and then it disappears again.\n\nNot _that_ much of a problem, but if you are just using mouse/pen to find it during render preview it's kinda inconvenient.\n\n\n- Switch to cycles\n- Set a render border with `ctrl-b`\n- `Z -> Render Preview`, the arrow flickers for 1 redraw and then disappears.\n\n![图片](attachment)", "Collection instancing does not include metaballs.\nOperating system: Win 10 x64\nGraphics card: Gtx 1070\n\nBroken: blender-2.83-50ef801a79b5-windows64\n\n\nAdd some objects to a collection. Then add a metaball to the collection. Once done instance the collection. The metaball is not included in the new instanced collection.\n\n\nPlease see the attached image and the scene for a quick look at.\n\n![blender_fukI4OEZkJ.jpg](blender_fukI4OEZkJ.jpg)\n\n[NoMetaball.blend](NoMetaball.blend)", "GPUOffscreen missing update when deforming geometry in Sculpt mode\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Radeon RX 580 Series ATI Technologies Inc. 4.5.14830 Core Profile Context 21.4.1 27.20.21002.112\n\nBroken: version: 2.93.1 and since 2.82 (sub 7)\nWorked: 2.81, 2.80 (and even 2.82 alpha)\n\nGPUOffscreen missing update, cause when creating some from the 3d view it is not updated when performing deformations on the mesh in Sculpt mode.\n\nYou can try the '[Rendering the 3D View into a Texture ](gpu.html#rendering-the-3d-view-into-a-texture)' example in the Python API docs and see that it works in 2.80 and 2.81 but stop working on 2.82 while in Sculpt Mode (you deform the mesh with any brush and the offscreen is not updated).\n\nAlso there is no mention about this breaking change in the Python API section of the release notes of 2.82 and as it worked in previous releases I suppose this is a bug.\n\n\n\nThe easy way of testing is via the GPU Offcreen example in the API docs --> '[Rendering the 3D View into a Texture ](gpu.html#rendering-the-3d-view-into-a-texture)'\n - Open Blender 2.81, and run that script\n - Go to edit mode, move some verts, confirm it works (you can see the offscreen is updated)\n # Go to sculpt mode, deform the mesh, confirm it works...\n\n # Repeat steps 1-3 but in Blender 2.82 or latest release at this time (2.93 RC1)\n\n", "UDIM grid changes and enhancements\nThe UDIM tile grid behaves oddly/inconsistently in many circumstances for both configuration and display. This design tasks will hopefully a) enumerate the most egregious issues b) provide a place for artist feedback on the proposals c) document the ultimate decision for each item below.\n\nComplete\n- [x] The UV tile grid no longer disappears as soon as an image is loaded into the UV editor space (4fb7217043)\n- [x] [D11862](D11862): Provide a way to disable the grid entirely and respond to the Overlay toggles. Move current UI into Overlay panel as well. \n\nFuture design / discussion required\n- [ ] Should the tile grid only have manual/static dimensions or should it automatically adjust if the user moves a UV point outside the current dimensions of the grid?\n- [ ] Should the tile grid also be shown in the Paint/Mask/Viewer modes in addition to UV edit?\n- [ ] Should anything different be done about the grid when displaying non-square images?\n\nFeedback thread: 20136\n\nThis task will be used for general organization. Most feedback should be provided on the DevTalk thread above.", "Outliner: Sorting not working for some types in Scene display mode\nBroken: Current master\nWorked: Never\n\n\nSorting elements in the outliner only works for objects. Scenes, collections, and other types are not sorted.\n\n<img src=\"https://projects.blender.orgattachment\">", "HDRI Preview Spheres appear in surface reflections\n\n\nBroken: version: 2.82 (sub 7)\nMaster\n\nWhen using material shading and overlays in the viewport, the gizmo at the bottom-left corner (sphere displaying the environment map used for preview) is reflected by shiny surfaces in the 3D world, despite technically being a part of the UI. Using the icon to show / hide overlays affects this, the reflection also disappears when overlays are hidden.\n\nShould work in any setup, if there are issues replicating this let me know and I'll extract the relevant part from my project's blend file. Just add a plane, lower its material roughness so it's shiny, move the view upward so the overlays appear under it, and you should see the strange reflection.\n\n![Screenshot_20200224_210232.png](Screenshot_20200224_210232.png)\n\n[HDRI_reflected_in_viewport.blend](HDRI_reflected_in_viewport.blend)", "Image Editor in Mask mode: Toolbar broken \nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 462.59\n\nBroken: version: 3.0.0 Alpha\n\nImage Editor in Mask mode: Toolbar broken \n\n- Open the Image Editor\n- Change the UI mode to Mask.\n- Add a new mask.\n- Toggle Toolbar(T).\nNotice that the Adjust Last Operation pop up i moving but no Toolbar becomes visible.\n{[F11089235](mask.gif),size=full}\n\n\n", "Missing UV Islands / Image Editor / Some generative modifiers (bevel, skin, triangulate, wireframe)\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: Quadro M2200/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.50\n\nBroken: version: 2.82 (sub 7)\nWorked: (optional)\n\nIf geometry has the Bevel Modifier applied and the Realtime Display is on, the UV islands do no display in the Image Editor.\nIf you turn off the Realtime display (Display in Viewport) and then adjust the view in the Image Editor, the UV Islands will appear.\nIf you turn On the Realtime display and then adjust the view in the Image Editor, the UV Islands will vanish.\nYou can still paint in the Texture paint on the geometry and it will appear in the Image Editor.\n\nCreate a Cube\nAssign a Bevel Modifier - turn Realtime display ON (for me it is on by default)\nSet interface to Texture Paint mode.\nThere will by no UV Islands displayed in the Image editor\n\n[UV_Island_Bevel.blend](UV_Island_Bevel.blend)\n\n\n\n" ]
[ "Grid not showing up in top orthographic view\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce GTX 760/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 416.94\n\n\nBroken: version: 2.80 (sub 60)\nWorked: (optional)\n\n\nTop view grid not showing up although it's enabled in the viewport overlay menu.\n\n![image.png](image.png)" ]
Grid not showing up in top orthographic view Operating system: Windows-10-10.0.17763 64 Bits Graphics card: GeForce GTX 760/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 416.94 Broken: version: 2.80 (sub 60) Worked: (optional) Top view grid not showing up although it's enabled in the viewport overlay menu. ![image.png](image.png)
[ "Outline of plane in Object mode does not Render after applying transforms\nBroken: Current main.\nWorked: N/A.\n\nOutline of plane in Object mode does not Render after applying transforms and looking Down the plane in top down view or any view.\n\n1. Delete the default cube.\n2. Add a Plane.\n3. Numpad 7 for top down view.\n4. selct the plane and rotate on x axis 90 degrees\n5. Apply all transforms.\n\nFrom Blend File Just Select the plane and press numpad 7 to go to Topdown view and Out line should stop rendering.", "Viewport display broken for fire- solid and rendered mode (Cycles & Eevee)\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.86\n\nBroken: version: 2.83 (sub 0)\nWorked: (optional)\n\n[Fire seems to get 'stuck' in the viewport (as in it does not disappear), it does however behave correctly when F12 rendered.\nThis happens in 2.83Alpha and 2.82Beta (both downloaded as of today, approx 16:00 Sydney time 15 Jan 2020)]\n\n[Bake the attached and observe.\nhere's what it looks like-\n[ViewportFire_2-82+2-83.mp4](ViewportFire_2-82_2-83.mp4)\n\nIt works Ok when F12 rendered as seen here-\n[Fire26Nov20190001-0050.mp4](Fire26Nov20190001-0050.mp4)\nI couldn't be bothered to render out the clip in Cycles but stills show the error is only in the viewport-\n![ViewportfireBroken.JPG](ViewportfireBroken.JPG)\n\nHere's the .blend-\n[Fire2.83A.blend](Fire2.83A.blend)\n\nThis works properly in the 26November2019 build, here's what that looks like-\n{[F8279386](ViewportFireMantaflow_26-11-19Build.mp4)}]\n\n", "No visible mesh on Viewport Screenshot in sculpt mode with Multires\nOperating system: Linux-6.2.11-gentoo-x86_64-AMD_Ryzen_Threadripper_1950X_16-Core_Processor-with-glibc2.36 64 Bits, X11 UI\nGraphics card: Quadro GP100/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 530.41.03\n\nBroken: version: 3.6.0 Alpha\n\nWhat the title says.\n\n- Add a cube\n- Enter sculpt mode\n- Add a multiresolution modifier and subdivide\n- Use the operator: Header -> View -> \"Viewport Render Image\"\n\n", "Wireframe overlay opacity does not work correctly with viewer node\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: Radeon RX 570 Series ATI Technologies Inc. 4.5.0 Core Profile Context 23.3.1.230305\n\nBroken: version: 3.6.0 Alpha\nWorked: n/a\n\nAlso confirmed in 3.4 (which introduced the Viewer Node).\n\nWireframe overlay opacity does not work correctly if Geometry Nodes viewer node is activated and it's showing attribute.\n\nIt looks as if there's extra wireframe overlay under the usual overlay. Remaining wireframe does not respect smooth wires option from the preferences.\n\n- From the startup file, add Geometry Nodes to the cube\n- From Geometry Nodes editor, add a node that outputs attribute (Random Value node for example)\n- Connect Group Input and the attribute node to Viewer node\n- From viewport overlay option, enable wireframe. Try opacity slider\n\nVideo:\n<video src=\"attachment\" controls></video>\n\nFile for quick test:\n[ViewerNodeWireframe.blend](attachment)\n\n", "GN: Delete Geometry node hides edges in some cases\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.23\n\nBroken: version: 3.2.0 Alpha\n\nHard to describe this one more abstract..\n\nI start with a mesh line primitive (0,0,0) (0,1,0) and extrude it **n** times along **x** to get a grid.\nNow I try to delete all points with a distance from the **y** axis greater than **d** \nWhenever **d** lies between the first and the last extrusion, the edges of the starting primitive are not displayed.\nIt shows up in the spreadsheet however and reappears if I apply the modifier and tab into edit mode and back \n\n[2022-02-05 19-27-50.mp4](2022-02-05_19-27-50.mp4)\n[del_geo_node.blend](del_geo_node.blend)\n\n", "Viewport shading solid mode not displaying geometry nodes color attributes correctly\nOperating system: Win10\nGraphics card: 960m\n\nBroken: 3.5\nWorked: never\n\n\nWhen using geometry nodes to add color attributes, there are several situations where the viewport solid mode attribute option does not display the color attributes correctly.\n\nAs can be seen by this example. The first image shows a cube with a color attribute added. The geometry nodes setup adds a red color to the \"Color\" attribute. This all works as expected as can be seen in the viewport and the spreadsheet. \n\n![color_attr_1.jpg](attachment)\n\nIf a GN cube is added instead of the standard mesh cube (which has been bypassed by the switch node) then the color attribute is added as expected. This can be seen in the spreadsheet as to be the same as the previous screenshot for the color attribute. However, it is not being displayed in the viewport.\n\n![color_attr_1a.jpg](attachment)\n\nThis is a problem seen with any procedural geometry made with just nodes. As a workaround, you can have a single vertex as the only \"real\" geometry and use a join node to join with any nodal procedural geometry. Strangely though, this has to be the first connection in the join node, and won't work if it is second. This can be seen by the next 2 images:\n\n![color_attr_2.jpg](attachment)\n\n![color_attr_2a.jpg](attachment)\n\nA similar related case is that some mesh nodes will also make the viewport lose the displayed attribute. For instance, if you create a cube, add a GN modifier and add a dual mesh node to the chain, the color attribute is still there, but no longer displayed in the viewport. This happens with some nodes (like mesh to volume and back to mesh) but not others (like subdivide or extrude).\n\n![color_attr_3.jpg](attachment)\n\nThere is also a related issue that when exporting to obj or gltf the color attributes are not exported if they are not displayed in the viewport. If apply the GN modfier, you have to actually click on the color attribute in the properties panel to see it in the viewport or to be able to export it. \n\nOddly, the fbx exporter seems fine without applying the modifier. It also doesn't matter if the color attribute is on the vertices, or face corners, or if the color is float or byte color. The same issues happen regardless.\n\n", "Bevel modifier - Clamp Overlap broken\nWindows 10\n\nBroken: 2.79.0-git.43a6cf1-windows64\nWorked: 2.79 RC2\n\n![bevel_modifier_clamp_overlap_bug.png](bevel_modifier_clamp_overlap_bug.png)\n\nSee attached blend file.[clamp.blend](clamp.blend)", "Python Operator.report does not show in status bar when overriding context\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 497.09\n\nBroken: version: 3.2.0 Alpha\nAlso broken all the way back to 2.79.\n\nAn operator's `report()` call does not show a message in the status bar or info editor when the operator is not invoked by the user. This is expected.\nHowever, overriding the execution context to `'INVOKE_DEFAULT'` or even a specific area does not make it work either. This part seems like a bug.\n\n**Simple reproduction file**\n[no_reports.blend](no_reports.blend)\n- Run the script and notice Warning reports in the stdout but not in the status bar\n- Same when saving the .blend file\n- As expected, running the operator manually (F3 search) works as intended\n - Alternatively, modify the `invoke` function to require user input (such as via `context.window_manager.invoke_confirm`), then the timer/save handler calls also work\n- The override_context makes no difference here\n\n**Reproducing from a blank startup file**\n- Create an operator that calls `self.report` on execute\n- Call the operator from e.g. a timer or application handler\n- Even when overriding the context, the report only shows in stdout, but not in the user interface\n\n", "Regression: Armatures [in front] overlay doesn't update properly (toggling overlay ON and OFF)\nOperating system: Linux-5.15.0-52-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.103.01\n\nBroken: version: 3.4.0 Alpha\nBroken: 2.92.0\nWorked: 2.91.2\n\nBisecting gives 0f95f51361 as the culprit commit\n\nif the armature viewport mode is set to \"in front\" it doesn't properly update when the overlays are turned off and on\n[Peek 2022-11-01 05-35.mp4](Peek_2022-11-01_05-35.mp4)\n\n1-add an armature\n2-set the \"viewport display\" to in front\n3-turn off and on overlays\n4-if you can confirm the bug the armature should appear after changing anything in the 3d view to update as in the video, move rotate or zoom \n\n", "Grease Pencil - drawing preview ignores canvas settings\nOperating system: Windows 10 Pro 64-bit operating system, x64-based processor\nGraphics card: NVIDIA GeForce RTX 2080 Ti\n\nBroken: 2.83 and 3.5 latest\n\nWhen previewing grease pencil (before pen release), the Stroke Placement settings do not render properly. It looks like the preview is stuck on \"View\" but renders correctly on pen release. In my GIF you can see the strokes clipping, but appear correct after pen release. Can this be fixed? It's easily repro'd and consistent in multiple versions\n\n1. Create basic Mesh.\n2. Create Grease Pencil object above Mesh.\n3. Set Stroke Placement to \"3D Cursor\" or \"Origin\" and set Drawing Plane to anything but View.", "Shading Problem in Eevee in Top Orthonographic View When the Scale is not Applie Yet\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce MX130/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.67\n\nBroken: version: 2.90.0 Beta\nWorked: Never\n\nThere is a strange shading problem in Eevee that happens when the object is scaled and the scale is not applied yet. The light needs to be at certain angle to make it appear. The problem also has to do with the topology of the mesh, it is hard to notice with just one face (though still there as you can see it flickers when you scale it), but it becomes obvious when subdivided.\n\n![Top View Shading Problem.jpg](Top_View_Shading_Problem.jpg)\nBased on the attached .blend file \nOpen my .blend file, you can see there is a circle and a light in the scene. You can see the problem by turn on render view. The light is placed at certain angle to make the problem show. \nThe circle was created using the below steps:\n\n(0. delete or hide my circle)\n1. Shift A and add a circle\n2. Lower left corner menu, the fill type choose Ngon\n3. Scale it up a little, don't apply the scale, and you can see it flickers during the scaling process\n4. Edit mode, hit the a key to choose all, hit the i key to inset the circle, and then inset it again, and see it has to do with the topology\n5. Object mode, ctrl a apply the scale, the problem is gone, it has to do with the scaling.\n[Orthonographic Top View Shading Problem.blend](Orthonographic_Top_View_Shading_Problem.blend)\n\n", "Erase Alpha in vertex paint not working\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1660 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 446.14\n\nBroken: version: 2.83.0\nWorked: latest 2.7 nightly build date 2019/06/27\n\nErase Alpha not showing in viewport.\n\ngo to vertex paint set mode to erase alpha and when painting nothing happens.\nalso found no ways to use the alpha data.\n\nVertex Alpha painting are needed for asset creation on some game engines like creation engine.\n", "Resetting default value does not work in popovers or menus\nOperating system: Windows 10, 64 bits, \nGraphics card: Nvidia GTX 1080 8 gb, Nvidia GTX1070 8 gb\n\nBroken:\nblender-2.81.0-git.ce2368cf69f5-windows64\n\nWorked: (optional)\n\nResetting options in the context menu (right click) of things like brush stroke strength, Autosmooth, plane offset and other parameters does not work at all, but does work through active Tool side panes and top bar. Probably it should work everywhere? If I'm working full screen I would want to be able to reset it in the context menu with my stylus as I sculpt.\n\n![image.png](image.png)\n\n1 Create any mesh\n2 Enable Sculpt mode\n3 Select any brush\n4 Right click to invoke context menu\n5 Try resetting any of the parameter to default values\n", "Semitransparent grease pencil covers wireframe. Bug or limitation?\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.20\n\nBroken: version: 2.82 (sub 6)\nWorked: (optional)\n\nit looks like this \n![26822638.png](26822638.png)\n[untitled3.blend](untitled3.blend)\nAnd it is difficuilt sometimes to work with wireframe and GP-sketch when I don`t see vertices\n", "Cycles shaders show up in EEVEE list (Properties > Material tab > Surface panel)\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.60\n\nBroken: version: 2.80 (sub 75)\nAlso confirmed broken in 2.80 release candidates 2 and 3\nWorked: ----\n\nSome shaders not yet available in EEVEE, such as the Toon shader, are included in the list of shaders in the materials tab of the properties window even when EEVEE is selected as the render engine. When such shaders are selected, adjusting most of their parameters has no effect on the viewport/render. Currently, the only way to know which shaders are supported is either by trial and error or by using the node editor.\n\n1. With a fresh blender scene, check that EEVEE is the selected render engine, and go to materials tab in the properties window\n2. You should already have a material if it's the default cube scene. In the surface panel, click on the shader selector (set to principled BSDF by default)\n3. The menu that shows up includes Toon shader among other unsupported ones.\n\n[Based on the default startup]\n\n**Screenshot**\n![image.png](image.png)\n\n" ]
[ "The grid does not appear in the Top Orthographic View\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: AMD Radeon HD 8470D ATI Technologies Inc. 4.5.13417 Core Profile Context 15.301.1901.0\n\n\nBroken: version: 2.80 (sub 60)\nWorked: (optional)\n\n\nThe grid does not appear in the Top Orthographic View\n![screen.png](screen.png)\n[grid-missing.blend](grid-missing.blend)\n[system-info.txt](system-info.txt)\n\n" ]
crash 2.8 selection to cursor windows 10 nvidia 730 blender-2.80.0 alpha a1689fb091a windows64 crash when using selection to cursor (no offset) and check offset press G and move the cube press shift+s and choose selection to cursor in the pop "snap selection to cursor" check offset crash
[ "Crash after linked object is edited then switched to another scene (object origin scene)\nOperating system: Window10\nGraphics card:\n\n\nBroken: 2.90.1 ( hash: 3e85bb34d0d7 )\nWorked: unknown\n\n\nBlender simply crash and close the window directly after editing the \"linked\" object from 2nd screen and switched back to 1st screen.\n\n\n\nThis error can be reproduced with 2 scenes setup.\n\n- First scene contains a simple mesh object. Let's say a \"Cube\" object\n- Create a second scene.\n- In the first scene, select the \"Cube\" object then \"Make Links\" {key Ctrl L} to 2nd scene.\n- Now, we switch to 2nd scene. The 2nd scene now should contains the same \"linked\" Cube object from 1st scene.\n- Okay, this is important step. In this 2nd scene, we select this \"linked\" Cube object and set the Relations to: *Object > Relations > Make Single User > Object*\n- After that, we go to \"Edit Mode\" for this \"linked\" Cube object.\n- In \"Edit mode\", make a simple change to this \"linked\" Cube object.\n- Once simple change is done, don't do anything else. You just directly switch back to \"First scene\". CRASH here.\n\n", "Blender crashed when increasing Strand Steps in the Viewport Display on the Particle tab\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: Quadro RTX 3000 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 535.98\n\nBroken: version: 3.6.0\nWorked: I dunno\n\nBlender crashed when increasing Strand Steps in the Viewport Display on the Particle tab\n\n<video src=\"attachment\" title=\"Crash when particle edit.mp4\" controls></video>\n\n1, Open the attached Blender file\n2, Rekey it to have a higher keypoints\n3, Increase the Strand Steps in the Viewport Display on the Particle tab\n\n", "Add Driver : Clicking the pickers (object / input variable) dont work\nBroken:2.80, 4c31bed6b46, blender2.8, 2018-11-30\n\nClicking the object picker in the `Add Driver` should enter object picking mode, but does nothing.\n![Peek 2019-07-09 10-48.gif](Peek_2019-07-09_10-48.gif)\n\nBased on the default startup :\n- Select the **Cube**\n- Right click on **Location/X** and **Add a Driver**\n- Into **Object field**, click on the **picker**\n\n\n> In #58341#702152, @angavrilov wrote:\n> This happens because `ui_context_rna_button_active` within operators and poll functions invoked for the popover UI elements can't find the actual UI control in the popover, and instead returns the property UI control through the context menu of which the popover was invoked. It seems there is a big issue with context and region management in some popovers, and may require a fix in the UI core rather than a specific operator.\n> \n> Edit: Note that this issue is different from the picker attached to the Add Input Variable - that one is simply not (re-)implemented yet to work with the new way Add Driver works.\n\n\nEven though `Object` picker vs `Input Variable` picker are slightly different issues, will keep them together here since from a user perspective this is so tightly related.", "Crash on applying boolean modifier\nOperating system: Linux Fedora V35\nGraphics card: Nvidia 3070TI\n\nBlender 3.1.2 and Blender 3.2.0 both crash\n\nI created a mesh object, then used boolean modifier to create a hollow center. I applied the modifier. When I go into edit to clean it up, it crashes.\n\napply the boolean modifier to the mesh \"Bottom\" with object \"Plug\" in the included blend file using all defaults. Enter edit mode and see the mesh is badly corrupted.\n\n[part7.blend](part7.blend)\n[printReady1.blend](printReady1.blend)", "Old blend file corrupts to crash blender, I guess\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: AMD Radeon R9 200 Series ATI Technologies Inc. 4.5.14761 Core Profile Context 20.11.2 27.20.14540.4003\n\nBroken: version: 3.0.0\n\nCrashes here and there. RN I witness crush form select/deselect. help plz ;c\n\nI do, tho, have installed two PROBABLY outdated addons BUT in new file crash doesn't seem to happen.\n\nThe problem is - Idk exact steps, but overall it takes to select/deselect all/smth at all few times\n\nSteps\n- Open the provided .blend below\n- Enter edit mode on the main SN4K3Mesh\n- Select-All, De-Select-All (Repeat)\n\n[#94213-asan.txt](T94213-asan.txt)\n\n```\n# Blender 3.0.0, Commit date: 2021-12-02 18:35, Hash f1cca3055776\nbpy.ops.object.editmode_toggle() # Operator\nbpy.ops.mesh.select_all(action='SELECT') # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.mesh.select_all(action='SELECT') # Operator\n\n# backtrace\nException Record:\n\nExceptionCode : EXCEPTION_ACCESS_VIOLATION\nException Address : 0x00007FF715993808\nException Module : blender.exe\nException Flags : 0x00000000\nException Parameters : 0x2\n\tParameters[0] : 0x0000000000000000\n\tParameters[1] : 0xFFFFFFFFFFFFFFFF\n```\n```\n# Blender 3.0.0, Commit date: 2021-12-02 18:35, Hash f1cca3055776\nbpy.ops.object.editmode_toggle() # Operator\nbpy.ops.mesh.select_all(action='SELECT') # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.mesh.select_all(action='SELECT') # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\n\n# backtrace\nException Record:\n\nExceptionCode : EXCEPTION_ACCESS_VIOLATION\nException Address : 0x00007FF71599380C\nException Module : blender.exe\nException Flags : 0x00000000\nException Parameters : 0x2\n\tParameters[0] : 0x0000000000000000\n\tParameters[1] : 0xFFFFFFFFFFFFFFFF\n```\n\n[SN4K3.blend](SN4K3.blend)\n\n[SN4K3.crash.txt](SN4K3.crash.txt)", "Selecting vertices and centering the model crashes Blender\nOperating system: Windows 10\nGraphics card: RTX 2070 \n\nBroken: 03015a9b222e\n\n\nSelecting some vertices and trying to center the selection crashes blender. See the crash log\n\n[crash.txt](crash.txt)\n\nOpen the attached .blend\nSelect the object\nGo into edit mode\nSelect all vertices\nCenter (press Numpad .)\n\n\n\n\n\n[_13122021_2147_15.blend](_13122021_2147_15.blend)", "Crash when run the script code follow\nOperating system: Mac 11.4\nGraphics card: Intel Iris 1536 MB\n\nBroken: 3.0.1(2022-01-26)\n\nBlender crashed when running the script followed in \"Scripting Window\":\n\n```\nimport bpy\n\nfor obj in bpy.data.collections['Bg_objects'].all_objects:\n obj.is_holdout = True\n```\n\nAddressSanitizer error log:\n```lines=20\n==34714==ERROR: AddressSanitizer: heap-use-after-free on address 0x00015d792c38 at pc 0x00010523645c bp 0x00016fdfa1d0 sp 0x00016fdfa1c8\nREAD of size 8 at 0x00015d792c38 thread T0\n - 0 0x105236458 in rna_iterator_listbase_next rna_access.c:4677\n - 1 0x1053cc940 in Collection_all_objects_next rna_collection_gen.c:209\n - 2 0x105234920 in RNA_property_collection_next rna_access.c:3690\n - 3 0x105f6c330 in pyrna_prop_collection_iter_next bpy_rna.c:7107\n - 4 0x11366ad40 in _PyEval_EvalFrameDefault ceval.c:4001\n - 5 0x113664fe0 in _PyEval_Vector ceval.c:5065\n - 6 0x113664f38 in PyEval_EvalCode ceval.c:1134\n - 7 0x105f1812c in python_script_exec bpy_interface_run.c:121\n - 8 0x105f18d5c in BPY_run_text bpy_interface_run.c:216\n - 9 0x10a275444 in text_run_script text_ops.c:773\n - 10 0x10a275284 in text_run_script_exec text_ops.c:812\n - 11 0x103035044 in wm_operator_invoke wm_event_system.c:1335\n - 12 0x103033cf4 in wm_operator_call_internal wm_event_system.c:1530\n - 13 0x10303ad6c in WM_operator_name_call_ptr wm_event_system.c:1577\n - 14 0x10303b978 in WM_operator_name_call_ptr_with_depends_on_cursor wm_event_system.c:1765\n - 15 0x109722ff8 in ui_apply_but_funcs_after interface_handlers.c:1008\n - 16 0x10971b1d4 in ui_handler_region_menu interface_handlers.c:11383\n - 17 0x10304ab2c in wm_handler_ui_call wm_event_system.c:698\n - 18 0x103047864 in wm_handlers_do_intern wm_event_system.c:3025\n - 19 0x1030426f4 in wm_handlers_do wm_event_system.c:3145\n - 20 0x1030406f0 in wm_event_do_handlers wm_event_system.c:3675\n - 21 0x1030043ec in WM_main wm.c:623\n - 22 0x10000ba94 in main creator.c:544\n - 23 0x1454710f0 in start+0x204 (dyld:arm64e+0x50f0)\n\n0x00015d792c38 is located 8 bytes inside of 80-byte region [0x00015d792c30,0x00015d792c80)\nfreed by thread T0 here:\n - 0 0x145a890f0 in wrap_free+0x98 (libclang_rt.asan_osx_dynamic.dylib:arm64e+0x3d0f0)\n - 1 0x1151b28e8 in MEM_lockfree_freeN mallocn_lockfree_impl.c:116\n - 2 0x114b67940 in BLI_freelistN listbase.c:463\n - 3 0x1003acbf8 in collection_object_cache_free collection.c:816\n - 4 0x1003aca74 in BKE_collection_object_cache_free collection.c:826\n - 5 0x100e4b080 in BKE_main_collection_sync_remap layer.c:1366\n - 6 0x1059bcf0c in rna_Object_hide_update rna_object.c:370\n - 7 0x105257fa8 in rna_property_update rna_access.c:2069\n - 8 0x105257bac in RNA_property_update rna_access.c:2138\n - 9 0x105f50268 in pyrna_py_to_prop bpy_rna.c:2083\n - 10 0x105f54308 in pyrna_struct_setattro bpy_rna.c:4453\n - 11 0x1135de558 in PyObject_SetAttr object.c\n - 12 0x113667dd0 in _PyEval_EvalFrameDefault ceval.c:2850\n - 13 0x113664fe0 in _PyEval_Vector ceval.c:5065\n - 14 0x113664f38 in PyEval_EvalCode ceval.c:1134\n - 15 0x105f1812c in python_script_exec bpy_interface_run.c:121\n - 16 0x105f18d5c in BPY_run_text bpy_interface_run.c:216\n - 17 0x10a275444 in text_run_script text_ops.c:773\n - 18 0x10a275284 in text_run_script_exec text_ops.c:812\n - 19 0x103035044 in wm_operator_invoke wm_event_system.c:1335\n - 20 0x103033cf4 in wm_operator_call_internal wm_event_system.c:1530\n - 21 0x10303ad6c in WM_operator_name_call_ptr wm_event_system.c:1577\n - 22 0x10303b978 in WM_operator_name_call_ptr_with_depends_on_cursor wm_event_system.c:1765\n - 23 0x109722ff8 in ui_apply_but_funcs_after interface_handlers.c:1008\n - 24 0x10971b1d4 in ui_handler_region_menu interface_handlers.c:11383\n - 25 0x10304ab2c in wm_handler_ui_call wm_event_system.c:698\n - 26 0x103047864 in wm_handlers_do_intern wm_event_system.c:3025\n - 27 0x1030426f4 in wm_handlers_do wm_event_system.c:3145\n - 28 0x1030406f0 in wm_event_do_handlers wm_event_system.c:3675\n - 29 0x1030043ec in WM_main wm.c:623\n\npreviously allocated by thread T0 here:\n - 0 0x145a89380 in wrap_calloc+0x9c (libclang_rt.asan_osx_dynamic.dylib:arm64e+0x3d380)\n - 1 0x1151b13b8 in MEM_lockfree_callocN mallocn_lockfree_impl.c:222\n - 2 0x1003b5754 in collection_object_cache_fill collection.c:754\n - 3 0x1003b5d20 in collection_object_cache_fill collection.c:775\n - 4 0x1003b53b0 in BKE_collection_object_cache_get collection.c:786\n - 5 0x1053cc5d8 in rna_Collection_all_objects_begin rna_collection.c:54\n - 6 0x1053cc2d0 in Collection_all_objects_begin rna_collection_gen.c:200\n - 7 0x105233a88 in RNA_property_collection_begin rna_access.c:3674\n - 8 0x105f6c158 in pyrna_prop_collection_iter_CreatePyObject bpy_rna.c:7076\n - 9 0x105f67ef0 in pyrna_prop_collection_iter bpy_rna.c:7083\n - 10 0x11357f400 in PyObject_GetIter abstract.c:2813\n - 11 0x11366ac34 in _PyEval_EvalFrameDefault ceval.c:3958\n - 12 0x113664fe0 in _PyEval_Vector ceval.c:5065\n - 13 0x113664f38 in PyEval_EvalCode ceval.c:1134\n - 14 0x105f1812c in python_script_exec bpy_interface_run.c:121\n - 15 0x105f18d5c in BPY_run_text bpy_interface_run.c:216\n - 16 0x10a275444 in text_run_script text_ops.c:773\n - 17 0x10a275284 in text_run_script_exec text_ops.c:812\n - 18 0x103035044 in wm_operator_invoke wm_event_system.c:1335\n - 19 0x103033cf4 in wm_operator_call_internal wm_event_system.c:1530\n - 20 0x10303ad6c in WM_operator_name_call_ptr wm_event_system.c:1577\n - 21 0x10303b978 in WM_operator_name_call_ptr_with_depends_on_cursor wm_event_system.c:1765\n - 22 0x109722ff8 in ui_apply_but_funcs_after interface_handlers.c:1008\n - 23 0x10971b1d4 in ui_handler_region_menu interface_handlers.c:11383\n - 24 0x10304ab2c in wm_handler_ui_call wm_event_system.c:698\n - 25 0x103047864 in wm_handlers_do_intern wm_event_system.c:3025\n - 26 0x1030426f4 in wm_handlers_do wm_event_system.c:3145\n - 27 0x1030406f0 in wm_event_do_handlers wm_event_system.c:3675\n - 28 0x1030043ec in WM_main wm.c:623\n - 29 0x10000ba94 in main creator.c:544\n```\n\n- Open attached file\n- Go to Scripting workspace\n- Run the above script\n[bug.zip](bug.zip)", "Python Operators that add/remove ID data without an undo step crash Blender\nOperating system: Win 10\nGraphics card: GTX 1070\n\nBroken: 2.8.3, 2.9 aed11c673efe\nWorked: 2.8.0\n\nUndoing after object linking to the scene crashes blender. I used the latest daily build\n\n1. Load the crash blend file [crash_modal.blend](crash_modal.blend)\n2. Run the script attached\n3. Click in viewport to add a new object, and then press ESC\n4. Press Ctrl+Z to undo\n5. Crash..\n\n", "Array/Skin-Modifier-Combo causes crash\nOperating system: Linux Mint 19\nGraphics card: GT630\n\nBroken:\n2.80 (sub 39), branch: blender2.8, commit date: 2018-12-20 23:46, hash: 7a26e930a8c0\n\n\nPlease try to toggle the \"visibility\" of the skin modifier in my simple file. It crashes instantly and repeatingly:\n[Procedural leaves feathered1.blend](Procedural_leaves_feathered1.blend)\n![Procedural leaves feathered1.png](Procedural_leaves_feathered1.png)", "Crash at the end of preview generation for a deleted datablock\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.99\n\nBroken: version: 3.6.2\nWorked: -\n\nBlender crashes if you trigger the generation of a preview for a data block and then delete the data block itself. Obviously, the preview data is generated, but since the datablock itself no longer exists, I get an `EXCEPTION_ACCESS_VIOLATION` and a crash.\n\n\nRun simple script in attached *.blend file.\n\n", "Knife Tool produces bad geometry in certain cases (disconnected edges/vertices, overlapping faces)\nif i use tools knife i see this bug.\n![k2.png](k2.png)\n\n![k1.png](k1.png)\n", "Select next active fails in some cases (default cylinder, cube)\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: Quadro K2100M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 411.63\n\nBroken: version: 3.1.2\n\nWhen adding object: circle or cylinder, when selecting vertices, it does not select the next vertex at command: shif + ctrl + (+).\nif I select several vertices manually and give the command: shift + ctrl + (-) deselect, it works perfectly.\n\nany other option works, works well with other objects, sphere, monkey sesame, the circle object works if you select two consecutive vertices, if you select one vertex yes one no, it no longer works. .]\n\n- add cylinder object\n- Edit mode\n- Select 2 vertices then {key shift ctrl +}\n![Screenshot (1014).png](Screenshot__1014_.png)\n[2022-05-24 19-58-17.mp4](2022-05-24_19-58-17.mp4)", "Click-and-Drag the Cursor with Snapping enabled and an Active Object selected missplaces the Cursor\nOperating system: Linux-5.2.9-125.current-x86_64-with-glibc2.9 64 Bits\nGraphics card: GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.40\n\n\nBroken: version: 2.80 (sub 75)\nWorked: None so far\n\n\nDragging the cursor and snapping it to a Vertex while having the Target set to Active makes the cursor snap to a point in space that is directly related to where you start your *click-and-drag* instruction in reference to the selected object's origin. \n\n1) Change snapping to Vertex, Edge or Face\n2) Change snapping target to Active\n3) Set active tool to Cursor\n4) Activate snapping during transform\n5) Select default cube\n6) Drag Cursor over cube\n\n**Important notes**\n\n- If you deselect everything it works, but while there's an object selected the snapping won't work.\n\n- The problem also happens in Edit Mode, but only if there's an object selected in Object Mode. If you deselect everything in Object Mode and then go back to Edit Mode it works as intended.\n\n- As far as I can tell the _offset_ of the snapping is directly related to where you start your click-and-drag in regards to the Objects Origin.\n\n- There's a BlenderArtist Topic in which some have tested the behavior in Blender 2.81: 1177897\n\n- I recorded a video showing the problem: [blender_bug_report_complete.mkv](blender_bug_report_complete.mkv)\n\n- I also uploaded the blend file I used to record the video: [bug_report_cursor_snapping.blend](bug_report_cursor_snapping.blend)", "Regression: Crash when animation is playing\nOperating system: Windows 10\nGraphics card: 2x RTX3080\n\nBroken: 3.6 and 3.6.1 release canditate\n\nPress the space bar, the animation starts and Blender closes. The console says : EXCEPTION_ACCESS_VIOLATION\nI also test the file with an independent portable version of Blender, but the crash still occurs.\n\nPress space bar to play the animation and wait the frame 48.\n\n[Fluent_Testing_7_for_blend_dev.blend](https://projects.blender.orgattachment)", "Blender just crashes for no reason, and the crash report is empty. (Segmentation fault)\nOperating system: Arch Linux x86_64\nGraphics card: AMD Radeon RX 6900 XT\n\nBroken: (example: 3.6.2, ffe93138751e, master, 2023-08-31, as found on the splash screen)\nWorked: (No idea when this error started happening.)\n\nBlender does not start up. When I start it via the command line, I get this error:\n```\nWriting: /tmp/blender.crash.txt\nSegmentation fault (core dumped)\n```\n\n`/tmp/blender.crash.txt`:\n```\n# Blender 3.6.2, Commit date: 2023-08-14 14:05, Hash ffe93138751e\n\n# backtrace\n\n# Python backtrace\n```\n\nTrying to open Blender.\n\n" ]
[ "blender 2.8 crash on redoing 'snap to cursor' with Offset option ON\n\nwindows 10 & Nividia GeForce GTX 1050 \n\nblender-2.80.0-git.53c63db-windows64\n\ncrush\n\npress Shift S to snap object, chsose \"selection to cursor\" and than in the floating panel try cheking the \"offset\"\n\n\n" ]
NLA: Glitch in Overlapping Strips - MAJOR Problem for Character Animation! *NOTE: This Bug was already reported and assigned to Joshua Leung at https:*projects.blender.org/tracker/?func=detail&atid=498&aid=36496&group_id=9. However, it seemed very possible that older Bugs might get de-prioritized or forgotten, so I just want to make sure this one is here, because it is so major. (I have to use 2.67 for most all of my character animation.)// Windows 7. Intel integrated graphics. (No GPU.) Broken: Blender 2.68 and 2.69 Worked: Blender 2.67 When two NLA Strips overlap, there is a bizarre problem in which some of the values become distorted. In this case, the Scale and Location of a character's Root Bone suddenly explode when the two strips overlap. Simply check out the attached .Blend and hit play. [NLA-GLITCH.blend](NLA-GLITCH.blend) [untitled.blend](untitled.blend)
[ "Compositor artifacts from image wrapping\nOperating system: Linux-5.15.13-arch1-1-x86_64-with-glibc2.33 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 495.46\n\nBroken: version: 3.1.0 Alpha\nBroken: 2.80 upwards\nWorked: 2.79\n\nIn the compositor, when using a Scale node with a value of < 1.0 after a Translate node with wrapping enabled, a strange pattern can be sometimes seen in the final render (sort of like Z-fighting). Also, re-rendering with the same settings doesn't always yield the same results with this setup.\n\nChanging the chunksize to anything other than 256 seems to fix this for me.\n\n![12_09-52-26.png](12_09-52-26.png)\n\nI've created and attached a .blend file that has the compositor setup in the right way to display this bug. So all that's required is to render the scene - possibly refreshing the compositor a few times as the bug doesn't always occur.\n\n[blender-bug-report.blend](blender-bug-report.blend)", "VSE: adding scene stripe resets animation of colour stripe with mask\nOperating system: Linux-5.13.0-41-generic-x86_64-with-glibc2.33 64 Bits\nGraphics card: AMD RENOIR (DRM 3.41.0, 5.13.0-41-generic, LLVM 12.0.1) AMD 4.6 (Core Profile) Mesa 21.3.8 (git-813ee839be)\n\nBroken: version: 3.1.2\nWorked: none tested\n\nI have added a colour channel and applied a mask to it. I have created and animated a clock as UI element.\nWhen I add the clock as scene stripe to the scene with the masked colour stripe, the mask of the colour strip is not applied correctly.\n\nI have no idea what really causes the issue or how I could reproduce it. See the attached blend file and video files.\n\n**Notes**\n- When the clock strip is muted in the VSE overview, the problem does no longer exist. So I guess it's some weird interaction between the mask and the scene strip\n- The bug can be solved when you create a new scene and add the colour strip as scene strip and on top of that the clock strip. It works, but performance is incredibly bad.\n\n**Files**\n - The actual output: [bug 01.mp4](bug_01.mp4)\n - How it should look like: [bug 02.mp4](bug_02.mp4)\n - blend file: [bug.blend](bug.blend)", "Assigning shortcut to Sequencer data is wrongly 'hooked' the Scene instead of Scene's VSE data\nThis error shows all the time when I right click on the viewscreen, and I have to right click and press ESC, so the message disappears and I keep working this way, right click, a message appears, ESC.\nIt suddenly started to happen and even deleting and downloading blender again, even with the other 2.8 version it happens.\n\nThank you, I love your work guys\nJust trying to help\n\nOperating system: Windows 10 Home, Core i7 - 7500U @ 2.70GHz, 8.00 GB RAM\nGraphics card: AMD Radeon R7 M440 32GB, 4.00 Gbps\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\nWorked: (optional) ", "Bone Selection with \"select box \" Inconsistent\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2070 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 452.06\n\nBroken: version: 2.91.0 Alpha\nWorked: never before has this ever worked correctly.\n\nWhen box selecting multiple bones in edit mode and they occlude each other making impossible to select all of the ones you need only allowing you to switch to other selection modes like circle select or lasso select.\n\nOpen a character with multiple bones mounted onto each other.\ngo into edit mode\ntry to select a large group of bones via box select\nresult: some get selected some not, no matter how many times or different angles you try.\n\nnote: Lasso picks up all of them afaict\nnote: this also seems to work better in posemode\n[#80296.blend](T80296.blend)\n\nHere is a gif depicting the issue.\n\n![inconsisten bone selection.gif](inconsisten_bone_selection.gif)\n\n\n", "VSE: issue moving strips with changed speed factor\nOperating system: Linux-5.18.10-76051810-generic-x86_64-with-glibc2.34 64 Bits\nGraphics card: AMD Radeon Vega Frontier Edition (VEGA10, DRM 3.46.0, 5.18.10-76051810-generic, LLVM 12.0.1) AMD 4.6 (Core Profile) Mesa 21.3.5\n\nBroken: version: 3.5.0 Alpha\n\nIn the Video Sequence Editor, when moving strips that have the speed factor different than default 1.0 the strips seem to glitch so the start and end of each strip fluctuates.\n\nNew file\nGo to VSE\nAdd a movie strip\nUse \"K\" to cut the movie strip a few times (so you have maybe 10-15 strips)\nSelect a strip, go to the Time panel and change the speed factor to 1.5\nOne by one, do the same with all the strips (perhaps giving them various values between 1.1 and 1.5)\nMove each strip up against each other, so there's no dead space between\nSelect all of them and move them around...\n{[F14115112](vse_speedup_movement_glitch.mp4)}you will see the length of each strip fluctuates\n\n", "Knife Tool when faces are exactly aligned (zero screen-space-area), get cut diagonally\nWindows 7 SP1\nGtx 770\n\nBroken: : Started at 2.72 until now 2.73a\nWorked: 2.71\n\n\nWhen > Knife Tool > Cut through > it will create a tri on other planes that is not projected ex. orthographic view + top\n\n\n\n\nVideo ( please download for High quality Drop Box )\n\n2.73a Version ( Heavy Plugin and Shortcut Keys )\n2.73_Modified.mp4?dl=1\n\n\n2.73a Restore Factory ( Deleted >Appdata > Blender foundation )\n[restored.mp4](restored.mp4)\n\n2.71\nknife is working as intended\n2.71.mp4?dl=0\n\n[TEST.blend](TEST.blend)\n\n\nQ> Hi i would like to ask if i should mind because it is normal function and a new feature of 2.72 and not a bug ?", "Strong emissive materials bleeding through grease pencil objects\nOperating system: Win10 Home 64\nGraphics card: rtx3070\n\nBlender Version\nBroken: 2.83, 2.90, 2.91, 2.92, 2.93, 3.0, 3.1\nWorked: N/A\n\nExact steps to reproduce the error:\n\nGive default cube an emissive material with strength ~50 or so and put any grease pencil object in front of it in Rendered view. This artifacting carries over into the actual renders. \n\n\n(I think it's an opacity issue, because creating a duplicate of the grease pencil on top of itself (Array modifier with 0,0,0 offset) covers the emission glitch up.)\n\n**Steps to Reproduce**\n- Open .blend file\n- Render in viewport\n\nTest File:\n[#94004.blend](T94004.blend)\n![image.png](image.png)\n![image.png](image.png)", "Redo panel overlaps part of the interface\nIn the image editor, the redo panel covers part of the pixel values. \nWould be nice if such panel could be dismissed, or if it would take into account the possible presence of the pixel value subheader.\n\n[open_image_overlay.mov](open_image_overlay.mov)", "Glitches on Video Sequence timeline\nOperating system: Linux 5.9.11\nGraphics card: Intel Haswell\n\n[system-info.txt](system-info.txt)\n\nBroken: 2.92\n\nShowing glitches on video sequence timeline when area of Video Sequencer resizing\n\nSteps shown on video\n\n[2020-12-02_15-19-26.mov](2020-12-02_15-19-26.mov)", "Dope sheet: seconds/frame numbers at top intersect when zooming in and out with mouse wheel, making them hard to read\nOperating system: Windows 10\nGraphics card: Nvidia GTX 1060\n\nBroken: 9c5d54bfaf48, 2019-06-23\n\nWhen I use the mouse-wheel to zoom in and out of the dope sheet, the timeline numbers (seconds, frames) at the top of the dope sheet cross over each other and become difficult to read.\n\nExpected behavior would be that they would cleanly arrange themselves as I used mouse-wheel to zoom in and out without the numbers crossing each other, so everything would still remain legible. See attached image for example:\n\n![blender-dope-sheet-issue.png](blender-dope-sheet-issue.png)", "UI: sidebar tabs look for region overlap editors\nFor 3.0 we now have panels thinner than the area in which they are drawn. \nWhile this looks nice in most situations it's not the case for the category tabs in editors where region overlap is active, where they look arguably worse than before since there is now a visible gap between them and the panels.\n\nThis is he current look in 3.0 *(left is 3D viewport which has region overlap on, right is node editor which doesn't)*:\n![current.png](current.png)\n\n---\nThese are some short-term possible solutions that I've tried, but there might be others:\n\n1. Draw all the tabs fully rounded and change the theme accordingly:\n * Possible theme change A\n```\n {F11800641}\n```\n * Possible theme change B\n```\n {F11800643}\n```\n\n\n2. Force no background and fully rounded tabs for overlap regions, keep the current look for the other ones *(this doesn't require theme changes)* [P2595](P2595.txt):\n ![2.png](2.png)\n\n\n3. Mix between 1 and 2, fully rounded tabs for all the editors and completely remove `tab_background` from the theme options *(would probably require updates to the themes)*\n\n\n4. Restore 2.93 look with full width panels for overlap region, keep the current look for the other ones [D12971](D12971):\n ![3.png](3.png)\n\n---\nWhile all the options proposed have their disadvantages, I'd personally go for option 2, until a better solution is found for the future.\nIMHO it looks fairly nice, it's not intrusive code-wise, and it doesn't require changes to any of the default or community themes, so it could be applied to 3.0 without further complications.", "Armature animation glitch when using collection instances across scenes\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.49\n\nBroken: version: 3.4.1\nWorked: Probably never (2.90 is buggy still)\n\nWhen an armature is included in a collection, and that collection is instanced in another scene, selecting a bone or moving in the timeline creates a seemingly random time-jump in the posing/animation, until the bone is moved, at which point the whole armature snaps back into its real position.\n\nThis issue only occurs when an armature is included in a collection that is instanced in another scene. If the armature is not in a collection or is not instanced, the animation plays back as expected. The meshes under the armature does the same, if one mesh stays in the collection, the bug still happens, everything needs to be removed for the bug not to happen.\n\nWorkaround:\nMoving the bone causes the entire armature to snap back into its correct position, so this can be used as a workaround to keep the animation accurate. Alternatively, the armature can be removed from the collection and into the main scene hierarchy.\n\nThank you for looking into this issue.\n\n* Open attached file\n* Click on any bone\n\nThe pose will change. Change frame and pose will jump unexpectedly again.\n\nSome info that may be helpful: This issue seems to happen when persistent data is enabled and frame is rendered. Armature will then \"remembers\" last rendered frame. The cause may be linked to usage of Autorig pro addon.\n", "Grease Pencil mask error\nOperating system:windows10\nGraphics card:GTX1060ti\n\nBroken: 2.83&2.9\nWorked:greasepencil-Mask error\n1.When 2.83 or later, creates two objects, the masks collide, causing a strange phenomenon, and in 2.82 there are no errors.\n2.And creating two masks under the same object can cause problems too。\niJlqkf556sA\n[GP剪贴测试.blend](GP剪贴测试.blend)", "Regression: Crash on deleting NLA strip in tweak mode\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 522.30\n\nBroken: version: 3.0, 3.6.0\nWorked: 2.93\n\nWhen using the 'Previous Layer' function of the Action Editor to tweak NLA strips, trying to delete a (green) strip in tweak mode crashes Blender.\n\n\n- Open `109430.blend`\n- In the NLA area, press X to delete the green strip.\n- Blender crashes\n\nOriginal/from fresh file:\n\n- In the default startup file, open 2 areas; a Dope Sheet set to Action Editor, and a Nonlinear Animation.\n- Keyframe any property of the default cube.\n- In the Action Editor, click Push Down on the newly created action.\n- Also in the Action Editor, click the 'Previous Layer' button (the small down arrow). This activates tweaking for the NLA strip.\n- In the NLA area, click the green strip so it's highlighted.\n- Press X to delete it. Blender crashes.\n\n", "Shading or Lighting Discrepancy issue\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.97\n\n\nBroken: version: 2.80 (sub 75)\nWorked: (optional)\n\n\nSo I’ve been having this problem since working in 2.8 and I don’t have a clue what could be causing this issue but I went and stripped down a project as simple as possible trying to isolate the root cause. It seems its a mesh that has an emissive material and when I disconnect the node or hide the mesh the problem disappears. Weird thing is that the brighter version is when hiding mesh number 2. I am attaching the file.\n\nYou will see how the tone changes. This never happened to me after so many years using Blender until now already in a few projects in 2.8. \n\n- Open attached file.\n- Render once using slot 1.\n- Hide mesh 2 or disconnect the emissive node.\n- Render again using slot 2.\n# Toggle with J\n\nNotice the different lighting between each result.\n\n[Shading Issue - Simplied.blend](Shading_Issue_-_Simplied.blend)" ]
[ "Buggy distortion when two NLA Strips overlap\n**Relates to**: #37276\n\n\n%%%--- Operating System, Graphics card ---\nWindows 7. \nIntel integrated graphics. (No GPU.)\n\n - Blender version with error, and version that worked ---\nBlender 2.68.\nThe Bug reportedly does not occur in 2.67.\n\n - Short description of error ---\nWhen two NLA Strips overlap, there is a bizarre problem in which some of the values become distorted. In this case, the Scale and Location of a character's Root Bone suddenly explode when the two strips overlap. \n\n - Steps for others to reproduce the error (preferably based on attached .blend file) ---\nSimply check out the attached .Blend and hit play.\n\n%%%" ]
how to get rid of this when rendering in cudaInvalid handle in cuModuleGetGlobal_v2(&mem, &bytes, cuModule, name) blender Operating system: Graphics card: Broken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen) Based on the default startup or an attached .blend file (as simple as possible).
[ "Remove BKE_layer_collection_resync_forbid and BKE_layer_collection_resync_allow\nThese can be removed after each area has been checked and optimized to use the new structure (synced_ensure)\n\nRecently ceb0e7fcea was done and added a use for resync_forbid. This makes this ticket perhaps irrelevant?", "Startup.blend file is not loaded on startup if userpref.blend does not exist.\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: Intel(R) UHD Graphics 620 Intel 4.5.0 - Build 26.20.100.7000\n\nBroken: version: 2.81 (sub 3)\nWorked: (optional)\n\nStartup.blend file is not loaded on startup if userpref.blend does not exist.\n\n- Remove userpref.blend file from it's usual location\n- Start blender\n- Dismiss splash screen by clicking on 3D viewport\n- Make some change to the file (move the cube)\n- Save as startup file\n- Close Blender\n# Open blender\n\nStartup file is not loaded", "Blender Wont run.\nOperating system: Windows\nGraphics card: AMD Radeon HD 8570\n\nBroken: 2.92\nWorked: Nothing has worked. But blender worked before I did this. \n\nWhen I open blender it closes immediately.\nAnd I get this ![image.png](image.png)\n\nwatch?v=3rugIsYwl7s).\nSo Out internet was down, And I wanted to get blender On my other pc account, So I went to the main account And Thinking that the installer required internet, I took the system files, and copied them to a thumb drive and pasted them Into the other account when I did that this first started happening, so when The internet came back On. I just got rid of the files I pasted in and then Installed it. With the same result as last time. But this time the bug/glitch was on all accounts. and I tried uninstalling and reinstalling it from the apps and features and from the control panel. I also installed the app from the windows app store with no luck. If you guys know how to fix this issue then please email me at [email protected]\n Ps, My CPU wasn't hot.\n- - -\nAble to run blender from `blender_debug_gpu_glitchworkaround.cmd` batch file", "Render crashes – metal related\nOperating system: macOS-13.5.1-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M2 Pro 1.2\n\nBroken: version: 3.6.2\n\nI get some of these intermittently: `Context leak detected, msgtracer returned -1`\nrender ultimately fails (always at around frame 400) with this:\n\n```\nCommandBuffer Failed: cycles_metal_integrator_reset\n\nRefer to the Cycles GPU rendering documentation for possible solutions:\ngpu_rendering.html\n\nCommandBuffer Failed: cycles_metal_integrator_init_from_camera\n``` \n\n- download and extract the files attached to this issue\n- run `render.sh` + wait until blender crashes\n\n~~using the opengl backend, it works just fine~~\n\n", "gpu module in CustomRenderEngine causes segfault\nOperating system: Linux-5.4.2-arch1-1-x86_64-with-glibc2.29 64 Bits\nGraphics card: Mesa DRI Intel(R) HD Graphics 620 (Kaby Lake GT2) Intel Open Source Technology Center 4.5 (Core Profile) Mesa 19.2.7\n\nBroken: version: 2.81 (sub 16)\nWorked: (optional)\n\nUsing gpu module in CustomRenderEngine render function causes segfault\n\n- Open attached blendfile\n- Run the python script from text editor\n - it is based on the example bpy.types.RenderEngine.html\n - only difference is, importing gpu module and doing a gpu.matrix.push_pop() in the render function\n - also added faulthandler to see where it crashes\n- change render engine to custom\n- hit f12 (blender crashes)\n\nIs the GPU module not suited for use in CustomRenderEngine ?\nAlso testet drawing a gpu.types.GPUBatch to a framebuffer object without doing matrix.push_pop(), it also caused a segfault. The matrix thing is just the simplest case to reproduce.\n\n[CustomRenderBug.blend](CustomRenderBug.blend)\n\n", "Cycles: GPU Optix kernel loading with Bevel/Ambient Node.\nXMGNEO17 Laptop AMD Ryzen9 5900HK Radion.\nOperating system: Windows 11 Home. 21H2\nGraphics card: Nvidia Geforce RTX 3080 Laptop GPU. 16 GB VRAM.\n\nBlender 3.2-3.4 show the error. Blender 3.1 and before not.\n\nThe error happens when ever an Ambient Occlusion or Bevel Node is used and connected in a shader and GPU option OPTIX is enabled for rendering in Cycles. It does not happen with CUDA or CPU.\nBlender will start render process and stops with the line: Preparing for rendering, this can take time.. etc. At that point the UI is still working, but will freeze after trying to cancel rendering. Blender can only be forced to shut down. Scene changes are lost. \n\nThe but is very simple to reproduce:\n1. Open Blender and apply a shader to the cube. \n2. Add a bevel/Ambient node to the shader and connect it to any input. Doesn't really matter which.\n3. Enable Optix in the preferences and set cycles as render. Make sure its set to use GPU.\n4. Switch viewport to preview render.\n5. Blende will stop preparing the scene and won't move further. Its UI is still reacting until trying to stop the process.", "Included USD libraries cause symbol conflict with addons using USD binding\nOperating system: macOS\nGraphics card: N/A\n\nBroken: 2.83 beta\nWorked: Never\n\nIncluded USD libraries cause symbol conflict with addons using USD python bindings. That is, if an addon wants to use USD in it (as a python c-extension most likely), there is an error:\n\n\n```\n\"FATAL ERROR: [TF_DEBUG_ENVIRONMENT_SYMBOL] multiple symbol definitions. This is usually due to software misconfiguration. Contact the build team for assistance. (duplicate 'TF_SCRIPT_MODULE_LOADER')\nin _Add at line 96 of /Users/brecht/dev/build_darwin/deps/build/usd/src/external_usd/pxr/base/lib/tf/debug.cpp\"\n```\n\n1. Download and extract a build of USD. These ones have python3 bindings (I built my own). usd#bin\n2. Open python editor in blender.\n3. Run commands:\n\n```\nimport sys\nsys.path.append(\"PATH_TO_USD/lib/python\") # this is to get the pythonpath right\nfrom pxr import Usd\n```\n\n\nSo I can see two possible solutions to this. \n1. include python bindings with Blender\n2. somehow fix the symbol names in the blender side or in the external USD build so they don't clash. I tried to do this with specifying a different namespace name than \"pxr\" in the USD build but this didn't seem to help.\n3, link python bindings of USD against blender.exe (Not sure how/if this would work)\n\nWilling to work on the solution, but wanted input from Blender developers.\n", "EOL GPU problems tracking report\nThis is a task to keep track of End Of Life GPU problems with blender 2.8\n\n(Note that closed issues at time of writing is not because they are resolved but because of lack of respons from reporter)\n\n**AMD**\nHD 8670M #64469 (UI and 3D viewport doesn't update visually unless mouse hovers over other UI elements)\nHD 8550G #58544 (White Viewport in [Object Mode])\nHD 7730M {#63243\nHD 7600 {#70091}}\nHD 7600 #70146 (hair eevee rendering broken.)\nHD 7450M #61890 (AMD Radeon HD 7450M. Exit before splash screen. 4-component vector of vec4 to: 4-component vector of uvec4)\nHD 7420G #63149 (Interface and vertices flickering)\nHD 7160M #61165 (Blender 2.8 beta doesnt start)\nHD 6870 #64081 (Eevee glitching [Linux, Radeon GPU])\nHD 5700 #62572 (unwrapping bug )\nHD 5700 #62701 (Hair edit mode crashes with AMD Radeon HD 5700)\nHD4870 #65721 (Crash on start)\nHD 4850 #61206 (Linux and AMD RV770 interface glitches)\nHD 4600 #59738 (Buggy GUI) #61896 (UI graphic glich) #63850 (Icons bug)\nHD 4550 #60104 (Blender's visuals go transparent and spasms )\nHD 4500M #63661 (Unstable back color in menues/ titlescreen. shifting Transparency /black )\nHD 4350 #59635 (blender 2.80.0 beta wont open on windows machine)\nHD 4300 #65075 (blender interface background of menus and every element in ui flickers (transparent and not))\nHD 3650 #60681 (Blinking menu and other menu)\nHD 3450 #63751 (when i open blender beta it chashes at start)\nHD 3200 #62543 (Crash at startup)\nHD 2600 #59738 (Buggy GUI)\n\n**NVIDIA**\nGTX 9800 #60425 (EEVEE objects black when using shadows, on 9800 GTX)\nGTX 9800 #65250 (Slackware, Blender 2.8 UI fonts glitch with nouveu driver.)\n\n**Intel**\n\nHD GFX (Baytrail) #65138 (Intel HD Graphics bone selection problems in edit mode/pose mode)\nHD 4000 #58938 (Crash when using EEVEE and Intel HD 4000) #65666 (Blender not responding a lot of time, especialy when working with texture and materials)\n\n**macOS**\n(AMD)\nHD 6750 #62072 (Princioled BSDF and Indirect Lighting BUG ) #65453 (Bake indirect lighting turns irradiance volumes into black areas)\nHD 4870 #62982 (Blender 2D draw mode shows as corrupted screen)\nHD 4670 #66014 (Blender 2.8 using Mac OS, all objects turn black in Lookdev mode)\nHD 2400 XT #60979 (2D Animation view goes crazy when trying to use brush)\n(NVIDIA)\nGS 8800 #59955 (Blender starts with totally corrupted graphics)\nGT 9600M #61844 (User interface looks very weird when starting Blender 2.8 with older MacBook Pro (Mid 2009))\nGT 130 #61551 (macOS 10.11 and NVIDIA user interface display broken)\nGT 320M #60179 (Bad render of default scene Mac OSX)\n780M #62578 (Eevee Screen Space Reflections crashes on OSX 10.9 / 10.11)\n640M #63018 (macOS 10.10 / NVIDIA: missing letters in 2.80 UI)\nQuadro 4000 #62766 (Eevee DOF cut plane)\n(Intel)\nHD 3000 #65551 (Bad shading on LockDev on Macbook 11\")\n", "CPU + GPU render precision differences for small, far away area light\nOperating system: Linux-4.19.0-5-amd64-x86_64-with-debian-10.0 64 Bits\nGraphics card: GeForce GTX 780/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 418.74\n\nBroken: version: 2.81 (sub 8)\nWorked: (optional)\n\nThis was recently reported in this thread : \n2\n\n I can at least say, that when using small area lights below a size of 1 (e.g. meter), and it’s getting darker (the light source is far away from the object) you can clearly see this problem: CPU renders the tiles darker than the CUDA GPU.\n![CPU_GPU_tilies_issue.png](CPU_GPU_tilies_issue.png)\n\n\nCreate a new scene with the cube, remove the default light, create an area light, resize it to lets say 10% (or 1%… the smaller the bigger the effect) and rotate it that it lights the default cube.\nHere is a .blend that reproduce the issue :\n[TileProblem.blend.blend](TileProblem.blend.blend)\n\n", "Hair from 2.79 messed up in 2.8 (modifiers prior to PSys and partially broken without 'Use Modifer Stack')\nOperating system:\nGraphics card:\n\nBroken: blender-2.80.0-git.dd3f5186260e-windows64\nWorked: 2.79b release\n\nHair particles made in blender 2.79 get messed up, when opend in 2.8. The hairs are pulled in direction of objects origin:\n![hairbug.png](hairbug.png)\n\n[hairbug.blend](hairbug.blend)\n\nopen attached file in 2.80 (and in 2.79, to compare)\n\n---\nIt is maybe is related to T59587 .. i am not sure.", "Boolean modifier - Intersect option - spike type artifacts while using Hole Tolerant option\nOperating system: Linux-5.4.0-72-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: Mesa DRI Intel(R) HD Graphics 4600 (HSW GT2) Intel Open Source Technology Center 4.5 (Core Profile) Mesa 20.2.6\n\nBroken: version: 2.93.0 Beta\n\n\nStrange spike artifacts at top while using the Boolean modifier - exact solver - Intersect - Hole Tolerant option\n\nSee video and attached blend file\n[issue.blend](issue.blend)\n![issue_spikes_vokoscreen-2021-05-05_03-25-22.gif](issue_spikes_vokoscreen-2021-05-05_03-25-22.gif)\n\n", "Clipping Region in blender v3.2 and up is causing a werid artifact\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: AMD Radeon RX 6600M ATI Technologies Inc. 4.5.0 Core Profile Context 22.10.1.221003\n\nBroken: version: 3.3.1\n\nweird colorful noise when using Clipping region ALT+B\n\nit happens by simply using the clipping region, it happens in both object mode and edit mode\n\n**Diagnosis that I tried** (USEFUL NOTES{[F13703419](Untitled.png)} FOR FIXING THE PROBLEM)\nwhat is causing it?: \n- I noticed that the bug is only on the Viewport Overlays it seems like it's smth related to the graphical smoothing done by \"viewport overlay smooth wires\" from blender preferences -> viewport -> Quality -> Smooth Wires. I can turn of that for Overlay and for Edit mode, but it's just hiding the problem not fixing it, also the selected objects highlight (active element and not active element) are both still showing the same artifact and I don't know how to turn off smoothing for this part.\n\nis it gpu driver problem?\n- it most likely is a conflict between blender and my gpu, I don't think it's a driver problem tho because I tried the latest two gpu drivers available from amd, and both of them are showing the same problem. I tried running blender using my integrated gpu and tried my RX6600M gpu and in both cases it happend, I don't know if the smoothing is done on the gpu level or cpu level tho so it could be not related to which gpu I use\n\nWhat versions of blender does it happen in?\n- I mainly use blender from steam with auto updates, I noticed the problem when I was using v3.3.1 then I tried few older versions by manually installing them from the offical blender website, the bug doesn't show up in v3.1.2 and v2.79b however it's in showing up in v3.2.0 and v3.3.0 and v3.3.1 -not steam version- I didn't test more versions tho\n\nP.S. my device -Legion 5- has a mux switch, when I did the bug report the mux switch is turned off which means the integrated GPU is disconnected thus it's not showing up in the bug report, however when I tried to check the bug ![Untitled2.png](Untitled2.png)\n\n![Untitled.png](Untitled.png)\n\n![Untitled3.png](Untitled3.png)\n\n![Untitled4.png](Untitled4.png)\n\n[untitled.blend](untitled.blend)", "Render Error using the HIP backend\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: AMD Radeon RX 7900 XTX ATI Technologies Inc. 4.5.0 Core Profile Context 22.40.51.06.230425\n\nBroken: version: 3.6.0 Beta\nWorked: Unknown\n\nMessed up renders in multiple of the common Blender Demo files. Classroom being the most obvious.\n\nStarting blender and running the render with the HIP or HIPRT backend using the 7900 XTX GPU causes the render errors in the attached \"broken\" images. Running and finishing a HIPRT render targeting the CPU results in a proper render, and fixes this for subsequent GPU renders with both HIP and HIPRT, see \"non-broken\" images.\n\n", "CMake: Clang-specific features are handled as Apple-specific\nBroken: 3.6 main branch, `45c1deac4f61af39f586`\n\n**Description of error**\nThere were (addressed in #106675) issues with using AddressSanitizer on Clang-14 / Linux. When looking into this, I saw that there are compiler-specific configurations handled as if they are platform-specific ones. Basically `if (APPLE)` was used where `if (COMPILER_IS_CLANG)` logic would have been appropriate.\n\nThis issue is here to remind us of the per-compilerification of this part of `CMakeLists.txt`.\n", "Mirror painting error\nOperating system:\nGraphics card:\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\n\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n" ]
[ "how to get rid of this when rendering in cuda \"Invalid handle in cuModuleGetGlobal_v2(&mem, &bytes, cuModule, name) blender\"?\nOperating system: Windows\nGraphics card: 3050 ti\n\nBroken: 3.0\n\n\nInvalid handle in cuModuleGetGlobal_v2(&mem, &bytes, cuModule, name). this is coming while rendering. how to solve this\n\n\nBased on the default startup or an attached .blend file (as simple as possible)." ]
2.79 testbuild1 principled bsdf looks weird in material viewport mode Windows 7 64bit, gtx 1060 6gb, latest drivers Broken: 2.79 testbuild1 ( blender-2.79-testbuild1-windows64.zip ) Objects with the new principled BSDF material node look strange under a variety of circumstances in Material Viewport mode. (like ortho camera view on any geometry more complex than a subdivided sphere); There's also some random flickering on planes / cubes. The materials look great in Rendered mode, though. Cycles render engine -> Material 3d viewport mode -> apply material to an object (with some complex geometry) using the new Principled shader with any settings -> use Ortho camera perspective and look around the object -> swap camera between perspective / ortho views (default num5), and/or rendered viewport mode (where it looks exactly as it should) to compare [2.79 materialview problem.blend](2.79_materialview_problem.blend)
[ "Anisotropic BSDF\nThe trick would be to randomize the shading normal in the direction of largest roughness value.\n\nThe difficult part is to not over \"blur\" because the isotropic GGX lobe is already \"blurring\" the reflection in the anisotropic direction.\n\nA cheap way would be to use a roughness to angle conversion to measure the correct \"blurring\" amount (angle) and convert it back to roughness. This would\n\nAnother even cheapest way would be to just subtract linear isotropic roughness from anisotropic roughness.\n\nNote: I refer to anisotropic roughness as max(roughness_u, roughness_v) and isotropic roughness as min(roughness_u, roughness_v).\n\nEstimate : 1 week", "object display as wire , invisible when overlay is turned off \nwin 10\nintel i5\namd radeon \n\nblender 2.8 \n6b39dc7672eb\n\n\nNot sure if it's abug or intended behaviour \n\nWhen an object is set to wireframe ( object properties , viewport display ) , when overlays is turned off , the object is not shown ", "Alpha bug on Principaled BSDF with GPU\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA RTX A2000 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.92\n\nBroken: version: 3.2.1\n\nDecreasing alpha makes material black in the Principaled BSDF shader when using GPU compared to CPU \n\n\n\n - Decrease \"Alpha\" on the Principaled BSDF shader\n - Change to device to either \"GPU Compute\" or \"CPU\" \n - Adjust alpha value to discern difference if not apparent when switching Device property\n\n\n**Notes**\nCPU appears to work correctly with this value, it's only on GPU on my machine that causes alpha to make the material black. Bug appears in rendered images too and not just viewport, and is present in both CUDA and Optix. \n\nMake my alpha 0% if duplicate.\n\n[Blender GPU Alpha Bug.blend](Blender_GPU_Alpha_Bug.blend)", "Two Shader to RGB nodes fed from the same BSDF : one produces black result\nOperating system: OSX 10.15.7 / Windows 10\nGraphics card: Geforce GT650M / Geforce 2060\n\n3.6.0\n\nThis should be a white cube:\n\n![Screenshot 2023-07-19 at 14.18.38.png](attachment)\n\nOpen the blender file...\n\nHere a additional screenshot, see that If I use two Principled BSDF's instead of one (with the same settings...), then the problem is 'fixed'.\n\n![Screenshot 2023-07-19 at 14.20.28.png](attachment)\n\n", "EEVEE - Screen space reflections artifacts\nOperating system: Linux-5.3.0-7625-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.44\n\nBroken: version: 2.83 (sub 2)\nWorked: ?\n\nSSR shows some strips when I have bad data for normals.\n\nOpen the file:\n[ssr_sripts.blend](ssr_sripts.blend)\n\nIf you click anywhere multiple times, viewport gets darker and darker.\n\nBefore:\n![image.png](image.png)\n\nAfter clicking the glossy node header a few times:\n![image.png](image.png)\n", "Normal Map gets inverted in Edit mode\nOperating system: Linux-5.3.0-7642-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.44\n\nBroken: version: 2.83 (sub 13)\n\nFor some reason having material shading enabled and entering edit mode inverts the normal map.\n[2020-04-14 14-01-54.mp4](2020-04-14_14-01-54.mp4)\n\n1. Open the file [bug.blend](bug.blend)\n2. Enable Material Preview\n3. Switch between Edit mode and object mode\n\n", "Alpha hashed material produces shifting artifacts when animated in EEVEE\nWhen an object with material that has alpha hashed transparency is animated in EEVEE, the noise pattern may look either unstable or shifting as shown below: \n[alpha-hashed-transparency-problem.mp4](alpha-hashed-transparency-problem.mp4)\n\n\n\nYou can observe that the artifacts on top staying in place rather than rotating with the cube while those on the sides keep flickering, thus producing shifting and unstable appearance.\n\nThe symptom is also noticeable when changing the camera position in rendered viewport mode in Blender. And it's particularly problematic in UPBGE (a fork of the old BGE based on the latest Blender source) because a game engine must animate objects in realtime with relatively small number of samples per frame.\n\nUpon an examination from the developers of UPBGE, it is found that the problem is due to the fact that the current implementation of alpha hashed transparency uses the world coordinate instead of the object space, as it is often recommended (e.g. [2017 ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games](p4TYf5DDpbQ)).\n\nIt appears that a simple change from the world to object coordinate fixes the problem as shown in this [test commit (see line 80) ](e0a8638d0b255f2fc6ce778d10dd0d12a467b4d3#diff-2b8bf4f9e10009510d02c14e3659ee032c73f829de5453d6abcdf6a3f884fdfdR80), which produces the following result:\n[alpha-hashed-problem-solved.mp4](alpha-hashed-problem-solved.mp4)\n\nIt's my understanding that the [original author ]() decided to use the world matrix to avoid the difficulties with certain corner cases, like when the object is scaled by an extreme factor. However, while such a problem may be circumvented relatively easily (e.g. discard the scale information from the matrix) such a problem described above may pose more substantial issues with making an animation or rendering in realtime.\n\nSo, I hope this problem and the suggested fix may be evaluated again since we have more people interested in using Blender for such purposes now, thanks to the gaining popularity of EEVEE.", "Fill material act weird when two layers masks each other and one of them has Fill Holdout material \nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.39\n\nBroken: version: 3.1.0\nfill material act weird when two layers masks each other and one of them use holdout material and inverting mask.\nalso that happen when we use stroke material as holdout or both stroke and material holdout\n see video \n[0001-1466.mp4](0001-1466.mp4)\n", "Cycles render artifacts relating scene scale\nOperating system: Windows 10\nGraphics card: tested multiple graphics cards with same issue\n\nBroken: 2.83.6 (file originally made in 2.79 and had the same issue)\n\nThere exists in the blend file data only two objects - the camera and a simple plane. Yet when rendering, the result does not match the viewport and there seems to be another ghost object appearing in the scene.\n\nBased on the following startup file: [strange-error.blend](strange-error.blend)\n\n1. Switch to rendered view in the viewport. This is how things should look.\n2. Now render the current frame at frame 97. Notice the strange ghosting effect in the center of the frame.", "Render difference with big quad light and ray visibility\nall vendors\n\nBroken: 1ebc14064b\nWorked: 2.79a\n\nsome parts of principled shader render very glossy in latest master\n\nOpen attached file [bug principled v2.blend](bug_principled_v2.blend), render. \nIn 2.79a you get this (correct):\n![2.79a.png](2.79a.png)\nand in latest master this:\n![buggy master.png](buggy_master.png)\nNote that I replaced wood tex by voronoi in file, but differences are also obvious.", "Blender development todo list -- Import/Export\nNOTE: this is a direct dump of Import_Export (without cherrypicking the [still] valid items)\n\n## Blender files and Library linking\n\n- [ ] Mixing \"direct\" and \"indirect\" data not well supported #26706\n- [ ] Making local data which is still used in libraries, causes problems #44321\n\n## All Formats\n\nCurrently negative scales will flip faces for formats which don't store object transformations (obj, ply, stl ... etc). #35892\n\n## FBX\nSee [[Extensions:2.6/Py/Scripts/Import-Export/Autodesk_FBX]].\n\n## Alembic\n- [ ] While Alembic exports particles as points and supports ParticleInstance modifiers it could also support particle duplication (dupliobjects etc.), see #54703\n", "Weird edge lines in 3D Viewport (Edit Mode - Orthographic View)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.68\n\nBroken: version: 2.93.3\n\nIn Edit Mode when switching to Orthographic mode the edges sometimes look very thin, jaggy, disappearing in some place, dotted line style or just barely visible. Nothing changes when changing the distance to the object. Nothing changes if selecting Vertex select/Edge select/Face select. However, lines are visible with a very good (usual quality) in Orthographic view when switching to Object Mode and turning on Wireframe on shaded (Overlay dropdown). If Wireframe on shaded option is enabled the edges looks good even in Edit Mode in Orthographic view.\n\nI can't reproduce this error in another scene.![blender_2.93.3_bug.png](blender_2.93.3_bug.png)\n\n[MAGPUL STR Carbine Stock 009.blend](MAGPUL_STR_Carbine_Stock_009.blend)\n[system-info.txt](system-info.txt)\n\n\n", "EEVEE: GPU Subdivision causes noticeable shading differences\n**System Information: System 1**\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: Intel(R) Arc(TM) A770 Graphics Intel 4.5.0 - Build 31.0.101.4369\n\n**System Information: System 2**\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.79\n\nThis object does not appear shinier/with brighter highlights when rendered on Eevee and GPU subdivision is turned OFF.\n\nI noticed this when using both PCs to render an animation faster, this particular material flickered at random and it was because one PC was outputting slightly different results than the other.\n\n- Open .blend file\n- select EEVEE engine and start viewport render\n- toggle GPU subdivision to notice the difference\n", "Grease pencil object in some cases look like low poly.\nOperating system: Linux-4.4.0-176-lowlatency-x86_64-with-debian-stretch-sid 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 435.21\n\nBroken: version: 2.83 (sub 11)\nWorked: 2.82 (sub 7)\n\nIn some cases GP objects looks blocky, like a low poly objects.\n\nOpen attached file and render it.\nCompare render result with previous worked blender version.\n\n![2.83_gp_bug.png](2.83_gp_bug.png)\n[2.83_bug.blend](2.83_bug.blend)\n", "viewport problem\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080 Ti/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 536.23\n\nBroken: version: 4.0.0 Alpha\n\nwhen I move inside the viewport, some objects become hidden.\n\n" ]
[ "2.79 testbuild1 principled bsdf looks weird in material viewport mode + ortho perspective\nThe material viewport mode appears to be opposed to displaying the new principled shader properly under many conditions -- so far I've had meshes turn borderline black (still with their texture but incredibly dark), or having a badly tuned 'internal toon shader' look to them in ortho camera view, when using material viewport mode and materials based on the new Principled shader. It looks very good in rendered view-mode, but I dislike having to be in rendered view at all times as having to re-render everything for every minor change is incredibly annoying." ]
Eyedropper from the shading popover not working Win 10 Broken: blender-2.81.0-git.883706395ee3-windows64 Worked: ? Can't use the eyedropper to sample a color from the color picker in the shading popover. Open the shading popover, switch to "Single" mode, click on the color "slot", then click on the eyedropper button... Nothing happens. *(the eyedropper doesn't show up)* See: ![2019-09-01_19-52-44.gif](2019-09-01_19-52-44.gif)
[ "Cannot use keyframes, File select, File picker (eyedropper), etc. in modal Operators/Panels called by WindowManager\nOperating system: Win10\nGraphics card: Nvidia GTX 1060 6G\n\nBroken: 2.82\nWorked: None\n\nCannot use keyframes, File select, File picker (eyedropper), etc. in modal Operators/Panels called by WindowManager\n\nFor example, this is an operator called by WM to manipulate the location of the selected object. We cannot insert keyframes to the property from RMB > Insert Keyframe or from the anim dot after the property\n\n```\nimport bpy\n\nclass HelloWorldOperator(bpy.types.Operator):\n \"\"\"Creates a Panel in the Object properties window\"\"\"\n bl_label = \"Hello World Modal Operator\"\n bl_idname = \"test.hello\"\n\n def draw(self, context):\n layout = self.layout\n layout.use_property_split = True\n layout.use_property_decorate = True\n\n obj = context.active_object\n\n layout.label(text=\"Hello world!\", icon='WORLD_DATA')\n layout.prop(obj, 'location')\n \n def execute(self, context):\n return {'FINISHED'}\n \n def invoke(self, context, event):\n wm = context.window_manager\n return wm.invoke_props_dialog(self)\n\n\ndef register():\n bpy.utils.register_class(HelloWorldOperator)\n\n\ndef unregister():\n bpy.utils.unregister_class(HelloWorldOperator)\n\n\nif __name__ == \"__main__\":\n register()\n bpy.ops.test.hello('INVOKE_DEFAULT')\n\n```\n\nThis kind of problem exists in all modal-like panels or operators called by WM. The file picker from file_select is also not working. Is it RNA problem? I hope developer can generate its error message in the console. For now, I don't know what to do next. Please let me know how can I insert keyframes to properties in such panel/operators with right click\n\nBest wishes, thank u", "Wireframe opacity doesn't work if object is \"in front\" and viewport shading is set to material preview or rendered.\nBroken: 3.0\nWorked: \n\nWireframe opacity slider doesn't work if the object is \"in front\" and \"texture space\" is checked and viewport shading is set to material preview or rendered.\n\nSelect Cube\nObject properties-> viewport display -> in front ON\nObject properties-> viewport display -> texture space ON\nIn the viewport overlay panel, drag the wireframe opacity to lower the value.\nchange the viewport shading to preview or rendered, wire will have full opacity.", "World aov output nodes dont work unless background node's colour is >= 0.0001\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.99\n\nBroken: version: 3.6.3 Release Candidate\nWorked: Unknown\n\nWorld aov output nodes dont work unless background node's colour is >= 0.0001\n\n\n1. Open attached file\n2. go to the compositor of 'scene' and render still image\n3. the custom world aov is blank\n4. go to scene.001 and render\n5. the world aov now outputs correctly\n\nBoth scene's are identical, the only difference is scene.001's world background node's colour is set to 0.0001. The custom AOV is of type Value rather than colour. This is problematic because it breaks compositor setups that check for values > 0 etc.\n\n", "Modifiers disabled in viewport are not rendered if the object is in edit mode\nVersion 2.83\n\n\n - Open: [medieval_house_lights_camera.blend](medieval_house_lights_camera.blend)\n - Render with the object in edit mode and then in object mode.\nScene in object mode\n![Schermata 2020-01-23 alle 15.02.55.png](Schermata_2020-01-23_alle_15.02.55.png)\nRender:\n![Schermata 2020-01-23 alle 14.45.13.png](Schermata_2020-01-23_alle_14.45.13.png)\n\nScene in edit mode:\n![Schermata 2020-01-23 alle 15.03.06.png](Schermata_2020-01-23_alle_15.03.06.png)\nRender:\n![Schermata 2020-01-23 alle 14.47.27.png](Schermata_2020-01-23_alle_14.47.27.png)", "modifier display/render driver not responding.\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 527.56\n\nBroken: version: 3.4.0\nWorked: unknown\n\nIf I have my Mask display/render driver from another objects display/render setting, changing controlling obj disp/render doesn't take effect without coaxing.\n\n1. Open the attached file. \n2. In outliner, disable the viewport display of the Cube object (drives Mask visibility of part of Sphere object)\n3. For the Mask modifier, slide the Threshold a little. Display effect now takes place.\n\nThis all works without a problem if I animate the Cubes visibility. This appears to be a problem for any/all modifier display drivers (e.g., Subdiviison). Sometimes I just need to hover over a value like Threshold, or just over time it responds to the change.\n\n", "Viewport not updated after changing material properties\nWindows 10\nGraphics card:\nGTX 1660TI\n\n\nBroken: version: 3.2.0 Beta\nWorked 3.0\n\nHello. If you create an object, for example, a sphere, assign it a material with a base color, for example, red or something else, then copy the material, create another object, create a material for it, and then paste the material on the new object, the material that was copied will be inserted, but if after that you start changing it it will not change on the object until it is reselected.\nWhy don't its settings change immediately after changing them in the settings? Is this a bug or is it supposed to be like this?\n![изображение.png](изображение.png)\nI copied the material from the sphere to the cylinder, it was added to it, after that I replaced the base color on it with green but it does not change on the cylinder.\n\n**Steps to reproduce**\n[#98458.blend](T98458.blend)\n\n- Open file\n- Copy material from selected (green) cube\n- Paste material to other cube\n- Change Base Color in pasted material\n\nColor is not updated in viewport.", "Color Picker in texture mode sampling incorrect values (sample merged OFF, sampling from another object)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 462.31\n\nBroken: version: 2.92.0\nWorked: ?\n\nThe color picker in \"Texture Painting\" mode seems to only sample the correct color when the look is set to **None**under the **ColorManagement->Look->\"None\"** and if the Viewport **Shading->RenderPass** is set to **DiffuseColor**.\nOtherwise, the color values are simply wrong, they are either too bright or too dark.\n*In the provided scene the issue is quite clear, but in more complex scenes with more complex lighting and post-processing the sampling becomes **completely** broken giving values that aren't even close to what is shown on screen.*\n\n**Expected Behaviour**\nThe way I would expect the color picker to work is that it either samples the color as **I** as a user see it on my viewport.\nOr that it samples the source texture at the pixel I am sampling without any extra lighting applied to it. *( This should be easily toggleable behavior but that is more of a feature request )*[ColorPicker_WrongSampling.blend](ColorPicker_WrongSampling.blend)\nRight now it seems to do neither.\n\n\n - Open attached .blend file.\n - Select the black cube and enter Texture Paint Mode.\n # Sample the color from the other cube *( I recommend sampling the green since the meshes are close to each other making it easy to see the color difference )*.\n\n\n", "Exposure affecting Mist Pass color in viewport\nOperating system: Windows 10\nGraphics card: GTX 1070\n\nBroken: 2.92\nWorked: -\n\nI tried to use mistpass on a render, i used the exposure on render > color management tab to lower the exposure, then i view the mistpass in the viewport, \nviewport shading > render pass > mistpass, everything is super dark, resulting to view the incorrect one. but when i render it, its normal.\n\nwork around is to turn off the scene light and scene world to view the correct one\n![image.png](image.png) exposure 0\n![image.png](image.png) exposure -6\n\n1. make some cubes with varying distance\n2. move the camera so its parallel to the cubes\n3. turn the exposure down in, render > color management > Exposure \n4. view the mistpass in viewport shading > render pass > mist pass,\n5. the mistpass view is darker and affected by the exposure, resulting to view the incorrect one \n", "gpu.types.GPUOffscreen renders nothing when samples > 0\nOperating system: Linux-5.3.0-55-lowlatency-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 435.21\n\nBroken: version: 2.83.0\nWorked: None known 2.90 alpha has same issue\n\nOffscreen rendering from Python fails if GPUOffscreen buffer is created with any number of of samples > 0. If samples > 0, nothing is drawn (nor is there any error)\n\nRun the small script in the attached .blend (it is the sample script for offscreen rendering from the documentation but with samples>0)\nThe generated image is empty.\n\n(full system info also in .blend in text buffer system-info.txt)\n[MSAA bug.blend](MSAA_bug.blend)\n", "Eyedropper for props does not work in dialog boxes\nBlender 2.81, 71f2229b0d82\nfor example, in Texture Paint Context Menu\nI wanted to implement something using Operator and context.window_manager.invoke_props_dialog()\nThis is not a bug, but why not do it at the dialog level.\n![context.png](context.png)", "Grease pencil eraser settings not loaded on startup when using ctrl+LMB with the Draw tool\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: Intel(R) HD Graphics 620 Intel 4.5.0 - Build 26.20.100.7925\n\nBroken: version: 2.90.0\n\nWhen first opening a blend file, your eraser settings are set to default when using ctrl+LMB with the draw tool, and only update after switching to the eraser tool and using it.\n\n\n- Open attached file (the Stroke object is selected and the Draw tool activated in Draw mode).\n- Draw a line\n- Erase part of the line using the same tool but with Ctrl selected. Notice how it behaves as if the `\"Eraser Soft\"` brush is used. \n- Switch to the Eraser tool, erase part of the line. Notice how it behaves according to the specified Brush: `\"Eraser Point\"`. \n- Switch back to Draw tool, and hold down ctrl to erase another part of the line, it should now start behaving like the `\"Eraser Point\"` brush.\n\n[eraser bug.blend](eraser_bug.blend)\n\n", "Find solution to unify color picking methods with options for sample space\nReopened as, though the initial issue is invalid, the current solution, as it is, is problematic.\nThe sample_color paint operator {key S} has a problem with discoverability and is separate from both the general UI color picker and the sample tool. This needs a better design solution.\n\n**Old Description** (resolved by sample_color operator)\n\nRight now all color picking is using the display space, which usually makes it (almost) impossible to accurately pick colors from an image that is not sRGB for texture painting.\nSimilarly, for texture painting in the 3D viewport the picked color is that after shading and display transformation. This can be useful, but it should be optional. In a lot of cases the user wants to pick and draw a color from within the same image texture, without any additional color space conversion.\n\nThe View mode of the image editor already has a sample tool, which has the functionality to show the color data in image space without additional color management. So simply using this tool in paint mode for picking color with the option to select the color space would already be a huge benefit.\n\nFurther, having a similar tool for 3D texture painting would be even better, but I assume that this might have more difficult implications for the implementation. Tackling this for the image editor first using the Sample tool, might me a good trade-off for investing a small amount of work for maximum impact.\n\n[color_picker_behaviour-2021-03-02_15.50.34.mp4](color_picker_behaviour-2021-03-02_15.50.34.mp4)\n[non-color_picker.blend](non-color_picker.blend)", "The Proxy creation in the clip editor does not take color management into account\nelementaryOS 0.4.1, GTX1080\n\nBroken: 2.79.6, 7ff1750\n\nWhen generating proxies from Blender's Clip Editor while using a different Color Management View profile other than Default, that color profile is not taken into account, making the proxies look different than the actual movie in the Clip Editor.\n\nThe whole issue came up when trying to work with footage shot with the Arri Alexa. \nThe footage is a ProRes file, encode with Arri Wide Gamut in LogC. I am currently working with @troy_s on making that work inside Blender. The way we do that currently is as follows:\nBy using Blackmagic Fusion I convert the ProRes to a Linear EXR, but not rec709, instead it's Linear Arri Wide Gamut, in order to keep the data of that colorspace intact. \nLoading this in Blender looks wrong of course, since Blender assumes an EXR file to be Linear Rec709. \nIn order to work around that, @troy_s thankfully created a new OpenColorIO config file, that uses the AWG colorspace when setting the view to Filmic. \nUsing that new config.ocio the Footage looks correct in the Clip Editor. \nObviously I need the Background Images in the 3D Viewport to look the same, since I want to integrate 3D elements into the footage. \nHowever, when I generate the Proxies, they seem to use the Default Rec709 View Transform. \nSee this screenshot: \n![proxy_colors.jpeg](proxy_colors.jpeg)\nThe colors in MCE at the bottom are correct, but wrong in the 3d View above.\nI can understand that the 3D View cannot do realtime color conversions in order to maintain a decent playback. However, that's why I think the proxies need to take CM into account, including gamma and exposure. \nFor anyone who wants to try it, I have attached a folder with one frame from that footage, the proxy, the blendfile, as well as a the adjusted colormanagement folder with the new config.ocio. (I left out the film responce curves).\n[proxy_color.zip](proxy_color.zip)", " Greasepencil Hue/Saturation modifier\nOperating system:windows 10\nGraphics card:GTX 1060\n\nBroken:2.93beta\n\nHue/Saturation modifier can not take effect on fill-gradient", "Outliner: Sorting not working for some types in Scene display mode\nBroken: Current master\nWorked: Never\n\n\nSorting elements in the outliner only works for objects. Scenes, collections, and other types are not sorted.\n\n<img src=\"https://projects.blender.orgattachment\">" ]
[ "Color picker eyedropper button not working from a popover\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: AMD Radeon(TM) Vega 10 Mobile Graphics ATI Technologies Inc. 4.5.13542 Core Profile Context 25.20.14016.1\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\nGREASEPENCIL\n[color.blend](color.blend)\nGo to the material menu and click on select color. There's a eyedropper button for selecting a color, but it doesn't work.\n\nOR VIEWPORT SHADING\n- Open the shading popover, switch to \"Single\" mode, click on the color \"slot\", then click on the eyedropper button... Nothing happens. (the eyedropper doesn't show up)\n- -Try to change the outline color with the color picker (it doesn't work with object color or background color either.)", "Color Picker is Broken in Viewport Dropdown-Menus\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 419.35\n\nBroken: version: 2.81 (sub 4)\n\nThe color picker in dropdown menus in the viewport doesn't work.\n\n- Load the default startup-file,\n- Open the viewport shading dropdown menu in the header,\n- Try to change the outline color with the color picker (it doesn't work with object color or background color either.)\n\n" ]
Cannot open Blender anymore Operating system: Windows 10 Home Graphics card: NVIDIA Quadro RTX 4000 Blender Version 3.3.1 and 3.4 Worked: (Blender 3.0) Short description of error:- I double click to open Blender shortcut and I get a grey screen for a moment then it just disappears Based on the default startup or an attached .blend file (as simple as possible).
[ "Closing System Console can lead to loss of work\nOperating system: Windows\n\nAny\n\n* Start Blender\n* Toggle the System Console (2.83 and newer `Windows > Toggle System Console`\n* Press the - [x] button on the system console", "Set as Background crashes blender instantly.\nOperating system: Windows 10 Pro\nGraphics card: RTX 2080 Ti and RTX 3060\n\nBroken: 3.62\n\nI'm trying to do object tracking. Have tracked an object and clicked Solve Object Motion, then when I click on Set as Background Blender crashes instantly. Trying to load in a 400 frame 1920x1080 png sequence. Blender also crashes if I try to load the background image sequence via the camera properties (Background Images > Add Image).\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n", "Blender Crash. Code marked as unreachable has been executed.\nOperating system: Windows-11-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 536.67\n\nBroken: version: 3.6.1, 4.0.0 Alpha\nWorked: didn't test\n\nOpen the .blend and go to frame 60. Crash\n\nThis is a .blend from a random user. So, sadly, I don't know the exact steps to reproduce.\nIt just said: \"Code marked as unreachable has been executed. Please report this as a bug.\"\n\n", "Assigning shortcuts: Lots of keyboard keys unknown to Blender (international keyboard layout)\nOperating system: Ubuntu 18.04\nGraphics card: GeForce GTX 1060\n\nBroken: 2.81a, 2.79, 2.81\nWorked: (optional)\n\n\nI want to use '<' key (grless in windows) as shortcut, like I have in Windows but it doesn't work with \"unsupported key: unknown\" message. The same behavior append with '^', '$', ':', '!' keys (maybe some more, didn't test) . All these keys work in all other apps.\nI have a french azerty keyboard and tried multiple keyboard configurations without success.\n\nInstall Ubuntu 18.04, install Blender 2.81a, plug a french azerty keyboard, try to change a shortcut with the mentioned keys.\n\nAdding some more info, the keys works in Blender console and text editor, it's only the shortcut assignation that doesn't work.\n\n\nI'm open to make some more testing if needed.", "blender crash itself while importing a dae (collide) file\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1650 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.3.1\nBroken: version: 2.82 and all versions in between then and now\nWorked: n/a\n\nHi, I'm using blender version 3.3 on a windows 10 downloaded on steam.\n\nwhen i try to import dae files, blender crashes itself and shuts down\n(this only happens with some dae files, not all and the ones who crash are not to big ).\n\nI tried to search with powershell to find the problem and I got this:\n\nError: EXCEPTION_ACCESS_VIOLATION\n[bgr_darryls_ship_ground.dae](bgr_darryls_ship_ground.dae)\n\n```\nThe gh->hashfp function pointer is NULL (hasn't been initialized yet)\n\nblender.exe!ghash_keyhash(const GHash * gh, const void * key) Line 133\tC\nblender.exe!ghash_lookup_entry(const GHash * gh, const void * key) Line 411\tC\nblender.exe!BLI_ghash_lookup(const GHash * gh, const void * key) Line 736\tC\nblender.exe!BKE_armature_find_bone_name(bArmature * arm, const unsigned char * name) Line 601\tC\nblender.exe!ArmatureImporter::create_armature_bones(Main * bmain, std::vector<Object *,std::allocator<Object *>> & arm_objs) Line 478\tC++\nblender.exe!ArmatureImporter::make_armatures(bContext * C, std::vector<Object *,std::allocator<Object *>> & objects_to_scale) Line 826\tC++\nblender.exe!DocumentImporter::finish() Line 228\tC++\n[External Code]\t\nblender.exe!DocumentImporter::import() Line 127\tC++\n```\n", "Blender 3.5 crash on render with Intel 4600 integrated GPU\nOperating system: WIndows 10 x64\nGraphics card: Intel 4600\n\nBroken: 3.5 \nWorked: 3.4.1\n\n\nBlender crashes when attempting to render in Evee. Cycles seems to work.\n\n", "Crash on calling bpy.ops.mesh.loopcut in python script\nOperation system: macOS BigSur 11.6 (20G165) \nApple M1\n\nVersion 3.4.1 (3.4.1 2022-12-20)\n\nBlender crashes in background mode when you are calling bpy.ops.mesh.loopcut with overridden context\n\nRun Blender from cli with args:\n/path/to/bin --background --python bug.py\n[bug.py](bug.py)\n\n", "Blender crash on combining textures (intel)\nOperating system: Windows 10\nGraphics card: Intel HD Graphics 4400\n\nBroken: 2.93.2\nWorked:\n\nWhen I tried to combine 2 textures like this blender is crashing.\n ![Screenshot (88).png](Screenshot__88_.png) \n\n[Test.blend](Test.blend)\n[Test.blend1](Test.blend1)\n[system-info.txt](system-info.txt)\n[Test.crash.txt](Test.crash.txt)\n[2021-11-12 09-11-32.mp4](2021-11-12_09-11-32.mp4)\n", "Blender GUI freezes when using activate_init = True\nOperating system: W10 64bit\nGraphics card: nVidia GTX 970\n\nBroken: blender-2.83-71b1ee940bb0-windows64\n\n\nOnce this bug T71112 was fixed I tried to \"use activate_init = True\" in my addon, but I'm still getting Blender GUI to freeze.\n\n* Open up [bugreport.blend](bugreport.blend) and run the script in Text Editor\n* Search for \"Name Location\" operator and run it\n* Type a text and hit OK. An Empty object is placed into the scene, named by what you typed in, but whole GUI becomes unresponsive.\n", "Blender 3.6 problem by rendering scene on EEEVEE (Freeze and crash GL_INVALID_FRAMEBUFFER_OPERATION : Cubemap Workaround End9)\nOperating system: Windows 11 Home\nGraphics card: Radeon Graphics\n\nBroken: (example: 3.6, as found on the splash screen)\n\n\nBlender 3.6 doesn't render the scene as blender demo file in EEVEE\nOpen Blender splash fox of blender 2.90\nRender the scene\nFreeze and crash of blender when rendering on EEVEE\n\n", "Crash at the end of preview generation for a deleted datablock\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.99\n\nBroken: version: 3.6.2\nWorked: -\n\nBlender crashes if you trigger the generation of a preview for a data block and then delete the data block itself. Obviously, the preview data is generated, but since the datablock itself no longer exists, I get an `EXCEPTION_ACCESS_VIOLATION` and a crash.\n\n\nRun simple script in attached *.blend file.\n\n", "Problems due to leftover Nvidia drivers\nOperating system: Windows 11 Home\nGraphics card: Intel Arc a770 16gb Limited Edition (latest drivers)\n\nBroken: (Blender 3.3, 3.5 and 4.0) Trying to work out if it is just my GPU that is the issues\n\n\nBlender 3.5.1 will not allow me to access editor preferences, and won't allow me to render in Cycles. CPU or GPU. Eevee works.\n\nBlender 3.3 allows me to access editor preferences, but still won't allow me to render in Cycles. CPU or GPU. Eevee works.\n\nBlender 4.0 allows for editor preferences, same issue with Cycles. Eevee works fine.\n\nBy not allowing me to access editor preferences or Cycles I mean it crashes.\n\nI have tried to converse with Intel engineers with a video of the crashes but they seem incompetent with knowing how to enable GPU rendering in their own tests.\n\n", "Blender 3.2 crashes on opening a specific file\nOperating system: Windows 11\nGraphics card: RTX 3060\n\nBroken: 3.2.0\nWorked: unknown\n\n**problem**\nBlender immediately crashes when opening the file steam_engine.blend\n\nThe latest object I was working on, was UV-unwrapping a mesh which I think I called 'greenthingy' or something like that. There was no crash prior to re-opening the file. I attach the file (hope it's not too big and apologies for the mess...). crash report and system_info.\n\n[blender_debug_output.txt](blender_debug_output.txt)\n\n[blender_system_info.txt](blender_system_info.txt)\n\n[steam_engine.crash.txt](steam_engine.crash.txt)\n\n**Steps for others to reproduce the error**\n[steam_engine.blend](steam_engine.blend)\n[#99105.blend](T99105.blend)\n\nAfter opening `steam_engine.blend` file Blender crashes. \n`#99105.blend` is same file as `steam_engine.blend`, but material preview panel has beeen collapsed. This file does not crash. Interestingly it does not crash even when panel is re-opened. Tested with GPU and CPU\n", "Crash with mantaflow\nOperating system: Windows-10-10.0.18363-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.41\n\nBroken: version: 3.0.0 Alpha\n\nBaking simulation causes crash\n\n[splash.blend](splash.blend)\n\nOpen file and bake liquid\n", "activate addons via command line does not active it in the preferences\nOperating system: Linux-3.10.0-1127.18.2.el7.x86_64-x86_64-with-centos-7.2.1511-Core 64 Bits\nGraphics card: GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.36\n\nBroken: version: 2.90.1\nWorked: Never (2.8+)\n\nwhen launching blender with --addons argument, it correctly registered the scripts but do not activate it in the preferences, which makes addon options not available unless checkbox is manually enabled.\n\nfor example, make sure node_wrangler addon is not enabled in userpref.blend, then launch blender with \"blender --addons node_wrangler\". the scripts will be registered but not the addons and its properties.\n\n![addons.jpg](addons.jpg)" ]
[ "Cannot open Blender at all now\nOperating system: Windows 10 Home\n11th Gen Intel(R) Core(TM) i9-11900KF @ 3.50GHz 3.50 GHz\n32GB Installed RAM\nSystem type 654 bit operating system x64 based processoe\nGraphics card: NVIDIA Quadro RTX 4000\n\nBlender Version 3.3.1 and 3.4\n\nWorked: (Blender 3.0)\nShort description of error:- I double click to open Blender shortcut and I get a grey screen for a moment then it just disappears\n\n**Exact steps for others to reproduce the error** See short description of error\nI ran the \"blender_debug_gpu_glitchworkaround.cmd\" and it still doesn't open, but gives the following log files\n\n[blender_debug_output.txt](blender_debug_output.txt)\n\n[blender_system_info.txt](blender_system_info.txt)\n\n[blender.crash.txt](blender.crash.txt)\n\nI hope you can help me as I have totally no idea how to fix this.\n\nAll the best,\n\nChristian Chessell\n", "Cannot open Blender anymore\nOperating system: Windows 10 Home\nGraphics card: NVIDIA Quadro RTX 4000\n\nBlender Version 3.3.1 and 3.4\n\nWorked: (Blender 3.0)\nShort description of error:- I double click to open Blender shortcut and I get a grey screen for a moment then it just disappears\n\nBased on the default startup or an attached .blend file (as simple as possible)." ]
Library Override: Crash - when creating a library override of linked object Operating system: Windows-10-10.0.18362 64 Bits Graphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.60 Broken: version: 2.81 (sub 16) Worked: (optional) making library override of linked object, crashes Blender - Link object from another .blend file - make library override through the object menu - video attached, just using startup file{[F7916285](blender.crash.001.libraryOverride.mp4)} Thanks!
[ "LibOverride: Sanitize handling of library pointer in resync process.\n`BKE_lib_override_library_create_from_tag` takes an 'owner library' data, which is the library owning the currently resync overrides. However, `lib_override_library_resync` always calls it with nullptr library, and later reassign proper lib pointer...\n\nThis needs to be checked, there is likely better/more sensible and straightforward way to handle this. Also somewhat related to #107847.\n\n", "Blender shuts down when playing a Rigid Body animation in a linked scene \nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: AMD Radeon R7 200 Series ATI Technologies Inc. 4.5.13492 Core Profile Context 22.19.677.257\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\nBlender shuts down when playin the animation of a rigid body object in a linked scene\n\nLoad Factory Settings\nAdd the cube as Rigid Body\nCreate a new scene, Linked Copy\nPlay the animation in any of the two scenes\nWhen switching to the other scene, Blender shuts down\n\n", "Blender crashed when increasing Strand Steps in the Viewport Display on the Particle tab\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: Quadro RTX 3000 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 535.98\n\nBroken: version: 3.6.0\nWorked: I dunno\n\nBlender crashed when increasing Strand Steps in the Viewport Display on the Particle tab\n\n<video src=\"attachment\" title=\"Crash when particle edit.mp4\" controls></video>\n\n1, Open the attached Blender file\n2, Rekey it to have a higher keypoints\n3, Increase the Strand Steps in the Viewport Display on the Particle tab\n\n", "context override for bpy.ops.view3d.view_selected doesn't work\nBlender 3.6\n\nTried to override currently selected items and run `bpy.ops.view3d.view_selected` (default blender operator binded on \"Numpad .\" by default) and it doesn't work. If I select objects manually with `obj.select_set(True)` it works.\n\nI've compared context's dict produced by `bpy.context.copy()` - the only difference between the context after `.select_set` were `selected_objects`, `selected_ids`, `selected_editable_objects` and I've overidden them.\n\nWay to reprodiuce:\n1) Open default blender scene.\n2) Make sure nothing is selected and move camera away.\n3) Run the code below - nothing happens\n4) Uncomment first two lines of code - operator works.\n\n```python\nimport bpy\n\n#for obj in bpy.data.objects:\n# obj.select_set(True)\n \nfor area in bpy.context.screen.areas:\n if area.type == 'VIEW_3D':\n for region in area.regions:\n if region.type == 'WINDOW':\n override = {\n 'area': area, \n 'region': region\n }\n override['selected_objects'] = bpy.context.view_layer.objects[:]\n override['selected_ids'] = bpy.context.view_layer.objects[:]\n override['selected_editable_objects'] = bpy.context.view_layer.objects[:]\n with bpy.context.temp_override(**override):\n bpy.ops.view3d.view_selected()\n # print(bpy.context.copy())\n```\n\n", "temp_override working differently with passing as argument versus using override\nOperating system: Windows 10\nGraphics card: Nvidia GeForce GTX 1650\n\nBlender Version\nBroken: 3.4.0\nWorked: Not sure\n\nShort description of error\ntemp_override working differently with passing as argument versus using override\n\n1. Start Blender with --factory-startup\n2. Go to scripting tab and open a new text\n3. Paste the below and run\n\n```\nimport bpy\n\nws=bpy.data.workspaces['Animation']\n\nwith bpy.context.temp_override(workspace=ws):\n print('workspace', bpy.context.workspace, flush=True)\n\noverride=bpy.context.copy()\noverride['workspace']=ws\nwith bpy.context.temp_override(**override):\n print('workspace', bpy.context.workspace, flush=True)\n\n```\n\n4. Expected output\n\n```\nworkspace <bpy_struct, WorkSpace(\"Animation\") at 0x000001152A34CB88>\nworkspace <bpy_struct, WorkSpace(\"Animation\") at 0x000001152A34C408>\n\n```\n5. Obtained output\n\n```\nworkspace <bpy_struct, WorkSpace(\"Animation\") at 0x000001152A34CB88>\nworkspace <bpy_struct, WorkSpace(\"Scripting\") at 0x000001152A34C408>\n```\n", "Dynamic Overrides Use Case - Giant object-based 'rig' with a few key controlers. \nDynamic Overrides are a good candidate to support extreme relationships nightmare involving thousands of objects, like the one in [Machine.zip](Machine.zip).\n\nLibrary Overrides cannot realistically handle such a massive amount of IDs/relationships, but Dynamic Overrides could only override the relevant properties of the few key controller objects while keeping everything fully linked, in a similar way to what proxies used to do. \n\n------------------------------------------\n\nOriginal report:\n\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.65\n\nBroken: version: 3.0.1\nWorked: 2.9\n\nIt's now impossible to use a single control object/bone from a linked rig without creating an override for the entire hierarchy or parent collection. This is completely un-workable for professionals working with rigged assets made up of many hundreds or thousands of parts.\n\nI can't share my scene file as it contains sensitive intellectual property belonging to a client. The issue will be evident for any remotely complex rig however.\n\nIn the project I'm currently working on, I have a top level collection of bone controllers that have no parents. Previously I could create a proxy for each controller and use those to animate the linked asset whilst retaining the full functionality of the rig. Now that create proxy has been removed, I can't just override a single controller. Instead I'm forced to unnecessarily create overrides for several thousand objects! An operation which for this rig takes in excess of 30 minutes to run (if at all)! Then after saving the file (once the operation is complete), Blender outright crashes on each attempt to re-open.\n\nSo although the new override system works in theory. There's no parity between the two systems yet in terms of the ability to override a single object. And previous functionality has been lost without a viable workaround available. Which in my estimation constitutes a bug.\n\nWith this in mind, would you please kindly add the create proxy option back again, until the overrides system is fully functional? I'll personally now have to roll back to 2.9 until this issue is resolved.\n\nThanks", "Objects with physics referred to by PointerProperty throw find_node_operation: Failed for (RIGIDBODY_REBUILD, '') when rendering\nOperating system: Ubuntu 20.04, Windows 10\nGraphics card: GeForce GTX 2080, GeForce GTX 1080\n\nBroken: 3.1.2\nWorked: Unknown\n\n\nWhen you have a PointerProperty, and that property refers to an object that has a rigid body, the following is output to the console when rendering:\n\n```\nfind_node_operation: Failed for (RIGIDBODY_REBUILD, '')\nadd_relation(Rigid Body Rebuild -> Point Cache Reset) - Could not find op_from (OperationKey(type: TRANSFORM, component name: '', operation code: RIGIDBODY_REBUILD))\nadd_relation(Rigid Body Rebuild -> Point Cache Reset) - Failed, but op_to (ComponentKey(OBBox, POINT_CACHE)) was ok \n```\n\nThis doesn't seem to have any other adverse effects, as rendering still succeeds with the object in the correct simulated position, but these types of messages fill up the console extremely quickly.\n\nOpen the following blend file, and render a frame. For some reason this requires the file to be opened via the UI.\n[repro2.blend](repro2.blend)\nAlternatively, unzip the following and run with `blender -b --python repro.py`.\n[repro.zip](repro.zip)\n", "Crash when duplicating and \"Use Clump Curve\" is turned on for hair particles\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 497.09\n\nBroken: version: 3.1.0 Beta\n\nA crash occurs when a curve guide force field is applied and \"Use Clump Curve\" is turned on. Doing this then duplicating the object crashes Blender.\n[blender_puASiznJH9.mp4](blender_puASiznJH9.mp4)\n\nFrom Default Start up\n1. Create Hair particle on cube\n2. Create curve, and add \"Curve Guide\" force field\n3. In Hair particle settings, turn on \"Children: Simple\" and \"Use Clump Curve\"\n4. Attempt to duplicate cube. It should crash here\n\nFrom attached:\nJust turn on \"Use Clump curve\" then duplicate. \n[haircrash.blend](haircrash.blend) \n\n\n\n\n\n", "Crash after using Grease Pencil object as object font\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.4.1\n\nWhen I use a grease pencil object for the object font of a text, blender crashes. I have had the same issue on a different computer with the version 3.1.0.[Test.blend](Test.blend)\n\n1. Add a text object\n2. Add a grease pencil object, for example a stroke, and put it into a seperate collection\n3. Put the instancing of the text to vertices (first image) and change the object font to \"Strok\", so it references the grease pencil object (second image)\n4. Repeatedly click the \"exclude from view layer\" symbol of the collection the grease pencil object is in\n\nThank you for your effort, I hope I filled everything out correctly\n{[F14114132](1.PNG), size=full}\n{[F14114131](2.PNG), size=full}\n\n\n", "BMain locking during the 'after liblink' doversion\nin 6a850f3cc8, `Main.is_locked_for_linking` was added, and is currently only used in versioning code (both before and after liblink), to prevent adding or deleting IDs from Main.\n\nHowever, exceptions have already been added to allow creation of workspaces and collections in that context. And {[D12722](D12722)#inline-108272} adds nodetrees to the exceptions.\n\nProblem\n----------\n\nWhile preventing before-liblink doversion to add or remove any ID makes total sense, I do not understand why after-liblink doversion should have this constraint.\n\nTo me the bug fixed by the commit is a bug in the (removed) doversion code, not something inherently forbidden at this stage?\n\nProposed Solution\n---------------------\n\nRemove that lock check altogether in after-liblink doversion.\n\nI think however that we could use that lock on all other Mains besides the one being processed (to ensure doversion code does not create/delete things outside its own scope). And do-version code there should be smart enough to check when it runs on the local main, or a lib main, and adapt its code accordingly.\n\n~~Another thing to fix is in `BKE_libblock_alloc`, which should assign `main->curlib` to the newly created ID's `id->lib` (and tag it as indirectly linked). That way if doversion needs to create an ID in a library context, that new ID is properly created as a 'virtual' indirectly linked data, and does not break Main consistency (even if doing stupid things like generating default brushes for a lib main).~~ Done in 7681326acd", "Clearing library overrides from the object menu differs from the outliner\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: Quadro RTX 3000 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.67\n\nBroken: version: 3.6.1 Release Candidate\n\nPlease see the attached movie. Using the \"wrong\" menu will cause the material properties panel to become unresponsive (beginning of movie) with overrides still in place until you use the outliner (end of the movie).\n\n1. Link some objects from a file\n2. Override them down to the materials\n3. Swap out some materials\n4. Use the clear library override from the object menu\n\nResult:\n\nThe material overrides aren't cleared, but you also can't access the properties panel anymore.\n\nExpected:\n\nThe material overrides should be cleared.\n\nWorkaround:\n\nUse the outliner instead.\n\n", "rendering crashed\nOperating system:\nGraphics card:\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\n\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n", "blender 4.0 shutdown immediately after launching\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1660 SUPER/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 536.99\n\nBroken: version: 4.0.0 Alpha\n\nblender 4.0 latest build shutdown immediately after launching . and i think its cant overwrite the file showing in the image .when i deleted that file and try to launch blender its work just fine . after doing some stuff blender got crashed 🙃 and the same thing happen again (can`t launch) and so i have to do the same method to get it to work again 🙂👌\n\n----\n\n", "Linked libraries+Cloth objects+LineArt -> Blender crashes\nOperating system: \"Linux Mint 20.1 Ulyssa\"\n\nGraphics card: NVIDIA Corporation TU106 [GeForce RTX 2060]\n\n**Blender Version** Blender 3.0.0, Commit date: 2021-12-02 18:35, Hash f1cca3055776\n\nLinked libraries+Cloth objects+LineArt -> Blender crashes\n\nI'm in kind complex project. There're characters (roughly meshed, and bad rigged, but working), with 'clothed' hair, and all of them LineArted.\nMany of the scene files work ok, so they've not much characters. But I don't know why, some of them can't render more of a bunch of frames, even they crash when calculating something (i don't know if's about either cloth, collisions or LineArt modifiers, or whatever.\nMemory looks ok, a little is used.\nI attach both files: a scene, and the characters source (personajes.blend).\n\n - Load 's4 pl1 coleAna.blend'\n - Just 'Play' and wait.\n\n For me, it crashes after 5 frames or so.\n\nA simpler backtrace:\n\n# backtrace\n/home/klopes/soft/blender3/blender(BLI_system_backtrace+0x20) [0xb0b3460]\n/home/klopes/soft/blender3/blender() [0x10babdb]\n/lib/x86_64-linux-gnu/libc.so.6(+0x46210) [0x7fdfaf178210]\n/home/klopes/soft/blender3/blender() [0x2349478]\n/home/klopes/soft/blender3/blender() [0x234a454]\n/home/klopes/soft/blender3/blender() [0xb0b71dd]\n/home/klopes/soft/blender3/blender() [0x14b5b05]\n/home/klopes/soft/blender3/blender() [0x14b5dbb]\n/home/klopes/soft/blender3/blender() [0x14a49b7]\n/home/klopes/soft/blender3/blender() [0x14af7f0]\n/home/klopes/soft/blender3/blender() [0x14b182c]\n/home/klopes/soft/blender3/blender() [0x14b1a29]\n/lib/x86_64-linux-gnu/libpthread.so.0(+0x9609) [0x7fdfaf874609]\n/lib/x86_64-linux-gnu/libc.so.6(clone+0x43) [0x7fdfaf254293]\n\n- Python backtrace", "Old blend file corrupts to crash blender, I guess\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: AMD Radeon R9 200 Series ATI Technologies Inc. 4.5.14761 Core Profile Context 20.11.2 27.20.14540.4003\n\nBroken: version: 3.0.0\n\nCrashes here and there. RN I witness crush form select/deselect. help plz ;c\n\nI do, tho, have installed two PROBABLY outdated addons BUT in new file crash doesn't seem to happen.\n\nThe problem is - Idk exact steps, but overall it takes to select/deselect all/smth at all few times\n\nSteps\n- Open the provided .blend below\n- Enter edit mode on the main SN4K3Mesh\n- Select-All, De-Select-All (Repeat)\n\n[#94213-asan.txt](T94213-asan.txt)\n\n```\n# Blender 3.0.0, Commit date: 2021-12-02 18:35, Hash f1cca3055776\nbpy.ops.object.editmode_toggle() # Operator\nbpy.ops.mesh.select_all(action='SELECT') # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.mesh.select_all(action='SELECT') # Operator\n\n# backtrace\nException Record:\n\nExceptionCode : EXCEPTION_ACCESS_VIOLATION\nException Address : 0x00007FF715993808\nException Module : blender.exe\nException Flags : 0x00000000\nException Parameters : 0x2\n\tParameters[0] : 0x0000000000000000\n\tParameters[1] : 0xFFFFFFFFFFFFFFFF\n```\n```\n# Blender 3.0.0, Commit date: 2021-12-02 18:35, Hash f1cca3055776\nbpy.ops.object.editmode_toggle() # Operator\nbpy.ops.mesh.select_all(action='SELECT') # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.mesh.select_all(action='SELECT') # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\n\n# backtrace\nException Record:\n\nExceptionCode : EXCEPTION_ACCESS_VIOLATION\nException Address : 0x00007FF71599380C\nException Module : blender.exe\nException Flags : 0x00000000\nException Parameters : 0x2\n\tParameters[0] : 0x0000000000000000\n\tParameters[1] : 0xFFFFFFFFFFFFFFFF\n```\n\n[SN4K3.blend](SN4K3.blend)\n\n[SN4K3.crash.txt](SN4K3.crash.txt)" ]
[ "Library Override: Clicking an Library Overriden Object crashes Blender\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.15\n\nBroken: version: 2.81 (sub 11)\nWorked: (optional)\n\nWhen clicking an linked object that is marked as Library Override Blender crashes\n\n - Open a Fresh Scene\n - link an Collection\n - rightclick in outliner to add library override\n - click object again -> crash\n\nor second variant\n - open a Fresh Scene\n - link Object from different file\n - hit add Library override results in a crash and blender closes\n\n\n" ]
eevee - render does not show fire+smoke Operating system: Graphics card: Broken: (example: 2.79b release) (example: 2.80, edbf15d3c044, blender2.8, 2018-11-28, as found on the splash screen) Worked: (optional) Based on the default startup or an attached .blend file (as simple as possible).
[ "Linked collection with smoke simulation cached doesn't work\nOperating system: Windows 10\nGraphics card: RTX 2070 laptop\n\nBroken: 2.82\nWorked: IDK\n\n Linked collection with smoke doesn't seems to load the cache properly or something.\n\n- Create a scene with a quick effect smoke,\n- Save the file,\n- Bake the simulation.\n- Save the file again,\n- File -> New -> General\n- File -> Link the collection of the another file\nThe domain doesn't load the cache", "Fire not going up\nOperating system: macOS-13.3-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon Pro 575 1.2\n\nBroken: version: 3.5.0 Beta\nWorked: 3.0.1\n\nFire doesn't going up physics properties\n\n![image](attachment)\nPhysics Properties on Quick Effect > Quick Smoke already set there but fire doesn't going up.\nSee link more explain.\nblender-3-5-0-fire-is-not-going-up?noredirect=1&fbclid=IwAR0UNYKyd7KSYhCEh80mxX4Tgn0ZFv3m6d_6ZTfCvnDTWYcI0fJt91kmUf0#comment495456_287756\n\n", "Mantaflow 'Dissolve' broken for Flame smoke\nOperating system: Win 10 64bit\nGraphics card: Dual Titan RTX\n\nBroken: 2.83 2020-02-24 a322b43e3d08\n\nEnabling 'Dissolve' in Mantaflow Gas with any emitter producing fire, will completely disable the smoke normally produced by the fire.\n\n\nSet default cube to a Fluid>Gas>Domain\nCreate a plane inside. Set to Fluid>Flow, and set the flow type to Fire.\nIn the domain settings, under Smoke set the Dissolve to 150.\nThe fire will render, but there will be zero smoke.\nDownload Attached Blend: [bug_dissolve.blend](bug_dissolve.blend)\n\n\n![dissolve on.png](dissolve_on.png)\n![dissolve off.png](dissolve_off.png)\n\n\nThe correct functionality would be for the smoke to dissolve from the time of it's birth - not of the emitter, but when the flame created it. \n\nThis is crucial to achieving realistic explosions, as the smoke looks patchy due to the varied times it was created from the flames.\n\nReference video of real explosion. Note how the smoke looks patchy towards the end:\n[Gas_Explosion_7_1920.mp4](Gas_Explosion_7_1920.mp4)", "Same pattern looks different for Cycles and Eevee\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 3.1.1\n\nThis is the difference\n\n![изображение.png](изображение.png)\n![изображение.png](изображение.png)\n\nsimplified file\n[pixels tiled1.blend](pixels_tiled1.blend)\n\n\nold file \n[pixels tiled.blend](pixels_tiled.blend)\n\nI suppose the difference in Color Ramp or Noise node.\n", "Particle hair simulation not working\nOperating system: Windows 10\nGraphics card: GTX 1070ti\n\nBroken: 2.93.4\nWorked: unknown\n\nI modeled particle-hair and try to make it dynamic, for whatever reason I cannot make it to work and sometimes Blender crashes.\n\n[Test.blend](Test.blend)\n\n[Test.crash.txt](Test.crash.txt) \n\nIf I try another simple particle-hair system on the-same object it does work. \n\nTry to get the hair in attached file to simulate.", "Cycles does not respect the texture alpha mode\nOperating system: Gentoo Linux \nGraphics card: AMD 290x\n\nBroken:\n2.79b\n2.80 f15205b93f56e454b76d5a222fdb9a9665b99907 2018-01-02\n\nEevee respect the alpha mode in the texture settings, however cycles does not.\n\n[alpha_test_pack.blend](alpha_test_pack.blend)\n\n1. Load the attached .blend file\n2. Change the texture settings for the `Alpha:` setting for the image texture node (with use alpha on).\n3. Notice that in cycles the `Alpha:` setting has not effect, the texture alpha is always premultilied.", "Meshes are invisible if any objects are set to display 'In Front'\nOperating system: Darwin-18.7.0-x86_64-i386-64bit 64 Bits\nGraphics card: Intel(R) HD Graphics 6000 Intel Inc. 4.1 INTEL-12.10.14\n\nBroken: version: 2.83.0\nWorked: 2.82\n\nIf any objects are set to display as 'in front' in a project, all meshes will display only as faint outlines. In edit mode, meshes display similar to how they would if they were set to display as wireframe.\n\nAdd a new mesh, curve, or armature to the scene.\nObject properties -> Viewport display -> Enable 'In Front'\n\n", "EEVEE: GPU Subdivision causes noticeable shading differences\n**System Information: System 1**\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: Intel(R) Arc(TM) A770 Graphics Intel 4.5.0 - Build 31.0.101.4369\n\n**System Information: System 2**\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.79\n\nThis object does not appear shinier/with brighter highlights when rendered on Eevee and GPU subdivision is turned OFF.\n\nI noticed this when using both PCs to render an animation faster, this particular material flickered at random and it was because one PC was outputting slightly different results than the other.\n\n- Open .blend file\n- select EEVEE engine and start viewport render\n- toggle GPU subdivision to notice the difference\n", "blender3.4 alpha new eevee a rendering on the flashback\nOperating system:windows10 21h1\nGraphics card: amd 6800xt (22.7.1 driver opengl doubled the performance of a version)\n\nBroken: blender-3.4.0-alpha+master.ca172677b1a7-windows.amd64-release\nWorked: There is no version that can be tested\n\n\nScene any scene including cube, whether window rendering or f12, directly exit the software.", "Collada import does not read emission\nOperating system: linux\nGraphics card:\n\nBroken: 2.79b (probably all (later) versions).\n\n\nWhen a material has Shader -> Emit set to a non-zero value, a collada export\nreflects this in the phong section as\n\n```\n <emission>\n <color sid=\"emission\">0.33 0.33 0.33 1</color>\n </emission>\n```\n\nbut importing that (or any other) .dae the Emit value always ends up having value 0.\n```\n ", "Rendering: Engine specific passes show up in other render engines render result\nOperating system: Windows-11-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.59\n\nBroken: version: Blender 2.83.18, Blender 2.93.6, Blender 3.2.1, Blender 3.4\n\nPasses that were enabled for Cycles show up for eevee/workbench even if they should not.\n\n1. Fresh start-up\n2. Switch to Cycles\n3. Enable all render passes\n4. Switch to Eevee/Workbench\n5. Disable all render passes except `Combined`\n6. Render the image\n7. Notice `Vector`, `Position`, `UV`, etc. in the Pass dropdown\n\nAlternative:\n1. Fresh start-up\n2. Enable all render passes\n3. Switch to Workbench\n4. Render the image\n5. Notice `Vector`, `Position`, `UV`, etc. in the Pass dropdown\n\n[T100319_eevee.blend](T100319_eevee.blend)\n\n[T100319_workbench.blend](T100319_workbench.blend)\n", "EEVEE: Crash if computation is too heavy for the system (TDR issue)\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.64\n\n\nBroken: version: 2.80 (sub 72)\nWorked: (optional)\n\n\nAny time I try to render an image sequence in any format in Eevee, it constantly crashes the whole program on the first frame. I was able to render before until I changed some camera location animations and adding a focusing animation. As well as changing the camera sensor size. I am rendering in 4K I have attached the log file.\n[blender_debug_output.txt](blender_debug_output.txt)\n\n[blender_system_info.txt](blender_system_info.txt)\n\n[NebulaV2.blend](NebulaV2.blend)", "Eevee Attribute Rendering is Having Problem with Scene Referred/Open Domain Data\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce MX130/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.65\n\nBroken: version: 3.2.0 Alpha\nWorked: None\n\nEevee attribute rendering fails to render scene referred/open domain data\n![image.png](image.png)\n\nAnd here is Cycles that does it properly:\n![image.png](image.png)\n\nBased on the attached .blend file\n\n1. Turn on Rendered view, see how Eevee clips all values above 1 and the sweep end up with the six colors on the right side and it doesn't go to white at all (The Notorious Six)\n2. Switch to Cycles and see how Cycles renders open domain data properly\n\n[Eevee Attribute Rendering Open Domian Bug.blend](Eevee_Attribute_Rendering_Open_Domian_Bug.blend)\n\n[Eevee Attribute Rendering Open Domain Bug.mp4](Eevee_Attribute_Rendering_Open_Domain_Bug.mp4)", "simply moving the render window is terribly slow\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: AMD Radeon HD 7600M Series ATI Technologies Inc. 4.5.13422 Core Profile Context 0\n\nBroken: version: 2.82 (sub 6)\nWorked: (optional)\n\nwith more complex scenes (such as for example blenderman file 57e5084f0fcf294119c5055c) once you render an image and you have eevee in render preview mode, moving the render window becomes very slow, probably because eevee returns to refreshing the previw render without needing it.\n\nsee the video\n\n[GRAbwindow.mp4](GRAbwindow.mp4)\n", "Render problems\nOperating system: Windows 10 Pro Ameliorated\nGraphics card: RTX 3070 driver version 472.12\n\nBroken: v3.6 and v3.61\nWorked: v3.51 <- Using the same file created in v3.61\n\nWhile rendering a frames of an animated character, the current rendered animation frame usually shows in the 3D viewport in v3.51. However, in the broken version, it fails to show the current frame being rendered, nothing gets updated visually. Then eventually in the 3D viewport the character goes into its T pose for a few frames then the character starts losing visibility of its layers, at that point Blender crashes. \nI will create a .blend file if I am the only one getting this bug.\n\n" ]
[ "Fire and smoke is not seen in eevee\nOperating system: Ubuntu 18.04\nGraphics card: nvidia GTX 980\n\nversion: 2.80 (sub 40), branch: blender2.7, commit date: 2019-01-10 23:53, hash: 6439ed844e78, type: Release\n\nFire simulation works in eevve but the fire could not be seen in render view.\n\nSee file attached\n[TestFire.blend](TestFire.blend)" ]
Crash with Align to Transform Orientation when using custom created transform orientation {[F8546809](TransformOrientationBug.blend)}Operating system: Windows-10-10.0.18362-SP0 64 Bits Graphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.20 Broken: version: 2.90 (sub 2) Crash with Align to Transform Orientation when using custom created transform orientation Select Cylinder Object, Align to transform orientation, choose custom orientation "face" as transform orientation
[ "Copy Rotation Constraint - adding rotations causes unexpected behaviour\nOperating system: Windows\nGraphics card: GTX 1650 Max-Q`\n\nBroken: v2.81a, v2.81, v2.82\n\nWhen adding a Copy Rotation constraint to an object, the `Add` mode seems to not work correctly\n(or at least how I would expect it to work). For example, setting the rotation of the object to (x,x,x) and\nthe target to (-x, -x, -x) does not consistently result in having no net effect. The value for which this *stops* \nworking is x >= 54.\n\n1 - Add an object, give it a rotation of (80, 80, 80), Euler XYZ (default)\n2 - Add an empty, give it a rotation of (-80, -80, -80)\n3 - Add a Copy rotation constraint on the object, and set the target to empty\n\nThe included `bug.blend` file contains an animation that goes over the values of x as described in the\nabove example from 0-100. The problem can be seen around halfway through the animation at the\ncritical value above.\n\n**Result**\nObject seems to have a weird rotation, which is not the expected outcome. The same happens\nwhen only one of the axes is rotated more, and also when they don't necessarily add up to 0.\n\nThis has been tested on multiple Windows machines.\n\n[bug.blend](bug.blend)\n\n\n\n\n\n\n\n\n", "Blender Crashing When Painting Stroke into a \"Moving Animated Character\" (heap-use-after-free)\nBroken: 4.0 alpha\nBroken: version: 2.79 - 2.82 (sub 7)\nWorked: Never\n\nI have this experiment of making LIVE talking head, via OSC. And I noticed that if I tried painting a stroke on a talking moving animated head, it will crash. Even with timeline not running.\n\nI got a video (Might need iPhone X with MOM addon to test this....) :\njhHdG6ZXFDU\n\n- Open attached file\n- Run animation\n- Paint over the animated object\n[paint_animated_shapekey_bug.blend](paint_animated_shapekey_bug.blend)\n\n\n", "Blender crashes when using bpy.ops.view3d.view_orbit with a custom context\nOperating system: Linux-5.15.11-arch2-1-x86_64-with-glibc2.33 64 Bits\nGraphics card: AMD RENOIR (DRM 3.42.0, 5.15.11-arch2-1, LLVM 13.0.0) AMD 4.6 (Core Profile) Mesa 21.3.2\n\nAlso tested on WIndows:\n\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: AMD Radeon(TM) Graphics ATI Technologies Inc. 4.5.14756 Core Profile Context 20.40.32 27.20.14032.8\n\nBroken (Linux): version: 3.0.0\nBroken (Windows): version: 3.0.0\nWorked: Never, the crash happens in 2.7 and 2.6 doesn't seem to support the override thing (I haven't tested subversions)\n\nBlender crashes when using `bpy.ops.view3d.view_orbit` with a custom context\n\nRun this in the Python console:\n```\narea = [n for n in bpy.context.screen.areas if n.type == \"VIEW_3D\"][0]\noverride = bpy.context.copy()\noverride['area'] = area\nbpy.ops.view3d.view_orbit(override, type='ORBITLEFT')\n```\n\n[blender.crash.txt](blender.crash.txt)", "Regression: Crash with boolean modifier\nOperating system: Fedora Linux 36 (Workstation Edition)\nGraphics card: Nvidia Geforce RTX 3080\n\nBroken: 3.2.1, 3.3 alpha\nWorked: 3.1\n\nCrash with boolean modifier\n\n- Open .blend file\n- In boolean modifier tab -> select `dot cutter` for boolean operation\n[yin_yang-v1.blend](yin_yang-v1.blend)\noriginal file: [F13292564](yin_yang.blend)", "Add cube\" wrong representation of Z-extrusion (Not a bug Just little correction)\nOperating system: Windows-10-10.0.16299-SP0 64 Bits\nGraphics card: GeForce MX150/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.87\n\nBroken: version: 2.93.0\n\n\"Add cube\" wrong representation of Z-axis direction\n\nNot an error but an incorrect representation of object depth creation while using \"Add cube\" function.\n\n![Untitled2.jpg](Untitled2.jpg)\n\n", "Custom normals design for curves\nCurrently curve normals are calculated automatically. We have two modes, Z-Up, and \"Minimum Twist\".\nWe probably want to introduce X-Up and Y-Up too, just for consistency, but this won't give enough control in some cases still. So we still need some ability to make normals more custom.\n\n**Option 1: Custom Normals**\nOne solution is to use a \"Set Custom Normals\" node. However, that requires accepting that the normals might not be orthogonal to the tangent, or making it a lossy operation.\n\n**Option 2: \"up\" Attribute**\nAnother option is adding another attribute that influences the automatic calculation of normals like `tilt` does currently.\nThe `up` attribute would be an initial starting direction for the normal. The final normal would be the direction most aligned with the up direction that's still orthogonal to the tangent.", "Solidify modifier rotates custom normals incorrectly\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Super/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.93\n\nBroken: version: 3.4.1\nWorked: not as far as I know.\n\nWhen solidifying an object with custom normals, the newly created geometry rotates (destroys) these normals on the newly created geometry. So a smooth surface gets a non-smooth (faceted-looking) surface on the other side. \nHowever, activating the Normals --> Flip option in the modifier actually produces the correct (smooth) normals on the new geometry, but destroys the custom normals of the original surface. The newly created surface then has flipped normals, but these can be flipped again inside edit mode after applying the modifier. They are then facing the right way and still smooth. So the modifier actually has the code to correctly calculate the new split normals.\n![image](attachment)\n\n- Take a mesh surface with custom normals, make two copies.\n- Object 1: Add a solidify modifier with a relatively small thickness. Look at the newly created surface: it's not smooth but faceted. \n- Object 1:Apply modifier, turn on display of custom normals, zoom in on new geometry: the normals on the new vertices are divergent.\n- Object 2: Add a solidify modifier activate with Normals --> Flip. Look at newly created surface: it's smooth as the original one. Great. But the original surface is now broken up and not smooth.\n- Object 2: Apply modifier, turn on display of custom normals, zoom in on new geometry: the normals on the new vertices are identical, do not diverge, they are simply facing the wrong way. Apply \"Normals (ALT-N) --> Flip\", now they are correct.\n\nSo basically there is a work-intensive workaround (which also means losing the flexibility of having a modifier): make two copies of the object, add modifer with flipped normals, apply, flip normals again in edit mode, manually select and delete original geometry, join with the original object (original geometry). This is what the modifier itself should be doing.\n\n- See the attached Blend file. Four objects: original, two solidify copies, and one created with the workaround.\n\n", "Backface culling setting applies in Material Preview shading and affects selectability\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87\n\nBroken: version: 2.90 (sub 3)\nBroken: version: 2.83 (sub 17)\nWorked only if face orientation on in 2.82a release\n\nBackface culling setting applies in Material Preview shading and affects selectability.\nExpected: if it is visible and selectable, I should be able to select it.\n[2020-05-26_00-02-02.mp4](2020-05-26_00-02-02.mp4)\n\n**Steps to reproduce**\n[nonselectable.blend](nonselectable.blend)\n\n- Open file\n- Try to select octagon", "LineArt; Crash after press play in a scene with LineArt modifier\nOperating system: Linux-5.4.0-105-generic-x86_64-with-glibc2.27 64 Bits\nGraphics card: GeForce GT 630/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.144\n\nBroken: version: 3.2.0 Alpha\n\nNo idea what crashes blender. Just press play and wait some seconds.\n\nI would love to help solving this issue, so when someone could remind me where the crashreport usually lands in Linux, i could share that as well.\n[Narrator.blend](Narrator.blend)\n\n", "Object transforms affecting Sculpt Mode Brush behaviour\nThis is a design proposal to change some underlying behaviour of the brush system in Sculpt Mode.\n\n**The issue:**\nWhen scaling or rotating an object and then proceeding to sculpt on it in Sculpt Mode, the brush behaviour is generally affected by the transforms of the object.\nSo if the scaling is 1 on X & Y but 3 on Z, the brush radius will be 3 times as high. \nIf the object is scaled down in general, the brush strength will be lower in total.\nIf the object is also rotated, the brush radius will be as well and rake effects like for the Snake Hook brush will be badly affected since the object rotation is added to the rotation of the brush.\n\nIn recent versions the brush radius is at least reflecting the object transforms, which helps spotting these negative influences and reminding the user to apply the object transforms before sculpting.\nBut there is not benefit to having the Sculpt Mode being affected by the object transforms, so this is just a limitation of the current system.\nIt's also good to add that on the other hand Edit Mode is not negatively affected by the transforms of the object.\n\n[2020-03-02 11-42-04.mp4](2020-03-02_11-42-04.mp4)\n\n**The proposal:**\n\nTo make the sculpting workflow easier on the user it would be ideal if the brushes are not affected by the local transforms of the object but are instead based on the world scale & orientation.\nOnly symmetry options should be directly influenced bu the local transforms.", "Sculpt Mode - Face Set FK, mirror X is wrong when Scale/Translate using Pose brush with Lock Rotation When Scaling\nOperating system: macOS-10.15.7-x86_64-i386-64bit 64 Bits\n\nBroken: 2.92, 3.5.0 Alpha\nWorked: Never.\n\n\n- Change to pose brush.\n- Change brush deformation mode to Scale/Translate.\n- Enable brush Lock Rotation When Scaling.\n- Try to pose the hand.\n- The other hand is flipped.\n\n![Screenshot 2022-12-06 at 11.23.29.png](Screenshot_2022-12-06_at_11.23.29.png)\n\n![Screenshot 2022-12-06 at 11.23.37.png](Screenshot_2022-12-06_at_11.23.37.png)\n\nThis is the file I'm using:\n\n[20221205_model_human_sculting_pose_brush_using_facecets_0001.blend](20221205_model_human_sculting_pose_brush_using_facecets_0001.blend)\n", "Crash when sculpting with a texture, deleting the image of the texture and exiting sculpt mode\nOperating system: Windows 10\nGraphics card: RTX 2070 Super\n\nBroken: version: 3.4, 3.5, 3.6\nBroken: version: 3.3.3\nBroken: 3.1.0\nWorked: 3.0.1\nWorked: 2.93 LTS\n\nCaused by 9111ea78ac\n\nBlender crashes when a texture image is deleted and you exit sculpt mode.\n\nYou can test it inside the attached blend file. I basically just attached an image to a sculpting brush.\n\n1. Open the blend file below\n2. draw on the surface of the sphere\n3. delete the image inside the outliner\n4. exit sculpt mode\n\nCrash occurs because `item->image->runtime.cache_mutex` is null inside `BKE_image_pool_free`\n```\nStack trace:\nblender.exe :0x00007FF713D04C10 pthread_mutex_lock\nblender.exe :0x00007FF70E6EE880 BKE_image_pool_free\nblender.exe :0x00007FF70E6B5CF0 BKE_sculptsession_free\nblender.exe :0x00007FF70F1B67A0 ED_object_sculptmode_exit_ex\nblender.exe :0x00007FF70F1B85F0 sculpt_mode_toggle_exec\nblender.exe :0x00007FF70E953220 wm_operator_invoke\nblender.exe :0x00007FF70E9528D0 wm_operator_call_internal\nblender.exe :0x00007FF70E955880 WM_operator_name_call_ptr\nblender.exe :0x00007FF70F171800 ED_object_mode_set_ex\nblender.exe :0x00007FF70F148710 object_mode_set_exec\nblender.exe :0x00007FF70E953220 wm_operator_invoke\n```", "Constraint with custom space not limiting transformation\nOperating system: Windows 11\nGraphics card: RTX 3060\n\nBroken: Blender 3.6.2\nWorked: Never\n\nAffect transform conflict with custom space\n\nAccording to documentation, Affect Transform option will limit manual rotation, but it doesn't with custom space. It works with local space.\n\n**Steps To Reproduce**\n\nOpen [file](https://projects.blender.orgattachment) and rotate contrained bone. Check bone transformaton - it is not limited.\n", "Crash after executing the script\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 535.98\n\nBroken: version: 3.6.1 Release Candidate\n\nApplication crashes when clicking on the script run button\n\n1/ launch Blender\n2/ click on \"Scripting\" tab; click \"New\"\n3/ paste the following chatgpt generated script and run it: \n```\nimport bpy\nfrom math import sqrt, sin, cos\n\n# Define the vertices of the tetrahedrons\nvertices1 = [\n (1, 1, 1),\n (-1, -1, 1),\n (-1, 1, -1),\n (1, -1, -1)\n]\n\nvertices2 = [\n (1, -1, -1),\n (-1, 1, -1),\n (-1, -1, 1),\n (1, 1, 1)\n]\n\n# Define the faces of the tetrahedrons\nfaces1 = [\n (0, 1, 2),\n (0, 2, 3),\n (0, 3, 1),\n (1, 3, 2)\n]\n\nfaces2 = [\n (0, 1, 2),\n (0, 2, 3),\n (0, 3, 1),\n (1, 3, 2)\n]\n\n# Create new meshes and objects\nmesh1 = bpy.data.meshes.new(\"Tetrahedron1\")\nobj1 = bpy.data.objects.new(\"Tetrahedron1\", mesh1)\n\nmesh2 = bpy.data.meshes.new(\"Tetrahedron2\")\nobj2 = bpy.data.objects.new(\"Tetrahedron2\", mesh2)\n\n# Set the object locations and scene context\nobj1.location = (-2, 0, 0)\nbpy.context.scene.collection.objects.link(obj1)\n\nobj2.location = (2, 0, 0)\nbpy.context.scene.collection.objects.link(obj2)\n\n# Create the vertices and faces of the meshes\nmesh1.from_pydata(vertices1, [], faces1)\nmesh1.update(calc_edges=True)\n\nmesh2.from_pydata(vertices2, [], faces2)\nmesh2.update(calc_edges=True)\n\n# Hinge the tetrahedrons together by one edge\nedge1 = mesh1.edges[0]\nedge2 = mesh2.edges[2]\n\nbpy.ops.object.select_all(action='DESELECT')\nobj1.select_set(True)\nobj2.select_set(True)\n\nbpy.context.view_layer.objects.active = obj2\nbpy.ops.object.mode_set(mode='EDIT')\nbpy.ops.mesh.select_all(action='DESELECT')\nedge2.select = True\nbpy.ops.mesh.edge_face_add()\nbpy.ops.object.mode_set(mode='OBJECT')\n\n# Add an armature to the tetrahedrons\nbpy.ops.object.armature_add()\narmature = bpy.context.object\narmature.name = \"HingeArmature\"\narmature.location = (0, 0, 0)\n\n# Add bones to the armature\nbpy.ops.object.mode_set(mode='EDIT')\nbone1 = armature.data.edit_bones.new('Bone1')\nbone1.head = (0, 0, 0)\nbone1.tail = (-2, 0, 0)\nbone1.use_deform = False\n\nbone2 = armature.data.edit_bones.new('Bone2')\nbone2.head = (0, 0, 0)\nbone2.tail = (2, 0, 0)\nbone2.use_deform = False\n\nbpy.ops.object.mode_set(mode='OBJECT')\n\n# Parent the tetrahedrons to the armature\nobj1.parent = armature\nobj1.parent_type = 'BONE'\nobj1.parent_bone = 'Bone1'\n\nobj2.parent = armature\nobj2.parent_type = 'BONE'\nobj2.parent_bone = 'Bone2'\n\n# Animate the hinge\nframes = 30\n\nfor frame in range(frames):\n bpy.context.scene.frame_set(frame)\n\n angle = frame / frames * 2 * 3.14159265\n\n bone1.tail = (-2 * cos(angle), 0, -2 * sin(angle))\n bone2.tail = (2 * cos(angle), 0, 2 * sin(angle))\n\n bone1.keyframe_insert(data_path='tail')\n bone2.keyframe_insert(data_path='tail')\n```", "Transform orientation undo is inconsistent.\n\nBroken: 3.0\nWorked: ?\n\nTransform orientation undo is inconsistent. It works in object mode, but doesn't work properly in edit mode. In edit mode it sometimes won't undo, or undoes together with another different step(like changing mode, or moving vertex).\n\n- Open default startup;\n- Change the Transform Orientation from Global to something else\n- Undo/redo - it works;\n\n---\n- Reopen default file\n- Go to edit mode\n- move vertex\n- Change the Transform Orientation\n- undo multiple times - Will never undo the Transform Orientation. (now deselect cube and perform undo operation: will revert selected transform orientation)\n\n" ]
[ "\"Align to transform Orientation\" crashes blender for Custom transform orientations\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.50\n\nBroken: version: 2.90 (sub 2)\nWorked: 2.82a\n\nAligning any object to custom transform orientation crashes blender 2.9\n\nRotate default cube \nSelect one of the faces and add custom face orientation in edit mode\n\nadd new object \ndo \"Align object to transform orientation\" on new object\nselect custom face orientation from its properties box\n\nCrash\n\n\n[crash.blend](crash.blend)\n\n![bug.png](bug.png)\n\n" ]
Error in "Move to Nodes" operator when the tree has no Geometry inputs Broken: main (263bf635) Worked: n/a Removing the default Geometry input socket from a tree and then running the "Move to Nodes" operator throws a python exception. 1. Go to Geometry Nodes workspace 1. Remove the default Geometry input in the Group sidebar tab 1. In modifier properties: Select "Move to Nodes" in the header dropdown of the Geometry Nodes modifier ![](attachment) A python exception is thrown: ```python Traceback (most recent call last): File "/home/lukas/src/blender-git/build-blender-Desktop-Debug/bin/3.6/scripts/startup/bl_operators/geometry_nodes.py", line 155, in execute group.links.new(group_input_node.outputs[0], first_geometry_input) TypeError: NodeLinks.new(): error with argument 2, "output" - Function.output does not support a 'None' assignment NodeSocket type Error: Python: Traceback (most recent call last): File "/home/lukas/src/blender-git/build-blender-Desktop-Debug/bin/3.6/scripts/startup/bl_operators/geometry_nodes.py", line 155, in execute group.links.new(group_input_node.outputs[0], first_geometry_input) TypeError: NodeLinks.new(): error with argument 2, "output" - Function.output does not support a 'None' assignment NodeSocket type ``` The new wrapper tree is created regardless, but the operator seems to have trouble when it can't find the default sockets it expects.
[ "Python API: \"NodeLink\" object in 'insert_link' callback of bpy.types.Node causes crash when reading some properties.\nOperating system: Linux-5.15.65-1-MANJARO-x86_64-with-glibc2.36 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.65.01\n\nBroken: version: 3.3.0\n\nTrying to dereference the properties of the sockets in the link crashes Blender.\n```\nException thrown: read access violation.\nntree was nullptr.\n```\n```\n>\tblender.exe!nodeFindNode(bNodeTree * ntree, bNodeSocket * sock, bNode * * r_node, int * r_sockindex) Line 2038\tC++\n\n \tblender.exe!rna_NodeSocket_node_get(PointerRNA * ptr) Line 2803\tC\n \tblender.exe!NodeSocket_node_get(PointerRNA * ptr) Line 46896\tC\n \tblender.exe!RNA_property_pointer_get(PointerRNA * ptr, PropertyRNA * prop) Line 3516\tC\n \tblender.exe!pyrna_prop_to_py(PointerRNA * ptr, PropertyRNA * prop) Line 1429\tC\n \tblender.exe!pyrna_struct_getattro(BPy_StructRNA * self, _object * pyname) Line 4287\tC\n \tpython310_d.dll!PyObject_GetAttr(_object * v, _object * name) Line 922\tC\n \tpython310_d.dll!_PyEval_EvalFrameDefault(_ts * tstate, _frame * f, int throwflag) Line 3593\tC\n \t[Inline Frame] python310_d.dll!_PyEval_EvalFrame(_ts *) Line 46\tC\n \tpython310_d.dll!_PyEval_Vector(_ts * tstate, PyFrameConstructor * con, _object * locals, _object * const * args, unsigned __int64 argcount, _object * kwnames) Line 5072\tC\n \tpython310_d.dll!_PyFunction_Vectorcall(_object * func, _object * const * stack, unsigned __int64 nargsf, _object * kwnames) Line 342\tC\n \tpython310_d.dll!PyVectorcall_Call(_object * callable, _object * tuple, _object * kwargs) Line 255\tC\n \tpython310_d.dll!_PyObject_Call(_ts * tstate, _object * callable, _object * args, _object * kwargs) Line 290\tC\n \tpython310_d.dll!PyObject_Call(_object * callable, _object * args, _object * kwargs) Line 318\tC\n \tblender.exe!bpy_class_call(bContext * C, PointerRNA * ptr, FunctionRNA * func, ParameterList * parms) Line 8690\tC\n \tblender.exe!rna_Node_insert_link(bNodeTree * ntree, bNode * node, bNodeLink * link) Line 1751\tC\n \tblender.exe!blender::ed::space_node::node_link_exit(bContext & C, wmOperator & op, const bool apply_links) Line 899\tC++\n \tblender.exe!blender::ed::space_node::node_link_modal(bContext * C, wmOperator * op, const wmEvent * event) Line 1055\tC++\n \tblender.exe!wm_handler_operator_call(bContext * C, ListBase * handlers, wmEventHandler * handler_base, wmEvent * event, PointerRNA * properties, const char * kmi_idname) Line 2380\tC++\n \tblender.exe!wm_handlers_do_intern(bContext * C, wmWindow * win, wmEvent * event, ListBase * handlers) Line 3283\tC++\n \tblender.exe!wm_handlers_do(bContext * C, wmEvent * event, ListBase * handlers) Line 3333\tC++\n \tblender.exe!wm_event_do_handlers(bContext * C) Line 3924\tC++\n \tblender.exe!WM_main(bContext * C) Line 643\tC\n \tblender.exe!main(int argc, const unsigned char * * UNUSED_argv_c) Line 579\tC\n \t[External Code]\t\n\n```\n\n- Open attached .blend file\n- run the script,\n- Create `New` Node Tree\n- add two nodes\n- connect them.\nBlender will crash to desktop.\n[custom_nodes_simple_bug_finder.blend](custom_nodes_simple_bug_finder.blend)\n\n", "Unexpected behavior when applying Geometry Nodes modifier on top of the Multires.\nThis is a more comprehensive report on a bug that was recently posted and closed [HERE ](T97603)\n\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.84\n\nBroken: version: 3.0.1+\n\nApplying Geometry Nodes on top of the Multires modifier does not give expected results. Multires is an exception from the \"Applying a modifier will apply it as if it was first in the stack\" rule, when a modifier is applied on top of the Multires, the mesh changes will be applied to the currently visible subdivision level. Quick video below.\n[Multires GNodes Bug.mp4](Multires_GNodes_Bug.mp4)\nAnd the Example .blend file > [Multires GN Bug.blend](Multires_GN_Bug.blend)\n\nHow should applying the Geometry Nodes behave ? When the Geometry Nodes modifier doesn't change the vertex count and simply deforms the mesh, it should behave just like any other modifier, see example video with the Shrinkwrap modifier. \nSo what when Geometry Nodes does change the vertex count ? I say we keep the same behavior that solidify modifier has, it skips Multires and applies it as it would be first in the stack. While of course this will bring broken results, this is a already an existing behavior so i think it would be completely fine.\n\nSeries of images presenting how applying a Solidify modifier on top of Multires behaves. (Intended behavior)\n![2022-06-02 12_08_50-Window.png](2022-06-02_12_08_50-Window.png)\n![2022-06-02 12_09_00-Window.png](2022-06-02_12_09_00-Window.png)\n![2022-06-02 12_09_06-Window.png](2022-06-02_12_09_06-Window.png)\n![2022-06-02 12_11_33-Window.png](2022-06-02_12_11_33-Window.png)\n\n\n\n", "GPU Subdivision: Geometry Nodes: Realize Instances node does not use the GPU version of the curve object\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: Current master.\nWorked: Never.\n\nCollection Info node does not use the GPU version of the curve-objects from collection.\n\n1. Create curve.\n2. Make curve extruded.\n3. Added subdivision modifier.\n4. Create another collection.\n5. New object in another collection.\n6. Added geometry nodes:\n a. `Collection Info` -> `Realize Instances` -> `Group Output`.\n b. Set first group in `Collection Info` node.", "Crash when loading a geometry nodes asset into itself\nOperating system: Win 11\nGraphics card: 2070\n\nBroken: 3.4, 4.0\nWorked: none\n\nWhen working on an geometry nodes asset in an asset library - if you search for the name and adding it to the graph it causes a crash. \n\nDrag n drop from the asset browser behaves correctly here - so I think its just the node search code which is missing the check for self referencing.\n\n1. Download the blend file.\n2. Put into a folder.\n3. Add folder as asset library in prefs -> file paths -> asset libraries.\n4. Open the blend file from that folder.\n5. Go to the geometry node graph (should be open already).\n6. `Shift` + `A` to add new nodes.\n6. Search \"noop\" and press enter.\n\n", "Node Group usability tasks for Node assets\n* Enum socket\n* Custom warnings and errors\n* Panels / Sub-panels\n* Dynamic UI changes\n* Surface choice for inputs in modifiers\n\n", "Simulation Nodes Reset Behavior\nCurrently, the simulation range for geometry nodes is the scene range. So whenever the cache becomes invalid and we go back to frame 1 (or whatever the scene range start is), the cache is reset. \n\nNow, we want to add support for giving individual simulations separate frame ranges. Those might not match the scene range anymore. The simulation start might be before the scene start frame to support preroll (potentially even at a negative frame). Therefore, using the scene start frame as the reset point, does not make sense anymore.\n\nThe new behavior should/could work like this:\n* Invalidated simulations reset whenever the current frame is at or before the simulation start frame.\n* There is a new \"Play with Preroll\" button in the timeline that starts playback at the first simulation start frame in the scene. \n * Since this frame is at or before all simulation start frames, all invalidated simulations are reset.\n\nOpen Questions:\n * Are all or only invalidated simulations taken into account when determining the first frame for the \"Play with Preroll\" operator.\n * Where to put the new \"Play with Preroll\" button exactly, what should it be called and what should it look like?\n\n", "New pointcloud object type\n**Status:** *Developers needed for point cloud editing features. Some features part of geometry nodes project*\n\n---\n\n**Team**\n**Commissioner:** `?`\n**Project leader:** `?` \n**Project members:** `-`\n\n**Description**\n**Use cases**:\n* Part of Particle Nodes, Datasets (for example from LIDAR scanning)\n* As part of photogrammetry / reconstruction itself (but is out of scope here)\n* Also might make sense to let the motion tracker output point clouds (\"3D Markers to Mesh\" -> \"3D Markers to point cloud\") (also out of scope here)\n\n**Design:**\n* New point cloud data-block (similar to mesh) with points.\n* Nodes to interact with points (distribute, deform, meshing, etc.)\n* Simple edit mode (mostly for simple operators and managing attributes?)\n\n**Work plan**\n\n**Milestone 1**\n*Basic integration of new data-block type*\n\n- [x] Point cloud data type\n - [x] Attribute support\n- [ ] Point cloud conversion / object operators\n - [ ] Data-set import\n - [ ] Simple operations\n - [x] Conversion to and from mesh [D7391](D7391)\n - [ ] Join point clouds operator\n - [x] Point cloud meshing (OpenVDB tools)\n - [x] Points distribution on meshes *Point distribute node*\n- [ ] Point cloud rendering\n - [ ] EEVEE\n - [x] Cycles\n - [x] Attribute node support\n- [x] Point cloud Python API\n - [x] Access to location/radius/index exists through \"Point\" type\n - [x] general creation/access to attributes\n- [x] Instancing\n- [ ] Transform snap system integration\n- [x] Remove `CD_LOCATION` and use `CD_PROP_FLOAT3` instead\n\n**Milestone 2**\n*More advanced features for editing point clouds*\n\n- [x] Point cloud Inspection\n - [x] Attribute overlay\n - [x] Spreadsheet editor\n - [x] Attribute list\n- [ ] Point cloud edit mode\n - [ ] Display selected points in viewport\n - [ ] Common selection tools\n - [x] Spreadsheet selection filter\n - [ ] Simple operators/nodes\n - [x] #101778 (Node group operators)\n - [ ] Delete points\n - [ ] Separate selected\n - [ ] Duplicate\n - [ ] Transform system integration\n - [ ] Filtering / cleanup (Datasets)\n - [ ] Stitching / aligning?\n - [ ] Filling holes?\n- [ ] Technical attribute paint mode\n\n---\n\n**Relevant links**:\n* `-`", "Geometry Nodes Volume Features Implementation\n**Status:** *In planning phase*\n\n---\n\n## Team\n**Commissioner:** @HooglyBoogly\n**Project leader:** `?`\n**Project members:** @erik85 \n\n## Description\n**Big picture:** *Address the large opportunities for procedural volumes while fitting into geometry nodes design, especially using existing openVDB tools*\n\n**Use cases**:\n* Procedural modeling\n* Fluid simulation\n* Motion graphics\n* ...\n\n**Design:**\n* Volume grids are like attributes conceptually\n* SDF Volumes are openVDB level sets and can be accessed directly with new nodes\n* Volumes have one built-in grid, \"density\", which is an SDF grid\n* Volumes can be adjusted and created with fields\n\n**Engineer plan:**\n* Besides field evaluation, openVDB tools will be used for most functionality\n* Initially fields will just be used to reference grids directly\n* Field evaluation will be very basic, just flattening out all data in the context's voxel topology\n\n\n## Work plan\n### Milestone 1 - Very basic SDF volume nodes\n*Expose SDF volumes as a basic data type, provide a few fundamental nodes for future development*\n\n- [x] SDF Sphere input node (creates a sphere with openVDB function, puts it in \"distance\" grid\n- [x] Add \"Mesh to SDF Volume\" and \"Points to SDF Volume\" nodes\n- [x] Add a SDF volume \"filter\" node using the openVDB level set tools functions (no mask input yet). Just acts on \"distance\" grid\n\n### Milestone 2 - Basic support for fields as references to grids\n*Allow referring to grids with the named attribute node, but not any modification*\n- [x] The named attribute node (`AttributeFieldInput`) should work for volumes too, referencing grids by name\n- [x] Add a \"Sample Volume\" node that gives the value of a grid at a location, with an `AttributeFieldInput` input. Any other field can be rejected for now. It just looks up the grid by name\n- [x] Add the \"Signed Distance\" node which is a field input node for the \"distance\" attribute\n\n### Milestone 3 - Grids as anonymous attributes\n*Creation of and references to grids without a name, to allow referencing them with node links*\n- [ ] Add the ability to store grids with an anonymous attribute ID rather than a name\n- [ ] Add \"SDF to Fog Volume\" and \"SDF to Mask Volume\" nodes that create anonymous grids\n- [ ] Support anonymous grids in \"Sample Volume\" node\n- [ ] Add basic support to \"Store Named Attribute\" node. For now it can only give a name to an anonymous grid\n- [ ] Change Volume Cube node to output an anonymous grid, use \"Store Named Attribute\" for versioning\n- [ ] Add field inputs to \"Volume to Mesh\" and \"Distribute Points in Volume\" nodes. Like above, only supports `AttributeFieldInput` for now.\n\n### Milestone 4 - Evaluating fields on grids\n*Support basic volume advection*\n- [ ] Add a `VolumeGridFieldContext` that can provide the position field at each voxel (by index for now, so voxels probably have to be flattened)\n- [ ] Add an \"Advect Volume\" node with an \"Offset\" field input.\n- [ ] Give the grid field context the ability to sample other volumes (special VArray output for attribute field input)\n- [ ] Add the ability to create grids matching the exact topology of existing grids with capture attribute node and store named attribute node\n\n### Milestone 5 - Changing grid values with fields\n- [ ] Allow function nodes on arrays of flattened voxel values provided by the field inputs from milestone 4\n\n### Milestone 6 - More advanced volume nodes\n*More advanced use cases building on the fundamentals above*\n- [ ] \"Fracture SDF Volume Node\" corresponding to fracture level set openVDB tool\n- [ ] Volume Boolean node including CSG operations (this could come earlier, but the design isn't totally clear yet)\n- [ ] More...?\n\n\n---\n\n### Relevant links\n* #91668 (How to deal with multiple volume grids in a geometry)\n* [D12100: Geometry Nodes: Level Set Nodes (WIP)](D12100)", "Breaking nodes API changes for 4.0\n- [x] Remove `Node.width_hidden`\n- [ ] Complete \"Spline\" to \"Curve\"/\"Curves\" rename in geometry nodes\n- [ ] Stop storing node locations relative to their parents\n- [ ] Use a separate type for internal links (in RNA too) (see [D16960](D16960))\n- [ ] Use a separate type for node group interface inputs and outputs and node sockets\n- [ ] Use dynamically allocated `char *` array to store string socket default values", "Adding NodeGroupInput node with NodeSocketImage input to CompositorNodeTree causes Bad Access crash\nOperating system: macOS 12.3.1 (21E258)\nGraphics card: `Apple M1`\n\nBroken: 2.93.10, 3.1.0, 3.1.2, 3.2.1\n\n\nAdding both a `NodeGroupInput` node and a `NodeSocketImage` socket to a `CompositorNodeTree`'s input causes a crash upon entering the group view of the node.\n\n\nOpen a fresh Blender instance\n\nRun the following python commands:\n\n```\ngroup = bpy.data.node_groups.new(\"test\", \"CompositorNodeTree\")\ngroup.inputs.new(\"NodeSocketImage\", \"image\")\ngroup.nodes.new(\"NodeGroupInput\")\n```\n\nOrder of the last two commands does not matter.\n\nOpen up your compositing node graph and enable \"Use Nodes\" if you haven't already.\n\nGo to Add->Group->test\n\nThe application crashes immediately with the following error summary\n\n```-------------------------------------\nTranslated Report (Full Report Below)\n-------------------------------------\n\nProcess: Blender [83447]\nPath: /Applications/Blender3.1.2.app/Contents/MacOS/Blender\nIdentifier: org.blenderfoundation.blender\nVersion: 3.1.2 (3.1.2 2022-04-01)\nCode Type: ARM-64 (Native)\nParent Process: launchd [1]\nUser ID: 501\n\nDate/Time: 2022-05-14 23:55:57.0678 -0700\nOS Version: macOS 12.3.1 (21E258)\nReport Version: 12\nAnonymous UUID: FFD4E34D-780E-1ED3-65BE-8567CF743554\n\nSleep/Wake UUID: DF7F69BF-5C10-4E9C-8649-79686FC1C136\n\nTime Awake Since Boot: 140000 seconds\nTime Since Wake: 5503 seconds\n\nSystem Integrity Protection: enabled\n\nCrashed Thread: 27\n\nException Type: EXC_BAD_ACCESS (SIGABRT)\nException Codes: KERN_PROTECTION_FAILURE at 0x0000000101784ddc\nException Codes: 0x0000000000000002, 0x0000000101784ddc\nException Note: EXC_CORPSE_NOTIFY\n\nVM Region Info: 0x101784ddc is in 0x100e48000-0x10a7dc000; bytes after start: 9686492 bytes before end: 151351843\n```\n REGION TYPE START - END [ VSIZE] PRT/MAX SHRMOD REGION DETAIL\n UNUSED SPACE AT START\n```\n - > __TEXT 100e48000-10a7dc000 [153.6M] r-x/r-x SM=COW ...MacOS/Blender\n```\n __DATA_CONST 10a7dc000-10ada8000 [ 5936K] r--/rw- SM=COW ...MacOS/Blender\n```", "bump node ignores height input (with certain inouts used as mapping vectors in the tree, seems to require `SOCKET_OUT_POINT`as opposed to `SOCKET_OUT_NORMAL`)\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.89\n\nBroken: version: 2.93.0 Alpha\n\n\nbump node does not react to data.\n\n[bump bug.blend](bump_bug.blend)\n\n\n![image.png](image.png)\n\n\n![image.png](image.png)\n\n\nFor Cylces, the following seem to be the working inputs (the ones that trigger the availability of requirements for the bump node):\n- Geometry node\n - Position\n - Parametric\n - all others dont trigger the requirements (derrivatives?)\n- Texture Coordinate node\n - Generated\n - UV\n - Object\n - Camera\n - Window\n - all others dont trigger the requirements (derrivatives?)", "Eevee Group Node ignores socket type conversion (eg. Vector to Float)\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 527.56\n\nBroken: version: 3.5.0 Alpha, branch: main\nWorked: N/A\n\nIf the input of a group node is `Float`, but you connect a `Vector`, the group will read the input as a vector instead of a float.\n\n1. Download the Blender file below\n[test.blend](test.blend)\n2. Switch to Eevee, it looks like this:\n![eevee.png](eevee.png)\n3. Switch to Cycles, it looks like this:\n![cycles.png](cycles.png)\n\nIt seems to be node group evaluation. When ungrouped it looks identical.", "Geometry Node: New Sample Curve\nAdding support for a random attribute to the sampling node exposed the problem of attribute evaluation ignoring the calculated curve. This design variant is intended to treat the sampling of values from calculated curves as a new attribute-based сontext.\n| [2022-08-01 14-00-56 (video-converter.com).mp4](2022-08-01_14-00-56__video-converter.com_.mp4) | ![image.png](image.png) ![image.png](image.png) ![image.png](image.png) |\n| -- | -- |\nThe crux of the problem is that a random attribute, when sampled, must be able to have a position behavior. Other behaviors are not covered yet, but may be added later.\nSampling attributes do not belong to the curve and have their own size. Their interpolation may not be linear, but based on the type of curve, which increases the speed for large objects.\n\nExample: sampling a random vector from curve points. You want the vector to keep its length. But even the original implementation of normals kept the length just because of the normalization. Nonlinear interpolation in spline space for a vector has the ability to rotate it without loss of length and incorrect deformations.\n\nOr you want to sample a color. You can set the color for the breakpoints and... Whoa, those are just linear transitions! Handles cannot be used. They are not a domain and this design does not violate that. Simply by sampling an attribute, you can sample it not only from breakpoints, but from handles!\n\nAlso, in addition to entering an attribute as the domain of the sampled curve, a segment data node is offered. This low-level node is for primary access to cache data. The sampled attribute input node uses this as its signature. But it can also be useful for the user to be able to use this data, for example, to visualize the operation of a bezier curve.\n\nWhen sampling, 3 types of values must be present in the scope of the context:\n - Curve data obtained from the visible version of the curve\n - Curve data sampled from its points and handles\n - Sampling destination data. To keep things simple, if multiple post-sampling values are going to be used with geometry definitions, it's best to do this before the sampling node to keep the output of the node to a minimum.\n\nAlso sampling features:\n1. The option of sampling a vector in normal/target space + sample position can be used as a variant of the curve mesh deformation\n2. Sampling at an arbitrary point creates freedom to obtain information about the curvature of the surface.\n\n---\nCurve Input:\n - Spline type (Select current type curves / index of type)\n - Select Spline By Type (By type index)\n\n---\nChanged Nodes:\n - Sample Curve\n - Input:\n - Curve\n - Factor / Length\n - Curve (Index)\n - Attribute (Random type) (use SampleCurveContext)\n - Output:\n - Value (Random type)\n```\n\n```\n - Position:\n - In SampleCurveContext return evaluated_positions\n - Normal:\n - Same Position\n - Curve Tangent:\n - Move TangentFieldInput to Fields Input and add it in SampleCurveContext same position\n - Index:\n - Same position. Index in sampling input index of current curve\n - ID:\n - Same Index. ID is index of current sample. Sampling no has order ad id make sence only for random and same things\n - Spline Length, Parameter, Resolution, Cyclic:\n - Data of spline same changed. Data of point internolated by sampling\n\n- Context Add:\n - Sample Signature Input:\n - Curve Index\n - Curve Type\n - First Point\n - First Factor\n\n---\nAdd Nodes (Valid only in SampleCurveContext):\n - Sample Attribute on Curve:\n - Input:\n - Attribute (Random type)\n - Hadles type ? left/right position : Weight\n - Output:\n - Value (Random type)\n - Sampling Attribute:'\n - Input:\n - Attribute (Random type)\n - Output:\n - Value (Random type)\n - Sample Segment:\n - Output:\n - Previous Point of original curve\n - Factor for interpolatin in current segment\n\nFirst test version: P3114", "Geometry Nodes: Evaluate node tree for get dependencies\n/ in a progress /", "Nodes: Group input values are lost when ungrouping\nOperating system: Linux-5.15.0-72-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.182.03\n\nBroken: Curent main.\nWorked: Never.\n\nParameters are lost when ungrouping a geometry node NodeGroup\n\nUsing the given blend file with a NodeGroup that displays 2 cubes :\n1. Ungroup the NodeGroup.\n2. Parameter (a translation value) is lost (translation is now zero and the 2 cubes overlap)." ]
[ "Move to Nodes does not work if the node tree has no Geometry input or output\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: Radeon RX 570 Series ATI Technologies Inc. 4.5.0 Core Profile Context 23.3.2.230315\n\nBroken: version: 3.6.0 Alpha\nWorked: n/a\n\nMove to Nodes operator is introduced in 3.5.\n\n`Move to Nodes` operator does not work if Geometry Nodes has no geometry input or output.\n\nError:\n\n```\nPython: Traceback (most recent call last):\n File \"C:\\Program Files (x86)\\Steam\\steamapps\\common\\Blender\\3.6\\scripts\\startup\\bl_operators\\geometry_nodes.py\", line 189, in execute\n group.links.new(first_geometry_output, group_output_node.inputs[data_(\"Geometry\")])\nTypeError: NodeLinks.new(): error with argument 1, \"input\" - Function.input does not support a 'None' assignment NodeSocket type\n```\n\nIf the operator should not work in this case, it's missing proper error message and documentation for it.\n\n- From startup file, add Geometry Nodes to the cube\n- From node editor, go to `Sidebar > Group`, and remove either Geometry input or output\n- From modifier panel, select Move to Nodes\n\n![MovetoNodes.png](attachment)\n\n" ]
Remove Double Vertices crashes Blender Operating system: Windows 7 Graphics card: GTX 1080 + RTX 2080Ti Broken: version: 2.80 (sub 46), branch: blender2.7, commit date: 2019-03-06 00:18, hash: 18e5540a48b6, type: Release build date: 05/03/2019, 17:06 Worked: (optional) Clicking "Remove Double Vertices" makes blender crash I'm providing a file with which you can reproduce the bug. Here are the steps: 1. Open file 2. In viewport, right-click (vertex Context Menu) 3. Select Remove Double Vertices 4... crash! This is an important new bug for me, because I use this feature very often. [CrashingRemoveDoubles.blend](CrashingRemoveDoubles.blend)
[ "Undo unavailable for Remove Vertex Group in edit mode\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 391.01\n\nBroken: version: 2.82 (sub 1)\n\n**Bug description**\nAfter remove a vertex group from a mesh while in edit mode, the undo operator still works, but undo buffer does not seem to contain the remove vertex group operation, so using undo undoes whatever was done *before* the removal of vertex group. On entering object mode, using undo will undo the vertex group removal operation *before* any mesh editing, leading to confusing out-of-order undo operations\n\n**Repro steps:**\nCreate new mesh\nCreate vertex group\nSwitch to edit mode\nMove a vertex to make an obvious visible change\nRemove vertex group\nMove another vertex visibly\nSwitch to object mode\nUse 'undo' operator multiple times\n'undo' operator will undo vertex transforms, and appear to do nothing when it reaches the point in the undo buffer where it ought to undo 'remove vertex group'\nSwitch to object mode\nUse 'undo' operator\nRemoved vertex group is back, and edit mode is active\n\nI won't lay out all of the variations, but for more complicated failure modes with weirder out-of-order undo operations, try:\n\n* move vertex, remove group, move other vertex, switch to object mode, use undo function\n\n* create two vertex groups before entering edit mode, move vertex, delete first vertex group, move another vertex, delete second vertex group, move a third vertex. Enter object mode and use 'undo' operator\n\n\n\n\n\n\n\n[system-info.txt](system-info.txt)", "Auto Merge Vertices removes Active Element status when active vertex is merged\nOperating system: Fedora Linux\nGraphics card: AMD\n\nBroken: 3.3.0 - 3.6.1\n\nIn edit mode when the active vertex is merged with a non selected vertex, it loses it's Active Element status.\n**Sometimes** this also happens when the active vertex is merged with **selected** vertices, as seen in the second video.\n\n1. Be in edit mode.\n2. Turn on Auto Merge Vertices.\n3. Select two or more vertices.\n4. Let the active vertex merge with a non selected vertex by moving it.\n5. Transform Pivot Point \"Active Element\" no longer works.\n\n", "Crash after copy pasting a material onto itself and switching to render\nOperating system: ArchLinux\nGraphics card: NVIDIA 3090\n\nBroken: Current main.\nWorked: Never.\n\n\nBlender crashes when copy pasting a material onto itself (via UI), then creating a new material slot, and then switching to the rendered view.\n\n1. Open a new scene in blender.\n2. Select the cube and go to its material tab.\n3. Next to the material list, on the right, click the down arrow and do Copy Material.\n4. From the same menu now do Paste Material.\n5. Add a new material slot using the + in the materials tab.\n6. Switch to rendered view.\n\nAttached a crash stacktrace taken with gdb, and main build with debug.\n\nIf it's useful, the crash was taken with a manually built blender, so it was a factory startup with Eevee as a renderer, but it also crashes when using Cycles.\n", "LineArt; Crahes when I reopen a file\nAn old HP laptop with\nOperating system: Linux Ubuntu 18.04.5 LTS\nGraphics card: Mesa DRI Intel(R) HD Graphics 5500 (BDW GT2)\n\nBroken: Blender 2.93.0 Alpha, 3ea1779365b5, master, 2021-03-23 18:34\n\n\nI added two GP LineArt on the scene and it worked and then I saved the scene, with new grease pencil modifiers activated, but when I try to reopen in Blender the same scene crashes every times and I'm not able to see anythings after waiting the processing until crashes without any report. the file is attached.\n\n[yach.tar.xz](yach.tar.xz)", "stack_overflow exception while rendering with viewport render on\nOperating system: win10\nGraphics card: 2070super\n\n[blender_system_info.txt](blender_system_info.txt)\n\nBroken: 2.83.4, 2.91 6fe609d4c3\n\n\nwhen pressing f12 in render mode, blender crashes,\nwhen pressing render in solid mode, blender doesnt crash\n\n[blender_debug_output.txt](blender_debug_output.txt)\n```\nError : EXCEPTION_STACK_OVERFLOW\nAddress : 0x00007FFF42963FDB\nModule : C:\\Windows\\system32\\DriverStore\\FileRepository\\nv_dispsi.inf_amd64_6af46268c19e4980\\nvcuda64.dll\n```\n[2.blend](2.blend) \n1. switch to render mode\n2. press f12 & watch task manager.\n3. blender will close", "Blender crashing when rendering with eevee, not with cycles however.\nOperating system: Linux-5.15.82-1-lts-x86_64-with-glibc2.36 64 Bits\nGraphics card: AMD Radeon RX Vega (vega10, LLVM 14.0.6, DRM 3.42, 5.15.82-1-lts) AMD 4.6 (Core Profile) Mesa 23.0.0-devel (git-e20564cfdb)\n\nBroken: version: 3.3.2\nWorked: None, I've tried 3.3-LTS, 3.4 (both the default version provided through steam and manually selecting 3.4 LTS) and the daily-alpha build (with the daily-alpha build I reset settings all to default as well) All of these versions are the ones provided through Steam.\n\nWhen rendering in eevee some of my meshes completely bug out as if only part of them are rendering (I've looked at my normals and they're all fine) and after that my entire PC crashes, forcing a power cycle. The viewport display, when in rendered mode, looks fine in eevee but after rendering and before my PC crashes the viewport also messes up with my meshes looking bizarre. This issue does not occur in cycles when using CPU or GPU compute and other blender files work fine in eevee / cycles both in the viewport and when rendering. I also tried applying all modifiers despite needing a displacement on my torches to animate them but no luck. My blend file also becomes corrupt sometimes after the crash.\n\nSimply just hitting the render button with my current .blend file when in eevee. Sometimes the render goes through with broken meshes (which then I can close the render window and switch to eevee in my viewport display but my meshes will be all messed up and then my PC will crash, sometimes it crashes before the render output. \n\n\n[Dungeon Course.blend](Dungeon_Course.blend)\n\n[Dungeon Course.blend1](Dungeon_Course.blend1)\n\n[3.4 config.7z](3.4_config.7z)", "Crash/Assert with two modifiers that require normals data [e.g. DataTransfer]\nOperating system: Windows-10-10.0.16299-SP0 64 Bits\nGraphics card: GeForce MX150/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.87\n\nBroken: version: 2.90.0\n\nCrash/Assert with two modifiers that require custom normals data [e.g. DataTransfer]\n\nIn a Debug build:\n\n[#84664.blend](T84664.blend)\n- Open File\n- add another modifier that requires normal data (e.g. Displace), or just duplicate the existing modifier\n\n[un2.blend](un2.blend)\n- Try to go to edit mode of \"Vert.011\"\n- Blender will crash.\n\n", "crash when changing viewport shading to wireframe mode\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: AMD Radeon RX 5700 XT ATI Technologies Inc. 4.5.14760 Core Profile Context 21.2.3 27.20.14535.3005\n\nBroken: version: 3.0.0 Alpha, branch: master, commit date: 2021-04-23 20:25, hash: 17fca62fff9b, type: Release\nBroken: 2.81\nWorked: 2.80\n\n\nif you have a high poly mesh and try change the shading mode to wireframe. depending on the model it constantly crashes.\n\n\nI noticed this trying to make a retopo of a character. I tried to check what was causing de crash by deleting each object and testing the wireframe. \n\nI deleted everything but the main body mesh, without any uv map, vertex color or any other thing that could make it heavier, and also I tried reseting factory settings.\n\nI would send the file but its 200mb, the main mesh has about 4million vertices.\n![image.png](image.png)\n\nthe crash doesn't happen when changing to eevee or solid view, it only happens when changing to wireframe.\n\nImportant note: if you DON'T move the camera after opening the file before changing to wireframe it doesn't crash even if you go to solid and wireframe back and forth as shown in the video bellow \n[2021-05-01 14-18-16.mp4](2021-05-01_14-18-16.mp4)\n\n[blender_system_info.txt](blender_system_info.txt)\n[blender_debug_output.txt](blender_debug_output.txt)\n[untitled.blend](untitled.blend)\n- open the file above\n- rotate it about 180degrees\n- activate wireframe", "Double click is recognized even when the first click is consumed to close a menu\nOperating system: Windows 10\n\nBroken: 2.80 release, 2.81 5e5cf9ea9f7\nWorked: (optional)\n\nWhen clicking on a workspace name to close the splash screen, the second click gets treated as double click if it occurs fast enough. As a result instead of switching to the workspace, the workspace name switches into text edit mode.\n\nIt happens with other menus too, with wheel menus even when the first click is selecting an option at same time.\n\nObject names in the outliner do switch into text edit mode too.\n\n - Open Blender or make splash screen visible.\n - Double click on the name of a worskpace or object\n\nResult: Workspace (or object) name is in edit mode.\n\n**Or**\n\n - Move the default cube away from the 3D cursor\n - Shift + S to open Snap menu (wheel)\n # Double click on a workspace name while \"Selection to Cursor\" is highlighted\n\nResult: Selection moved to cursor and workspace name is in edit mode.", "Blender crashes instantly when trying to render with Cycles (HIP)\nOperating system: Windows 11\nGraphics card: AMD RX 6600 / Adrenalin 23.9.1\n\nBroken: Blender 3.4.x / 3.5.X / 3.6.2 / 4.0 Alpha\nWorked: 3.3.X\n\nBlender instantly crashes when trying to render with Cycles using HIP. Apparently only happens with files that have high number of polygons. New Project with cube doesn't crash. Using CPU doesn't crash.\nAlso, System preferences shows that I have 2 GPU units, but I have only one. It disables both when trying to disable a single one (idk if this is normal)\n\n", "Blender crashes: OpenVDB math::Transform::read throws exception. \nOperating system: Darwin-19.5.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5500M OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.9.15\n\nBroken: version: 2.83.2\n\nBlender keeps crashing.\n\nI have a project were I created an animation of modified arrays. Everytime I play it it crashes\n\nCrash report: P1536\n\ncrashed thread: \n```\n\tThread 35 Crashed:\n0 libsystem_kernel.dylib \t0x00007fff726c733a __pthread_kill + 10\n1 libsystem_pthread.dylib \t0x00007fff72783e60 pthread_kill + 430\n2 libsystem_c.dylib \t0x00007fff7264e8a2 __abort + 139\n3 libsystem_c.dylib \t0x00007fff7264e817 abort + 135\n4 libc++abi.dylib \t0x00007fff6f8ae458 abort_message + 231\n5 libc++abi.dylib \t0x00007fff6f89f8bf demangling_terminate_handler() + 262\n6 libobjc.A.dylib \t0x00007fff713da5b1 _objc_terminate() + 104\n7 libc++abi.dylib \t0x00007fff6f8ad887 std::__terminate(void (*)()) + 8\n8 libc++abi.dylib \t0x00007fff6f8b01a2 __cxxabiv1::failed_throw(__cxxabiv1::__cxa_exception*) + 27\n9 libc++abi.dylib \t0x00007fff6f8b0169 __cxa_throw + 113\n10 org.blenderfoundation.blender \t0x0000000110291c61 openvdb::v7_0::math::Transform::read(std::__1::basic_istream<char, std::__1::char_traits<char> >&) + 4801\n11 org.blenderfoundation.blender \t0x000000011026082b openvdb::v7_0::io::Archive::readGrid(std::__1::shared_ptr<openvdb::v7_0::GridBase>, openvdb::v7_0::io::GridDescriptor const&, std::__1::basic_istream<char, std::__1::char_traits<char> >&) + 1787\n12 org.blenderfoundation.blender \t0x0000000110286589 openvdb::v7_0::io::File::Impl::unarchive(openvdb::v7_0::io::File const&, std::__1::shared_ptr<openvdb::v7_0::GridBase>&, openvdb::v7_0::io::GridDescriptor const&, openvdb::v7_0::io::File::Impl::NoBBox) + 57\n13 org.blenderfoundation.blender \t0x0000000110282c91 openvdb::v7_0::io::File::readGridByName(std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&, openvdb::v7_0::math::BBox<openvdb::v7_0::math::Vec3<double> > const&) + 465\n14 org.blenderfoundation.blender \t0x0000000110282ab6 openvdb::v7_0::io::File::readGrid(std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&) + 54\n15 org.blenderfoundation.blender \t0x00000001128a2cc9 MANTA::updateGridFromVDB(std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, float*, bool) + 361\n16 org.blenderfoundation.blender \t0x0000000112890985 MANTA::updateGridFromFile(std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, float*, bool) + 869\n17 org.blenderfoundation.blender \t0x0000000112890cee MANTA::updateNoiseStructures(FluidModifierData*, int) + 558\n18 org.blenderfoundation.blender \t0x000000011287e2b5 manta_update_noise_structures + 21\n19 org.blenderfoundation.blender \t0x000000010df34cd0 BKE_fluid_modifier_processDomain + 3168\n20 org.blenderfoundation.blender \t0x000000010df316ce BKE_fluid_modifier_do + 142\n21 org.blenderfoundation.blender \t0x000000010e3ad4f6 applyModifier + 54\n22 org.blenderfoundation.blender \t0x000000010dea5b0a mesh_calc_modifiers + 2778\n23 org.blenderfoundation.blender \t0x000000010dea4d6b mesh_build_data + 123\n24 org.blenderfoundation.blender \t0x000000010dea4035 makeDerivedMesh + 133\n25 org.blenderfoundation.blender \t0x000000010dfe1281 BKE_object_handle_data_update + 1089\n26 org.blenderfoundation.blender \t0x000000010dfe1704 BKE_object_eval_uber_data + 52\n27 org.blenderfoundation.blender \t0x000000010e9f36ba DEG::(anonymous namespace)::deg_task_run_func(TaskPool*, void*, int) + 138\n28 org.blenderfoundation.blender \t0x00000001142cadbc task_scheduler_thread_run(void*) + 364\n29 libsystem_pthread.dylib \t0x00007fff72784109 _pthread_start + 148\n30 libsystem_pthread.dylib \t0x00007fff7277fb8b thread_start + 15\n```\n", "Avoid creating doubles in UV-Sphere primitive\nCurrently some new mesh operators are creating meshes with duplicate geometry, then removing it. This can cause problems - see: [D6001: Fix #70560: Large cones are created with double vertices (even though the radius is zero)](D6001).\n\n\nIt would be more elegant not to create duplicate geometry to begin with.\n\n- Committed fix for cone 5c8ccad652, while it still creates doubles, they are removed without relying on removing doubles.", "Render crash when using Python API to modify object Attribute data in frame_change_pre handler\nOperating system: Windows 10 Home\nGraphics card: GTX 1070 8GB\n\nBroken: Blender 2.93.0 84da05a8b806 (2021-06-02 11:21)\nWorked: n/a\n\n\nThis issue was discovered during development of an addon that generates procedural meshes in a `frame_change_pre` handler. When adding attributes to these meshes in the `frame_change_pre` handler, Blender can crash during render on random frames.\n\nThe `Render → Lock Interface` option is enabled as per the note in the [handlers documentation ](bpy.app.handlers.html#note-on-altering-data).\n\nI have created a simplified script that reproduces this crash during render, typically within a minute of starting the render. This script randomly generates triangles and attribute values in a frame change handler:\n\n```lines=5\nimport bpy, random\n\n\ndef frame_change_pre(scene):\n n_triangles = 10000 # number of triangles to generate\n n_attributes = 10 # number of attribute 'layers' to generate\n \n tsize = 0.1\n vertices = []\n triangles = []\n for i in range(n_triangles):\n xshift, yshift, zshift = random.uniform(-3, 3), random.uniform(-3, 3), random.uniform(-3, 3)\n vertices.append((-tsize + xshift, -tsize + yshift, zshift))\n vertices.append((tsize + xshift, -tsize + yshift, zshift))\n vertices.append((0 + xshift, tsize + yshift, zshift))\n triangles.append((3 * i, 3 * i + 1, 3 * i + 2))\n\n object = bpy.data.objects[\"Cube\"]\n object.data.clear_geometry()\n object.data.from_pydata(vertices, [], triangles)\n \n for i in range(n_attributes):\n attribute_name = str(i)\n try:\n object.data.attributes.remove(object.data.attributes.get(attribute_name))\n except:\n pass\n \n attribute = object.data.attributes.new(attribute_name, \"FLOAT\", \"POINT\")\n for value in attribute.data:\n value.value = random.uniform(0, 1)\n \n \nbpy.app.handlers.frame_change_pre.append(frame_change_pre)\n```\n\nIncreasing the number of triangles and/or number of attribute layers seems to increase the frequency of crashes. The crashes do not seem to occur when rendering from the command line.\n\nThis is the error reported after the crash:\n\n```\nError : EXCEPTION_ACCESS_VIOLATION\nAddress : 0x00007FF7736C6490\nModule : blender.exe\nThread : 00000814\n```\n\nAttached is the crash log: [attribute_crash_example.crash.txt](attribute_crash_example.crash.txt)\n\n\nAttached is a .blend file including the script that reproduces this issue.\n\n1. Open the .blend file\n2. Press 'Run Script'\n3. Begin rendering the animation (Blender > Render > Render Animation)\n\n[attribute_crash_example.blend](attribute_crash_example.blend)\n\n-----\nSeems easier to reproduce on a debug build since it hits an assert (although i'm not sure who is at fault there, could be the script, could be blender, @HooglyBoogly will likely know since he worked in this area recently) \n\n1) Make a debug build\n2) Load up the .blend above\n3) Hit the Play button on the Python script\n4) Rather than render, just his play on the timeline\n5) Boom!\n\n```lines=10\nBLI_assert failed: K:\\BlenderGit\\blender\\source\\blender\\blenkernel\\intern\\mesh_normals.cc:361, BKE_mesh_vertex_normals_ensure(), at 'CustomData_has_layer(&mesh->vdata, CD_NORMAL) || mesh->totvert == 0'\n\nStack trace:\nblender.exe :0x00007FF783355EA0 bli_windows_system_backtrace_stack_thread K:\\BlenderGit\\blender\\source\\blender\\blenlib\\intern\\system_win32.c:233\nblender.exe :0x00007FF783354F30 BLI_windows_system_backtrace_stack K:\\BlenderGit\\blender\\source\\blender\\blenlib\\intern\\system_win32.c:320\nblender.exe :0x00007FF783354900 BLI_system_backtrace K:\\BlenderGit\\blender\\source\\blender\\blenlib\\intern\\system_win32.c:386\nblender.exe :0x00007FF783359730 _BLI_assert_print_backtrace K:\\BlenderGit\\blender\\source\\blender\\blenlib\\intern\\BLI_assert.c:50\nblender.exe :0x00007FF777848300 BKE_mesh_vertex_normals_ensure K:\\BlenderGit\\blender\\source\\blender\\blenkernel\\intern\\mesh_normals.cc:361\nblender.exe :0x00007FF7778467E0 BKE_mesh_calc_normals K:\\BlenderGit\\blender\\source\\blender\\blenkernel\\intern\\mesh_normals.cc:475\nblender.exe :0x00007FF77951DC80 ED_mesh_update K:\\BlenderGit\\blender\\source\\blender\\editors\\mesh\\mesh_data.c:1106\nblender.exe :0x00007FF77885B520 Mesh_update_call K:\\BlenderGit\\2022_full_with_tests\\source\\blender\\makesrna\\intern\\rna_mesh_gen.c:7350\nblender.exe :0x00007FF778528720 RNA_function_call K:\\BlenderGit\\blender\\source\\blender\\makesrna\\intern\\rna_access.c:7336\nblender.exe :0x00007FF778A024F0 pyrna_func_call K:\\BlenderGit\\blender\\source\\blender\\python\\intern\\bpy_rna.c:6304\npython310_d.dll :0x00007FFA32E09B40 _PyObject_MakeTpCall E:\\db23\\build\\S\\VS1564D\\build\\python\\src\\external_python\\Objects\\call.c:215\npython310_d.dll :0x00007FFA330F0690 _PyObject_VectorcallTstate E:\\db23\\build\\S\\VS1564D\\build\\python\\src\\external_python\\Include\\cpython\\abstract.h:112\npython310_d.dll :0x00007FFA330F0C90 call_function E:\\db23\\build\\S\\VS1564D\\build\\python\\src\\external_python\\Python\\ceval.c:5870\npython310_d.dll :0x00007FFA330E37B0 _PyEval_EvalFrameDefault E:\\db23\\build\\S\\VS1564D\\build\\python\\src\\external_python\\Python\\ceval.c:4232\npython310_d.dll :0x00007FFA330F0350 _PyEval_Vector E:\\db23\\build\\S\\VS1564D\\build\\python\\src\\external_python\\Python\\ceval.c:5072\npython310_d.dll :0x00007FFA32E08510 _PyFunction_Vectorcall E:\\db23\\build\\S\\VS1564D\\build\\python\\src\\external_python\\Objects\\call.c:342\npython310_d.dll :0x00007FFA32E0EAC0 _PyObject_VectorcallTstate E:\\db23\\build\\S\\VS1564D\\build\\python\\src\\external_python\\Include\\cpython\\abstract.h:114\npython310_d.dll :0x00007FFA32E0ED10 method_vectorcall E:\\db23\\build\\S\\VS1564D\\build\\python\\src\\external_python\\Objects\\classobject.c:53\npython310_d.dll :0x00007FFA330F0690 _PyObject_VectorcallTstate E:\\db23\\build\\S\\VS1564D\\build\\python\\src\\external_python\\Include\\cpython\\abstract.h:115\npython310_d.dll :0x00007FFA330F0C90 call_function E:\\db23\\build\\S\\VS1564D\\build\\python\\src\\external_python\\Python\\ceval.c:5870\npython310_d.dll :0x00007FFA330E37B0 _PyEval_EvalFrameDefault E:\\db23\\build\\S\\VS1564D\\build\\python\\src\\external_python\\Python\\ceval.c:4183\npython310_d.dll :0x00007FFA330F0350 _PyEval_Vector E:\\db23\\build\\S\\VS1564D\\build\\python\\src\\external_python\\Python\\ceval.c:5072\npython310_d.dll :0x00007FFA32E08510 _PyFunction_Vectorcall E:\\db23\\build\\S\\VS1564D\\build\\python\\src\\external_python\\Objects\\call.c:342\npython310_d.dll :0x00007FFA32E07FD0 PyVectorcall_Call E:\\db23\\build\\S\\VS1564D\\build\\python\\src\\external_python\\Objects\\call.c:255\npython310_d.dll :0x00007FFA32E086F0 _PyObject_Call E:\\db23\\build\\S\\VS1564D\\build\\python\\src\\external_python\\Objects\\call.c:290\npython310_d.dll :0x00007FFA32E07680 PyObject_Call E:\\db23\\build\\S\\VS1564D\\build\\python\\src\\external_python\\Objects\\call.c:318\nblender.exe :0x00007FF778A12F20 bpy_app_generic_callback K:\\BlenderGit\\blender\\source\\blender\\python\\intern\\bpy_app_handlers.c:354\nblender.exe :0x00007FF776ECF220 BKE_callback_exec K:\\BlenderGit\\blender\\source\\blender\\blenkernel\\intern\\callbacks.c:51\nblender.exe :0x00007FF776ECF400 BKE_callback_exec_id K:\\BlenderGit\\blender\\source\\blender\\blenkernel\\intern\\callbacks.c:67\nblender.exe :0x00007FF7776D5C60 BKE_scene_graph_update_for_newframe_ex K:\\BlenderGit\\blender\\source\\blender\\blenkernel\\intern\\scene.c:2648\nblender.exe :0x00007FF7776D5C10 BKE_scene_graph_update_for_newframe K:\\BlenderGit\\blender\\source\\blender\\blenkernel\\intern\\scene.c:2712\nblender.exe :0x00007FF778A46A10 ED_update_for_newframe K:\\BlenderGit\\blender\\source\\blender\\editors\\screen\\screen_edit.c:1729\nblender.exe :0x00007FF778A70B30 screen_animation_step_invoke K:\\BlenderGit\\blender\\source\\blender\\editors\\screen\\screen_ops.c:4754\nblender.exe :0x00007FF777D74A30 wm_operator_invoke K:\\BlenderGit\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.c:1339\nblender.exe :0x00007FF777D6FE10 wm_handler_operator_call K:\\BlenderGit\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.c:2340\nblender.exe :0x00007FF777D72F10 wm_handlers_do_keymap_with_keymap_handler K:\\BlenderGit\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.c:2693\nblender.exe :0x00007FF777D720D0 wm_handlers_do_intern K:\\BlenderGit\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.c:3020\nblender.exe :0x00007FF777D70B70 wm_handlers_do K:\\BlenderGit\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.c:3161\nblender.exe :0x00007FF777D6A440 wm_event_do_handlers K:\\BlenderGit\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.c:3775\nblender.exe :0x00007FF777D3EB60 WM_main K:\\BlenderGit\\blender\\source\\blender\\windowmanager\\intern\\wm.c:642\nblender.exe :0x00007FF776EB2C60 main K:\\BlenderGit\\blender\\source\\creator\\creator.c:564\nblender.exe :0x00007FF7837A1B00 invoke_main d:\\a01\\_work\\20\\s\\src\\vctools\\crt\\vcstartup\\src\\startup\\exe_common.inl:79\nblender.exe :0x00007FF7837A18B0 __scrt_common_main_seh d:\\a01\\_work\\20\\s\\src\\vctools\\crt\\vcstartup\\src\\startup\\exe_common.inl:288\nblender.exe :0x00007FF7837A1890 __scrt_common_main d:\\a01\\_work\\20\\s\\src\\vctools\\crt\\vcstartup\\src\\startup\\exe_common.inl:331\nblender.exe :0x00007FF7837A1BC0 mainCRTStartup d:\\a01\\_work\\20\\s\\src\\vctools\\crt\\vcstartup\\src\\startup\\exe_main.cpp:17\nKERNEL32.DLL :0x00007FFAE8F27020 BaseThreadInitThunk\nntdll.dll :0x00007FFAE9062630 RtlUserThreadStart\n\n```\n\n", "Weird VSE crash\nOperating system: Win11\nGraphics card: RX580\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen) blender 4.0.0 alpha\nWorked: (newest version of Blender that worked as expected) no clue\n\nBlender crashes on opening file. Was trying to make an alternative caption that gets around the Multiply color issue #112267 but came across a new bug.\n\nBased on the default startup or an attached .blend file (as simple as possible).\nOpen the file I've attached\n\n", "Regression: Crash on deleting shape key from Blender File view.\nOperating system: macOS-13.5-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon Pro 575 1.2\n\nBroken: version: 4.0.0, 3.2\nWorked: 3.1\n\nCaused by a71a513def202b119328035dbd68e86c2c47f7ac\n\nOutliner on Blender File when delete cause crash guide.\n\n- Open attached file\n- Add shape key\n- Switch outliner to Blender file display mode\n- Expand Shape key\n- select `key` then delete it from context menu\n\nr2jrCca\n\nYoutube:\nOlegeJrBbmE\n\nMy Dropbox file:\nLola%20Bunny.zip?dl=0\n\n- - -\nFirst create new ticket I unable to paste picture this here.\nI did drag there 250MB and (Remove) cause appear <html><head></head><body></body><html> please fix without <html> k5RFuuy\n\n" ]
[ "Remove double vertices crash\nOperating system: Windows 10\nGraphics card: 1080\n\nBroken: 2019-03-06 00:18 18e5540a48b6\n\nRepeatable crash on remove double vertices\n\n1. Open crash.blend\n2. Select all\n3. Remove double vertices\n\nResult: Crash\n\nExpected result: All double vertices should have been removed.\n\n[crash.blend](crash.blend)" ]
'Optimal display' not working as expected in Sculpt Mode Operating system: Windows-10-10.0.22000-SP0 64 Bits Graphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.65 Broken: version: 3.1.2 Worked: Not sure. In Sculpt Mode, with a multires modifier and optimal display and show wireframe toggled on, the subdivided mesh is visible. It should show base mesh (lowest resolution). This works in Object Mode, but not in sculpt mode. Add a multires modifier to an object, add subdivisions and go into Sculpt Mode turn on wireframe. Toggle optimal display.in the multires modifier - nothing happens. It should show lowest res mesh when toggled on, as it does in Object Mode.
[ "Fullscreen doesn't activate if the 3d Viewport is maximized \nTested on :\n\n2.73 a\n\nGooseberry 2.73 # d92f591\n\nWhen the viewport is maximized ( Ctrl + Up Arrow). Switching to 3d view fullscreen mode wont work. ( Alt+F10 nor from the view menu button ). ", "Orbit Around Selection in Curves Sculpt Mode\nIn mesh sculpt mode, the new orbit pivot is set based on the last brush stroke. The same should happen in curves sculpt mode.", "Masks overlay not visible with Mirror Modifier\nOperating system: Linux-5.15.0-58-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: Quadro GP100/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.108.03\n\nBroken: version: 3.5.0 Alpha\nWorked: Unclear. Tested all the way back until 3.1\n\nThe mask overlay is regularly disappearing when using modifiers. The most reliable to reproduce this issue is the Mirror modifier.\n\n- Add an object with a mirror modifier\n- Duplicate the object\n- Enter sculpt mode on one of the objects and create a mask\n- Exit sculpt mode, select the other object, then the primary object again and enter sculpt mode (The mask is no longer visible)\n- Use the shortcut `Alt Q` to switch to another object and switch back (The mask should now be visible)\n- Or disable the modifier and the mask should appear.", "Realtime mode for line art (And more!)\nCurrently line art is still slow to a point where a slightly complex scene will not be previewed in real-time. This is a problem needing to be addressed.\n\nBecause at the moment the line art modifier is a vector calculation, it's not as fast as GPU shaders, and works in a different way as well, which means there will be a lot of differences as of how the line is shaded and what kind of style can we apply.\n\nThere are some existing way of showing line art in real-time. The outline and mesh boundary \"look\" in the viewport is already a good example of real-time line art. Other method can be implemented as well for a real-time line art that \"looks good enough\", such as:\n\n- The GPU mode code in the soc 2018, which is from this paper: cole_2009_fhl.pdf Robust, needs adjacent geometry info, pixel-level depth visibility test, need chaining for stylization.\n- Classic \"inverted hull\" approach, but this can potentially be implemented into a render engine automatic operation (just like when you plug in a displacement node). This method looks natural for organic shapes, but lack of stroke stylization.\n- Various ways to get real-time intersections, which can include involving CUDA and some newer APIs (4.x+?) in OpenGL that allows random access of lists (Not widely supported by older drivers). The most efficient way of doing intersections can be using inverted hull method and with some blending tricks in the depth buffers.\n- Image filtering and tracing, this gives flexibility with styling but as the soc 2018 code shows the performance is limited by the bandwidth of client/gpu data transfer, making it not very much desired in the first place.\n\nCurrent line art code is getting more and more parallel, so it may eventually run on CUDA. All the \"real-time\" tricks we did up there won't be significantly faster if there's a large scene either.\n\nPlease give your thoughts on this :)\n\n------\n\n**More stuff?**\n\nBecause the workings of line art directly correlates to how people draw, this would naturally leads to shading and other advanced way of expressing geometry and shape forms. This could happen in current line art architecture, but could also be another module on top that get those results that are hard for conventional render engines to handle. With possible help from geometry nodes, some work can be done, we'll see.\n\n", "Sculpt performance warnings in the UI\nMultiple options in Blender can cause performance drops in sculpt mode (using modifiers, shape keys, EEVEE, dyntopo). Most of these options are handled in the code in ##BKE_sculptsession_use_pbvh_draw##\n\nUsers often report poor performance in sculpt mode because there is currently no information in the UI when the object is not using the sculpt mode optimizations. We have the ##use_deform_only## option to partially fix these problems, but new users are not aware of it and it only covers the modifier stack, but not EEVEE or dyntopo. \n\n**To be decided**\n - How and where to show these warnings\n - Should we include an operator to disable all settings (modifiers, viewport, shape keys...) that are causing the performance problems?", "Multires: Artefacts from lower subdiv level changes\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.50\n\nBroken: version: 2.90 (sub 0)\n\nWhile I was testing MultiRes in 2.90, I found a bug when sculpting on lower subdiv levels which recently got activated. If you for instance smooth the sculpt at a lower subdiv level and save your sculpt while at any lower subdiv level that isn't the highest one, your sculpt will deform with artefacts. Here's a demonstration:\n\n[Desktop 2020.05.03 - 17.27.17.02.mp4](Desktop_2020.05.03_-_17.27.17.02.mp4)\n\n\nHere's the file I was working on.\n[Urbosa Sculpt.blend](Urbosa_Sculpt.blend)\n\nHere's what you need to do to reproduce:\n\n1) Smooth an area with a lot of sharpness to it at the current subdiv level (it can be any level except 5 which is the highest one).\n\n2) Save the project.\n\n3) Artefacts should appear now. Change to other subdiv levels, including level 5 and repeat the save just to compared the results. The highest subdiv level should always work. An alternative way to not reproduce the bug is to smooth at a lower subdiv level and then go to the highest level available and save. Then the artefacts don't appear either.", "Line Art Thickness doesn't consider Render Resolution Percentage\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: Intel(R) UHD Graphics 620 Intel 4.5.0 - Build 30.0.101.1122\n\nBroken: version: 3.2.2\nBroken: version: 3.4.0 Alpha\nBroken\n\nWhen using Line Art Modifier, on a Grease Pencil Object in Screen Space Mode, Line Thickness doesn't scale with resolution as expected. \n\n1. Open new General Startup File\n2. Create New Object>Grease Pencil>Scene Line Art\n3. Under Object Data Properties>Strokes>Stroke Thickness and set to World Space\n4. Set Render Resolution % to a factor. line thickness will be different than expected\n\n![image.png](image.png)\n\n![image.png](image.png)\n\n", "Multires: Missing updates are not communicated in the UI\nIntel Core i7, 16 Gb RAM, NVidia GeForce 2070 RTX\nWindows 10 x64\n\nBroken: 2.8x up to 6fff73e3f001 from 2020-01-23\nWorked: 2.79b\n\nCurrently it’s not possible to use Shrinkwrap (modifier and constraint) and Walk Navigation with Gravity (toggling Gravity causes you to fall through the floor, teleporting doesn't work) with object that has subdivided Multires and is in Sculpt Mode. In 2.79 Shrinkwraps are not updating during sculpting but it's still possible to see where objects are being shrinkwrapped. Not being able to see shrinkwraps becomes problematic in a very similar way as not being able to see textures while sculpting.\n\n\n1.\tOpen provided file in 2.79 and observe that Road and House objects are shrinkwrapped to the Landscape object while subdivided Multires is in Sculpt mode. You can use Walk Navigation with Gravity to walk or teleport over the surface.\n2.\tOpen provided file in 2.8, both Shrinkwraps will be disabled and you will not be able to teleport or walk across the surface in Walk Navigation mode.\n[No_Shrinkwrap_and_Walk_Gravity.blend](No_Shrinkwrap_and_Walk_Gravity.blend)", "Disable selection operators in sculpt mode\nA small task to improve keymap changes from #105298\n\nSelect operators can be used in sculpt mode, even though they have no effect:\n\n- `view3d.select_circle`\n- `view3d.select_box`\n- `view3d.select_lass`\n\nEspecially due to recent keymap cleanups, the circle select operator can be called with the shortcut `C`. These operators need to be disabled while in that mode to prevent this.\n\n", "Paint Mode: Masking Modes\nThis is an important task related to the implementation of Paint Mode and #96225.\n\n# Painting Modes & Selections\n\nIn the current painting modes there are various ways of masking. Including all of these in their current form in a single Paint Mode would lead to a muddled and confusing design.\nBut still, these ways of masking should be supported:\n\n- Masking per vertex (Like Sculpt Mode masking)\n- Masking per face (To achieve sharp edges on face corner color attributes and image textures)\n- Masking based on selection (Synched with edit mode)\n- Masking based on a texture (Stencil Mask)\n\n# Issue\n\nThese ways of masking are very different and currently implemented as completely separate features.\nMoving all of these with their current design to a new Paint Mode would lead to multiple masks and selections having to be enabled and managed at the same time, each with their own overlay.\nThis issue can already be observed in the current Texture Paint Mode when enabling any of the selection masking modes and stencil masking at the same time.\n\nThe ideal way moving forward in Paint Mode has to be by combining these masking methods into a single cohesive design without regression in functionality.\n\n# Proposal\n\n### Masking Modes\n\nThe proposal is to add three easily accessible “Masking modes” to choose which data is being used for the masking operations in Paint Mode.\nThese should be easy to switch between via the number keys. \nThis directly parallels the selection modes in edit mode, grease pencil and the UV editor. And just like in these other modes they should be interchangeably usable for intuitive and fast masking.\n\n![mask_modes_mockup.png](mask_modes_mockup.png)\n\nThe 3 modes would let you:\n\n- **Mask Vertices** (Vertex float)\nSame behaviour as sculpt mode.\n\n- **Mask Faces** (Face bool)\nWill restrict the masking to only fill in entire faces as completely masked or unmasked. This is far more useful than trying to paint face float values, which will almost always result in a stepping effect.\n\n- **Mask Pixels** (Greyscale image texture))\nThis feature should replace the current “Stencil Mask”.\n\n### Converting Masks\n\nThese masking features are meant for loose and temporary masks, similar to selections in other modes. \nFor more permanent masking for material and texture mixing it would still be preferred to paint image textures and use them as masks in the material.\n\nWith that use case in mind, it would be easiest to implement to convert the mask to another domain and data type every time the masking mode is changed (Similar to selection modes in Edit Mode).\n\nAlternatively we could test a way of abstracting/propagating the selection between those modes but that could just end up as far more complicated, less predictable and for questionable advantages.\n\n### Edit Mode Syncing\n\nAn important task that is tied to this is to convert the mask of Paint Mode to the Edit Mode selection (and vise versa).\nThis way masks can be much more precisely created in Edit Mode.\nWhile switching between Edit Mode should not be required - masking in Paint Mode should be intuitive enough for most cases - some workflows rely on this for painting precise attributes and technical textures.\n\nSo keeping this functionality will be a priority!\n\n(There are even other potential advantages from considering a Paint Mode mask an Edit Mode selection, like assigning materials directly in Paint Mode. \nThe design of #97903 could help in making this more clear.\n\n# Sculpt Mode\n\nIf these masking modes should be included in Sculpt Mode as well is questionable. \nMasking faces and based on an image texture is no use if you are only able to affect vertices with all tools available.\nThe only advantage would be to avoid mask conversion on mode switching (Which shouldn't be a problem) and to allow painting face corner color attributes with the Sculpt Mode painting toolset (Which is not what Sculpt Mode is for. For sharper edges you should increase the amount of geometry or use the bigger Toolset of Paint Mode).", "Xray doesn't work in wireframe shading for objects set to display as wire.\nBroken: 3.0\nWorked: \n\nXray doens't work in wireframe shading mode for objects set to display as wire.\n\n- Open .blend file\n- Change the viewport shading to wireframe.\n- Set one of the cubes to \"Display As : Wire\" in object properties->viewport display.\n- change X-ray value from `Viewport Shading` popover\n- compare the two, only one has xray effect.\n\nTest File:\n[#94802.blend](T94802.blend)", "Gizmo can't display when select two object\n\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 980 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.65\n\nBroken: version: 3.2.0\n\n**Short description**\nTwo conditions are assumed:\n1. Two objects, one is movable and one is locked to move.\n2. The second is a child of the first.\n\nWhen a movable object is selected, the gizmo can be displayed normally\n\n![1.jpg](1.jpg)\n\nwhen both are selected, the gizmo cannot be displayed, but they can be moved, so is it against common sense?\n\n![2.jpg](2.jpg)\n[gizmo_bug.blend](gizmo_bug.blend)\n\n\n", "PBVH Pixels should check on center uv coordinate.\nCurrently it checks on bottom left corner, but the painting is half a pixel shifted. By adding an offset of half a pixel this should reduce some artifacts.", "Toggling Autosmooth changes evaluated bbox `obj.bound_box` when SUBSURF mod (using GPU subd) is present\nOperating system: Linux-6.2.0-76060200-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080 Ti Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 525.89.02\n\nBroken: version: 3.5.0\nWorked: -\n\nOn a mesh object with a SUBSURF mod active (using GPU Subdivision), the (evaluated) bounding box at `obj.bound_box` will only produce the correct coordinates when `obj.data.use_auto_smooth` is enabled. Otherwise it will be produce the coordinates of the original mesh bounding box, even though the evaluated mesh is clearly smaller, and so the bbox should be too.\n\nThat makes relying on `obj.bound_box` impossible, when working with the bounding box and assuming it represents the evaluated mesh object.\n\nInterestingly, boolean mods don't share this behavior, the bbox created using booleans, works properly with either auto smooth setting.\n\nSee watch?v=KKnWbRL5h7o for demonstration\n\n\n* open the attached blend file\n* toggle Autosmooth and see the bound box change, even though the evaluated mesh displayed does not change at all.\n\n", "Mask invisible on object with modifiers when entering sculpt mode\nOperating system: Linux-5.4.0-81-generic-x86_64-with-glibc2.27 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.57.02\n\nBroken: version: 3.0.0 Alpha\nWorked: unkown\n\nWhen selecting a previously unselected object with a modifier and a sculpt mask, the mask is invisible at first when entering sculpt mode.\nPainting the mask reveals it.\n\n- Create an object with a modifier (e.g. mirror or array) and paint a sculpt mask on it. Or use the file attached.\n- Outside the sculpt mode first make sure the object is unselected, then select it and enter sculpt mode.\n- The object appears with no mask visible, still you can not sculpt the masked parts.\n- Painting the mask reveals it.\n\n[mask.blend](mask.blend)\n\n[mask.mp4](mask.mp4)" ]
[ "Optimal display not working in sculpt mode whit the multiresolution modifier.\nOperating system: Linux-5.0.0-29-generic-x86_64-with-Ubuntu-19.04-disco 64 Bits\nGraphics card: GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.40\n\nBroken: version: 2.81 (sub 12)\nWorked: (optional)\n\nWhen you want to see the wireframe in sculpt mode and you activate the optimal display in the multiresolution modifier, all the wireframe is shown.\nIt works fine in object mode, where it only shows the real topology and not the subdivided one.\nThis problem does not occur with the subdivision modifier. \n\n\n1. In a object with multirresolution modifier enable, go to the object properties and activate wireframe in the viewport display slot.\n2. go to sculpt mode and activate de optimal display in the multirresolution modifier.\n3. compare it with object mode.\n\n[vokoscreen-2019-09-28_10-45-53.mp4](vokoscreen-2019-09-28_10-45-53.mp4)\n\n\n" ]
Asset browser Operating system: Graphics card: Intel(R) Core(TM) i5-8250U CPU @ 1.60GHz 1.80 GHz This is more like an issue than a bug. The new Asset browser crashes often.. please fix it.
[ "Set as Background crashes blender instantly.\nOperating system: Windows 10 Pro\nGraphics card: RTX 2080 Ti and RTX 3060\n\nBroken: 3.62\n\nI'm trying to do object tracking. Have tracked an object and clicked Solve Object Motion, then when I click on Set as Background Blender crashes instantly. Trying to load in a 400 frame 1920x1080 png sequence. Blender also crashes if I try to load the background image sequence via the camera properties (Background Images > Add Image).\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n", "Error: Illegal address in CUDA queue copy_from_device\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 535.98\n\nBroken: version: 3.6.0\n\nWhen rendering in GPU mode, Render crashes.\n\nAttached Blend File\nAny frame after 1150 crashes on render with the title error for us.\nTry rendering frame 1160 - This one crashes for me all the time.\n\n", "Blender 2.82: Fails to immediately report information to XServer on Linux\nOperating system: Manjaro Linux 5.6\nGraphics card: GTX 1070 ti\n\nBroken: 2.82, found as soon as app is open.\nWorked: 2.81\n\nIn Linux, if an app doesn't report anything to the Xserver, but still specifies window dimensions, it leads to a sort of awful stuttery broken effect while said app is loading. This is visible in 2.82, where, upon opening and loading, it fails to report to Xserver, and looks like this:\n![Screenshot_20200429_085959.png](Screenshot_20200429_085959.png)\nIt looks like this while the app is loading (that is, only a title bar) and produces an odd effect if the window is dragged around during loading, and I can confirm that it lasts longer if Blender is put on a mechanical hard drive VS an SSD. This doesn't occur launching any other apps, nor even a binary of 2.81, which instead displays a gray screen while loading. This is obviously just an aesthetic problem, but it can (rarely) cause issues. \n\n\nOpen Blender. ", "Rendering instability from Blender 3.5 to 36+\nOperating system: macOS 13.4.1\nGraphics card: Apple/AMD W6800X Duo\n\nBroken: 3.6 to 4.0\nWorked: 3.5.1\n\nI get substantial instability when rendering animation sequences in Blender 3.6 and above, compared to 3.5. For example, I've built a large scene with lots of assets and displaced ground material. Today I left Blender 3.5 rendering and have outputted all 250 frames without a single issue using the GPU.\n\nBut previously in 3.6 I get a variety of frames – sometimes 30 or 40, sometime just a single frame – before I have to reboot Blender and start the rendering process again. I've tried all sorts of tricks, like using tiling to render and even switching to CPU-only, but in all cases, the animation process will eventually crash Blender. I thought it might be a VRAM issue, but my dual card has 32GB! My Mac Pro is a standard system with 64GB RAM and no strange or non-Apple additions – it should be rock solid.\n\nI don't have one specific scene to give you, but I've experienced all manner of instability since 3.6 came out – there is obviously a core difference in the app from 3.5 to 3.6+. However, I am really keen to help find the culprit. If you let me know what you need, I can provide crash reports or debug information, just point me in the right direction. Thanks!\n\n", "Crash when switching from solid to rendered view\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.61\n\nBroken: version: 3.6.0 Alpha\n\nI have a scene about 1.7GB in size with 4K textures but renders in 2K using simplify, blender crashes when I open the file > hit F12 and render the scene then close the render windows and switch to render view > it starts compiling then blender closes, in the past it would show out of memory this report: \n\n105522#issuecomment-904934 \n\nThis issue happens only when persistent Data is active\n\nunfortunately I can't share the file at the moment. \n\n\n\n\n", "Geometry Nodes + Shader Editor + Asset Browser bug\nOperating system: macOS-13.1-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5500M OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.9.51\n\nBroken: version: 3.5 `7bf75231e8c5` , 3.4.1 `55485cb379`\nWorked: (latest 3.3.2 for Mac Intel)\n\nGeometry Nodes Editor + Shader Editor loads in all marked, related assets from Asset Browser causing crash and memory overload\n\n- Extract Asset.zip\n- Open default blender scene and assign asser library path as shown in the image\n- Open node editor\n- SHIFT+A action cause immediate memory overload from Asset Browser\n\n![Screenshot 2023-01-12 at 10.38.30 AM.png](Screenshot_2023-01-12_at_10.38.30_AM.png)\n\n[Assets.zip](Assets.zip)\n\n[asset-library-indices.zip](asset-library-indices.zip)", "Texturing with anchored type stroke\nOperating system: Linux-5.4.0-47-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 450.51.06\n\nBroken: version: 2.91.0 Alpha\n\nTexture paint with stroke set to anchored while using texture significantly slows down blender up to non responsive state and crash while paint texture is larger than 2k.\n\n[Texture pain stroke ty[e anchored.blend](Texture_pain_stroke_ty_e_anchored.blend)\n", "Blender Instantly Crashes When Rendering Cycles Or Clicking Wrong Setting\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nCPU: 12th Gen Intel(R) Core(TM) i7-12700KF, 3600 Mhz, 12 Core(s), 20 Logical Processor(s)\nGraphics card: AMD Radeon RX 6800 XT ATI Technologies Inc. 4.5.0 Core Profile Context 23.9.1.230821\n\nBroken: version: 3.6.2\n\nWhenever Blender attempts to render in cycles mode it exits immediately. It doesn't try for a few seconds, there's no loading, just click and instantly the process dies. This happens whether Preferences>System>Cycles Render Devices is set to \"None\", \"HIP\" with my GPU selected, or \"HIP\" with my CPU selected. Regardless of the cycles render device setting when I turn on viewport shading it works as it defaults to Eevee. However, if I try to change it to cycles, the moment I click cycles Blender crashes.\n\nThis same instant crash happens when I try to click OptiX or CUDA in Preferences>System>Cycles Render Devices instead on None or HIP.\n\n\n- Start Blender with a default project\n- Press Z then 8 to go into rendering mode\n- On the sidebar click render properties\n- Click the dropdown to change render engine\n- Click Cycles\n- Should see it crash instantly\n\nTo see the settings crash\n- Start Blender with a default project\n- Navigate to Edit>Preferences>System>Cycles Render Devices\n- Click between None, HIP, and OneAPI without issue\n- Click CUDA or OptiX and see the instant crash\n\n", "Inconsistencies in GPU subdivision info message\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: Radeon RX 570 Series ATI Technologies Inc. 4.5.0 Core Profile Context 22.11.2.221130\n\nBroken: version: 3.5.0 Alpha\nWorked: n/a\n\nThis feature is introduced with 4d3bfb3f4195ac879b7330e981829122b2633e93\n\n1. Message does not update accordingly when...\n\n1-1. enabling and disabling GPU Subdivision in the preferences\n\n![GPUSubdivisionMessage01.gif](attachment)\n\n1-2. changing modifier visibility\n\n![GPUSubdivisionMessage02.gif](attachment)\n\n1-3. enabling and disabling auto smooth\n\n![GPUSubdivisionMessage03.gif](attachment)\n\n2. I don't know the technical details, but I feel that \"Using both CPU and GPU Subdivision\" contradicts to what the tooltip for GPU Subdivision says (\"Enable (...) for the last subdivision subsurface modifiers in the stack\").\n\n(On a related note, I think [documentation](viewport.html#subdivision) could be more descriptive about GPU Subdivision than just \"Under certain circumstances\".)\n\n", "Blender randomly crash without reason in 'glDrawElementsInstancedBaseVertex' (in 'OVERLAY_wireframe_draw' or 'workbench_draw_sample')\n|Operating system:|macOS-10.14.6-x86_64-i386-64bit 64 Bits|@MaciejSobolewski\n| -- | -- | -- |\n||macOS Big Sur 11.1 2.4 GHz 8-Core Intel Core i9 64 GB 2667 MHz DDR4|@RonMartin\n||Darwin-18.7.0-x86_64-i386-64bit 64 Bits|@aayerbe\n||Darwin-20.3.0-x86_64-i386-64bit 64 Bits|@Chyiik\n||Mac OS X 10.14.6 (18G7016)|@sahrul\n||macOS 11.2.3 (20D91)|@fahr\n||macOS-10.14.6-x86_64-i386-64bit 64 Bits|@didi404\n---\n|Graphics card:|AMD Radeon Pro 460 OpenGL Engine ATI Technologies Inc. 4.1 ATI-2.11.23|@MaciejSobolewski\n| -- | -- | -- |\n||Intel UHD Graphics 630 1536 MB|@RonMartin\n||Intel Iris Pro OpenGL Engine Intel Inc. 4.1 INTEL-12.10.25|@aayerbe\n||AMD Radeon Pro 5500M OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.2.15|@Chyiik\n||Intel Iris Plus Graphics 640|@sahrul\n||AMD FirePro [D700](D700)|@fahr\n||AMD Radeon Pro 570X|@didi404\n\nBroken: 2.91, 2.92, 2.93.0 Alpha, commit date: 2021-04-01 21:49\nWorked: 2.81, 2.90\n\nBlender crashes randomly on Mac OS\nIt can crash randomly after startup even if we do nothing like this example.\n\nIt has also been reported that it happens often when try to save the file after several minutes of work (#86565).\n\nCrash Log 1:\n```lines=25\nProcess: Blender [6485]\nPath: /Applications/Blender 2.93/Blender.app/Contents/MacOS/Blender\nIdentifier: Blender\nVersion: 2.93.0 (2.93.0 2021-04-01)\nCode Type: X86-64 (Native)\nParent Process: ??? [1]\nResponsible: Blender [6485]\nUser ID: 501\n\nDate/Time: 2021-04-03 13:43:19.501 +0200\nOS Version: Mac OS X 10.14.6 (18G8022)\nReport Version: 12\nBridge OS Version: 3.0 (14Y906)\nAnonymous UUID: 5527B0F5-C330-CDA4-B73E-9CB133041D4E\n\nSleep/Wake UUID: DBADD923-7C0B-4D5E-AEFC-935ECD0B12BA\n\nTime Awake Since Boot: 850000 seconds\nTime Since Wake: 1600 seconds\n\nSystem Integrity Protection: enabled\n\nCrashed Thread: 0 Dispatch queue: com.apple.main-thread\n\nException Type: EXC_BAD_ACCESS (SIGSEGV)\nException Codes: KERN_INVALID_ADDRESS at 0x0000000000000e2c\nException Note: EXC_CORPSE_NOTIFY\n\nTermination Signal: Segmentation fault: 11\nTermination Reason: Namespace SIGNAL, Code 0xb\nTerminating Process: exc handler [6485]\n\nVM Regions Near 0xe2c:\n--> \n __TEXT 000000010cad1000-0000000118885000 [189.7M] r-x/r-x SM=COW /Applications/Blender 2.93/Blender.app/Contents/MacOS/Blender\n\nThread 0 Crashed:: Dispatch queue: com.apple.main-thread\n0 GLEngine \t0x00007fff3cfe28b5 gleRunVertexSubmitImmediate + 6085\n1 GLEngine \t0x00007fff3cf4c29c glDrawElementsInstancedBaseVertex_GL3Exec + 681\n2 libGL.dylib \t0x00007fff3c2fcd02 glDrawElementsInstancedBaseVertex + 45\n3 org.blenderfoundation.blender \t0x000000010d27bf05 draw_call_single_do + 469\n4 org.blenderfoundation.blender \t0x000000010d27b68c drw_draw_pass_ex + 1692\n5 org.blenderfoundation.blender \t0x000000010d27afdf DRW_draw_pass + 31\n6 org.blenderfoundation.blender \t0x000000010d2d2819 OVERLAY_wireframe_draw + 41\n7 org.blenderfoundation.blender \t0x000000010d2c2499 OVERLAY_draw_scene + 393\n8 org.blenderfoundation.blender \t0x000000010d2724fa drw_engines_draw_scene + 186\n9 org.blenderfoundation.blender \t0x000000010d274643 drw_draw_depth_loop_impl + 1299\n10 org.blenderfoundation.blender \t0x000000010db9670f ED_view3d_depth_override + 239\n11 org.blenderfoundation.blender \t0x000000010dbbe460 ED_view3d_autodist + 48\n12 org.blenderfoundation.blender \t0x000000010db9dc9a ED_view3d_cursor3d_position + 234\n13 org.blenderfoundation.blender \t0x000000010db9dd80 ED_view3d_cursor3d_position_rotation + 144\n14 org.blenderfoundation.blender \t0x000000010db9e417 ED_view3d_cursor3d_update + 279\n15 org.blenderfoundation.blender \t0x000000010db9e7f1 view3d_cursor3d_invoke + 145\n16 org.blenderfoundation.blender \t0x000000010d152629 wm_operator_invoke + 521\n17 org.blenderfoundation.blender \t0x000000010d153bd8 wm_handler_operator_call + 648\n18 org.blenderfoundation.blender \t0x000000010d1531c4 wm_handlers_do_intern + 1588\n19 org.blenderfoundation.blender \t0x000000010d14ec16 wm_handlers_do + 774\n20 org.blenderfoundation.blender \t0x000000010d14e2de wm_event_do_handlers + 2862\n21 org.blenderfoundation.blender \t0x000000010d146b80 WM_main + 32\n22 org.blenderfoundation.blender \t0x000000010cc3691b main + 907\n23 libdyld.dylib \t0x00007fff5f1f93d5 start + 1\n\n(...)\n\nThread 0 crashed with X86 Thread State (64-bit):\n rax: 0x0000000000000e2c rbx: 0x0000000000000011 rcx: 0x00007fff3cfe28b5 rdx: 0x00007fff3cfe3ec8\n rdi: 0x0000000000000004 rsi: 0x0000000000c00000 rbp: 0x00007ffee312d230 rsp: 0x00007ffee312d090\n r8: 0x0000000000000211 r9: 0x00006000055d9f50 r10: 0x000000000000108c r11: 0x0000000000000001\n r12: 0x0000000000000000 r13: 0x0000000000000000 r14: 0x0000000000000000 r15: 0x0000108c00049800\n rip: 0x00007fff3cfe28b5 rfl: 0x0000000000010213 cr2: 0x0000000000000e2c\n \nLogical CPU: 4\nError Code: 0x00000004\nTrap Number: 14\n\n\nBinary Images:\n 0x10cad1000 - 0x118884fdf +org.blenderfoundation.blender (2.93.0 - 2.93.0 2021-04-01) <76DA024A-23A9-360A-9B4D-17E1FFF3C70F> /Applications/Blender 2.93/Blender.app/Contents/MacOS/Blender\n 0x11f240000 - 0x11f2acffb +libomp.dylib (0) <535E76BC-1650-3651-9C62-97A995647107> /Applications/Blender 2.93/Blender.app/Contents/Resources/lib/libomp.dylib\n 0x11f81a000 - 0x11f9affff com.apple.audio.units.Components (1.14 - 1.14) <D7C7C00C-202E-3F6B-A395-129A1A69A233> /System/Library/Components/CoreAudio.component/Contents/MacOS/CoreAudio\n 0x121431000 - 0x121435ffb com.apple.audio.AppleHDAHALPlugIn (282.54 - 282.54) <207D25F0-B094-3569-AA6D-09B4EDD72861> /System/Library/Extensions/AppleHDA.kext/Contents/PlugIns/AppleHDAHALPlugIn.bundle/Contents/MacOS/AppleHDAHALPlugIn\n 0x123231000 - 0x123234ff7 +_opcode.cpython-39-darwin.so (0) <B301C79A-62B7-387B-8FF2-1AA125557218> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/lib-dynload/_opcode.cpython-39-darwin.so\n 0x123241000 - 0x12325eff3 +libRprSupport64.dylib (0) <E10A8DBC-2DAE-3C5D-A670-E95122180BDF> /Users/USER/Library/Application Support/Blender/*/libRprSupport64.dylib\n 0x123a67000 - 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0x7fff5b601fff com.apple.dt.XCTTargetBootstrap (1.0 - 14490.66) <7AE3457F-AF40-3508-93FB-1D9E31EB1C9D> /System/Library/PrivateFrameworks/XCTTargetBootstrap.framework/Versions/A/XCTTargetBootstrap\n 0x7fff5ba02000 - 0x7fff5ba04ffb com.apple.loginsupport (1.0 - 1) <3F8D6334-BCD6-36C1-BA20-CC8503A84375> /System/Library/PrivateFrameworks/login.framework/Versions/A/Frameworks/loginsupport.framework/Versions/A/loginsupport\n 0x7fff5ba05000 - 0x7fff5ba1afff com.apple.login (3.0 - 3.0) <E168F05D-A5DF-3848-8686-DF5015EA4BA4> /System/Library/PrivateFrameworks/login.framework/Versions/A/login\n 0x7fff5bcce000 - 0x7fff5bd02fff libCRFSuite.dylib (41.15.4) <406DAC06-0C77-3F90-878B-4D38F11F0256> /usr/lib/libCRFSuite.dylib\n 0x7fff5bd05000 - 0x7fff5bd0fff7 libChineseTokenizer.dylib (28.15.3) <9B7F6109-3A5D-3641-9A7E-31D2239D73EE> /usr/lib/libChineseTokenizer.dylib\n 0x7fff5bd9d000 - 0x7fff5bd9effb libDiagnosticMessagesClient.dylib (107) <A14D0819-0970-34CD-8680-80E4D7FE8C2C> /usr/lib/libDiagnosticMessagesClient.dylib\n 0x7fff5bdd5000 - 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0x7fff5f08bff3 libcommonCrypto.dylib (60118.250.2) <1765BB6E-6784-3653-B16B-CB839721DC9A> /usr/lib/system/libcommonCrypto.dylib\n 0x7fff5f08c000 - 0x7fff5f093ff7 libcompiler_rt.dylib (63.4) <5212BA7B-B7EA-37B4-AF6E-AC4F507EDFB8> /usr/lib/system/libcompiler_rt.dylib\n 0x7fff5f094000 - 0x7fff5f09dff7 libcopyfile.dylib (146.250.1) <98CD00CD-9B91-3B5C-A9DB-842638050FA8> /usr/lib/system/libcopyfile.dylib\n 0x7fff5f09e000 - 0x7fff5f122fc3 libcorecrypto.dylib (602.260.2) <01464D24-570C-3B83-9D18-467769E0FCDD> /usr/lib/system/libcorecrypto.dylib\n 0x7fff5f1a9000 - 0x7fff5f1e2ff7 libdispatch.dylib (1008.270.1) <97273678-E94C-3C8C-89F6-2E2020F4B43B> /usr/lib/system/libdispatch.dylib\n 0x7fff5f1e3000 - 0x7fff5f20fff7 libdyld.dylib (655.1.1) <002418CC-AD11-3D10-865B-015591D24E6C> /usr/lib/system/libdyld.dylib\n 0x7fff5f210000 - 0x7fff5f210ffb libkeymgr.dylib (30) <0D0F9CA2-8D5A-3273-8723-59987B5827F2> /usr/lib/system/libkeymgr.dylib\n 0x7fff5f211000 - 0x7fff5f21dff3 libkxld.dylib (4903.278.56) <A3FF22FA-4AD4-3FF3-9891-B34482DC8572> /usr/lib/system/libkxld.dylib\n 0x7fff5f21e000 - 0x7fff5f21eff7 liblaunch.dylib (1336.261.6) <1F0EEC6F-4D08-38E6-ACF9-6E44D328931F> /usr/lib/system/liblaunch.dylib\n 0x7fff5f21f000 - 0x7fff5f224fff libmacho.dylib (927.0.3) <A377D608-77AB-3F6E-90F0-B4F251A5C12F> /usr/lib/system/libmacho.dylib\n 0x7fff5f225000 - 0x7fff5f227ff7 libquarantine.dylib (86.270.1) <3F36A3D6-9606-3D90-B520-809BAEF981C3> /usr/lib/system/libquarantine.dylib\n 0x7fff5f228000 - 0x7fff5f229ff7 libremovefile.dylib (45.200.2) <9FBEB2FF-EEBE-31BC-BCFC-C71F8D0E99B6> /usr/lib/system/libremovefile.dylib\n 0x7fff5f22a000 - 0x7fff5f241ff3 libsystem_asl.dylib (356.200.4) <A62A7249-38B8-33FA-9875-F1852590796C> /usr/lib/system/libsystem_asl.dylib\n 0x7fff5f242000 - 0x7fff5f242ff7 libsystem_blocks.dylib (73) <A453E8EE-860D-3CED-B5DC-BE54E9DB4348> /usr/lib/system/libsystem_blocks.dylib\n 0x7fff5f243000 - 0x7fff5f2cafff libsystem_c.dylib (1272.250.1) <7EDACF78-2FA3-35B8-B051-D70475A35117> /usr/lib/system/libsystem_c.dylib\n 0x7fff5f2cb000 - 0x7fff5f2ceffb libsystem_configuration.dylib (963.270.3) <2B4A836D-68A4-33E6-8D48-CD4486B03387> /usr/lib/system/libsystem_configuration.dylib\n 0x7fff5f2cf000 - 0x7fff5f2d2ff7 libsystem_coreservices.dylib (66) <719F75A4-74C5-3BA6-A09E-0C5A3E5889D7> /usr/lib/system/libsystem_coreservices.dylib\n 0x7fff5f2d3000 - 0x7fff5f2d9fff libsystem_darwin.dylib (1272.250.1) <EC9B39A5-9592-3577-8997-7DC721D20D8C> /usr/lib/system/libsystem_darwin.dylib\n 0x7fff5f2da000 - 0x7fff5f2e0ffb libsystem_dnssd.dylib (878.270.3) <D5352ABD-0311-3327-8E64-93F29EB19BF1> /usr/lib/system/libsystem_dnssd.dylib\n 0x7fff5f2e1000 - 0x7fff5f32cffb libsystem_info.dylib (517.200.9) <D09D5AE0-2FDC-3A6D-93EC-729F931B1457> /usr/lib/system/libsystem_info.dylib\n 0x7fff5f32d000 - 0x7fff5f355ff7 libsystem_kernel.dylib (4903.278.56) <5B0F1BF0-E2F4-3753-87B6-6F91C594F59E> /usr/lib/system/libsystem_kernel.dylib\n 0x7fff5f356000 - 0x7fff5f3a1ff7 libsystem_m.dylib (3158.200.7) <F19B6DB7-014F-3820-831F-389CCDA06EF6> /usr/lib/system/libsystem_m.dylib\n 0x7fff5f3a2000 - 0x7fff5f3ccfff libsystem_malloc.dylib (166.270.1) <011F3AD0-8E6A-3A89-AE64-6E5F6840F30A> /usr/lib/system/libsystem_malloc.dylib\n 0x7fff5f3cd000 - 0x7fff5f3d7ff7 libsystem_networkextension.dylib (767.250.2) <FF06F13A-AEFE-3A27-A073-910EF78AEA36> /usr/lib/system/libsystem_networkextension.dylib\n 0x7fff5f3d8000 - 0x7fff5f3dffff libsystem_notify.dylib (172.200.21) <145B5CFC-CF73-33CE-BD3D-E8DDE268FFDE> /usr/lib/system/libsystem_notify.dylib\n 0x7fff5f3e0000 - 0x7fff5f3e9fef libsystem_platform.dylib (177.270.1) <9D1FE5E4-EB7D-3B3F-A8D1-A96D9CF1348C> /usr/lib/system/libsystem_platform.dylib\n 0x7fff5f3ea000 - 0x7fff5f3f4ff7 libsystem_pthread.dylib (330.250.2) <2D5C08FF-484F-3D59-9132-CE1DCB3F76D7> /usr/lib/system/libsystem_pthread.dylib\n 0x7fff5f3f5000 - 0x7fff5f3f8ff7 libsystem_sandbox.dylib (851.270.5) <20D11F30-783F-3A56-9BD2-6CF38C049332> /usr/lib/system/libsystem_sandbox.dylib\n 0x7fff5f3f9000 - 0x7fff5f3fbff3 libsystem_secinit.dylib (30.260.2) <EF1EA47B-7B22-35E8-BD9B-F7003DCB96AE> /usr/lib/system/libsystem_secinit.dylib\n 0x7fff5f3fc000 - 0x7fff5f403ff3 libsystem_symptoms.dylib (820.267.2) <0DA60956-0403-3456-9D6A-11F2DB9E3819> /usr/lib/system/libsystem_symptoms.dylib\n 0x7fff5f404000 - 0x7fff5f419ff7 libsystem_trace.dylib (906.260.3) <5B6FAE61-EF5C-381F-B71B-9B6F6428FEE2> /usr/lib/system/libsystem_trace.dylib\n 0x7fff5f41b000 - 0x7fff5f420ffb libunwind.dylib (35.4) <24A97A67-F017-3CFC-B0D0-6BD0224B1336> /usr/lib/system/libunwind.dylib\n 0x7fff5f421000 - 0x7fff5f450fff libxpc.dylib (1336.261.6) <522FA3AF-D3B1-3283-8EF4-8B17CB237B65> /usr/lib/system/libxpc.dylib\n\nExternal Modification Summary:\n Calls made by other processes targeting this process:\n task_for_pid: 1047\n thread_create: 0\n thread_set_state: 0\n Calls made by this process:\n task_for_pid: 0\n thread_create: 0\n thread_set_state: 0\n Calls made by all processes on this machine:\n task_for_pid: 76643460\n thread_create: 0\n thread_set_state: 0\n\nVM Region Summary:\nReadOnly portion of Libraries: Total=750.3M resident=0K(0%) swapped_out_or_unallocated=750.3M(100%)\nWritable regions: Total=1.9G written=0K(0%) resident=0K(0%) swapped_out=0K(0%) unallocated=1.9G(100%)\n \n VIRTUAL REGION \nREGION TYPE SIZE COUNT (non-coalesced) \n=========== ======= ======= \nAccelerate framework 512K 3 \nActivity Tracing 256K 1 \nCG backing stores 1320K 2 \nCG image 380K 11 \nCoreAnimation 328K 10 \nCoreGraphics 8K 1 \nCoreImage 32K 4 \nCoreUI image data 704K 8 \nCoreUI image file 540K 5 \nFoundation 4K 1 \nImage IO 256K 1 \nKernel Alloc Once 8K 1 \nMALLOC 868.0M 567 \nMALLOC guard page 32K 7 \nMALLOC_LARGE (reserved) 128K 1 reserved VM address space (unallocated)\nMALLOC_NANO (reserved) 384.0M 1 reserved VM address space (unallocated)\nMemory Tag 242 12K 1 \nMemory Tag 249 192K 2 \nOpenGL GLSL 256K 3 \nSTACK GUARD 92K 23 \nStack 36.7M 23 \nVM_ALLOCATE 524.9M 572 \nVM_ALLOCATE (reserved) 128.0M 2 reserved VM address space (unallocated)\n__DATA 120.0M 333 \n__DATA_CONST 20K 1 \n__FONT_DATA 4K 1 \n__GLSLBUILTINS 5176K 1 \n__LINKEDIT 283.5M 85 \n__TEXT 467.0M 320 \n__UNICODE 564K 1 \nmapped file 79.5M 26 \nshared memory 4276K 12 \n=========== ======= ======= \nTOTAL 2.8G 2030 \nTOTAL, minus reserved VM space 2.3G 2030 \n\nModel: MacBookPro13,3, BootROM 429.80.1.0.0, 4 processors, Intel Core i7, 2,9 GHz, 16 GB, SMC 2.38f7\nGraphics: kHW_AMDRadeonPro460Item, AMD Radeon Pro 460, spdisplays_pcie_device, 4 GB\nGraphics: kHW_IntelHDGraphics530Item, Intel HD Graphics 530, spdisplays_builtin\nMemory Module: BANK 0/DIMM0, 8 GB, LPDDR3, 2133 MHz, 0x802C, 0x4D5435324C31473332443450472D30393320\nMemory Module: BANK 1/DIMM0, 8 GB, LPDDR3, 2133 MHz, 0x802C, 0x4D5435324C31473332443450472D30393320\nAirPort: spairport_wireless_card_type_airport_extreme (0x14E4, 0x15A), Broadcom BCM43xx 1.0 (7.77.61.3 AirPortDriverBrcmNIC-1305.11)\nBluetooth: Version 6.0.14d12, 3 services, 27 devices, 1 incoming serial ports\nNetwork Service: Wi-Fi, AirPort, en0\nUSB Device: USB 3.0 Bus\nUSB Device: Wacom Wireless Receiver\nUSB Device: iBridge\nThunderbolt Bus: MacBook Pro, Apple Inc., 41.1\nThunderbolt Bus: MacBook Pro, Apple Inc., 41.1\n```\n\nCrash Log 2:\n```lines=25\nProcess: Blender [4923]\nPath: /Applications/Blender.app/Contents/MacOS/Blender\nIdentifier: org.blenderfoundation.blender\nVersion: 2.92.0 (2.92.0 2021-02-25)\nCode Type: X86-64 (Native)\nParent Process: ??? [1]\nResponsible: Blender [4923]\nUser ID: 501\n\nDate/Time: 2021-03-14 13:37:52.807 +0100\nOS Version: macOS 11.2.3 (20D91)\nReport Version: 12\nBridge OS Version: 5.2 (18P4347)\nAnonymous UUID: B5FE06B1-F2A1-95FF-0593-1738C46F37D4\n\nSleep/Wake UUID: CBAA4D96-6C0A-4683-B5C6-D788FF799225\n\nTime Awake Since Boot: 65000 seconds\nTime Since Wake: 5700 seconds\n\nSystem Integrity Protection: enabled\n\nCrashed Thread: 0 Dispatch queue: com.apple.main-thread\n\nException Type: EXC_BAD_ACCESS (SIGSEGV)\nException Codes: KERN_INVALID_ADDRESS at 0x0000000000000024\nException Note: EXC_CORPSE_NOTIFY\n\nTermination Signal: Segmentation fault: 11\nTermination Reason: Namespace SIGNAL, Code 0xb\nTerminating Process: exc handler [4923]\n\nVM Regions Near 0x24:\n--> \n __TEXT 10016f000-10ab5b000 [169.9M] r-x/r-x SM=COW /Applications/Blender.app/Contents/MacOS/Blender\n\nThread 0 Crashed:: Dispatch queue: com.apple.main-thread\n0 GLEngine \t0x00007fff6cc64690 gleRunVertexSubmitImmediate + 5632\n1 GLEngine \t0x00007fff6cbeb197 glDrawElementsInstancedBaseVertex_GL3Exec + 807\n2 libGL.dylib \t0x00007fff6cb323cf glDrawElementsInstancedBaseVertex + 45\n3 org.blenderfoundation.blender \t0x0000000100808ec5 draw_call_single_do + 469\n4 org.blenderfoundation.blender \t0x000000010080864c drw_draw_pass_ex + 1692\n5 org.blenderfoundation.blender \t0x0000000100807f9f DRW_draw_pass + 31\n6 org.blenderfoundation.blender \t0x0000000100832048 workbench_draw_sample + 344\n7 org.blenderfoundation.blender \t0x000000010083229c workbench_draw_scene + 76\n8 org.blenderfoundation.blender \t0x00000001007ff33a drw_engines_draw_scene + 186\n9 org.blenderfoundation.blender \t0x00000001007fde5d DRW_draw_render_loop_ex + 1565\n10 org.blenderfoundation.blender \t0x00000001007ff5db DRW_draw_render_loop_offscreen + 155\n11 org.blenderfoundation.blender \t0x000000010111d058 ED_view3d_draw_offscreen + 808\n12 org.blenderfoundation.blender \t0x000000010111d834 ED_view3d_draw_offscreen_imbuf + 692\n13 org.blenderfoundation.blender \t0x000000010111db64 ED_view3d_draw_offscreen_imbuf_simple + 628\n14 org.blenderfoundation.blender \t0x00000001006e6876 wm_save_as_mainfile_exec + 1974\n15 org.blenderfoundation.blender \t0x00000001006e6cb1 wm_save_mainfile_invoke + 289\n16 org.blenderfoundation.blender \t0x00000001006e0bd9 wm_operator_invoke + 521\n17 org.blenderfoundation.blender \t0x00000001006e216c wm_handler_operator_call + 636\n18 org.blenderfoundation.blender \t0x00000001006e1836 wm_handlers_do_intern + 1782\n19 org.blenderfoundation.blender \t0x00000001006dcdbf wm_handlers_do + 31\n20 org.blenderfoundation.blender \t0x00000001006dca1d wm_event_do_handlers + 3373\n21 org.blenderfoundation.blender \t0x00000001006d5360 WM_main + 32\n22 org.blenderfoundation.blender \t0x00000001002b3b8b main + 907\n23 libdyld.dylib \t0x00007fff203ca621 start + 1\n\nThread 1:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 2:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 3:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 4:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 5:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 6:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 7:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 8:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 9:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 10:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 11:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 12:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 13:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 14:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 15:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 16:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 17:: AMCP Logging Spool\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 com.apple.audio.caulk \t0x00007fff284ad92a caulk::mach::semaphore::wait_or_error() + 16\n2 com.apple.audio.caulk \t0x00007fff2849a6e6 caulk::semaphore::timed_wait(double) + 110\n3 com.apple.audio.caulk \t0x00007fff2849a634 caulk::concurrent::details::worker_thread::run() + 30\n4 com.apple.audio.caulk \t0x00007fff2849a3c0 void* caulk::thread_proxy<std::__1::tuple<caulk::thread::attributes, void (caulk::concurrent::details::worker_thread::*)(), std::__1::tuple<caulk::concurrent::details::worker_thread*> > >(void*) + 45\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 18:: com.apple.audio.IOThread.client\n0 libsystem_kernel.dylib \t0x00007fff2037ae7e mach_msg_trap + 10\n1 libsystem_kernel.dylib \t0x00007fff2037b1f0 mach_msg + 60\n2 com.apple.audio.CoreAudio \t0x00007fff21e9edd5 HALB_MachPort::SendSimpleMessageWithSimpleReply(unsigned int, unsigned int, int, int&, bool, unsigned int) + 111\n3 com.apple.audio.CoreAudio \t0x00007fff21d3a467 invocation function for block in HALC_ProxyIOContext::HALC_ProxyIOContext(unsigned int, unsigned int) + 3435\n4 com.apple.audio.CoreAudio \t0x00007fff21eddf2a HALB_IOThread::Entry(void*) + 72\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 19:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 20:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 21:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 22:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 23:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 24:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 25:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 26:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 27:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 28:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 29:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 30:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 31:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 32:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 33:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 34:: com.apple.NSEventThread\n0 libsystem_kernel.dylib \t0x00007fff2037ae7e mach_msg_trap + 10\n1 libsystem_kernel.dylib \t0x00007fff2037b1f0 mach_msg + 60\n2 com.apple.CoreFoundation \t0x00007fff204a7bf7 __CFRunLoopServiceMachPort + 316\n3 com.apple.CoreFoundation \t0x00007fff204a62ca __CFRunLoopRun + 1315\n4 com.apple.CoreFoundation \t0x00007fff204a56ce CFRunLoopRunSpecific + 563\n5 com.apple.AppKit \t0x00007fff22e4b7c6 _NSEventThread + 124\n6 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n7 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 35:: Dispatch queue: com.apple.opengl.cvmDoWork\n0 libsystem_kernel.dylib \t0x00007fff2037ae7e mach_msg_trap + 10\n1 libsystem_kernel.dylib \t0x00007fff2037b1f0 mach_msg + 60\n2 libdispatch.dylib \t0x00007fff2021a776 _dispatch_mach_send_and_wait_for_reply + 518\n3 libdispatch.dylib \t0x00007fff2021ab6e dispatch_mach_send_with_result_and_wait_for_reply + 50\n4 libxpc.dylib \t0x00007fff200f11ac xpc_connection_send_message_with_reply_sync + 238\n5 libCoreVMClient.dylib \t0x00007fff6c90670a cvms_element_build_and_get_internal + 229\n6 libCoreVMClient.dylib \t0x00007fff6c90660e cvms_element_build_from_source + 169\n7 libCVMSPluginSupport.dylib \t0x00007fff6c91bf14 cvm_deferred_build_modular(void*) + 422\n8 libdispatch.dylib \t0x00007fff202047c7 _dispatch_client_callout + 8\n9 libdispatch.dylib \t0x00007fff2020a5fe _dispatch_lane_serial_drain + 606\n10 libdispatch.dylib \t0x00007fff2020b0cb _dispatch_lane_invoke + 375\n11 libdispatch.dylib \t0x00007fff20214c5d _dispatch_workloop_worker_thread + 819\n12 libsystem_pthread.dylib \t0x00007fff203ac499 _pthread_wqthread + 314\n13 libsystem_pthread.dylib \t0x00007fff203ab467 start_wqthread + 15\n\nThread 36:\n0 libsystem_pthread.dylib \t0x00007fff203ab458 start_wqthread + 0\n\nThread 37:\n0 libsystem_pthread.dylib \t0x00007fff203ab458 start_wqthread + 0\n\nThread 38:\n0 libsystem_pthread.dylib \t0x00007fff203ab458 start_wqthread + 0\n\nThread 39:\n0 libsystem_pthread.dylib \t0x00007fff203ab458 start_wqthread + 0\n\nThread 40:\n0 libsystem_pthread.dylib \t0x00007fff203ab458 start_wqthread + 0\n\nThread 0 crashed with X86 Thread State (64-bit):\n rax: 0x0000000000000024 rbx: 0x00000c3300041000 rcx: 0x00007fff6cc64690 rdx: 0x00007fff6cc65ae8\n rdi: 0x0000000000000006 rsi: 0x0000000000000000 rbp: 0x00007ffeefa8dce0 rsp: 0x00007ffeefa8db50\n r8: 0x0000000000000001 r9: 0x0000600003844bf0 r10: 0x0000000000000001 r11: 0x0000000186600082\n r12: 0x0000000000000000 r13: 0x0000000000000003 r14: 0x0000000000000000 r15: 0x00000c3300041000\n rip: 0x00007fff6cc64690 rfl: 0x0000000000010217 cr2: 0x0000000000000024\n \nLogical CPU: 0\nError Code: 0x00000004 (no mapping for user data read)\nTrap Number: 14\n\nThread 0 instruction stream:\n ff 48 8b 8d 28 ff ff ff-48 8b 44 01 08 e9 b6 f7 .H..(...H.D.....\n ff ff 85 d2 0f 84 84 00-00 00 49 89 fd be 00 00 ..........I.....\n 80 38 66 2e 0f 1f 84 00-00 00 00 00 0f 1f 40 00 .8f...........@.\n 89 d7 8d 14 3f 81 c6 00-00 80 ff f7 c7 00 02 00 ....?...........\n 00 74 ed 81 e2 fe 03 00-00 4c 89 ef 4c 8b ad 08 .t.......L..L...\n ff ff ff eb 4d c1 e6 0d-81 c6 00 00 00 38 eb 42 ....M........8.B\n [8b]08 89 8d 30 ff ff ff-8b 48 04 89 8d 34 ff ff ....0....H...4..\t<==\n ff e9 bc f9 ff ff 8b 08-89 8d 30 ff ff ff 8b 48 ..........0....H\n 04 89 8d 34 ff ff ff 8b-48 08 89 8d 38 ff ff ff ...4....H...8...\n 8b 40 0c 89 85 3c ff ff-ff e9 42 05 00 00 31 f6 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<F3F40AFD-1743-34E6-8BD3-6A577E3BD590> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/Print.framework/Versions/A/Print\n 0x7fff3d1ac000 - 0x7fff3d1affff com.apple.Carbon (160 - 164) <7395C7E9-AE3B-3547-8773-4F3A70B241AA> /System/Library/Frameworks/Carbon.framework/Versions/A/Carbon\n 0x7fff3d434000 - 0x7fff3d453fff com.apple.private.SystemPolicy (1.0 - 1) <29F5E3FE-CF12-3242-9FD3-4950DA38E4D0> /System/Library/PrivateFrameworks/SystemPolicy.framework/Versions/A/SystemPolicy\n 0x7fff3d600000 - 0x7fff3d61dfff com.apple.sidecar-core (1.0 - 228) <78195DB7-D409-3B46-B8C8-3B70538D3CDC> /System/Library/PrivateFrameworks/SidecarCore.framework/Versions/A/SidecarCore\n 0x7fff3dd7d000 - 0x7fff3dd88fff com.apple.MallocStackLogging (1.0 - 1) <507894FA-6738-372B-9A10-C38AFC9DA079> /System/Library/PrivateFrameworks/MallocStackLogging.framework/Versions/A/MallocStackLogging\n 0x7fff3dd9e000 - 0x7fff3ddb0fff libmis.dylib (274.60.2) <6C720DC2-E50E-3A8D-8494-F8C007DF8DF4> /usr/lib/libmis.dylib\n 0x7fff3ddb1000 - 0x7fff3ddb4fff com.apple.gpusw.GPURawCounter (17.3 - 12.0) <070CF9B7-EE89-39F3-B0F6-26D4974AD3A8> /System/Library/PrivateFrameworks/GPURawCounter.framework/Versions/A/GPURawCounter\n 0x7fff3e2c0000 - 0x7fff3e2d1fff com.apple.sidecar-ui (1.0 - 228) <E0B4A84C-7E8D-338B-8269-DAA5AE1ED094> /System/Library/PrivateFrameworks/SidecarUI.framework/Versions/A/SidecarUI\n 0x7fff4153a000 - 0x7fff41569fff libncurses.5.4.dylib (57) <CAD79205-84C0-3731-AED8-EDEF51ACC872> /usr/lib/libncurses.5.4.dylib\n 0x7fff4156a000 - 0x7fff41573fff com.apple.IOAccelMemoryInfo (1.0 - 1) <544B95BE-810E-3D94-AEB1-D5C117D946D7> /System/Library/PrivateFrameworks/IOAccelMemoryInfo.framework/Versions/A/IOAccelMemoryInfo\n 0x7fff419aa000 - 0x7fff419c8fff libCGInterfaces.dylib (544.2) <2BC461CE-B7FA-33F3-A36B-64F54FB371B5> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vImage.framework/Versions/A/Libraries/libCGInterfaces.dylib\n 0x7fff43fb8000 - 0x7fff44231fff com.apple.RawCamera.bundle (9.10.0 - 1430) <3E7403EB-156C-36C7-93AD-1356447D5310> /System/Library/CoreServices/RawCamera.bundle/Contents/MacOS/RawCamera\n 0x7fff46cb9000 - 0x7fff46cc4fff libGPUSupportMercury.dylib (18.1.1) <1321060E-8F56-3917-8F4D-510A4DB45798> /System/Library/PrivateFrameworks/GPUSupport.framework/Versions/A/Libraries/libGPUSupportMercury.dylib\n 0x7fff48327000 - 0x7fff48376fff com.apple.osanalytics.OSAnalytics (1.0 - 1) <CADD88A2-87A8-3879-8759-D3C112A6844F> /System/Library/PrivateFrameworks/OSAnalytics.framework/Versions/A/OSAnalytics\n 0x7fff4c3d2000 - 0x7fff4c3d5fff com.apple.FinderSyncPriv (1.3 - 1350.2.10) <121C1E64-B0BE-389F-A35D-DD44D84129E8> /System/Library/PrivateFrameworks/FinderSyncPriv.framework/Versions/A/FinderSyncPriv\n 0x7fff522ff000 - 0x7fff52391fff com.apple.Symbolication (12.2 - 64541.7.1) <FA39B702-6E08-3F11-953F-5EC1EFB993BB> /System/Library/PrivateFrameworks/Symbolication.framework/Versions/A/Symbolication\n 0x7fff564d5000 - 0x7fff564d8fff com.apple.ForceFeedback (1.0.6 - 1.0.6) <8782199E-5556-3FB6-87E8-03472B480BAA> /System/Library/Frameworks/ForceFeedback.framework/Versions/A/ForceFeedback\n 0x7fff5eada000 - 0x7fff5ef6afff com.apple.driver.AppleIntelKBLGraphicsMTLDriver (16.1.12 - 16.0.1) <2B7EEE40-F4BD-32CD-B5A3-51F67B57AA69> /System/Library/Extensions/AppleIntelKBLGraphicsMTLDriver.bundle/Contents/MacOS/AppleIntelKBLGraphicsMTLDriver\n 0x7fff5ef6b000 - 0x7fff5f97efff libSC.dylib (4.2.15) <86667FD2-E9BB-39FE-82E9-7B1F0230A922> /System/Library/Extensions/AMDShared.bundle/Contents/PlugIns/libSC.dylib\n 0x7fff5fcc7000 - 0x7fff60caafff com.apple.driver.AppleIntelKBLGraphicsGLDriver (16.1.12 - 16.0.1) <7E0C9E81-E41B-3D24-AB0B-84295B61FADF> /System/Library/Extensions/AppleIntelKBLGraphicsGLDriver.bundle/Contents/MacOS/AppleIntelKBLGraphicsGLDriver\n 0x7fff6a490000 - 0x7fff6a494fff libmetal_timestamp.dylib (31001.161) <DF0A6F36-E486-3656-A6F2-9BA9A0CF2159> /System/Library/PrivateFrameworks/GPUCompiler.framework/Versions/31001/Libraries/libmetal_timestamp.dylib\n 0x7fff6c8fe000 - 0x7fff6c904fff libCoreFSCache.dylib (177.22) <44489BD1-3963-35DF-86F1-DE95778AC0DB> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libCoreFSCache.dylib\n 0x7fff6c905000 - 0x7fff6c909fff libCoreVMClient.dylib (177.22) <989F6CBF-CCEF-340D-9CB5-EC4133707040> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libCoreVMClient.dylib\n 0x7fff6c90a000 - 0x7fff6c919fff com.apple.opengl (18.1.1 - 18.1.1) <F70AF1B3-D17A-3A0E-A8AC-9D45C5B52BA9> /System/Library/Frameworks/OpenGL.framework/Versions/A/OpenGL\n 0x7fff6c91a000 - 0x7fff6c91cfff libCVMSPluginSupport.dylib (18.1.1) <AF77D964-9A4C-3690-AF62-4E05825DC9BF> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libCVMSPluginSupport.dylib\n 0x7fff6c91d000 - 0x7fff6c925fff libGFXShared.dylib (18.1.1) <45A1FFDC-03B7-3D64-AFAF-16D321B53D28> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGFXShared.dylib\n 0x7fff6c926000 - 0x7fff6c959fff libGLImage.dylib (18.1.1) <16D10CE1-C2A1-3E24-A617-766CB6E9133C> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGLImage.dylib\n 0x7fff6c95a000 - 0x7fff6c996fff libGLU.dylib (18.1.1) <F0DD35B5-3692-3BE5-AD3D-4F6B237EF6AD> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGLU.dylib\n 0x7fff6c997000 - 0x7fff6cb2bfff libGLProgrammability.dylib (18.1.1) <F8A8DACC-1932-3DEF-A269-396E4981B4D0> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGLProgrammability.dylib\n 0x7fff6cb2c000 - 0x7fff6cb36fff libGL.dylib (18.1.1) <68ABAADE-2DB4-3412-9F36-CA1AEAC8E9F6> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGL.dylib\n 0x7fff6cb37000 - 0x7fff6ccb2fff GLEngine (18.1.1) <2C9F1F38-F0CA-3416-9A6E-C0E3F40C3AAC> /System/Library/Frameworks/OpenGL.framework/Versions/A/Resources/GLEngine.bundle/GLEngine\n 0x7fff6ccb3000 - 0x7fff6ccdcfff GLRendererFloat (18.1.1) <A66AB383-EE4C-325C-8115-78F2B3FFECC7> /System/Library/Frameworks/OpenGL.framework/Versions/A/Resources/GLRendererFloat.bundle/GLRendererFloat\n 0x7fff6df6d000 - 0x7fff6dfc5fff com.apple.opencl (4.5 - 4.5) <40B70A3B-D981-3E4A-9BEC-F22EF84118F5> /System/Library/Frameworks/OpenCL.framework/Versions/A/OpenCL\n 0x7fff6eee8000 - 0x7fff6ef37fff ATIRadeonX6000SCLib.dylib (4.2.15) <E3B416D3-3876-3218-A68F-A745B103F160> /System/Library/Extensions/AMDRadeonX6000GLDriver.bundle/Contents/MacOS/ATIRadeonX6000SCLib.dylib\n 0x7fff6f857000 - 0x7fff6f879fff com.apple.audio.OpenAL (1.8 - 1.8) <43D5D99A-39C3-30F3-BB9E-5B83EEA9DAFD> /System/Library/Frameworks/OpenAL.framework/Versions/A/OpenAL\n 0x7fff78132000 - 0x7fff78139fff libRosetta.dylib (203.30) <44C477D9-013F-3A6D-A9FE-68A89214E6A5> /usr/lib/libRosetta.dylib\n\nExternal Modification Summary:\n Calls made by other processes targeting this process:\n task_for_pid: 4\n thread_create: 0\n thread_set_state: 0\n Calls made by this process:\n task_for_pid: 0\n thread_create: 0\n thread_set_state: 0\n Calls made by all processes on this machine:\n task_for_pid: 55959\n thread_create: 0\n thread_set_state: 0\n\nVM Region Summary:\nReadOnly portion of Libraries: Total=1.0G resident=0K(0%) swapped_out_or_unallocated=1.0G(100%)\nWritable regions: Total=8.8G written=0K(0%) resident=0K(0%) swapped_out=0K(0%) unallocated=8.8G(100%)\n \n VIRTUAL REGION \nREGION TYPE SIZE COUNT (non-coalesced) \n=========== ======= ======= \nAccelerate framework 512K 4 \nActivity Tracing 256K 1 \nCG backing stores 3456K 6 \nCG image 1180K 10 \nCoreAnimation 84K 9 \nCoreGraphics 12K 2 \nCoreImage 4K 1 \nCoreServices 36K 1 \nCoreUI image data 904K 7 \nFoundation 16K 1 \nKernel Alloc Once 8K 1 \nMALLOC 6.8G 341 \nMALLOC guard page 48K 10 \nMALLOC_MEDIUM (reserved) 1.5G 16 reserved VM address space (unallocated)\nMALLOC_NANO (reserved) 384.0M 1 reserved VM address space (unallocated)\nOpenGL GLSL 256K 3 \nSTACK GUARD 164K 41 \nStack 73.8M 42 \nVM_ALLOCATE 92.1M 777 \n__CTF 759 1 \n__DATA 89.4M 371 \n__DATA_CONST 17.6M 215 \n__DATA_DIRTY 918K 116 \n__FONT_DATA 4K 1 \n__GLSLBUILTINS 5176K 1 \n__LINKEDIT 545.7M 25 \n__OBJC_RO 60.5M 1 \n__OBJC_RW 2449K 2 \n__TEXT 461.6M 370 \n__UNICODE 588K 1 \nmapped file 260.7M 39 \nshared memory 40K 4 \n=========== ======= ======= \nTOTAL 10.2G 2421 \nTOTAL, minus reserved VM space 8.3G 2421 \n\nModel: MacBookPro16,1, BootROM 1554.80.3.0.0 (iBridge: 18.16.14347.0.0,0), 8 processors, 8-Core Intel Core i9, 2,3 GHz, 32 GB, SMC \nGraphics: kHW_IntelUHDGraphics630Item, Intel UHD Graphics 630, spdisplays_builtin\nGraphics: kHW_AMDRadeonPro5500MItem, AMD Radeon Pro 5500M, spdisplays_pcie_device, 8 GB\nMemory Module: BANK 0/ChannelA-DIMM0, 16 GB, DDR4, 2667 MHz, SK Hynix, -\nMemory Module: BANK 2/ChannelB-DIMM0, 16 GB, DDR4, 2667 MHz, SK Hynix, -\nAirPort: spairport_wireless_card_type_airport_extreme (0x14E4, 0x7BF), wl0: Sep 11 2020 17:01:15 version 9.30.440.2.32.5.61 FWID 01-1d69e4b4\nBluetooth: Version 8.0.3d9, 3 services, 25 devices, 1 incoming serial ports\nNetwork Service: Wi-Fi, AirPort, en0\nUSB Device: USB 3.1 Bus\nUSB Device: USB Receiver\nUSB Device: Apple T2 Bus\nUSB Device: Composite Device\nUSB Device: Touch Bar Backlight\nUSB Device: Touch Bar Display\nUSB Device: Apple Internal Keyboard / Trackpad\nUSB Device: Headset\nUSB Device: Ambient Light Sensor\nUSB Device: FaceTime HD Camera (Built-in)\nUSB Device: Apple T2 Controller\nThunderbolt Bus: MacBook Pro, Apple Inc., 63.5\nThunderbolt Bus: MacBook Pro, Apple Inc., 63.5\n```\n\n- Random\n", "Extremely frequent crashing when using the compositor. Especially when using the glare node.\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.99\n\nBroken: version: 3.6.2\nWorked: I believe it was far more stable before the realtime compositor implementation. (Blender 3.3-ish)\n\nBlender crashes extremely frequently when using the compositor on my system, especially when the glare node is being used at all. Does not seem related to vram or system specs, and looking through logs has not come up with any errors - it just closes.\n\nAdjust compositor glare node values with the viewer enabled. It seems to crash within a minute of doing so, usually sooner.\n\n", "Non animatable properties\nBroken: version: 3.3.0 Alpha\n\nWorking on refreshing the in-built AnimAll addon by adding the latest properties supported in Blender.\n@ideasman42 asked me to file a task\n\nCertain properties are missing animation capabilities:\n\n - Lattice Vertex Groups\n - Mesh Vertex Creases", "different generation of graphic card won't utilise together.\nOperating system: Windows 10\nGraphics card: Radeon R9 295X2 (secondary chip) + Radeon RX560 4GB\nAMD Ryzen 1700X\nMSI X370 Gaming Pro Carbon\n3 * 8GB DDR4-2400\n\nBroken: 2.82.7 to 2.83.3 <--- where x is from 0 to current stable version\nWorked: 2.8, 2.83.4 (partly worked, may end up sudden wattman reset)\n\nRadeon Version: 20.7.2\n\nafter the 3rd step, the render did not show anything, switching back to material viewport, the whole program was frozen. not sure if that is graphic card problem, but that way i could not even render anything. on 2.82.7, this also happened and the render kernels failed to work.\n\n\n1. open up a file of as shown\n2. set the preferences that would use OpenCL to render with R9 295X2 (and RX560)\n3. preview in Cycles\n4. unable to load the preview, switch back to material viewport.\n\n[zeta school 1.blend](zeta_school_1.blend)", "Crash going to material preview or rendered shading mode Blender 2.83.0\nMacBook Pro 15 inch Early 2013\n2.7 GHz Intel Core i&\n16 GB 1600 Mhz DDR3\n|Operating system:|MacOS 10.12.5 - @Tramfabriek\n| -- | -- |\n||Mac OS X 10.12.6 (16G2136) - @johan-eds\n|| macOS 10.12.6 - @UmbertoOldani\n\n|Graphics card:|NVIDIA GeForce GT 650M 1024 MB + Intel HD Graphics 4000 1536 MB - @Tramfabriek\n| -- | -- |\n||NVIDIA GeForce GTX 775M, PCIe, 2048 MB - @johan-eds\n|| NVIDIA GeForce GTX 680MX 2048 MB - @UmbertoOldani\n\nBisected to find the bad commit: 804e90b42d\n\nCrash when clicking on Viewport Shading >Material Preview or >Rendered\nThis did happen already in the 2.83 betas, but none of the 2.82 and earlier version had this problem on this computer running this same OS at least since Blender 2.79.\n\n**System crash report 1** (crash in `UI_draw_roundbox_aa` -> `GPU_batch_draw `. Probably the material render icon):\n```lines=10\nThread 0 Crashed:: Dispatch queue: com.apple.main-thread\n0 libsystem_kernel.dylib \t0x00007fff909add42 __pthread_kill + 10\n1 libsystem_pthread.dylib \t0x00007fff90a9b457 pthread_kill + 90\n2 libsystem_c.dylib \t0x00007fff909134bb __abort + 140\n3 libsystem_c.dylib \t0x00007fff9091342f abort + 144\n4 libGPUSupportMercury.dylib \t0x00007fff88cdbfbf gpusGenerateCrashLog + 158\n5 com.apple.GeForceGLDriver \t0x00007fff76297390 0x7fff7607a000 + 2216848\n6 libGPUSupportMercury.dylib \t0x00007fff88cdd524 gpusSubmitDataBuffers + 560\n7 com.apple.GeForceGLDriver \t0x00007fff76385867 0x7fff7607a000 + 3192935\n8 com.apple.GeForceGLDriver \t0x00007fff763554fd 0x7fff7607a000 + 2995453\n9 com.apple.GeForceGLDriver \t0x00007fff76282a2b 0x7fff7607a000 + 2132523\n10 com.apple.GeForceGLDriver \t0x00007fff7626ee9a 0x7fff7607a000 + 2051738\n11 com.apple.GeForceGLDriver \t0x00007fff76289654 0x7fff7607a000 + 2160212\n12 com.apple.GeForceGLDriver \t0x00007fff7626af97 0x7fff7607a000 + 2035607\n13 com.apple.GeForceGLDriver \t0x00007fff763851ad gldUpdateDispatch + 1041\n14 GLEngine \t0x00007fff7ff1d32a gleDoDrawDispatchCoreGL3 + 520\n15 GLEngine \t0x00007fff7fecebd9 gleDrawArraysOrElements_Entries_Body + 128\n16 GLEngine \t0x00007fff7fecaab4 glDrawArraysInstanced_GL3Exec + 220\n17 org.blenderfoundation.blender \t0x0000000109614f2c GPU_batch_draw_advanced + 428\n18 org.blenderfoundation.blender \t0x0000000109614d6c GPU_batch_draw + 124\n19 org.blenderfoundation.blender \t0x0000000105218c51 UI_draw_roundbox_aa + 353\n20 org.blenderfoundation.blender \t0x0000000104f3d96c ED_region_do_draw + 1372\n21 org.blenderfoundation.blender \t0x0000000104b6d49c wm_draw_update + 2092\n22 org.blenderfoundation.blender \t0x0000000104b6b010 WM_main + 48\n23 org.blenderfoundation.blender \t0x0000000104827762 main + 962\n24 libdyld.dylib \t0x00007fff9087f235 start + 1\n\n\nThread 0 crashed with X86 Thread State (64-bit):\n rax: 0x0000000000000000 rbx: 0x0000000000000006 rcx: 0x00007fff5b521f78 rdx: 0x0000000000000000\n rdi: 0x0000000000000307 rsi: 0x0000000000000006 rbp: 0x00007fff5b521fa0 rsp: 0x00007fff5b521f78\n r8: 0x0000000000000000 r9: 0x0000000000989680 r10: 0x0000000008000000 r11: 0x0000000000000206\n r12: 0x000000011ab85cf8 r13: 0x0000000000000000 r14: 0x00007fff998033c0 r15: 0x000000011ab85000\n rip: 0x00007fff909add42 rfl: 0x0000000000000206 cr2: 0x00007fff960d0b58\n \nLogical CPU: 0\nError Code: 0x02000148\nTrap Number: 133\n```\n\n\n**System crash report 2** (crash in `blf_batch_draw ` -> `GPU_batch_draw `):\n```lines=10\nThread 0 Crashed:: Dispatch queue: com.apple.main-thread\n0 libsystem_kernel.dylib \t0x00007fff8b1dfd42 __pthread_kill + 10\n1 libsystem_pthread.dylib \t0x00007fff8b2cd457 pthread_kill + 90\n2 libsystem_c.dylib \t0x00007fff8b1454bb __abort + 140\n3 libsystem_c.dylib \t0x00007fff8b14542f abort + 144\n4 libGPUSupportMercury.dylib \t0x00007fff83587fbf gpusGenerateCrashLog + 158\n5 com.apple.GeForceGLDriver \t0x00007fff71040390 0x7fff70e23000 + 2216848\n6 libGPUSupportMercury.dylib \t0x00007fff83589524 gpusSubmitDataBuffers + 560\n7 com.apple.GeForceGLDriver \t0x00007fff7112e867 0x7fff70e23000 + 3192935\n8 com.apple.GeForceGLDriver \t0x00007fff710fe4fd 0x7fff70e23000 + 2995453\n9 com.apple.GeForceGLDriver \t0x00007fff7102ba2b 0x7fff70e23000 + 2132523\n10 com.apple.GeForceGLDriver \t0x00007fff71017f8e 0x7fff70e23000 + 2051982\n11 com.apple.GeForceGLDriver \t0x00007fff7100b6bc 0x7fff70e23000 + 2000572\n12 com.apple.GeForceGLDriver \t0x00007fff7100bec2 0x7fff70e23000 + 2002626\n13 com.apple.GeForceGLDriver \t0x00007fff7101113f 0x7fff70e23000 + 2023743\n14 com.apple.GeForceGLDriver \t0x00007fff7143f25e 0x7fff70e23000 + 6406750\n15 com.apple.GeForceGLDriver \t0x00007fff7143f4e6 0x7fff70e23000 + 6407398\n16 com.apple.GeForceGLDriver \t0x00007fff7143f5d7 0x7fff70e23000 + 6407639\n17 com.apple.GeForceGLDriver \t0x00007fff71013d3d 0x7fff70e23000 + 2035005\n18 com.apple.GeForceGLDriver \t0x00007fff7112e1ad gldUpdateDispatch + 1041\n19 GLEngine \t0x000000011925232a gleDoDrawDispatchCoreGL3 + 520\n20 GLEngine \t0x0000000119203bd9 gleDrawArraysOrElements_Entries_Body + 128\n21 GLEngine \t0x00000001191ffab4 glDrawArraysInstanced_GL3Exec + 220\n22 org.blenderfoundation.blender \t0x000000010b288f2c GPU_batch_draw_advanced + 428\n23 org.blenderfoundation.blender \t0x000000010b288d6c GPU_batch_draw + 124\n24 org.blenderfoundation.blender \t0x000000010b283d82 blf_batch_draw + 418\n25 org.blenderfoundation.blender \t0x000000010b282359 BLF_batch_draw_end + 9\n26 org.blenderfoundation.blender \t0x0000000106fc2163 view3d_draw_region_info + 8515\n27 org.blenderfoundation.blender \t0x0000000106936dbd DRW_draw_callbacks_post_scene + 445\n28 org.blenderfoundation.blender \t0x00000001069376cd DRW_draw_render_loop_ex + 1757\n29 org.blenderfoundation.blender \t0x0000000106fc2668 view3d_main_region_draw + 136\n30 org.blenderfoundation.blender \t0x0000000106bb157e ED_region_do_draw + 366\n31 org.blenderfoundation.blender \t0x00000001067e149c wm_draw_update + 2092\n32 org.blenderfoundation.blender \t0x00000001067df010 WM_main + 48\n33 org.blenderfoundation.blender \t0x000000010649b762 main + 962\n34 libdyld.dylib \t0x00007fff8b0b1235 start + 1\n\nThread 0 crashed with X86 Thread State (64-bit):\n rax: 0x0000000000000000 rbx: 0x0000000000000006 rcx: 0x00007fff598ab4b8 rdx: 0x0000000000000000\n rdi: 0x0000000000000307 rsi: 0x0000000000000006 rbp: 0x00007fff598ab4e0 rsp: 0x00007fff598ab4b8\n r8: 0x0000000000000000 r9: 0x0000000000989680 r10: 0x0000000008000000 r11: 0x0000000000000206\n r12: 0x0000000120bebcf8 r13: 0x0000000000000000 r14: 0x00007fff93fe13c0 r15: 0x0000000120beb000\n rip: 0x00007fff8b1dfd42 rfl: 0x0000000000000206 cr2: 0x00007fff8b1c727d\n \nLogical CPU: 0\nError Code: 0x02000148\nTrap Number: 133\n```\n\n1. Open Blender\n2. Click to remove start up information panel\n3. Click on Viewport Shading >Material Preview or >Rendered\n\nResult:\nCrash", "Crash - Blender crashes if an assetbrowser editor has no asset library ref.\nOperating system: Linux-6.0.9-arch1-1-x86_64-with-glibc2.36 64 Bits\nGraphics card: NVIDIA GeForce GT 1030/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 520.56.06\n\nBroken: version: 3.5.0 Alpha\nWorked: version: 3.4.0 Beta\nFor this particular file, crash started to happen after 1efc94bb2f\n\nLooks like the asset lib ref is None and it crashes? It looks blank but may have an underlying variable. \n\nNot completely sure how to reproduce this error from scratch.. Could be a legacy ref issue? To get this crash, I needed to open an old file.\nI duplicated the workspace that causes the issue and gave it a ref. \n![Asset_EditorCrash.png](Asset_EditorCrash.png)\n\n\n\nFrom the [**crash-Asset_Editor.blend**] file:\n1. Open blender\n2. Switch to workspace \"Asset_Library_Ref=None\"\n\n----\nYou can open this file in Stable and Beta without any problems.\n[crash-Asset_Editor.blend](crash-Asset_Editor.blend)\n\nThe crash report doesn't give anything to go by.\n[crash-Asset_Editor.crash.txt](crash-Asset_Editor.crash.txt)\n\n\n" ]
[ "Asset browser crash\nOperating system: Windows 10\nGraphics card: Intel(R) Core(TM) i5-8250U CPU @ 1.60GHz 1.80 GHz\n\n3.0.0\n\n\nAsset browser sometimes crashes sometimes when you attach/add a certain materials " ]
[Blender 2.8] Child of Bone Constraint : Set inverse doesn't work. Operating system: Windows-7-6.1.7601-SP1 64 Bits Graphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 419.67 Broken: version: 2.80 (sub 55) Worked: (optional) Set inverse button inside Child Of bone constraint do not work. The bone with the constraint do not come back to his default position after using Set inverse. - Select the Default Cube and edit mode. - Select one vertex from the cube and assign it a vertex group (ex: Bone0). - Create Skeleton with two bones with one at the same position as the vertex that has the vertex group. - Add a child of bone constraint to the bone and select the cube as target. - Assign Bone0 to vertex group. - Click on Set Inverse. - The bone position do not change. Based on the attached .blend file: ChildOfConstraintIssue.blend?dl=0
[ "Double transform of grease pencil with lattice modifier\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX TITAN X/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.77\n\nBroken: version: 2.93.1\n\nWhen GP layer is parented to bone and then deformed with Lattice modifier, the deformation occurs in incorrect place.\nIn sample file, deformation is simplified to moving all vertices.\n\nHere is original file, where actual deformation occurs, but I think relationships could be optimized a bit:\n[simple eye lattice in gp.blend](simple_eye_lattice_in_gp.blend)\n\n\n[#89943.blend](T89943.blend)\n\n- Open file\n- Move \"handle\" bone - works as expected\n- Move \"base\" bone - not as expected", "Sculpt Mode: Expand Mask not properly snapping to face sets\nOperating system: Linux-5.15.0-56-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: Quadro GP100/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.108.03\n\nBroken: version: 3.5.0 Alpha\nWorked: never\n\nWhen using mask expand via `Shift A` it is common to hold `Ctrl` to snap the expansion to face sets.\nThis is the most direct way of filling face sets with a mask.\n\nThe issue is that expand seems to pre-determine which vertex is assigned to which face set for snapping.\nThis is not ideal, since it can lead to inconsistent results along the face set boundaries.\nIf the face set is small enough it can also lead to the expand operation having no effect.\n\n![image.png](image.png)\nNotice in the image how the pink face set is unmasked on the left boundary but masked on the right boundary.\n\nThe ideal result would be that the expansion is always fully snapping to any vertex that is part of the face set.\n\n- Add a monkey primitive\n- Create some face sets with the Draw Face Set brush \n- Use `Shift A` to expand a mask\n- Hold Ctrl to snap to any of the face sets\n", "Set parent to > Keep transform without inverse. - Don't work with animation.\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.23\n\nBroken: version: 3.6.2\n\nSet parent to > Object ( Keep transform without inverse. ). Doesnt keep transform with animation\nThe child jump to another positions like the \"keep transform\" of the operation didn't worked.\n\n\nYou can watch the video below.\n<video src=\"attachment\" title=\"Blender 2023-09-13 08-53-20_edit.mp4\" controls></video>\n\nExact steps needed to reproduce the issue. Based on the default startup .blend file.\n1. open blender 3.6.2 lts\n2. select the cube. press g. move the cube. \n3. maj + a. add mesh > torus. \n4. select the torus. frame 1. object propertie. press i to create keyframe at xyz position\n5. move to frame 40. press G. move torus. press i to create keyframe at xyz position\n6. select the torus and the cube. The cube must be the active object. press Ctrl + P > parent without inverse and keep transform.\n7. move the timeline cursor. The position of the torus jump to another location\n\n", "Solidify Node\nWe will drop support for Simple mode since the difference is hard to tell and performance-wise better to optimize the Complex mode than maintaining both.\n\nFill and Only options are a bit confusing in the modifier since fill refers to the fill of the rim and has to be checked on to make Rim Only work.\nInstead, I suggest making Fill refer to the part that is not the rim and Rim refer to the rim and make them independent from each other and both true by default.\n\nThe modifier has options for a vertex group as a factor for the thickness and two vertex groups to store the fill and rim geometry.\nvertex groups will be replaced by two attribute string fields for the factor and to tag the rim geometry\n\n![solidify.png](solidify.png)", "Usability issues with old group operators\nBroken: 2.79, 2.8x\n\n\nWhen using linked objects, all the Group commands [Remove From Group / Remove From All Groups / Add Selected To Active Group / Remove Selected From Active Group] except [Create New Group (Ctrl G)], do nothing\n\n\nIn my particular usage, I link a scene from one file into my main scene, afterwards I create a [New scene with Link Objects] from the Linked scene. \n\n [GroupsFail.blend](GroupsFail.blend)\n [GroupsFail-MainScene.blend](GroupsFail-MainScene.blend)\n\nI can Create Groups by selected objects, and I can remove the group from the object in the Object Properties tab but the only way to remove multiple groups is through python script or deleting the group itself.\n\nSince this report is used to more generally handle issues with the old group operators and other reports have already been merged here, will also list these:\n- Ctrl G is placing new collections inside \"Orphan Data\"", "Joining Armatures\nJoining armatures is something that will become common in my workflow in the coming months and knowing this, I had to write an [operator](armature_merge.py) to facilitate this. But it feels like this should just work without an addon. I'd like to know if the rest of the animation module agrees, and this is something that could go into Blender's Join operator, or if any of these changes are controversial.\n\nThis is something I just might be able to implement myself, but I'd rather let a competent developer do it, if there are any volunteers. :)\n\nHere are the current problems when simply trying to join two armatures:\n\n**Bone Groups**\nBone Groups of the active armature are preserved, but bone groups of the source armature(s) are completely nuked, or worse, assigned seemingly at random.\nSometimes two armatures will have bone groups with the same name. In this case it would be best to \"merge\" these bone groups. It could happen that identically named bone groups have different colors, in which case this color data will be lost. In this case such bone groups could be suffixed with a .001 instead of being merged. But strictly only if the bone group colors do not match, otherwise just go ahead and merge them.\n\n**Parenting**\nCurrently, when joining Armature A into Armature B, all objects that were parented to A are now parented to B. This is good! However, if the armatures weren't in the same place, the parented objects will move because their transform matrix and parent inverse matrix is not set. (Currently in my script I set the transform matrix, but I guess changing the parent inverse matrix would be more correct.)\n\n**Modifier's References**\nSticking to the above A->B example, armature modifiers that were referencing A now reference nothing. I think these references should be redirected to Armature B.\nPerhaps this can be applied more generally, so that when any objects are joined into an object O, all references to the merged objects should be remapped to O? Are there any cases where this would be bad?\n(Note: I tried doing this with the current bpy.ops.outliner.remap_users() operator, but it segfaulted.)\n\n**Vertex Groups**\nBone names can clash, and then they need to be appended with a .001 in their name. That's fine, but in this case the objects that were rigged with the original bone names now have vertex group names that did not get renamed. Fixing this is very painful. So, these vertex groups should be renamed along with the bones.\n\n**Speed**\nJust a nitpick, but I find it odd that joining complex rigs can take up to 10 seconds! I've added some timers to my python operator to show how just the Join operation is taking super long. Maybe some low hanging fruit optimization is possible there?\n\nTest files:\n[simple_armatures_with_objects.blend](simple_armatures_with_objects.blend) (Just press Ctrl+J to see the usual result, and Alt+H to see the desired result)\n[complex_armatures.blend](complex_armatures.blend) (For testing the speed)\n\nCC @dr.sybren @jpbouza-4 @LucianoMunoz and any other people interested in rigging, for opinions :)", "\"Set normal from faces\" operator does not work in a sensible way, needs decision on what is expected behavior here.\nReading current code of that operator, it's not making much sense…\n\n - It computes some averaged vertex normals out of select faces' normals only (without even complying to our generic, weighted computation for that).\n - It then does two different loops (over selected verts of edges of faces first, then over loops of verts), to set some custom normals to those weirdly averaged vertex normals computed at step 1.\n\nI think what it is supposed to/trying to do here is actually the following:\n\n # For each clnor fan (i.e. set of contiguous faces around a given vertex, delimited by sharp edges, that share the same custom normal), properly compute the averaged normal from **selected** faces, and set it.\n\nThis will give predictable results, when a single face is selected for each custom normal it will just set to that face's normal, same in case all edges are sharp… And the 'keep sharp edges' option is not needed anymore, I do not see the reason for that one anyway, if you do not want a sharp edge, just do not tag it as such. ;)\n\n-----------------\nOriginal Report\n-----------------\n\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 417.35\n\nBroken: version: 2.80 (sub 60)\nWorked: (optional)\n\n\n[I can not use set normals from faces when selecting a specific face. When I split normals/make em sharp I expect that I can control specific face normal without it interfering with the other normals, this is at least how you do it in all other 3d packages]\n\n[Split/ make all edges sharp, select all vertexes, go to mesh/normal/rotate to make all normals crazy. Now try to set the normals from one of the faces.[Normals.blend](Normals.blend) ]\n\n", "context override for bpy.ops.view3d.view_selected doesn't work\nBlender 3.6\n\nTried to override currently selected items and run `bpy.ops.view3d.view_selected` (default blender operator binded on \"Numpad .\" by default) and it doesn't work. If I select objects manually with `obj.select_set(True)` it works.\n\nI've compared context's dict produced by `bpy.context.copy()` - the only difference between the context after `.select_set` were `selected_objects`, `selected_ids`, `selected_editable_objects` and I've overidden them.\n\nWay to reprodiuce:\n1) Open default blender scene.\n2) Make sure nothing is selected and move camera away.\n3) Run the code below - nothing happens\n4) Uncomment first two lines of code - operator works.\n\n```python\nimport bpy\n\n#for obj in bpy.data.objects:\n# obj.select_set(True)\n \nfor area in bpy.context.screen.areas:\n if area.type == 'VIEW_3D':\n for region in area.regions:\n if region.type == 'WINDOW':\n override = {\n 'area': area, \n 'region': region\n }\n override['selected_objects'] = bpy.context.view_layer.objects[:]\n override['selected_ids'] = bpy.context.view_layer.objects[:]\n override['selected_editable_objects'] = bpy.context.view_layer.objects[:]\n with bpy.context.temp_override(**override):\n bpy.ops.view3d.view_selected()\n # print(bpy.context.copy())\n```\n\n", "Blender Crashes when trying to create a Pivot Constraint for armature\nOperating system: Windows 11\nGraphics card: NVIDIA GeForce RTX 3050 Laptop GPU\n\nBroken: 3.33, 3.34, 3.35 Beta\nWorked: 2.79\n\nWhen trying to set a bone in the Pivot Constraint for the Armature, it crashes.\n\n1. Create an armature.\n2. Create a Pivot constraint from \"Object Constraint Properties > Add Object Constraint > Relationship > Pivot\".\n3. Select the armature in the Target field.\n4. Then select the Bone in the Bone field. (Blender crashes)\n\n", "Mesh Deform modifier doesn't deform after binding\nBlender 3.3.0 (hash: 0759f671ce1f)\n\nMesh Deform modifier simply doesn't work. The cage mesh doesn't deform the effected mesh.\n\nI modeled my base mesh (a simple array of duplicated rectangles). Then i added a cube, as a separate object, entered Edit Mode, adjusted the size to fit my base mesh, added some loop cuts, exited Edit Mode. Selected my base mesh, added the Mesh Deform modifier, chose the object to deform with, clicked on Bind. \n\n[mesh deform.blend](mesh_deform.blend)\nThe deformation mesh is a solid geometry. I just changed the Viewport Display option to Wire. ", "Snapping to vertex for Rotation doesnt work for Empty and Pivot Point\nBroken: 2.92, 3.1.2\nWorked: -\n\nSnapping with Rotation enabled doesnt work for Empty and Pivot Point (In Affect Only Origin mode)\nIn attached file,\ncube was properly aligned during rotation with snapping to vertex on the plane (marked)\nbut rotation of Empty produce unexpected results\n\nPlace any type of Emply object or try to edit Pivot Point and rotate it with snapping to certain object vertex to match rotation. Rotation will always produce unexpected results.\n\nVideo demonstration: watch?v=zB9ElkiEG7U\n\n[snapping_issue_T99279.blend](snapping_issue_T99279.blend)", "Hair: changing children related settings in objectmode dont show when switching to particle editmode\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87\n\nBroken: version: 2.83.7\nWorked: 2.79\n\nWhen I change additional options like Clumping, children not updates and their update stuck for edit mode for any try except 1st. \nDemonstration and details:\n[2020-10-15_01-46-01.mp4](2020-10-15_01-46-01.mp4)\n\n#69000 (Hair: changing children related settings not updating in particle editmode) is very much related", "Animation: Circle & Lasso select does not work correctly on bones with custom shapes\nOperating system: Windows 11\nGraphics card: NVIDIA RTX 3060 Ti\n\nBroken: 3.3.1\nWorked: Unknown\n\n\nUsing circle or lasso select to select bones with custom shapes does not work correctly. It seems to pick against the actual bone shape instead of the custom bone shape. It's interesting to note that box select seems to work fine here.\n\n[circleselectcustombones.mp4](circleselectcustombones.mp4)", "Keymap: custom key modifiers work inconsistently\nOperating system: Arch Linux, no DE, i3wm\nGraphics card: GTX 960\n\nBroken: 2.80\nWorked: 2.79\n\nI'm left-handed on the tablet, so I bind my sculpt hotkeys to the numberpad. Binding NumpadEnter+LMB to sculpt inverted (same as holding Ctrl) no longer works in 2.80. However, binding NumpadEnter+MMB to pan the view does work. Not sure where the conflict is. This setup did work in Blender 2.79.\n\nLoad factory settings\nImport .py keymap provided (or bind manually; sculpt.brush_stroke and view3d.move)\nEnter sculpt mode\nAttempt to sculpt inverted by holding NumpadEnter+LMB\n\n[system-info.txt](system-info.txt)\n[custom_modifier_bug.py](custom_modifier_bug.py)\n\nSimilar bugs from ages ago:\nT44349\nT34822", "Automatic weight painting doesn't work if part of mesh is masked\nOperating system: Windows 10\nGraphics card: RTX 2060 Super\n\nBroken: v2.83.3\nWorked: Unknown\n\nIf an object has part of its mesh hidden by a mask modifier (ex: hidden cloth on a character), the automatic weight painting from bones will not work.\n\n- Open attached file (The skirt of the character is already hidden by a mask modifier).\n- Optionally edit the weights to better see the problem\n- Weights -> Assign automatic from bones.\n- Disable the mask modifier and try again\n[Slug.blend](Slug.blend)" ]
[ "\"child of\" constraint \"set inverse\" not working\n\nOperating system: Windows 10\nGraphics card: GTX Titan X\n\n\nBroken: blender-2.80-14884cda1ff5-win64 (14.04.2019)\nWorked: 2.79b \n\n\nWhen adding \"child of\" constraint (same for object constraint and bone constraint) the owner jumps to its new position relative to the target position as expected. When pressing \"set inverse\", nothing happens, the owner does not jump back to its original position.\n\n\n- open new document\n- move default cube away from the center\n- duplicate default cube and move to another position\n- add \"child of\" constraint to second cube -> jumps to new position\n- click \"set inverse\" on child constraint -> in 2.79b the cube jumps back to its original position, in 2.8 nothing happens\n\n" ]
Re-open: Rendering in the viewport is constantly restarted by some sculpting brushes and the position of mouse cursor Operating system: Windows-10-10.0.19043-SP0 64 Bits Graphics card: Quadro RTX 3000 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.25 Broken: version: 3.2.1 Unfortunately, the reported bug still exists in the current version 3.2.1. T99196 The sculpting brushes which are causing the problem are: Clay; Smooth; Pose; Slide Relax; Boundary; Cloth; Draw Face Sets; Multires Displacement Smear; Paint; Smear; Box Mask; Box Hide; Box Face Set; Box Trim; Link Project; Mesh Filter; Cloth Filter; Color Filter; Edit Face Set; Mask By Color; Move; Rotate; Scale; Transform; Annotate You can download the sample file from: T99196
[ "Sharp normals along base mesh wires in multires sculpting with smooth shading\nOperating system: Linux-5.4.0-47-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: Quadro GP100/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.100\n\nBroken: version: 2.91.0 Alpha\nWorked: As far as I know in 2.79 before the inclusion of OpenSubdiv\n\nThis has been a long standing issue in multires sculpting with shading artefacts in smooth shading.\nThese will only start appearing when sculpting on the surface and may flicker between different spots when sculpting directly over them.\n\n- Create a suzanne head\n- Add a multires modifier with 4 subdivisions\n- Change the object to smooth shading\n- Enter sculpt mode and smooth on the surface of the object\n\nOn these spots the sharp shading should consistently appear among others. A high contrast Matcap can help with spotting them.\nIn this example they are very subtle but they can be extremely noticeable on very curved surfaces.\n\n![Screenshot_2020-09-09_17-35-27.png](Screenshot_2020-09-09_17-35-27.png)\n\n![Screenshot_2020-09-09_17-35-46.png](Screenshot_2020-09-09_17-35-46.png)\n\n", "Cursor warping not supported on Remote Session\nOperating system: Linux-3.10.0-1160.59.1.el7.x86_64-x86_64-with-glibc2.17 64 Bits\nGraphics card: NVIDIA RTX A5000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.47.03\n\nBroken: version: 3.2.2\nNever worked on previous Blender Version as far as I am aware\n\nMouse wrapping (seem in `Walk Navigation` for example) in Remote Sessions is unusable.\nAs Unreal had a similar issue that was fixed, I was wondering if that was something that could be fixed for Blender as well.\nIt happens both on Linux and Windows.\n\nInfo from the Remote tech used and possible issue:\nrelative_mouse_support/\nInfo on Unreal Problem and Solution:\n141157\n\n- Under a Remote session, go to View > Navigation > Walk Navigation to activate the tool.\n- panning and tilting around,\nthe camera will lag a lot and get out of control by over-panning/tilting\n\nThanks a lot :)\n\n", "3D Paint Mode stencil disappears when panning viewport.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.76\n\nBroken: version: 2.93.4\n\nWhen panning viewport in 3D paint mode with stencil mask enabled, the stencil mask disappears when moving the viewport, however does not disappear when zooming it, which indicates it's not a technical limitation.\n\n1. Enter 3D paint mode\n2. Enable texture mask, select some texture and set mapping to stencil\n3. Navigate the viewport\nResult: The stencil disappears when moving the viewport, which makes it very difficult to line up stencil projection with the 3D geometry\nExpected: The stencil does not disappear when navigating the view\n\n", "Render glitches on cycles when 'Motion Blur' and 'Use Limit Surface' are turned on. \nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.89\n\nBroken: version: 2.92.0\nAlso broken in: 2.93.0 Alpha, branch: master, commit date: 2021-03-20 21:00, hash: 9ca67c47a152, type: Release\nbuild date: 2021-03-20, 23:00:48\nWorked: unknown. This file was created within 2.92\n\nWhen rendering this file I get (for me) random glitches in the render, when Motion Blur is active in Cycles.\nIn the attached file you can see this in for example frames 13,46,77 and 153 (amongst others) for the figure on the left and in frames 57,65 and 82 for the figure on the right.\nTurning off motion blur makes the glitches go away. It happens - for me - both with CPU only and with GPU renders.\n\nThe only objects - as far as I can tell - that produce these glitches are the two 'jasjes' with the material called 'overhemd'. (changing 'overhemd' to a different color also changes the glitches to that same color) Apart from the very obvious triangular glitches, you can also see some sort of wrinkly render errors near the ties on the shirt that only appear when the glitch is visible.\n\nFrame (13) with a glitch: ![Renderglitch_frame13.jpg](Renderglitch_frame13.jpg)\nFrame (14) without a glitch: ![Noglitch_frame14.jpg](Noglitch_frame14.jpg)\n\nThe objects started out as duplicates of each other.\n\n- Open attached file\n- Render frame 153 (or any of these: 13, 46, 77)\n\nI'm sorry the file is as large as it is, but I haven't had this happen in other renders/files yet, so I couldn't reproduce with another file.\nPlease let me know if you prefer to get Dropbox links instead of an actual upload.\n\n[Statler_en_Waldorf_animatie_013.blend](Statler_en_Waldorf_animatie_013.blend)", "Cycles: Viewport rendering is restarted when selecting bone in a rig with drivers\nOperating system: Linux-5.15.11-76051511-generic-x86_64-with-glibc2.34 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.86\n\nBroken: version: 3.2.0 Alpha\nWorked: Unsure, possibly never\n\nWhen selecting bones or objects in very simple cases, the Cycles viewport rendering is not interrupted.\nHowever, if the armature has any drivers on it, selecting a bone will restart the viewport rendering.\n\n- File: [re_render_on_bone_select_with_drivers.blend](re_render_on_bone_select_with_drivers.blend)\n- Start viewport rendering.\n- Select one bone or another.\n- Viewport rendering is restarted on every selection.\n\n- Remove the driver from the bone's X location.\n- Issue is gone.", "Clay strips brush freeze when coming from outside the horizon of surface curvature\nOperating system: Linux-5.4.0-121-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: GeForce GTX 670MX/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.151\n\nBroken: version: 3.2.1\n\nClay strips brush freeze when reaching horizon of surface curvature\n\nOpen blender, then open a new sculpt file, select the clay strips brush, change the direction of the effect to subtract and change the space distance to scene and disable the adjust strength for spacing.\nWhen coming from outside the object blender freezes or lags creating sometimes artefacts in the horizon of the object.\n\nIn this video you can see the normal behaviour with view spacing distance and with scene spacing distance wile adjust strength for spacing is enable, and then the buggy behaviour.\n\n[vokoscreen-2022-07-12_15-29-16.mp4](vokoscreen-2022-07-12_15-29-16.mp4)\n", "Texture Node Editor Using nodes causes weird issues in sculpt mode.\nOperating system: Linux-5.15.0-48-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.76\n\nBroken: version: 3.3.1\nWorked: perhaps never? (can redo in 2.83)\n\nAdding an image from the nodes of the texture editor for example, a sculpting brush, causes really weird issues. Disabling nodes and using the texture properties does not have this issue.\n\n- Check the blend file. Try sculpting, you will see weird noise being displaced with the texture.\n- Now disable the nodes and set the texture type from the texture properties to the same image. Sculpting again you see the issue is not happening.\n[bug.blend](bug.blend)\n\n![bug.png](bug.png)\n\n", "Color managment applyed twice when render from viewport\nOperating system: Linux-5.19.0-32-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce RTX 4080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 525.78.01\n\nBroken: version: 3.4.1\n\nThen rendering from viewport, color management is applied twice.\n\nThis is undesirable since it creates a disconnect between the visible result in the 3D Viewport and the render output.\n\n![image](attachment)\n\n![image](attachment)\n\n- Open blend file\n- Click View -> Viewport render image.\n\n", "Sculpt brush with texture breaks sculpt tiling\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: Radeon (TM) RX 470 Graphics ATI Technologies Inc. 4.5.14757 Core Profile Context 20.11.2 27.20.14501.18003\n\nBroken: version: 2.93.0 Alpha\n\nIf the sculpt brush has a texture enabled with mapping set to *Area Plane*, then tiled strokes break up and do not match properly at the seams.\nIn this example the original stroke is on the right.\n![tiling_bug.jpg](tiling_bug.jpg)\n\n1 Add texture to a brush\n2 Set mapping to area plane\n3 Enable tiling in the Symmetry drop-down menu\n4 Try sculpting at the seams\n\nOr use the file\n[tiling_bug.blend](tiling_bug.blend)\n\n", "Sculpting - Cloth brush - Snake Hook deformation not working\nOperating system: macOS-10.15.7-x86_64-i386-64bit 64 Bits\n\n\nBroken: version: 3.5.0 Alpha\n\nThis is the image I got after kept dragging my cloth brush around the same spot for a few times:\n![Screenshot 2022-12-07 at 21.08.06.png](Screenshot_2022-12-07_at_21.08.06.png)\n\nand this is the file I'm using:\n[20221206_sculpt_cloth_brush_snake_hook_donot_work_0001.blend](20221206_sculpt_cloth_brush_snake_hook_donot_work_0001.blend)\n\nI personally think the option is 'wired' to a wrong block of code.\n\n", "EEVEE viewport rendering loop bug when using walk or fly navigation\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GT 1030/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 3.0.0 Alpha\nWorked: As far as I know, this bug was always in Blender\n\nEEVEE viewport rendering loop bug when using walk or fly navigation:\nwhile using fly or walk navigation and staying still, the sampling always just jumps back to 0 when finished sampling and just starts sampling over and over again thus creating an irritating loop of constant resampling\n\n1. Use EEVEE\n2. For the purpose of this example, change the scene filter size to 50px so that the effect is easily noticeable \n3. Press shift + ` to go to walk navigation (fly navigation has this bug too)\n4. Stay still so that the viewport could start sampling to the specified amount\n\nNotice when the sample amount reaches the specified viewport samples amount, rendering starts again as in if you have moved\n\n[EEVEE viewport navigation loop bug.blend](EEVEE_viewport_navigation_loop_bug.blend)\n\n\n\n\n\n", "Surface smoothing when sculpting does not respect mirror modifier\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.2.0\n\nSmoothing in sculpt mode using Surface deformation does not respect the clipping option of the mirror modifier. This is not the case in the other brushes.\n[0281-0782.mp4](0281-0782.mp4)\n\n1.Creatre an object with at least one plane of symmetry.\n2.Delete one side and add the mirror modifier to fill that same side.\n3.In sculpt mode, try smoothing over the mirror seam using Surface deformation.\n\n", "Cloth simulation randomly breaks down when scrubbing timeline\nOperating system: Ubuntu 20.04\nGraphics card: Geforce MX230\n\nBroken: 3.2.1\n\nWhen scrubbing the timeline , the cloth simulation may cause the mesh to become distorted even with the existence of cache. The video below will show a quick way to break the simulation, however, I first stumbled upon the problem when I set the keys for the bones.\n\n[2022-07-22 15-48-43.mp4](2022-07-22_15-48-43.mp4)\n\n1. Create cloth simulation.\n2. Scrub the timeline. After some time, a situation will arise where the mesh will be distorted.", "Sculpt mode: Set Pivot to Mask Border doesn't work with the initial mask generated by the Box/Lasso mask tools\nWin 10\n\nBroken: blender-2.81-382e7ce9ecfb-windows64\nWorked: ?\n\nThe Set Pivot to Mask Border function doesn't work with the initial mask generated by the Box/Lasso mask tools.\n\nLaunch Blender\nOpen the Sculpting template (File ➞ New ➞ Sculpting)\nChoose the Box or Lasso mask tool\nMask a part of the mesh\nSelect one of the Transform tools (just to see the pivot)\nRun the Set Pivot to Mask Border (Sculpt menu ➞ Set Pivot ➞ Pivot to Mask Border)\n*And nothing happens* \n\n[2019-10-18_18-09-13.mp4](2019-10-18_18-09-13.mp4)\n\n**Note**, if I \"blur\" the mask **(Mask menu ➞ Smooth Mask)** then the \"Pivot to Mask Border\" will start working.\n\nAlso, masks generated with the regular mask brush don't have this problem...", "Symmetry on sculpt mode won't work with auto masking topology enabled\nOperating system: Windows-11\nGraphics card:Quadro RTX 3000/PCIe/SSE2\n\nBroken: Blender 3.5.0\nWorked: N/A\n\nSymmetry on sculpt mode won't work with auto masking topology enabled.\n\n\n- Have a mesh that has two disconnected parts across a symmetry axis.\n- Enter sculpt mode, turn on \"Advanced -> Topology\" (topology auto masking).\n- Turn on X symmetry for sculpting brushes.\n- Sculpt on one part of the mesh, the opposite side doesn't change.\n" ]
[ "Regression: Rendering in the viewport is constantly restarted by some sculpting brushes and the position of mouse cursor \nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: Quadro RTX 3000 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.25\n\nBroken: version: 3.2.0\nWorked: 3.2.1\n\nSo the original issue came with 8b7cd1ed2a\nThis apparently got \"fixed\" by 285a68b7bb\n\n[Cycles affected by the brushes.mp4](Cycles_affected_by_the_brushes.mp4)\nRendering in the viewport is constantly restarted by some sculpting brushes and the position of mouse cursor. \n1, Moving the mouse cursor out of the viewport can stop causing the problem.\n2, Not all brushes are causing the problem. For example, Grab brush, Elastic brush, Draw brush, Mask brush are not causing the problem. \n3, This problem does not happen in Blender 3.1 or Blender 3.0.\n\nnote: after 285a68b7bb, it seems only the Pose & Boundary brushes are still affected (and only if you hover the mesh)\n\nA sample file is included. \n[Bug on Cycles rendering in Sculpt.blend](Bug_on_Cycles_rendering_in_Sculpt.blend)\n\n" ]
Maya style navigation still broken in 2.8 latest build Why is it that this feature is still left untouched? Not all of us can navigate using the classical Blender style.
[ "Add Keying Set and New Keyframes options to the Timeline Sidebar \nIn Blender 2.8, we made the Timeline simpler by moving many options into popovers. \n\nHowever, there are a few advanced features that some users would like to be able to see at a glance without opening up the popover to check.\n\nWe can support this by adding these items to the Timeline Sidebar, which is currently empty. \n\n![Screenshot 2018-11-17 at 18.26.50.png](Screenshot_2018-11-17_at_18.26.50.png)\n\nThe main options where this is relevant is the Keying Set option, as well as the New Keyframes setting.\n\nWith this solution, the Timeline can remain simple and uncluttered, but with added complexity if users open the Sidebar. ", "Compositor: Viewport issues when zoomed in\nBroken: version: 4.0.0 Alpha\nWorked: never\n\nComposition Mask is \"rendered\" wrongly in the viewport when the camera is not fully in view.\n\n\n* Open this file: [zoomed_in.blend](attachment)\n* Notice that in the viewport the view is zoomed in inside the camera view.\n\nCurrent buggy result:\n![image](attachment)\n\nThe mask only matches when the entire camera is in view:\n![image](attachment)\n\n", "Subdiv hangs blender\n**System Information** DESKTOP-HR30UII\nOperating system:Windows 11 Home Single Language\nGraphics card:2GB NVIDIA GRAPHICS DRIVER\n\n\nBroken: Blender Version 3.5\nWorked: ?\n\nBLENDER 3.5 KEEPS NOT RESPONDING WHILE I USE MODIFIERS \n\nON BLENDER ADD MESH AND ADD MODIFIERS TO SUBDIVISION SURFACE THEN CHANGING THE VALUE OF LEVELS VIEWPORT VALUE ABOVE 4 .THEN ONWARDS BLENDER COMPLETELY STOPS WORKING AND I NEED TO RESTART IT AGAIN\n\n", "Translation of UI into Catalan\nDear colleagues,\n\nI would like to be included as member of the #translations team(s) to work on the Catalan version of the UI.\n\nI apollogize in advance if I post this in the wrong place. The instructions say that I should create a task and ask for this; but it seems that I can only access the \"create task\" functionality here. It seems that other members can create tasks elsewhere; but presently not me.\n\nBest wishes,\n\nJoan Pujolar\n", "Lots of animation-related operators do not check if the data is editable or not\nMany animation-related operators do not do any check whether the data-block they operate on is linked, liboverride or fully local data. This seems to affect in particular operations from the 3DView (like key insertions), and in the NLA (like adding new tracks, duplicating strips, etc.).\n\nE.g. one can insert keyframes on a linked object (ie create animdata for that linked object, a new local action, and assign that local action to the linked object!).\n\nRelated to issue reported in #98686 (Cant rename local NLA tracks within a local library override data-block.).", "Broken/weird Continuous Grab behaviour\nOperating system: Linux-5.8.0-43-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: SVGA3D; build: RELEASE; LLVM; VMware, Inc. 3.3 (Core Profile) Mesa 20.2.6\n\nBroken: version: 2.93.0 Alpha\n\nbroken/weird behaviour under VMWare Player/Workstation 14.1.2+, Ubuntu 20.04.2 LTS\nEdit -> Preferences -> Input -> Continuous Grab\n|[2021-02-27 03-11-16.mp4](2021-02-27_03-11-16.mp4)|[cursorbug.mp4](https://archive.blender.org/developer/F13560997/cursorbug.mp4)\n| -- | -- |\n\n- activate grab mode (G-key) in the viewport or in any blender's area which support 'Continuous Grab'\n- drag mouse toward area top or bottom edge\n\nAlternatively:\n- Active walk navigation and quickly move the mouse outside of the Blender window. \n", "Blender 2.8 Splash Screen Design\nFor Blender 2.8, we want to make some improvements to the splash screen. \n\nOne of the main things we want to do here, is to provide an easy way to get started with various *types* of projects. You'll want a different setup if you are doing a 2D animation project, than if you are doing sculpting. That means, both some different objects in your scene, but also a different starting Workspace, and perhaps other things too.\n\nThe other thing we want to include, are links to tutorial videos about learning Blender, and also about new features for each release.\n\nLastly, Blender has many obscure features that even many seasones Blender users don't know about. We want to surface those by showing users various random tips.\n\n\n![Screen Shot 2018-09-08 at 08.32.16.png](Screen_Shot_2018-09-08_at_08.32.16.png)\n\n\nVisual Example:\n\n![Screen Shot 2018-09-08 at 10.27.38.png](Screen_Shot_2018-09-08_at_10.27.38.png)\n\n\n## First Launch Setup Screen\nThe splash screen could also help making the setup process smoother when first launching Blender. There are several options and settings that users will want to easily configure once, such as the keymap, the language and GPU rendering. We want to make these settings more discoverable and accessible.\n\nThis means we can remove these items from the normal splash screen, to make it cleaner and simpler.\n\nPressing the Done button would lead users into the regular splash screen.\n\n\nOutline:\n![Screen Shot 2018-09-08 at 10.38.47.png](Screen_Shot_2018-09-08_at_10.38.47.png)\n\nVisual example:\n\n![Screen Shot 2018-09-08 at 10.38.03.png](Screen_Shot_2018-09-08_at_10.38.03.png)\n\nWe could then lead new users to a screen with several links to start learning Blender:\n\n![Screen Shot 2018-09-08 at 10.35.25.png](Screen_Shot_2018-09-08_at_10.35.25.png)", "View zoom (scale mode in particular) doesn't work well when dragging horizontally, or crossing the middle of the screen\nBroken: 2.79, 2.80, 2.81 HEAD (8c9e6f123a2).\nWorked: ?\n\nNavigation Mode Scale Is Broken - it should never be calculated from the vector zero.\n\n- Set Blender Navigation to Scale\n- Try to press Alt + click and drag in viewport to make it zooming (or click and hold the \"zoom\" icon in the viewport).\n- Try to cross the mouse arrow in the vector zero (i.e., cross the mouse around the middle of the viewport).\n- As you can see the tool start to work weirdly inverting the zooming as soon you cross the scene vector zero.\n\nNote: The other zoom modes (e.g., dolly) also present a strange behaviour when zooming horizontally. But the zoom seems to reset when going over the origin regardless of the mouse direction.\n", "Adding new hook while in Edit mode breaks when trying to undo/redo the operator\nWin7 (32bit)\n\nBroken: 2.78a\n\n\n- Add Path from Curve menu, add new Armature\n- Assign Bone to control point as Hook\n- Blank Hook modifier appears along with real one\n\nScreencast: [screencast0001-0250.mp4](screencast0001-0250.mp4)\n", "NLA: Support for Merge Strips\n**Preface:**\nI know this isn't the place for feature requests. However I plan on implementing this myself soon. This is more of a heads up and acts a way to get feedback before or while I'm working on it. Maybe I'm overlooking something or maybe the idea can be developed further. People can discuss problems and improvements here instead of within the patch comments itself. That way the important discussion can remain here for easier reference.\n\nEdit: Diff: [D8867: Feature: NLA Merge Strips](D8867)\n\n**Problem:**\nFor the animation layer workflow, the only way to combine strips into a single strip is to use the Bake Operator. However, it will always bake all active NLA strips to a single full replace strip. Effectively, this is a \"Merge All\" operator. There is no way to merge a selected set of strips. \n", "How to keep asset viewer options and the search field in view?\n![Clipboard - April 22](Clipboard_-_April_22)\n\nIt's annoying that animators have to scroll up all the time to access these (or down for the search field).", "Error de progama\nno me aparece el modo vèrtice\n\n", "Incorrect Areas affected by Timeline Playback settings\nVersion: 2.80 rc2 (Linux 64)\n\n[Timeline_bug.blend](Timeline_bug.blend)\n\nTo reproduce:\n\n - Open the example file (enable \"Load UI\" too)\n - With the mouse cursor in the 3d view, play the animation using Shift + Space (or Alt + A, whatever your keymap is)\n - Ignore the 3d view. Notice which animation editors show a moving playhead.\n - Inspect the playback settings in the timeline editor.\n - Disable \"All 3d Viewports\" and repeat step 2.\n - Now Enable \"Active Editor Only\" and repeat step 2.\n\nWith certain settings, the Dope Sheet and Timeline show playback even when the Graph Editor and NLA do not. It's as if these windows think they are 3d viewports!", "problem Blender 4.0 in a mac mini\nOperating system: macOS-13.4.1-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 1.2\n\nBroken: version: 4.0.0 Alpha\n\nI'm trying to get Blender 4.0 (Alpha) running on a Mac Mini running OS Ventura 13.14.1(c). When the cube appears (by default) it is not surrounded by the yellow paint and cannot be selected with the left mouse button or the pointer of the digital tablet either. It can only be selected in the outliner\n\n\n", "Assigning shortcut to Sequencer data is wrongly 'hooked' the Scene instead of Scene's VSE data\nThis error shows all the time when I right click on the viewscreen, and I have to right click and press ESC, so the message disappears and I keep working this way, right click, a message appears, ESC.\nIt suddenly started to happen and even deleting and downloading blender again, even with the other 2.8 version it happens.\n\nThank you, I love your work guys\nJust trying to help\n\nOperating system: Windows 10 Home, Core i7 - 7500U @ 2.70GHz, 8.00 GB RAM\nGraphics card: AMD Radeon R7 M440 32GB, 4.00 Gbps\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\nWorked: (optional) " ]
[ "Maya Style Navigation?\nBlender 2.8 Maya style navigation doesnt work." ]
blenderhave problem to open Hello When am see in YouTube top free animation software there top list include this software. I'm download blender original website. Downloading format is msi not zip There is number folder inside python script etc there are three folder only then am cut that folder and paste outside. So, when I'm open blender exe. I'm got some problem in blender My cpu information Os win7 64bit service pack 1 Graphic card 2GB GeForce 610 Gt Ram 4gb Processor Amd fx series About software Blender 2.77a 64bit.mis Blender bug report is Color management using fallback mode for management. BLT_lang_in it: locale data path for translations not found Continuing AL lib :<EE> update device params: Failed to set 44100Hz got 48000Hz instead warning bundled python not found and is expected on this platform if you will build with Clarke install target may have not been build. Fatal pythoncross: py_initialize unable to load the file system codec Importerror no module named encoding. ...... This problem to say me at blender when am open.....
[ "blender crash itself while importing a dae (collide) file\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1650 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.3.1\nBroken: version: 2.82 and all versions in between then and now\nWorked: n/a\n\nHi, I'm using blender version 3.3 on a windows 10 downloaded on steam.\n\nwhen i try to import dae files, blender crashes itself and shuts down\n(this only happens with some dae files, not all and the ones who crash are not to big ).\n\nI tried to search with powershell to find the problem and I got this:\n\nError: EXCEPTION_ACCESS_VIOLATION\n[bgr_darryls_ship_ground.dae](bgr_darryls_ship_ground.dae)\n\n```\nThe gh->hashfp function pointer is NULL (hasn't been initialized yet)\n\nblender.exe!ghash_keyhash(const GHash * gh, const void * key) Line 133\tC\nblender.exe!ghash_lookup_entry(const GHash * gh, const void * key) Line 411\tC\nblender.exe!BLI_ghash_lookup(const GHash * gh, const void * key) Line 736\tC\nblender.exe!BKE_armature_find_bone_name(bArmature * arm, const unsigned char * name) Line 601\tC\nblender.exe!ArmatureImporter::create_armature_bones(Main * bmain, std::vector<Object *,std::allocator<Object *>> & arm_objs) Line 478\tC++\nblender.exe!ArmatureImporter::make_armatures(bContext * C, std::vector<Object *,std::allocator<Object *>> & objects_to_scale) Line 826\tC++\nblender.exe!DocumentImporter::finish() Line 228\tC++\n[External Code]\t\nblender.exe!DocumentImporter::import() Line 127\tC++\n```\n", "Request for Telugu Translation of Blender \nI want to translate blender into my native language. Telugu. Can anybody help in this regard. I can translate the words but somebody has to tell me what to translate and how it works. Kindly somebody guide me or tell the developers.. ", "Assigning shortcut to Sequencer data is wrongly 'hooked' the Scene instead of Scene's VSE data\nThis error shows all the time when I right click on the viewscreen, and I have to right click and press ESC, so the message disappears and I keep working this way, right click, a message appears, ESC.\nIt suddenly started to happen and even deleting and downloading blender again, even with the other 2.8 version it happens.\n\nThank you, I love your work guys\nJust trying to help\n\nOperating system: Windows 10 Home, Core i7 - 7500U @ 2.70GHz, 8.00 GB RAM\nGraphics card: AMD Radeon R7 M440 32GB, 4.00 Gbps\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\nWorked: (optional) ", "Fix big LIghtCache restriction\nAs reported in #78529 saving big lightcache is impossible due to blocksize restriction.\n\nFor now we restrict the lightcache size that can be written to disk but it would be better to slice the huge textures to avoid such limitation.\n\nHowever this needs some refactors in GPUTextures namely the need of a properly exposed `glTexSubImage2D` and `glTexSubImage3D`.", "Weird VSE crash\nOperating system: Win11\nGraphics card: RX580\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen) blender 4.0.0 alpha\nWorked: (newest version of Blender that worked as expected) no clue\n\nBlender crashes on opening file. Was trying to make an alternative caption that gets around the Multiply color issue #112267 but came across a new bug.\n\nBased on the default startup or an attached .blend file (as simple as possible).\nOpen the file I've attached\n\n", "Regression: Crash on deleting shape key from Blender File view.\nOperating system: macOS-13.5-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon Pro 575 1.2\n\nBroken: version: 4.0.0, 3.2\nWorked: 3.1\n\nCaused by a71a513def202b119328035dbd68e86c2c47f7ac\n\nOutliner on Blender File when delete cause crash guide.\n\n- Open attached file\n- Add shape key\n- Switch outliner to Blender file display mode\n- Expand Shape key\n- select `key` then delete it from context menu\n\nr2jrCca\n\nYoutube:\nOlegeJrBbmE\n\nMy Dropbox file:\nLola%20Bunny.zip?dl=0\n\n- - -\nFirst create new ticket I unable to paste picture this here.\nI did drag there 250MB and (Remove) cause appear <html><head></head><body></body><html> please fix without <html> k5RFuuy\n\n", "Blender crashes on startup if a large USD file is attached to the scene\nOperating system: Windows 10, Windows 11\nGraphics card: GeForce RTX 1660 (Win 10), GeForce RTX 3060 (Win 11)\n\nBroken: 3.3.1; 3.3.4; 3.4.1; 3.5 beta\nWorked: not found\n\nThere are several Blender files created at different times. The files are scenes into which a file of the usd format is connected through the \"MeshSequenceCache\" modifier. If the usd file size exceeds a certain size, then with a high degree of probability, almost always, Blender will crash on startup.\nAt the moment, this situation occurs in the scene, to which the usd file is connected, about 1 GB in size.\nThe following method is used as a temporary solution. First, a file is launched that is either smaller or does not have a usd file attached. Then from the running program through the file-open the desired file is launched\n\nAttach a ~1 GB USB file to the scene using a modifier \"MeshSequenceCache\"\n\n", "Using PyPI from Blender\n**Proposal**\n\nImprove the workflow for installing Python modules from the Python package index [PyPI ](https://pypi.org). \n\nThis is a design task to evaluate options.\n\nNote:\n\n- Currently using pip is possible, so it would be good to hear what steps should be made to better support it.\n- This task may result in documenting best-practices for using pip inside Blender, without needing significant changes to Blender's bundled Python.\n- This post was prompted by 050297.html\n\n**Motivation**\n\nFor Python developers to be able to install 3rd party modules into Blender.\n\nWhile this is possible, it's quite involved:\nhow-to-install-pip-for-blenders-bundled-python\n\nThis task is to evaluate possible solutions:\n\n- Use pip with Blender's built-in Python.\n- Only support pip for system-wide Python installations.\n\n\n**Package Compatibility**\n\n- *Windows Python MSVC compatibility.* (**EDIT:** this is no longer an issue).\n\n *In the past, Blender's Python was built with a different MSVC version, making binary modules incompatible.*\n\n- File System Permissions\n\n```\nThe Blender's Python directory may not be writable.\n```\n\n```\nThis could be solved using the `--user` argument.\n```\n\n```\neg: on Linux `pip install my_package --user` installs to `~/.local/lib/python3.8/site-packages/bintrees`\n```\n\n **Possible Solution:** Set `PYTHONUSERBASE` to a directory under Blender's own configuration.\n\n```\nThis has the advantage that it will work with both a system wide & a bundled Python installation.\n```\n\n```\nSee: cmdline.html#envvar-PYTHONUSERBASE\n", "Not recognizing numpad page up /down keys .\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.60\n\n\nBroken: version: 2.80 (sub 75)\nWorked: (optional)\n\n\nBlender is failing to recognize the numpad keys !!!\n\nTrying to use the change workspace shortcut ctrl+PageUp /down and blender is not recognizing the keys in numpad and keep assuming the key 9 and 3 . Other software is fine and i can use Page up and Down, and the home end keys. \n\n", "Cannot use Chinese input or Japanese input\nOperating system: Linux-5.4.0-70-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 450.102.04\n\nBroken: version: 2.93.0 Beta\nWorked: 2.92 ([#issuecomment-224988](87578#issuecomment-224988), [#issuecomment-225000](87578#issuecomment-225000))\n\nCannot use Chinese input or Japanese input\n\nWhen I use Chinese or Japanese input, I get a warning like this on the console \n\nBad keycode lookup. Keysym 0x0 Status: XLookupNone\n'' 0x7fca129c0900 0x7fca36c513c0\n\n", "Linux: SSL/HTTPS Request Unable to Get Local Issuer Certificate\nOperating system: Linux-5.15.0-52-generic-x86_64-with-glibc2.35 64 Bits (Ubuntu 22.04.1)\nGraphics card: SVGA3D; build: RELEASE; LLVM; VMware, Inc. 4.1 (Core Profile) Mesa 22.0.5\n\nBroken: version: 3.3.1\nWorked: version: 2.79b, date: 2018-03-22 14:10, hash: `f4dc9f9d68b`\n\nHTTPS requests made via urllib always result in `urllib.error.URLError: <urlopen error [SSL: CERTIFICATE_VERIFY_FAILED] certificate verify failed: unable to get local issuer certificate (_ssl.c:997)>`\nCert paths point to locations that do not exist on the machine and seem to be specific to the build environment: `/home/sybren/buildbot-builder/linux_glibc217_x86_64_cmake/build_deps/deps/Release/ssl/certs`\nWhereas I'd expect it to be `/usr/lib/ssl/certs` which is the case in version 2.79b and in a separate python 3.10 interpreter.\n\nTo view cert paths:\n```\nimport ssl\nssl.get_default_verify_paths()\n```\nTo make HTTPS request:\n```\nfrom urllib import request\nrequest.urlopen('https://blender.org').status\n```", "BMesh.free causes crash under curtain conditions\nOperating system: Linux-5.16.16-200.fc35.x86_64-x86_64-with-glibc2.34 64 Bits\nGraphics card: NVIDIA GeForce GTX 1660 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.47.03\n\nBroken: version: 3.2.0 Alpha\n```\nall 3.x versions are broken, 3.0.0 sometimes works\n```\nWorked: 2.93.8 LTS\nOn Fedora also some 2.91 versions have been affected, according to rebuild agains newer pythons.\nReported on redhat bugzilla: show_bug.cgi?id=1872980\n\n[blender.crash.txt](blender.crash.txt)\nUsing my python addon blender crashes on _PyEval_EvalFrameDefault or _Py_Dealloc.\n\nUnable to describe simple steps to reproduce. This happens using my python addon, but if a bug is in addon, still shouldn't crash blender but throw an python traceback.\nWhen I delete line describen in crash log's backtrace, then another row is marked as a problem, so unable to identify exactly what's happening.\nPlease, let me know, if you need more information.\n\n----\n\nEdit, run this script with the following command line arguments: [boxmaker_crash_single_script.py](boxmaker_crash_single_script.py)\n`blender -b --factory-startup --python boxmaker_crash_single_script.py`\n", "Add support for more gettext flags to UI translation tools\nAs reported in 101830#issuecomment-1023470 , Weblate `C-format` is not very smart, and generates a lot of false-positives.\n\nThe solution is likely to not enforce these checks over the whole messages, but selectively enable them for messages that actually need it (e.g. (almost?) all RNA-extracted message will not have such formatting).\n\nThis will require updates in the python modules and add-on code generating these translation files.\n\n----------------\n\nParent task: infrastructure/blender-projects-platform#65", "Make App templates more versatile\n**This is a report for a feature/design request, asked by Campbell**\n\nI'm facing an issue with the way blender manages its python scripts. I'm working in a studio and we deploy Blender with an environment builder (Rez). Blender and all the applications we need for our artists are installed on a dedicated drive.\nCurrently, we use the env var BLENDER_USER_SCRIPTS to install our app templates into it with the appropriate directory layout. But users don't have the permission to write on the server, which is normal. But, this leads to errors because Blender needs to write presets, like keymaps in the user scripts/presets directory, causing errors.\nI've tried to use the BLENDER_SYSTEM_SCRIPTS but it requires to move every blender's modules into each application built upon Blender we need to launch, this is very heavy and dirty.\n\nWith @ideasman42, we talked about that a long ago, and I will try to define my need correctly regarding app templates:\n- Either I'd like to be able to start blender with --app-template /path/to/app_template_dir\n- Or having a new env var BLENDER_PROD_SCRIPTS (or whatever the name which suits it) where Blender will look in to load app templates and addons but never ask to write in.\n\n", "Bug with environment texture\nOperating system: Windows 10\nGraphics card: Nvidia GeForce RTX 3050 Laptop GPU\n\n3.6.2\n\nAfter I checked and unchecked \"Open Shading Language\" checkbox Blender crashed, after that I opened my project and turned rendered viewport the environment texture become a one solid color, and as I was rotating my camera it was changing the color.\n\nBased on an attached .blend file you can go to the Render viewport and take a look at this error.\n\n" ]
[ "Blender not opening ERROR\nWhen i'm open the blender software it come cmd report bug\n\nsystem information \n\nos win7(64bit)service pack 1\nAMD FX quad core processor\nRam 4gb\nGraphic card 2gb nvidia 610GT\n\nblender version 2.77a 64 bit.msi downloaded by original website\n\nReport:\n\ncolor management using fallback mode for management\nBLT_lang_init:'locale path for translations not found, countinuing\nAl lib:<EE> update device params: Failed to set 44100hz got 48000hz instead\nwarning! bundled python not found and is expected on this platform. <if you will buil\nt with cmake :'install' target may have not been build \nfatal pthon error:py_initialize: unable to load the file system codec \nImporterror:No module named 'encoding'\n\nThis problem i got in blender when am open\n\nAnyone can help me \n\nMY email [email protected] \nyou can contacted me" ]
crash when pressing ctrl-click in edit mode Operating system: Linux-4.15.0-66201911071317-generic-x86_64-with-debian-buster-sid 64 Bits Graphics card: GeForce GT 630/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.116 Broken: version: 2.82 (sub 4) Worked: (optional) Blender crashes when i hit ctrl-click in edit mode somewhere in the 3d viewport. - Open Blender - Enter edit mode - Press ctrl and click with the selecting mouse button (default: left)
[ "The program crashes when texturing \nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1660/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.72\n\nBroken: version: 2.93.0\n\nWhen try texture object in texture paint mode, and there are another map in shader tab. Program crashes. \n\n1. In default (or other) scene go to Texture paint window, create new texture for paint. \n2. Apply this texture to diffuse color object in shader editor. (or in object properties)\n3. Go back to texture window. We make sure that everything is painted correctly\n4. Go to shading window and drag&drop any other texture to node window. (NOT APPLY TO DIFFUSE COLOR (or APPLY))\n5. Go back to texture paint window. For some reason, the dragged texture itself was assigned to the duffuse color.\n6. Change linced texture in image editor (in left window)\n7. Try paint on RIGHT window (3D viewport)\n8. Click on left texture editor (try paint in 2D ) program crash. \n\nVideo steps: 0Ophy4Lmx0A\n\nDebug logs:\n[blender.crash.txt](blender.crash.txt)\n\n[blender_debug_output.txt](blender_debug_output.txt)\n\n[blender_system_info.txt](blender_system_info.txt)\n\n[Blender_crash.webm](Blender_crash.webm)\n\n![test_image.jpg](test_image.jpg)", "Blender 3.5.1 keeps crashing on occasion\nOperating system: Mac OS Ventura 13.3.1 (a) (22E772610a)\nGraphics card: Apple M1 Ultra (64-Core GPU)\n\nBroken: Version 3.5.1 (3.5.1 2023-04-25)\nWorked: N/A\n\nBlender occasionally crashes on my new Mac Studio (I used to work on a Windows PC beforehand and never had that problem). I'm guessing it is a saving error.\n\n- Download and open the demo-file `Blender 3.4 – “Charge” Open Movie` from demo-files/\n- Change the engine from Eevee to Cycles GPU\n- Set \"Viewport Shading\" to \"Rendered\" - nothing happens\n- Go back to Solid View - blender freezes\n\nAttached is is a video demonstrating what is happening, but in a few words:\n\nThe same happens with some of my heavy(ish) project in 3.6.0 beta\n\nIn 3.5.1 the same project responds in render view as it should be.\n\nWhen I try to reopen the same project blender doesn’t load the project but either freezes or crashes ( one of these crash logs is also attached)\nI manage to reopen the project after a few crashes.\n\nI hope it helps! \n\n![freeze render view 3.6 and 3.5.1.mp4](attachment)\n![3.6.0 crash after trying to reopen test file.rtf](attachment)", "Crash going to material preview or rendered shading mode Blender 2.83.0\nMacBook Pro 15 inch Early 2013\n2.7 GHz Intel Core i&\n16 GB 1600 Mhz DDR3\n|Operating system:|MacOS 10.12.5 - @Tramfabriek\n| -- | -- |\n||Mac OS X 10.12.6 (16G2136) - @johan-eds\n|| macOS 10.12.6 - @UmbertoOldani\n\n|Graphics card:|NVIDIA GeForce GT 650M 1024 MB + Intel HD Graphics 4000 1536 MB - @Tramfabriek\n| -- | -- |\n||NVIDIA GeForce GTX 775M, PCIe, 2048 MB - @johan-eds\n|| NVIDIA GeForce GTX 680MX 2048 MB - @UmbertoOldani\n\nBisected to find the bad commit: 804e90b42d\n\nCrash when clicking on Viewport Shading >Material Preview or >Rendered\nThis did happen already in the 2.83 betas, but none of the 2.82 and earlier version had this problem on this computer running this same OS at least since Blender 2.79.\n\n**System crash report 1** (crash in `UI_draw_roundbox_aa` -> `GPU_batch_draw `. Probably the material render icon):\n```lines=10\nThread 0 Crashed:: Dispatch queue: com.apple.main-thread\n0 libsystem_kernel.dylib \t0x00007fff909add42 __pthread_kill + 10\n1 libsystem_pthread.dylib \t0x00007fff90a9b457 pthread_kill + 90\n2 libsystem_c.dylib \t0x00007fff909134bb __abort + 140\n3 libsystem_c.dylib \t0x00007fff9091342f abort + 144\n4 libGPUSupportMercury.dylib \t0x00007fff88cdbfbf gpusGenerateCrashLog + 158\n5 com.apple.GeForceGLDriver \t0x00007fff76297390 0x7fff7607a000 + 2216848\n6 libGPUSupportMercury.dylib \t0x00007fff88cdd524 gpusSubmitDataBuffers + 560\n7 com.apple.GeForceGLDriver \t0x00007fff76385867 0x7fff7607a000 + 3192935\n8 com.apple.GeForceGLDriver \t0x00007fff763554fd 0x7fff7607a000 + 2995453\n9 com.apple.GeForceGLDriver \t0x00007fff76282a2b 0x7fff7607a000 + 2132523\n10 com.apple.GeForceGLDriver \t0x00007fff7626ee9a 0x7fff7607a000 + 2051738\n11 com.apple.GeForceGLDriver \t0x00007fff76289654 0x7fff7607a000 + 2160212\n12 com.apple.GeForceGLDriver \t0x00007fff7626af97 0x7fff7607a000 + 2035607\n13 com.apple.GeForceGLDriver \t0x00007fff763851ad gldUpdateDispatch + 1041\n14 GLEngine \t0x00007fff7ff1d32a gleDoDrawDispatchCoreGL3 + 520\n15 GLEngine \t0x00007fff7fecebd9 gleDrawArraysOrElements_Entries_Body + 128\n16 GLEngine \t0x00007fff7fecaab4 glDrawArraysInstanced_GL3Exec + 220\n17 org.blenderfoundation.blender \t0x0000000109614f2c GPU_batch_draw_advanced + 428\n18 org.blenderfoundation.blender \t0x0000000109614d6c GPU_batch_draw + 124\n19 org.blenderfoundation.blender \t0x0000000105218c51 UI_draw_roundbox_aa + 353\n20 org.blenderfoundation.blender \t0x0000000104f3d96c ED_region_do_draw + 1372\n21 org.blenderfoundation.blender \t0x0000000104b6d49c wm_draw_update + 2092\n22 org.blenderfoundation.blender \t0x0000000104b6b010 WM_main + 48\n23 org.blenderfoundation.blender \t0x0000000104827762 main + 962\n24 libdyld.dylib \t0x00007fff9087f235 start + 1\n\n\nThread 0 crashed with X86 Thread State (64-bit):\n rax: 0x0000000000000000 rbx: 0x0000000000000006 rcx: 0x00007fff5b521f78 rdx: 0x0000000000000000\n rdi: 0x0000000000000307 rsi: 0x0000000000000006 rbp: 0x00007fff5b521fa0 rsp: 0x00007fff5b521f78\n r8: 0x0000000000000000 r9: 0x0000000000989680 r10: 0x0000000008000000 r11: 0x0000000000000206\n r12: 0x000000011ab85cf8 r13: 0x0000000000000000 r14: 0x00007fff998033c0 r15: 0x000000011ab85000\n rip: 0x00007fff909add42 rfl: 0x0000000000000206 cr2: 0x00007fff960d0b58\n \nLogical CPU: 0\nError Code: 0x02000148\nTrap Number: 133\n```\n\n\n**System crash report 2** (crash in `blf_batch_draw ` -> `GPU_batch_draw `):\n```lines=10\nThread 0 Crashed:: Dispatch queue: com.apple.main-thread\n0 libsystem_kernel.dylib \t0x00007fff8b1dfd42 __pthread_kill + 10\n1 libsystem_pthread.dylib \t0x00007fff8b2cd457 pthread_kill + 90\n2 libsystem_c.dylib \t0x00007fff8b1454bb __abort + 140\n3 libsystem_c.dylib \t0x00007fff8b14542f abort + 144\n4 libGPUSupportMercury.dylib \t0x00007fff83587fbf gpusGenerateCrashLog + 158\n5 com.apple.GeForceGLDriver \t0x00007fff71040390 0x7fff70e23000 + 2216848\n6 libGPUSupportMercury.dylib \t0x00007fff83589524 gpusSubmitDataBuffers + 560\n7 com.apple.GeForceGLDriver \t0x00007fff7112e867 0x7fff70e23000 + 3192935\n8 com.apple.GeForceGLDriver \t0x00007fff710fe4fd 0x7fff70e23000 + 2995453\n9 com.apple.GeForceGLDriver \t0x00007fff7102ba2b 0x7fff70e23000 + 2132523\n10 com.apple.GeForceGLDriver \t0x00007fff71017f8e 0x7fff70e23000 + 2051982\n11 com.apple.GeForceGLDriver \t0x00007fff7100b6bc 0x7fff70e23000 + 2000572\n12 com.apple.GeForceGLDriver \t0x00007fff7100bec2 0x7fff70e23000 + 2002626\n13 com.apple.GeForceGLDriver \t0x00007fff7101113f 0x7fff70e23000 + 2023743\n14 com.apple.GeForceGLDriver \t0x00007fff7143f25e 0x7fff70e23000 + 6406750\n15 com.apple.GeForceGLDriver \t0x00007fff7143f4e6 0x7fff70e23000 + 6407398\n16 com.apple.GeForceGLDriver \t0x00007fff7143f5d7 0x7fff70e23000 + 6407639\n17 com.apple.GeForceGLDriver \t0x00007fff71013d3d 0x7fff70e23000 + 2035005\n18 com.apple.GeForceGLDriver \t0x00007fff7112e1ad gldUpdateDispatch + 1041\n19 GLEngine \t0x000000011925232a gleDoDrawDispatchCoreGL3 + 520\n20 GLEngine \t0x0000000119203bd9 gleDrawArraysOrElements_Entries_Body + 128\n21 GLEngine \t0x00000001191ffab4 glDrawArraysInstanced_GL3Exec + 220\n22 org.blenderfoundation.blender \t0x000000010b288f2c GPU_batch_draw_advanced + 428\n23 org.blenderfoundation.blender \t0x000000010b288d6c GPU_batch_draw + 124\n24 org.blenderfoundation.blender \t0x000000010b283d82 blf_batch_draw + 418\n25 org.blenderfoundation.blender \t0x000000010b282359 BLF_batch_draw_end + 9\n26 org.blenderfoundation.blender \t0x0000000106fc2163 view3d_draw_region_info + 8515\n27 org.blenderfoundation.blender \t0x0000000106936dbd DRW_draw_callbacks_post_scene + 445\n28 org.blenderfoundation.blender \t0x00000001069376cd DRW_draw_render_loop_ex + 1757\n29 org.blenderfoundation.blender \t0x0000000106fc2668 view3d_main_region_draw + 136\n30 org.blenderfoundation.blender \t0x0000000106bb157e ED_region_do_draw + 366\n31 org.blenderfoundation.blender \t0x00000001067e149c wm_draw_update + 2092\n32 org.blenderfoundation.blender \t0x00000001067df010 WM_main + 48\n33 org.blenderfoundation.blender \t0x000000010649b762 main + 962\n34 libdyld.dylib \t0x00007fff8b0b1235 start + 1\n\nThread 0 crashed with X86 Thread State (64-bit):\n rax: 0x0000000000000000 rbx: 0x0000000000000006 rcx: 0x00007fff598ab4b8 rdx: 0x0000000000000000\n rdi: 0x0000000000000307 rsi: 0x0000000000000006 rbp: 0x00007fff598ab4e0 rsp: 0x00007fff598ab4b8\n r8: 0x0000000000000000 r9: 0x0000000000989680 r10: 0x0000000008000000 r11: 0x0000000000000206\n r12: 0x0000000120bebcf8 r13: 0x0000000000000000 r14: 0x00007fff93fe13c0 r15: 0x0000000120beb000\n rip: 0x00007fff8b1dfd42 rfl: 0x0000000000000206 cr2: 0x00007fff8b1c727d\n \nLogical CPU: 0\nError Code: 0x02000148\nTrap Number: 133\n```\n\n1. Open Blender\n2. Click to remove start up information panel\n3. Click on Viewport Shading >Material Preview or >Rendered\n\nResult:\nCrash", "Crash on Changing Repeat value to -1 in Corrective Smooth modifier\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.49\n\nBroken: version: 2.93.5\n\nNot Responding when I change the Repeat value to -1\n\n{[F11810617](image.png), size=full}\n\n", "Crash on toggle bone layer\nOperating system: OpenSUSE Linux, kernel 5.10.7\nGraphics card: intel \n\nBroken: blender-2.92.0-a5637756491c-linux64\n\nBlender crashes when I'm trying to enable bone layer visibility.\n\n1) Open example file: \n[rig-bug3.blend](rig-bug3.blend)\n2) Click on the *second* rig bone layer: ![Screenshot-rig-bug.jpeg](Screenshot-rig-bug.jpeg)\n\nResult: blender crashes with backtrace:\n\n```\n# Blender 2.92.0, Commit date: 2021-02-05 15:23, Hash a5637756491c\nbpy.ops.outliner.item_activate(extend=False, deselect_all=True) # Operator\nbpy.ops.outliner.item_rename() # Operator\nbpy.ops.outliner.orphans_purge(num_deleted=40) # Operator\nDeleted 40 data-block(s) # Info\nbpy.ops.outliner.orphans_purge(num_deleted=10) # Operator\nDeleted 10 data-block(s) # Info\nbpy.ops.outliner.orphans_purge(num_deleted=1) # Operator\nDeleted 1 data-block(s) # Info\nNo orphaned data-blocks to purge # Info\nSaved \"rig-bug3.blend\" # Info\nbpy.context.space_data.context = 'DATA' # Property\nSaved \"rig-bug3.blend\" # Info\n\n# backtrace\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(BLI_system_backtrace+0x20) [0x865fd90]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender() [0xeb3a2a]\n/lib64/libc.so.6(+0x3d6c0) [0x7ff5377926c0]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(DRW_displist_vertbuf_create_pos_and_nor+0x5e) [0x13d443e]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(DRW_curve_batch_cache_create_requested+0x4ea) [0x13d24ea]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender() [0x85bf76b]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(BLI_ghash_free+0x4e) [0x85c00ee]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender() [0x13840e7]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(DRW_draw_render_loop_ex+0x1ac) [0x138649c]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(view3d_main_region_draw+0x8f) [0x1c0442f]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(ED_region_do_draw+0x7e1) [0x17ab221]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(wm_draw_update+0x52e) [0x123c70e]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(WM_main+0x30) [0x123a5a0]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(main+0x31e) [0xdeb30e]\n/lib64/libc.so.6(__libc_start_main+0xea) [0x7ff53777ce0a]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender() [0xeb03c3]\n\n```", "Viewport Rendering and Texture Baking freezes Blender\nOperating system: Windows 7 64bit\nGraphics card: GTX 1660 Super\n\nBroken: 2.90.1\nWorked: 2.83\nWorked: builds prior to b21ba5e579\n\n\nBlender freeze when baking ambiant occlusion\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\nI prepared my scene to bake all objects, but almost every time I try to bake an object (especially the table under the tv), blender is often stuck at 0%, using high CPU usage and freeze.[CtUrban.blend](CtUrban.blend)\n\nUpdate: Viewport Rendering also crash Blender.\n\n", "Crash with certain file. Sculpt mode. Vertex color fill + edge.\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 2.93.0 Alpha\n\nWhen I try to apply vertex color Fill (Sculpt mode) on edge in this particular file, I get crash\nAnd all fine for shapes/triangle.\n\n[VC + edge crush.blend](VC___edge_crush.blend)\n\n[debug_logs.7z](debug_logs.7z)\n", "Crash on calling bpy.ops.mesh.loopcut in python script\nOperation system: macOS BigSur 11.6 (20G165) \nApple M1\n\nVersion 3.4.1 (3.4.1 2022-12-20)\n\nBlender crashes in background mode when you are calling bpy.ops.mesh.loopcut with overridden context\n\nRun Blender from cli with args:\n/path/to/bin --background --python bug.py\n[bug.py](bug.py)\n\n", "Crash when delete linked object in scenes outliner\nOperating system: Windows 10\n\nBroken: 3.6, 3.5, 3.3 LTS, 2.93 LTS\nBroken: 2.91.0\nWorked: 2.90.1\n\nCaused by b0741e1dcbc5e4549e95745b1f1b501f8cd33add\n\nBlender is crash when delete linked object in scenes outliner\n\n1. Open start scene\n2. Create new scene \"Scene.001\"\n3. Click on Cube, Ctrl+L, Link objects to scene \"Scene.001\"\n4. In Outliner switch to \"Scenes\"\n5. Select \"Cube\" object in Scenes Outliner in \"Scene.001\"\n6. Move cursor to Outliner, press key \"X\" or \"Delete\"\n7. Blender is crashing\n\n", "Rigify crash in edit mode\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Radeon RX550/550 Series ATI Technologies Inc. 4.5.0 Core Profile Context 23.3.2.230315\n\nBroken: version: 3.5.0\n\nWhen I orbit the view in edit mode, the program crashes after a few seconds. Especially around the hands and face.\nIn version 3.1.2 it does not happen to me, it does happen in 3.3.0 and 3.5.\nTried to clean and reinstall, update drivers, save file in 3.1.2 and open in new versions, but the bug persists.\n\nSorry for bothering you, I hope you have a good day.-\n\n\ncreate human metarig, go to edit mode, orbit the view. Orbiting around hands seems to crash faster.\n\n", "Blender 2.71 (rc2) crashes when a UV sphere is added\nMac OS X 10.10 (beta) / AMD Radeon HD 6750M 512 MB\n\nBroken: 2.71 (release candidate 2)\nWorked: -\n\nBlender 2.71 (rc2) crashes when a UV Sphere is added to a existent project in Edit Mode.\n\nUsing the attached file, select the figure (stickman), go to Edit Mode and add a UV Sphere. After executing these steps, Blender stops responding and it's necessary to force quit and reopen. \n\nIt seems that's something to do with the modifiers (in the attached file, I'm using Mirror, Skin and Sub-surf). One or more of them are causing the crash when the UV Sphere is added. If I create a new project with no modifiers, I'm able to add UV Sphere. \n", "Crash when rendering animations (GPU Subdivision ON, OFF is fine)\nSystem Information\nOperating system: WIndows 11 22H2\nGraphics card: Nvidia GeForce RTX 4080\n\nBlender Version\nBroken: 3.4.1, 3.5, 3.6\n\nForce closes when rendering animation after a number of frames and when opening larger blend files. Happens with all files. All drivers up to date and tested memory with no issues. Worked without issue for 6 months, crashing started 1 week ago.\n\nRendering animation with GPU Subdivision unchecked did not trigger a crash", "GPencil: Blender crash when GP3 enabled & you open the default 2D animation file\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Ti/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 536.23\n\nBroken: version: 4.0.0 Alpha\nWorked: 3.6\n\nBlender crash when GP3 enabled & you open the default 2D animation file & use the Draw tool\n\n- enable GP3 under the experimental features\n- save preferences and restart Blender\n- do File > New > 2D Animation\n- try to draw something.\n\nSince my 2D animation file is customized, I included it below.\n\n", "Regression: Crash on deleting NLA strip in tweak mode\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 522.30\n\nBroken: version: 3.0, 3.6.0\nWorked: 2.93\n\nWhen using the 'Previous Layer' function of the Action Editor to tweak NLA strips, trying to delete a (green) strip in tweak mode crashes Blender.\n\n\n- Open `109430.blend`\n- In the NLA area, press X to delete the green strip.\n- Blender crashes\n\nOriginal/from fresh file:\n\n- In the default startup file, open 2 areas; a Dope Sheet set to Action Editor, and a Nonlinear Animation.\n- Keyframe any property of the default cube.\n- In the Action Editor, click Push Down on the newly created action.\n- Also in the Action Editor, click the 'Previous Layer' button (the small down arrow). This activates tweaking for the NLA strip.\n- In the NLA area, click the green strip so it's highlighted.\n- Press X to delete it. Blender crashes.\n\n", "Crash creating \"position\" attribute with the wrong type while in Edit mode\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.41\n\nBroken: 3.5.0 and 3.6.0 Alpha\nWorked:\n\nWhile in Edit mode, attempting to create an attribute called `\"position\"` that has type not set to `\"FLOAT_VECTOR\"` will crash Blender.\n\nI couldn't get any other attributes to crash when added while in Edit mode.\nCreating the `\"position\"` attribute with the correct type, but incorrect domain does not cause a crash either.\n\nI can't imagine a use case for users wanting to do this, but it came up while I was determining the extent of 107228 and isn't really the same issue.\n\n1. Select a mesh object\n1. Enter Edit Mode\n1. Either:\n 1. Run `bpy.context.object.data.attributes.new(\"position\", \"FLOAT\", \"POINT\")` from the Python Console\n 1. Create a new attribute called \"position\" using the `bpy.ops.geometry.attribute_add` operator and set the `Data Type` to anything other than `Vector`: ![image](attachment)" ]
[ "Crash on 'CTRL' or 'Command'+LMB in edit mode\nOperating system: Darwin-18.7.0-x86_64-i386-64bit 64 Bits\nGraphics card: NVIDIA GeForce GT 750M OpenGL Engine NVIDIA Corporation 4.1 NVIDIA-12.0.24 355.11.10.50.10.103\n\nBroken: version: 2.82 (sub 4)\n\nWorked:\nDoes not crash in Current stable version 2.81a\n\n 'CTRL' or 'Command' + mouse click (in 3D Viewport) in edit mode crashes Blender. Only broken using *left-click* select mode. Does not crash while using *right-click* select mode.\n\n\n - Enable left-click select in the preferences\n - Select an object and switch into edit mode\n # CTRL + LMB somewhere in the 3D View.\n\n\n\n" ]
Make Instances Real is duplicating entire geometry from geometry nodes Operating system: Windows 10 Graphics card: NVIDIA GeForce RTX 2070 Broken: 3.6.2 Worked: never Open the attached instances_bug.blend and run the "object.duplicates_make_real ▸Make Instances Real" operator. Expected result: The instances from the geometry node are converted to real geometry. Actual result: The entire output of the geometry node is duplicated at positions of each instance.
[ "Set Material Node does not reuse existing empty slot\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.41\n\nBroken: version: 3.1.0 Alpha\n\n\nIf I set material with Set material node, it will not appear after remesh modifier.\nNo matter if i set material to initial instance or to final geometry after Realize node.\nHere the file for tests and demo\n[remesh after GN.blend](remesh_after_GN.blend)\n\n![37712719.png](37712719.png)\n\n[2021-11-29_01-09-32.mp4](2021-11-29_01-09-32.mp4)\n\n[2021-11-29_01-13-43.mp4](2021-11-29_01-13-43.mp4)\n\n", "Cannot to make single user in object properties (if object is used by multiple collections)\nOperating system:\nGraphics card:\n\nBroken:\n\n\nI made a linked copy of an object (not object data!) in another collection by dragging the object from one window of the outliner to another.\nNow in object properties showing amount users equals 2:\n\n![Screenshot_20220101_082503.png](Screenshot_20220101_082503.png)\n\nif you click on button \"make a single copy\" then nothing will happen. I am not sure but seems this UI inconsistency\n\n\nOpen the file and try to make single user to click in object property window:\n\n[make-single-copy.blend](make-single-copy.blend)", "Geometry Nodes: Rendered glitch with Image Texture and Scene Time\nOperating system: Linux-5.15.0-76-generic-x86_64-with-glibc2.35 64 Bits, X11 UI\nGraphics card: NVIDIA GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 535.54.03\n\nBroken: version: 3.6.0\nWorked: Never\n\n**Short description**\nGeometry nodes that use single images or image sequences are rendered inconsistently but usually look normal in the viewport.\nHigh-res images seem to be more unstable.\nHaving a connected/unconnected scene time node in the geo node group while using an image sequence with any number of frames also makes the rendered image/animation more unstable.\n\n|Expected render|Occasional render glitch|\n|--------------------------|--------------------------------------|\n|![0002.png](attachment)| ![0015.png](attachment)|\n\n\n**Reproduction steps**\nThis is the most unstable setup:\n\n1. Create new project\n2. in the image editor window add a new image with resolution of around 1080x1080 pixels and set the source an image sequence ![setup image sequence.png](attachment)\n3. add geometry nodes modifier to the default cube\n4. follow this node setup; in the image texture node use the created image sequence ![node setup.png](attachment)\n5. Render animation\n6. some of the rendered images will be glitched\n\nI've also tested this approach with face extrusion or instance selection instead of deleting faces. The resulting renders were also glitched. \n\nInside of this zip file is a blender project with a similar setup along with some sample images:\n[geo node groups that use images are rendered inconsistently.zip](attachment)\n\nThis reddit post seems to be describing a similar issue:\ngeometry_nodes_rendering_glitch_info_in_comments/\n\nThe workaround with disabling geo nodes modifier in the viewport mentioned there seems to be working in a simple setup. In the above project from the .zip file it is less effective.\n\n", "No Vector Displacement On Instances\nWindows 10 x64\n\n2.79.4\n\nVector displacement doesnt work with instances, It mirrors the displacement on the first object, Im sure this is working as intended but there are many cases where you need to displace actual instances as well.\n\nHaving a checkbox somewhere to enable instance displacement would be amazing\n\n\n\n![blender_2018-07-27_22-07-02.png](blender_2018-07-27_22-07-02.png)\n\n[instances.blend](instances.blend)\n", "Bevel Bug\nblender-2.80-07765499abee-win64 \n\n**cylinder :**\non the cylinder with a lot of segments, bevel doesn't merge in one point. Create nice see n-gon(normal we must see the only verts in one point)\n![Bevel_Bug.gif](Bevel_Bug.gif)\n\n**Cube :**\nThe middle loop has deformed when we bevel sharp corner for small mesh. On the large mesh, we cant see this deform .\n![Screenshot_2.jpg](Screenshot_2.jpg)\n\n[Cylinder_Bevel_Bug.blend](Cylinder_Bevel_Bug.blend)\n\n[Cube_Bevel_Symmetry_Bug.blend](Cube_Bevel_Symmetry_Bug.blend)\n ", "Some mesh operations (e.g. smooth, randomize) are not using mirror modifier mirror object transform correctly for clipping\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 950M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.13\n\nBroken: version: 3.0.1 Release Candidate\n\nWhen using mirror modify with clipping, Smooth Vertices ignore clipping and smoothing all, and this is no options\n![image.png](image.png)\n\nTools to check:\n`Transform` > `Randomize`: does not clip (even without mirror object usage)\n`Transform` > `Warp`: does not clip (even without mirror object usage)\n`MESH_OT_vertices_smooth`\n\nnote: all of the above are not part of the transform system (randomize is even written in python), so it might be a bit cumbersome to implement", "Displacement map, wrong normals and shadows on triangle geometry\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Quadro RTX 3000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 452.69\n\nBroken: version: 2.92.0\nWorked: ?\n\nExperimental Cycles displacement introduces rendering artifacts on some geometries made of triangles. The problem seem to disappear on quad geometry.\n\nOpen the attached \"displace-problem.blend\" file.\nRender an image, or enable Cycles preview in viewport.\nThe left object is made of triangles, and appears with problems.\nThe right object is made of 1 quad, and appears fine.\n\n[displace-problem.blend](displace-problem.blend)\n", "Geometry Nodes Baking\nAs mentioned on the [blog]() the goal is to support the following features:\n* Editing procedurally generated geometry destructively in the viewport.\n* Prepare and manage simulations for the render farm which shouldn't need to run the simulation itself.\n* Explicitly cache parts of the node tree to avoid recomputing them after every change.\n* Re-time animated geometries, i.e. access geometry generated on one frame in another frame.\n\nAt a high level these goals are achieved by allowing the user to bake still or animated geometry at arbitrary positions in a geometry nodes tree using a new Bake node. The baked data can then be used without having to recompute the inputs of the Bake node. It can be edited destructively using Blender's existing edit modes. Furthermore, the baked data can be imported at specific frames.\n\nImplementing all of these features in one go would be too big of an undertaking, so below are smaller releasable milestones that can be worked on one after another.\n\n## Milestone 1: Bake Node\n\nAfter this milestone users will be able to bake still or animated geometries at arbitrary positions in the node tree. The main use cases are:\n* Prepare simulations (with optional post-processing) for a renderfarm.\n* Speedup working with very heavy node trees (e.g. static landscape generation) by explicitly caching the generated data.\n\nThere are a few requirements for this milestone:\n* New Bake node with a dynamic number of sockets for geometries and their attributes.\n* Baking works by pressing on a bake button in the node itself.\n * For baking the user has to choose between still or animated geometry and optionally a frame range.\n * A bake directory on disk has to be choosen.\n* Deleting the baked data should be possible from the node as well.\n* Potential settings and the baked data are stored per Bake node instance. A Bake node that is in a reused node group is counted as multiple Bake node instances. The actual data per Bake is stored in the geometry nodes modifier on the object.\n\nIt may be enough to keep UI changes local to the new Bake node.\n\n## Milestone 2: Manage Bakes\n\nIn production files, there are typically many simulations and other heavy effects that require baking. The goal of this milestone is to give the user tools to manage many bakes.\n\nThere are multiple parts to this which could potentially be split up into somewhat independent tasks, but I keep them together until further discussion happened:\n* Support naming Bake node instances.\n * While working with just Bake nodes in the node tree, this is less important, because the location of the Bake node in the tree \"identifies\" it to the use. When dealing with many Bake node instances at once, one can't rely on their location but needs to use names.\n * Just using node names does not work well for this, because a node only has one name but might be reused many times.\n* Support tagging Bake node instances.\n * As we've seen in the intro, not all baking happens for the same reasons. Therefore it is important that tools that work with multiple bakes can filter what bakes to work on.\n * Supporting custom tags can help the user organize baked data.\n* UI for dealing with all bakes in a scene or file.\n * There should be some kind of UI list that shows all the Bake node instances.\n * It should show which data is currently baked and which not.\n * Filtering can happen using tags and object selection.\n * Various new operators can work on multiple bakes at the same time: bake, delete bake, set bake directory.\n* Python API for dealing with baked data.\n * While the UI we provide for managing baked data should be good enough for most use cases, it seems unrealistic that we can provide all the tools that a larger production needs out of the box. Therefore, it is necessary to make it easy to manage bakes from addons as well.\n\n## Milestone 3: Import Bake\n\nThe Bake node does two things implicitly, it indicates where in the node group the baking happens and it also imports the baked data. Having both of these in the same node is desirable for most use cases, but sometimes it's benefitial to split both tasks. For example:\n* Baking an animated geometry and the loading it at different frames for re-timing.\n* Load multiple baked frames of the same Bake within the same frame.\n* Baking a geometry in one .blend file and then loading it as a cache in another.\n\nAll of these use-cases turn our baking format into a more general purpose interchange format like Alembic that is Blender specific. Baking into other formats will be possible eventually as well, but it not part of this project. Using a custom format allows us to optimize it for our needs and avoids the problem that Blenders data does not always map 1 to 1 to how data is stored in common formats. Also see [this](105251) task.\n\nThe import can be done with a new Import Bake node which takes a (file) path and a frame as input and outputs the geometry. There are some problems that need to be overcome:\n* The Import Bake node ideally has the same sockets as the corresponding Bake node, but this can't be guaranteed when they are in separate .blend files.\n* While not supported yet, it will be possible to pack baked data into the .blend file. Therefore, the path input is sometimes a path on disk and sometimes some internal identifier.\n* It should be possible to use the combination of a Bake node with one or more Import Bake nodes within a node group without having to hard code the file path for all of these nodes. Therefore, it seems reasonable that the Bake node also outputs where the baked data is stored. Also see [this](29266) older proposal.\n\n## Milestone 4: Editing Baked Data\n\nThe idea is that the user can just go into edit, sculpt or other modes on the baked data and edit it in place. For animated geometries, every frame can be destructively edited separately. The goal here is not to record all manual edits the user did. After baking again, the edits will generally be gone.\n\nWhile this might seem like a small feature, if done right, it can have huge impacts on the way people work with geometry in Blender in the long-term. That is because it could theoretically allow us to get rid of the idea of \"original geometry\" in Blender (e.g. the mesh referenced by `object->data`). To give a glimpse into what could become possible: Adding a cube object could just add an \"empty\" object with Cube node in geometry nodes. This allows the primitive mesh to remain procedural. Going into edit mode could implicitly (or explicitly) add a Bake node and bake the cube so that it can be edited destructively.\n\nAs for this milestone, the target use cases are more minor and mostly revolve around fixing up \"bad\" data in animated geometry. For example, in a particle simulation, a single particle got too close to the camera and blocks the entire view. It should be possible to just delete it manually. \n\n## Parallel Track 1: UI for Unused Nodes\n\nThere are various situations in which nodes in a node group are unused:\n* Nodes not connected to the output.\n* Nodes that would compute the unused input of a Switch node.\n* Nodes that were used to compute a simulation that is now cached.\n* Nodes that compute the inputs to the Bake node which is now baked.\n\nCurrently, there is no obvious way for the user to determine which nodes have been evaluated by the last evaluation. However, this information would be very useful because it allows seeing at a glance when data is cached/baked.\n\nLogging the set of nodes that has been evaluated is relatively [straight forward](107780). However, we still need the a good UI for these nodes. The obvious solution is to just gray out these nodes. While that can work, it's not ideal because the nodes can and should still be editable and graying out usually indicates that the user is not expected to edit them.\n\n## Parallel Track 2: Store Baked Data in .blend File\n\nWe already support packing external files into .blend files. That system just needs to be enhanced to also support baking entire folders full with baked data. Ideally, it is possible to load the baked data lazily when loading a .blend file, but that's probably quite a bit more challenging. It remains to be seen how much of a performance hit loading all frames at once has.\n\n", "Fade Inactive Geometry: Objects with the same object data are faded\nOperating system: Linux-5.4.0-72-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: Quadro GP100/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 450.102.04\n\nBroken: version: 3.0.0 Alpha\n\nThe \"Fade Inactive\" Geometry\" overlay is supposed to fade out any object that is not affected by the currently active object in any mode that is not object mode.\nBut if any other object has the same object data linked (same geometry) it will be faded out anyway.\n\n![Screenshot_2021-04-22_11-50-30.png](Screenshot_2021-04-22_11-50-30.png) In this example the quad-sphere in the center is active in edit mode. The one to the right has the same linked object data, which is why it also shows the edit mode overlays as it is the same geometry.\nBut since it is another object it is greyed out.\n\nThis is related to #87704 since the overlay seems to prioritise objects that are in the same mode instead of objects that share the same geometry.\n\n- Duplicate an object multiple times to have more than 2\n- Duplicate one of them with Alt + D to have their object data linked\n- Enter Edit Mode on one of those objects\n\n", "Animated Values in Node Trees and Geometry Nodes Modifier are not distinguishable \nOperating system: all\nGraphics card: all\n\nBroken: blender-3.0.0-alpha+master.12e8c783535c and below\n\nHello dear Blender devs,\nHello dear Geometry Nodes developers and maintainers,\n\nI did wait some time before reporting this as a \"bug\" as from some perspective this might sound like a feature request. But as there are some, to users unidentifiable names used, I guess this is may very well count as a bug.\n\nWhen working in Geometry nodes it is important to be able to keyframe some values and properties to achieve more controlled and art directable Animation of the Asset. While the setting of keyframes works really well, it gets really complicated to tell the different animation channels apart as they neither show the nodes name nor the nodes Label.\n\n\nOpen attached file, try to figure out which graph in the editor belongs to which Node.\n[geonodes_01.blend](geonodes_01.blend)\n\nFor simplification I added three screenshots each showing one of the three cases I could Isolate where this bug appears:\n![animated_nodes.jpg](animated_nodes.jpg)\n1.) Animating Node Values in the Geometry Nodes Tree\n\n\n![exposed_nodes.jpg](exposed_nodes.jpg)\n2.) Animating Exposed Custom Properties of the Geometry Nodes Modifier\n\n\n![shader_nodes.jpg](shader_nodes.jpg)\n3.) Animating Node Values inside the Shader Graph.\n\n\nThank you in advance for your evaluation of this bug report\n\nAlex / zuggamasta", "Geometry instances cannot mix with other instancing\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 3.1.0 Alpha\nWorked: 3.0 alpha\n\n\n\n[cant scatter.blend](cant_scatter.blend)\n[2021-11-02 19-08-07.mp4](2021-11-02_19-08-07.mp4)\n\n", "Dimensions reported by Add Primitive Tools do not match actual dimensions.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Quadro P4000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 388.16\n\nBroken: version: 3.0.0 Alpha\nWorked: Never Known to Work\n\nNo matter what physical size the primitive is when created, the redo panel reports that it is 1m or 2m for any dimension. In the example attached ![Capture.PNG](Capture.PNG) the radius and depth are reported as 39.4\" (1m) and 61.7\" (2m) respectively. While the actual dimensions reported in the N-Panel are 0.221\" x 0.255\" x 0.127\".\n\nCuboids (Cube) are especially erroneous because they can have a different actual value for width, length, and height, but the single dimension \"Size\" is reported as 2m in the redo panel.\n\nIn the base startup file, create a primitive using the tool in the tool panel. Open the redo panel and observe the dimensions reported and compare them to the dimensions reported in the Item Panel.", "Geometry Nodes: Mesh Boolean-Union node anamoly when boolean does not alter input mesh\nBroken: Current main.\nWorked: Never.\n\nI was trying to see if the simulation node group would get rid of internal geometry by incrementally using the **Mesh Boolean-Union** node in the **Simulation node group** but it **seems to delete some outer geometry instead.** \n\n## Without Simulation Nodes:\n| Operating as expected without Mesh Boolean Union node enabled (**creates internal geometry see red arrow**) | Operating as expected with Mesh Boolean Union node enabled (**no internal geometry**) |\n| -- | -- |\n| ![screenshot-May-16-2023-06-57-33.png](attachment) | ![screenshot-May-16-2023-06-58-51.png](attachment) |\n\n## With Simulation Nodes:\n\n| Description | Show |\n| -- | -- |\n| Operating as expected without Mesh Boolean Union node enabled (creates internal geometry see red arrow) | ![screenshot-May-16-2023-07-03-08.png](attachment) |\n| Not Operating as expected with Mesh Boolean Union node enabled (no internal geometry but missing outer geometry) | ![screenshot-May-16-2023-07-06-20.png](attachment) |\n| It should look something like this (no internal geometry but it should have \"external\" geometry also see red arrow | ![screenshot-May-16-2023-07-08-35.png](attachment) |\n\nThe reason I'm trying to use the boolean mesh-union node within the simulation node group is because on some large meshes the boolean mesh-union node will fail or crash blender. \n105652#issuecomment-931240\n\nMy logic is if you have to finish an entire pie in one sitting (think of a pie eating contest) it's easier to cut them up into little pieces and eat them one at a time. **So I'm incrementally running the boolean mesh-union node on smaller pieces in the simulation node group to get rid of internal geometry therefore it's less likely to crash / fail like it does trying to do this all at once on larger meshes.**\n\nSee attached blend file: [cube repeat.blend](https://projects.blender.orgattachment)", "Cleanup: remove `Scene *` from dupli-list\n`SnapObjectContext` needs a `Scene *` to pass it to the dupli-list, which only needs to pass it to the particle system, which only needs it to obtain the gravity vector.\n\nThe gravity vector should only be read from the evaluated scene, but there are cases where the original scene is passed instead. Since the depsgraph is also passed to the dupli-list (`object_duplilist()`) & simulation code (`ParticleSimulationData`), that can be used to obtain the evaluated scene instead.\n\n- rainyDay\n", "Mesh Attributes Python API Is Buggy\nOperating system: Windows 11\nGraphics card: NVIDIA RTX 3070\n\nBroken: 2.93 & 3.3\nWorked: \n\nAccessing geometry attributes via python causes internal errors and mismatched pointers.\n\n\n```\n- Blender 3.3.0 bug\n- 1) Open new file w/ default cube\n- 2) Paste this script into the scripting tab\n- 3) Make sure the cube is selected and run this script\n\nimport bpy\n\nme = bpy.context.active_object.data\n\nfva = me.attributes.new('float_vector_attribute', 'FLOAT_VECTOR', 'CORNER')\n\nprint(f'fva : {fva}.data_type = {fva.data_type}')\n\nfca = me.attributes.new('float_color_attribute', 'FLOAT_COLOR', 'CORNER')\n\nprint(f'fva (again): {fva}.data_type = {fva.data_type}') # output will be wrong\nprint(f'fca : {fca}.data_type = {fca.data_type}')\n\nme.calc_normals_split() # causes next line to crash\n\nfva.data[0].vector = (1, 2, 3) # only crashes the first time the script is run\n\n```" ]
[ "Make Instances Real doesn't work for geometry instances\nOperating system: Windows-10-10.0.18363-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 750/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.41\n\nBroken: version: 3.0.0\n\nWhen I want to make instances real on object that has geometry nodes, blender create duplicate of whole mesh, togather with instances, on each place (point) where single instance mesh should be. I have attached screenshots and test scene that reproduces the bug. \n\nOpen .blend file I sent you, hover with mouse over 4 instaced spheres, and pres ctrl+A... select make instances real. You will see that geometry nodes instances are not created properly (whole geometry is duplicated on each geometry node point).\n\nSimilar thing happens when instancing collections, and trying to make them real - the parent relationship/hiararchy is not working. So there is a bug there also.[geom_nodes_bug.zip](geom_nodes_bug.zip)\n![blend01.jpg](blend01.jpg)\n\n![blend02.jpg](blend02.jpg)\n\n![blend03.jpg](blend03.jpg)", "Make Instances Real Inconsistency\nOperating system: Ubuntu 18.04.6 LTS\nGraphics card: -\n\nBroken: 3.4.0, branch: blender-v3.4-release, commit date: 2022-12-06 18:46, hash: a95bf1ac01be, type: release\n\nGeometry node setups using the \"Instance on Points\" node work inconsistently when trying to realize instances by \"Object\" > \"Apply\" > \"Make Instances Real.\"\nRealizing instances like such results in different outcomes depending on what is plugged into the \"Instance\" input of the \"Instance on Points\" node (Instances or Meshes).\n \nThe \"Geometry to Instance\" node does not seem to affect this behavior. Its documentation says it was intended for \"geometry generated in the node tree (as opposed to picking from separate instances from the Collection Info Node, for example).\" Still, it can produce different results from using the \"Collection Info Node\" (when trying to \"Make Instances Real\") if the \"Geometry\" input to the \"Geometry to Instance\" node contains a Mesh.\n\nIn the attached .blend file, select objects in the \"Inconsistencies\" collection and try to realize the instances by \"Object\" > \"Apply\" > \"Make Instances Real.\"\n\n", "Make Instances Real not working for different kinds of Instances in Geometry Nodes\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 527.56\n\nBroken: version: 3.5.0 Alpha\nWorked: None\n\nWhen Applying \"Make Instances Real\" on a Geomery Nodes Modiffier that instances different object, it behaves strange and does not work as expected. It Instances itself to the positions of the actuall instances.\n\n![image.png](image.png)\nRight: The Geometry Nodes Object\nLeft: Two Objects that are being instanced.\n\n-------------\n\n![image.png](image.png)\nAfter the Applying \"Makei Instances Real\" (I moved the objects away from each other for clarity)\n\n\n\n\n - Select \"Instancer\" Object\n - F3\n # Make Instances Real (Both Operators do the same)\n\nSimple Setup:\n[MakeInstancesReal.blend](MakeInstancesReal.blend)\n\nFor me this is a huge problem, because I think there is no other way to extract the instances from Geometry Nodes, so you can export them to other programs\n\n", "Make instances real does not work for geometry nodes?\nOperating system: Linux-5.11.0-41-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.91.03\n\nBroken: version: 3.0.0\n\nMake instances real for geometry nodes makes the entire instances Per Vertex\n\nSelect an object that contains a geometry nodes tree\nCTRL + A > Make instances Real\n\n![01.jpg](01.jpg)\n\n![02.jpg](02.jpg)\n\n![03.jpg](03.jpg)\n\n![04.jpg](04.jpg)\n\n\nThere seems to be a \"trick\" when using the `Object Info` node: that is using the `As Instance` checkbox (but dont think this is the intention on this option -- and even if: this would be pretty intransparent, and also missing for primitives)\n[#93734.blend](T93734.blend)\nDisabling the `As Instance` option will create many objects with the whole realized geometry in them.\n\n" ]
incorrect context for running font unlink Operating system: Windows 10 Pro v10.0.19044.2006 Graphics card: RTX 3080ti, driver v517.40 [system-info (incorrect context for running font unlink).txt](system-info__incorrect_context_for_running_font_unlink_.txt) Broken: 3.3.0, branch: master, commit date: 2022-09-06 15:39, hash: 0759f671ce1f, type: release Worked: 3.2.2, branch: master, commit date: 2022-08-02 18:15, hash: bcfdb14560e7, type: release trying to unlink a font gives the error "incorrect context for running font unlink" 1. add text 2. in object data properties, add a font (TTF etc) for the text by clicking the folder icon next to Font, Regular 3. try to unlink the font by clicking the X (next to the folder icon)
[ "Erratic behaviour of materials/material slots for text objects\nOperating system: Linux-5.19.0-45-generic-x86_64-with-glibc2.35 64 Bits, X11 UI\nGraphics card: NVIDIA GeForce GTX 980M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.108.03\n\nBroken: version: 3.6.0\n\nMaterial assignment for text objects doesn't behave as expected. Removing an unused material slot will cause changes to the materials used by the object. The same happens if you rearrange the material slots.\n\n1. Add a new text object. Leave the default string \"Text\".\n2. Add 3 new material slots with different materials to the object. Use different viewport display colors to be able to see changes.\n(You will now have Material.001, Material.002 and Material.003)\n3. In edit mode, select the last two letters and assign Material.002.\n(You should now have \"Te\" using Material.001 and \"xt\" using Material.002)\n4. In object mode, remove the last material slot containing Material.003.\n(This material was not assigned to any character, and removing it should not cause any change.)\n5. All 4 letters are now using Material.001. \"xt\" should still be using Material.002.\n\nAlternatively, execute step 1-3 above and then.\n4. Move the last material slot up to the first place.\n(This should not cause any change. Normally in blender, the materials used by the geometry will not change if you rearrange the material slots.)\n5. You will now have \"Te\" using Material.004 and \"xt\" using Material.002. \"Te\" should still be using Material.001.\n\nI have attached a blend file where you just need to remove the last (unused) material slot to see the problem, or move the last material slot up to first position.\n\n", "Can't bind shortcut Alt+Numbers 0-9\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.68\nKeyboard: UK ISO (tenlesskey) w/ UK Layout\n\nBroken: version: 2.93.4\nBroken: version: 3.0.0 Alpha\nWorked: None (tried 1.8, 2.28, 2.34, 2.58, 2.66, 2.79, 2.80, 2.82)\n\nUnable to use Alt modifier with Numbers 0-9\n\nTry to rebind something (e.g Hide Collections to Alt+Number key).\nThe binds will fail to execute.\n\n{[F10604609](210926_blender_10b48.png), size=full}\n\nBroken:\n• Alt+Numbers 0-9\n• Alt+Numpad Numbers 0-9\n• Using 'Left Alt' as a custom modifier key in the keymap plus Numbers 0-9\n\nWorks:\nAlt+F Keys 1-24 work (unfortunately Alt+F4 is hardcoded to exit blender.exe)\nAlt+Qwerty/Punctuation keys work.. just seems like its Alt+Numbers that fail\n\nThank you for your time and consideration :3", "Info log popup on the status bar displays large messages incorrectly\nOperating system: Windows 11\nGraphics card: NVIDIA RTX 3060 Ti\n\nBroken: 3.3.0\nWorked: Probably never\n\n\nWhen a large report is submitted to the info log, the pop-up message indicator displays an enormous empty space. Ideally, this should display a truncated amount of text from the first line of the report.\n\n![image.png](image.png)\n\nIn addition, it appears as though it is attempting to display the newline (`\\n`) character (I wrote out `\"Foo\\nBar\"` to the log).\n\n![image.png](image.png)\n\n[lorum.mp4](lorum.mp4)\n[infobug.blend](infobug.blend)", "UI: Discussion Topics & Possible To-Do's for 3.0\n3.0 is the next chance to do breaking changes which should not go into normal releases. That may be: higher level design changes, muscle memory breaking, documentation breaking (e.g. changed operator names) or non-trivial visual changes. There should still be no .blend file compatibility breaking changes.\n\nIn this task we can collect such changes for consideration. This is not a \"wish a feature\" list. These are things we discussed already but couldn't do earlier because they would be too disruptive.\n\n* Active vs. selected (#82359 (Stronger binding of Active and Selected))\n* Keymap polish\n\n - Consistent selection with modifier keys #78253 (Formalize Default Selection Behavior and Key-map)\n - {key 1}/{key 2}/{key 3} for changing into vertex/edge/face edit mode #88071 (Keymap: use number keys for mode switching (2nd Iteration))\n - {key D} for view-navigation sub-menu #88092 (Keymap: use D-key for view navigation pie-menu (2nd iteration)).\n - {key Alt} usage #83689 (Default Keymap Update: Improve tool access using Alt-LMB)\n\n* Toolsystem wrap-up (change toolsystem defaults if needed)\n* Theme polish (#74358)\n* General defaults (Preferences, startup configuration, bundled workspaces, etc)\n - [ ] Set default subdivision modifier levels to be 1 for viewport and render.\n* More dynamic file selection (e.g. show import/export settings based on file selection)\n* Reevaluate closing popups on mouse moves.\n* Improve naming:\n**Avoid \"link\" for anything unrelated to link/append (e.g. *Link Materials* -> *Share Materials*).** Correct usages of \"copy\" (e.g. *Copy Modifiers* -> *Replace Modifiers*).\n* 3D cursor default orientation method to \"Surface\"\n* #89266 (Investigate renaming the \"Video Sequencer\" editor)\n* #83612 (UI: Tracking: Migrate to active tools based toolbar)", "Driver based on NLA strip data throws error\nOperating system: win 10\nGraphics card: 1050ti\n\nBroken: 3.2.0\n\nDriver based on NLA strip's start frame throws \"invalid target\" error when strip is being moved along timeline. Needs manual update after every moving operation to work correctly.\n\n\n\n - Add Empty, create any action for it, push it down in NLA editor\n - With RMB click*Copy as new driver* strip's start frame \n - On default Cube add Geometry Nodes tree and create input float value, *Paste driver* here with RMB click\n - Select NLA strip and press G to move it along timeline -> driver error: \"Invalid target channel\"\n\nOr in provided file select NLA strip and press G to move it along timeline\n\n[driver_error.blend](driver_error.blend)", "LibOverrides - Refactor how diffing of RNA collections is handled, and extend diffing possibilities.\n**Status:** \n\nMilestone 1 has been implemented in Blender 3.0.\n\nIt implies forward compatibility breakage (i.e. files saved in Blender 3.0 won't open in a fully correct state regarding inserted local override modifiers/constraints, in older versions). Some fix will be added to Blender 2.93 LTS to at least prevent crashes.\n\nMilestone 2 is not yet scheduled.\n\n---\n\n**Description**\n**Big picture:** \n\nThe insertion of new items in existing RNA collections of override data-blocks (e.g. object constraints or modifiers) was 'hacked' in in early stage of the project and unfortunately never properly reworked before it got into production.\n\nIt currently has a weird implementation and design flows that make it close to impossible to extend in practice (to support e.g. re-ordering, deletions, etc.)\n\n**Goals**:\n* Make current code match expected design of data model used to store overrides.\n* Support more complex operations over collection items (re-ordering, deletion?).\n\n**List Operations Design:**\nUltimately this would include `Insertion`, possibly `re-ordering` of existing (from linked data) items. Supporting `deletion` operation remains an open topic, as it has fairly complicated implications, and is not strictly needed since items can usually be muted/de-activated anyway.\n\n*Implementation comments are in italic below.*\n\n* Current Design:\n**Order of operations defined in the override property is crucial, since if you insert a new item `A`, and then another item `B` after `A`, you will need to use `A` as anchor for `B` insertion.** Insertion:\n***Insertion operations are applied in a separate, second pass after all other override operations have been applied.**** *This is a mistake, insertion and ordering should be applied **before** any other override operation, such that order of items in destination data fully matches the one it had when operations were generated by diffing code). This is especially important for index-based operations or index-only lists.*\n***If items in the collection can be referenced by unique names (e.g. modifiers, constraints), new items can be inserted anywhere, using any other existing item as anchor (insertion before/after that anchor item).*** If items in the collection can only be referenced by index (NLA tracks), new items can only be inserted after existing ones (i.e. after items coming from the linked reference datablock).\n***If name reference is defined, it takes precedence over index reference.*** If no valid reference is found, insertion point is assumed to be first (for insert after) or last (for insert before) position in the list.\n*** ***Current implementation main flaw:** it uses a single reference information, `subitem_local_name`/`subitem_local_index`. This is used to find the anchor item after which the new one (matching current override operation) is inserted, **in local override data**. The one to be inserted is then always considered to be the next item in the list of the local (source, stored-in-blend) override data. This makes `insert after` operation the only possible one currently.*\n*** *Items inserted in local override data have a specific flag, different for each type (e.g. `eModifierFlag_OverrideLibrary_Local` for modifiers, `CONSTRAINT_OVERRIDE_LIBRARY_LOCAL` for constraints, etc.).*\n**Re-ordering:*** Not supported.\n\n* Target Design:\n**Insertion:*** Fix current main issue by adding a third set of subitem data, called e.g. `subitem_storage_name`/`subitem_storage_index`, to be used by insertion operations to find the source item from the local override data used as storage, when re-applying overrides over linked localized data.\n**** *Versioning code could then simply detect that an insert operation has a define `subitem_local_xxx` info, but no `subitem_storage_xxx` one, and re-generate that one from the next item in the list of the local stored override data.*\n***The rest of the current design for insertions should then be fine.** Re-ordering:\n***This should only be supported for lists that can reference items by their names (Index-based ones would be too prone to produce invalid data if linked reference data changes).**Engineer plan:**\n* Research the best way to `do_version` to use existing data model in the expected way for current, already implemented code/supported feature. This might imply a breaking of forward compatibility.\n* Research more advanced algorithms able to detect deletion or re-ordering of existing items.\n\n**Work plan**\n\n- [x] **Milestone 1 - Refactor Existing Code/Feature** 33c5e7bcd5, ec71054a9b\n - [x] Change existing diffing code to generate expected override info (relatively easy).\n - [x] Versioning for old .blend files (backward compatibility, relatively easy).\n - [x] ~~Try to find a way to ensure forward compatibility (not sure this is possible without unreasonable changes to the override data structures).~~ *Not practical to implement.*\n - [x] Backport simple fix to 2.93 (and possibly 2.83) to avoid crashes on opening new 3.0 files. 95c82513ca 1d8d6c2f62\n\n- [ ] **Milestone 2 - Advanced Diffing**\n - [ ] Implement a diffing algorithm that would support re-ordering and deletion of existing items.\n\n**Branch**: ...\n\n---\n\n**Relevant links**:\n* ...", "API's new context.property causing immediate Blender access violation crash.\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.40\n\nBroken: version: 4.0.0 Alpha\nWorked: N/A\n\ncertain properties cause immediate access violation when using the new context.property which was introduced recently. See: 6ba0346797f43cd73eb1003ce65a62b8409203fb and 107280\n\n\n\n1. open attached blend file makins sure 'load ui' is ticked in the file open options.\n2. click the play button on the script editor to register the shortcut key\n3. hover the mouse over the font size in the text editor's font size property\n ![image](attachment)\n4. press tab\n5. immediate access violation is triggered in the poll function on line 28.\n\n", "VSE: BLI_assert fails while rendering strip with changed font\nOperating system: Windows-10-10.0.14393-SP0 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.19\n\nBroken: version: 2.90 (sub 0)\nWorked: unknown\n\nOn Windows VSE fails the `BLI_assert(BLI_thread_is_main())` assert at `BKE_sequencer_text_font_load` when trying to render a sequence with a text strip that has it's font changed. Debug build will crash, release build will ignore the assert and continue without any issues. Not sure if this is a bug or `BLI_assert`s are somehow optional.\n\n1. Open VSE\n2. Add text strip\n3. Change strip font\n4. Render (image will do)\nResult: Debug build will crash, release build will ignore the assert and work fine.\n\n**Stack Trace** (ucrtbased.dll thread)\n\n```\nucrtbased.dll!00007ffccd9a7135() (Unknown Source:0)\nucrtbased.dll!00007ffccd9a72d3() (Unknown Source:0)\nucrtbased.dll!00007ffccd9bbf3d() (Unknown Source:0)\nblender.exe!BKE_sequencer_text_font_load(TextVars * data, const bool do_id_user) Line 3799 (%BLENDER_SOURCE%\\blender\\source\\blender\\blenkernel\\intern\\seqeffects.c:3799)\nblender.exe!copy_text_effect(Sequence * dst, Sequence * src, const int flag) Line 3830 (%BLENDER_SOURCE%\\blender\\source\\blender\\blenkernel\\intern\\seqeffects.c:3830)\nblender.exe!seq_dupli(const Scene * scene_src, Scene * scene_dst, ListBase * new_seq_list, Sequence * seq, int dupe_flag, const int flag) Line 5718 (%BLENDER_SOURCE%\\blender\\source\\blender\\blenkernel\\intern\\sequencer.c:5718)\nblender.exe!BKE_sequence_base_dupli_recursive(const Scene * scene_src, Scene * scene_dst, ListBase * nseqbase, const ListBase * seqbase, int dupe_flag, const int flag) Line 5824 (%BLENDER_SOURCE%\\blender\\source\\blender\\blenkernel\\intern\\sequencer.c:5824)\nblender.exe!scene_copy_data(Main * bmain, ID * id_dst, const ID * id_src, const int flag) Line 321 (%BLENDER_SOURCE%\\blender\\source\\blender\\blenkernel\\intern\\scene.c:321)\nblender.exe!BKE_id_copy_ex(Main * bmain, const ID * id, ID * * r_newid, const int flag) Line 589 (%BLENDER_SOURCE%\\blender\\source\\blender\\blenkernel\\intern\\lib_id.c:589)\nblender.exe!DEG::`anonymous namespace'::scene_copy_inplace_no_main(const Scene * scene, Scene * new_scene) Line 314 (%BLENDER_SOURCE%\\blender\\source\\blender\\depsgraph\\intern\\eval\\deg_eval_copy_on_write.cc:314)\nblender.exe!DEG::deg_expand_copy_on_write_datablock(const DEG::Depsgraph * depsgraph, const DEG::IDNode * id_node, DEG::DepsgraphNodeBuilder * node_builder, bool create_placeholders) Line 881 (%BLENDER_SOURCE%\\blender\\source\\blender\\depsgraph\\intern\\eval\\deg_eval_copy_on_write.cc:881)\nblender.exe!DEG::deg_update_copy_on_write_datablock(const DEG::Depsgraph * depsgraph, const DEG::IDNode * id_node) Line 953 (%BLENDER_SOURCE%\\blender\\source\\blender\\depsgraph\\intern\\eval\\deg_eval_copy_on_write.cc:953)\nblender.exe!DEG::`anonymous namespace'::depsgraph_ensure_view_layer(DEG::Depsgraph * graph) Line 353 (%BLENDER_SOURCE%\\blender\\source\\blender\\depsgraph\\intern\\eval\\deg_eval.cc:353)\nblender.exe!DEG::deg_evaluate_on_refresh(DEG::Depsgraph * graph) Line 377 (%BLENDER_SOURCE%\\blender\\source\\blender\\depsgraph\\intern\\eval\\deg_eval.cc:377)\nblender.exe!DEG_evaluate_on_framechange(Main * bmain, Depsgraph * graph, float ctime) Line 84 (%BLENDER_SOURCE%\\blender\\source\\blender\\depsgraph\\intern\\depsgraph_eval.cc:84)\nblender.exe!render_update_depsgraph(Render * re) Line 1991 (%BLENDER_SOURCE%\\blender\\source\\blender\\render\\intern\\source\\pipeline.c:1991)\nblender.exe!render_init_depsgraph(Render * re) Line 2008 (%BLENDER_SOURCE%\\blender\\source\\blender\\render\\intern\\source\\pipeline.c:2008)\nblender.exe!RE_RenderFrame(Render * re, Main * bmain, Scene * scene, ViewLayer * single_layer, Object * camera_override, int frame, const bool write_still) Line 2037 (%BLENDER_SOURCE%\\blender\\source\\blender\\render\\intern\\source\\pipeline.c:2037)\nblender.exe!render_startjob(void * rjv, short * stop, short * do_update, float * progress) Line 679 (%BLENDER_SOURCE%\\blender\\source\\blender\\editors\\render\\render_internal.c:679)\nblender.exe!do_job_thread(void * job_v) Line 397 (%BLENDER_SOURCE%\\blender\\source\\blender\\windowmanager\\intern\\wm_jobs.c:397)\n\n```", "After setting a shortcut for the \"Auto Keyframe\" button, there is an exception in the status display.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.96\n\nBroken: version: 3.2.0\nWorked: none\n\nSee below\n\nUse right click->assign shortcut key\nCreate a shortcut for the auto keyframe button e.g. ctrl+alt+n\nThen test the shortcut in a different viewport and you will see that it looks like nothing is happening.\nBut,**The auto keyframe state is actually changed**, but the button display is not refreshed, and the button dispaly state is changed only when the mouse moves to the timeline window.\n\n![image.png](image.png)", "Support socket icons in the Group Sockets Input/Output type enum\n{[F10225900](image.png), size=full} (crude mockup)\n\nThe issue is that the socket colors are not icons, but maybe they should/could.", "Text editing operations for the console\nText operations not yet supported for console:\n\n- Text cursor insertion by mouse.\n- Mouse drag to select does not change text cursor position.\n- Shift-Ctrl-arrow to select word.\n- Ctrl-x to copy to clipboard and delete.\n- Ctrl-a to select all.\n- Ctrl-z,shift-ctrl-z undo/redo (implies undo system).\n\n- Mac shortcuts\n\n - KM_OSKEY-arrow to beginning/end of line.\n - KM_OSKEY-backspace to start of line.\n - KM_OSKEY-delete to end of line.\n\n", "the Unwrapping function doing wrong calculation\nOperating system: Windows 10\n\nBroken: 2.79, 2.80\n\nwrong size calculation uv shells\n[uv_unwrapping_wrong.blend](uv_unwrapping_wrong.blend)\n![Screenshot_29.jpg](Screenshot_29.jpg)\n\nPS in other software\nmaya\n![Screenshot_31.jpg](Screenshot_31.jpg)\n\n\nrizom uv\n![Screenshot_30.jpg](Screenshot_30.jpg)", "Blender crashes on startup if a large USD file is attached to the scene\nOperating system: Windows 10, Windows 11\nGraphics card: GeForce RTX 1660 (Win 10), GeForce RTX 3060 (Win 11)\n\nBroken: 3.3.1; 3.3.4; 3.4.1; 3.5 beta\nWorked: not found\n\nThere are several Blender files created at different times. The files are scenes into which a file of the usd format is connected through the \"MeshSequenceCache\" modifier. If the usd file size exceeds a certain size, then with a high degree of probability, almost always, Blender will crash on startup.\nAt the moment, this situation occurs in the scene, to which the usd file is connected, about 1 GB in size.\nThe following method is used as a temporary solution. First, a file is launched that is either smaller or does not have a usd file attached. Then from the running program through the file-open the desired file is launched\n\nAttach a ~1 GB USB file to the scene using a modifier \"MeshSequenceCache\"\n\n", "GPU Subdivision: Wrong objects statistics information\nWindows 10\ni7-4790\n16 GB RAM\nRTX 2070\n\nBlender v3.4.1 (Steam)\n\nWrong objects statistics information in object mode when GPU Subdivision is enabled\n\n- Open `Rat.blend` file\n- Enable GPU subdivision\n- Rotate/move the bone\n- Switch to object mode (notice the viewport statistics)\n\n\n\n", "Selecting bones on linked rig has lag\nBroken: version: 3.4.0 Alpha, branch: Unknown, commit date: Unknown Unknown, hash: `rBUnknown`\n\nAlright, so I had a chat with Bastien and we agreed to make a bug report so that this had a record.\n\nSo in the zip you will find the files \"character\" and \"link\". The \"link\" file has the rig already linked. This is the new [BlenRig 6 ](660103) Rig and ever since we got library overrides people have been experiencing a certain lag when selecting bones on a linked rig.\n\nThis lag can go from milliseconds to a couple of seconds depending on scene load and CPU.\n\nBastien Suggested that disabling Global Undo could fix the lag and indeed it does fix it... but you know, it's not practical to be forced to working without Undo...\n\nIn the zip you will also find two files called \"no_overrides\", there I turned off library overrides for all properties. Unfortunately, the lag is still there when you link the rig.\n\nI really don't know what could be causing this, animation playback works just fine, the lag happens when selecting bones and when scrubbing through the timeline. Maybe you could do some debugging and see what blender is doing on those two operations and why it's taking so long to perform them. \n\n- Unzip the attached file - you will find the files \"character\" and \"link\"\n- Open the file `link.blend`\n- Select some bones to check the performance\n- Go to {nav Blender Preferences > System} and disable `Global Undo`\n- Select some bones to check the performance\n[lib_overrides_lag.zip](lib_overrides_lag.zip)" ]
[ "Regression: Incorrect context for running data unlink\nOperating system: Windows 10\nGraphics card: NVIDIA GeForce RTX 3080\n\nBroken: 3.3.0\nWorked: 3.2.0\nCaused by c973d333da\n\nClicking on the X button to unlink image or removing a font throws error: \"Incorrect context for running data unlink\"\n\n- Open default scene\n- Add empty reference image to scene\n- Attempt to remove image link in Object Data Properties.\n\n---\n1. add text\n2. in object data properties, add a font (TTF etc) for the text by clicking the folder icon next to Font, Regular\n3. try to unlink the font by clicking the X (next to the folder icon)" ]
Blender Crashes Cycles Viewport Denoise Operating system: Windows-10-10.0.18362-SP0 64 Bits Graphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.38 Broken: version: 2.90.1 [Blender crashes when selecting Cycles viewport denoise] [Open Blender and go to Scenes tab to set Render Engine to Cycles, Device GPU or CPU, Select Denoising, Viewport Render box, Blender Crashes] [Based on the default startup]
[ "Blender Opens Window then Closes/crashes\nOperating system: Windows 10\nGraphics card: AMD FirePro W2100\n\nBroken: 3.5.1 2023-04-24 18:11 Hash:e1ccd9d4a123 Branch: Blender -v3.5-release\nWorked: first version used on this computer\n\n-First attempted to run blender, found error by running the debug, error:\n\n_EXCEPTION_ACCESS_VIOLATION_\n\n- Did specific driver updates for AMD FirePro W2100 and Intel CPU\n\n- Then ran dell command update\n\n- New error appeared after driver updates and running blender:\n\n_A graphics card and driver with support for OpenGL 3.3 or higher is required.\nInstalling the latest driver for your graphics card might resolve the issue._\n\n- Then downloaded GPU-Z to figure out OpenGL version\n- Open GL version was 1.1 when monitor DisplayPort was plugged into the motherboard\n- Open GL version was 4.5 when monitor DisplayPort was plugged into GPU\n\n- Now blender window would appear but closes immediately\n- running blender_debug_gpu_glitchworkaround.cmd in the Blender file worked to make Blender run but is NOT the overall fix\n- updated python\n- did windows updates\n\nunsure\n\n", "Eevee Alpha Blend artifacts in lookdev and VR with Viewport Denoising enabled\nOperating system: Windows 10\nGraphics card: Nvidia GTX 970\n\n\nBroken: version: 3.0.0 Alpha, branch: master (modified), commit date: 2021-07-26 13:54, hash: 3059853732d7\nBroken: version: 2.93.1, branch: master, commit date: 2021-06-22 05:57, hash: 1b8d33b18c2f, type: release\nBroken: version: 2.83.16, branch: master, commit date: 2021-06-15 08:46, hash: 051567553d29, type: release\nWorked: Unknown\n\n\n\nNavigation within a viewport (such as panning / orbiting the scene) with objects that have a material with Alpha Blend enabled results in visual artifacts for those materials, seemingly regardless of the alpha channel itself (i.e. it affects materials with an alpha of one).\n\nIn my case I first saw the artifacts while using the VR mode in blender where these artifacts feel extremely exaggerated in some cases. I have an environment with foliage billboards that appear like they are slightly head-locked and they sway around a lot when moving in VR. I later realised I could reproduce similar artifacts outside of VR and then realised that disabling denoising avoided the artifacts in the editor and in VR.\n\nIt seems that Eevee's denoising introduces some kind of latency related to how the alpha blending is handled which results in temporal, visual artifacts while the viewport's perspective is changing.\n\nI'd say the reproduction below probably doesn't represent how significant the artifacts feel in VR but I think it highlights the same underlying issue (the same two workarounds that affect the editor, also help in VR).\n\nTurn on Viewport Shading: Material Preview or Rendered\n\nDelete cube\nAdd plane\nAdd material (default principled BSDF is fine, though in my case I'm working with emissive shaders and I have a modified build of Blender supporting equirectangular image textures that let me access their alpha channel)\nSet material Base Color to an Image Texture.\nCreate a new image and generate a Color Grid to set as the base color. (with or without Alpha)\nSet material blend mode to 'Alpha Blend'\n\nGyrate/pan/orbit the viewport view. (Note the artifacts are related to the viewport navigation that needs to move around, and just moving/rotating the plane itself won't show artifacts)\n\n(For the Color Grid the artifacts mainly look like shimmering, and glints on the white letters. That's quite different to the original artifacts I saw in VR for my use case but still it seems to represent the same underlying issue.)\n\nUnder render properties, toggle Viewport Denoising and perform the same viewport movements to compare.\nWith Viewport Denoising back on, switch to using Alpha Clip instead of Alpha Blend and again compare.\n\n[eevee-denoise-artifacts.blend](eevee-denoise-artifacts.blend)", "Error when denoising (Optix) large image\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090, 3060 Driver 522.30\n\nBroken: version: 3.3.1\nWorked: Never (3.0 failed, 2.90 did not start rendering)\n\nDenoising large image will fail and may result in crash.\n\nShortened log:\n```\nIllegal address in CUDA queue synchronize (film_convert_float3 filter_guiding_preprocess)\nE1122 18:16:01.843204 7088 denoiser_optix.cpp:470] Error converting denoising passes to RGB buffer.\nIllegal address in CUDA queue copy_from_device ()\n```\n\n[#102515.blend](T102515.blend)\n\nOpen file and render image.", "Blender 3.5.1 keeps crashing on occasion\nOperating system: Mac OS Ventura 13.3.1 (a) (22E772610a)\nGraphics card: Apple M1 Ultra (64-Core GPU)\n\nBroken: Version 3.5.1 (3.5.1 2023-04-25)\nWorked: N/A\n\nBlender occasionally crashes on my new Mac Studio (I used to work on a Windows PC beforehand and never had that problem). I'm guessing it is a saving error.\n\n- Download and open the demo-file `Blender 3.4 – “Charge” Open Movie` from demo-files/\n- Change the engine from Eevee to Cycles GPU\n- Set \"Viewport Shading\" to \"Rendered\" - nothing happens\n- Go back to Solid View - blender freezes\n\nAttached is is a video demonstrating what is happening, but in a few words:\n\nThe same happens with some of my heavy(ish) project in 3.6.0 beta\n\nIn 3.5.1 the same project responds in render view as it should be.\n\nWhen I try to reopen the same project blender doesn’t load the project but either freezes or crashes ( one of these crash logs is also attached)\nI manage to reopen the project after a few crashes.\n\nI hope it helps! \n\n![freeze render view 3.6 and 3.5.1.mp4](attachment)\n![3.6.0 crash after trying to reopen test file.rtf](attachment)", "Crash (memory use after free) on freeing RigidBody world\nReproducible with current master, probably there since forever.\n\n# Steps\nWith an ASAN build:\n\n- Open `rigid.anim.blend`\n- Close Blender\n\n[rigid.anim.blend](rigid.anim.blend) \n\n(Case found while working on #86379 (When using \"Append\" rigid body objects + empty constraint, none of its constraints work.))\n", "Crash when deleting ViewLayer while rendering\nOperating system: Linux-5.4.0-66-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce GTX 750 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 450.66\n\nBroken: version: 2.92.0\n\nA crash will happen when deleting a ViewLayer while rendering stills or animations, for any render_display_type\n\n- In the default scene, add a new ViewLayer\n- Set the renderer to Cycles so that you can see the render progress. In Eevee you could set up a little animation to get the same problem.\n- Start a normal render\n- While Blender is still rendering, delete the new ViewLayer that you just added and that was being in use when the render process was called\n- A crash happens with a Segfault, even after some time.\n\nThis problem looks to me as just an unhandled context change, because I noticed that if you delete the current scene or the current camera used while rendering animations, those context changes are appropriately handled and the render process is effectively stopped without a crash.\n", "LineArt; Crash after press play in a scene with LineArt modifier\nOperating system: Linux-5.4.0-105-generic-x86_64-with-glibc2.27 64 Bits\nGraphics card: GeForce GT 630/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.144\n\nBroken: version: 3.2.0 Alpha\n\nNo idea what crashes blender. Just press play and wait some seconds.\n\nI would love to help solving this issue, so when someone could remind me where the crashreport usually lands in Linux, i could share that as well.\n[Narrator.blend](Narrator.blend)\n\n", "Crash on Changing Repeat value to -1 in Corrective Smooth modifier\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.49\n\nBroken: version: 2.93.5\n\nNot Responding when I change the Repeat value to -1\n\n{[F11810617](image.png), size=full}\n\n", "EEVEE crash while rendering animation, cycles works.\nOperating system: Win10\nGraphics card: GTX1070MAX-Q\nCPU : i7-6700HQ\nRAM : 32GB DDR4\n\nBroken: 2.90\nWorked: -\n\nBlender crashes w/o any errors when I started to rendering animation in Eevee. \nIt happens on 2 laptops and it always happen in 154 or 155 frame while rendering.\nIn attachment you can download the project which gets this error. \nWhen I use cycles rendering it works perfect.\n\n[#80740.blend](T80740.blend)\n\n- Open file\n- Render frames 154 and 155\n", "2022.1.21 30x24k crash after finisx1.6\n[2022.1.21_HK_tree.crash.txt](2022.1.21_HK_tree.crash.txt)\n\n{[F12814049](2022.1.21_blender_debug_output.txt)}Operating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA RTX A6000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.47\n\nBroken: version: 3.1.0 Alpha\n\n超过20K高分辨 仍旧在GPU渲染完成后崩溃\nMore than 20K high resolution,Still crashes after GPU rendering is complete\n但当分辨率降至 20k 以下,比如 19 x 16 k 则不会发生崩溃\nBut when the resolution drops below 20k, such as 1.9 x 1.6k, the crash will not occur.\n\n\n", "Blender 3.6.1 crashes when switching to Viewport Shading to Rendered on MacBook Pro M1\nOperating system: macOS-13.5-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 Max 1.2\n\nBroken: version: 3.6.1\n\nEnabling objects in the scene causes blender to no longer render. It just says: Sample 0/32 (Using optimized kernels) and if i try and change the Viewport Shading back to something else it crashes. This issue seems to only happen on a specific file.\n\nOpen file, switch Viewport Shading to Rendered, try and switch it back to anything else.\n\n", "Blender crashes: OpenVDB math::Transform::read throws exception. \nOperating system: Darwin-19.5.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5500M OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.9.15\n\nBroken: version: 2.83.2\n\nBlender keeps crashing.\n\nI have a project were I created an animation of modified arrays. Everytime I play it it crashes\n\nCrash report: P1536\n\ncrashed thread: \n```\n\tThread 35 Crashed:\n0 libsystem_kernel.dylib \t0x00007fff726c733a __pthread_kill + 10\n1 libsystem_pthread.dylib \t0x00007fff72783e60 pthread_kill + 430\n2 libsystem_c.dylib \t0x00007fff7264e8a2 __abort + 139\n3 libsystem_c.dylib \t0x00007fff7264e817 abort + 135\n4 libc++abi.dylib \t0x00007fff6f8ae458 abort_message + 231\n5 libc++abi.dylib \t0x00007fff6f89f8bf demangling_terminate_handler() + 262\n6 libobjc.A.dylib \t0x00007fff713da5b1 _objc_terminate() + 104\n7 libc++abi.dylib \t0x00007fff6f8ad887 std::__terminate(void (*)()) + 8\n8 libc++abi.dylib \t0x00007fff6f8b01a2 __cxxabiv1::failed_throw(__cxxabiv1::__cxa_exception*) + 27\n9 libc++abi.dylib \t0x00007fff6f8b0169 __cxa_throw + 113\n10 org.blenderfoundation.blender \t0x0000000110291c61 openvdb::v7_0::math::Transform::read(std::__1::basic_istream<char, std::__1::char_traits<char> >&) + 4801\n11 org.blenderfoundation.blender \t0x000000011026082b openvdb::v7_0::io::Archive::readGrid(std::__1::shared_ptr<openvdb::v7_0::GridBase>, openvdb::v7_0::io::GridDescriptor const&, std::__1::basic_istream<char, std::__1::char_traits<char> >&) + 1787\n12 org.blenderfoundation.blender \t0x0000000110286589 openvdb::v7_0::io::File::Impl::unarchive(openvdb::v7_0::io::File const&, std::__1::shared_ptr<openvdb::v7_0::GridBase>&, openvdb::v7_0::io::GridDescriptor const&, openvdb::v7_0::io::File::Impl::NoBBox) + 57\n13 org.blenderfoundation.blender \t0x0000000110282c91 openvdb::v7_0::io::File::readGridByName(std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&, openvdb::v7_0::math::BBox<openvdb::v7_0::math::Vec3<double> > const&) + 465\n14 org.blenderfoundation.blender \t0x0000000110282ab6 openvdb::v7_0::io::File::readGrid(std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&) + 54\n15 org.blenderfoundation.blender \t0x00000001128a2cc9 MANTA::updateGridFromVDB(std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, float*, bool) + 361\n16 org.blenderfoundation.blender \t0x0000000112890985 MANTA::updateGridFromFile(std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, float*, bool) + 869\n17 org.blenderfoundation.blender \t0x0000000112890cee MANTA::updateNoiseStructures(FluidModifierData*, int) + 558\n18 org.blenderfoundation.blender \t0x000000011287e2b5 manta_update_noise_structures + 21\n19 org.blenderfoundation.blender \t0x000000010df34cd0 BKE_fluid_modifier_processDomain + 3168\n20 org.blenderfoundation.blender \t0x000000010df316ce BKE_fluid_modifier_do + 142\n21 org.blenderfoundation.blender \t0x000000010e3ad4f6 applyModifier + 54\n22 org.blenderfoundation.blender \t0x000000010dea5b0a mesh_calc_modifiers + 2778\n23 org.blenderfoundation.blender \t0x000000010dea4d6b mesh_build_data + 123\n24 org.blenderfoundation.blender \t0x000000010dea4035 makeDerivedMesh + 133\n25 org.blenderfoundation.blender \t0x000000010dfe1281 BKE_object_handle_data_update + 1089\n26 org.blenderfoundation.blender \t0x000000010dfe1704 BKE_object_eval_uber_data + 52\n27 org.blenderfoundation.blender \t0x000000010e9f36ba DEG::(anonymous namespace)::deg_task_run_func(TaskPool*, void*, int) + 138\n28 org.blenderfoundation.blender \t0x00000001142cadbc task_scheduler_thread_run(void*) + 364\n29 libsystem_pthread.dylib \t0x00007fff72784109 _pthread_start + 148\n30 libsystem_pthread.dylib \t0x00007fff7277fb8b thread_start + 15\n```\n", "Blender full crash during smoke+noise baking \"EXCEPTION_ACCESS_VIOLATION\"\nOperating system: Windows 10\nGraphics card: Nvidia RTX 3090\nCPU: Ryzen 5900X\n[system-info.txt](system-info.txt)\n\nBroken: 2.92\n\nEvery single time I try to bake a high res particle system, in this case, fire at 256 + default noise settings, it never gets to complete the render and the blender crashes completely (including the console running in the background) at around frame 60 / 150.\nPausing and resuming baking sometimes works but most of the time it instantly crashes on the resume.\n\nEdit:\nI currently have 32 GB RAM and they are not really under much use during the bake.\nI tried with an RTX 3070 and Ryzen 5800x and the same issue.\n\nCrash file:\n\n\n```lines=30\n# Blender 2.92.0, Commit date: 2021-02-24 16:25, Hash 02948a2cab44\n\n# backtrace\nException Record:\n\nExceptionCode : EXCEPTION_ACCESS_VIOLATION\nException Address : 0x00007FF76E01AD1A\nException Module : blender.exe\nException Flags : 0x00000000\nException Parameters : 0x2\n\tParameters[0] : 0x0000000000000000\n\tParameters[1] : 0x000001C8281373F8\n\n\nStack trace:\nblender.exe :0x00007FF76E01A850 adaptive_domain_adjust\nblender.exe :0x00007FF76E021580 update_flowsfluids\nblender.exe :0x00007FF76E01F380 manta_step\nblender.exe :0x00007FF76E018CD0 BKE_fluid_modifier_processDomain\nblender.exe :0x00007FF76E018530 BKE_fluid_modifier_do\nblender.exe :0x00007FF76E2CC220 modifyMesh\nblender.exe :0x00007FF76E0C4DF0 mesh_calc_modifiers\nblender.exe :0x00007FF76E0C4AF0 mesh_build_data\nblender.exe :0x00007FF76E0C7170 makeDerivedMesh\nblender.exe :0x00007FF76E0A65F0 BKE_object_handle_data_update\nblender.exe :0x00007FF76E0A6320 BKE_object_eval_uber_data\nblender.exe :0x00007FF771D6AFA0 std::_Func_impl_no_alloc<std::_Binder<std::_Unforced,void (__cdecl&)(Depsgraph * __ptr64,Main * __p\nblender.exe :0x00007FF771D69380 blender::deg::`anonymous namespace'::evaluate_node\nblender.exe :0x00007FF771D69330 blender::deg::`anonymous namespace'::deg_task_run_func\ntbb.dll :0x00007FFDEAAF51D0 tbb::interface7::internal::isolate_within_arena\nblender.exe :0x00007FF771DEE500 tbb::internal::function_task<Task>::execute\ntbb.dll :0x00007FFDEAB037A0 tbb::recursive_mutex::scoped_lock::internal_try_acquire\ntbb.dll :0x00007FFDEAB037A0 tbb::recursive_mutex::scoped_lock::internal_try_acquire\ntbb.dll :0x00007FFDEAAF51D0 tbb::interface7::internal::isolate_within_arena\ntbb.dll :0x00007FFDEAAFA490 tbb::task_scheduler_init::terminate\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThreads:\nThread : 00002380\nntdll.dll :0x00007FFDEFFED280 NtDelayExecution\nKERNELBASE.dll :0x00007FFDEDB18FE0 SleepEx\nblender.exe :0x00007FF76E122380 wm_window_process_events\nblender.exe :0x00007FF76E1184D0 WM_main\nblender.exe :0x00007FF76DE09C70 main\nblender.exe :0x00007FF772313468 __scrt_common_main_seh\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 000024a0\nntdll.dll :0x00007FFDEFFF0650 NtWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFDEFFA2680 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 0000549c\nntdll.dll :0x00007FFDEFFF0650 NtWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFDEFFA2680 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00006094\nntdll.dll :0x00007FFDEFFF0650 NtWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFDEFFA2680 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00003a78\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 0000722c\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 000058fc\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 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configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00003ea4\nntdll.dll :0x00007FFDEFFED750 NtWaitForMultipleObjects\nKERNELBASE.dll :0x00007FFDEDB1C480 WaitForMultipleObjectsEx\ncombase.dll :0x00007FFDEE0BA1E0 RoGetServerActivatableClasses\ncombase.dll :0x00007FFDEE0BA1E0 RoGetServerActivatableClasses\ncombase.dll :0x00007FFDEE0BA1E0 RoGetServerActivatableClasses\ncombase.dll :0x00007FFDEE0BA1E0 RoGetServerActivatableClasses\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00003cb8\nntdll.dll :0x00007FFDEFFF0650 NtWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFDEFFA2680 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00000dd8\nntdll.dll :0x00007FFDEFFF0650 NtWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFDEFFA2680 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 000071bc\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nnvoglv64.dll :0x00007FFD206E0280 DrvValidateVersion\nnvoglv64.dll :0x00007FFD2046D50D Symbols not available\n\n\nThread : 000058f8\nntdll.dll :0x00007FFDEFFED750 NtWaitForMultipleObjects\nKERNELBASE.dll :0x00007FFDEDB1C480 WaitForMultipleObjectsEx\nKERNELBASE.dll :0x00007FFDEDB1C460 WaitForMultipleObjects\nnvoglv64.dll :0x00007FFD20719620 DrvPresentBuffers\nnvoglv64.dll :0x00007FFD20719620 DrvPresentBuffers\nnvoglv64.dll :0x00007FFD20B35890 vk_icdNegotiateLoaderICDInterfaceVersion\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 000037dc\nwin32u.dll :0x00007FFDEDDDA0F0 NtUserMsgWaitForMultipleObjectsEx\nUSER32.dll :0x00007FFDEF8A06F0 MsgWaitForMultipleObjectsEx\nnvoglv64.dll :0x00007FFD206E0280 DrvValidateVersion\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00002bcc\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 000031b4\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00001778\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00003c94\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00003e70\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 000071a0\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 000059b4\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 000070a4\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00003fd4\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00005b68\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00005508\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00002c88\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 0000587c\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 000065ec\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 000055ec\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00006998\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00001c30\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00004bd0\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00000ee0\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 0000049c\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 000041a8\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 0000721c\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 000077f0\ntbb.dll :0x00007FFDEAB037A0 tbb::recursive_mutex::scoped_lock::internal_try_acquire\ntbb.dll :0x00007FFDEAB037A0 tbb::recursive_mutex::scoped_lock::internal_try_acquire\nblender.exe :0x00007FF76E319F80 tbb::internal::task_group_base::wait\nblender.exe :0x00007FF771D68EC0 blender::deg::deg_evaluate_on_refresh\nblender.exe :0x00007FF76DF8E3C0 BKE_scene_graph_update_for_newframe\nblender.exe :0x00007FF76E7B6A90 fluid_bake_startjob\nblender.exe :0x00007FF76E13D7D0 do_job_thread\nblender.exe :0x00007FF77234F320 _ptw32_threadStart\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nLoaded Modules :\n0x00007FF76DCE0000 2.9.2.0 blender.exe C:\\Program Files (x86)\\Steam\\steamapps\\common\\Blender\\blender.pdb \n0x00007FFDEFF50000 10.0.19041.844 ntdll.dll \n0x00007FFDEE790000 10.0.19041.804 KERNEL32.DLL \n0x00007FFDEDAD0000 10.0.19041.906 KERNELBASE.dll \n0x00007FFDEF880000 10.0.19041.906 USER32.dll \n0x00007FFDEDDD0000 10.0.19041.906 win32u.dll \n0x00007FFDEF500000 10.0.19041.746 GDI32.dll \n0x00007FFDED770000 10.0.19041.746 gdi32full.dll \n0x00007FFDED880000 10.0.19041.789 msvcp_win.dll \n0x00007FFDEAAF0000 2019.9.0.0 tbb.dll \n0x00007FFDEDE00000 10.0.19041.789 ucrtbase.dll \n0x00007FFDEEDB0000 10.0.19041.906 SHELL32.dll \n0x00007FFDED920000 10.0.19041.546 CFGMGR32.dll \n0x00007FFDEEA40000 10.0.19041.546 WS2_32.dll \n0x00007FFDEE5E0000 10.0.19041.746 RPCRT4.dll \n0x00007FFDCFCF0000 7.0.0.0 openvdb.dll \n0x00007FFDCF740000 10.0.19041.844 OPENGL32.dll \n0x00007FFDEEC60000 10.0.19041.610 ADVAPI32.dll \n0x00007FFDEED10000 7.0.19041.546 msvcrt.dll \n0x00007FFDEEAB0000 10.0.19041.906 sechost.dll \n0x00007FFDEDFF0000 10.0.19041.906 combase.dll \n0x00007FFDEE850000 10.0.19041.746 ole32.dll \n0x00007FFDEEA30000 10.0.19041.546 PSAPI.DLL \n0x00007FFDEEB50000 10.0.19041.746 SHLWAPI.dll \n0x00007FFDCF870000 3.7.7150.1013 python37.dll \n0x00007FFDEDFB0000 10.0.19041.546 IMM32.dll \n0x00007FFD22410000 58.54.100.0 avcodec-58.dll \n0x00007FFDCD5C0000 58.29.100.0 avformat-58.dll \n0x00007FFDEAB40000 58.8.100.0 avdevice-58.dll \n0x00007FFDEE510000 10.0.19041.804 OLEAUT32.dll \n0x00007FFDD40F0000 5.5.100.0 swscale-5.dll \n0x00007FFDCF610000 56.31.100.0 avutil-56.dll \n0x00007FFDEDDA0000 10.0.19041.662 bcrypt.dll \n0x0000000070440000 1.0.28.0 libsndfile-1.dll \n0x00007FFDC8FD0000 1.20.1.0 OpenAL32.dll \n0x00007FFDCE1D0000 2.0.12.0 SDL2.dll \n0x00007FFDEAAE0000 2019.9.0.0 tbbmalloc_proxy.dll \n0x000000006ACC0000 libgmp-10.dll \n0x00007FFDEFAA0000 10.0.19041.844 SETUPAPI.dll \n0x00007FFDD2CB0000 14.26.28720.3 MSVCP140.dll \n0x00007FFDEAAC0000 14.26.28720.3 VCRUNTIME140.dll \n0x00007FFDEAAB0000 14.26.28720.3 VCRUNTIME140_1.dll \n0x00007FFDE1F70000 6.10.19041.844 COMCTL32.dll \n0x00007FFDE7F50000 10.0.19041.1 AVIFIL32.dll \n0x00007FFDE6B50000 10.0.19041.546 VERSION.dll \n0x00007FFDD8550000 10.0.19041.844 GLU32.dll \n0x00007FFDEBD30000 10.0.19041.867 dbghelp.dll \n0x0000000070680000 libfftw3-3.dll \n0x00007FFDD30A0000 3.5.100.0 swresample-3.dll \n0x00007FFDCDB10000 10.0.19041.546 Secur32.dll \n0x00007FFDD82B0000 10.0.19041.1 AVICAP32.dll \n0x00007FFDE28A0000 10.0.19041.546 WINMM.dll \n0x00007FFDD2C70000 2019.9.0.0 tbbmalloc.dll \n0x00007FFD5AD10000 10.0.19041.1 MSACM32.dll \n0x00007FFDD3070000 10.0.19041.1 MSVFW32.dll \n0x00007FFDDECB0000 10.0.19041.1 winmmbase.dll \n0x00007FFDED580000 10.0.19041.906 SSPICLI.DLL \n0x00007FFDEE980000 10.0.19041.746 shcore.dll \n0x00007FFDEBF80000 10.0.19041.546 kernel.appcore.dll \n0x00007FFDEB590000 10.0.19041.906 windows.storage.dll \n0x00007FFDED100000 10.0.19041.662 Wldp.dll \n0x00007FFDEADF0000 10.0.19041.746 uxtheme.dll \n0x00007FFDED6F0000 10.0.19041.662 bcryptPrimitives.dll \n0x00007FFDED5D0000 10.0.19041.844 profapi.dll \n0x00007FFDEEBB0000 2001.12.10941.16384 clbcatq.dll \n0x00007FFDE6250000 10.0.19041.789 MMDevApi.dll \n0x00007FFDED440000 10.0.19041.546 DEVOBJ.dll \n0x00007FFDE6400000 10.0.19041.906 AUDIOSES.DLL \n0x00007FFDECC30000 10.0.19041.546 powrprof.dll \n0x00007FFDECAF0000 UMPDC.dll \n0x00007FFDEAF10000 10.0.19041.546 resourcepolicyclient.dll \n0x00007FFDEF6D0000 10.0.19041.906 MSCTF.dll \n0x00007FFDC2F40000 10.0.19041.746 dataexchange.dll \n0x00007FFDE8030000 10.0.19041.746 d3d11.dll \n0x00007FFDE8EB0000 10.0.19041.906 dcomp.dll \n0x00007FFDEBFD0000 10.0.19041.746 dxgi.dll \n0x00007FFDE6B60000 10.0.19041.746 twinapi.appcore.dll \n0x00007FFDE7A20000 10.0.19041.906 AppXDeploymentClient.dll \n0x00007FFD1FA70000 27.21.14.6192 nvoglv64.dll \n0x00007FFDEA2D0000 10.0.19041.546 WTSAPI32.dll \n0x00007FFDED280000 10.0.19041.546 msasn1.dll \n0x00007FFDE6AA0000 10.0.19041.906 cryptnet.dll \n0x00007FFDED970000 10.0.19041.844 CRYPT32.dll \n0x00007FFDED040000 10.0.19041.546 cryptbase.dll \n0x00007FFDED690000 10.0.19041.804 WINTRUST.dll \n0x00007FFDEC4F0000 10.0.19041.546 ntmarta.dll \n0x00007FFDE5470000 10.0.19041.546 dxcore.dll \n0x00007FFDEB000000 10.0.19041.746 dwmapi.dll \n0x00007FFDEC490000 10.0.19041.546 WINSTA.dll \n0x00007FFDCB3B0000 10.0.19041.906 textinputframework.dll \n0x00007FFDE9960000 10.0.19041.746 CoreMessaging.dll \n0x00007FFDE9420000 10.0.19041.546 CoreUIComponents.dll \n0x00007FFDE9CA0000 10.0.19041.906 wintypes.dll \n0x00007FFDC2C70000 10.0.19041.844 explorerframe.dll \n0x00007FFDEA590000 7.0.19041.867 propsys.dll \n0x00007FFDED050000 10.0.19041.546 CRYPTSP.dll \n0x00007FFDEC7A0000 10.0.19041.546 rsaenh.dll \n0x00007FFDE53A0000 3.7.7150.1013 python3.dll \n0x00007FFDD40D0000 3.7.7150.1013 _bz2.pyd \n0x00007FFDD04E0000 3.7.7150.1013 _lzma.pyd \n0x00007FFDD04C0000 3.7.7150.1013 _socket.pyd \n0x00007FFDDFD70000 3.7.7150.1013 select.pyd \n \n# Python backtrace\n\n```\nSimply bake the file attached, I can't do it and I tried with multiple brand new .blend simple mantaflow setups.\n[Cinematic Fire Simulation.blend](Cinematic_Fire_Simulation.blend)", "Crash on deleting driver\nOperating system: Linux neo 5.10.68-1-MANJARO #1 SMP PREEMPT Wed Sep 22 12:29:47 UTC 2021 x86_64 GNU/Linux\nGraphics card: nvidia GTX 970\n\nBroken: (\n```\n3.0.0-alpha+master.a3027fb09416-linux.x86_64\n```\n)\nWorked: (?)\n\nI duplicated a Text strip via <shift><D>. I don't know where that driver on Location X came from. The original didn't have one. I then wanted to delete that driver. After deleting it and moving the current frame blender crashed.\n\n- Load attached file\n- Delete driver of 'Location X'\n- Press Cursor keys Left/Right a few times till crash.\n[crash.blend](crash.blend)", "Broken textures and shading\nOperating system: Linux-5.15.0-40-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce MX130/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.73.05\n\nBroken: version: 3.2.0\n\nBroken textures when starting up blender and loading object textures and shading issues\n![untitled.png](untitled.png)\n[Blender Texture Bug.mp4](Blender_Texture_Bug.mp4)\n\nPossible causes:\n * Not loading the parent asset blend file before the asset in another scene (opening it first seems to fix the issue in my testing) \n * 4k textures (i've heavily used 4k textures in the asset)\n * Viewport Texture size limit setting (Changed it to 2k)\n![Screenshot_20220623_020103.png](Screenshot_20220623_020103.png)\n\n[untitled.blend](untitled.blend)\n" ]
[ "blender crashing in the denoising option\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 452.06\n\nBroken: version: 2.90.0\n\n[crashing in the denoising option]\n\n[the error happens when I select the render engine cycles and activate denoising view port in automatic mode, when I select viewport shading: rendered, and click anywhere on the screen or try to change the viewport shading, the blender crash]\n[Based on the default startup]\n\n", "Viewport Optix Denoiser is available when Cycles Render Device is set to None/CUDA, leading to a crash\nHi there !\n\nOperating system: Linux-5.4.0-7642-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce GTX 1050 Ti with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.100\n\nBroken: version: 2.91.0 Alpha\n\nThe option to choose the Viewport Denoiser in the Render Properties shows Optix in the dropdown menu, even though the Cycles Render Device in the System Preferences in set to \"None\" or \"CUDA\". Choosing the Optix Viewport Denoiser and going to Rendered mode crashes Blender\n\n- Start Blender with defaults (Cycles Render Device to None or CUDA).\n- In the Render Properties editor, change the Engine to Cycles.\n- In the Denoising Sampling panel, activate the Viewport Denoiser. Automatic will be chosen.\n- Change the Viewport Shading to Rendered to be welcomed by a crash\n\nNote that the crash occurs also when the Device in the Render Properties panel is set to GPU Compute.\nNote that a Cycles Render Device to Optix and the Device to GPU Compute does not crash for me when choosing the Optix Denoiser in the Rendered Viewport Shading (as it should be hopefully).\n\n[system-info.txt](system-info.txt)\n\n[optix_denoise_crash.txt](optix_denoise_crash.txt)\n\n![denoise.jpg](denoise.jpg)", "Blender closes when using Optix in cycles with CPU\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.55\n\nBroken: version: 2.90.1\n\nHello, I am having an error in Blender 2.90.1 when I use cycles and I have selected the CPU device and I activate noise reduction in the viewer by activating Automatic or Optix, the program closes. It doesn't close if I have OpenImageDenoise enabled.\n\nI always use GPU as a device, but sometimes it can happen that we have selected CPU by default and activate that box, with which our project if it was not saved can disappear, greetings\n\n![imagen.png](imagen.png)\n\nI have to clarify that I know perfectly well that Optix is used only with nvidia graphics, therefore it should not appear when a CPU device is selected, it should disappear so that the crash does not occur.", "Automatic and OptiX Viewport Denoisers cause imediate Blender crash.\n[2020-09-30 13-54-26.mp4](2020-09-30_13-54-26.mp4)\n\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.67\n\nBroken: version: 2.90.1\n\nGood Day, I have updated Blender to 2.90.1 earlier this week and opened this version today for the first time. \nWhen I clicked on Rendered shading in the Viewport Blender imediatly crashed. \nAfter looking at some settings if something was out of place I tried the Denoising Viewport feature which appertantly is the culprit. \n\nHowever, the OpenImageDenoise does not cause a crash. Only Automatic and OptiX do. \nThis is not a severe bug as im fine with disabling the Denoiser for now. But it would be nice to have that working :D\n\nUse Cylces as Engine -> Enable Viewport Denoising (either Automatic or OptiX) -> Click on Rendered Viewport Shading -> Blender crashes.\n\nI have attached a screencapture video of me demonstrating the issue.\n\nThanks in advance and have a nice day!\n\n\nBest regards,\n\nJordi" ]
Complete paralysis of the program when you click the "mark seam" button. system information Operating system: Linux-Ubuntu 20.04. 1 LTS Video card:Intel: Core HD Graphics 5500 (BDW GT2). R8169 driver * Blender version** 2. 90.1 Broken: UV edit > seam mark = program paralysis. Training:[F9101739](Снимок_экрана_от_2020-10-26_21-01-07.png): Screenshot from 2020-10-26 21-01-07. png Brief description of the UV editing section error, then mark the seam, end the hang program. In blender version 2.82 a -same problem? Exact steps for others to reproduce the error** UV editing > seam mark > program paralysis! Specify if there is not enough data? Thanks. п
[ "Missing undo push for Paint Mask and Vertex Selection in weight paint\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.77\n\nBroken: version: 3.0.0 Alpha\n\nEnabling or disabling of the Paint Mask and Vertex Selection modes is missing an undo push\n\n![image.png](image.png)\n\n[Weight.blend](Weight.blend)\nEnable Paint Mask\n![image.png](image.png)\nPaint on the model\nUndo\nResult: Both the paint and the paint mask mode are undone", "Pinning Bones/Constraint Tabs in Properties Editor doesn't work\nBroken: 2.76 - master (1283c66)\nWorked: Unknown\n\nThe context pinning functionality in the Properties Editor doesn't work for Bones and Constraints. There may be a few others too that I haven't noticed yet, but these are the biggest ones.\n", "Sculpt: mask cut and fill can`t hold tubes\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.20\n\nBroken: version: 2.82 (sub 6)\n\nBug or limitation/flaw?\n[untitled.blend](untitled.blend)\n[2020-01-17_19-12-26.mp4](2020-01-17_19-12-26.mp4)", "Add error message feedback on constraints, similar to what already exists for modifiers.\nCurrently de-activated constraints only show their status through a small red icon. It would be better for users to also show an error message explaining what is the issue, similar to what modifiers already do.\n\nSee e.g. the invalid settings for the IK constraint of the first bone in this file from #100128: [lib.blend](lib.blend)", "Topbar gliches\nOperating system: Windows 10\nGraphics card: RTX 3060\n\nBroken: 3.3 Beta\n\nThis only happened on windows.\nWhen Status Bar is hidden and Resolution Scale is greater than 1, the Top Bar sometimes becomes unusable. (look at the end of video)\nMy guess it has something to do with notifications that are now displayed at Top Bar.\n[bug.mp4](bug.mp4)\n\nSame as in the video\n- On the `Windows` tab disable `Show Status Bar`\n- Go to {nav Edit > Preferences... > Interface} and change the `Resolution Scale` to 1.2\n- Save Preferences\n- Close the Temporary Window\n- Reopen the `Blender Preferences` window ({nav Edit > Preferences...})\n- Press `Save Preferences`\n\nInvoking save as temporary window also causes this issue\n\nTrying to resize Top Bar area or maximizing some other area fix the issue.", "Assert hit on executing mask extract operations\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3050 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.78\n\nBroken: 3.5 (63b9a57f8b)\n\nAssert hit on executing mask extract operations\n\n- Open default scene or sculpting template\n- Paint mask\n- Call `Mask Slice to new Object` or `Mask Extract`\n```lines=10\n \tucrtbased.dll!00007ff801b17475()\tUnknown\n \tucrtbased.dll!00007ff801b17613()\tUnknown\n \tucrtbased.dll!00007ff801b2d86d()\tUnknown\n>\tblender.exe!_BLI_assert_abort() Line 47\tC\n\n \tblender.exe!BKE_mesh_copy_parameters_for_eval(Mesh * me_dst, const Mesh * me_src) Line 1020\tC++\n \tblender.exe!paint_mask_slice_exec(bContext * C, wmOperator * op) Line 569\tC\n \tblender.exe!wm_operator_invoke(bContext * C, wmOperatorType * ot, const wmEvent * event, PointerRNA * properties, ReportList * reports, const bool poll_only, bool use_last_properties) Line 1486\tC++\n \tblender.exe!wm_operator_call_internal(bContext * C, wmOperatorType * ot, PointerRNA * properties, ReportList * reports, const wmOperatorCallContext context, const bool poll_only, const wmEvent * event) Line 1673\tC++\n \tblender.exe!WM_operator_name_call_ptr(bContext * C, wmOperatorType * ot, wmOperatorCallContext context, PointerRNA * properties, const wmEvent * event) Line 1722\tC++\n \tblender.exe!WM_operator_name_call_ptr_with_depends_on_cursor(bContext * C, wmOperatorType * ot, wmOperatorCallContext opcontext, PointerRNA * properties, const wmEvent * event, const char * drawstr) Line 1915\tC++\n \tblender.exe!menu_search_exec_fn(bContext * C, void * __formal, void * arg2) Line 956\tC++\n \tblender.exe!ui_apply_but_funcs_after(bContext * C) Line 1041\tC++\n \tblender.exe!ui_popup_handler(bContext * C, const wmEvent * event, void * userdata) Line 11510\tC++\n \tblender.exe!wm_handler_ui_call(bContext * C, wmEventHandler_UI * handler, const wmEvent * event, int always_pass) Line 791\tC++\n \tblender.exe!wm_handlers_do_intern(bContext * C, wmWindow * win, wmEvent * event, ListBase * handlers) Line 3244\tC++\n \tblender.exe!wm_handlers_do(bContext * C, wmEvent * event, ListBase * handlers) Line 3361\tC++\n \tblender.exe!wm_event_do_handlers(bContext * C) Line 3955\tC++\n \tblender.exe!WM_main(bContext * C) Line 643\tC\n \tblender.exe!main(int argc, const unsigned char * * UNUSED_argv_c) Line 589\tC\n```", "Problem with stop animation when View Viewport Render Animation\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1650 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 497.17\n\nBroken: version: 3.5.0\n\nThere is big gap and Problem with **stop** animation when View -> Viewport Render Animation is started in blender, eg. when it's selected accidentally and as alternative to View -> Viewport Render Image.\n\nTry to stop this animation. By me when I made this mistake not found solution other by kill blender process, cos stop button not was available or \"x\" btn like render (in case render view updating each image on Evee rendering process).\nNo imagine some big project and situation that user must waiting to finish, and he is not sure about saved file and blender is hanged due this process.\n\n", "Blender freezes when using Texture paint or Weight Paint\nOperating system: Windows 10 Insider build19592\nGraphics card: GTX 1660Ti Max Q 6GB\nProcessor: i7-9750H\nRAM: 32GB DDR4-2666Mhz\n\nBroken: version: 2.83 (sub 11)\nWorked: Never (2.79, 2.8+)\n\nBlender freezes or stops responding when using Texture Paint or Weight Paint. Tried game ready and Studio drivers, still the same issue.\nMoreover, RAM consumption spikes up to more than 20GB. This happens when the brush size is increased and starts painting. \n\nAssigned GPU in Preferences>System>CUDA, but the GPU is been barely used.\n\n[Blender.rar](Blender.rar)", "Error during connection custom sockets to group input / output nodes\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Intel(R) HD Graphics 630 Intel 4.5.0 - Build 25.20.100.6471\n\nBroken: version: 2.93.0\n\n\nMy guess is that this is relevant to connecting custom (Sverchok) sockets because connecting standard color socket does not caus the error in a console.\n\n```Code marked as unreachable has been executed. Please report this as a bug.\nError found at C:\\Users\\blender\\git\\blender-v293\\blender.git\\source\\blender\\blenkernel\\intern\\node.cc:441 in write_node_socket_default_value.```\n\nCan't help but report with such the invitation))\n\n1. Download sverchok add-on\n2. Add a node group\n3. Connect any node to group input / output nodes\n\n[2021-06-03 16-45-28.mp4](2021-06-03_16-45-28.mp4)\n", "Text fields don't allow to enter language specific text like Umlauts \"öäü\" on X11\nOperating system: Linux-4.18.0-15-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.77\n\n\nBroken: version: 2.80 (sub 75)\nWorked: (optional)\n\n\n\n\nVSE\nSHIFT-A->Text \nTry to enter special characters -> Nothing\nOnly Linux (see above)!\n\nHowever: Copy&Paste works!\n\n", "Able to paint/select \"through\" disabled UI items.\nBroken: 2.80, 2.81...\n\nWith region overlap, if a UI element is diabled, clicks are passed through it, which can result in paint strokes.\n\n\n1. Load the default scene and enter Texture Paint mode on the cube.\n2. Add a paint slot and make a stroke.\n3. In the UV/Image editor, select the painted image, open the sidebar and switch to Image tab. The UI items should be disabled there now.\n4. Make sure that sidebar overlaps the image.\n5. Click on sidebar background.\n6. Click on any of the disabled items.\n\nIn (5), nothing happens. In (6), the click passes through and leaves a paint stroke on the image.\n\n![paint_through_ui.png](paint_through_ui.png)", "Make saving of `quit.blend` on exit optional\n### Description & Scope of Problem\n\nEvery time Blender quits, when it has something on the undo stack, it will write the current \"undo file\" to `${TEMPDIR}/quit.blend` ([manual](open_save.html#last-session)).\n\nSaving `quit.blend` can take a while when the file is large. While the file is being written, Blender's UI is gray and unresponsive.\n\nThe problem is not pressing, as usually it takes considerably longer to load the files in the first place. I've asked some artists at the Blender Studio and they didn't really consider the delay when quitting Blender a practical issue. Still, it gets somewhat in the way of quickly testing things with various production blend files, so it could be seen as an issue for developers more than for artists.\n\n### Possible Solutions & Impact\n\n**Simplest solution:**\n\nAs a solution we could introduce a user preference \"Save Recovery File\" that is enabled by default. Disabling this option would:\n- Avoid writing `quit.blend`.\n- Remove the \"File ‣ Recover ‣ Last Session\" menu item.\n- Remove the \"Recover Last Session\" button from the splash screen.\n\n**Alternative solution:**\n\nThe \"Recover Last Session\" operator does not poll the filesystem from its poll function. This means that the operator is available even when the file `${TEMPDIR}/quit.blend` does not exist. Changing this, such that the operator is disabled when `quit.blend` does not exists, means that the above solution would not have to remove the recovery operators when \"Save Recovery File\" is disabled. The operators would auto-detect whether a recovery file is available at all.\n\nThe upside of this solution is that it makes the \"Recover Last Session\" operator appear more reliable, as it refuses to work when it knows it cannot do its job. This would be an improvement regardless of the \"Save Recovery File\" status.\n\nThe downside is that an old `quit.blend` might be lingering around after \"Save Recovery File\" has been disabled. This means that it could appear as if you could still recover, but it would load an older file. This could be avoided by removing `quit.blend` when disabling \"Save Recovery File\", but I'm not a big fan of Blender explicitly removing files that are meant to recover from human error.\n\n### Discussion Topics\n\nThis task is meant to discuss the following:\n\n- Do we want to make it possible to quit without writing `quit.blend` at all?\n- If so, which of the solutions is preferred? Or is there another way to deal with this that's even better?\n- Do we want this as a general option, or something that's enabled only when \"Developer Extras\" are enabled?\n", "Zoom stops at certain level and won't go further\nOperating system: Windows 10\nGraphics card: GeForce GTX 1070\n\nBroken: 2.92, 3.0 alpha\n\nIn this simple model, I cannot zoom my view closer to mesh than I already did. I saved the closest achievable view position in the .blend.\nI can reach further close-ups using some more advanced navigation tools, like dolly zoom, but standard zoom won't let me.\nThe issue is linked to this particular model - if I copy the object (there's only one in the scene) to a new model, the issue is gone.\nThe model was originally saved in Blender 3.0 alpha, only then in stable 2.92. Could it be the cause of this bug?\n\nBased on the default startup or an attached .blend file:\n[zoom issue.blend](zoom_issue.blend)", "Properties Editor - Materials Tab - Lineart Panel - dysfunctional decorators\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.09\n\nBroken: version: 3.0.0 Alpha\n\nThe decorators in the Line Art panel are all dysfunctional. You can't set a keyframe with them. \n\n- Open Blender\n- Create a material\n- Scroll down to Line Art Panel\n- Try to set a keyframe with the decorators\n\n![broken.jpg](broken.jpg)\n\n\n", "Assertion Failure: Moving Keyframe in Graph Editor beyond enum range\nOperating system: Linux Mint Mate 19\nGraphics card: Nvidia GTX 850M\n\nBroken: master 2020-11-12 @ Merge branch 'blender-v2.91-release' only on debug builds 987732181f779ca792de933aa5f001168b1f6f26\nWorked: Anything that is not a debug build will not show any problems\n\nThis issue is split off from #44219 (Pose Breakdowner bug in Gooseberry rigs)\nMoving a keyframe of an enum in the graph editor allows it to go beyond the range of the enum. This causes an assert to fail\n\n\n\n* Open the file\n* Move the keyframe up\n* Blender crashed as soon as you exceed the enum range\n[enum_property_crash.blend](enum_property_crash.blend)" ]
[ "Program freezes after clicking mark seam\n**system information**\nOperating system: Linux-Ubuntu 20.04. 1 LTS\nGraphics card:Intel: Core HD Graphics 5500 (BDW GT2)\n\n* * Blender Version** 2. 90.1\nBroken: UV Editing > mark seam = program paralysis.\nWork out:![Снимок экрана от 2020-10-26 21-01-07.png](Снимок_экрана_от_2020-10-26_21-01-07.png)\n\n**Short description of the error** Section UV Editing, then mark the seam, complete program hang. In the version of blender 2.82 a -. the same problem?\n\nOn the basis of the default launcher or file attachment .blend (as simple as possible)." ]
Normals Revised Operating system: Windows 7 Professional Graphics card: Ninvidia Geforce Broken: 2.912 Worked: All plane normals are rotated to the X axis and can not be set perpendicular to each individual plane. Open the Overlay panel and select 'plane' option for Normals. See attached file: [Normals 01.blend](Normals_01.blend)
[ "Simple Deform Modifier - Bend Mode\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.75\n\nBroken: version: 2.82 (sub 7)\nWorked: (optional) possibly never?\n\n'Simple Deform' modifier - 'Bend' mode performs as expected if mesh extends along X axis or Z axis. Performs unexpectedly (similar to Taper mode) if mesh extends along Y axis\n\nStart with new 'general' scene.\nSelect default cube\nAdd 'Array' modifier with values for relative (or constant) offset as: X=2, Y=0, Z=2 (so it extends along X and Z axis)\nSet 'Count' to 6 to have 6 cubes along the X axis\nAdd 'Simple Deform' modifier\nSelect 'Bend' mode\nDefault values for Bend mode will be Axis: X and Angle: 45\nMesh will bend as expected around X axis - each cube is rotated around a vector from origin along X axis keeping the expected shape\n![bend_X.png](bend_X.png)\n\nChange Axis to Z\nMesh will bend as expected around Z axis - each cube is rotated around a vector from origin along Z axis keeping the expected shape\n![bend_Z.png](bend_Z.png)\n\nChange Axis to Y\nMesh rotates along vector from origin along Y axis, but tapers. \n![bend_Y.png](bend_Y.png)\n\nThis behaviour is very similar to how the Taper mode works\n![taper.png](taper.png)\n\nPlaying with the angle values for each axis will clearly illustrate the issue. Changing angles on X and Z axes bends as expected. Changing angles on Y axis tapers and stretches.\n\nI've seen similar reports here that may be talking about the same thing, but they've been closed down as expected but unintuitive behaviour. I hope this shows that this is more likely a bug rather than simply unintuitive, as bending on both other axes works as expected.\n\nThanks all.\n\n[bend_X.blend](bend_X.blend)\n", "The bridge tool fails in a situation with multiple rows of faces facing each other\nWin10 Pro 64 bit; AMD Ryzen 2700X; Nvidia GTX 1060 6GB; 32 gigs RAM\n\nBroken: hash d1be30f (buildbot build May 4).\nWorked: never\n\nIn a situation where you have multiple rows of faces that face each other across empty space (with other areas where they face away from each other). The bridge tool (even with*loop pairs* checked) is unable to give priority to the direction the normals are facing. The result of this is that instead of getting nice bridges among the multiple rows of cubes, the tool produces faces that overlap and have zero area. As hinted, the*loop pairs* checkbox in this case does not do anything and the result is the same.\n\nOpen the .blend, invoke the bridge operator (the result is the same whether or not \"loop pairs\" is selected.\n\n**blend**\n[IffyBridge.blend](IffyBridge.blend)\n\n[IffyBridge.blend](IffyBridge.blend) (updated blend)\n\nAn additional note; I submitted this issue years ago, but it was never fixed and I couldn't find my old report. If the bug is not going to be fixed, then just close this as a todo item or with a \"won't fix\" tag.\n", "Non Uniform Scaling possible when Camera is parented\nOperating system: Win 10\nGraphics card: Geforce 2070\n\nBroken: 2.82-3.2\n\n\nIf you parent a Camera to an Object and scale the parent non uniformly, the Camera View gets scaled and distorted too.\n\n\nCreate an Empty, parent the Camera to an Empty, scale the Empty. The Camera View gets distorted.\n\n[blender_camera_scaling_bug.blend](blender_camera_scaling_bug.blend)", "Snapping: with cursor as pivot and orientation blender still use object`s local orientation for rotation.\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 375.70\n\nBroken: version: 3.0.0 Alpha\n\nAs title says. I expect, blender should use cursor`s orientation for «align rotation to target» and allow to rotate object in any position without changing its local orientation.\n\n[2021-07-11_23-03-49.mp4](2021-07-11_23-03-49.mp4)\n\n[untitled.blend](untitled.blend)\n\n\n", "Set normals from faces should respect sharp edges\nMac OS Sierra\nRadeon Pro 580\n\nBroken: 2.78.5 66383ea206 \n\nSet normals from face effects faces across edges set to sharp. It would make more sense and be more useful if it would respect those edges IMHO.\n\nCreate a cube\nBevel edges across one axis with one segment and mark the caps to sharp in the edge menu\nTurn on auto smooth and set the angle to 180.\nSelect the smooth large faces and \"Set normals to face\" to move the smoothness to the bevel.\n\nThe caps should confinue to be flat since all there edges are marked as sharp.\n\n![normals1.png](normals1.png)\n\nI really like this functionallity and I only want it to improve :-D\n\n\n ", "Hairs & custom normals\nOperating system: Linux 5.10.0-5-amd64 #1 SMP Debian 5.10.26-1\nGraphics card: Radeon RX 560 Series\n\nBroken: 2.92 (from snap)\nWorked: not known\n\n\nHairs does not consider edited ‘custom normals’ and still use ‘face normals’.\n\nLook at attached screenshot.\n![1.jpeg](1.jpeg)\n[test_normals.blend](test_normals.blend)\n", "Normal map support in Cycles standalone\nWindows 8.1 64-bit\n\n**Cycles Version**\nd553b8de7180\n\n\nIn the latest version available in the Cycles standalone repository, commit d553b8de7180, using a normal map node in a shader graph will cause Cycles to crash. This behavior was not present in release 1.7.0 but has been added since then.\n\nThis looks to be caused by an improperly initialized member variable in the ccl::NormalMapNode type. Upon creating an object of type NormalMapNode, the ustring named 'attribute' is initialized such that attribute.c_str() will return a nullptr.\n\nCycles crashes when the nullptr used to construct a std::string in NormalMapNode::attributes in this bit:\n\n```\t\n\t\telse {\n\t\t\tattributes->add(ustring((string(attribute.c_str()) + \".tangent\").c_str()));\n\t\t\tattributes->add(ustring((string(attribute.c_str()) + \".tangent_sign\").c_str()));\n\t\t}\n```\n\n\nI have attached a simple cycles standalone scene that triggers this error here: [sample_scene.xml](sample_scene.xml)", "Average: Custom Normal's functions probably doesn't work\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.3.1\n\nMesh > Normals > Averame > Custom Normal functions (F9) probably doesn't work.\n\n1) Add any mesh. \n2) Switch mode to Edit Mode.\n3) Select all components.\n4) Call menu Mesh > Normals > Average > Custom Normals. At this point normals changed.\n5) Open bottom menu or press F9 and try change any sliders.\nChanges will not occur. I assumed that this was a mistake, because. these sliders are repeated in the modifier Weighted Normal, but there they work fine!\n", "User Interface: Float Curve: bug when control points has same X position\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.59\n\nBroken: version: 3.4.0 Alpha\nWorked: Never\n\nUser Interface: Float Curve: bug when control points has same X position\n\nIf the points are located on the same X axis, then the result breaks.\n\n| [Set Curve Parameter Bug.mp4](Set_Curve_Parameter_Bug.mp4) | [2022-10-19 15-45-49.mp4](2022-10-19_15-45-49.mp4) |\n| -- | -- |\n\n[simple example float curve.blend](simple_example_float_curve.blend)", "Curvature / handles of spline-based mask aren't deformed properly when parented to a plane track\nOperating system: Windows 11\nGraphics card: RTX 550\n\nBroken: 3.1.0\nWorked: 3.1.0\n\nCurvature / handles of spline-based masked aren't deformed properly when parented to a plane track\n\n1) create plane track\n2) draw spline-based mask inside plane track (e.g. circle)\n3) parent mask to plane track\n4) run a few frames forward\n\nhandles / curvature aren't deformed properly\nmask extends / swells out of plane\n\nIf a handle is transformed, it \"snaps into place\".\n\nReason for this is the default `Auto` type handles. In case of `Auto`, they are always recalculated, even after the plane track matrix has already been applied to them.\nTransforming a handle will change its handle type (not `Auto` anymore), thus no recalculation will happen anymore (just the plane track matrix).\n\n> see attached PDF\n\n[handles_mask_plane_track.pdf](handles_mask_plane_track.pdf)", "Roundness fails for top corners of lighting subpanel\nWindows 11 OS\nBlender 3.0.1\n**Under 3DViewport Theme Settings, ''MenuBack\" Roundness slider only rounds the bottom part of matcap/studio light SubPanel)**\n\n![MenuBack_Roundness_BUG.gif](MenuBack_Roundness_BUG.gif)", "Display issue in model corner when loop cutting\nBroken: 2.79, 2.81\nWorked: -\n\nWhen creating and edge loop around de outside faces it creates in one of the cornes an extrange artifact\n\nCreate an edge loop across the outside faces of the model.\n\nBlender file:\n[loop cut.blend](loop_cut.blend)\n\nArtifact:\n![Screenshot 2019-01-16 at 23.36.39.png](Screenshot_2019-01-16_at_23.36.39.png)\n", "Shrink/Fatten \"Offset Even\" can not be used as default\nThe \"Offset Even\" option is turned on by default for the Shrink/Fatten (Alt-S) tool. You can see this by opening user preferences, selecting the input tab and opening the Shrink/Fatten menu under the Mesh menu. However, if you use the tool, you'll see checking or unchecking this default option makes no difference. The tool always defaults to off.\n\nIt doesn't seem currently possible, even with custom coding, to have this option on by default. I disabled all transform modal map keys just to be sure they weren't interfering. They are not. I also tried changing the default key to something else (Ctrl-K). It seems nothing can be done to have this tool use \"Offset Even\" (i.e. even thickness) by default. ", "Child Of vertex group fails when controled by Particle System\nWin10 64bit\n\nBroken: 2.79\n\nChild Of constraint fails on rotation from PS\n\nOpen file, play animation on every layer\n\nFirst layer: *Empty* with *Child Of* constraint is controled by Plane's transform animation -> works OK\nSecond layer: *Empties* with *Child Of* are controled by Plane's *Particle System* (via *Explode*) -> Location is maintained, but **rotation is non-synchronized**\nThird layer (example of how previous case is expected to work): Empties parented to *3 vertices* are controled by same PS - OK\n[Child_Of_test.blend](Child_Of_test.blend)\n", "Dynamic paint sub-steps don't work when the brush position is set in geometry nodes\n\nI believe this **may** be the same issue as T40597\n\nIn order to have a brush follow a potentially very large collection of curves in sequence, I'm using geometry nodes to set the position, which avoids the pain of having to join the curve paths or painstakingly tweak the offsets and influence keyframes for each and every one.\n\nThis works, but with sub-steps enabled it seems that the nodes are still only being updated once/frame. Or, if they are being updated, then the `seconds` input from the `Scene Time` node is being derived from the `frames` value which is clamped to an integer.\n\n\n[text_path_test.blend](text_path_test.blend)\n" ]
[ "Normals\nOperating system: Windows 7 Professional\nGraphics card: GeForce GT 520M/PCI/SSE2, NVIDIA Corporation 4.1.0, NVIDIA 267.54\n \nBroken: 2.91.2\nWorked: \n\nThe Normals to planes are not perpendicular to the planes.\n\nFrom the Overlays panel select 'plane' icon for Normals.\nRefer to attached file: Normals.blender.\n[Normals.blend](Normals.blend)" ]
Duplicate splines with an amount of zero crashes Operating system: Linux-5.15.0-69-generic-x86_64-with-glibc2.35 64 Bits, X11 UI Graphics card: NVIDIA T400/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.86.01 Broken: version: 3.6.0 Beta Worked: 3.5.1 Stable Geometry nodes: Duplicate elements node operating on splines, with an amount of zero crashes Open the enclosed Blender file and enable the switch node surrounded by a red frame
[ "Modifiers which deform spline points propagate across all users of the same data unexpectedly\nVersion: 2.81 build Oct 23 (Linux 64)\n\nWhen a Curve Object Modifier uses the \"Apply On Spline\" setting, it seems to affect the curve data directly. This means that if a curve data block is used by multiple objects, a modifier on one of those objects will affect all the others.\n\n[curve_modifier_bug.blend](curve_modifier_bug.blend)\n\nTo reproduce, open and inspect the attached file. Notice that the objects on the left both have deformation modifiers, while their clones on the right do not. However, the curve object still appears to be modified because it uses the same data as the modified curve object. This is not how modifiers are supposed to behave. \n\nThe expected behavior is demonstrated by the two mesh objects. Like the curve objects, they also share the same data, but the effect of the modifier is limited to the owner of the modifier.", "\"Emulate 3 Button Mouse\" conflicts with ALT left click, for instance to disable multipe modifiers on multiple objects\nOperating system: mac os ventura 13.4\nGraphics card: Apple M1 Max GPU 32cores Metal 3\n\n3.6\n\nEnabilng setting \"emulate 3 button mouse\" conflicts with ALT key left click operations, for instance when interacting with a panel. \nIn this case in the properties panel when ALT left clicking on an icon to disable multipe modifiers on multiple objects.\nthe cursor turns into a navigation cross and doesnt execute a click.\n\n\n\nGo to the settings menu/input - Enable \"Emulate 3 Button Mouse\" option.\n\nAdd a modifier to an object.\nDuplicate the object multiple times.\nSelect all the duplicated objects.\n\nGo to the modifiers panel.\n\nWhile holding down the ALT key, attempt to disable the modifier on all the selected objects by left clicking on the \"Display Modifier in Viewport\" icon or any other relevant modifier option.\n\nYou will find the cursor overtaken by the navigation mode, the cursor turning into navigation arrows and disabling a regular click operation.\n\n", "Ngon with more edge crash blender when using Multires/Subdivision Modifier\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.41\n\nBroken: version: 3.0.0 Alpha, 2.93.2, \nWorked: None\n\nPlease check the video, it shows the difference when blender deal will small ngon(edge < 10) and large ngon (~=600).\nI think it should take over aleast 5000 points ngon(for some svg file)\n[2021-08-15 17-50-41.mp4](2021-08-15_17-50-41.mp4)\n\nCreat a ngon with more than 600 points\nextrude it and add Subdivision Modifier\ncrash\n[test.blend](test.blend)\n", "Crash probability opening .blend with imported USDs\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.3.0\n\nOpening files with imported USDs (animated high poly) causes a crash, on some files, with probability of crash, depending on file 25-80%, on some - 100%.\nWhat possibly leads to increased chances of crash is replacing materials or multiple USDs.\nIdentical geometry via Alembic works fine.\n\n - Opening the file should lead to a crash\n[usd_crash.zip](usd_crash.zip)\n\n\n", "Blender crashes when merging mesh.vertices with a python script\nOperating system: Pop_OS 20.04\nGraphics card: Intel 4th Generation Core Proc \n\n\nBroken: 2.82a\n\n\nLink to stackoverflow question:\n\nblender-crashes-when-merging-mesh-vertices-with-a-python-script\n\nI have reuploaded the question here because I think It could be an error with blender code rather than mine. The steps to reproduce the crash would be creating an icosphere mesh, setting the max_distance variable to 0.3 and just moving nodes nearby to other ones and clicking run_script then. At some point it will close and save an ico.crash.txt. I have attached mine.\n\n[ico.crash.txt](ico.crash.txt)\n\n[#88022.blend](T88022.blend)\n\n[#88022.webm](T88022.webm)", "Broken edge lines with boolean and freestyle\nOperating system: Linux-5.0.7-200.fc29.x86_64-x86_64-with-fedora-29-Twenty_Nine 64 Bits\nGraphics card: GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 418.56\n\n\nBroken: version: 2.80 (sub 58)\nWorked: (optional)\n\n\nI'm seeing two different issues:\n(1) There is a broken line in the edge (see attached render). Rotating the object for a different angle, changing the boolean by moving one of the cylinders, etc. still causes broken lines, sometimes on multiple edges. Also, using the simple surface (without the toon shading setup of Shader-to-RGB and gradient) still causes the broken line. ![sekhar-04-20-19-eevee.png](sekhar-04-20-19-eevee.png)\n(2) The second possible issue is that while Eeevee renders correctly otherwise, Cycles also has the broken line and in addition seems to be rendering incorrectly for the toon shade effect - i.e., all solid color vs. multiple colors expected, see attached render. ![sekhar-04-20-19-cycles.png](sekhar-04-20-19-cycles.png)\n\nCreate a cube and two cylinders. Add two boolean modifiers to the cube to subtract the two cylinders. Add a toon shading setup (shader to RGB and gradient) and free style to render lines for edges. Render with Eevee and Cycles (see above). File attached. [sekhar-04-20.blend](sekhar-04-20.blend)\n\n", "Cycles: Persistent Data option corrupt geometry nodes instance meshes with changed normals\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 4090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.61\n\nBroken: version: 3.6.1\n\nThe instance mesh changes if render cycles use persistent data.\n\n1. Open attached file.\n2. Render few frame.\n\n", "Inconsistency: Vector math node flips large list of options/operations.\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 473.04\n\nBroken: version: 3.1.2\n\nWhen direction of opening changes, direction/order of list changes too.\n![55132201.png](55132201.png)\n[2022-04-12_09-48-55.mp4](2022-04-12_09-48-55.mp4)\nIt is fun, it was the same in 2.79. But there was very short list with 1 column And it wasn`t so annoying. \nNow, with 2 columns the order should be fixed same way as in Math node.\nBecause user remember the relative position of option too. Not just «how far from start»\nAlso the same flipping exists for other lists, like Transfer Attributes node. But as I said, for one short column it is not the issue at all\n", "Geo Nodes crash, when updating old node group with new (using user_remap()) \nOperating system: Linux-5.15.21-1-MANJARO-x86_64-with-glibc2.33 64 Bits\nGraphics card: NVIDIA GeForce GTX 1660 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.47.03\n\nBroken: version: 3.1.0 Beta\nWorked: I think it always crashed\n\nLets say I have two geo nodes: **old_node** group and **new_node** group. I want to update old to new using python:\n\n```\nold_ng.user_remap(new_ng)\n```\n![image.png](image.png)\n![image.png](image.png)\nBlender will crash after running code above, if scene has Cube object with geonodes modifier that uses **old_ng**. Crash happens only if modifiers tab is visible, and you re-select the cube. It wont crash, if new nodegroup does not have additional input.\n\n1. Run script from attached blend file ( it remaps old_ng to new_ng) \n2. re-select 'CubeOld' object. Blender will crash\n\n [gn_update_crash.blend](gn_update_crash.blend)\n\n", "Avoid creating doubles in UV-Sphere primitive\nCurrently some new mesh operators are creating meshes with duplicate geometry, then removing it. This can cause problems - see: [D6001: Fix #70560: Large cones are created with double vertices (even though the radius is zero)](D6001).\n\n\nIt would be more elegant not to create duplicate geometry to begin with.\n\n- Committed fix for cone 5c8ccad652, while it still creates doubles, they are removed without relying on removing doubles.", "Crash when rendering animations (GPU Subdivision ON, OFF is fine)\nSystem Information\nOperating system: WIndows 11 22H2\nGraphics card: Nvidia GeForce RTX 4080\n\nBlender Version\nBroken: 3.4.1, 3.5, 3.6\n\nForce closes when rendering animation after a number of frames and when opening larger blend files. Happens with all files. All drivers up to date and tested memory with no issues. Worked without issue for 6 months, crashing started 1 week ago.\n\nRendering animation with GPU Subdivision unchecked did not trigger a crash", "Annotations shouldn't be shared among different Geometry Nodes\nOperating system: ubuntu 20.04\nGraphics card: cpu\n\nBroken: 2.93.0\n\nWhen you ad an annotation to a geometry node, by default the same annotations can be seen in all the other geometry nodes layout.\nThis is unexpected, since each geometry node layout should have its own annotations.\n\nAdd a geometry node modifier.\nWrite something with the annotate tool.\nDuplicate that geometry node modifier, erase the old nodes, the annotations, and you'll find out that you erased the annotation also from the first geometry node layout.\n", "Frequent crashes when performing minor adjustments with rigid body constraints\nOperating system: macOS-11.5.2-x86_64-i386-64bit 64 Bits\nGraphics card: Intel(R) UHD Graphics 630 Intel Inc. 4.1 INTEL-16.5.2\n\nBroken: version: 3.0.0 Alpha\n\nWith a simple rigid body setup (see attached file), there are frequent crashes when doing simple adjustments such as moving the constraint around, rotating it, starting/stopping the animation, undoing some steps. There is not a single scenario leading to a crash, but performing a combination of these actions in succesion consistently leads to a crash (segmentation fault) within about 30-60s.\n\n[Rigid body crash.blend](Rigid_body_crash.blend)\n[Rigid body crash.txt](Rigid_body_crash.txt)\n\nI closed #91025 because I thought it was fixed, but it turns out the crashes still occur. I have found one reproducible way to get the crash:\n- With factory preferences, open attached blend file.\n- Press spacebar to start the animation\n- Press command-Z to undo and then shift + left arrow to restart at the first frame\n- Repeat the last step (command + z and then shift + left arrow) a few times\n- Blender will crash usually after repeating 2-3 times, sometimes a few more.\n", "Quick favorites: Add previously removed behavior causes duplication\nOperating system: windows 10\nGraphics card: RTX 3090\n\nBroken: Current main.\nWorked: N/A.\n\nIf you remove one item from Quick favorites, the next time you will be able to add it again.\nThis cause duplication:\n![image](attachment)\n\n1. Add some items to Quick Favorites.\n2. Remove some items.\n3. Sometimes you will able to add previously existing items back to the list again. (see attached video examples)", "Multiresolution - Crash when Linear Subdivision level is above 1\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.79\n\nBroken: version: 2.91.0\nWorked: Never? (2.90 and 2.92 dailies seem to crash on this one as well)\nWhen using multiresolution modifier on this part of my model and using linear subdivision level above 1, Blender crashes.\nThis does not happen with other subdivision methods, as shown in video.\nI've also tried to make this mesh manifold, but Blender crashed either way.\n\n\n1. Open attached Blend file\n2. Add multiresolution modifier to a mesh\n3. Press on \"linear\" button twice\n\n[Crash_SampleFile.blend](Crash_SampleFile.blend)\n\n[MultiresCrash0001-2375.mp4](MultiresCrash0001-2375.mp4)\n\n" ]
[ "Geometry Nodes: Duplicate Elements node crashes with zero copys of spline\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: AMD Radeon(TM) Graphics ATI Technologies Inc. 4.5.14802 Core Profile Context 21.40.64.06 30.0.14064.6002\n\nBroken: version: 4.0.0 Alpha\nWorked: n/a\n\nThe _Duplicate Elements_ node crashes in \"Spline\" mode when entering an amount of 0.\n\nIn the attached blend file, unmute the _Duplicate Elements_ node." ]
Dynamic Paint Substeps don't work Operating system: MacOS Big Sur 11.2.2 Graphics card: Intel Iris Plus Graphics 1536 MB Broken: 2.92.0 (release) Worked: ? When I use substeps for Dynamic Paint it doesn't make a difference in the images generated. Add particle system to default cube Turn the cube into a Dynamic Paint Brush, set Source to Particle System, Particle System to "ParticleSettings" Add in a plane and scale it by 4 Turn the plane into a Dynamic Paint Canvas, set Format it to image Set Sub-Steps to 20 (maximum) (Optional: Set Plane cache path to something reasonable you would find later) Click "Bake Image Sequence" (Optional: Set Sub-Steps to 0 (minimum) (Optional: Set Plane cache path to something different than before) (Optional: Click "Bake Image Sequence") (Optional: Compare baked images) If you compare 0 Sub-Steps to 20 Sub-Steps they look the same; I think Sub-Steps has no influence on the result whatsoever. Based on the default startup or an attached .blend file (as simple as possible). [bug_dynamic_paint_substeps.blend](bug_dynamic_paint_substeps.blend)
[ "Hair particles: rekeying, cut tool, subdividing do not interpolate existing weights (breaking simulation)\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 418.81\n\n\nBroken: version: 2.80 (sub 51)\nWorked: (optional)\nJust click once sometimes work right\n\n\nThis bug happen in both 2.79 and 2.8\nClick and drag the hair cut tool mess up the vertices position, especially after subdividing one or 2 segments of the hair. After the hair is messed up, it can't be fixed using rekey command.\nDragging the cut tool on a hair that is not subdivided also cause the problem, but not as severely, the vertices become unevenly positioned.\n\n\nCreate a hair system on the default cube, set the emission number to 1.\nGo to particle edit mode, subdivide one or 2 segments of the hair.\nUse the cut tool, click and drag from the tip of the hair.\nThe hair is now completely messed up.\n", "Particle system bug with texture influence\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA RTX A5000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.95\n\nBroken: version: 3.6.0\nWorked: N/A.\n\nParticle system caching issue. \n\n1. Make a particle system with collider that kills particle. Add a cloud texture to influence it's density.\n2. Now bake.\n3. Now later when you increase or decrease size of the particle. the cache breaks. \n4. Some particle is starting to stay on collide serve instead of killing . And some particle floats around.", "Dynamic vertex groups (Dynamic Paint, Weight Proximity modifier, Geometry Nodes, ...) do not update density of particles in viewport display\nOperating system: windows 10\nGraphics card: Quadro M620\n\nBroken: 2.90\nWorked: Never\n\nI want to use my dynamic vertex group to generate particles on a plane.\nIt just works when I change parameters during the playback but it's not realtime when I hit play.\n\n- Open attached file\n- Play animation\n- Change any property of the particle during the playback\n[dynamic_paint_test.blend](dynamic_paint_test.blend)", "Particle systems on a moving emitter with particle settings start/end outside the animation frame range showing up in wrong place intermittently\nOperating system: Windows 10\nGraphics card: RTX 3080\n\nBroken: 3.0.1\nWorked: xx\n\n[Desktop 2022.02.10 - 14.44.35.08.mp4](Desktop_2022.02.10_-_14.44.35.08.mp4)\n\nRepro steps with particle_bug.blend (attached)\n[particle_bug.blend](particle_bug.blend)\n1. Press play, observe:\n - on the initial frame of the animation, a cubic volume of particles spawn at the initial position of the cube\n - when the animation loops, the trail of particles disappears\n**This is the behavior I believe is a bug.**\n\n2. Change the animation start frame from 40 to 0, and let the animation play through at least one full loop.\n3. Change the animation start frame back to 40, and observe:\n - on the start frame of the animation, no cube of particles appears at the initial position of the cube\n - when the animation loops, the trail persists with each particle seeming to remain in its existing location.\n**This is the behavior I believe is intended when using duplicate particle systems with non-overlapping timespans to create the illusion of looping particles.**\n\n4. In the particle properties tab on the right, select the 'during' particle system (instead of the currently selected 'pre' particle system), and observe:\n - the behavior from step 1 immediately resumes: the particle trail disappears and the cube of particles appears at the initial position of the cube on the first frame of the animation.\n**This is the easiest way that the bug can be reproduced predictably.**", "Texture Paint - Clone tool not working when clone source area out of viewport\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.30\n\nBroken: version: 2.91.0\n\nTexture Paint - Clone tool not working when clone source area out of viewport\n\nImport image as plane- select part of image to clone in bottom part of image. Scroll up to the top part of image so the bottom is not visible = clone tool doesnt draw anything.\n\n\n\n", "Dynamic Paint With UNDO [Control Z] Crash Blender\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX TITAN X/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.64\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\nWorked: (optional)\n\nWhen Press Control Z While In Weight Paint (EDIT MODE), Blender Crash\n\nBased on the default startup or an attached .blend file (as simple as possible).\n[weight-paint-v1.blend](weight-paint-v1.blend)\n1. Open the provided .blend file\n2. Start playback and enter Weight Paint mode\n3. Paint and then undo (Control + Z)\n4. Blender crashes after a while,\n\nHere is video to show case KUUbxSnwmbE", "Prompt when entering sculpt mode on non-uniform scaling\n### Motivation\n\nIn the sculpting workflow it is a common step to always apply the scaling of an object so that the tools, brushes and operations work as expected.\nThis is adding extra steps for the user for something that could be automated or fixed. It also confuses most beginners who need to learn this the hard way.\n\n### Proposal\n\nAdd a prompt when entering sculpt mode on an object that has non-unform scaling. This popup will behave similarly to enabling dyntopo while having object data that could be destroyed by using that option:\n![Screenshot 2020-12-18 122910.jpg](Screenshot_2020-12-18_122910.jpg)\n\nThis popup will ask the user \" Warning!\"\n\"You are entering sculpt mode on an object with non-uniform scaling values. We recommend to apply the scaling of the object before proceeding.\"\n\nIt will then offer 2 options: \"Apply Scale\" which is highlighted and will be used when pressing enter, and \"Don't Apply\" which enters sculpt mode regardless without applying the scale.\n\nIf the scaling is applied the normals should also be recalculated if the scale was negative. This will save the user some trouble of going into edit mode and doing this manually.\n\n### Issues\nCertain bugs would lead to progress being destroyed such as #74361.\nThese need to be resolved first.\n\nAlso ff the user wants to keep the scale intact it will also prompt them every time they enter sculpt mode. Potentially this is not ideal but still better than not having the prompt.", "Sculpt Paint Tool: Strength doesn't use unified paint settings\nOperating system: Linux-5.18.6-arch1-1-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce GT 1030/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.48.07\n\nBroken: version: 3.2.0\nBroken: version: 3.2.1 Release Candidate\nBroken: version: 3.3.0 Alpha\n\nThe strength of the Paint Tool in sculpt mode only accounts for the current brush strength when use_unified_strength is toggled True.\n\n1. Select cube\n2. Go into sculpt mode\n3. Select paint tool\n4. Swap paint tool's color (just so it's faster to get something other than white)\n5. Adjust Tools strength to 1.\n6. Toggle unified strength to true (Unified paint strength is usually .5 automatically)\n7. Paint on cube's verts.\n8. The strength of the brush will still be at 1.0 instead of 0.5\n\n----\nHere is a video showing the bug.\n[Bug render0001-4632.mp4](Bug_render0001-4632.mp4)\n", "Particles cache ignores animated lifetime\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.67\n\nBroken: version: 2.90.0\nWorked: not sure if it worked after 2.80, maybe it worked in 2.79, but I'm not sure.\n\nIf you animate the lifetime and bake the particles everything in the same blender session everything works correctly, no matter if you bake them to disk or to memory.\nWhen you save the file, and open the file again the particle cache is broken and it's loading all the animation with the lifetime present in the first frame, no matter if it's a disk cache or a memory cache.\n\n\nBlende file: [test.blend](test.blend)\n\nSteps to reproduce:\n\nYou can watch the video I did or follow this steps:\n\nVideo:[particle_lifetime_an_bug.mp4](particle_lifetime_an_bug.mp4)\n\n1.- Open the attached blend file with Blender 2.90 release\n2.- Clean the cache if there is one, change some parameter like particle count (don't touch particle lifetime, it's animated)\n3.- Bake the animation, and you will see the correct result\n4.- create a new file\n5.- reload our test file\n6.- you will see how the cache is not behaving correctly and it's ignoring the animated lifetime\n\nIt's impossible to trustworthy bake particles without this working, because not even the disk cache is working\n\n\n", "Keyframing object scale with object hair particles makes particles scale in viewport\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.64\n\n\nBroken: version: 2.80 (sub 75)\n\nObject with hair particles (rendered as objects or collection) if scaled, scale only emiter, not particles (that is desired effect), but after keyframing scale on object, particles also are being scaled with emiter. This happens only in viewport (any type of shading), renders are ok.\n\n1. Add emiter mesh (plane)\n2. Add particles object (cube)\n3. Create particle system with plane as emiter\n4. Set particle system to hair\n5. Set particle system to render object then select cube\n6. For emiter object (plane) add two keyframes with different scale\n[scaling particles.blend](scaling_particles.blend)\n", "High subsurface on principled bsdf causes glowing edges on polygons for walk\nBroken: Current main.\nWorked: Never.\n\nUsing high values for principled bsdf subsurface scatter causes glow effect on polygon edges. This happens with walk but not burley. \n\nAttached is a simple blender scene with a ball. Rendering you can see the squares polygons on the ball have glowing edges. I know that the walk radius calculations were changed around blender version 3.4. If you use burly the ball renders smooth. \n\nGraphics - set to optix, experimental, cycles.\nShape - make sure its set to smooth shading. You may have to recreate the stock sphere and set it to smooth shading.\n\n", "Smoke and Fire simulation bug\nOperating system: Mac osx 10.15.6\nGraphics card: AMD Radeon Pro 5500M 8 GB\nIntel UHD Graphics 630 1536 MB\n\nBroken: 2.90.0 (202-08-31)\n\n\nBlender crashes while trying to bake a fire + smoke simulation in 128 resolution divisions... Sometimes it works. Mostly it doesn't.\n\nAttaching the file.\n\n[Blender Bug copy.rtf](Blender_Bug_copy.rtf)\n\n[fire.blend](fire.blend)", "Color > Multiply doesn't multiply alpha channels\nOperating system: Win11\nGraphics card: RX580\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen) 4.0.0 alpha\nWorked: (newest version of Blender that worked as expected) 3.6.2\n\nThe Color > Multiply section in a video sequencer strip no longer multiplies the alpha channel when that feature is pretty important for creating outlines using the glow effect. Perhaps adding an option whether to multiply alpha or not would be beneficial?\n\nStart up blender 4.0.0\nSwitch to Video Editing workspace\nAdd a white color strip with 0.1 opacity\nAdjust the Color > Multiply value and notice how it doesn't affect alpha anymore\n\n", " Verts/Faces instantiation recursion: child items reappear if they are collection instances\nOperating system: kubuntu\nGraphics card: nvidia\n\nBroken: 2.82a - 2.90.1\nWorked: I don't think it did in the 2.8 series\n\n\nThe lower plane is the face-instancer of a blue sphere, and a collection instance that consists only of the peg (the one to the right). When the plane gets instantiated, the sphere is hidden (as expected) but the collection instance of the peg appears.\n\n![rendered.png](rendered.png)\n\n![viewport.png](viewport.png)\n\n[instantiating-a-collection-vs-object.blend](instantiating-a-collection-vs-object.blend)", "The result of Dynamic paint Image sequence is brighter than intended when using initial color.\nOperating system:Windows 10 64bit\nGraphics card: GTX 1060\n\nBroken: 2.79b, 2.80\nWorked: \n\nthe result of baked Image is birghter than it displays on properties panel. \nNot sure but seems like it is gamma correcting the color but the input color is already in sRGB space, not in linear space!\n\n\nset any color that is not too bright or dark to \nDynamic paint - Canvas - Image Sequence - Initial Color : color.\nthen press \"Bake Image sequence\".\nThe color of baked Image will be brighter than the color you set.\n[dynamic paint color.blend](dynamic_paint_color.blend)" ]
[ "Dynamic Paint sub-steps doesn't work with particles\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.51\n\nBroken: version: 2.93.0 Alpha\n\nWhen using a particle system as a dynamic paint brush, the sub-steps setting of the canvas doesn't work. The sub-steps appear to work as intended with all other brush types. Whether the painting is done with vertex or texture maps doesn't seem to have an impact on the bug.\n\n* Open attached .blend\n* Bake the dynamic paint cache with a sub-steps value > 0\n* The result shows no sub-steps\n[Bug2.blend](Bug2.blend)\n" ]
Blender issue wireframe and eevee Operating system: Windows-10-10.0.19041-SP0 64 Bits Graphics card: Radeon RX 580 Series ATI Technologies Inc. 4.5.14757 Core Profile Context 20.11.2 27.20.14501.18003 Broken: version: 2.91.0
[ "Motion blur artifacts on certain frames EEVEE\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.65\n\nBroken: version: 3.2.0 Alpha\nWorked: not sure\n\nMotion blur on error appears on same certain frames.\n\nblend attached Error appears on frames : 49 , 60, 85, 95, 103, 119,130\n\n[blur test.blend](blur_test.blend)\nnormal frame ![horn_blur0048.jpg](horn_blur0048.jpg)\n\nerror frame ![horn_blur0049.jpg](horn_blur0049.jpg)\n\nvideo with error frames [0001-0300.mp4](0001-0300.mp4)\n\n", "3D Texturing: Limit Eevee samples to 1 during paint stroke.\nGhosting effects appear when painting. We should limit the number of samples to improve the performance and reduce the ghosting effect.", "blender3.4 alpha new eevee a rendering on the flashback\nOperating system:windows10 21h1\nGraphics card: amd 6800xt (22.7.1 driver opengl doubled the performance of a version)\n\nBroken: blender-3.4.0-alpha+master.ca172677b1a7-windows.amd64-release\nWorked: There is no version that can be tested\n\n\nScene any scene including cube, whether window rendering or f12, directly exit the software.", "Error de progama\nno me aparece el modo vèrtice\n\n", "Shading Problem in Eevee in Top Orthonographic View When the Scale is not Applie Yet\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce MX130/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.67\n\nBroken: version: 2.90.0 Beta\nWorked: Never\n\nThere is a strange shading problem in Eevee that happens when the object is scaled and the scale is not applied yet. The light needs to be at certain angle to make it appear. The problem also has to do with the topology of the mesh, it is hard to notice with just one face (though still there as you can see it flickers when you scale it), but it becomes obvious when subdivided.\n\n![Top View Shading Problem.jpg](Top_View_Shading_Problem.jpg)\nBased on the attached .blend file \nOpen my .blend file, you can see there is a circle and a light in the scene. You can see the problem by turn on render view. The light is placed at certain angle to make the problem show. \nThe circle was created using the below steps:\n\n(0. delete or hide my circle)\n1. Shift A and add a circle\n2. Lower left corner menu, the fill type choose Ngon\n3. Scale it up a little, don't apply the scale, and you can see it flickers during the scaling process\n4. Edit mode, hit the a key to choose all, hit the i key to inset the circle, and then inset it again, and see it has to do with the topology\n5. Object mode, ctrl a apply the scale, the problem is gone, it has to do with the scaling.\n[Orthonographic Top View Shading Problem.blend](Orthonographic_Top_View_Shading_Problem.blend)\n\n", "Blender 2.90.1 crashes after rendering the first few frames of animation.\n**System Information** \nOperating system: windows 10 64 bit\nGraphics card: Nvidia GeForce GTX 1650\n\nBroken: (2.90.1 3e85bb34d0d7; master)\nWorked(didn't): (only tried on 2.8.3 and did not work at all)\n\nWhen I try to render the animation, after about 50 or so frames(varies randomly), blender crashes with no alerts or anything that tells me what the error is, it simply closes.\nI've rendered another project, and that did indeed render, so I'm left confused why this short animation would cause a crash.\n\nEdit: I disabled motion blur, and it rendered fine. However, I would really like to know why blender won't render if motion blur is enabled. The renderer is Eevee and while my laptop isn't a super computer, it should be able to handle it. Thank you all in advance!\n\n- Open attached file\n- render the animation\n[cube-loop-tut-V1.0.blend](cube-loop-tut-V1.0.blend)", "Eevee: Occasional render glitches when using attribute node\nOperating system: Linux, specifically KUbuntu with X11\nGraphics card: RTX 3080 (Driver Version: 530.30.02, CUDA Version: 12.1)\n\nBroken: 2.93 - 4.0.0 Alpha, 2023-06-29, f47eed749eaf\nWorked: 2.92 (as available on Steam)\n\nUsing an attribute in an Eevee material causes occasional but severe render glitches. This does not happen consistently on any particular frame. It does not happen when rendering from the command line with `--background`.\n\nTo reproduce, render an animation with the attached Blender file. One in every 50 frames or so are corrupted. Occasionally it gets most of the way through the animation before ever producing a bad frame.\n\nThis file is basically the startup file with two changes:\n1. An attribute node with the name set to \"Color\" is plugged into the base color on the default material.\n2. The sample count is lowered to one. (The issue persists without this, but with a higher sample count, some samples glitch and others do not. The final image is a mix of the glitched and regular samples.)\n\nI have ensured that this is not a problem with my particular Blender settings by deleting everything in `~/.config/blender/4.0/config` and selecting \"Save New Settings\" in the splash screen before opening and rendering the file in the 4.0.0 alpha.\n\nNormal frame:\n![Normal Frame](attachment)\n\nCorrupted frame (as rendered in 2.93, some other versions simply display a transparent hole where the cube was without affecting the background):\n![Corrupted Frame](attachment)\n\n", "Eevee crashes when rendering some of the Blender Studio rigs\nOperating system: Windows 10 Home\nGraphics card: Intel(R) HD Graphics 4600\n\nAlso tested on Debian 11 on both GNOME and MATE. It didn't make much of a difference, the GNOME session crashes and takes me back to the login manager meanwhile on MATE the program gets killed after it freezes for too long. I'd say that this is just a difference in the behaviour of the two desktop environments, but I can't say for sure.\n\nAlso asked a friend of mine to test it on their MacBook Pro, they claim to have seen the same results as I have. Just keep in mind that they're busy and I don't have access to their hardware.\n\nTried opening it on multiple versions:\n3.0.1 (stable), 3.5.1 (stable) and 4.0.0 (alpha) with [66d20c8723e6](66d20c8723e6) being the latest commit.\n\n(Windows/Linux/Mac)\nWhen opening it from the list of recent files I see the Blender project being displayed on the screen, but apparently for only one frame then freezes. I can see the prompt that asks for script execution to be enabled, the model itself, the pose library, etc. It just freezes afterwards.\nSame thing happens for when opening it via File -> Open, but I only see the default cube project before the crash.\nGot it from .\n\n1. Run Blender\n2. Open `ellie_animation.blend`\n\nSomething else worth noting is that apparently a group of people on the Blender Artists forums are experiencing the same issue: 1342795\n\n`blender-stdout.txt` and `blender-stderr.txt` were generated like so:\n`C:\\Users\\Mustafa\\blender-4.0.0-alpha+main.66d20c8723e6-windows.amd64-release>blender --factory-startup --debug-all > blender-stdout.txt 2> blender-stderr.txt`\nI've even provided a file (`gdb-blender.txt`) containing the output of interactively debugging blender with the GNU Debuger, in case you'll need it.\nAll debug logs and related files were created on Windows.\n\nThanks in advance! It'd take a miracle to get such a huge open source project going and you're doing a great job, I appreciate your hard work on Blender.\n", "Eevee \"Shutter\" setting in motion blur render settings not animatable\nOperating system: Win 10\nGraphics card: RTX 3090\n\nBroken: 2.91.0\nWorked: never worked (as far as i know)\n\n\nEevee \"Shutter\" in motion blur render settings not animatable\nIn Cycles it ***is***animatable.N/A", "Eternal compilation of Eevee shaders\nOperating system: macOS-12.0.1-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro Vega 64 OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.7.29\n\nBroken: version: 3.0.0 Beta\n\nIn layout, clicking shading workspace ta brings spinning when of death.\n\n- Open attached file\n- click in the Shading workspace\n[tudor-bedroom 2.blend](tudor-bedroom_2.blend) \n\n", "HDRI animation bug in eevee\nThe HDRI illumination shouldn't change on the cube, because every thing including the HDRI is rotating at the same speed. \nHowever, this went wrong in EEVEE... It seems that in Cycles everything went on so well.\n\nThis is a simplified bug presenting file of a complex scene which I found this bug, in which I have to rotate an object, a HDRI and camera together, and I'm struggling to get rid of this bug...\n\n[BugReport.blend](BugReport.blend)\n\n[0001-0096.mkv](0001-0096.mkv)\n\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.11\n\nBroken: version: 2.93.1\n\n\n\n", "Mix/Add nodes breaks Eevee AO render pass if one socket is unfilled.\nOperating system: Windows-10-10.0.16299-SP0 64 Bits\nGraphics card: GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 419.67\n\nBroken: version: 2.92.0, 2.93.0, 3.0 0efb627bbd\n\nIn Eevee, any material which contains an add shader node will be broken in the AO pass, if second socket is *invalid*, leaving the material either entirely black or white.\nThis is annoying if you're creating entirely black materials by leaving a socket empty.\n\n- Add a mesh, give it a material.\n- Put either an an add shader node or a mix node into the material somewhere, but only fill one of the input sockets\n- Enable AO with Eevee, and look at the AO render pass in render view. In 2.92, the object will be completely black, in 2.93 it will completely white.\n\n----------------\n- Render the scene with the file given.\n- For the second case, render by swapping the socket inputs of the \"Add Shader\" node.\n[T88779_mine.blend](T88779_mine.blend)\n\n![image.png](image.png)\n![image.png](image.png)\n\n\nAdditional example images.\n(2.93)\n[F10155389](image.png)\n[F10155391](image.png)\n\n(2.92)\n[F10155385](image.png)", "Eevee: Unknown bug when just create first shader \nStep to reproduce an issue (or bug?):\n1. Run latest Blender v3.4alpha (Experimental build) with Eevee Next integrated.\n2. Create scene with just one Cube.\n3. Go to Properties > Material panel > Create New material.\n4. Boom! Blender shut down imidetily.", "Eevee RGB Curves node inaccurate compared to Cycles\nOperating system: Linux-5.8.0-7630-generic-x86_64-with-glibc2.32 64 Bits\nGraphics card: Quadro RTX 6000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.32.03\n\nBroken: version: 3.0.0 Alpha\n\n[eevee_rgb_curve.mp4](eevee_rgb_curve.mp4)\nThe transformation that the RGB curves node applies to a color differs slightly between Eevee and Cycles, even if the curve is left as default.\nNot sure if this is a bug or just a known limitation, but it breaks compatibility between Eevee and Cycles in edge cases.\n\n[eevee_rgb_curve.blend](eevee_rgb_curve.blend)\n\n", "Cycles/Eevee texture nodes for modifiers, painting and more\nWith Blender Internal being removed, we have an opportunity to support the same set of textures for Cycles, Eevee, modifiers, particles, painting, compositing, etc. So we plan to port the relevant Cycles / Eevee shader nodes to Blender C code, and make those the new texture nodes that can be used throughout Blender. Blender Internal textures can be removed then, and we can extend the Cycles / Eevee shader nodes to add any important missing features from them.\n\n* Some nodes like color ramps, RGB curves, and similar utilities are already there.\n* Texture nodes like image, noise, voronoi need to be ported.\n* Geometry, attribute and similar nodes as well. These are the most complicated since they access the mesh geometry.\n* Some nodes like BSDF, Mix Shader, Bevel, .. would not be supported.\n\nFurther we need a good UI for this in the texture properties." ]
[ "WireFrame issue(Not Shown Even checked) and eevee Render viewport Issue\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Radeon RX 580 Series ATI Technologies Inc. 4.5.14757 Core Profile Context 20.11.2 27.20.14501.18003\n\nBroken: version: 2.91.0\n\n\n\n" ]
Can't create a collection with ctrl+G OS: Windows 10 GPU: Gtx 1050 Beta 2.80, 7707bf203c0f, 2019-01-14 Can't create a collection with ctrl + G, floating tool options appear, but no way to confirm * With the default startup * Hit ctrl+G to create a new collection * the collection isn't created and doesn't appear in the outliner (but it's added to collections attached to the object)
[ "Resetting default value does not work in popovers or menus\nOperating system: Windows 10, 64 bits, \nGraphics card: Nvidia GTX 1080 8 gb, Nvidia GTX1070 8 gb\n\nBroken:\nblender-2.81.0-git.ce2368cf69f5-windows64\n\nWorked: (optional)\n\nResetting options in the context menu (right click) of things like brush stroke strength, Autosmooth, plane offset and other parameters does not work at all, but does work through active Tool side panes and top bar. Probably it should work everywhere? If I'm working full screen I would want to be able to reset it in the context menu with my stylus as I sculpt.\n\n![image.png](image.png)\n\n1 Create any mesh\n2 Enable Sculpt mode\n3 Select any brush\n4 Right click to invoke context menu\n5 Try resetting any of the parameter to default values\n", "free style does not work if there are nested collections\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 2.91.2\n\nI'm not sure it can be called \"bug\", but if I apply freestyle to a collection (which I call \"Lines\") that contains others, it doesn't work\n\nI create objects to which I want to apply freestyle, I put them inside each of its collections. If I apply the freestyle option to the \"Lines\" collection it doesn't work. It only works if the objects are directly inside the \"Lines\" collection. It is a problem when I work on very complex scenes where it is useful to organize objects within many collections and I want to apply freestyle only to some of these collections by inserting them into a larger one (Lines) and leaving the others in another call \" no lines \"[freestyle.blend](freestyle.blend)\n\n\n\n", "Collections without user not purged properly\nOperating system: Linux-5.17.15-76051715-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: Quadro RTX 6000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.48.07\n\nBroken: version: 3.4.0 Alpha\nWorked: unknown\n\nCollections are not purged properly when they are not actually being used anywhere\n[collections_not_purged-2022-08-03_14.06.40.mp4](collections_not_purged-2022-08-03_14.06.40.mp4)\n\nSee video\n\n", " Verts/Faces instantiation recursion: child items reappear if they are collection instances\nOperating system: kubuntu\nGraphics card: nvidia\n\nBroken: 2.82a - 2.90.1\nWorked: I don't think it did in the 2.8 series\n\n\nThe lower plane is the face-instancer of a blue sphere, and a collection instance that consists only of the peg (the one to the right). When the plane gets instantiated, the sphere is hidden (as expected) but the collection instance of the peg appears.\n\n![rendered.png](rendered.png)\n\n![viewport.png](viewport.png)\n\n[instantiating-a-collection-vs-object.blend](instantiating-a-collection-vs-object.blend)", "Cutter Tool Not Working When Lines are Drawn with the Draw Tool Using Guides\nOperating system: Windows 10\nGraphics card: Gigabyte GeForce RTX 3080\n\nBroken: 3.5.1\nWorked: Never tried it in older versions\n\nI use the Guides function to draw in perspective; however, the Cutter tool won't cut the lines correctly when the Guides function is used to draw the lines. Sometimes, it cuts them oddly. Most of the time, it doesn't cut them at all. When I use the Draw tool and manually draw in perspective (without using the Guides function), the Cutter tool works fine. \n\nStrokes drawn with \"guide\" options are not cleared in some cases with cutter tool\n\n- Use the Cutter tool on these to cut the lines from the intersections. I've named the layers appropriately.\n", "creating a new collection in linked scene (same blend file) causes objects placed in it to dissapear from the outliner in the first scene.\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 536.99\n\nBroken: version: 4.0.0 Alpha\nWorked: unknown\n\nCreating a new collection in linked scene (same blend file) causes objects placed in it to disappear from the outliner in the first scene.\n\n1. Open default blender scene.\n2. Click the new scene button and choose linked copy.\n3. In the new scene, create a new collection and drag the cube into it.\n4. Go back to the first scene.\n5. The cube is gone and the new conllection not listed in the outliner.\n\n", "Armature animation glitch when using collection instances across scenes\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.49\n\nBroken: version: 3.4.1\nWorked: Probably never (2.90 is buggy still)\n\nWhen an armature is included in a collection, and that collection is instanced in another scene, selecting a bone or moving in the timeline creates a seemingly random time-jump in the posing/animation, until the bone is moved, at which point the whole armature snaps back into its real position.\n\nThis issue only occurs when an armature is included in a collection that is instanced in another scene. If the armature is not in a collection or is not instanced, the animation plays back as expected. The meshes under the armature does the same, if one mesh stays in the collection, the bug still happens, everything needs to be removed for the bug not to happen.\n\nWorkaround:\nMoving the bone causes the entire armature to snap back into its correct position, so this can be used as a workaround to keep the animation accurate. Alternatively, the armature can be removed from the collection and into the main scene hierarchy.\n\nThank you for looking into this issue.\n\n* Open attached file\n* Click on any bone\n\nThe pose will change. Change frame and pose will jump unexpectedly again.\n\nSome info that may be helpful: This issue seems to happen when persistent data is enabled and frame is rendered. Armature will then \"remembers\" last rendered frame. The cause may be linked to usage of Autorig pro addon.\n", "Switching to a mode that has a tool set which is not available for that object causes error [e.g Select Box tool is available if paint mask is enabled, if it is disabled it causes error]\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.92\n\nBroken: version: 2.83.0\n\n[when i try open vertex paint or weight paint , brush and color bar not coming to viewport]\n\n[after basic modeling something i apply all modifer and try to create uv but i cant do properly. So after unsuccessful attempt i tried to paint weight paint but color and other bar not coming to screen. But if i create new blend file and append it. Also work and i can create but after some paint also broke vertex paint file and mine locak vertex paint parts gone. btw i also cant open in new file as link...\n\n[try_007_gun.blend](try_007_gun.blend)\n\n![Ek Açıklama 2020-06-17 210549.jpg](Ek_Açıklama_2020-06-17_210549.jpg)\n", "Unable to fix broken linked IDs when renamed in libfile\nWindows 10\nWindows 7 x64\n\nWorked: 2.82\nBroken: 2.83.0\n\nCant rename linked collection. Error: Cannot edit external library data\n\nDefault Blender setup (first file lets call it assets.blend)\nCreate a collection and name it \"Test\" \nCreate a cube and move it to \"Test\" collection\nSave the file\n\nCreate another file (lets call it level.blend)\nLink the \"test\" collection from the assets.blend\nCheck all linking options before hiting link\nSave the file\n\nNow open assets.blend again and rename \"Test\" collection to \"Cube\"\nAnd save it again.\n\nOpen level.blend\nA message appears that link is broken\nGo to Outliner and change Display mode to Blender File\nNow go down to the linked collection\nDouble click broken collection to rename it\nError message appears \"Cannot edit external library data\"\n\nRenaming linked collections works fine in 2.82\n", "Add smart behavior (linking/instanciation) when pasting a collection in the Outliner or the 3DView\nOperating system: Linux-4.15.0-55-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.26\n\nBroken: version: 2.81 (sub 4)\nWorked: Never\n\nCopied Collection does not paste correctly in the Outliner \n\nCopy a Collection from the Outliner and Past it in the Outliner - Collection doesn't shown in the 'View Layer' but in 'Orphan Data'\n", "Layer Switching Shortcut Inconsistency\nThere is some improvement concept for collections shortcuts.\nCurrently, 1234 buttons shows a collection, but sending objects requires name in menu (M - \"Collection 1\" - \"Collection 3\" for example)\nThat would be nice if moving to collection will also support their number.\n\nFor example, \"5\" button shows collection called \"Lighting Collection\", so pressing \"M5\" will send selected objects to it.\n\n----\n\n*See: #55162#619317 - originally from @1D_Inc*", "Menus & Context Menus: What to do if operators aren't valid\nThis is a design doc to clarify how we should handle cases where operators aren't applicable. \n\nCurrently, we deal with this poorly:\n\n - In the context menus, we often show properties that won't work (such as when nothing is selected)\n - In regular menus, sometimes operators don't work in certain criteria, but it isn't communicated\n\nHere's how I think we should solve it:\n\n## Context menus\nRule: Only ever show operators here that actually work in the current context.\nThis means that, if nothing is selected, we should not show operators to act on the selection, since this will fail.\nIn general the context menus are always meant to show the user relevant items for the current situation, so this fits with that concept.\n\n**When nothing is selected**\nFor the case where nothing is selected, there often won't be very many applicable operators. In that case, we should add operators to add new items (objects, meshes, strips etc).\n\n## Regular menus\nThese we should keep constant, and not hide or show items, since it breaks muscle memory. Instead, we should use greying out. Preferably we should improve operator polling so that operators get greyed out when not applicable. When nothing is selected, or the wrong kind of item is selected, operatoers that don't do anything then should become greyed out.", "Outliner: Linking object hierachies to a collection is buggy\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Radeon RX Vega ATI Technologies Inc. 4.5.14830 Core Profile Context 21.4.1 27.20.21002.112\n\nBroken: version: 2.93.2 Release Candidate\nWorked: Unknown\nLinking objects with parent child relationship has inconsistent display behaviour in outliner\n\nThis bugreport is about linking an object in the outliner to an additional collection. \n\nA linked object can have children. Normally they are displayed in a greyed out state until they are also linked to the same collection as the parent. But there is a bug or at least an inconsistent behaviour if these childs are displayed in a greyed out state or not at all.\n\n\nThe following script adds 3 cubes ,creates a collection and links the cubes to it. \nI deleted everything from the Scene Collection and did run the script. \n\nThis will work: ![Working.jpg](Working.jpg)\n\nBut just one more child-level in the tree and it starts to behave inconsistent as can be seen in the outliner shown in the screenshot of some reruns of the same script on a totally empty scene. \n\n![Bug.jpg](Bug.jpg)\n\n![Bug2.jpg](Bug2.jpg)\n\n![Bug3.jpg](Bug3.jpg)\n\n\n\n```\n\nimport bpy\n\n# create some cubes\nbpy.ops.mesh.primitive_cube_add(location=(0,0,0))\ncube0= bpy.context.active_object\nbpy.ops.mesh.primitive_cube_add(location=(5,0,0))\ncube1= bpy.context.active_object\nbpy.ops.mesh.primitive_cube_add(location=(10,0,0))\ncube2= bpy.context.active_object\nbpy.ops.mesh.primitive_cube_add(location=(10,0,0))\ncube3= bpy.context.active_object\n\n#create a new coll\ncollection = bpy.data.collections.new(\"Test\")\nbpy.context.scene.collection.children.link(collection)\n\n# establish parent child relationships\n\ncube1.parent = cube0\ncube2.parent = cube1\ncube3.parent = cube2\n\n# link root cube to new coll\ncollection.objects.link(cube0)\n\n\n```\n\n\n", "filter_glob not working with filenames\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: AMD Radeon HD 7560D ATI Technologies Inc. 4.5.13399 Core Profile Context 15.201.1151.1008\n\nBroken: version: 2.90.1\nWorked: 2.83\nBroken by 1f223b9a1f\n\nThe filter_glob parameter does not work for the operator.\n\n\nCreate file called \"test\" (Not something.test)\n\nRun this script and run the generated operator.\n\n```\nimport bpy, bpy_extras\n\n\nclass IMPORT_OT_test(\n bpy.types.Operator, bpy_extras.io_utils.ImportHelper\n ):\n\n bl_idname = 'import_test.test'\n bl_label = 'Import Test'\n filter_glob: bpy.props.StringProperty(default='test', options={'HIDDEN'})\n\n def execute(self, context):\n return {'FINISHED'}\n\n def invoke(self, context, event):\n return super().invoke(context, event)\n\n\ndef menu_function(self, context):\n self.layout.operator(IMPORT_OT_test.bl_idname, text='test')\n\n\nbpy.utils.register_class(IMPORT_OT_test)\nbpy.types.TOPBAR_MT_file_import.append(menu_function)\n\n```\n\nWhen the explorer window opens, you will not be able to find files named test. These files will be hidden.\n", "Viewport display of multiple Dupli-Collections when different draw-types are used : wireframe might disappear (only selected are garuanteed to draw)\nOperating system: Windows 10 / Ubuntu 20.04\nGraphics card: GTX 1080 / RTX 3080\n\nBroken: 2d9d08677e a2d59b2dac \nBroken: all versions >= 2.8\nWorked: 2.79\n\nViewport display of Dupli-Collections is inconsistant.\nDigging deeper into it, it looks to be when there are different draw types on the same dupli-collection\n\n1. Open attached blend file\n2. select the empties in the middle of the screen which do not look like they have anything attached\n3. notice how they randomly appear / disappear upon selection.\n4. note that one of instancer is set to `Textured` draw type, the other to `Wire`, if all are set to `Wire` the issue is gone\n\nThis has happened in quite a few of our production scenes.[bug.blend](bug.blend)\n\nNOTE: Might boil down to be the same as #101822 (Collection instance set to Display As Wire doesn't show in Solid mode when not selected) or #86732 (Instanced wire objects are hidden in solid mode instead wire appearance)\n\n" ]
[ "Creating collection problem\nHello, i just notice that creating collection with Ctrl + G not working as it should, it show pop up window where i can type name for collection and after pressing enter in outliner it's not showing at all and i can see it's created. This is problem exist in Blender 2.83.7 take a look at screen shoot please.\n\n![Collections.png](Collections.png)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.66\n\nBroken: version: 2.90.1\n\n\n\n", "Add an object to a new collection not working\nOperating system: Windows-11-21H2-22000.918 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.3.0\n\n{[F13467568](image.png),size=full}\n\n*Open Blender\n*select an object\n*Switch to Object Properties,Collections\n*Click NEW\n{[F13467593](image.png),size=Full}\n*The scene does not appear with a new Collection\n{[F13467597](image.png),size=Full}\n\nHave a nice day", "object gets deleted after removed from last collection\nOperating system: linux 64-bit\nGraphics card: nvidia geforce gtx-650\n\nBroken: 2.80-953419c641a7 (blender-2.80-953419c641a7-linux-glibc224-x86_6)\nWorked: (optional)\n\n**Short description to reproduce**\nRemoving all collections from the object via the Context-object properties tab (orange square -- Property panel) results in the object getting deleted.\n\nIf the Outliner(View-layer outline), has the top node selected, 'Scenes' and the focus is not a collection, an object added inside the 3D-editor will then appear in the Outliner but will not be inside a collection.\n\nBlender 2.8 beta supports creating objects without being in a collection, and permits moving an object(Outliner, View-layer outline) from a collection to the top 'Scenes' hierarchy, so by this observation.. removing the all collections from an object using the Context-object properties-tab should be possible without removing the object.\n\n\n", "Hitting Ctrl + G only displays collection in outliner ->blender file. Not outliner ->View Layer.\nOperating System: Windows 10 Pro 64-bit\nProcessor: Intel(R) Core(TM) i7-5820K CPU @ 3.30GHz (12 CPUs), ~3.3GHz\nMemory: 32768MB RAM\nCard name: AMD Radeon (TM) R9 Fury Series\nCard name: AMD FirePro W8100 (FireGL V)\n\nBroken: 2.80\n\nHitting Ctrl + G does not display currently added collection in outliner -> view layer. Displays in outliner -> blender file only. Can manually add collection then place group, which also shows in outliner -> blender file.", "Ctrl + G creates a new collection but does not link it to the active scene. The collection does not show up in the outliner\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: Quadro K420/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 369.09\n\nBroken: version: 2.83.1\n\nPressing Ctrl + G creates a new collection, but does not link it into the scene, so it does not show up on the outliner.\nAlso with objects selected, I would have expected the selected objects to all be placed inside the created collection,\nbut it does not happen.\n\nPress Ctrl + G in the 3d viewport. \nIf you check bpy.data.collections, you will notice that the collection was actually created\n\nIn the attached blend file I have pressed Gtrl + G a couple of times, there is a small script \nin the text editor to print the names of all created collections and link them to the scene, which can be run\nto see that new collections were actually created.\n\n[col_bug.blend](col_bug.blend)\n", "Collections created with CTRL G do not appear in Outliner View Layer\nOperating system: Darwin-19.2.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon R9 M295X OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.4.19\n\nBroken: version: 2.83 (sub 0)\nWorked: (optional)\n\nCollections created with CTRL G do not appear in Outliner View Layer\n\n1. Select more than one object\n2. CTRL G to 'Make New Collection'\n3. Observe that this collection is not shown in View Layer of Outliner\n4. Switch Outliner to Blender File\n5. Observe that the new collection IS shown in the Blender File list\n\nLooks like a bug to me?\nThanks\nWayne\n", "restoring orphan data\nOperating system: linux 64-bit\nGraphics card: nvidia geforce gtx-650\n\nBroken: blender-2.80-953419c641a7-linux-glibc224-x86_64\n\n**Description**\n\nIt is not documented afaict, perhaps it should be, but suppose a user does the following, it becomes very difficult to tell in how to restore their deleted object/s.\n\nThe issue is that it is difficult to \"restore\" orphan data.\n\nThe feature Ctrl-G to add a new Collection (Blender 2.8) prevents it from appearing on the Scene as expected, the issue arises later as a consequence of using Ctrl-G.\n\nInstructions:\n\nTake a new blender workspace, with its default cube selected and apply Ctl-G, and name its additional collection called 'Collection 2'.\n\nThe cube is now a member of two collections, 'Collection' and 'Collection 2', and this can be verified in its Object property-panel(orange square) under 'Collections'. \n\nThe Outliner (View-Layer) presents just one collection for the cube.\n\nThe Outliner orphan-data view presents 'Collection 2'.\n\nDespite confusion, (I'm a bit new to blender), supposedly this is transitioning-development and this may change in the future so that 'Collection 2' at this point would not appear in the orphan-data view.\n\nThe problem arises now when a user performs the following::\n\nIn the object property panel (orange quare) for the cube, the removing of 'Collection' from the list now causes the cube to disappear from the scene.\n\nThe cube now appears under 'Collection 2' in the Outliner's orphan data view.\n\nSo here is the problem:\n\nHow does one \"restore\" 'Collection 2'/cube so that that the cube object can be placed(undelete) back onto the Scene?\n\nThe only way I could figure out how to do this after a long time of searching online, and checking any documentation on this was to create two Outliner views.\n\nHave one Outliner view in 'View Layer', and have another Outliner view in 'Orphan data view',\n\nNow drag and drop the 'Collection 2'(containing the cube -- from Orphan Data view), into the Outliner 'View Layer' with the heading 'Collections', and the object is now restored back fully into the Scene.\n\nPerhaps there should be a new feature with a 'warning' or choice-box before blender sends the cube missing from the scene offering to set 'Collection 2' to the scene.\n\nI don't see a bug, but I do see a lack of documentation on this, and believe reporting this might help another user or give an idea to development for improving this difficult task.\n\nIt's not documented and most users would not be able to figure out on how to do this as one would have to use two Outliners in order to properly restore the missing object. It is possible to use a blender file link and still access the marked 'fake user' orphan data from a new workspace(and that's another way to restore missing orphan data) but that is not the case i'm referring to, nor should it be the case..\n\nPlease improve this area or at least have this documented somewhere so that this problem can be prevented as it is extremely difficult to restore things this way.\n\n\nthanks\n\n\n", "Collection created with Ctrl+G don't automatically appear in the Outliner\nBlender 2.8 released.\nWhen pressing Ctrl+G, you are prompted to create a new collection with the selected objects. It effectively creates a hidden collection that doesn’t appear in the outliner. The created collection is still selectable, in the Blender files section of the outliner and can be selected as a particle system source.\n\nYou cannot move objects to that collection though using the \"m\" shortcut unless you dragged the collection from the \"blender file\" section to the view layer section beforehand. Then it is accessible again.\n\nSummary: The Ctrl+G command in the object view works weirdly, maybe make the new collection be added to the outliner.", "Create new collection Ctrl G creates orphaned data with fake user\nOperating system: win64\n\nBroken: 2.80, 79ce2054d436, master\nWorked: (optional)\n\nWhen using the hot key combo Ctrl + g to create a new collection. No new collections appear created.\nPress Ctrl + g to create a new collection. Name the collection. No Collection appears to be created in the Outliner > Scene or View Layers.\nThe Collection is immediately added to the Orphaned data section of the Outliner with a fake user enabled.\n![new_collection.jpg](new_collection.jpg)", "Usability issues with old group operators\nBroken: 2.79, 2.8x\n\n\nWhen using linked objects, all the Group commands [Remove From Group / Remove From All Groups / Add Selected To Active Group / Remove Selected From Active Group] except [Create New Group (Ctrl G)], do nothing\n\n\nIn my particular usage, I link a scene from one file into my main scene, afterwards I create a [New scene with Link Objects] from the Linked scene. \n\n [GroupsFail.blend](GroupsFail.blend)\n [GroupsFail-MainScene.blend](GroupsFail-MainScene.blend)\n\nI can Create Groups by selected objects, and I can remove the group from the object in the Object Properties tab but the only way to remove multiple groups is through python script or deleting the group itself.\n\nSince this report is used to more generally handle issues with the old group operators and other reports have already been merged here, will also list these:\n- Ctrl G is placing new collections inside \"Orphan Data\"", "Ctrl G is placing new collections inside \"Orphan Data\"\nOperating system: macOS Mojave 10.14.6\nGraphics card: Radeon Pro 570 4GB\n\nBroken: 2.90.0\nWorked: 2.79x\n\n\nThe Ctrl G shortcut appears not to add selected objects to a new collection correctly.\nA new collection is created, but can only be found in \"Orphan Data\".\nIn Object Properties in can be confirmed that the objects belong to the newly created collection,\nhowever, that collection is not visible inside the Scene Collection.\n\n\n1. Add a couple of test objects, and select them.\n2. Press Ctrl G to group the objects into a new collection\n3. Check the Outliner to see that the newly created collection is not listed under Scene Collection (as it would be had the new collection had been created by pressing M instead). Rather, it is listed in \"Orphan Data\".", "Adding collections through the object panel does not add the object to the outliner\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: Radeon RX Vega ATI Technologies Inc. 4.5.13547 Core Profile Context 25.20.15025.1002\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\nAdding collections through the object panel does not add the object to the outliner\n\nSelect the default cube, go to the object tab in the properties panel, go to the collections section. Add a collection with the + button. The collection is not added to the outliner. However I can add other objects to this new collection through the collections sections \"add to collection button\" when another object is selected.\n\nAlso, if I remove all collections from an object, the object is deleted. Should it not be moved to the scene collection instead?", "Ctrl + G (grouping) doesn't do anything?\nOperating system:\nGraphics card:\n\nBroken: 2.82A, 2.81, 2.80\n\nCtrl + G doesn't do anything, doesn't create a new collection or anything,\n\nI mean i'd complain that grouping is to be able to select a whole collection in the viewport instead of going through the collection outliner, but right now, it doesn't do anything. \nI'd thought ctrl + G means that the it'd dump all of the selected things onto 1 collection on top or bottom (like illustrator?) and when you select and duplicate a group, it duplicates the collection, not within the collection. \n\n\nnow, I understand you achieve the same effect if you do m -> select the layer -> make new collection, but when you have a very nested file system, making a new group becomes troublesome\n\n\n![image.png](image.png)\n\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n\n1. ctrl + G. \n\n2.a pop -up bubble says \"make new collection\"\n\n3. type something into the name space\n\n4. nothing happens", "collections created with collection.create and collection_add doesn't show in the outliner\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.60\n\nBroken: version: 2.81 (sub 3)\nWorked: (optional)\n\n\nWhen you create a new collection at an object, then this new collection does not appear in the outliner.\n\n\nAdd a cube. Choose Object , Collection, create new collection to create a new collection. It will not appear in the outliner.\n\nGo to the Object tab in the outliner. Expand the collections panel. Here we find the former created collection.\n\nAdd a new collection with the Add to Collection button. Again this new created collection will not appear in the outliner.\n\n\n![newcollection1.jpg](newcollection1.jpg)\n\n![collection2.jpg](collection2.jpg)\n", "Properties/Object/Collections. Creating Collection here doesn't show up in the Outliner\nNot sure this is a bug and not just me not understanding to how to use the feature.\n\n\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1660/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.33\n\nBroken: version: 2.93.0 Alpha\n\nCreating new Collection in the Object Properties is not reflected in the Outliner editor.\n\n1. Properties Editor/Object Properties/Collections\nClick on the '+' button to add new collection. It doesn't appear in the Outliner.\n\n2. Also, New Collections created here appear with the .002 type of suffix whilst Collections created in the Outliner don't.\n\n\n", "'Ctrl G' in Object Mode should link collection to context scene\n\nI find that pressing 'Ctrl G' in Object Mode actually links the selected objects to a new collection, but the collection doesn't link to the scene!\nI think it should behave like what it is in the Edit Mode :generate a vertex group and link it to the object (generate a collection and link it to the scene)\nSo users can benefit from it.\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n" ]
Re Crash on New File request Operating system: macOS-12.6-x86_64-i386-64bit 64 Bits Graphics card: AMD Radeon Pro Vega 64 OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.8.101 Broken: version: 3.3.1 Release Candidate Worked: 2.93
[ "Render cause crash guide many time August 10, 2022\nOperating system: macOS-13.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 575 OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.9.39\n\nBroken: version: 3.2.2\n\nRender crash too many\n\nFor Mac only. Do not use Windows please.\n\n![image.png](image.png)\n![image.png](image.png)\n![image.png](image.png)\n\nSee blender 3.2.2 on Cycle-x picture\n![image.png](image.png)\n\nCommand + F12 then render for a while few minutes cause crash many times.\n\n[Blender report a ticket August 10 2022.zip](Blender_report_a_ticket_August_10_2022.zip)", "Mantaflow: charge force field crash\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 3.0.0 Alpha\n\nWhen I try to add the charge force field and play the simulation the blender 3.0.0 Alpha crashes\n\nMake a simple water simulation and add the charge force field\n**Crash seems to happen only in release builds**\n\n[#92110.blend](T92110.blend)", "Cycle crash\n[System Information](https://projects.blender.orgattachment)\n\nBlender version: 3.4.1\n\nCrash when switching from Material Preview to Rendered in Viewport Shading and GPU Compute was set for Cycles. In CPU mode it's OK.\n\n\nOpen project.\nSelect CPU in Cycles settings.\nSwitch from Material preview to Rendered in Viewport shading.\nNow it works.\nChange to GPU Compute in Cycles settings.\nCrash...\n\n", "Crush while baking a cloth simulation\nOperating system: macOS-13.1-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 Pro 1.2\n\nBroken: version: 3.6.2\n\nI was performing the baking of a cloth simulation. During the initial and subsequent baking attempts, everything worked fine. However, when I tried to re-bake the simulation after moving the cursor in the timeline, the program crashes. I tries to bake that cloth in previous versions. It didn't work as well\n\nTo trigger the crash, you simply need to move the cursor in the timeline and then initiate the baking process.\n\nUnfortunately, i cannot add the file (size is 200mb and i can't make it smaller ), so than i added the crash txt file and a link to the file on google drive\nview?usp=sharing\nThank you!\n\n", "Crash to desktop when trying to bake (Blender 3.3.6)\nOperating system: Windows 11 (64-bit)\nGraphics card: NVIDIA RTX A2000\n\nBroken: (3.3.5, 3.3.6, blender-3.3.6-stable+v33.948f8298b982-windows.amd64-release)\nWorking (2.91.2)\n\nWhen trying to bake scene produced in script, Blender crashed.\n\nOpen attached blend file and press Bake.", "Crash when switching from solid to rendered view\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.61\n\nBroken: version: 3.6.0 Alpha\n\nI have a scene about 1.7GB in size with 4K textures but renders in 2K using simplify, blender crashes when I open the file > hit F12 and render the scene then close the render windows and switch to render view > it starts compiling then blender closes, in the past it would show out of memory this report: \n\n105522#issuecomment-904934 \n\nThis issue happens only when persistent Data is active\n\nunfortunately I can't share the file at the moment. \n\n\n\n\n", "2022.1.21 30x24k crash after finisx1.6\n[2022.1.21_HK_tree.crash.txt](2022.1.21_HK_tree.crash.txt)\n\n{[F12814049](2022.1.21_blender_debug_output.txt)}Operating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA RTX A6000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.47\n\nBroken: version: 3.1.0 Alpha\n\n超过20K高分辨 仍旧在GPU渲染完成后崩溃\nMore than 20K high resolution,Still crashes after GPU rendering is complete\n但当分辨率降至 20k 以下,比如 19 x 16 k 则不会发生崩溃\nBut when the resolution drops below 20k, such as 1.9 x 1.6k, the crash will not occur.\n\n\n", "Collada export crashes (when relative \"//\" is in `Preferences` > `File Paths` > `Temporary Files`)\nOperating system: macOS 12.1\nGraphics card: M1 MBP\n\nBroken: 3.0 with the attached userpref.blend\nBroken: 2.93.8\nBroken: 2.83.19\n\n\n\nfrom factory-startup:\n\n- - [x] type `//` in `Preferences` > `File Paths` > `Temporary Files`\n- - [x] `Export` > `Collada`\n- crash\n\nnote: in a debug build, the following assert is hit after step [1]\n```\n./bin/blender(BLI_system_backtrace+0x26) [0xf4a5f1b]\n./bin/blender(_BLI_assert_print_backtrace+0x16) [0xf344596]\n./bin/blender(BLI_exists+0x2a) [0xf497c6c]\n./bin/blender(BLI_is_dir+0x18) [0xf497d21]\n./bin/blender() [0x3c2a38d]\n./bin/blender(BKE_tempdir_init+0x27) [0x3c2a5e2]\n./bin/blender() [0x4c1ec17]\n./bin/blender() [0x4a2e592]\n./bin/blender(RNA_property_update+0x50) [0x4a2e7ca]\n./bin/blender() [0x55d728b]\n./bin/blender() [0x55f3b4a]\n./bin/blender() [0x435810e]\n./bin/blender() [0x435e018]\n./bin/blender() [0x435e5cc]\n./bin/blender(wm_event_do_handlers+0x7a0) [0x435fd81]\n./bin/blender(WM_main+0x30) [0x4351d2e]\n./bin/blender() [0x3c236af]\n/lib64/libc.so.6(+0x2d590) [0x7fb0c4842590]\n/lib64/libc.so.6(__libc_start_main+0x89) [0x7fb0c4842649]\n./bin/blender(_start+0x25) [0x3c23095]\nBLI_assert failed: source/blender/blenlib/intern/storage.c:348, BLI_exists(), at '!BLI_path_is_rel(path)'\n```", "Autosaves not written anymore, writting crash files instead\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.23\n\nBroken: version: 3.6.1\n\nOn crashes, I realize autosave files are not being wriiten to disk, instead there is crash.txt files\n\nNo idea what might have started causing it, potentially an addon, but the crashes are just usual random stuff, not connected to anything new. I have autosaves ste to 1 minute and using them a lot/everyday, so it's quite traumatic to suddenly start losing work again like if it was Maya 2009.\nHere is examples of crash files.\nThanks a lot for any help/clues about what is going on.\n\n", "Crash opening file using Clump Curves on Particle Children \n****\n\nversion: 2.81 (sub 16), branch: master, commit date: 2019-12-04 11:32, hash: f1aa4d18d49d, type: Release\nbuild date: 2019-12-04, 14:30:40\nplatform: Windows\n\n***********************************************************\n\nWhen I worked on a project using particles, after a short break I wasn´t able to reopen the project. The project crashed right after opening. When starting Blender from console the only error I could find was:\nError : EXCEPTION_ACCESS_VIOLATION\nAddress : 0x00007FF706DC271E\n\nno Blender log file was written!\n\nEven in debug mode there were no more hints but his one. I opened the project in an Ubuntu VM and it also crashed there. No chance to recover the file.\n\n\nUsing Particle following a nurbspath with Force Field \"Curve\".\nParticles rendered as objects.\nUsed Simple Children.\nWhen ticking the box: Use Clump Curve it crashes.\n\nEither Blender crashes right after ticking the box or when reopen the project. The latter then means that I´m not able to recover my work at all.\nI might have to do with particles already baked or not. Not sure. \n\n[T72763_crash_log.txt](T72763_crash_log.txt)\n\nfile written from c2a37867f2 that crashes on file read:\n[#72763.blend](T72763.blend)\nfile written from 2.79b that crashes on file read:\n[T72763_279.blend](T72763_279.blend)", "Regression: Image rendering fails while viewport rendering is in progress\nOperating system: OSX Ventura Version 13.3\nGraphics card:AMD Radeon Pro Vega II Duo 32 GB\n\nBroken: 3.5.0 Date 2023-03-29 02:56 Hash: 1be25cfff18b \nWorked: 3.4.1 Date 2022-12-19 17:00 Hash 55485cb379f7\nCommandBuffer Failed: cycles_metal_integrator_compact_shadow_states\n\n* Load file provided\n* Set ViewPortShading to MaterialPreview\n* Then select ViewPortShading to Rendered\n* While the viewport is rendering Select Render Image.\n\nThis will often cause the error. It may take an attempt or two but more likely to happen after at least one attempt.\n\nIn some case blender will throw the error in both the viewport and in the image window. In some cases...Blender will hang and require you to force quit. At other times it will crash the OS. \n\nThe larger the scene the more drastic the failure. In this simplified file it typically will recover.\n\n", "Blender sometimes crashes when loading a file with unregistered nodes\nOperating system: Windows 10 64 Bit\nGraphics card: Nvidia Geforce GTX 750 Ti\n\nBroken: 2.83.7 release\n\nSometimes when opening a file with unregistered custom nodes, Blender will crash with an `EXCEPTION_ACCESS_VIOLATION` error.\n\n**Stack trace from Visual Studio:**\n```\nblender.exe!node_free_node(bNodeTree * ntree, bNode * node) Zeile 2033\n\tunter C:\\blender-git\\blender\\source\\blender\\blenkernel\\intern\\node.c (2033)\nblender.exe!ntree_free_data(ID * id) Zeile 227\n\tunter C:\\blender-git\\blender\\source\\blender\\blenkernel\\intern\\node.c (227)\nblender.exe!BKE_libblock_free_datablock(ID * id, const int UNUSED_flag) Zeile 136\n\tunter C:\\blender-git\\blender\\source\\blender\\blenkernel\\intern\\lib_id_delete.c (136)\nblender.exe!DEG::deg_free_copy_on_write_datablock(ID * id_cow) Zeile 1073\n\tunter C:\\blender-git\\blender\\source\\blender\\depsgraph\\intern\\eval\\deg_eval_copy_on_write.cc (1073)\nblender.exe!DEG::deg_update_copy_on_write_datablock(const DEG::Depsgraph * depsgraph, const DEG::IDNode * id_node) Zeile 952\n\tunter C:\\blender-git\\blender\\source\\blender\\depsgraph\\intern\\eval\\deg_eval_copy_on_write.cc (952)\nblender.exe!DEG::deg_evaluate_copy_on_write(Depsgraph * graph, const DEG::IDNode * id_node) Zeile 1088\n\tunter C:\\blender-git\\blender\\source\\blender\\depsgraph\\intern\\eval\\deg_eval_copy_on_write.cc (1088)\nblender.exe!std::invoke<void (__cdecl*&)(Depsgraph *,DEG::IDNode const *),Depsgraph *,DEG::IDNode * &>(void(*)(Depsgraph *, const DEG::IDNode *) & _Obj, Depsgraph * && _Arg1, DEG::IDNode * & <_Args2_0>) Zeile 1626\n\tunter A:\\Programs\\Microsoft Visual Studio\\2019\\Community\\VC\\Tools\\MSVC\\14.27.29110\\include\\type_traits (1626)\nblender.exe!std::_Invoker_ret<std::_Unforced,0>::_Call<void (__cdecl*&)(Depsgraph *,DEG::IDNode const *),Depsgraph *,DEG::IDNode * &>(void(*)(Depsgraph *, const DEG::IDNode *) & <_Vals_0>, Depsgraph * && <_Vals_1>, DEG::IDNode * & <_Vals_2>) Zeile 1658\n\tunter A:\\Programs\\Microsoft Visual Studio\\2019\\Community\\VC\\Tools\\MSVC\\14.27.29110\\include\\type_traits (1658)\nblender.exe!std::_Call_binder<std::_Unforced,0,1,void (__cdecl*)(Depsgraph *,DEG::IDNode const *),std::tuple<std::_Ph<1>,DEG::IDNode *>,std::tuple<Depsgraph * &&>>(std::_Invoker_ret<std::_Unforced,0> __formal, std::integer_sequence<unsigned __int64,0,1> __formal, void(*)(Depsgraph *, const DEG::IDNode *) & _Obj, std::tuple<std::_Ph<1>,DEG::IDNode *> & _Tpl, std::tuple<Depsgraph * &&> && _Ut) Zeile 1388\n\tunter A:\\Programs\\Microsoft Visual Studio\\2019\\Community\\VC\\Tools\\MSVC\\14.27.29110\\include\\functional (1388)\nblender.exe!std::_Binder<std::_Unforced,void (__cdecl&)(Depsgraph *,DEG::IDNode const *),std::_Ph<1> const &,DEG::IDNode * &>::operator()<Depsgraph *>(Depsgraph * && <_Unbargs_0>) Zeile 1427\n\tunter A:\\Programs\\Microsoft Visual Studio\\2019\\Community\\VC\\Tools\\MSVC\\14.27.29110\\include\\functional (1427)\nblender.exe!std::invoke<std::_Binder<std::_Unforced,void (__cdecl&)(Depsgraph *,DEG::IDNode const *),std::_Ph<1> const &,DEG::IDNode * &> &,Depsgraph *>(std::_Binder<std::_Unforced,void (__cdecl&)(Depsgraph *,DEG::IDNode const *),std::_Ph<1> const &,DEG::IDNode * &> & _Obj, Depsgraph * && _Arg1) Zeile 1626\n\tunter A:\\Programs\\Microsoft Visual Studio\\2019\\Community\\VC\\Tools\\MSVC\\14.27.29110\\include\\type_traits (1626)\nblender.exe!std::_Invoker_ret<void,1>::_Call<std::_Binder<std::_Unforced,void (__cdecl&)(Depsgraph *,DEG::IDNode const *),std::_Ph<1> const &,DEG::IDNode * &> &,Depsgraph *>(std::_Binder<std::_Unforced,void (__cdecl&)(Depsgraph *,DEG::IDNode const *),std::_Ph<1> const &,DEG::IDNode * &> & <_Vals_0>, Depsgraph * && <_Vals_1>) Zeile 1641\n\tunter A:\\Programs\\Microsoft Visual Studio\\2019\\Community\\VC\\Tools\\MSVC\\14.27.29110\\include\\type_traits (1641)\nblender.exe!std::_Func_impl_no_alloc<std::_Binder<std::_Unforced,void (__cdecl&)(Depsgraph *,DEG::IDNode const *),std::_Ph<1> const &,DEG::IDNode * &>,void,Depsgraph *>::_Do_call(Depsgraph * && <_Args_0>) Zeile 904\n\tunter A:\\Programs\\Microsoft Visual Studio\\2019\\Community\\VC\\Tools\\MSVC\\14.27.29110\\include\\functional (904)\nblender.exe!std::_Func_class<void,Depsgraph *>::operator()(Depsgraph * <_Args_0>) Zeile 952\n\tunter A:\\Programs\\Microsoft Visual Studio\\2019\\Community\\VC\\Tools\\MSVC\\14.27.29110\\include\\functional (952)\nblender.exe!DEG::`anonymous namespace'::evaluate_node(const DEG::`anonymous-namespace'::DepsgraphEvalState * state, DEG::OperationNode * operation_node) Zeile 117\n\tunter C:\\blender-git\\blender\\source\\blender\\depsgraph\\intern\\eval\\deg_eval.cc (117)\nblender.exe!DEG::`anonymous namespace'::deg_task_run_func(TaskPool * pool, void * taskdata, int thread_id) Zeile 129\n\tunter C:\\blender-git\\blender\\source\\blender\\depsgraph\\intern\\eval\\deg_eval.cc (129)\nblender.exe!BLI_task_pool_work_and_wait(TaskPool * pool) Zeile 939\n\tunter C:\\blender-git\\blender\\source\\blender\\blenlib\\intern\\task_pool.cc (939)\nblender.exe!BLI_task_pool_work_wait_and_reset(TaskPool * pool) Zeile 970\n\tunter C:\\blender-git\\blender\\source\\blender\\blenlib\\intern\\task_pool.cc (970)\nblender.exe!DEG::deg_evaluate_on_refresh(DEG::Depsgraph * graph) Zeile 403\n\tunter C:\\blender-git\\blender\\source\\blender\\depsgraph\\intern\\eval\\deg_eval.cc (403)\nblender.exe!DEG_evaluate_on_refresh(Main * bmain, Depsgraph * graph) Zeile 65\n\tunter C:\\blender-git\\blender\\source\\blender\\depsgraph\\intern\\depsgraph_eval.cc (65)\nblender.exe!scene_graph_update_tagged(Depsgraph * depsgraph, Main * bmain, bool only_if_tagged) Zeile 1329\n\tunter C:\\blender-git\\blender\\source\\blender\\blenkernel\\intern\\scene.c (1329)\nblender.exe!BKE_scene_graph_update_tagged(Depsgraph * depsgraph, Main * bmain) Zeile 1367\n\tunter C:\\blender-git\\blender\\source\\blender\\blenkernel\\intern\\scene.c (1367)\nblender.exe!wm_event_do_depsgraph(bContext * C, bool is_after_open_file) Zeile 360\n\tunter C:\\blender-git\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.c (360)\nblender.exe!wm_event_do_refresh_wm_and_depsgraph(bContext * C) Zeile 387\n\tunter C:\\blender-git\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.c (387)\nblender.exe!wm_event_do_notifiers(bContext * C) Zeile 552\n\tunter C:\\blender-git\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.c (552)\nblender.exe!WM_main(bContext * C) Zeile 456\n\tunter C:\\blender-git\\blender\\source\\blender\\windowmanager\\intern\\wm.c (456)\nblender.exe!main(int argc, const unsigned char * * UNUSED_argv_c) Zeile 530\n\tunter C:\\blender-git\\blender\\source\\creator\\creator.c (530)\nblender.exe!invoke_main() Zeile 79\n\tunter D:\\agent\\_work\\9\\s\\src\\vctools\\crt\\vcstartup\\src\\startup\\exe_common.inl (79)\nblender.exe!__scrt_common_main_seh() Zeile 288\n\tunter D:\\agent\\_work\\9\\s\\src\\vctools\\crt\\vcstartup\\src\\startup\\exe_common.inl (288)\nblender.exe!__scrt_common_main() Zeile 331\n\tunter D:\\agent\\_work\\9\\s\\src\\vctools\\crt\\vcstartup\\src\\startup\\exe_common.inl (331)\nblender.exe!mainCRTStartup() Zeile 17\n\tunter D:\\agent\\_work\\9\\s\\src\\vctools\\crt\\vcstartup\\src\\startup\\exe_main.cpp (17)\nkernel32.dll!00007ffca1667bd4()\nntdll.dll!00007ffca1e0ce51()\n```\n\nThe exception in line 2033 of node.c says that there is an access violation when reading at position `0xFFFFFFFFFFFFFFFF`. `node->typeinfo` does exist (is not null), but `freefunc` (and actually most of the other attributes) point to `0xdddd...`. Because of that, I think that this bug might be caused by a similar issue as described in #72833.\n\nI'm not sure if a core dump helps you, it's quite large (1GB + another GB for the .pdb file) so if you need it I can look for a way to make it available to you. I'm not a C or C++ dev so I don't know what is helpful.\n\n**EDIT**: I think this crash is caused by opening files files with nodes that were registered while the file was originaly saved but not anymore.\n\nIt's a bit complicated because it doesn't happen all the time. The particular file(s) where I observed this issue use nodes from an addon (Armory3D) which supports per-project custom nodes which get registered via a `on_load_post()` handler (so there is a delay between opening the file and registering the nodes). I'm not entirely sure, but it seems like the crash occurs when the nodes are registered again. The crash even occurs when unregistering the nodes before saving the file.\n\nBecause of that complicated setup (addon required + project setup + custom node package) I will go without an example file. If you aren't able to find the cause without one, please tell me so that I can prepare a minimal project setup for you.\n\nThank you very much!\n\n*Original issue*: 1890", "Crash while baking the Line Art modifier\nOperating system: Windows 11\nGraphics card: RTX 2070\n\nBroken: 7c2dc5183d03\n\n\n\nI get regular crashes when baking Line Art modifier in relatively complicated geometries. \n\nI can't provide my project file. I am hoping that the crash log will give insight into this bug.\n\n", "3d viewport High memory usage--MacOS intel--\nOperating system: macOS-13.2-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon Pro 5700 XT 1.2\n\nBroken: version: 3.5.0 Alpha\n\nhigh memory usage of the factory settings startup file.\n\n- Open latest macos blender build 3.5 for MacOS 13.2 Intel\n- Perform selection operation (box select, click select, etc.)\n[Screen Recording 2023-02-07 at 2.27.06 amsmall.mp4](Screen_Recording_2023-02-07_at_2.27.06_amsmall.mp4)\n![System.jpg](System.jpg)\n\n![Screenshot 2023-02-07 at 2.33.10 am.jpg](Screenshot_2023-02-07_at_2.33.10_am.jpg)", "Laucnh error since version 3.4\nOperating system: High Sierra 10.13.6\nGraphics card: ATI 6970M 2 GB RAM\n\nBroken: (example: 3.4 and 3.4.1 2022-12-20, master)\nWorked: (Blender 3.3.1)\n\nWhen I launch blender a get this error that I have found others on the web reporting also on similar setups:\nError opening window.\nFailed to create metal device for offscreen GHOST Context.\n![Screen Shot 2022-12-26 at 10.30.46 PM.png](Screen_Shot_2022-12-26_at_10.30.46_PM.png) \n\nPrevious versions worked a charm and I really hope 3.3.1 wont be the last version for my humble setup.\n\nThanks and as always appreciate your amazing work!" ]
[ "Crash with New File request\nOperating system: macOS-12.6-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro Vega 64 OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.8.101\n\nBroken: version: 3.3.1 Release Candidate\nWorked: 2.93\n\nWhenever I ask for a new file Blender crashes and requires restart. Happens through file menu or splash screen and with factor settings.\n\nOpen new file\n\n" ]
Optix Error when creating Light Portal Operating system: Windows-10-10.0.19041-SP0 64 Bits Graphics card: GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.89 Broken: version: 2.92.0 Beta Broken: version: 2.91.2 Switching the area light to portal will cause an Optix Error. System Settings : Render Device OptiX (CUDA works!) Scene: GPU Compute Viewport Shading: Rendered Mode! Add Area Light -> Toggle Light to Portal "OPTIX_ERROR_INVALID_VALUE in optixLaunch(pipelines[PIP_SHADER_EVAL], cuda_stream[thread_index], launch_params_ptr, launch_params.data_elements, &sbt_params, task.shader_w, 1, 1) (device_optix.cpp:1136)" --- It is important to set the Viewport to rendered mode before changing the light to "portal". If the Light is already set to "portal" (in solid shading mode for example), switching to rendered mode works fine, changing the portal back to light works too but changing again back to "portal" leads to the error again.
[ "Eevee clamping color values when viewport rendering and using viewport HDRI\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.11\n[system-info.txt](system-info.txt)\n\nBroken: version: 3.0.0 Alpha\nWorked: (never)\n\nWhen doing a viewport render, color values are being clamped. In 2.92 a workaround for this was introduced - if you disable overlays, color is being processed as it should.\nHowever, if you use a viewport HDRI, even with the overlays turned off, values are still clamped.\nAs these two are often used together to get some quick snaps, it is a little inconvenient\n\n![untitled.png](untitled.png)\n\n[#88288.blend](T88288.blend)\n\n- Open file\n- Switch to rendered view\n# Viewport render image\n\nColors are clamped even though overlays are disabled\n", "OpenColorIO-Config-ACES 0.2.0 breaks in sRGB view transform\nOperating system: macOS-12.3-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5700 XT OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.8.13\n\nBroken: version: 3.2.0 Alpha\n\nI tested the newest OCIO v2 config from Github (v0.2.0)\nin Blender 3.2 Alpha. It was first time I tried that.\nI had to change the OCIO 2.1 version to 2.0 to make it actually work in Blender. I was assured that this shouldn't be a problem.\n\nI rendered a test scene and saw some strange shading errors with the default sRGB view transform.\nSelecting a different view transform like Rec.709 fixes the issue.\n\nI posted about the issue on my blog ?page_id=5517 and on ACESCentral.com \n4354\n\nThe rendered EXR file is fine of course. The problem only occurs in the render view or when I try to export the rendered image.\nJPG works fine, PNG breaks in a different way and creates a strangely bright image.\n\n[Blender_32alpha_OCIOv2_sRGB_bug.blend](Blender_32alpha_OCIOv2_sRGB_bug.blend)\n\n\n![Display_sRGB_broken.jpg](Display_sRGB_broken.jpg)\n\n![Display_Rec709_fine.jpg](Display_Rec709_fine.jpg)\n\nI also tested the same .blend file on a new M1Max MBP. There I cannot replicate the error.", "Render Error using the HIP backend\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: AMD Radeon RX 7900 XTX ATI Technologies Inc. 4.5.0 Core Profile Context 22.40.51.06.230425\n\nBroken: version: 3.6.0 Beta\nWorked: Unknown\n\nMessed up renders in multiple of the common Blender Demo files. Classroom being the most obvious.\n\nStarting blender and running the render with the HIP or HIPRT backend using the 7900 XTX GPU causes the render errors in the attached \"broken\" images. Running and finishing a HIPRT render targeting the CPU results in a proper render, and fixes this for subsequent GPU renders with both HIP and HIPRT, see \"non-broken\" images.\n\n", "Regression: Screen Space Reflections on EEVEE render shaders with roughness a minimum regardless the value or map in the shader\nOperating system: Linux Manjaro \nGraphics card: Geforce 590\n\nBroken: 3.2 and succeeding versions\nWorked: 3.1\n@Tyson-Marchuk found the first bad commit: 80859a6cb2\nAlso mentioned the potential fix: #102423#1459379\n\nScreen Space Reflections on EEVEE render materials incorrectly\nThe shaders roughness valuue or map are ignored and all shaders are render \n| 3.3.1 (SSR off) | Broken: 3.3.1 (SSR on) | Worked: 3.1.0 (SSR on) |\n| -- | -- | -- |\n| ![image.png](image.png) | ![image.png](image.png) | ![image.png](image.png) |\n\nThe problem became evident in a scene with medium or high roughness by enabling the Screen Space Reflactions\n\n[SSR.blend](SSR.blend)", "Cycles glass BSDF: Differences between CPU, CUDA and OptiX for contact cases\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: TITAN RTX/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.72\n\nBroken: version: 2.93.0 Alpha\n\n\nCycles gives different results for CPU, CUDA and Optix when a glass BSDF is in contact with a plane. This is particularly problematic in hybrid rendering where titles rendered by CPU and GPU become visible.\n\nCPU:\n![image.png](image.png)\n\nCUDA:\n![image.png](image.png)\n\nOptiX:\n![image.png](image.png)\n\nCPU + Optix:\n![image.png](image.png)\n\nNotes:\n- In the attached file, the glass cube is in prefect contact with the plane. Moving the plane by 0.0001 m in Z direction (in either direction) appears to solve the issue. This therefore seems to be related to differences in the way perfect contact is handled by GPU and CPU.\n- CUDA and OptiX give different results in render and preview.\n\nSee attached blend file: [CPU-CUDA-OPTIX glass shader bug.blend](CPU-CUDA-OPTIX_glass_shader_bug.blend)\n\n", "Crash with GPU Render\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1660 Ti with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.02\n\nBroken: version: 3.4.0\nWorked: unknown\n\nOn cycles, using the GPU renderer blender crashes. This only happens when I am using Optix with GPU and CPU. If I disable my CPU, Intel(R) Core(TM) i7-9750H CPU @ 2.60GHz, then the render works, using only CPU rendering also works.\n\nMy Memory is not fully used, both GPU and ram, and I have the newest GPU driver, GameReady version 528.02\nHope the blend file works without the video files.\nThanks for helping\n[obj_tracking_test_2.crash.txt](obj_tracking_test_2.crash.txt)\n\n[obj_tracking_test_2.blend](obj_tracking_test_2.blend)\n\n", "Optix fails when geometry nodes instance has animated translation and scale 0 and motion blur is on\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.18\n\nBroken: version: 3.6.0 Alpha\nAlso broken in 3.4.1\n\nRendering will not start. It stops at \"Building OptiX acceleration structure\"\n\n![obraz](attachment)\n\nThe culprit seems to be a combination of animated Translation and Scale 0 together with animated Rotation of the object and motion blur.\n\n![obraz](attachment)\n\nDoesn't work in OptiX. Cuda and CPU both work.\n\nOpen the .blend file and render the frame.\n\n", "GPU Codegen parser warning\nI'm working on a patch for Gabor Noise: 110802\n\n@OmarEmaraDev suggested opening a bug report.\n\nThe function below has to be written with a return type rather than void.\n\nUsing `void` generates the following gpu_codegen parser warning. `Unknown parameter type \"GaborParams\"`\n\n```\nvoid gabor_sample(\n GaborParams gp, float orand, float orand2, float prand, out vec3 omega, out float phi)\n```\n\nAs a workaround I have written the function with a return type of `GaborParams` which solves the issue.\n\n`GaborParams` is a struct of floats.\n\n```\nGaborParams gabor_sample(\n GaborParams gp, float orand, float orand2, float prand, out vec3 omega, out float phi)\n{\n float pvar = mix(0.0, prand * 2.0 - 1.0, gp.phase_variance);\n phi = M_2PI * pvar + gp.phase;\n\n /* Anisotropic direction. */\n if (gp.anisotropic == 1) {\n omega = gp.direction;\n }\n else { /* Isotropic. */\n float ovar = M_PI * (orand * 2.0 - 1.0);\n float omega_t = ovar * gp.rot_variance - gp.rotation;\n float cos_omega_p = 1.0 - 2.0 * orand2;\n float sin_omega_p = sqrt(1.0 - cos_omega_p * cos_omega_p);\n float sin_omega_t = sin(omega_t);\n float cos_omega_t = cos(omega_t);\n omega = normalize(vec3(cos_omega_t * sin_omega_p, sin_omega_t * sin_omega_p, cos_omega_p));\n }\n /* Return GaborParams to workaround gpu_codegen parser warning when return type is set to void :\n * Unknown parameter type \"GaborParams\". */\n return gp;\n}\n```\n\n", "Volumetrics: Add Light Grid support\nVolumetrics are currently not affected by lightgrids. FIX THAT.", "bevel modifier shading error\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.51\n\nBroken: version: 2.91.0\n\nHarden Normals option inside the Bevel Modifier, generates shading error.\n\nOpen the file to check it.\n\n![bevel_err.PNG](bevel_err.PNG)\n[bevel.blend](bevel.blend)", "Random crashes with NVidia + GPU Subdivision (sometimes when activating X-Ray or Wireframe overlay)\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\n| Graphics card: | Driver : | User:\n| --- | --- | ---\n| NVIDIA GeForce RTX 3090/PCIe/SSE2 | 4.5.0 NVIDIA 516.94 | @GabrielMoro\n| NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 | 4.5.0 NVIDIA 512.15 | @STYXtheMUTT\n| NVIDIA GeForce RTX 3070 Ti/PCIe/SSE2 | 4.5.0 NVIDIA 516.94 | @Jojolix\n|NVIDIA GeForce RTX 2070 SUPER/PCIe/SSE2|NVIDIA 516.59|@MassimilianoPuliero\n|NVIDIA GeForce RTX 3090|NVIDIA 516.94|@The5\n\nBroken: version: 3.2.2\n\nOn some seemingly random occasions, Blender crashes with the following stack:\n```lines=10\nStack trace:\nblender.exe :0x00007FF77C1458B0 BKE_subdiv_free\nblender.exe :0x00007FF77C147880 BKE_subsurf_modifier_subdiv_descriptor_ensure\nblender.exe :0x00007FF77BFFC3D0 <lambda_c000e58b9a8caf72c54e0e02a46effdb>::operator()\ntbb.dll :0x00007FFDBAF64FD0 tbb::interface7::internal::isolate_within_arena\nblender.exe :0x00007FF77BFFC6F0 BKE_mesh_wrapper_ensure_subdivision\nblender.exe :0x00007FF77CB38FA0 raycast_obj_fn\nblender.exe :0x00007FF77CB375E0 iter_snap_objects\nblender.exe :0x00007FF77CB3E530 transform_snap_context_project_view3d_mixed_impl\nblender.exe :0x00007FF77CB3F0E0 ED_transform_snap_object_project_view3d\nblender.exe :0x00007FF77CB5E7C0 applyFaceProject\nblender.exe :0x00007FF77CB5EE00 applySnappingIndividual\nblender.exe :0x00007FF77CB72F70 recalcData_objects\nblender.exe :0x00007FF77CB81010 applyTranslation\nblender.exe :0x00007FF77CB46BE0 transformApply\nblender.exe :0x00007FF77CB41920 transform_modal\nblender.exe :0x00007FF77C229D30 wm_macro_modal\nblender.exe :0x00007FF77C20F9E0 wm_handler_operator_call\nblender.exe :0x00007FF77C210BD0 wm_handlers_do_intern\nblender.exe :0x00007FF77C210000 wm_handlers_do\nblender.exe :0x00007FF77C216590 wm_event_do_handlers\nblender.exe :0x00007FF77C1FC380 WM_main\nblender.exe :0x00007FF77B2F12A0 main\nblender.exe :0x00007FF7814128B0 __scrt_common_main_seh\nKERNEL32.DLL :0x00007FFDC7B67020 BaseThreadInitThunk\nntdll.dll :0x00007FFDC85A2680 RtlUserThreadStart\n```\n```lines=10\nStack trace:\nblender.exe :0x00007FF7A50C5B10 BKE_subdiv_update_from_mesh\nblender.exe :0x00007FF7A50C7880 BKE_subsurf_modifier_subdiv_descriptor_ensure\nblender.exe :0x00007FF7A52A1110 draw_subdiv_create_requested_buffers\nblender.exe :0x00007FF7A52A2080 DRW_create_subdivision\nblender.exe :0x00007FF7A52D1870 DRW_mesh_batch_cache_create_requested\nblender.exe :0x00007FF7A52C6000 drw_batch_cache_generate_requested\nblender.exe :0x00007FF7A529F1A0 drw_engines_cache_populate\nblender.exe :0x00007FF7A529B8C0 DRW_draw_render_loop_ex\nblender.exe :0x00007FF7A529C9B0 DRW_draw_view\nblender.exe :0x00007FF7A5D3FA00 view3d_main_region_draw\nblender.exe :0x00007FF7A5551070 ED_region_do_draw\nblender.exe :0x00007FF7A51A3700 wm_draw_window_offscreen\nblender.exe :0x00007FF7A51A3560 wm_draw_window\nblender.exe :0x00007FF7A51A2FB0 wm_draw_update\nblender.exe :0x00007FF7A517C380 WM_main\nblender.exe :0x00007FF7A42712A0 main\nblender.exe :0x00007FF7AA3928B0 __scrt_common_main_seh\nKERNEL32.DLL :0x00007FFD1C4A54D0 BaseThreadInitThunk\nntdll.dll :0x00007FFD1D524830 RtlUserThreadStart\n```\n\nOccasions observed:\n- try to snap objects on faces (the object that shall be snapped to is usually a complex mesh with modifiers like subdivisions, mirror, solidify, bevel and booleans)\n- toggle the shading mode between shaded and wireframe or between X-Ray and Wireframe Overlay.\n[intro.crash.txt](intro.crash.txt)\n\n\n- open attached file\n- disable and enable X-Ray multiple times\nIt happens specially when working fast.\n\n[BLENDER_Youre_Alive_v67.blend](BLENDER_Youre_Alive_v67.blend)\n\n", "crash when rendering with optics\nOperating system: windows\nGraphics card: 3060\n\n**Error**\n\n```\n# Blender 3.4.1, Commit date: 2022-12-19 17:00, Hash 55485cb379f7\n\n# backtrace\nException Record:\n\nExceptionCode : EXCEPTION_ACCESS_VIOLATION\nException Address : 0x00007FF7B98A5710\nException Module : blender.exe\nException Flags : 0x00000000\nException Parameters : 0x2\n\tParameters[0] : 0x0000000000000001\n\tParameters[1] : 0x0000000000000000\n\n\nStack trace:\nblender.exe :0x00007FF7B98A56F0 blender::default_construct_n<blender::SimpleMapSlot<std::pair<int,int>,blender::meshintersect::ITT_\nblender.exe :0x00007FF7B98B6730 blender::Array<blender::SimpleMapSlot<std::pair<int,int>,blender::meshintersect::ITT_value>,1,blend\nblender.exe :0x00007FF7B98B5770 blender::Map<std::pair<int,int>,blender::meshintersect::ITT_value,0,blender::PythonProbingStrategy<\nblender.exe :0x00007FF7B98B7570 blender::meshintersect::trimesh_nary_intersect\nblender.exe :0x00007FF7B98BE4D0 blender::meshintersect::boolean_trimesh\nblender.exe :0x00007FF7B98BE240 blender::meshintersect::boolean_mesh\nblender.exe :0x00007FF7B94D43D0 blender::meshintersect::direct_mesh_boolean\nblender.exe :0x00007FF7B3ACF380 exact_boolean_mesh\nblender.exe :0x00007FF7B3ACE760 modifyMesh\nblender.exe :0x00007FF7B37C78F0 modifier_modify_mesh_and_geometry_set\nblender.exe :0x00007FF7B37C6190 mesh_calc_modifiers\nblender.exe :0x00007FF7B37C5F80 mesh_build_data\nblender.exe :0x00007FF7B37C8560 makeDerivedMesh\nblender.exe :0x00007FF7B3759B30 BKE_object_handle_data_update\nblender.exe :0x00007FF7B3759990 BKE_object_eval_uber_data\nblender.exe :0x00007FF7B39AA920 blender::deg::`anonymous namespace'::evaluate_node\nblender.exe :0x00007FF7B39AA6C0 blender::deg::`anonymous namespace'::deg_task_run_func\nblender.exe :0x00007FF7B92A2780 tbb::internal::function_task<Task>::execute\ntbb.dll :0x00007FFA475AF220 tbb::recursive_mutex::scoped_lock::internal_try_acquire\ntbb.dll :0x00007FFA475AF220 tbb::recursive_mutex::scoped_lock::internal_try_acquire\ntbb.dll :0x00007FFA475A4FD0 tbb::interface7::internal::isolate_within_arena\ntbb.dll :0x00007FFA475AA120 tbb::task_scheduler_init::terminate\ntbb.dll :0x00007FFA475AD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFA475AD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFA60E41B20 configthreadlocale\nKERNEL32.DLL :0x00007FFA61A27600 BaseThreadInitThunk\nntdll.dll :0x00007FFA63722680 RtlUserThreadStart\n\n\nThreads:\nThread : 00004b34\nntdll.dll :0x00007FFA6376D6D0 NtDelayExecution\nblender.exe :0x00007FF7B9267160 BLI_thread_is_main\n```\n\nuse a lot of boolean modifiers(4-6) and high subdivision modifier level(3) and set it to display the changes only on the render and use optix\n\n", "Optix not available after Manjaro Update\nOperating system: Linux-5.17.1-3-MANJARO-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.60.02\n\nBroken: version: 3.1.2\nWorked: both 3.1.0 as well as 3.1.2 was working before the Manjaro update. Version 3.0.0 is still working, regardless of the OS update.\n\nSince the last Manjaro Update I get an error message when I try to switch to rendered view in Blender 3.1.2 :\n```\nFailed to load Optix Kernel from: '/_DATA_WK/Blender/blender-3.1.2-linux-x64/3.1/scripts/addons/cycles/lib/kernel_optix.ptx' (OPTIX_ERROR_INVALID_FUNCTION_USE)\n```\n\nI tested it with Blender installed from the Manjaro Repository as well with Blender from Blender.org (extracted to the above location).\nBoth of them gives the same error message (with different kernel_optix.ptx location of course.)\nThey were working perfectly before the OS update. Blender 3.0.0 still works fine. \n\n- Start Blender. (No need to load any file or content).\n- switch to Rendered Viewport Shading. \n\n", "Change GLSL library handling.\nFor 3.2 I want to change the way how we do the color space conversion in the fragment shader. Currently including gpu_shader_colorspace_lib.glsl undefines the blender_srgb_to_framebuffer_space macro.\n\nWhen converting the overlay engine we should copy the shaders we need to the draw engine.\n\nNOTE: A solution needs to be implemented before migrating the overlay engine to use GPUShaderCreateInfo.\n\n", "Denoise + Pixel Size + Render Region = Artifacts in Viewport\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: \nNVIDIA GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.84, \nNVIDIA GTX 1080.\nOptix is used.\n\nBroken: version: 3.2.0 Alpha\nWorked: Don't know.\n\nWhen the pixel size for render preview is increased, (2X, or 4X), Render region is set, and viewport denoiser is turned on, the viewport render gives weird artifacts.\n![BUG.PNG](BUG.PNG)\n\nTurn on render preview, and zoom in this file:\n[Pixl Size Denoise Render region.blend](Pixl_Size_Denoise_Render_region.blend)\n\n" ]
[ "Cycles OptiX portal area light toggle error\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.09\n\nBroken: \nversion: 2.90.1\nversion: 2.91.0\nversion: 2.92.0 Beta\nversion: 2.93.0 Alpha\nversion: 2.93.0 Alpha\nWorked: Never\n\nWhen Area light portal toggle is switched on, while using Cycles with OptiX and Rendered Viewport shading, error occurs:\n\n\n> OPTIX_ERROR_INVALID_VALUE in optixLaunch(pipelines[PIP_SHADER_EVAL], cuda_stream[thread_index], launch_params_ptr, launch_params.data_elements, &sbt_params, task.shader_w, 1, 1) (device_optix.cpp:1136)\n\n\nAfter that you can just switch to other Viewport shading and back to Rendered and it works normally.\nWorks with CUDA renderer, so it's just OptiX specific.\nAlso, when I disable my GeForce in OptiX properties and enable Intel Core, the everything works properly. It might be connected with Nvidia cards or GTX 1050ti.\n\n - Make sure OptiX is selected in Preferences/System/Cycles Render Devices and Cycles is selected as Render Engine\n - Create Arealight\n - Turn on Rendered Viewport shading\n - Toggle Portal option in Light Properties\n - Error occurs" ]
I can't select UVs and Blender Crash Operating system: Windows-10-10.0.18362-SP0 64 Bits Graphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.92 Broken: version: 2.82 (sub 7) Worked: (optional) Else with 2.9 version [Selection in UV Editing dont work. Before don't grabes, rotated and scaled the complete islands neither. If I remove the UV map and I unwrap Blender crashes] [Select object, Switch edit mode, remove UVmap, face selection, L key for island seem selection, and Unwrap. Maybe crash in my proyect no with default startup. Never is possible the island, face, edge or vertex selection or transform]
[ "Blander crash without ray shadows Nvidia GTX 950M CUDA\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 950M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 411.63\n\nBroken: version: 2.81 (sub 16)\nWorked: (optional)\n\nWhen turn off ray shadow visiblity render becomes slow and the blender crashes.\n[2019-10-28_03-53-23.mp4](2019-10-28_03-53-23.mp4)\n\n------------\nI tested again on GTX 750 Ti and 2.92.0 Alpha. If I turn shadows off first, then switch to rendered view, it gives bad render:\n![image.png](image.png)\nIt disappears when you do something. Typical when there's something wrong in Cycles. I need to restart Blender to be able to render again.\nWhen I turn rendered view first, then turn shadows off, it sometimes crashes.\nThis is all Cuda. Optix renders nothing at all. I presume Optix doesn't do volumes yet.\nAlso noticed that deleting sun lamp and leaving only area lamps fixed the issue.\n\n**Steps to reproduce**\n[облака в стекле.blend](облака_в_стекле.blend)\n- Open file\n- Disable shadow ray invisibility on object\n- Switch to rendered shading\n", "UV space aware triangulation\nPlease see #102683 for details, since the issue is described and discussed there. The basic suggestion is:\n\n> Add an option to the \"Triangulate Faces\" operator. It currently has Quad/N-gon methods for Beauty, Fixed, Longest edge etc. It seems reasonable to add options for \"Prevent UV overlaps\" and specify the source UV map.\n\n", "UV Loop Select with Double Click and Shift+Double Click to Extend. Need to triple click to Extend + Border Extend problem\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1650 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.51\n\nBroken: version: 3.0.0 Alpha\nBroken: 2.93.1\nWorked: probably none of the versions\n\nInconsistent behavior for selecting multiple edge/face loop.\n\nChange keymap values:\nUV Loop Select: `dbl-Left Mouse`\nUV Loop Select (Extend): `Shift dbl-Left Mouse`\nWith custom key for UV Loop Select, selecting with extend become a problem\n![UV_Loop_Select.png](UV_Loop_Select.png)\n\n- Load factory settings.\n- Change keymap as suggested\n- Click on UV Edge or Face selection\n- dbl-click selects loop\n- Shift + dbl-click - does not select the loop, need to click 3 or more times\n[UV_Loop_Selecting_Issue.mp4](UV_Loop_Selecting_Issue.mp4)\n\n", "Blender 3.5.0 Win11 RTX3090 Fatal Crash on activating Cycles\n@deadpin thanks for replying.\n\nDriver Version: 31.0.15.3161 (NVIDA 528.24) DCH Win1164 installed\n\nCycles now working without issue thank u.\n\n_Originally posted by @Jaymi-McManus in /blender/blender/issues/106953#issuecomment-923094_\n\n>>>>>\n\nUpdate: \n\n1. Closed the ticket too soon, after adding some simple color, specular, metallic, changes in BSDF and then navigating between layout and other tabs, fatal crash occurs again\n\n2. Updated NVIDIA drivers to 31.0.15.3161 (NVIDIA 531.61) DHC / Win11 64 the issue still persists\n\nUpdate logs attached.", "3D texturing: Fix seam bleeding\n# Version 1 (abandoned)\n\nThe concept of this approach is create a list of source pixels that should be copied to other areas of the texture. By doing this the seams will be fixed. During copying the pixels can be blended with near pixels to improve quality.\n\n* Scan over all uv edges that make the bounds of an UV island.\n* Scan over pixels that are 'intersect' with the found uv edges.\n* Pixels that are already part of the PBVH Pixels should be ignored.\n* Pixels that are not part of a PBVH Pixels should be 'fixed'\n* Find a corresponding pixels that could be used as a source to fix the pixel.\n* Add the source pixel to be copied to the pixel to be fixed. This should be added to the PBVHNode of the sourcing pixel. If the pixel was changed it should be copied to the target.\n\nDuring test we decided that this solution doesn't get to the quality we want.\n\n# Version 2 (new approach)\n\n- for now the unconnected uv edges will be the same as version 1, we can in the future change this by extending the edges. I left this out of scope for now.\n- split the mesh into uv island. \n- extract the pixels of the 'original' mesh.\n- per UDIM tile create uv island map (2d array with ints)\n- dilate the uv islands until they reach each other undecisive pixels should not be solved.\n- This map is used as a mask where uv island can extended.\n- per uv island find the sharpest corner.\n- go over the 3d mesh fan of the corner and see how this fan can be extended. For now I see 3 scenarios\n - the corner is a cut (both edges are connected in 3d space). for example see uvmap of cube. In this case we should duplicate the original faces and \n - the corner connects to another edge on the same uv island. might be similar to the first case, \n - the corner connects to one or multiple uv island. In this case the geometry that isn't connected in uv space, but is in 3d space should be added in between.\n- this generates new primitices that could be extracted using the pixel extractor.\n- the newly primitives should be stored in the PBVH as the uv coords must be stored somewhere.\n- the new primitives should still be mappable to the original primitives. ", "Unwrap to same bounding box in UV space\nAdditional property option to the unwrap operator. Sample the bounding box of the current selected components (face,edges, verts), unwrap the selection and then position the selection within the same bounding box again. Use the same orientation by storing the position of 3 arbitrary(?) uv points of the selection before unwrapping and then orient the newly unwrapped uv’s to the roughly same orientation.\n\n**Related tasks**\n#78396 (Pack to the same bounding box)\n\n\n**Starting point**\n\n\n\n - Green outline = bounding box\n - Blue outline = uniform bounding box\n\n\nThe goal is to unwrap only the selected uv island and keep it in the uniform bounding box.\n\n\n![image.png](image.png)\n\n**Undesired result.**\n\nThe unwrapped uv island is scaled to fit into the uv 0-1 space (aka UDIM 1001)\n\n\n![image.png](image.png)\n\n**Desired result**\n\nThe uv island is unwrapped and fitted into the original uniform bounding box. Note that this might result in overlap in some cases where uv islands are packed tight, but that is expected\n\n\n![image.png](image.png)\n", "Crash when switching to Sculpt mode\nOperating system: \nLinux bu-dvl-2 5.13.0-51-generic #58~20.04.1-Ubuntu SMP Tue Jun 14 11:29:12 UTC 2022 x86_64 x86_64 x86_64 GNU/Linux\n\nGraphics card:\n0:02.0 VGA compatible controller: Intel Corporation UHD Graphics 620 (rev 07)\n\nBroken: 3.2.0\n\ncrashed when switching to Sculpt mode\n\n- Open alien.blend (attached) \n- Switch to Sculpt mode\n\n[alien.blend](alien.blend)\n\ncrash.txt: \n[alien.crash.txt](alien.crash.txt)", "UV Editor face select mode fails to select ngons reliably\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 526.98\n\nBroken: version: 3.4.1\nWorked: never? (2.83 fails too)\n\nUV Editor face selection mode fails to select ngons reliably, because it uses face dot based selection, which can not be turned off. I was told to report scenarios where face dot based selection fails to work as bugs, so I am doing so here.\n\n1. Open the attached file\n2. Select the mesh object, enter the edit mode, and in the UV editor, switch selection mode to face\n3. Attempt to select some of the larger ngon UV face\nResult: The selection of larger ngon UV faces fails in many cases\nExpected The UV faces under the mouse cursor are selected when clicked on\n\n[UVSelectBug.blend](UVSelectBug.blend)\n[2023-02-06 12-20-58.mp4](2023-02-06_12-20-58.mp4)", "Python API: Mesh editing: Editing uvs after normals with a previously assigned variable doesn't work\nBroken: 3.5.1\nWorked: 3.4.1\n\nCaused by 6c774feba2\n\nHolding on a variable referencing the uv layer data for later uv editing, doesn't work when normals are edited in between\n\nRun the attached python script in Blender 3.5.1\nThis creates three objects, all should have all their loop uvs as 0,0:\n\n- no_set_normals (should have default normals, sideways)\n- with_set_normals_and_reaccess_uv (should have upwards +z normals)\n- with_set_normals_but_no_reaccess_uv (should have upwards +z normals)\n\nGo in edit mode on each generated object, look at the normals and uvs\nThe results are only correct for no_set_normals and with_set_normals_and_reaccess_uv\nFor with_set_normals_but_no_reaccess_uv, neither the uvs nor normals are correct. Both appear to be defaults\n\nIn Blender 3.4.1 this works as expected, i.e. with_set_normals_and_reaccess_uv and with_set_normals_but_no_reaccess_uv are identical\n\nAttached are also screenshots in 3.5.1 of the normals and uvs of each object\nAnd a screenshot in 3.4.1 showing the expected results\n\n**Guess at what's happening**\nOn more complicated cases (actual meshes with hundreds of triangles), the normals are messed up (seemingly random instead of defaults) and Blender is prone to crashing. This leads me to believe holding on the uv layer data after normal editing accesses freed memory or something like that?\n\n", "Geometry node - setting lacunarity to 0 crashes Blender (musgrave texture)\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.93\n\nBroken: version: 3.2.2\n\nIn a fairly simple geonode tree, trying to set lacunarity to 0 will crash Blender instantly.\n\n- Use attached Blend.file\n- In the 'set position' branch, try to set 'musgrave texture' lacunarity to 0\n- Crashes everytime for me\n\n[Geonode attribute.blend](Geonode_attribute.blend)", "GPencil: Blender crash when GP3 enabled & you open the default 2D animation file\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Ti/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 536.23\n\nBroken: version: 4.0.0 Alpha\nWorked: 3.6\n\nBlender crash when GP3 enabled & you open the default 2D animation file & use the Draw tool\n\n- enable GP3 under the experimental features\n- save preferences and restart Blender\n- do File > New > 2D Animation\n- try to draw something.\n\nSince my 2D animation file is customized, I included it below.\n\n", "Creating UV Maps from Face Sets\n# Issue\n\nThis is based on a popular request from users.\nOn very high density sculpts with messy topology it's very time consuming to create UV seams and unwrap the UVs.\n\nFor that case it can be a fast solution to use face sets from sculpt mode to create a new UV map.\nSome users already started creating geoemtry node operators and addons to acheive this:\n2017\n\n<video src=\"attachment\" title=\"face_set_to_uv.mp4\" controls></video>\n\n# 'Unwrap Face Sets' Operator\n\nTo get proper feedback on the new UV map it might be best to add an operator \"Unwrap Face Sets\" to the \"UV\" menu in the UV Editor.\nThen the easiest steps to create a UV map from Face Sets is to switch to the UV Editing workspace and do the needed operations there.\n", "Blender 3.3 crashing unnecessarily/ unexpectedly/ frequently/ no apparent reason until now\nOperating system: Windows 10 Pro\nGraphics card: Intel i3\n\nBlender 3.3\n\n\n\nWhenever I open blender with some projects...whenever I enter material preview mode or try to render (sometimes even in solid mode...still slow) Whenever I try to apply a material and the crashes even when the project is simple and not finished or being rendered....it was working just fine and started to act weirdly during the last couple of days...I even tried, manually, to allocate more RAM to the program but that just crashed the whole thing. \n\n\nExact steps for others to reproduce the error:\n\nopen the blender file I attached as an example (The project that blender doesn't tolerate) try to apply a texture or render \n\nNOTE: I'm looking for a software solution...I don't think reproducing the error on a RTX 3090 is fair...so...we'll probably look for software solution or tweak the settings.\n\n", "Decals crash Eevee on AMD graphics card\nOperating system: Linux 6.2.7 Manjaro \nGraphics card: AMD 7900XT\n\nBroken: 3.3LTS, 3.4.1\n\nUsing decals will crash blender in Eevee. cycles works\n\nas an example file please see the .blend that was linked here by the decalmachine creator: 66438\n\nThe issue there is unrelated but the file can serve to show the issue I am having. The moment I switch to rendered view or materials preview blender will crash. I see no error message in console. The log files states just: \n\n```\nbpy.context.space_data.shading.type = 'RENDERED' # Property\nbpy.context.space_data.context = 'RENDER' # Property\nbpy.context.scene.render.engine = 'BLENDER_EEVEE' # Property\n \n```\n\n", "Mesh selection in viewport broken with scenes using a high number of models\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.02\n\nBroken: version: 3.5.0 Alpha\nWorked: Never (2.8+)\nWe are working on a commercial project with imported SketchUp scenes using 55K+ models and running more and more into broken scenes with selection issues in the viewport.\n\n`What we figured out so far:`\n- Selection in the outliner works\n- Some models can be selected by a point and click\n- Other models can't be selected by a point and click\n- Models at a different location will be selected by a point and click and not at the mouse pointer location\n- Box select is messed up and doesn't work overall (selects just parts of the model or fails completely)\n- Lasso select seems to work as intended\n- Circle select seems to work as intended (but can freeze Blender)\n- Some random models can cause a hard crash of Blender when selecting them by a point and click\n**When we delete all my other scenes in the Blender file and purge the data the selection modes work again.**\n\n\n\n![image.png](image.png)\n[T104008_Selection_Bug_350_v006_CUBES_REPORT.blend](T104008_Selection_Bug_350_v006_CUBES_REPORT.blend)\n\nTry to select cubes.\n\n" ]
[ "UVs selection dont work and crash\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.92\n\nBroken: version: 2.82 (sub 7)\n\nSelection in UV Editing dont work. Before don't grabed, rotated and scaled vertex, edges, faces or islands. If I remove the UV map and I unwrap Blender crashes\n\nSteps for crash\n*Select object*\nSwitch edit mode\n*Remove UVmap\n*Face selection\n*L key for island seem selection\n*Unwrap.\n\n[Matadero Limpiando Escena.blend](Matadero_Limpiando_Escena.blend)\n5n6gsAYhRJI\n\n" ]
ot being able to draw in Sculpt mode like me? Sometimes will turn into weird shapes when trying to draw Operating system: Graphics card: Broken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen) Based on the default startup or an attached .blend file (as simple as possible).
[ "Cycles does not render geo with Multires modifier while in Sculpt mode\nOperating system: Windows 10, Linux\nGraphics card: Nvidia GTX 960\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\nWorked: (optional)\n\nAdding a Multires modifier with the Sculpt parameter > 0 (to further develop the model I'm working on) makes the geo disappear when using Cycles in the viewport, while in Sculpt Mode. As a first time Blender user, I'm not sure if this is the expected behaviour for this. I have checked with other users and they can reproduce the error. \n\nIt would be useful to render in viewport without leaving Sculpt Mode.\n\nCreate a geometry. Add a Multires modifier. Set Sculpt to a value greater than 0. Enter Sculpt Mode. Change the viewport render from Eevee to Cycles. The geometry disappears on rendering. I have a sample of the problem in this tweet I published several hours ago: 1150657198374080512\n\nThanks!", "Shape Key animations do not render if user is in edit mode when beginning the render.\nOperating system: Windows 10 Home 64 Bit\nGraphics card: Intel (R) HD Graphics 610\n\nBroken: 2.80, ee0d8426ab6d, 2019-05-03\n\nIf the user is in edit mode when they start the render, shape keys will not have any effect.\n\n1. Create an object.\n2. Add the 'Basis' shape key.\n3. Create another shape key, and edit it.\n4. Keyframe the value of the shape key at different frames.\n5. If the user is in edit mode when the render starts, the shape keys will not have any effect. Otherwise, it will work fine.[blend.blend](blend.blend)\n\n[no-edit.mkv](no-edit.mkv)\n\n[edit.mkv](edit.mkv)", "Grid doesnt show\nOperating system:\nGraphics card:\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\n\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n", "Blender 2.81 — Shadow glitches with Workbench render-engine (in viewport and same at render)\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 560/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 391.35\n\nBroken: version: 2.81 (sub 9)\n\n\nBroken shadows \"traced path\" glithc effect in the air in places where geomety have \"complex area\" (when you use shadows from Workbrench render and same in viewport).\n[Screenshot ](l2ZRNEjhzLYbl2.jpg)\nHere is on [video ](#!0OoB2I7R!h1qq3DB20nOOgoxoYw9QT_kyoZO-a-1C7OSqRifExcs) uou can see it. Sorry for broken english.\n\n\nDon't know how to reproduce it step by step, so I've put the file here: \n[broken.blend](broken.blend)\n\n\n", "Regression: Crash when sculpting shape keys in 3.6.2 release\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.99\n\nBroken: version: 3.6.2\nWorked: 3.5 did not crash, I'm told.\n\n**Description**\nA user in a Discord community shared a file which was crashing for them while in Sculpt mode. I could reproduce the crash, so I simplified the file and found repro steps.\n<video src=\"attachment\" title=\"2023-09-14 00-35-34.mp4\" controls></video>\n\nAs you can see, it takes a few seconds of aggressively dragging the shape key value to get the crash to occur.\nAnother way to get the crash is to just make sculpt brush strokes. I found the shape key slider dragging easier, but I could get it to crash with sculpt strokes too, which was the original complaint from the user.\nMaybe worth noting that, as far as I can tell, if the shape key is not this extreme in its effect, then it seems even harder or impossible to produce the crash.\n\n- File: [Vessa_clean5.blend](attachment)\n- Make sure you're in sculpt mode (I don't think it can crash otherwise)\n- Drag the shape key value around for several seconds, or make a few dozen sculpt strokes\n- Should crash eventually.\n\n", "Inconsistency happens when scaling in Object mode and Sculpt mode, due to the interference of the Origin's location \nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: Quadro RTX 3000 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.84\n\nBroken: version: 3.0.0\n\nIn the Object mode, the location of the Origin does not affect the scaling result if the 3D cursor is chosen to be the pivot point.\nIn the Sculpt mode, the location of the Origin does affect the scaling result if the 3D cursor is chosen to be the pivot point.\nIn the Sculpt mode, the location of the Origin does not affect the rotating or moving result if the 3D cursor is chosen to be the pivot point.\n\nThis results inconsistency and confusion when doing scaling in these two modes. \n\nI am not saying which mode is doing right or wrong, but inconsistency and confusion should be avoided as much as we can. So the error is the **inconsistency and confusion**. \n\nPlease watch the video below to reproduce the issue. An example blend file is also attached to download.\n\n[0001-2327.mp4](0001-2327.mp4)\n\n> In #86439#1153019, @PabloDobarro wrote:\n> If you change the pivot origin, you are not scaling the vertices form that pivot, but **scaling the sculpt pivot from the 3D cursor** and the copying the transformation to the vertices. \n\n\nHowever, scaling the sculpt pivot from the 3D cursor can not completely describe what happens in the Sculpt mode as the video above shows. I see that in the video in the sculpt mode, **both** Origin and 3D cursor are affecting the scaling result if the location of the Origin is different from the location of the 3D cursor.\n\nIn comparison, in the Object mode, **only** the pivot point (the chosen 3D cursor) is affecting the scaling result. That is why we have an inconsistency between the two modes. \n\nEven just in the Sculpt mode, we have a further inconsistency - a normal user would expect in the Sculpt mode that the location of the Origin would affect all transforming operations. But the reality is that the location of the Origin only affects the scaling result, but does not affect the rotating or moving result if the 3D cursor is chosen to be the pivot point.\n\nThank you!\n\n[testing scale brush_2.blend](testing_scale_brush_2.blend)\n\n", "Unable to select certain vertices (regression from 2.79)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1080 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.38\n\nBroken: version: 2.91.0 Alpha\n\nSome vertices are impossible to select.\n\nAt first I thought it was because the vertices formed a concave area (see first file) but then I hit a second concave case (see second file).\n![image.png](image.png)\n\nWithout rotating or zooming the view try to select one of the marked vertices in both files.\n[Select1.blend](Select1.blend)\n[Select2.blend](Select2.blend)\n\n----\n\n2.79 worked in this case, open this file in 2.79 to test.\n\n[Select1(1)_279.blend](Select1_1__279.blend)", "\"Shape Key Edit Mode\" toggle for correct mesh deformations\nWhen using the toggle \"Shape Key Edit Mode\" it gives me a representation of all shapekeys mixed together but it's only a visual preview. \n\n![Selection_033.png](Selection_033.png)\n\nIt doesn't affect the result of rotating or scaling the mesh since you still only work on the shapekey that is selected instead of the mixed representation that is shown. \nAnd since it's all just based on vertex location the results can be pretty odd, especially when using the 3D cursor as a pivot point. \n\n[2019-07-15 11-23-25.mp4](2019-07-15_11-23-25.mp4)\n\nSince working with multiple shapekeys is a great way to work non-destructively it would be a big improvement if the mixed shapekey representation would also be used for any deformations made.\nThis could be by default or as an additional toggle.", "GP brush pin for fill only, makes both stroke and fill\nHi \nI want to have fill and stroke in different color but if I pin, I get both color same.\nSo that I cannot make custom brush, or I have to change it vertex mode every time.\nCan you please check?\n\n[image](attachment)\n\n", "CPU render will look different to GPU render and fails randomly\nWin 10, GTX 880M, GTX 1080TI Founders Edition\n\nBroken: blender-2.79.0-git.2ca1f29-windows64\nWorked: na\n\nAttached you'll finde a scene what has issues with GPU rendering. The scene is using the old shaders with a bevel shader (OSL).\n\nThe preview will not start or maybe it takes a very long time. Here nothing happened.\nIn GPU mode the preview starts as expected.\n\nWhen I try to render with F12 in CPU mode it doesn't start or maybe it will start after a long time. Here nothing happened after 10 minutes.\nWhen I render a small region with CPU it takes a long time till it starts to render.\nWhen I start rendering in GPU mode it starts fast as expected ignoring OSL of course.\n\nIn the ZIP and attached you'll see a picture with a split screen. Left side is GPU. Right CPU. The results are different. Transparent parts with DOF will have extreme noise.\n\nLoad the scene and press F12. Here CPU render will not start as expected.\nSwitch to GPU and press F12. Rendering will start.\nDefine a small region where the transparent parts are. Press F12. It will take really long but start. Result has noise at the transparent parts.\nThis might be a bug in the Cycles render engine or an issue with the shader tree.\n\n[170902_Blender_279_Cycles_CPU_Issue.zip](170902_Blender_279_Cycles_CPU_Issue.zip)\n![GPU_vs_GPU_279_Render.jpg](GPU_vs_GPU_279_Render.jpg)\n\n\n", "Support for USD PointInstancer\nOperating system: Win10\nGraphics card: GTX 1660 Ti\n\nBroken: 3.1\n\nAfter loading a USD file with type particleInstancer attached with spheres as child, Blender failed to draw the points as spheres. Instead, the displayed object in the layout window is just a singular point at the origin. Example file attached.[example_sim_granular.zip](example_sim_granular.zip)\n\n\nBased on the default startup or an attached .blend file (as simple as possible).", "Textures not displayed in sculpt mode due to missing UVs (PBVH rendering, Multires)\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 417.35\n\n\nBroken: version: 2.80 (sub 55)\nWorked: 2.79b\n\n\nModel with Multiresolution modifier doesn't display texture in Sculpt Mode.\nRender engine doesn't matter.\n\n![2019-04-14 00_59_29-Window.png](2019-04-14_00_59_29-Window.png) \n![2019-04-14 00_59_54-Window.png](2019-04-14_00_59_54-Window.png)\n\nObserved in display modes:\n1. Solid (Lighting: Studio / Color: Texture)\n2. LookDev\n3. Rendered (in Cycles mesh is invisible)\n\n- Open [test.blend](test.blend)\n- Enable \"Display modifier in viewport.\"\n\nOR\n\n- Switch to LookDev mode\n- Apply multiresolution modifier to a mesh with texture\n- Add single subdivision (`Sculpt Base Mesh` OFF)\n", "Grease pencil strokes are incorrectly blended with geometry in draw mode (depending on 'Fade Inactive Geometry' setting)\nOperating system: Win 10\nGraphics card: ATI Radeon 5700\n\nBroken: (example: 2.92b, 213f8*, master, 2021-01-28, as found on the splash screen)\n\n\nnote: this is due to `Fade Inactive Geometry` being ON\n\nWhen drawing grease pencil strokes with a black material the rendering style changes when...\n\n - ...switching between draw-mode and edit mode, or\n - ... toggling the overlay button in draw mode (even will all overlay options disabled).\n\n\nThis leads to noticeable rendering artifacts while drawing. Please consider the following screenshots:\n\noverlays on:\n![image.png](image.png)\n\noverlay off:\n![image.png](image.png)\n\nSome assumptions:\n- I assume that the blend modes are not correctly set and thus interfere with the MSAA.\n- The white artifacts are especially pronounced for thin strokes of all opacities. Increasing the thickness factor slightly decreases the problem.\n\nLoad the following blender file\n[stroke-test.blend](stroke-test.blend)\n\nStep by step:\n1. Start blender\n2. Create Cube\n3. Create Grease Pencil\n4. Add new material for grease pencil and change to black\n5. Draw strokes (with different opacities)\n6. Switch between Draw and Object mode or toggle Overlay-Toggle\n", "Sculpt performance warnings in the UI\nMultiple options in Blender can cause performance drops in sculpt mode (using modifiers, shape keys, EEVEE, dyntopo). Most of these options are handled in the code in ##BKE_sculptsession_use_pbvh_draw##\n\nUsers often report poor performance in sculpt mode because there is currently no information in the UI when the object is not using the sculpt mode optimizations. We have the ##use_deform_only## option to partially fix these problems, but new users are not aware of it and it only covers the modifier stack, but not EEVEE or dyntopo. \n\n**To be decided**\n - How and where to show these warnings\n - Should we include an operator to disable all settings (modifiers, viewport, shape keys...) that are causing the performance problems?", "Regression: Damaged normals in sculpting with Multires modifier\nBroken: version: 3.4.0 Alpha\nWorked: version: 3.4.0 Alpha\n\nWhen sculpting, sometimes breaks normals. Switching between modes fixes this.\n| Edited sculpture | Object mode |\n| -- | -- |\n| ![image](attachment) | ![image](attachment) |\n\n1. Open attached file.\n2. Go to Sculpt mode.\n3. Do something.\nLook at the fact that in some places the normals are damaged." ]
[ "Not being able to draw in Sculpt mode, sometimes will turn into weird shapes when trying to draw\nOperating system: Windows 10\nGraphics card: GTX 1650s\n\nBroken: 3.0, 3.1.2\n\nNot being able to draw in Sculpt mode, sometimes will turn into weird shapes when trying to draw\n\nOpen project, turn to Sculpt mode, trying to draw by left mouse\n\n![BL2F.PNG](BL2F.PNG)\n\n![BL3F.PNG](BL3F.PNG)\n\n![BL4F.PNG](BL4F.PNG)\n\n![BL1F.PNG](BL1F.PNG)\n\n![BL original.PNG](BL_original.PNG)" ]
Cycles Glass BSDF color affects both reflection and refraction Windows 10 GTX1080Ti Broken: 2.79 Worked: probably never Color option in Cycles' Glass BSDF node affects both reflection and refraction which is an incorrect behavior, as glass is a dielectric, not a metal. As the node is explicitly named "Glass" BSDF, it should emulate correct glass behavior by default. Only metals have colored reflections, and at the same time, no real world metal materials are refractive, transparent or translucent, so in the current state, out of the box, the behavior of Glass BSDF node pretty much leads user to a wrong result.
[ "Alpha bug on Principaled BSDF with GPU\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA RTX A2000 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.92\n\nBroken: version: 3.2.1\n\nDecreasing alpha makes material black in the Principaled BSDF shader when using GPU compared to CPU \n\n\n\n - Decrease \"Alpha\" on the Principaled BSDF shader\n - Change to device to either \"GPU Compute\" or \"CPU\" \n - Adjust alpha value to discern difference if not apparent when switching Device property\n\n\n**Notes**\nCPU appears to work correctly with this value, it's only on GPU on my machine that causes alpha to make the material black. Bug appears in rendered images too and not just viewport, and is present in both CUDA and Optix. \n\nMake my alpha 0% if duplicate.\n\n[Blender GPU Alpha Bug.blend](Blender_GPU_Alpha_Bug.blend)", "Dynamic Indirect light cache\nThe idea would be to have a multiple level cache that stores a voxelized version of the scene to render the irradiance points.\n\nEach voxel would be linked to a set of surfel (surface elements) that stores color and normal of the surface.\nEach time the lights in the scene changes, the voxelized version is updated and propagates the change to the irradiance points.\n\nThis means having a list of surfel per voxel (say 6, 8) and a list of voxel per irradiance points.\nThis would be a mix of The Division dynamic indirect lighting [link]] and Mc Guire raytraced irradiance probes [[http:*jcgt.org/published/0008/02/01/|link](https:*www.gdcvault.com/play/1023273/Global-Illumination-in-Tom-Clancy).\nThis feature might be limited to hardware that supports compute shaders.\nThis is not a trivial feature and needs a lot of R&D.\n\nEstimate : 4 weeks\n", "Graph Editor: Automatic Colours can be confusing\nProblem: when there are many curves, the mapping from X/Y/Z/W to colour is inconsistent. For example, the same hue can be used for X in one bone and Y in another.\n\n**Proposal**: No concrete proposal yet, apart from the desire to have consistent X/Y/Z/W colours. The colour generator code could be altered to always produce the same hue for the same RNA `array_index`, for example, or use `array_index/array_length`.\n", "Baking vertex colors does not respect alpha with \"Diffuse\" selected but respects alpha with \"Direct + Indirect\" also selected\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.59\n\nBroken: version: 3.2.1\n\nI believe this is a bug: when baking vertex colors, the alpha channel is included ONLY if \"Direct + Indirect + Color\" are all enabled, but then lighting gets baked in as well which is often not intended.\nThis leads to the situation that It doesn't look like there's a way right now to bake just color + alpha to a Color Attribute with alpha channel.\n\n- open the attached blend file: [BugDiffuseAlphaVertexBake.blend](BugDiffuseAlphaVertexBake.blend)\n- select the Cube\n- switch viewport to Eevee\n- make sure Render Engine is set to Cycles so things can be baked\n- in the Bake tab, click \"Bake\" with Bake Type=Diffuse and Contributions=[Color]\n- note the result doesn't have an alpha channel in vertex colors, it's just black\n![image.png](image.png)\n- now, enable \"Direct\" + \"Indirect\" and Bake again\n- note the result has aloha channel BUT now looks incorrect as only diffuse was intended to be baked...\n![image.png](image.png)\n\n- also note that neither \"Color + Direct\" nor \"Color + Indirect\" result in an alpha channel\n- both \"Direct\" only and \"Indirect\" only result in alpha channels but then the color can't be baked.", "Viewport shading solid mode not displaying geometry nodes color attributes correctly\nOperating system: Win10\nGraphics card: 960m\n\nBroken: 3.5\nWorked: never\n\n\nWhen using geometry nodes to add color attributes, there are several situations where the viewport solid mode attribute option does not display the color attributes correctly.\n\nAs can be seen by this example. The first image shows a cube with a color attribute added. The geometry nodes setup adds a red color to the \"Color\" attribute. This all works as expected as can be seen in the viewport and the spreadsheet. \n\n![color_attr_1.jpg](attachment)\n\nIf a GN cube is added instead of the standard mesh cube (which has been bypassed by the switch node) then the color attribute is added as expected. This can be seen in the spreadsheet as to be the same as the previous screenshot for the color attribute. However, it is not being displayed in the viewport.\n\n![color_attr_1a.jpg](attachment)\n\nThis is a problem seen with any procedural geometry made with just nodes. As a workaround, you can have a single vertex as the only \"real\" geometry and use a join node to join with any nodal procedural geometry. Strangely though, this has to be the first connection in the join node, and won't work if it is second. This can be seen by the next 2 images:\n\n![color_attr_2.jpg](attachment)\n\n![color_attr_2a.jpg](attachment)\n\nA similar related case is that some mesh nodes will also make the viewport lose the displayed attribute. For instance, if you create a cube, add a GN modifier and add a dual mesh node to the chain, the color attribute is still there, but no longer displayed in the viewport. This happens with some nodes (like mesh to volume and back to mesh) but not others (like subdivide or extrude).\n\n![color_attr_3.jpg](attachment)\n\nThere is also a related issue that when exporting to obj or gltf the color attributes are not exported if they are not displayed in the viewport. If apply the GN modfier, you have to actually click on the color attribute in the properties panel to see it in the viewport or to be able to export it. \n\nOddly, the fbx exporter seems fine without applying the modifier. It also doesn't matter if the color attribute is on the vertices, or face corners, or if the color is float or byte color. The same issues happen regardless.\n\n", "Non-themeable property in nonlinear animation\nOperating system: Windows 10\nGraphics card: 1080ti\n\nBroken: 2.93\nWorked: ???\n\nThere is a property that is always blue in all of the shipped Blender themes, and which cannot be changed. I don't know the name, since I don't think it appears in the UI...\n\n![bild.png](bild.png)", "broken contact shadows on glossy/metalic materials\nOperating system: win 10\nGraphics card: 2070 s\n\nBroken: 2.91\n\nbroken contact shadows on glossy/metalic materials. works fine otherwise\n\n![broken contact shadows.png](broken_contact_shadows.png)\n\n- Open attached file\n- Go to rendered preview\n[broken contact shadows.blend](broken_contact_shadows.blend)", "4.0A producing specular reflections of area lights on diffuse surfaces, 3.6.1 doesn't behave this way.\nOperating system: macOS-13.4.1-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 Pro 1.2\n\nBroken: version: 3.6.1 & 4.0 Alpha\n\nArea lights in 4.0 Alpha producing specular reflections on diffuse only (specular = 0) surfaces in 4.0.\n\nI tried to report this discrepancy to the developer forum but can't seem to post it there, so I figured maybe whoever monitors this could help. \n\nIn 3.6.1, if a material has no specular component, area lights only produce diffuse illumination. But in the 4.0 alpha (build downloaded 8/14), the area light produces a specular reflection. I don't know if this is a new intentional development thing, or if it's somehow related to the light linking feature.\n\n", "EEVEE renders black when no normal NODES connected to mix node --> normal input.\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.89\n\nBroken: version: 2.92.0 Release Candidate\n\n\nEEVEE renders black when no normal NODES connected to mix node --> normal input. Works fine with Cycles. \n\nOpen below file and click on each material output to see the issue. Switch to cycles and all fine.\n\n[empty normal bug.blend](empty_normal_bug.blend)\n\n![image.png](image.png)\n\n\n", "Evee Shading artifacts on metallic surfaces with mid roughness\nOperating system: Windows 64bit\nGraphics card: GTX 950\n\nBroken: (example: 2.81 Alpha, ad21a6c22461, 2019-09-08\n\nWhen renderign with Eevee I get ring shaped bright spots around GGX highlights.\n\n\nBased on the default startup or an attached .blend file (as simple as possible).\nStart with a new file, delete the vertex at position 1, -1, 1\nAdd a metarial to this cube.\nset metallic to 1\nset roughness to a value between 0.2 and 0.4\n\nset the power of the pointlight to 100W\nset the radius to 0\nmove it to (0.5, -0.5, 0.5)\n\nset the background color to black\n\nview it from the top in perspective mode\nyou should see a grey ring at a corner.\n\nIn my personal experience this might be caused by an unnormalized vector in the ggx calculation.\n\n\nThe .blend file and a screenshot:\nIndirect Lighting settings dont help since there is no indirect lighting going on. As far as I can see it's a problem with the microfacet shading.\n[bug.blend](bug.blend)\n![blender_bug.PNG](blender_bug.PNG)\n", "Cycles brightness difference between CPU, GPU and CPU+GPU\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.59\n\nBroken: version: 3.3.1\n\nSeems a noticeable difference on how cycles render depending if you use GPU, CPU and XPU and you use transparent materials.\n\nGPU\n![gpu.png](gpu.png) \n\nCPU:\n![cpu.png](cpu.png)\n\nCPU+GPU:\n![xpu.png](xpu.png)\n\nAs you can see, there's a visible line at the top of the render-\nTrying to encapsulate the bug i get this result. \n\nCreate a interior scene, add a glass material and try to render with both CPU and GPU.\n**i guess the problem is related to the material.\n![untitled.png](untitled.png)\n\nHere is the scene.. \n[GlobalIllumination2.blend](GlobalIllumination2.blend)\n\nThanks.\n\n\n", "Cycles vertex color bump map banding \nOperating system: Win10\nGraphics card: GTX 1070\n\n2.79b release\n\nUsing vertex colors in cycles material as a mask for bump/normal texture causes banding/hard edges in render.\n![vertex_color_mask_problem1.jpg](vertex_color_mask_problem1.jpg)\nBanding of vertex color is also visible when using it as a color for shader. \n![vertex_color_mask_problem2.jpg](vertex_color_mask_problem2.jpg)\nIt might have something to do with the fact that vertex colors are represented in 8-bit sRGB values but on the other hand it renders as expected when using it as a mask for example for mix shader node. But the bump doesn't look correct in that case.\n![vertex_color_mask_problem3.jpg](vertex_color_mask_problem3.jpg)\n\n[vertex_color_mask_problem.blend](vertex_color_mask_problem.blend)", "Film Exposure Affects Shadow Catcher Pass Environment\nOperating system: Windows 10\nGraphics card: NVIDIA GeForce RTX 3080 Ti\n\nBroken: 3.5.1\nWorked: Unsure\n\nChanging \"Film -> Exposure\" with \"Film -> Transparent\" affects background of Shadow Catcher Pass. Effect on compositing is that the composite gets an additional darkening in \"transparent\" areas from multiplying Shadow Catcher pass.\n\n1. Switch to Cycles.\n2. Create plane under default Cube.\n3. Set the plane to be a Shadow Catcher.\n4. Enable Shadow Catcher pass in render layers.\n5. Change Film->Exposure on render tab to something less than 1.0.\n6. Turn on \"Transparent\" in render tab.\nRender and check Shadow Catcher (not noisy one) pass: areas that are \"transparent\" (not covered by the default cube or the shadow catcher plane) should be 1.0 but will be more or less equal to the Exposure value set.\n\nI believe this is incorrect: multiplying this shadow catcher pass over an already-exposure-compensated rendered image will cause an additional darkening affect in areas where the shadow catcher isn't present in the view.\n\nAttached JPG shows a scene where the shadow catcher plane ends, and the transparent world exists beyond. The shadow catcher is correctly at 1.0 where there aren't any shadows, but the world background is .75 which is what the Exposure value was set to be.\n\n", "Cycle Shader Displacement does not distinguish Instances by Geometry Nodes\nOperating system: Windows-10-10.0.17134-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 970M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.11\n\nBroken: version: 3.0.0 Beta\n\nThe color of shader is different on each instance, but the shader displacement has all the same result for each one.\n![image.png](image.png)\n![image.png](image.png)\n[DISPLACEM.blend](DISPLACEM.blend)", "Material setting \"show_transparent_back\" (Show Backface) gives weird results\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 2.92.0\n\n![ShowTransparentBackBug.jpg](ShowTransparentBackBug.jpg)\nMy materials are messed up by having blend mode set to \"Alpha Blend\" and \"Show Backface\" set true.\n(The checkbox for \"Show Backface\" pops up if a materials blend mode is set to Alpha Blend\")\n\nIs this normal behaviour?\nThe intend here was to see every side of the cube with a bit of transparency.\n\n[ShowTransparentBackBug.blend](ShowTransparentBackBug.blend)\n1. Add a Cube (subdivide a few times) and give it a material\n2. Go to material settings and set the materials...\n- Blend mode to \"Alpha Blend\"\n- Backface Culling to False\n- Show Backface to True" ]
[ "Glass BSDF has colored reflection, what is wrong.\nCentOS, GTX 1070\n\nBroken: 2.79rc2\n\n\nFor some weird reason i found that colored glass shader has colored reflection. That produces wrong pbr behavior. When you set some color for glass, it should affect only the refraction color, not the reflection.\nThis bug/feature makes colored glass shader useless as is. In order to get a correct colored glass we have to rebuild glass shader with mixture of refraction bsdf and glossy bsdf via the fresnel node and plug color in the refraction node. Or use the principled bsdf node, but for some reason this node gives a bit different render result and a bit slower also. But may be it's more physically correct, don't know.\n\nOpen blender, create the glass shader on an object and choose some color." ]
Blender 2.70 RC2 crash with simple cycles render Windows 7 64 bits Blender 2.70 2525f9c NVIDIA GeForce GTX660 Create a simple scene: One cube One Plane One Sun lamp Assign glass to cube and render. Error: CUDA error: Invalid value in cuMemAlloc(&device_pointer.size) Tested in Blender 2.69 and works.[Test270.blend](Test270.blend)
[ "The version over 3.5 (3.6 and 3.6.2) crashes for me after using control of view.\nOperating system: Linux-6.2.0-32-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: Mesa Intel(R) Iris(R) Plus Graphics 650 (Kaby Lake GT3e) (KBL GT3) Intel 4.6 (Core Profile) Mesa 23.0.4-0ubuntu1~22.04.1\n\nBroken: 3.6 and 3.6.2\nWorked: version: 3.5.0\n\n\nI have quite simple scene: 1 table, 1 chair. I change selection from chair to table f.x., then deselection or I make zoom out, the screen freezes, Blender proposes me to closing because not responding\n\n", "Blender 3.4 Random Crashing Since GPU Replacement\nOperating System: Windows-10-10.0.19044-SP0\nGPU: NVIDIA GeForce RTX 3060/PCIe/SSE2 4.5.0 NVIDIA 527.56\n\nBroken: version: 3.4.0, branch: blender-v3.4-release\n\n**Short Description**\nI have replaced my RX580 with an RTX3060 earlier and ever since that replacement, I have been having constant crashes whenever I attempt to use Blender, do note that I've been in edit/object mode during these crashes as I'm working on a subd model, I have tried a handful of fixes such as upping TDR values but it didn't seem to fix the issue.\n\nRyzen 5 2600, RTX3060, 16gb RAM, no temperature exceeds 60 degrees Celsius and nothing is active besides Blender 3.4 along with addons I have installed.\n\nHere are the logs I get when I run Blender via the gpu debug cmd: \n\nEdit: I did try disabling UV Packmaster as per the error logs, but that didn't stop the crashing.\n\n[blender_system_info.txt](blender_system_info.txt)\n[blender_debug_output.txt](blender_debug_output.txt)\n[gunflipped.crash.txt](gunflipped.crash.txt)", "Correct link is shown as invalid\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.5.1\n\nIn the composer, after some actions, the link is displayed as incorrect, although there is no reason for this.\n\n**Exact steps for others to reproduce the error** \n\n0. Factory settings file (optional).\n1. Switch render engine to Cycles.\n2. Enable any `Scene > ViewLayer > Passes`. For example, this would be `... > Data > UV`.\n3. Enable the compositing nodes and connect the new socket to the \"Composite\" node.\n4. Switch render engine to Eevee.\n5. Make a Render.\n6. Switch render engine to Cycles.\n\n![2023-06-07_23.44.54.gif](attachment)\n\n", "Blender 2.8 and 2.81 (ab519b91b2c4) has high chance of crashing when using Python to create a new node-tree link.\nOperating system: Windows 10 (x64) v1903 Build 18362.356\nGraphics card: Nvidia GeForce GTX 1060 6GB\nCPU: Intel Core i5 7600K\n\nBroken: 2.81-ab519b91b2c4 **AND** 2.80 release\n\nCreating a new node-tree link via Python sometimes causes Blender to crash with the error \"EXCEPTION_ACCESS_VIOLATION\".\nI have attached a .blend file that will cause the crash, just by clicking \"Run Script\" once or twice. \nWhen I found the bug, I spent some time making the script as small as possible while still causing the crash, so the script is less than 30 lines.\n\nI also installed Blender 2.81-ab519b91b2c4 on a Windows 10 laptop that had never seen Blender before, and the bug was present on there too, so I'm confident the issue isn't specifically due to my hardware.\nI've also included blender_debug_output.txt and blender_system_info.txt, generated by the blender_debug_log.cmd file included in the Blender 2.81 download.\n\n1) Open the attached .blend file.\n2) Click \"Run Script\" in the bottom right of the text editor pane.\n3) Repeat 2 until crash (should only take 1 or 2 tries)\n\n[Crashy crash.blend](Crashy_crash.blend)\n[blender_system_info.txt](blender_system_info.txt)\n[blender_debug_output.txt](blender_debug_output.txt)", "Blender 3.5 crash on render with Intel 4600 integrated GPU\nOperating system: WIndows 10 x64\nGraphics card: Intel 4600\n\nBroken: 3.5 \nWorked: 3.4.1\n\n\nBlender crashes when attempting to render in Evee. Cycles seems to work.\n\n", "internal error: modal gizmo-map handler has invalid area\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 950M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 3.0.0 Alpha\n\nWhen rendering to the Image Editor and toggling \"maximize area\" while rendering, an error is displayed in the console\n\n![image.png](image.png)\n\n**Step to Reproduce**\n- open `test.blend`\n- make sure `Preferences` > `Interface` > `Editors` > `Temporary Editors` > `Render In` is set to `Image Editor`\n- render {key Ctrl F12}\n- Hit {key Ctrl + Space} when rendering\n\n```\ninternal error: modal gizmo-map handler has invalid area\n```\n\n[test.blend](test.blend)\n[userpref.blend](userpref.blend)", "Normal map support in Cycles standalone\nWindows 8.1 64-bit\n\n**Cycles Version**\nd553b8de7180\n\n\nIn the latest version available in the Cycles standalone repository, commit d553b8de7180, using a normal map node in a shader graph will cause Cycles to crash. This behavior was not present in release 1.7.0 but has been added since then.\n\nThis looks to be caused by an improperly initialized member variable in the ccl::NormalMapNode type. Upon creating an object of type NormalMapNode, the ustring named 'attribute' is initialized such that attribute.c_str() will return a nullptr.\n\nCycles crashes when the nullptr used to construct a std::string in NormalMapNode::attributes in this bit:\n\n```\t\n\t\telse {\n\t\t\tattributes->add(ustring((string(attribute.c_str()) + \".tangent\").c_str()));\n\t\t\tattributes->add(ustring((string(attribute.c_str()) + \".tangent_sign\").c_str()));\n\t\t}\n```\n\n\nI have attached a simple cycles standalone scene that triggers this error here: [sample_scene.xml](sample_scene.xml)", "Cycles GPU crash when switching to Rendered 3DViewport --MacOS 13.1--\nOperating system: macOS-13.1-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5700 XT OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.9.51\n\nBroken: version: 3.5.0 Alpha\nWorked: 3.5.0 Alpha (works fine)\n\nInstant crash of blender when switching to rendered 3DView.\n\nCompile latest 3.5 version as of 2022-12-18 20:06, hash: `50c7eb14f4`\nopen empty scene provided below and switch to rendered 3DView.\n[gpu.blend](gpu.blend)\n\n![system.jpg](system.jpg)\nxcode 14.1\nlatest brew updates\n(cycles-cache & build-darwin folders deleted before compiling )\n\nPS: When switching to CPU there is no crash. Only GPU !", "Blender will not use new GPU for rendering or recognize it for OpenCL or\nOperating system: Windows 10, all up to date\nGraphics card: msi 4070ti (brand new)\n\nBroken: 2.93.18 as well as the most recent 3.5 on the splash screen, tried most of the in-between builds on clean reinstalls but same issue on all of them.\nWorked: no version\n\n**Error**\nAfter getting a new 4070ti, blender started crashing every 5-10mins or so while moving around a simple scene in the viewport set to material shaders mode, not render mode. The scene consisted of a couple of primitives with very simplistic wood, glass, and metal shaders. When I tried rendering as is it also crashes immediately upon rendering no matter what I use. GPU wasn't greyed out in render settings initially (though it now is), but only showed in preferences under CUDA, and wasn't recognized in OptiX or OpenCL (in newer blender models it also wasn't recognized by anything but CUDA). \n\n1. tried to render a simple scene with render settings set to new gpu\n2. render crashes immediately\n3. move around in viewport on material mode, barely move and blender crashes\n4. check Blender preferences <system <cycles rendering devices: gpu is visible in CUDA but not in any other options (originally was working on 2.93 where I wanted to use OpenCL, I know this isn't in the newer versions with OptiX/all non-CUDA options). Try unchecking CPU hoping to force blender to actually use the GPU and have tax manager up to see if gpu is even being used\n5. blender crashes without rendering, no sign of gpu being used on task manager but CPU usage spikes to 100%\n\n**What I've tried so far that might be helpful**\n\n- tried clean reinstalling different versions of blender, both newer/experimental and older/more stable builds\n- made sure I reset BIOS in case this is a new component/migration error\n- made sure the settings for blender in NVIDIA control panel were all compatible or high performance \n- made sure NVIDIA drivers are all studio version and up to date\n- made sure blender cache folder didn't have any kernel errors\n- installed any updates to windows, this did make the gpu visible in OptiX but unfortuantely the same issue persists even with OptiX on any version where blender just won't use it and uses only cpu (despite being unchecked)\n- double checking how much memory I have on my new gpu vs the old one - yup it does\n- benchmarked my gpu using port royal and making sure I could render a project in Premiere. GPU did fine on the benchmark test and was able to render a 20min video fine. Only blender seems to be the problem\n- noticed today in stackexchange there are a lot more reports with others having the same issue, even with equivalent AMD gpus, and all comments said this seems to be a bug\n\n", "Render crash\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: Radeon RX 560X ATI Technologies Inc. 4.5.0 Core Profile Context 22.8.1.220810\n+ AMD Ryzen 5 3550H with Radeon Vega Mobile Gfx\n\nBroken: version: 3.3.0 Beta\nWorked: 3.2.2\n\nBlender every time crash when switch to render mode in viewport.\nRender set to Cycles with GPU Compute.\nVega 8 selected as device in preferences.\nIf I select RX 560X in preferences, GPU Compute is greyed in Render preferences (also interesting why).\n\nAny project with simple cube crashed.[test11.crash.txt](test11.crash.txt)\n", "Cycles Render with Intel UHD GPU Crashes\nOperating system: macOS Ventura 13.0.1\nGraphics card: Intel UHD Graphics 630 (built-in), AMD Radeon RX 6800 (eGPU)\n\nBroken: 3.4.0 (downloaded from the Blender website)\nWorked: the last 3.3.1\n\nIt is impossible to render in Cycles with the Intel GPU enabled: Blender crashes\n\nOn a Mac Mini 2018 (Intel) with 6-core i7 CPU and 32GB of RAM, with Stage Manager enabled, open Blender, load a file, then in the Preferences, enable only the Intel GPU (uncheck the eGPU), and start rendering. Note: unless it is the first attempt (that involves the loading of the kernels), unchecking the eGPU may not even be necessary.\nWhen the preliminary steps are finished (such as the BVH building, importance map, and so on), Blender will crash before the rendering proper starts (before anything appears in the render result output).\nThe subsequent error dump will look as follows: \n![image.png](image.png)\nThe full dump is below:\n\n```lines\n-------------------------------------\nTranslated Report (Full Report Below)\n-------------------------------------\n\nProcess: Blender [4086]\nPath: /Applications/Blender.app/Contents/MacOS/Blender\nIdentifier: org.blenderfoundation.blender\nVersion: 3.4.0 (3.4.0 2022-12-07)\nCode Type: X86-64 (Native)\nParent Process: launchd [1]\nUser ID: 501\n\nDate/Time: 2022-12-09 13:00:26.8303 +1000\nOS Version: macOS 13.0.1 (22A400)\nReport Version: 12\nBridge OS Version: 7.0 (20P420)\nAnonymous UUID: DA7E5727-A75F-6765-C417-804DFCD4552C\n\n\nTime Awake Since Boot: 5000 seconds\n\nSystem Integrity Protection: enabled\n\nCrashed Thread: 35\n\nException Type: EXC_CRASH (SIGABRT)\nException Codes: 0x0000000000000000, 0x0000000000000000\n\nID Vend/Dev\n8488 73bf1002\nSeconds Ago ID Type\n 5000.0 8488 Attach\n\n\nThread 0:: Dispatch queue: com.apple.main-thread\n0 libsystem_kernel.dylib \t 0x7ff8140160ce __semwait_signal + 10\n1 libsystem_c.dylib \t 0x7ff813f2ab4a nanosleep + 196\n2 libsystem_c.dylib \t 0x7ff813f2aa80 usleep + 53\n3 Blender \t 0x1069dd928 WM_main + 24\n4 Blender \t 0x106262b8e main + 878\n5 dyld \t 0x7ff813d21310 start + 2432\n\nThread 1:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff813ed2efb _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff813ed33d7 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x1120ad1d2 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 Blender \t 0x1120abcce void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 2:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff813ed2efb _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff813ed33d7 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x1120ad1d2 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 Blender \t 0x1120abcce void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 3:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff813ed2efb _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff813ed33d7 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x1120ad1d2 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 Blender \t 0x1120abcce void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 4:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff813ed2efb _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff813ed33d7 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x1120ad1d2 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 Blender \t 0x1120abcce void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 5:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff813ed2efb _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff813ed33d7 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x1120ad1d2 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 Blender \t 0x1120abcce void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 6:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff813ed2efb _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff813ed33d7 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x1120ad1d2 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 Blender \t 0x1120abcce void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 7:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff813ed2efb _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff813ed33d7 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x1120ad1d2 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 Blender \t 0x1120abcce void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 8:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff813ed2efb _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff813ed33d7 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x1120ad1d2 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 Blender \t 0x1120abcce void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 9:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff813ed2efb _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff813ed33d7 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x1120ad1d2 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 Blender \t 0x1120abcce void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 10:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff813ed2efb _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff813ed33d7 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x1120ad1d2 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 Blender \t 0x1120abcce void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 11:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff813ed2efb _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff813ed33d7 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x1120ad1d2 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 Blender \t 0x1120abcce void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 12:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff813ed2efb _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff813ed33d7 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x1120ad1d2 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 Blender \t 0x1120abcce void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 13:: caulk.messenger.shared:17\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 caulk \t 0x7ff81d7598f8 caulk::mach::semaphore::wait_or_error() + 16\n2 caulk \t 0x7ff81d73f664 caulk::concurrent::details::worker_thread::run() + 36\n3 caulk \t 0x7ff81d73f328 void* caulk::thread_proxy<std::__1::tuple<caulk::thread::attributes, void (caulk::concurrent::details::worker_thread::*)(), std::__1::tuple<caulk::concurrent::details::worker_thread*> > >(void*) + 41\n4 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n5 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 14:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 Blender \t 0x1069d3e08 tbb::internal::rml::private_worker::run() + 104\n2 Blender \t 0x1069d3d99 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 15:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 Blender \t 0x1069d3e08 tbb::internal::rml::private_worker::run() + 104\n2 Blender \t 0x1069d3d99 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 16:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 Blender \t 0x1069d3e08 tbb::internal::rml::private_worker::run() + 104\n2 Blender \t 0x1069d3d99 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 17:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 Blender \t 0x1069d3e08 tbb::internal::rml::private_worker::run() + 104\n2 Blender \t 0x1069d3d99 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 18:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 Blender \t 0x1069d3e08 tbb::internal::rml::private_worker::run() + 104\n2 Blender \t 0x1069d3d99 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 19:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 Blender \t 0x1069d3e08 tbb::internal::rml::private_worker::run() + 104\n2 Blender \t 0x1069d3d99 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 20:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 Blender \t 0x1069d3e08 tbb::internal::rml::private_worker::run() + 104\n2 Blender \t 0x1069d3d99 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 21:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 Blender \t 0x1069d3e08 tbb::internal::rml::private_worker::run() + 104\n2 Blender \t 0x1069d3d99 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 22:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 Blender \t 0x1069d3e08 tbb::internal::rml::private_worker::run() + 104\n2 Blender \t 0x1069d3d99 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 23:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 Blender \t 0x1069d3e08 tbb::internal::rml::private_worker::run() + 104\n2 Blender \t 0x1069d3d99 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 24:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 Blender \t 0x1069d3e08 tbb::internal::rml::private_worker::run() + 104\n2 Blender \t 0x1069d3d99 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 25:: com.apple.audio.IOThread.client\n0 libsystem_kernel.dylib \t 0x7ff8140136a2 mach_msg2_trap + 10\n1 libsystem_kernel.dylib \t 0x7ff81402167d mach_msg2_internal + 82\n2 libsystem_kernel.dylib \t 0x7ff81401a71a mach_msg_overwrite + 723\n3 libsystem_kernel.dylib \t 0x7ff814013989 mach_msg + 19\n4 CoreAudio \t 0x7ff81635f8a5 HALB_MachPort::SendSimpleMessageWithSimpleReply(unsigned int, unsigned int, int, int&, bool, unsigned int) + 111\n5 CoreAudio \t 0x7ff8162384c1 HALC_ProxyIOContext::IOWorkLoop() + 3783\n6 CoreAudio \t 0x7ff816237029 invocation function for block in HALC_ProxyIOContext::HALC_ProxyIOContext(unsigned int, unsigned int) + 63\n7 CoreAudio \t 0x7ff8163be630 HALB_IOThread::Entry(void*) + 72\n8 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n9 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 26:\n0 libsystem_kernel.dylib \t 0x7ff8140161fe __psynch_cvwait + 10\n1 libsystem_pthread.dylib \t 0x7ff8140527e1 _pthread_cond_wait + 1243\n2 libopenblas64_.0.dylib \t 0x136d5a49f blas_thread_server + 207\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 27:\n0 libsystem_kernel.dylib \t 0x7ff8140161fe __psynch_cvwait + 10\n1 libsystem_pthread.dylib \t 0x7ff8140527e1 _pthread_cond_wait + 1243\n2 libopenblas64_.0.dylib \t 0x136d5a49f blas_thread_server + 207\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 28:\n0 libsystem_kernel.dylib \t 0x7ff8140161fe __psynch_cvwait + 10\n1 libsystem_pthread.dylib \t 0x7ff8140527e1 _pthread_cond_wait + 1243\n2 libopenblas64_.0.dylib \t 0x136d5a49f blas_thread_server + 207\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 29:\n0 libsystem_kernel.dylib \t 0x7ff8140161fe __psynch_cvwait + 10\n1 libsystem_pthread.dylib \t 0x7ff8140527e1 _pthread_cond_wait + 1243\n2 libopenblas64_.0.dylib \t 0x136d5a49f blas_thread_server + 207\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 30:\n0 libsystem_kernel.dylib \t 0x7ff8140161fe __psynch_cvwait + 10\n1 libsystem_pthread.dylib \t 0x7ff8140527e1 _pthread_cond_wait + 1243\n2 libopenblas64_.0.dylib \t 0x136d5a49f blas_thread_server + 207\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 31:: com.apple.NSEventThread\n0 libsystem_kernel.dylib \t 0x7ff8140136a2 mach_msg2_trap + 10\n1 libsystem_kernel.dylib \t 0x7ff81402167d mach_msg2_internal + 82\n2 libsystem_kernel.dylib \t 0x7ff81401a71a mach_msg_overwrite + 723\n3 libsystem_kernel.dylib \t 0x7ff814013989 mach_msg + 19\n4 CoreFoundation \t 0x7ff81412cd0e __CFRunLoopServiceMachPort + 145\n5 CoreFoundation \t 0x7ff81412b77a __CFRunLoopRun + 1360\n6 CoreFoundation \t 0x7ff81412abb0 CFRunLoopRunSpecific + 560\n7 AppKit \t 0x7ff8173ad696 _NSEventThread + 132\n8 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n9 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 32:\n0 libsystem_kernel.dylib \t 0x7ff8140161fe __psynch_cvwait + 10\n1 libsystem_pthread.dylib \t 0x7ff8140527e1 _pthread_cond_wait + 1243\n2 libc++.1.dylib \t 0x7ff813faec32 std::__1::condition_variable::wait(std::__1::unique_lock<std::__1::mutex>&) + 18\n3 Blender \t 0x108d23ba5 ccl::Session::wait() + 101\n4 Blender \t 0x1081da316 ccl::BlenderSession::render(BL::Depsgraph&) + 3526\n5 Blender \t 0x1081d10e0 ccl::render_func(_object*, _object*) + 176\n6 Blender \t 0x112141552 cfunction_call + 130\n7 Blender \t 0x1120fa1b5 _PyObject_MakeTpCall + 373\n8 Blender \t 0x1121efcce call_function + 974\n9 Blender \t 0x1121eca4a _PyEval_EvalFrameDefault + 30570\n10 Blender \t 0x1121e51b1 _PyEval_Vector + 145\n11 Blender \t 0x1121efaaf call_function + 431\n12 Blender \t 0x1121eca4a _PyEval_EvalFrameDefault + 30570\n13 Blender \t 0x1121e51b1 _PyEval_Vector + 145\n14 Blender \t 0x106f00225 bpy_class_call + 1029\n15 Blender \t 0x106e433d1 engine_render + 113\n16 Blender \t 0x1079cb58c engine_render_view_layer(Render*, RenderEngine*, ViewLayer*, bool, bool) + 572\n17 Blender \t 0x1079cb0ca RE_engine_render + 954\n18 Blender \t 0x1079d097e do_render_full_pipeline(Render*) + 334\n19 Blender \t 0x1079d0566 RE_RenderFrame + 406\n20 Blender \t 0x108178e8f render_startjob(void*, short*, short*, float*) + 127\n21 Blender \t 0x1069f92f8 do_job_thread + 40\n22 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n23 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 33:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 Blender \t 0x1069d3e08 tbb::internal::rml::private_worker::run() + 104\n2 Blender \t 0x1069d3d99 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 34:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 Blender \t 0x1069d3e08 tbb::internal::rml::private_worker::run() + 104\n2 Blender \t 0x1069d3d99 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 35 Crashed:\n0 libsystem_kernel.dylib \t 0x7ff81401a30e __pthread_kill + 10\n1 libsystem_pthread.dylib \t 0x7ff814051f7b pthread_kill + 263\n2 libsystem_c.dylib \t 0x7ff813f9bd3f __abort + 139\n3 libsystem_c.dylib \t 0x7ff813f9bcb4 abort + 138\n4 libsystem_c.dylib \t 0x7ff813f9afbe __assert_rtn + 314\n5 Metal \t 0x7ff81d6acf32 MTLReportFailure.cold.1 + 43\n6 Metal \t 0x7ff81d687df9 MTLReportFailure + 529\n7 Metal \t 0x7ff81d5913ba -[_MTLCommandBuffer addCompletedHandler:] + 87\n8 Blender \t 0x10827ac38 ccl::MetalDeviceQueue::enqueue(ccl::DeviceKernel, int, ccl::DeviceKernelArguments const&) + 3352\n9 Blender \t 0x108dc338b ccl::ShaderEval::eval_gpu(ccl::Device*, ccl::ShaderEvalType, ccl::device_vector<ccl::KernelShaderEvalInput>&, ccl::device_vector<float>&, long long) + 267\n10 Blender \t 0x108dc2d48 std::__1::__function::__func<ccl::ShaderEval::eval(ccl::ShaderEvalType, int, int, std::__1::function<int (ccl::device_vector<ccl::KernelShaderEvalInput>&)> const&, std::__1::function<void (ccl::device_vector<float>&)> const&)::$_0, std::__1::allocator<ccl::ShaderEval::eval(ccl::ShaderEvalType, int, int, std::__1::function<int (ccl::device_vector<ccl::KernelShaderEvalInput>&)> const&, std::__1::function<void (ccl::device_vector<float>&)> const&)::$_0>, void (ccl::Device*)>::operator()(ccl::Device*&&) + 680\n11 Blender \t 0x10823c8af ccl::Device::foreach_device(std::__1::function<void (ccl::Device*)> const&) + 31\n12 Blender \t 0x108246740 ccl::MultiDevice::foreach_device(std::__1::function<void (ccl::Device*)> const&) + 64\n13 Blender \t 0x108dc296a ccl::ShaderEval::eval(ccl::ShaderEvalType, int, int, std::__1::function<int (ccl::device_vector<ccl::KernelShaderEvalInput>&)> const&, std::__1::function<void (ccl::device_vector<float>&)> const&) + 154\n14 Blender \t 0x108c2a79f ccl::GeometryManager::displace(ccl::Device*, ccl::Scene*, ccl::Mesh*, ccl::Progress&) + 511\n15 Blender \t 0x108bb4769 ccl::GeometryManager::device_update(ccl::Device*, ccl::DeviceScene*, ccl::Scene*, ccl::Progress&) + 3305\n16 Blender \t 0x108c51111 ccl::Scene::device_update(ccl::Device*, ccl::Progress&) + 1745\n17 Blender \t 0x108c52d73 ccl::Scene::update(ccl::Progress&) + 163\n18 Blender \t 0x108d246e3 ccl::Session::run_update_for_next_iteration() + 1395\n19 Blender \t 0x108d23c74 ccl::Session::run_main_render_loop() + 100\n20 Blender \t 0x108d24c13 ccl::Session::thread_render() + 259\n21 Blender \t 0x108d228c8 ccl::Session::thread_run() + 168\n22 Blender \t 0x10db3e413 ccl::thread::run(void*) + 19\n23 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n24 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 36:\n0 libsystem_pthread.dylib \t 0x7ff81404dc58 start_wqthread + 0\n\nThread 37:\n0 libsystem_pthread.dylib \t 0x7ff81404dc58 start_wqthread + 0\n\nThread 38:\n0 libsystem_pthread.dylib \t 0x7ff81404dc58 start_wqthread + 0\n\nThread 39:\n0 libsystem_kernel.dylib \t 0x7ff8140161fe __psynch_cvwait + 10\n1 libsystem_pthread.dylib \t 0x7ff8140527e1 _pthread_cond_wait + 1243\n2 libc++.1.dylib \t 0x7ff813faec32 std::__1::condition_variable::wait(std::__1::unique_lock<std::__1::mutex>&) + 18\n3 Blender \t 0x108271985 ccl::ShaderCache::compile_thread_func(int) + 165\n4 Blender \t 0x108274dfd void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, ccl::ShaderCache::load_kernel(ccl::DeviceKernel, ccl::MetalDevice*, ccl::MetalPipelineType)::$_1> >(void*) + 45\n5 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 40:\n0 libsystem_kernel.dylib \t 0x7ff8140161fe __psynch_cvwait + 10\n1 libsystem_pthread.dylib \t 0x7ff8140527e1 _pthread_cond_wait + 1243\n2 libc++.1.dylib \t 0x7ff813faec32 std::__1::condition_variable::wait(std::__1::unique_lock<std::__1::mutex>&) + 18\n3 Blender \t 0x108271985 ccl::ShaderCache::compile_thread_func(int) + 165\n4 Blender \t 0x108274dfd void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, ccl::ShaderCache::load_kernel(ccl::DeviceKernel, ccl::MetalDevice*, ccl::MetalPipelineType)::$_1> >(void*) + 45\n5 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 41:\n0 libsystem_kernel.dylib \t 0x7ff8140161fe __psynch_cvwait + 10\n1 libsystem_pthread.dylib \t 0x7ff8140527e1 _pthread_cond_wait + 1243\n2 libc++.1.dylib \t 0x7ff813faec32 std::__1::condition_variable::wait(std::__1::unique_lock<std::__1::mutex>&) + 18\n3 Blender \t 0x108271985 ccl::ShaderCache::compile_thread_func(int) + 165\n4 Blender \t 0x108274dfd void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, ccl::ShaderCache::load_kernel(ccl::DeviceKernel, ccl::MetalDevice*, ccl::MetalPipelineType)::$_1> >(void*) + 45\n5 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 42:\n0 libsystem_kernel.dylib \t 0x7ff8140161fe __psynch_cvwait + 10\n1 libsystem_pthread.dylib \t 0x7ff8140527e1 _pthread_cond_wait + 1243\n2 libc++.1.dylib \t 0x7ff813faec32 std::__1::condition_variable::wait(std::__1::unique_lock<std::__1::mutex>&) + 18\n3 Blender \t 0x108271985 ccl::ShaderCache::compile_thread_func(int) + 165\n4 Blender \t 0x108274dfd void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, ccl::ShaderCache::load_kernel(ccl::DeviceKernel, ccl::MetalDevice*, ccl::MetalPipelineType)::$_1> >(void*) + 45\n5 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 43:\n0 libsystem_pthread.dylib \t 0x7ff81404dc58 start_wqthread + 0\n\n\nThread 35 crashed with X86 Thread State (64-bit):\n```\nrax: 0x0000000000000000 rbx: 0x000070001368d000 rcx: 0x000070001368a7c8 rdx: 0x0000000000000000\nrdi: 0x000000000002c707 rsi: 0x0000000000000006 rbp: 0x000070001368a7f0 rsp: 0x000070001368a7c8\n r8: 0x0000000000000000 r9: 0x0000000000989680 r10: 0x000070001368d000 r11: 0x0000000000000246\nr12: 0x000000000002c707 r13: 0x000000012feea028 r14: 0x0000000000000006 r15: 0x0000000000000016\nrip: 0x00007ff81401a30e rfl: 0x0000000000000246 cr2: 0x000000012feea000\n\n```\nLogical CPU: 0\nError Code: 0x02000148 \nTrap Number: 133\n\n\nBinary Images:\n 0x7ff814012000 - 0x7ff81404bff7 libsystem_kernel.dylib (*) <0c2fd2c9-777c-3355-b70f-7b1b6e9d1b0b> /usr/lib/system/libsystem_kernel.dylib\n 0x7ff813f1a000 - 0x7ff813fa2fff libsystem_c.dylib (*) <5efaf10b-2ec1-32ed-b077-80125e552c8d> /usr/lib/system/libsystem_c.dylib\n 0x1060c2000 - 0x116badfff org.blenderfoundation.blender (3.4.0) <de78ac19-6469-3e44-ab08-627697965862> /Applications/Blender.app/Contents/MacOS/Blender\n 0x7ff813d1b000 - 0x7ff813daf54f dyld (*) <28fd2071-57f3-3873-87bf-e4f674a82de6> /usr/lib/dyld\n 0x7ff813ed0000 - 0x7ff813f16ff3 libdispatch.dylib (*) <817339a1-d03e-3e54-9c47-acacf69f6193> /usr/lib/system/libdispatch.dylib\n 0x7ff81404c000 - 0x7ff814057ff7 libsystem_pthread.dylib (*) <13b5e252-77d1-31e1-888d-1c5f4426ea87> /usr/lib/system/libsystem_pthread.dylib\n 0x7ff81d73d000 - 0x7ff81d762fff com.apple.audio.caulk (1.0) <43ed8c13-59df-3c8d-b4d2-aee44e4939b9> /System/Library/PrivateFrameworks/caulk.framework/Versions/A/caulk\n 0x7ff816060000 - 0x7ff81675affd com.apple.audio.CoreAudio (5.0) <e9f27094-01cb-337a-8530-0cab0e2cc96d> /System/Library/Frameworks/CoreAudio.framework/Versions/A/CoreAudio\n 0x136a29000 - 0x13a6b4fff libopenblas64_.0.dylib (*) <10431d8f-5e3b-3bbc-abd5-81f6a73a5269> /Applications/Blender.app/Contents/Resources/3.4/python/lib/python3.10/site-packages/numpy/.dylibs/libopenblas64_.0.dylib\n 0x7ff8140ae000 - 0x7ff814546fff com.apple.CoreFoundation (6.9) <dbc459f3-81bb-398a-8f74-3f7392392bb7> /System/Library/Frameworks/CoreFoundation.framework/Versions/A/CoreFoundation\n 0x7ff81720f000 - 0x7ff818213ff6 com.apple.AppKit (6.9) <817d572e-eb8c-3999-b7a0-68e1c4b47266> /System/Library/Frameworks/AppKit.framework/Versions/C/AppKit\n 0x7ff813fa3000 - 0x7ff813ffbff3 libc++.1.dylib (*) <06015868-b157-3745-889b-69e23c5034fd> /usr/lib/libc++.1.dylib\n 0x7ff81d570000 - 0x7ff81d73cffb com.apple.Metal (306.2.4) <4ac8bfa1-153f-3c2d-8f98-6831b7c643f8> /System/Library/Frameworks/Metal.framework/Versions/A/Metal\n\nExternal Modification Summary:\n```\nCalls made by other processes targeting this process:\n task_for_pid: 0\n thread_create: 0\n thread_set_state: 0\nCalls made by this process:\n task_for_pid: 0\n thread_create: 0\n thread_set_state: 0\nCalls made by all processes on this machine:\n task_for_pid: 0\n thread_create: 0\n thread_set_state: 0\n```\n\nVM Region Summary:\nReadOnly portion of Libraries: Total=1.2G resident=0K(0%) swapped_out_or_unallocated=1.2G(100%)\nWritable regions: Total=47.1G written=0K(0%) resident=0K(0%) swapped_out=0K(0%) unallocated=47.1G(100%)\n\n```\n VIRTUAL REGION \n```\nREGION TYPE SIZE COUNT (non-coalesced) \n**=======**\nAccelerate framework 256K 2 \nActivity Tracing 256K 1 \nCG backing stores 960K 4 \nCG image 228K 14 \nColorSync 228K 25 \nCoreAnimation 64K 14 \nCoreGraphics 12K 2 \nCoreImage 4K 1 \nCoreUI image data 636K 9 \nFoundation 16K 1 \nIOAccelerator 12.8G 547 \nIOKit 148K 10 \nIOSurface 58.3M 8 \nKernel Alloc Once 8K 1 \nMALLOC 32.1G 1445 \nMALLOC guard page 48K 9 \nMALLOC_LARGE (reserved) 383.9M 11 reserved VM address space (unallocated)\nMALLOC_MEDIUM (reserved) 496.0M 10 reserved VM address space (unallocated)\nMALLOC_NANO (reserved) 384.0M 1 reserved VM address space (unallocated)\nOpenGL GLSL 256K 3 \nSTACK GUARD 176K 44 \nStack 69.8M 44 \nVM_ALLOCATE 158.7M 96 \nVM_ALLOCATE (reserved) 224.0M 3 reserved VM address space (unallocated)\n__CTF 756 1 \n__DATA 59.9M 642 \n__DATA_CONST 51.3M 373 \n__DATA_DIRTY 1753K 211 \n__FONT_DATA 2352 1 \n__GLSLBUILTINS 5174K 1 \n__LINKEDIT 274.5M 70 \n__OBJC_RO 65.1M 1 \n__OBJC_RW 1982K 2 \n__TEXT 989.1M 651 \ndyld private memory 512K 3 \nmapped file 298.9M 95 \nshared memory 447.1M 580 \n**=======**\nTOTAL 48.8G 4936 \nTOTAL, minus reserved VM space 47.4G 4936 \n\n\n\n-----------\nFull Report\n-----------\n\n{\"app_name\":\"Blender\",\"timestamp\":\"2022-12-09 13:00:27.00 +1000\",\"app_version\":\"3.4.0\",\"slice_uuid\":\"de78ac19-6469-3e44-ab08-627697965862\",\"build_version\":\"3.4.0 2022-12-07\",\"platform\":1,\"bundleID\":\"org.blenderfoundation.blender\",\"share_with_app_devs\":0,\"is_first_party\":0,\"bug_type\":\"309\",\"os_version\":\"macOS 13.0.1 (22A400)\",\"roots_installed\":0,\"name\":\"Blender\",\"incident_id\":\"C005C7B8-C72E-4093-B4F1-FAE90C2561DF\"}\n{\n```\n\"uptime\" : 5000,\n\"procRole\" : \"Foreground\",\n\"version\" : 2,\n\"userID\" : 501,\n\"deployVersion\" : 210,\n\"modelCode\" : \"Macmini8,1\",\n\"coalitionID\" : 1400,\n\"osVersion\" : {\n \"train\" : \"macOS 13.0.1\",\n \"build\" : \"22A400\",\n \"releaseType\" : \"User\"\n},\n\"captureTime\" : \"2022-12-09 13:00:26.8303 +1000\",\n\"incident\" : \"C005C7B8-C72E-4093-B4F1-FAE90C2561DF\",\n\"pid\" : 4086,\n\"cpuType\" : \"X86-64\",\n\"roots_installed\" : 0,\n\"bug_type\" : \"309\",\n\"procLaunch\" : \"2022-12-09 12:58:58.0017 +1000\",\n\"procStartAbsTime\" : 4965752889748,\n\"procExitAbsTime\" : 5054490072306,\n\"procName\" : \"Blender\",\n\"procPath\" : \"\\/Applications\\/Blender.app\\/Contents\\/MacOS\\/Blender\",\n\"bundleInfo\" : {\"CFBundleShortVersionString\":\"3.4.0\",\"CFBundleVersion\":\"3.4.0 2022-12-07\",\"CFBundleIdentifier\":\"org.blenderfoundation.blender\"},\n\"storeInfo\" : {\"deviceIdentifierForVendor\":\"94D4C7AA-42A4-5C3F-8C08-A3A0F4499D46\",\"thirdParty\":true},\n\"parentProc\" : \"launchd\",\n\"parentPid\" : 1,\n\"coalitionName\" : \"org.blenderfoundation.blender\",\n\"crashReporterKey\" : \"DA7E5727-A75F-6765-C417-804DFCD4552C\",\n\"bridgeVersion\" : {\"build\":\"20P420\",\"train\":\"7.0\"},\n\"sip\" : \"enabled\",\n\"externalGPUInfo\" : \"ID Vend\\/Dev\\n8488 73bf1002\\nSeconds Ago ID Type\\n 5000.0 8488 Attach\\n\",\n\"exception\" : {\"codes\":\"0x0000000000000000, 0x0000000000000000\",\"rawCodes\":[0,0],\"type\":\"EXC_CRASH\",\"signal\":\"SIGABRT\"},\n\"extMods\" : {\"caller\":{\"thread_create\":0,\"thread_set_state\":0,\"task_for_pid\":0},\"system\":{\"thread_create\":0,\"thread_set_state\":0,\"task_for_pid\":0},\"targeted\":{\"thread_create\":0,\"thread_set_state\":0,\"task_for_pid\":0},\"warnings\":0},\n\"faultingThread\" : 35,\n\"threads\" : [{\"id\":64792,\"queue\":\"com.apple.main-thread\",\"frames\":[{\"imageOffset\":16590,\"symbol\":\"__semwait_signal\",\"symbolLocation\":10,\"imageIndex\":0},{\"imageOffset\":68426,\"symbol\":\"nanosleep\",\"symbolLocation\":196,\"imageIndex\":1},{\"imageOffset\":68224,\"symbol\":\"usleep\",\"symbolLocation\":53,\"imageIndex\":1},{\"imageOffset\":9550120,\"symbol\":\"WM_main\",\"symbolLocation\":24,\"imageIndex\":2},{\"imageOffset\":1706894,\"symbol\":\"main\",\"symbolLocation\":878,\"imageIndex\":2},{\"imageOffset\":25360,\"symbol\":\"start\",\"symbolLocation\":2432,\"imageIndex\":3}]},{\"id\":64803,\"frames\":[{\"imageOffset\":5662,\"symbol\":\"semaphore_wait_trap\",\"symbolLocation\":10,\"imageIndex\":0},{\"imageOffset\":12027,\"symbol\":\"_dispatch_sema4_wait\",\"symbolLocation\":16,\"imageIndex\":4},{\"imageOffset\":13271,\"symbol\":\"_dispatch_semaphore_wait_slow\",\"symbolLocation\":98,\"imageIndex\":4},{\"imageOffset\":201241042,\"symbol\":\"IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run()\",\"symbolLocation\":50,\"imageIndex\":2},{\"imageOffset\":201235662,\"symbol\":\"void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*)\",\"symbolLocation\":62,\"imageIndex\":2},{\"imageOffset\":25177,\"symbol\":\"_pthread_start\",\"symbolLocation\":125,\"imageIndex\":5},{\"imageOffset\":7291,\"symbol\":\"thread_start\",\"symbolLocation\":15,\"imageIndex\":5}]},{\"id\":64804,\"frames\":[{\"imageOffset\":5662,\"symbol\":\"semaphore_wait_trap\",\"symbolLocation\":10,\"imageIndex\":0},{\"imageOffset\":12027,\"symbol\":\"_dispatch_sema4_wait\",\"symbolLocation\":16,\"imageIndex\":4},{\"imageOffset\":13271,\"symbol\":\"_dispatch_semaphore_wait_slow\",\"symbolLocation\":98,\"imageIndex\":4},{\"imageOffset\":201241042,\"symbol\":\"IlmThread_3_1::(anonymous 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Controller, Thunderbolt@73,0,0\nPCI Card: AMD Radeon RX 6800, gpu-controller, Thunderbolt@12,0,0\nPCI Card: pci1002,ab28, Audio Device, Thunderbolt@12,0,1\nPCI Card: pci1002,73a6, USB eXtensible Host Controller, Thunderbolt@12,0,2\nPCI Card: pci1002,73a4, Unknown, Thunderbolt@12,0,3\nUSB Device: USB31Bus\nUSB Device: USB31Bus\nUSB Device: USB3.1 Hub\nUSB Device: USB3.1 Hub\nUSB Device: USB2.0 Hub\nUSB Device: Microsoft® LifeCam HD-3000\nUSB Device: USB2.0 Hub\nUSB Device: Matias RGB Backlit Wired Keyboard\nUSB Device: USB2.1 Hub\nUSB Device: USB Storage\nUSB Device: Dell MS116 USB Optical Mouse\nUSB Device: T2Bus\nUSB Device: Headset\nUSB Device: Apple #2 Controller\nThunderbolt Bus: Mac mini, Apple Inc., 47.5\nThunderbolt Device: Node Titan, AKiTiO, 1, 50.1\nThunderbolt Device: Portable SSD X5, SAMSUNG ELECTRONICS CO., LTD, 3, 35.1\nThunderbolt Bus: Mac mini, Apple Inc., 47.5\n```\n\nCrashing Thread:\n```\nThread 35 Crashed:\n0 libsystem_kernel.dylib \t 0x7ff81401a30e __pthread_kill + 10\n1 libsystem_pthread.dylib \t 0x7ff814051f7b pthread_kill + 263\n2 libsystem_c.dylib \t 0x7ff813f9bd3f __abort + 139\n3 libsystem_c.dylib \t 0x7ff813f9bcb4 abort + 138\n4 libsystem_c.dylib \t 0x7ff813f9afbe __assert_rtn + 314\n5 Metal \t 0x7ff81d6acf32 MTLReportFailure.cold.1 + 43\n6 Metal \t 0x7ff81d687df9 MTLReportFailure + 529\n7 Metal \t 0x7ff81d5913ba -[_MTLCommandBuffer addCompletedHandler:] + 87\n8 Blender \t 0x10827ac38 ccl::MetalDeviceQueue::enqueue(ccl::DeviceKernel, int, ccl::DeviceKernelArguments const&) + 3352\n9 Blender \t 0x108dc338b ccl::ShaderEval::eval_gpu(ccl::Device*, ccl::ShaderEvalType, ccl::device_vector<ccl::KernelShaderEvalInput>&, ccl::device_vector<float>&, long long) + 267\n10 Blender \t 0x108dc2d48 std::__1::__function::__func<ccl::ShaderEval::eval(ccl::ShaderEvalType, int, int, std::__1::function<int (ccl::device_vector<ccl::KernelShaderEvalInput>&)> const&, std::__1::function<void (ccl::device_vector<float>&)> const&)::$_0, std::__1::allocator<ccl::ShaderEval::eval(ccl::ShaderEvalType, int, int, std::__1::function<int (ccl::device_vector<ccl::KernelShaderEvalInput>&)> const&, std::__1::function<void (ccl::device_vector<float>&)> const&)::$_0>, void (ccl::Device*)>::operator()(ccl::Device*&&) + 680\n11 Blender \t 0x10823c8af ccl::Device::foreach_device(std::__1::function<void (ccl::Device*)> const&) + 31\n12 Blender \t 0x108246740 ccl::MultiDevice::foreach_device(std::__1::function<void (ccl::Device*)> const&) + 64\n13 Blender \t 0x108dc296a ccl::ShaderEval::eval(ccl::ShaderEvalType, int, int, std::__1::function<int (ccl::device_vector<ccl::KernelShaderEvalInput>&)> const&, std::__1::function<void (ccl::device_vector<float>&)> const&) + 154\n14 Blender \t 0x108c2a79f ccl::GeometryManager::displace(ccl::Device*, ccl::Scene*, ccl::Mesh*, ccl::Progress&) + 511\n15 Blender \t 0x108bb4769 ccl::GeometryManager::device_update(ccl::Device*, ccl::DeviceScene*, ccl::Scene*, ccl::Progress&) + 3305\n16 Blender \t 0x108c51111 ccl::Scene::device_update(ccl::Device*, ccl::Progress&) + 1745\n17 Blender \t 0x108c52d73 ccl::Scene::update(ccl::Progress&) + 163\n18 Blender \t 0x108d246e3 ccl::Session::run_update_for_next_iteration() + 1395\n19 Blender \t 0x108d23c74 ccl::Session::run_main_render_loop() + 100\n20 Blender \t 0x108d24c13 ccl::Session::thread_render() + 259\n21 Blender \t 0x108d228c8 ccl::Session::thread_run() + 168\n22 Blender \t 0x10db3e413 ccl::thread::run(void*) + 19\n23 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n24 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n```", "Viewport animation render crashes when collapsing the viewport.\nBroken: version: 2.91.0 Beta (and 2.83, 2.80, ...)\nWorked: never\n\nViewport animation render crashes when collapsing the viewport.\n\n[0001-0485.mp4](0001-0485.mp4)\n[Viewport render crash.blend](Viewport_render_crash.blend)\n\n", "It says when I try to put my render into the downloads file permission denied can somebody help?\nOperating system: ?\nGraphics card: ?\n\nBroken: ?\nWorked: ?\n\n?\n\n?", "Rendering animation using \"Generate\" type modifiers after animated displacement texture crashes Blender\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.79\n\nBroken: version: 2.92.0 Alpha\nWorked: 2.83.10\n\nIf 2 high poly (~100k faces per obj) objects in modifiers properties have after Displacement modifier (with animated texture) \"Generate\" type modifiers (I've tried Boolean and Decimate), Blender cant run Animation render (but still can run Image render). \nCrash happens on 2.9 and higher. I've tested this on 2.83.10 LTS (from steam) and everything worked fine there.\nCrashes with Decimate a little bit hard to recreate. So I will go with steps for \"Boolean crash\"\n\n- create Cude, Empty and Icosphere\n- Add Subdivision mod. to Cube: set it to \"Simple\" and 7 levels\n- Add Displacement mod. to Cube and set texture (Clouds) coordinates to object - Empty\n- Add Boolean mod. (difference) and select object Icosphere\n- Select Cude with Icosphere and duplicate them\n- Save and press Render Animation\n[bug.blend](bug.blend)\n[bug.crash.txt](bug.crash.txt)\n\n```lines\n## 3883==ERROR: AddressSanitizer: heap-use-after-free on address 0x61500034ec08 at pc 0x000016fc795d bp 0x7fffc19dd6c0 sp 0x7fffc19dd6b0\nREAD of size 8 at 0x61500034ec08 thread #15\n - 0 0x16fc795c in blender::gpu::GLBatch::verts_(int) const /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/opengl/gl_batch.hh:112\n - 1 0x17013501 in blender::gpu::GLVertArray::update_bindings(unsigned int, GPUBatch const*, blender::gpu::ShaderInterface const*, int) /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/opengl/gl_vertex_array.cc:124\n - 2 0x16fa900b in blender::gpu::GLVaoCache::vao_get(GPUBatch*) /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/opengl/gl_batch.cc:273\n - 3 0x16fa84d8 in blender::gpu::GLVaoCache::base_instance_vao_get(GPUBatch*, int) /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/opengl/gl_batch.cc:234\n - 4 0x16fa9d3e in blender::gpu::GLBatch::bind(int) /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/opengl/gl_batch.cc:317\n - 5 0x16fa9f3f in blender::gpu::GLBatch::draw(int, int, int, int) /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/opengl/gl_batch.cc:328\n - 6 0x16eca2be in GPU_batch_draw_advanced /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/intern/gpu_batch.cc:282\n - 7 0x16fc1207 in blender::gpu::GLDrawList::append(GPUBatch*, int, int) /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/opengl/gl_drawlist.cc:122\n - 8 0x16efa9f5 in GPU_draw_list_append /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/intern/gpu_drawlist.cc:52\n - 9 0x5978acc in draw_indirect_call /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/intern/draw_manager_exec.c:598\n - 10 0x5978acc in draw_call_batching_flush /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/intern/draw_manager_exec.c:795\n - 11 0x597c5f0 in draw_call_batching_finish /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/intern/draw_manager_exec.c:891\n - 12 0x597eae7 in draw_shgroup /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/intern/draw_manager_exec.c:1056\n - 13 0x597f89f in drw_draw_pass_ex /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/intern/draw_manager_exec.c:1113\n - 14 0x597fe50 in DRW_draw_pass /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/intern/draw_manager_exec.c:1153\n - 15 0x5c51bc0 in EEVEE_velocity_resolve /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/engines/eevee/eevee_effects.c:466\n - 16 0x5c5202b in EEVEE_draw_effects /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/engines/eevee/eevee_effects.c:486\n - 17 0x5a21f42 in EEVEE_render_draw /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/engines/eevee/eevee_render.c:671\n - 18 0x59b1dbc in eevee_render_to_image /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/engines/eevee/eevee_engine.c:559\n - 19 0x5948820 in DRW_render_to_image /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/intern/draw_manager.c:1909\n - 20 0x14ff1d77 in engine_render_view_layer /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/engine.c:786\n - 21 0x14ff40a3 in RE_engine_render /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/engine.c:914\n - 22 0x1501aafb in do_render_3d /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:1132\n - 23 0x1501c24a in do_render /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:1209\n - 24 0x1501e036 in do_render_composite /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:1349\n - 25 0x15022789 in do_render_all_options /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:1615\n - 26 0x15027839 in RE_RenderFrame /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:2015\n - 27 0xd7b42cf in render_startjob /home/dev/01-data/01-git/blender-git/blender/source/blender/editors/render/render_internal.c:630\n - 28 0x4fed4f1 in do_job_thread /home/dev/01-data/01-git/blender-git/blender/source/blender/windowmanager/intern/wm_jobs.c:389\n - 29 0x18de408d in tslot_thread_start /home/dev/01-data/01-git/blender-git/blender/source/blender/blenlib/intern/threads.cc:231\n - 30 0x7ffff7566608 in start_thread /build/glibc-ZN95T4/glibc-2.31/nptl/pthread_create.c:477\n - 31 0x7ffff6f46292 in __clone (/lib/x86_64-linux-gnu/libc.so.6+0x122292)\n\n0x61500034ec08 is located 8 bytes inside of 512-byte region [0x61500034ec00,0x61500034ee00)\nfreed by thread #15 here:\n - 0 0x7ffff76927cf in __interceptor_free (/lib/x86_64-linux-gnu/libasan.so.5+0x10d7cf)\n - 1 0x18e0eab0 in MEM_lockfree_freeN /home/dev/01-data/01-git/blender-git/blender/intern/guardedalloc/intern/mallocn_lockfree_impl.c:129\n - 2 0x16ef56c6 in blender::gpu::GLVertBuf::operator delete(void*) /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/opengl/gl_vertex_buffer.hh:57\n - 3 0x17018021 in blender::gpu::GLVertBuf::~GLVertBuf() /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/opengl/gl_vertex_buffer.hh:35\n - 4 0x16f8bb19 in blender::gpu::VertBuf::reference_remove() /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/intern/gpu_vertex_buffer_private.hh:94\n - 5 0x16f877f5 in GPU_vertbuf_discard /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/intern/gpu_vertex_buffer.cc:161\n - 6 0x5a0eab8 in EEVEE_motion_blur_cache_finish /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/engines/eevee/eevee_motion_blur.c:449\n - 7 0x59b1bef in eevee_render_to_image /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/engines/eevee/eevee_engine.c:542\n - 8 0x5948820 in DRW_render_to_image /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/intern/draw_manager.c:1909\n - 9 0x14ff1d77 in engine_render_view_layer /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/engine.c:786\n - 10 0x14ff40a3 in RE_engine_render /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/engine.c:914\n - 11 0x1501aafb in do_render_3d /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:1132\n - 12 0x1501c24a in do_render /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:1209\n - 13 0x1501e036 in do_render_composite /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:1349\n - 14 0x15022789 in do_render_all_options /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:1615\n - 15 0x15027839 in RE_RenderFrame /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:2015\n - 16 0xd7b42cf in render_startjob /home/dev/01-data/01-git/blender-git/blender/source/blender/editors/render/render_internal.c:630\n - 17 0x4fed4f1 in do_job_thread /home/dev/01-data/01-git/blender-git/blender/source/blender/windowmanager/intern/wm_jobs.c:389\n - 18 0x18de408d in tslot_thread_start /home/dev/01-data/01-git/blender-git/blender/source/blender/blenlib/intern/threads.cc:231\n - 19 0x7ffff7566608 in start_thread /build/glibc-ZN95T4/glibc-2.31/nptl/pthread_create.c:477\n\npreviously allocated by thread #15 here:\n - 0 0x7ffff7692bc8 in malloc (/lib/x86_64-linux-gnu/libasan.so.5+0x10dbc8)\n - 1 0x18e0f510 in MEM_lockfree_mallocN /home/dev/01-data/01-git/blender-git/blender/intern/guardedalloc/intern/mallocn_lockfree_impl.c:276\n - 2 0x16ef5676 in blender::gpu::GLVertBuf::operator new(unsigned long) /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/opengl/gl_vertex_buffer.hh:57\n - 3 0x16ef70a2 in blender::gpu::GLBackend::vertbuf_alloc() /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/opengl/gl_backend.hh:121\n - 4 0x16f85d10 in blender::gpu::VertBuf::duplicate() /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/intern/gpu_vertex_buffer.cc:77\n - 5 0x16f8750d in GPU_vertbuf_duplicate /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/intern/gpu_vertex_buffer.cc:149\n - 6 0x5a0ee06 in EEVEE_motion_blur_cache_finish /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/engines/eevee/eevee_motion_blur.c:467\n - 7 0x59b1953 in eevee_render_to_image /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/engines/eevee/eevee_engine.c:507\n - 8 0x5948820 in DRW_render_to_image /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/intern/draw_manager.c:1909\n - 9 0x14ff1d77 in engine_render_view_layer /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/engine.c:786\n - 10 0x14ff40a3 in RE_engine_render /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/engine.c:914\n - 11 0x1501aafb in do_render_3d /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:1132\n - 12 0x1501c24a in do_render /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:1209\n - 13 0x1501e036 in do_render_composite /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:1349\n - 14 0x15022789 in do_render_all_options /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:1615\n - 15 0x15027839 in RE_RenderFrame /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:2015\n - 16 0xd7b42cf in render_startjob /home/dev/01-data/01-git/blender-git/blender/source/blender/editors/render/render_internal.c:630\n - 17 0x4fed4f1 in do_job_thread /home/dev/01-data/01-git/blender-git/blender/source/blender/windowmanager/intern/wm_jobs.c:389\n - 18 0x18de408d in tslot_thread_start /home/dev/01-data/01-git/blender-git/blender/source/blender/blenlib/intern/threads.cc:231\n - 19 0x7ffff7566608 in start_thread /build/glibc-ZN95T4/glibc-2.31/nptl/pthread_create.c:477\n\nThread #15 created by T0 here:\n - 0 0x7ffff75bf805 in pthread_create (/lib/x86_64-linux-gnu/libasan.so.5+0x3a805)\n - 1 0x18de42b9 in BLI_threadpool_insert /home/dev/01-data/01-git/blender-git/blender/source/blender/blenlib/intern/threads.cc:245\n - 2 0x4fee516 in WM_jobs_start /home/dev/01-data/01-git/blender-git/blender/source/blender/windowmanager/intern/wm_jobs.c:484\n - 3 0xd7b88bd in screen_render_invoke /home/dev/01-data/01-git/blender-git/blender/source/blender/editors/render/render_internal.c:1041\n - 4 0x4f8f3ba in wm_operator_invoke /home/dev/01-data/01-git/blender-git/blender/source/blender/windowmanager/intern/wm_event_system.c:1293\n - 5 0x4f912f2 in wm_operator_call_internal /home/dev/01-data/01-git/blender-git/blender/source/blender/windowmanager/intern/wm_event_system.c:1500\n - 6 0x4f91551 in WM_operator_name_call_ptr /home/dev/01-data/01-git/blender-git/blender/source/blender/windowmanager/intern/wm_event_system.c:1548\n - 7 0x90f1c95 in ui_apply_but_funcs_after /home/dev/01-data/01-git/blender-git/blender/source/blender/editors/interface/interface_handlers.c:932\n - 8 0x917b8d0 in ui_handler_region_menu /home/dev/01-data/01-git/blender-git/blender/source/blender/editors/interface/interface_handlers.c:10809\n - 9 0x4f88a9b in wm_handler_ui_call /home/dev/01-data/01-git/blender-git/blender/source/blender/windowmanager/intern/wm_event_system.c:636\n - 10 0x4f9ec36 in wm_handlers_do_intern /home/dev/01-data/01-git/blender-git/blender/source/blender/windowmanager/intern/wm_event_system.c:2757\n - 11 0x4f9fc78 in wm_handlers_do /home/dev/01-data/01-git/blender-git/blender/source/blender/windowmanager/intern/wm_event_system.c:2865\n - 12 0x4fa537f in wm_event_do_handlers /home/dev/01-data/01-git/blender-git/blender/source/blender/windowmanager/intern/wm_event_system.c:3288\n - 13 0x4f732cf in WM_main /home/dev/01-data/01-git/blender-git/blender/source/blender/windowmanager/intern/wm.c:635\n - 14 0x34f58fa in main /home/dev/01-data/01-git/blender-git/blender/source/creator/creator.c:522\n - 15 0x7ffff6e4b0b2 in __libc_start_main (/lib/x86_64-linux-gnu/libc.so.6+0x270b2)\n\nSUMMARY: AddressSanitizer: heap-use-after-free /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/opengl/gl_batch.hh:112 in blender::gpu::GLBatch::verts_(int) const\nShadow bytes around the buggy address:\n 0x0c2a80061d30: fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd\n 0x0c2a80061d40: fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd\n 0x0c2a80061d50: fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd\n 0x0c2a80061d60: fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd fa\n 0x0c2a80061d70: fa fa fa fa fa fa fa fa fa fa fa fa fa fa fa fa\n# >0x0c2a80061d80: fd[fd]fd fd fd fd fd fd fd fd fd fd fd fd fd fd\n 0x0c2a80061d90: fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd\n 0x0c2a80061da0: fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd\n 0x0c2a80061db0: fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd\n 0x0c2a80061dc0: fa fa fa fa fa fa fa fa fa fa fa fa fa fa fa fa\n 0x0c2a80061dd0: fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd\nShadow byte legend (one shadow byte represents 8 application bytes):\n```\nAddressable: 00\nPartially addressable: 01 02 03 04 05 06 07 \nHeap left redzone: fa\nFreed heap region: fd\nStack left redzone: f1\nStack mid redzone: f2\nStack right redzone: f3\nStack after return: f5\nStack use after scope: f8\nGlobal redzone: f9\nGlobal init order: f6\nPoisoned by user: f7\nContainer overflow: fc\nArray cookie: ac\nIntra object redzone: bb\nASan internal: fe\nLeft alloca redzone: ca\nRight alloca redzone: cb\nShadow gap: cc\n```\n", "simulation in new scene causes crash in original scene's simulation\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.19\n\nBroken: version: 2.83 (sub 6)\nWorked: (optional)\n\n**steps**\n- make cube an active rigid body. \n- play simulation\n- then click on new scene button and on full copy.\n- in the new scene, rewind playhead to frame 0\n- run the simulation.\nBlender should crash.\n\nThere are more ways to cause crash when full scene copy is done (see comments), but I guess these will stem from single issue." ]
[ "Blend renders on 2.69.0 and 2.70 RC1 but not on 2.70 RC2\nWindows 7 64-bit\nAMD FX-8350 Eight-Core Processor\n16 Gb RAM\n\nPalit NVIDIA GeForce GTX 770 3Gb\n\nBroken: 2.70 Hash 2525f9c\nWorked: 2.69.0 and 2.70 Hash 19f7f9a\n\nGPU render crashes with the message \"CUDA error: Invalid value in cuMemAlloc(&device_pointer, size)\"\n\nJust load the blend file and press F12. Same error happens in the 3D view with rendered shading. " ]
Mesh is not shoing up when imported Operating system: Graphics card: Broken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen) Based on the default startup or an attached .blend file (as simple as possible).
[ "Copying in edit-mode copies the entire object, not the selection\nthere is an issue occurs when a part of (mesh) is copyed in the edit mode \nwhat happens when copying one part of a (mesh) and pasting it\nyou suppose to get this part only pasted ,but instead you get the whole (mesh) pasted\n\nfor examble if you have a cube model with a single face selected in the edit mode \nif you copyed then pasted it the result is the whole cube modele is pasted rather than the single face \n \n![1.png](1.png) \n\n![2.png](2.png)", "Subdiv hangs blender\n**System Information** DESKTOP-HR30UII\nOperating system:Windows 11 Home Single Language\nGraphics card:2GB NVIDIA GRAPHICS DRIVER\n\n\nBroken: Blender Version 3.5\nWorked: ?\n\nBLENDER 3.5 KEEPS NOT RESPONDING WHILE I USE MODIFIERS \n\nON BLENDER ADD MESH AND ADD MODIFIERS TO SUBDIVISION SURFACE THEN CHANGING THE VALUE OF LEVELS VIEWPORT VALUE ABOVE 4 .THEN ONWARDS BLENDER COMPLETELY STOPS WORKING AND I NEED TO RESTART IT AGAIN\n\n", " EXCEPTION_ACCESS_VIOLATION when entering Edit Mode\nOperating system: Windows 10 1903 (18362.239)\nGraphics card: Intel HD Graphics 4000\n\n***Broken:***\nBlender 2.80 (sub 75) / 2019-07-29 09:44 AM Windows / Stable\nBlender 2.81 (sub 1), branch: master, commit date: 2019-08-13 11:31, hash: 6f9cbbc8ec4f\n***Worked:***\nBlender 2.79 (copied mesh over through copybuffer.blend)\n\n\nWhen entering edit mode of a specific object Blender crashes with EXCEPTION_ACCESS_VIOLATION. Logs and example .blend provided.\n\nThe issue shouldn't be in my GPU, since the same issue persists even with Software Rendering.\n\n1. Open up example file\n[window_broken.blend](window_broken.blend)\n\n2. Select `window_panes` and enter Edit Mode\n3. Get EXCEPTION_ACCESS_VIOLATION\n\n**Logs (2.80 `blender_factory_startup`)**\n[blender_system_info.txt](blender_system_info.txt)\n[blender_debug_output.txt](blender_debug_output.txt)\n\n**Logs (2.81 `blender_factory_startup`)**\n[blender_system_info.txt](blender_system_info.txt)\n\n[blender_debug_output.txt](blender_debug_output.txt)", "rigid body behaves incorrectly when there is a cloth simulation on a passive object\nOperating system: Ubuntu 20.04\nGraphics card: Geforce MX230\n\nBroken: 3.2.1\n\nrigid body does not take into account cloth simulation, even if it is noted that the shape for collisions is a mesh after all modifiers\n[2022-07-19 22-53-31.mp4](2022-07-19_22-53-31.mp4)\n1. create an object with a rigid body\n2. create an object with cloth simulation and rigid body\n3. play simulation", "Startup.blend file is not loaded on startup if userpref.blend does not exist.\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: Intel(R) UHD Graphics 620 Intel 4.5.0 - Build 26.20.100.7000\n\nBroken: version: 2.81 (sub 3)\nWorked: (optional)\n\nStartup.blend file is not loaded on startup if userpref.blend does not exist.\n\n- Remove userpref.blend file from it's usual location\n- Start blender\n- Dismiss splash screen by clicking on 3D viewport\n- Make some change to the file (move the cube)\n- Save as startup file\n- Close Blender\n# Open blender\n\nStartup file is not loaded", "UsdPreviewSurface import is missing UV transformations\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.59\n\nBroken: version: 3.1.2\n\nWhen importing USD files, UV transformations (offset, scale, rotation) are missing in the imported material graphs when UsdPreview import is enabled.\nUsdTransform2d spec here: spec_usdpreviewsurface.html#transform2d\n\n- Download and unzip [TextureWrapModes.usdz](TextureWrapModes.usdz)\n- Import \"FBXTextureWrapModes.usdc\" with UsdPreviewSurface enabled\n![image.png](image.png)\n- enable texture preview\n\n**Expected:**\n![image.png](image.png)\n\n**Actual:**\n![image.png](image.png)", "Remove DerivedMesh: subsurf-uv unwrap\nCurrently UV unwrap uses derived mesh, see: `construct_param_handle_subsurfed`", "Rigid body baked cache not invalidated\nOperating system: Windows 10 Pro 64-bit\nGraphics card: 4095MB NVIDIA GeForce GTX 1080 (NVIDIA)\n\nblender-2.80rc1-windows64\nWorked: (optional)\n\nSimple physics object is trapped in previous (deleted) animated properties.\n\nI have included a blend file which consist of just a cube with physics properties added.\nIt is supposed to fall but it moves to the origin and stays there.\nThe file is a working file from which everything has been deleted and a cube added.\nRun the animation and the cube will behave oddly.\nIf the cube is deleted and a different mesh added, say a sphere and moved and basic physics assigned. It will do the same.\nThis is likely to be a problem with my file from which everything has been deleted??\n[physics-problem.blend](physics-problem.blend)", "GN Boolean failure\nOperating system: Linux, Debian (Stable), KDE\nGraphics card: 3090\n\nBroken: 4.0.0 Alpha, branch: main (modified), commit date: 2023-06-29 23:21, hash: f47eed749eaf, type: Release\nbuild date: 2023-07-21, 00:45:10\nWorked: Not sure. 3.6 fails too.\n\nBoolean of a collection of meshes and text objects, in GN, with Realize Instances, fails.\nText objects have a text extrude size set. They all have remesh modifier as well (an attempt to get it to work).\n\n1. Load attached blend.\n2. Examine and see the text objects are not successfully boolean-differenced from the block.\n\n", "Viewport: anti-alising on normal lines\nNormals on faces/vertices are not antialiased:\n\n![image](attachment)\n\nTo see them, enable them at the bottom of the 3D Viewport Overlay popover:\n![image](attachment)\n\nThis issue is similar to what was covered in #107394", "Issues with Fluid sim INSIDE objects\nOperating system: Win 10\nGraphics card: Twin GTX 1070\n\nBroken: 2.92\nWorked: 2.91\n\n**Fluid sim inside properly meshed objects does not work at all**\n- Create a tube with a curb or a Cylinder,\n- add a solidify modifier and apply it,\n- put a icosphere and downscale it to fit inside the tube,\n- keep icosphere selected and go to Object -> Quick Effects -> Quick Liquid.\n- scale the domain to fit everything inside.\n- Use tube as effector (planar or not does not work either way)\n- Try to bake a sim.\nAll settings that used to work in 2.93 and 2.91 do not work AT ALL in 2.92. Looks like it considers the mesh as a closed object.\n\nThanks in advance", "Crash on calling bpy.ops.mesh.loopcut in python script\nOperation system: macOS BigSur 11.6 (20G165) \nApple M1\n\nVersion 3.4.1 (3.4.1 2022-12-20)\n\nBlender crashes in background mode when you are calling bpy.ops.mesh.loopcut with overridden context\n\nRun Blender from cli with args:\n/path/to/bin --background --python bug.py\n[bug.py](bug.py)\n\n", "Blender crashing when rendering with eevee, not with cycles however.\nOperating system: Linux-5.15.82-1-lts-x86_64-with-glibc2.36 64 Bits\nGraphics card: AMD Radeon RX Vega (vega10, LLVM 14.0.6, DRM 3.42, 5.15.82-1-lts) AMD 4.6 (Core Profile) Mesa 23.0.0-devel (git-e20564cfdb)\n\nBroken: version: 3.3.2\nWorked: None, I've tried 3.3-LTS, 3.4 (both the default version provided through steam and manually selecting 3.4 LTS) and the daily-alpha build (with the daily-alpha build I reset settings all to default as well) All of these versions are the ones provided through Steam.\n\nWhen rendering in eevee some of my meshes completely bug out as if only part of them are rendering (I've looked at my normals and they're all fine) and after that my entire PC crashes, forcing a power cycle. The viewport display, when in rendered mode, looks fine in eevee but after rendering and before my PC crashes the viewport also messes up with my meshes looking bizarre. This issue does not occur in cycles when using CPU or GPU compute and other blender files work fine in eevee / cycles both in the viewport and when rendering. I also tried applying all modifiers despite needing a displacement on my torches to animate them but no luck. My blend file also becomes corrupt sometimes after the crash.\n\nSimply just hitting the render button with my current .blend file when in eevee. Sometimes the render goes through with broken meshes (which then I can close the render window and switch to eevee in my viewport display but my meshes will be all messed up and then my PC will crash, sometimes it crashes before the render output. \n\n\n[Dungeon Course.blend](Dungeon_Course.blend)\n\n[Dungeon Course.blend1](Dungeon_Course.blend1)\n\n[3.4 config.7z](3.4_config.7z)", "Meshes that are generated with the screw modifier cant use the box projection type\nOperating system:\nGraphics card:\n\nBroken: 83f9218801d4\n\nThe meshes that are modified or extended by the screw modifier can't use the box projection of an image map. All the objects in the screenshot use the same material and the texture projection. As you can see the box and the plane has no problem with the projection type.\n\n\n\n![image.png](image.png)\n\n\n![image.png](image.png)\n\n![image.png](image.png)\n\n\n\n\n\nLoad the attached .blend\n\nEnable the material preview and check the object named \"Screw\"\n\nCtrl-A -> \"visual geometry to mesh\" to see that the texture would normally work on the mesh, except ehwn the modifier is enabled.\n\n[_23012023_1655_00.zip](_23012023_1655_00.zip)", "Solidify Modifier wrong solidification normals in some cases\nOperating system: Windows 11\nGraphics card: ATX4000\n\nBroken: 3.5.0\n\nIn some corner cases, the Solidify modifier uses wrong solidification normals.\n\nWith the \"Faces linked only by one vertex.obj\" object, where some faces are sharing only one vertex and no edge, the solidification behaves as if ignoring that shared vertex.\n\nWith the \"Triangulated mesh wrong solidification.obj\" object the vertex in coordinates (-1, 1, -1) does not solidify properly, while the exact same mesh, but not triangulated (\"Triangulated mesh right solidification.obj\" object) solidifies right.\n\n" ]
[ "Mesh will not show up when imported\nOperating system: Windows 10\nGraphics card: Intel CORE i3\n\nBroken: 2.79-2.82\nWorked: None\n\nMesh will not show up when imported.\n\nBased on the default startup or an attached .blend file (as simple as possible)." ]
Cycles Render not workig with RX Vega 64 CPU AMD FX-9590 Chipset 990FX Videocard RX Vega 64 OS Windows 10 Pro Broken: 2.92.0 Worked: 2.83 LTS Cycles rendering broken in OpenCL GPU rendering mode. Neither viewport or offline (f12) rendering are working. Set Cyles GPU OpenCL rendering with default cube scene for viewport or use the LoneMonk demo scene for offline testing. **Logs** Viewport (Split kernel error: failed to load kernel_indirect_background) [viewport_blender_system_info.txt](viewport_blender_system_info.txt) [viewport_blender_debug_output.txt](viewport_blender_debug_output.txt) Offline/F12 (OpenCL error (-46): CL_INVALID_KERNEL_NAME) [Offline_blender_system_info.txt](Offline_blender_system_info.txt) [Offline_blender_debug_output.txt](Offline_blender_debug_output.txt)
[ "Render error not shown in VSE\nOperating system: Windows 10\n\nBroken: 2.90 8956e9e5f6c0\nWorked: Unknown\n\n**Reproduction**\n1. In a scene's Compositing workspace, enable Use Nodes and delete all the nodes.\n2. In another scene's VSE, add the above scene as a strip.\n3. Render\n\n**Description**\n![image.png](image.png)\nF12 on the outputless scene throws an error.\n![image.png](image.png)\nThe VSE shows the checkerboard pattern even if there's another strip (e.g. solid black) below the outputless scene strip and does not throw any error. The outputless scene strip should either not interfere with the layers below it or show an error indicating it doesn't have an output.", "Cycles: Bump node doesn't generate anything in certain conditions\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 522.25\n\nBroken: version: 3.3.0\nWorked: all versions from 2.79 to 3.4.0 alpha are affected, there is no working build\n\nI'm trying to generate a normal map using Bump node and color output of the env map as height map, it doesn't work on Cycles while it works on Eevee. Seems like the \"reflection\" output of Texture coordinate node is broken, but it works fine when I'm using another outputs though\n\nOpen the project, then click on viewport Rendered mode button - it'll start Cycles which for some reason can't generate bump map, then switch to Material preview mode - it'll start eevee which works as expected\n[bug_report.blend](bug_report.blend)\n\nEdit: typos and bad english grammar fixed, I believe", "Blender Cycles \"Launch failed in CUDA queue copy from device (integrator_intersect_shadow)\"\nOperating system: Windows 10 - 22H2\nGraphics card: 3090ti 31.0.15.3667\n\nBroken: (3.5, 3.5.1, 3.6.1)\nWorked: None\n\nBlender Cycles \"Launch failed in CUDA queue copy from device (integrator_intersect_shadow)\"\n\nI have a volumetric setup in the scene. To show up as haze on the horizon. Error only occurs when Volumetric is active.\n\nEnsure the WorldSphere is enabled for render and just render animation for 1279. \nIt will do 1 - 10 frames before throws the error attached. \n\nFile is too big for the attacher, please get blend file from google drive link.\n\nview?usp=drive_link\n\nSimplified: view?usp=drive_link\n\n", "EEVEE is ghosting with viewport denoising enabled.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 3.0.0 Alpha\n\nHere's a viewport render:\n[EEVEE ghosting0001-0090.mp4](EEVEE_ghosting0001-0090.mp4)\n\nHere's what it looks like during playback if viewport denoising is enabled:\n[2021-10-23 17-07-44.mp4](2021-10-23_17-07-44.mp4)", "Render can not be cancelled and crashes\n\n\n\n\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: AMD Radeon R9 200 Series ATI Technologies Inc. 4.5.13570 Core Profile Context 19.7.2 26.20.13001.16003\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\n\nHello,\n\nI wanted to export some scene using the Eevee render. When I render a frame, the image processing statut is still at 0%. Thus, when I try to cancel it, Blender hangs / crashes.\n\nI launched it using the GPU debug tool\n\nI'm assuming it comes from the hardware.\n\n\nThanks in advance.\n\n\n\n[eevee_logs.txt](eevee_logs.txt)\n\n\n[blender2.8.blend](blender2.8.blend)\n\n\n\n\n\n- Open the file\n- Render image {key F12}\n- Progress will hang at 0% for too long time\n- Cancel rendering\n\nRender job is not cancelled immediately / Blender crashes with low VRAM\n\n", "Eevee Light Limitation testcase T91611 crashes on Win11 Intel Arc GPU \nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: Intel(R) Arc(TM) A770 Graphics Intel 4.5.0 - Build 31.0.101.4090\n(note: also tested on driver .4032 latest stable, which also crashes)\n[blender_system_info.txt](blender_system_info.txt)\n\nBroken: 3.3.2, 3.4.1\n\n![lights2.png](lights2.png) \n\nWhile tracking down another bug (direct lights not appearing in Eevee), I found that the test case for #91611 hard crashes blender.\n\nAnalyzing the code, the crash happens because the GPU module cannot create a 3D texture with dimensions `4096x4096x576`. The result is `nulltptr`\n```\nif (!success) {\n delete tex;\n return nullptr;\n}\n```\n\nbacktrace:\n\n```\n>\tblender.exe!blender::gpu::Texture::attachment_type(int slot) Line 257\tC++\n\n \tblender.exe!GPU_framebuffer_texture_attach_ex(GPUFrameBuffer * gpu_fb, GPUAttachment attachment, int slot) Line 316\tC++\n \tblender.exe!GPU_framebuffer_texture_layer_attach(GPUFrameBuffer * fb, GPUTexture * tex, int slot, int layer, int mip) Line 331\tC++\n \tblender.exe!EEVEE_shadows_draw_cubemap(EEVEE_ViewLayerData * sldata, EEVEE_Data * vedata, int cube_index) Line 203\tC\n \tblender.exe!EEVEE_shadows_draw(EEVEE_ViewLayerData * sldata, EEVEE_Data * vedata, DRWView * view) Line 316\tC\n \tblender.exe!eevee_draw_scene(void * vedata) Line 247\tC\n \tblender.exe!drw_engines_draw_scene() Line 1111\tC\n \tblender.exe!DRW_draw_render_loop_ex(Depsgraph * depsgraph, RenderEngineType * engine_type, ARegion * region, View3D * v3d, GPUViewport * viewport, const bContext * evil_C) Line 1767\tC\n \tblender.exe!DRW_draw_view(const bContext * C) Line 1637\tC\n \tblender.exe!view3d_draw_view(const bContext * C, ARegion * region) Line 1552\tC++\n \tblender.exe!view3d_main_region_draw(const bContext * C, ARegion * region) Line 1587\tC++\n \tblender.exe!ED_region_do_draw(bContext * C, ARegion * region) Line 551\tC\n \tblender.exe!wm_draw_window_offscreen(bContext * C, wmWindow * win, bool stereo) Line 960\tC\n \tblender.exe!wm_draw_window(bContext * C, wmWindow * win) Line 1127\tC\n \tblender.exe!wm_draw_update(bContext * C) Line 1385\tC\n \tblender.exe!WM_main(bContext * C) Line 648\tC\n \tblender.exe!main(int argc, const unsigned char * * UNUSED_argv_c) Line 589\tC\n \t[External Code]\t\n\n```\n\n[blender_debug_output.txt](blender_debug_output.txt)\n\n- Download and open any of the test cases bellow\n- Click Render Preview in viewport\n\n[Light ViewportRender ERror.blend](Light_ViewportRender_ERror.blend)\n[lighttest2.blend](lighttest2.blend)", "Crashes when Switching to Material Viewport / Rendered Viewport / Rendering\nOperating system: Windows 10\nGraphics card: 2 Nvidia GTX 1660 Super's\n\n[blender_system_info.txt](blender_system_info.txt)\n\nBroken: blender 2.8 / 3.4\n\n\nBlender runs completely fine when editing and building a model but once rendering is involved, even in preview, it immediately closes with no explanation. This crash will also happen with the default cube. This had not happened before and have tried Updating blender, reinstalling, simplifying, etc but no change and can reproduce the issue on my computer. i can have it in material mode if i have 0 assets in the scene but once i add something it crashes, i am suspecting a bad pathing issue as i had recently refreshed my computer but do not know how to fix it or give blender a hard reset.\n\n{[F14170509](blender.crash.txt)}[blender_debug_output.txt](https://archive.blender.org/developer/F14170500/blender_debug_output.txt)\nOpen Blender, have any Physical asset inside the scene, switch to rendered / Material Viewport, Crash\n\nI have included the project I was working on and the default cube as they create the same issue.\nPlease note that I have installed the most recent Blender program onto my laptop and opened the files attached and did not have any crash happen so it seems the issue is solely between my computer and the blender program.\n\n[Default Cube.blend](Default_Cube.blend) [Skell Rig base.blend](Skell_Rig_base.blend)", "CPU render will look different to GPU render and fails randomly\nWin 10, GTX 880M, GTX 1080TI Founders Edition\n\nBroken: blender-2.79.0-git.2ca1f29-windows64\nWorked: na\n\nAttached you'll finde a scene what has issues with GPU rendering. The scene is using the old shaders with a bevel shader (OSL).\n\nThe preview will not start or maybe it takes a very long time. Here nothing happened.\nIn GPU mode the preview starts as expected.\n\nWhen I try to render with F12 in CPU mode it doesn't start or maybe it will start after a long time. Here nothing happened after 10 minutes.\nWhen I render a small region with CPU it takes a long time till it starts to render.\nWhen I start rendering in GPU mode it starts fast as expected ignoring OSL of course.\n\nIn the ZIP and attached you'll see a picture with a split screen. Left side is GPU. Right CPU. The results are different. Transparent parts with DOF will have extreme noise.\n\nLoad the scene and press F12. Here CPU render will not start as expected.\nSwitch to GPU and press F12. Rendering will start.\nDefine a small region where the transparent parts are. Press F12. It will take really long but start. Result has noise at the transparent parts.\nThis might be a bug in the Cycles render engine or an issue with the shader tree.\n\n[170902_Blender_279_Cycles_CPU_Issue.zip](170902_Blender_279_Cycles_CPU_Issue.zip)\n![GPU_vs_GPU_279_Render.jpg](GPU_vs_GPU_279_Render.jpg)\n\n\n", "Viewport animation render crashes when collapsing the viewport.\nBroken: version: 2.91.0 Beta (and 2.83, 2.80, ...)\nWorked: never\n\nViewport animation render crashes when collapsing the viewport.\n\n[0001-0485.mp4](0001-0485.mp4)\n[Viewport render crash.blend](Viewport_render_crash.blend)\n\n", "Image sequence render just stops on Cycles on MacOS Metal\nOperating system: macOS-13.3.1-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 Ultra 1.2\n\nBroken: version: 3.5.0\nWorked: none, tried 2.93, 3.3\n\nafter about 100 or so frames render just stops, Blender is still responsive, its not frozen or crashed, render bar just sits at %0. I'm doing motion tracking to get some kitbashed 3d elements into the scene. Plays fine in Eevee in the viewport. This is the error I get: CommandBuffer Failed: cycles_metal_shader_eval_displace. Attached ram usage for last 24 hours, I still have plenty of ram!\n\nI've closed the file and retried, several times, never got a render all the way through.\n", "EEVEE: Shader error for incorrect type connected to a AOV Output\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 527.56\n\nBroken: version: 4.0.0 Alpha\n\n\n![image](attachment)\n\n```Cpp\nShader Nodetree Error: Invalid implicit socket conversion\nERROR (gpu.shader): GPU_material_compile FragShader:\n |\n 8604 | node_output_aov(vec4_from_Closure(tmp34), node_tree.u36, cons37, tmp38);\n |\n | Error: C1503: undefined variable \"vec4_from_Closure\"\n |\n 8622 | node_output_aov(vec4_from_Closure(tmp72), node_tree.u74, cons75, tmp76);\n |\n | Error: C1503: undefined variable \"vec4_from_Closure\"\n```\n\n1. Material node tree:\n a. Add `AOV Output`.\n b. Connect `Principled BSDF` to a `AOV Output`.\nSee terminal.\n\n", "Cycle crash\n[System Information](https://projects.blender.orgattachment)\n\nBlender version: 3.4.1\n\nCrash when switching from Material Preview to Rendered in Viewport Shading and GPU Compute was set for Cycles. In CPU mode it's OK.\n\n\nOpen project.\nSelect CPU in Cycles settings.\nSwitch from Material preview to Rendered in Viewport shading.\nNow it works.\nChange to GPU Compute in Cycles settings.\nCrash...\n\n", "Display issue in model corner when loop cutting\nBroken: 2.79, 2.81\nWorked: -\n\nWhen creating and edge loop around de outside faces it creates in one of the cornes an extrange artifact\n\nCreate an edge loop across the outside faces of the model.\n\nBlender file:\n[loop cut.blend](loop_cut.blend)\n\nArtifact:\n![Screenshot 2019-01-16 at 23.36.39.png](Screenshot_2019-01-16_at_23.36.39.png)\n", "Workbench: Cull before batch creation during viewport animation rendering\n\n## Current Situation\n\nWhen drawing an object (eg sending draw calls to the GPU) the object boundary sphere is tested against the active view). When the test fails the object isn't send to the GPU. Before this happens the GPUBatches were already generated.\n\nWhen doing animation playback this could lead to the situation that the GPU Batches are calculated, but not used.\n\n## Target Situation\n\nWhen using the Overlay engine/Workbench engine we could test the objects to the default view (e.g viewport). When this fails we could skip this object at all. This feature would be disabled when the shadows are turned on and only enabled when doing an image/animation render.\n\nA consistent framerate is more important to animators then having some frames faster.\n", "Crash when rendering animations (GPU Subdivision ON, OFF is fine)\nSystem Information\nOperating system: WIndows 11 22H2\nGraphics card: Nvidia GeForce RTX 4080\n\nBlender Version\nBroken: 3.4.1, 3.5, 3.6\n\nForce closes when rendering animation after a number of frames and when opening larger blend files. Happens with all files. All drivers up to date and tested memory with no issues. Worked without issue for 6 months, crashing started 1 week ago.\n\nRendering animation with GPU Subdivision unchecked did not trigger a crash" ]
[ "Cycles OpenCL - Broken kernels w/RX Vega 64 - Blender 2.92.0\nCPU AMD FX-9590\nChipset 990FX\nOS Windows 10 Pro\nVideocard RX Vega 64\n\nBroken: Blender ? to 2.92.0 \nWorking: Blender 2.83.14 ?\n\nCycles GPU OpenCL rendering not working with RX Vega 64. Blender reported kernel compilation errors either for viewport and offline modes.\n\nDefault cube scene not working\n\n\n[Viewport_blender_system_info.txt](Viewport_blender_system_info.txt)\n\n[Viewport_blender_debug_output.txt](Viewport_blender_debug_output.txt)\n" ]
Layer brush in anchored stroke mode crashes blender Operating system: Windows-10-10.0.18362-SP0 64 Bits Graphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.92 Broken: version: 2.83 (sub 13) Layer brush with Anchored stroke mode crushes Blender with first click to the mesh. Create object - sculpt mode, select layer brush (presistent mode or not - it doesn't matter), you can even reset it, change stroke mode to the "anchored", click on the surface = crash.
[ "Dynamic Paint evaluated even when disabled\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 473.04\n\nBroken: version: 3.3.1\nWorked: (Unknown)\n\nAfter disabling the Viewport Display and Render options for both the Canvas and the Brush in the Dynamic Paint settings, the system continues to be evaluated during timeline playback, resulting in a very low frame rate. The only way to fix this is to completely delete the **Dynamic Paint modifier** from **both** the Canvas **AND** the Brush. This is not ideal, as settings need to be tweaked in between testing an animation, so the system **should be properly bypassed** when the Viewport Display and Render options are disabled.\n\nThanks very much for looking into this!\n\n**[exact steps needed to reproduce the issue]**\n\nPlease see example .blend file. The landscape mesh is used as a proximity brush to paint \"shoreline\" interaction onto an animated canvas. The project exhibits the same low frame rate even when the Dynamic Paint modifiers have their Visibility and Render settings disabled. Only by completely deleting the modifiers, does the the frame rate return to normal.\n\n![image.png](image.png)\n\n[DYNAMIC PAINT TEST FILE.blend](DYNAMIC_PAINT_TEST_FILE.blend)\n\n", "simulation in new scene causes crash in original scene's simulation\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.19\n\nBroken: version: 2.83 (sub 6)\nWorked: (optional)\n\n**steps**\n- make cube an active rigid body. \n- play simulation\n- then click on new scene button and on full copy.\n- in the new scene, rewind playhead to frame 0\n- run the simulation.\nBlender should crash.\n\nThere are more ways to cause crash when full scene copy is done (see comments), but I guess these will stem from single issue.", "Clearing followed by setting a listbox created by UILayout.prop_search while keeping the mouse on the listbox crashes Blender\nOS: Ubuntu 16.04 x86_64\nGfx: Intel HD Graphics 530 (Skylake GT2) (driver: GL 4.5 (Core Profile) Mesa 17.3.0-devel)\n\nBroken:\n- 2.79-42a562496b5-linux-glibc219-x86_64 (latest build)\n- 2.79-5bd8ac9abfa-linux-glibc219-x86_64\n- 2.76b\n\nClearing followed by setting a listbox created by UILayout.prop_search while keeping the mouse on the listbox either crashes Blender or leads to unexpected behaviour.\n\nConsistently reproducible.\n1. Open the default startup blender file\n2. Open a textblock and paste and run the code provided in Appendix A\n3. In the 3D viewport, press SPACE and type \"Crashable\", then select \"Crashable Operator\" => at the right an operator panel will be drawn\n4. In the operator panel, click on the field next to \"Obj:\" and select e.g., \"Camera\" from the list\n5. Click the X sign right to \"Camera\" while keeping the mouse pointer pointed at the field\n6. Click again on the field\n\n**Expected behaviour of step 6.**\nStep 6 should be able to behave as step 4, i.e., one should be able to again select something from a non-empty list\n\n**Observed behaviour after step 6**\nOne of following, probably depending on how Blender's memory was allocated:\n - Crash\n - The list is empty\n\n**Appendix A**\n\n```\nimport bpy\n\n\nclass CrashableOperator(bpy.types.Operator):\n bl_idname = \"object.crashable_operator\"\n bl_label = \"Crashable Operator\"\n bl_options = {'REGISTER', 'UNDO'}\n\n obj = bpy.props.StringProperty(name=\"Obj\")\n\n def draw(self, context):\n self.layout.prop_search(self, \"obj\", context.scene, \"objects\")\n\n def execute(self, context):\n return {'FINISHED'}\n\n\ndef register():\n bpy.utils.register_class(CrashableOperator)\n\n\ndef unregister():\n bpy.utils.unregister_class(CrashableOperator)\n\n\nif __name__ == \"__main__\":\n register()\n```\n\n**Terminal output upon crash**\n\n```\n$ blender\nRead new prefs: /home/elias/.config/blender/2.76/config/userpref.blend\nWriting: /tmp/blender.crash.txt\nSegmentation fault (core dumped)\n```\n\n**Contents of \"blender.crash.txt\"**\n\n\n```\n# Blender 2.76 (sub 0), Commit date: 1970-01-01 00:00, Hash unknown\nbpy.context.area.type = 'TEXT_EDITOR' # Property\nbpy.ops.text.run_script() # Operator\nbpy.ops.object.crashable_operator() # Operator\nbpy.ops.object.crashable_operator(obj=\"Camera\") # Operator\nbpy.ops.object.crashable_operator(obj=\"\") # Operator\nbpy.ops.object.crashable_operator(obj=\"\") # Operator\n\n# backtrace\nblender(BLI_system_backtrace+0x30) [0x1361b10]\nblender() [0x97a98e]\n/lib/x86_64-linux-gnu/libc.so.6(+0x354b0) [0x7f242a7894b0]\nblender(rna_ID_refine+0x4) [0x11bac84]\nblender(rna_pointer_inherit_refine+0x66) [0x11a9af6]\nblender() [0x1273ae2]\nblender(RNA_property_collection_begin+0x15c) [0x11b161c]\nblender() [0xb654ae]\nblender(ui_searchbox_update+0x6a) [0xb7514a]\nblender() [0xb57089]\nblender() [0xb59f6d]\nblender() [0xb5a027]\nblender() [0xb5d7ad]\nblender() [0xb5ebe6]\nblender() [0xb5f433]\nblender() [0x985e81]\nblender() [0x986251]\nblender(wm_event_do_handlers+0x5f6) [0x9868e6]\nblender(WM_main+0x18) [0x97cfd8]\nblender(main+0xef4) [0x95ce04]\n/lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0xf0) [0x7f242a774830]\nblender(_start+0x29) [0x97a2b9]\n```", "Fractured object crashes Render\nOperating system: macOS-13.3-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 560X OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.10.12\n\nBroken: version: 3.4.1\n\nRendering image crashes Blender\n\nThe attached file is the output of a fractured cube using RBDLabs, nothing else. It's a series of 965 simple static meshes. When displaying rendered shading in viewport, all is well. When doing Render > Render Image, then Blender crashes. Happens on my Mac M1 and Mac Intel, on Blender 3.3.4, 3.4.1, 3.5 and 3.6 alpha. If I delete the 115 last cells or the 134 first ones, then the render will properly happen. Thanks !\n\n", "Initial stroke delay - clay strips\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 535.98\n\nBroken: version: 3.6.1\n\nWhen you start a stroke in sculpt mode with the clay strips brush, it takes some movement for it to start registering. Previous versions of Blender didn't have this problem. See video to understand better (sorry for the low audio volume, if you can, wear headphones or raise the volume).\n\nJust start a stroke with clay strips, it will take a drag to appear. It can be reproduced in default room.\n\n", "Texture Node editor --->creating image , then use created image as input node in texture node editor \nwin 10 \namd radeon \nintel i5\n\n Blender 2.8\n3d8cbb534f82\n\n\n First of all ,this is specifically about the \"texture node editor set to brush for creating an image , then using the created image as an image input in the (brush ) node editor , and again paiting in the SAME image ...\nIt totally makes sens that blender crashes because it is trying to create an image where the brush is that image itself , thus creating a feedback loop \n\n\nSteps to reproduce crash\n\n\n- Create plane \n- Go to the shader editor and create an image texture node \n- Create a new file , let's call this one ''crash'' and route it the shader's colour input \n- Go to the 'texture node editor and from the dropdown select 'brush''\n- Click the 'new tab' and enable úse nodes , by default we are presented with the checker pattern \n- go to the image editor and draw something , we are presented with a checker pattern \n- Now go back to the texture node editor'' and select ímage 'from the input nodes and route it to the tout\n- Select çrash 'as image \n- Now paint something in the image editor \n\nCrash \n\nIn the provided file , everything is already set up , al you have to do is paint in the image editor , and then route the module labeled çrash'to the output of the texture node editor [feedback crash .blend](feedback_crash_.blend)\n\n ", "Paint Mode: Brush Radius VS Brush Size\nThis is a brief task design to explain **why Blender should switch brush radius to brush size** and how this change will benefit artists.\n\nI will start introducing the **issues that texture paint mode have currently by using brush radius:**\n\n**1. Makes impossible to paint single pixels.**\n\n- As minimum brush radius is 1px (integer values), **minimum brush size is 2px**, so it's **impossible** to use current brushes **to paint single pixels as for pixel art** styles.\n\n\n**2. Spectrum of brush size values cut by half.**\n\n- Current brush radius makes it **impossible** for artist **to paint with an odd number brush size**/diameter.\n- This likely **cut the values by half** as artists can't paint with a brush with sizes of 1, 3, 5, 7, 9, 11, and so on...\nThat's a silly limitation for artists when we have an easy solution of moving to brush size/diameter.\n\n\n**3. Contra-intuitive.**\n\n- **Brush size**/diameter **gives artists better feedback on the real size of the brush** over the texture space while they don't have to think in brush radius * 2.\n\n\nBrush size is a standard over brush radius but not because it is driven by big companies but because it is the most intuitive for artists while radius may be more intuitive for mathematicians and programmers, so I think we should invest into improving UX for the end-user, specially in texture paint mode that lacks a lot of it.", "Sculpt Mode Stroke Perfomance\nThis task intention is to plan how to tackle the stroke performance issue that sculpt mode has. This is the issue we are trying to solve:\n\n[2020-08-08 13-07-14.mp4](2020-08-08_13-07-14.mp4)\n\nThe plan is to avoid the slowdown that freeze the UI during the stroke. In any case, if the computer hardware is not enough to keep up with the mesh deformation, the stroke should lag consistently instead of freezing for several seconds.\n\nThis should not focus on:\n - Dyntopo performance (should be handled in a separate task as it has some specific performance issues).\n - Making large brush strokes and mesh filters faster.\n\nThese are the attempt the were made. There were some successful experiments, but none of them can provide the expected performance sculpt mode should have in a high end computer: \n\n### Control paint operator events rate\n\n- Dynamic Stroke Spacing [D8508](D8508): This is the solution with the most noticeable effect so far. In order to make this work, high frequency pen tablet events should be available in all platforms. This patch can be beneficial to merge also for not performance reasons as it will also allow to reduce the spacing of some brushes that need it. \n- Paint stroke step queue [D5676](D5676): This is not related to improve performance (it may even make performance worse), but to improve UX avoiding locking the UI. The idea was to use it for 2D painting were it works fine, but it 3D projection painting and Sculpt Mode it still has some issues.\n- Ignore INVETWEEN_MOUSE_EVENTS in grab brushes (in master since 2.81) [D5429](D5429): This also had a noticeable effect in the performance of these brushes.\n\n\n### Modify PBVH scheduler settings\n\n- Change Multires to limit the PBVH leaf size using vertices [D8454](D8454): This reduces the leaf limit for Multires. It improved performance in high end computers (Julien workstation). Before this patch, Multires was lagging with 80k vertices with 3 subdivisions levels.\n- Change PBVH leaf limit size [D8442](D8442): This has a noticeable effect in performance. Stroke performance usually improves when making the limit size lower, but this makes tools that modify all nodes slower (like elastic deform or the mesh filters). When increasing the limit size, stroke performance is worse, but tools that modify the whole mesh are faster.\n- PBVH Scheduler performance design task: #72943\n\n\n### Other info\n\nI tested sculpt mode in the following computers, all of them running Ubuntu:\n\n- Mini-PC media center: i3, 8GB integrated graphics.\n- Gaming Laptop: i7 9750H, GTX 1650, 16GB\n- Workstation: Threadripper 3990X, Radeon Pro VII, 128GB\n\nThis is my experience so far\n\n- Performance does not scale: The workstation and the mini-pc have the same stroke performance and lag problem. In the case of the mini-pc, performance is clearly limited by the GPU as the viewport lags with high poly meshes without doing any strokes.\n- Removing the normal recalculation completely before drawing the PBVH does not have any noticeable effect. If we can find a fix that only works for flat shading (so we can move these updates to somewhere else), it should be acceptable, \n- I did a refactor during the 2.82 development to unify all the loops for the Clay Strips brush as suggested in #68873. It didn't have any noticeable performance effect.\n- In 2.81 the scheduler was changed to TBB. Before that change, Sculpt Mode was noticeable faster disabling multithreaded sculpting. This option is no longer available.\n- This bug fix removed a heavy computation per vertex in clay strips. Even after the fix, the stroke lag is still there\n- Stroke lag is generally higher in Multires than in meshes, when we should expect Multires to be faster than meshes (less cache misses).\n- In the gaming laptop with the EEVEE PBVH drawing enabled, stroke performance is almost the same (if not better) in EEVEE than in workbench. I did't test this with the workstation because I can't guarantee that the new GPU is working correctly. This makes me think that this problem is not related to a viewport drawing issue.\n- The default Sculpt Vertex Colors paint brush does not need normal updates, sampling the area normal or updating the nodes bounding boxes, but it is also affected by the stroke lag issue. \n- The Brush cursor is using a PBVH raycast and a multithreaded task to sample the area normal, but it is not affected by the lag, no matter how fast you move the cursor over the mesh. \n\n### Performance reference benchmark\n\nEven this is not an easy to define thing, we should have a fixed performance reference benchmark for sculpting for supported devices. This should allow people to report performance issues with different setups instead of just assuming that performance is bad because Blender is not a especialized software, so we can have more data to debug this issue (the same way if we notice that moving elements in edit mode on a 20 vertices mesh lags, we know it is a bug).\n\nAs and initial proposal, I would expect that with a 500k - 750k vertices mesh, Sculpt Mode should never lag regardless of the stroke size or stroke speed, in any computer that meets the minimum requirements to run Blender.\n\n\n\n\n\n\n\n", "MeshDeformModifier Crashing\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.49\n\nBroken: version: 3.6.0 Alpha\nWorked: -\n\nAfter binding, with the Dynamic attribute driver value set to 1 in driver editor, it crashed.\n\n1. Add a driver to use_dynamic_bind.\n2. Click Bind\n3. Set the driver value to 1\n\n\n![image](attachment)\n\n", "Ngon with more edge crash blender when using Multires/Subdivision Modifier\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.41\n\nBroken: version: 3.0.0 Alpha, 2.93.2, \nWorked: None\n\nPlease check the video, it shows the difference when blender deal will small ngon(edge < 10) and large ngon (~=600).\nI think it should take over aleast 5000 points ngon(for some svg file)\n[2021-08-15 17-50-41.mp4](2021-08-15_17-50-41.mp4)\n\nCreat a ngon with more than 600 points\nextrude it and add Subdivision Modifier\ncrash\n[test.blend](test.blend)\n", "Box with beveled vert will damage, if use multires modifier in simple mode.\nOperating system: Fedora 32, 64bit\nGraphics card: GTX 650Ti\n\nBroken: version: 2.91.0 Alpha\nWorked: blender-2.82a-windows64\n\nAdd cube, bevel one vert (1 segments) add multires modifier, select simple mode, and subdivide 2 or 3 times. Mesh will damaged.\nIf beleled 2 or more verts subdivision works stability, but not always. Sometimes it will damaged, sometimes properly.![Знімок екрану_2020-09-01_17-17-24.png](Знімок_екрану_2020-09-01_17-17-24.png)", "Crash with lineArt modifier and Armature\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 3.0.0 Alpha\nExperienced with 2.93.2\n\nHaving a line art object in the scene applied to an object 'A' when there is an armature on object 'B' makes blender very unstable. A simple scroll in the timeline will crash instantly.\n\n\nIn the attached file, what I did : \n- Create a cube, subdivided along Y, add a simple armature, keyframe it with a simple motion.\n- Duplicate the cube, apply the armature.\n- Select the second cube, shift-a -> Object Line Art\nFrom there : \n- Scroll the timeline... Crash.\n\nIf I delete the animated cube, scrolling works fine. Disabling it in viewport as well.\n\n\nI also tried adding a simple cube, instead of duplicating the initial \"armatured\" cube, and adding the Object Line Art to it, but the same crash occurs.\n\n[LineArtCrash.blend](LineArtCrash.blend)\n\n", "Title: CTRL-Z from edit into sculpt mode causes crash if mesh has shape-keys \nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 980 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 452.06\n\nBroken: version: 2.91.0 Alpha\nWorked: 2.82 (sub 7)\n\nBlender crashes when you CTRL-Z back to sculpt mode when the mesh has shape-keys. This bug happens in 2.83.0 and up, only in the Windows builds. Tested in Linux Mint 19.3 and had no crash there.\n\nAdd basis shape-key on any mesh -> change to sculpt mode -> Change mode to edit -> Undo back -> This causes a crash when it undoes back to sculpt mode.\n", "Blender crashes: OpenVDB math::Transform::read throws exception. \nOperating system: Darwin-19.5.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5500M OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.9.15\n\nBroken: version: 2.83.2\n\nBlender keeps crashing.\n\nI have a project were I created an animation of modified arrays. Everytime I play it it crashes\n\nCrash report: P1536\n\ncrashed thread: \n```\n\tThread 35 Crashed:\n0 libsystem_kernel.dylib \t0x00007fff726c733a __pthread_kill + 10\n1 libsystem_pthread.dylib \t0x00007fff72783e60 pthread_kill + 430\n2 libsystem_c.dylib \t0x00007fff7264e8a2 __abort + 139\n3 libsystem_c.dylib \t0x00007fff7264e817 abort + 135\n4 libc++abi.dylib \t0x00007fff6f8ae458 abort_message + 231\n5 libc++abi.dylib \t0x00007fff6f89f8bf demangling_terminate_handler() + 262\n6 libobjc.A.dylib \t0x00007fff713da5b1 _objc_terminate() + 104\n7 libc++abi.dylib \t0x00007fff6f8ad887 std::__terminate(void (*)()) + 8\n8 libc++abi.dylib \t0x00007fff6f8b01a2 __cxxabiv1::failed_throw(__cxxabiv1::__cxa_exception*) + 27\n9 libc++abi.dylib \t0x00007fff6f8b0169 __cxa_throw + 113\n10 org.blenderfoundation.blender \t0x0000000110291c61 openvdb::v7_0::math::Transform::read(std::__1::basic_istream<char, std::__1::char_traits<char> >&) + 4801\n11 org.blenderfoundation.blender \t0x000000011026082b openvdb::v7_0::io::Archive::readGrid(std::__1::shared_ptr<openvdb::v7_0::GridBase>, openvdb::v7_0::io::GridDescriptor const&, std::__1::basic_istream<char, std::__1::char_traits<char> >&) + 1787\n12 org.blenderfoundation.blender \t0x0000000110286589 openvdb::v7_0::io::File::Impl::unarchive(openvdb::v7_0::io::File const&, std::__1::shared_ptr<openvdb::v7_0::GridBase>&, openvdb::v7_0::io::GridDescriptor const&, openvdb::v7_0::io::File::Impl::NoBBox) + 57\n13 org.blenderfoundation.blender \t0x0000000110282c91 openvdb::v7_0::io::File::readGridByName(std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&, openvdb::v7_0::math::BBox<openvdb::v7_0::math::Vec3<double> > const&) + 465\n14 org.blenderfoundation.blender \t0x0000000110282ab6 openvdb::v7_0::io::File::readGrid(std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&) + 54\n15 org.blenderfoundation.blender \t0x00000001128a2cc9 MANTA::updateGridFromVDB(std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, float*, bool) + 361\n16 org.blenderfoundation.blender \t0x0000000112890985 MANTA::updateGridFromFile(std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, float*, bool) + 869\n17 org.blenderfoundation.blender \t0x0000000112890cee MANTA::updateNoiseStructures(FluidModifierData*, int) + 558\n18 org.blenderfoundation.blender \t0x000000011287e2b5 manta_update_noise_structures + 21\n19 org.blenderfoundation.blender \t0x000000010df34cd0 BKE_fluid_modifier_processDomain + 3168\n20 org.blenderfoundation.blender \t0x000000010df316ce BKE_fluid_modifier_do + 142\n21 org.blenderfoundation.blender \t0x000000010e3ad4f6 applyModifier + 54\n22 org.blenderfoundation.blender \t0x000000010dea5b0a mesh_calc_modifiers + 2778\n23 org.blenderfoundation.blender \t0x000000010dea4d6b mesh_build_data + 123\n24 org.blenderfoundation.blender \t0x000000010dea4035 makeDerivedMesh + 133\n25 org.blenderfoundation.blender \t0x000000010dfe1281 BKE_object_handle_data_update + 1089\n26 org.blenderfoundation.blender \t0x000000010dfe1704 BKE_object_eval_uber_data + 52\n27 org.blenderfoundation.blender \t0x000000010e9f36ba DEG::(anonymous namespace)::deg_task_run_func(TaskPool*, void*, int) + 138\n28 org.blenderfoundation.blender \t0x00000001142cadbc task_scheduler_thread_run(void*) + 364\n29 libsystem_pthread.dylib \t0x00007fff72784109 _pthread_start + 148\n30 libsystem_pthread.dylib \t0x00007fff7277fb8b thread_start + 15\n```\n", "Sculpt brush with texture breaks sculpt tiling\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: Radeon (TM) RX 470 Graphics ATI Technologies Inc. 4.5.14757 Core Profile Context 20.11.2 27.20.14501.18003\n\nBroken: version: 2.93.0 Alpha\n\nIf the sculpt brush has a texture enabled with mapping set to *Area Plane*, then tiled strokes break up and do not match properly at the seams.\nIn this example the original stroke is on the right.\n![tiling_bug.jpg](tiling_bug.jpg)\n\n1 Add texture to a brush\n2 Set mapping to area plane\n3 Enable tiling in the Symmetry drop-down menu\n4 Try sculpting at the seams\n\nOr use the file\n[tiling_bug.blend](tiling_bug.blend)\n\n" ]
[ "Blender crash when using layer brush with stroke method set to \"anchored\"\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.19\n\nBroken: version: 2.90 (sub 0)\nWorked: 2.82.7 \n\nWhen in sculpt mode, If I change the layer's brush stroke method from \"space\" to \"anchored\" I get a crash when I try to make a stroke on the surface. The other stroke methods work fine.\nThe crash happens with and without the multires modifier.\n\nMake a new scene, or use the attached blend file.\nSubdivide the cube a few times and go to sculpt mode.\nChoose the layer brush and change the Stroke method to Anchored.\nTry to sculpt and it will crash.\n[LayerBrush_AnchoredBug.blend](LayerBrush_AnchoredBug.blend)\n\n", "Crash: Sculpt Layer brush + Stroke Method \"Anchored\" makes Blender crash\nOperating system: Win 10\n\nBroken: blender-2.83- 04f006ea9e-windows64\nWorked: blender-2.83- 85de07e64c-windows64\n\nThe new Layer brush with the Stroke Method \"Anchored\" makes Blender crash...\n\n\n - Launch Blender\n - Go to File/New/Sculpting\n - Choose the Layer brush (L)\n - Choose the Stroke Method: Anchored\n - Perform a brush stroke on the model\n - Crash\n\n" ]
View angle snap does not work with Auto Perspective Setting Operating system: Windows 10 Graphics card: GTX1080Ti Broken: 2.8 latest beta Worked: probably never When using angle snap feature of view orbit, when view is snapped perpendicular to any world axis, Auto Perspective feature should automatically switch view from perspective to orthographic, yet it does not. 1, **FIRST** hold down the middle mouse button and start orbiting 2, **THEN** hold down alt key while orbiting to snap view to closest world axis Result: The view remains perspective, despite Auto Perspective feature being turned on in the Settings. Expected: The view gets switched to orthographic mode as soon as it aligns with the world axis if Auto Perspective feature is enabled.
[ "Mesh Auto Smooth Essentials Asset\nFor #108014, we need to have an asset that can mark edges sharp based on the angle of neighboring faces, as a replacement for \"auto smooth.\" The first step is to add that asset to the essentials asset bundle so it is always available.\n\n![image](attachment)\n\n**Name**: Smooth by Angle\n**Description**: Set the sharpness of mesh edges based on the angle between the neighboring faces\n**License**: CC0 - Public Domain\n**Copyright**: Blender Foundation\n**Catalog Path**: Mesh > Normals\n\nThe node group removes sharp face tags, replacing them with sharp edge tags. In main this will only work when \"auto smooth\" is turned on for the mesh. The pull request mentioned above makes it work in all cases by automatically choosing which normals to calculate based on the sharp tags.\n\nIn the future we can add an \"Edge/Face\" toggle to the \"Set Shade Smooth\" node. That won't change behavior though, so it's fine to update the node group to remove the \"Store Named Attribute\" node when that feature becomes available.\n\n", "Use proximity for edit mesh mirror and mirror selection operator\nThis feature request was discussed with Campbell Barton during meeting 2021-02-23\n\nIt is hard to select the corresponding vertex on the flipped axis side when the topology is non symmetrical and the corresponding vertices on the flipped axis side is slightly offsetted.\n\nIn order to fix this, it would be great with a \"proximity slider\" that selects vertices on the axis flip side that is within the range of the corresponding coordinate of your current selection.\n\n---\nUI mockup for viewport options\n![image.png](image.png)\n\nUI mockup for operator \"Select mirror\"\n![image.png](image.png)\n---\n\nUse cases below:\n---\n\nCurrent behavior works great when **Topology mirror == True** and the mesh on both side of the axis is connected (and the topology was \"built symmetrical\"). Even if vertices on the axis flip side is slightly offseted.\n\n[topology mirror.mp4](topology_mirror.mp4)\n\n---\n\nCurrent behavior does not work when the topology is built symmetrical, but the topology on both side of the axis is not connected (like the eyes in this case). And the mesh is slightly offsetted on the axis flip side.\n\n[symmetry does not work.mp4](symmetry_does_not_work.mp4)\n\n---\n\nCurrent behavior does not work when the topology is not completely symmetrical and the vertices on the axis flip side is slightly offsetted.\n\n[slightly non symmetrical topology.mp4](slightly_non_symmetrical_topology.mp4)\n\n\n\n\n", "Support modal axis & user/local space switching for the shear tool\nCurrently the shear tool doesn't support setting the axis XYZ, Local/Global etc. As translate or scale do.\n\nInternally this is supported (the gizmo can do this), however there is no way to access this functionality using keyboard shortcuts.\n\nNote that some design is needed for this task since shear has a secondary axis - unlike most other transform modes.\n\nThere will need to be a key assigned to cycle between the secondary axis too.\n\nSee: blender/blender-addons#73879 (custom property values not setting correctly via code)", "Objects referenced in the `UVProject` modifier property are not snapped\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1060 3GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.66\n\nBroken: version: 2.90 (sub 0)\n\nWhen i select an object as projector transform in the UVProject modifier it doesn't snap to the object I added the modifier to.\n\n- add cube\n- add an empty\n- add uvproject modifier to the cube\n- set the empty as projector transform\n- enable snaping to surface\nor\n- open attached file\nWhen moving the empty it does not snap to the cube\n[bug.blend](bug.blend)", "Snapping to vertex for Rotation doesnt work for Empty and Pivot Point\nBroken: 2.92, 3.1.2\nWorked: -\n\nSnapping with Rotation enabled doesnt work for Empty and Pivot Point (In Affect Only Origin mode)\nIn attached file,\ncube was properly aligned during rotation with snapping to vertex on the plane (marked)\nbut rotation of Empty produce unexpected results\n\nPlace any type of Emply object or try to edit Pivot Point and rotate it with snapping to certain object vertex to match rotation. Rotation will always produce unexpected results.\n\nVideo demonstration: watch?v=zB9ElkiEG7U\n\n[snapping_issue_T99279.blend](snapping_issue_T99279.blend)", "Scroll direction Natural doesn't work on node canvas views on macOS\nOperating system: macOS-12.6.1-arm64-arm-64bit 64 Bits\nGraphics card: Apple M1 Apple 4.1 Metal - 76.3\n\nBroken: version: 3.3.1\n\n**Short description of bug**\nI have scroll direction natural enabled for the my mouse and node views like shader editor, geometry, compositor etc ignore this setting and the direction of scroll is incorrect where scrolling down zoom out but it should be apposite and zoom-in.\n3D viewport behavior is correct and works as expected.\nI also tried to reset factory settings, and clean uninstall this issue still exists.\nThis issue I think is linked to this about invert direction scroll: T89906\n \n\n\n - On macOS make sure Scroll Direction: **Natural** is enabled. (by going to system preferences > mouse/trackpad > scroll & zoom)\n - Scrolling down using Magic mouse or Trackpad on on 3D viewport. and it should zoom-in. (expected behavior)\n # Repeating the step 2 in Shader editor. and it will zoom-out. (incorrect behavior)\n\n\n", "Transform orientation undo is inconsistent.\n\nBroken: 3.0\nWorked: ?\n\nTransform orientation undo is inconsistent. It works in object mode, but doesn't work properly in edit mode. In edit mode it sometimes won't undo, or undoes together with another different step(like changing mode, or moving vertex).\n\n- Open default startup;\n- Change the Transform Orientation from Global to something else\n- Undo/redo - it works;\n\n---\n- Reopen default file\n- Go to edit mode\n- move vertex\n- Change the Transform Orientation\n- undo multiple times - Will never undo the Transform Orientation. (now deselect cube and perform undo operation: will revert selected transform orientation)\n\n", "Grid in rendered orthogonal views does not adapt to displacement\nOperating system: Darwin-19.6.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5500M OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.10.16\n\nBroken: version: 2.92.0 Alpha\nWorked: unknown\n\nWhen in rendered view, in an orthogonal view, the grid does not adapt to displacement, giving some strange looking results.\n\nAdd displacement to an object. Go to rendered view, orthogonal. Grid does not adapt to the new object shape, see screenshot.\n![Schermafbeelding 2020-11-02 om 22.27.59.png](Schermafbeelding_2020-11-02_om_22.27.59.png)\n", "Camera rotation is inverted when camera is upside down in \"fly navigation\" mode\nOperating system: Linux-4.15.0-46-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce GTX 960M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.116\n\n\nBroken version:\n\n\n - 2.80 (sub 51)\n - similar behavior on 2.79\n\n\nLeft-right rotation of camera in \"Fly navigation\" is inverted when camera is upside down and \"upright Z axis\" is off. This effect can be seen even if camera is slightly upside down (for example if you look in X-axis direction and rotate around Y-axis more than 90 degrees). Changing \"upright Z axis\" to ON fixes this issue even if camera is still upside down. Changing it back to OFF produces problem again. If \"upright Z axis\" is kept ON all the time, you can rotate camera UP to bring it upside down to see that problem only happens when \"upright Z axis\" is off.\n\nI believe this is bug, because it is counterintuitive and different from behavior in same situation when \"upright Z axis\" is ON.\n\n**Exact steps for others to reproduce the error (blender 2.8, default shortcuts)**\n\n - Open any blender scene.\n - Press F3 to open search dialog.\n - Search \"*Fly Navigation*\" and press Enter.\n - Press Z to turn off \"Upright Z axis\".\n - Rotate camera upside down (for example move cursor above rectangle in center of screen until camera is upside down).\n - Place cursor left of rectangle in center of screen. Camera should rotate left, but it rotates right. Alternatively, place cursor right of rectangle in center of screen.\n", "weird viewport visual glitch\nOperating system: Windows 11 64 bits\nGraphics card: NVIDIA GeForce RTX 3060 Ti Gaming X Trio\n\nBroken: version: 3.3.1\nWorked: cant bother sorry\n\nits like the position of the viewport has an offset relative to the orientation of the camera, and the viewport has a set size and cant change.\n\nfirst go to the layout workspace and have an animation playing (must have an animation playing for the bug to happen), then create a new viewport by sliding it like im doing in the video. then change the viewport into rendering mode like im doing in the video and when you resize the viewport, it has a set size and cant be changed and the position of all parts have an offset according to the position and orientation of the camera.\n\n", "View zoom (scale mode in particular) doesn't work well when dragging horizontally, or crossing the middle of the screen\nBroken: 2.79, 2.80, 2.81 HEAD (8c9e6f123a2).\nWorked: ?\n\nNavigation Mode Scale Is Broken - it should never be calculated from the vector zero.\n\n- Set Blender Navigation to Scale\n- Try to press Alt + click and drag in viewport to make it zooming (or click and hold the \"zoom\" icon in the viewport).\n- Try to cross the mouse arrow in the vector zero (i.e., cross the mouse around the middle of the viewport).\n- As you can see the tool start to work weirdly inverting the zooming as soon you cross the scene vector zero.\n\nNote: The other zoom modes (e.g., dolly) also present a strange behaviour when zooming horizontally. But the zoom seems to reset when going over the origin regardless of the mouse direction.\n", "No snapping for objects referenced in modifiers (even if disabled)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1070 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.67\n\nBroken: version: 2.91.0 Alpha\nWorked: probably never; hopefully it's just an oversight. Even 2.79b is broken\n\nI've experienced this a handful of times but finally sat down to investigate from the user perspective here today (sorry, haven't looked at the code). But apparently the object you use as Simple Deform's \"origin\" will not be snap-able to the object that has Simple Deform on it. It doesn't matter if the modifier is enabled or disabled or if the settings actually produces no deformation, it always breaks snapping for the origin object.\n\n[snap-issue.blend](snap-issue.blend)\n\n- Open the attached .blend file OR follow next instructions to setup\n - Start with default scene and add an Empty to the scene\n - Add a Simple Deform modifier to the Cube\n - Set the Simple Deform's \"origin\" object to the Empty, the mode to \"Bend\" and the \"Angle\" to 0deg (to prevent any deformation)\n - Set the scene snapping mode to vertex\n\n- Grab the Empty and attempt to snap it to verts of the Cube -- it cannot snap (bug)\n\n- Disable the modifier and repeat the snap attempt -- it still cannot snap to the Cube (bug)\n\n- Create a new object and attempt to snap the empty to that new object -- it succeeds (the Sphere in the attached .blend file)\n\n- Delete the modifier and repeat the snap -- finally, it is able to snap to the Cube\n\n", "GizmoGroup with setup_keymap() doesn't work if addon is enabled by default\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 432.00\n\nBroken: all versions so far\nWorked: never\n\nIf an addon is enabled by default, any of its GizmoGroup with setup_keymap() classmethod won't react to user input (if they are registered in the register() function). However, if they are registered during the normal operation (i.e. after Blender initializes and draws the first frame), the problem does not appear.\n\n1. Install the attached addon.\n2. Enable the addon (it's called \"!Gizmo test!\").\n3. Save Blender preferences.\n4. Close Blender.\n5. Open Blender.\n6. Select a camera and try dragging the circular gizmo. The gizmo won't react to the input.\n7. Disable the addon, then enable it again.\n8. Select a camera and try dragging the circular gizmo. Now it will rotate the camera.\n[gizmo_test.py](gizmo_test.py)", "Box tool in Ortho does not behave as expected.\nPlace the 3D Cursor where you want the box to appear. Go to an orthographic projection view of X Y or Z. Trying to create a box results in a box with max value dimensions and sometimes crashes Blender.\n\nExpected behavior would be to go to the X orthographic view, draw a rectangle for the X and Z dimensions, and be able to type in the X dimension, see a callout for the X or type in the X dimension.\n\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce 940MX/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.45\n\nBroken: version: 2.90.0 Alpha\n\n\n\n", "\"Use for Rendering\" tickbox in View Layer Properties only properly automating if View Layer is active\nOperating system: Win10 Home 64\nGraphics card: rtx3070\n\nBlender Version\nBroken: 2.93\nWorked: 2.80\n\n**Description**\n![image.png](image.png)\n\nWhen you automate the \"Use for Rendering\" tickbox on a view layer, its change does not update during F12 renders unless you have that specific view layer open in your scene. \n\nVideo explanation:\nwatch?v=Prp5Vpeu5XE\n\n**Steps to reproduce**\n[#89235.blend](T89235.blend)\n\n- Open file\n- Render image - 3 cubes are visible\n- Change active view layer to \"RED LAYER\" and back to \"GREEN LAYER\"\n- Render image again - 2 cubes are visible\n\n" ]
[ "Auto Perspective option does not work with Viewport orbit snap\nWindows 10, GTX1080Ti\n\nBroken: 2.79\nWorked: probably never\n\nIt appears that Auto Perspective option found in Interface tab of user preferences works only when aligned views (Front, left, top, etc...) are entered via a hotkey press. When aligned view is entered through viewport orbit snap feature (Holding down Alt key while orbiting), Auto Perspective option won't automatically switch perspective despite viewport label changing to an aligned view. This severely limits usefulness of this feature\n\n1, In user preferences, Interface tab, enable Auto Perspective option.\n2, Switch views using numpad keys. Notice the feature works\n3, Set viewport mode to perspective, and orbit around the viewport while holding Alt key. The viewport will snap to aligned views, but perspective won't change to orthographic despite Auto Perspective being enabled.\n" ]
Camera motion blur does not work when camera is parented (eevee) Operating system: Ubuntu (Pop!_OS 20.04 LTS) Graphics card: Quadro RTX 8000 Broken: master/2.83 Worked: This never worked as far as I know Eevee does not seem to support motion blur of cameras which are parented to animated objects. Check out the example file: [camera_mblur_parented.blend](camera_mblur_parented.blend) Enable eevee viewport render (or simple F12). The current camera should motion blur fine as it's keyframed directly. ![image.png](image.png) Change camera to "Camera.parented", viewport (and F12) should not show motion blur. ![image.png](image.png) This currently prevents us from using motion blur in our films because we use camera rigs everywhere (cameras are parented to bones in an armature which gets keyframed by the animators).
[ "Cycles: Motion blur Artifacts and high render time with Metaball\nOperating system: Ubuntu Linux 22.04 / Windows 10 64-bit\nGraphics card: Nvidia GeForce RTX 3080\n\nBroken: 3.60, 3.61, 3.62, 4.0.0-alpha+main.d0dcfb815964\nWorked: unknown\n\n**Short Description**\nActivating motion blur in Cycles results in artifacts and higher render time for 2% of frames\nReproducible across Ubuntu/Windows, CPU/CUDA/OptiX.\n\n\n- Open attached file \"phoenix12-reprocase.blend\"\n- Enable motion blur (should already be enabled)\n- Reduce transmission bounce\n- Render frame 189\n- Render frame 190 (takes significant time to render. Also notice Artifacts)\n\nIn the provided file, frames 74, 124, 179, 190 seem to have this problem. Turning off motion blur fixes the problem.\n\n|189 | 190 |\n|---|---|\n| ![image](https://projects.blender.orgattachment) | ![image](https://projects.blender.orgattachment) |", "Eevee: Soft shadows causing flickering in animation and temporal AA in scenes\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 435.80\n\n\nBroken: version: 2.80 (sub 75)\nWorked: (optional)\n\n\nEevee soft shadows in objects with thin reflections causes flickering in animation and temporal AA in still images. This type reflections common in interior Arch Viz.\n\nScene 1 example of flickering of soft shadows in animation. I have remove all light probes and effects to focus only light and shadows. Open attach file \"Scene1_AA_eevee.blend\".\nRender the animation with Soft Shadows ON. Then Render animation with Soft Shadows OFF.\n[Scene1_AA_eevee.blend](Scene1_AA_eevee.blend)\n\nAnimation with Soft Shadows ON. Make sure to play video at full size. If not video will be alias by the video player.\n[Scene1_AA_eevee.mp4](Scene1_AA_eevee.mp4)\n\nAnimation with Soft Shadows OFF. Make sure to play video at full size. If not video will be alias by the video player.\n[Scene1_AA_No_SShadow_eevee.mp4](Scene1_AA_No_SShadow_eevee.mp4)\n\nAnimation in Cycles for comparison. Make sure to play video at full size. If not video will be alias by the video player.\n[Scene1_AA_cycles.mp4](Scene1_AA_cycles.mp4)\n\n******************************************************************************************************\nScene 2 example of temporal anti-aliasing cause by soft shadows. I have simplify the scene 2 to focus only light and shadows. Open attach file \"Scene2_AA_eevee.blend\".\nRender Image with Soft Shadows ON. Then Render Image with Soft Shadows OFF.\n[Scene2_AA_eevee.blend](Scene2_AA_eevee.blend)\n\nRender image with Soft Shadows ON. Make sure to view at full size. Notice the temporal AA on the edges on horizontal counter, vertical counter, oven handle and oven racks.\n![Scene2_AA_eevee.jpg](Scene2_AA_eevee.jpg)\n\nRender image with Soft Shadows OFF. Make sure to view at full size. Notice the temporal AA is gone.\n![Scene2_AA_No_SShadows_eevee.jpg](Scene2_AA_No_SShadows_eevee.jpg)\n\nRender image with Cycles for comparison. Make sure to view at full size.\n![Scene2_AA_cycles.jpg](Scene2_AA_cycles.jpg)\n\n", "Motion Blur glitches, the further an object is placed from the world origin (even with no motion)\nMac Os 10.14.5\nRadeon Rx580 \n\nBlender 2.8 & 2.81 Beta (5/11/19 build)\n\nObjects are seriously corrupted when the motion blur checkbox is ticked, even when there is no camera or object motion.\n\nI have attached a simple project with only a Cube, Camera & light... & placed it 500,000m from the world origin on the Y-axis.\n\nThe image is distorted in rendered camera view...moving the cube backwards towards the world origin fixes the issue at around 50,000m\n\nMoving the object further away (try adding a zero to push the cube 1,000,000 from the world origin) distort the object more.\n\nSwitching off motion blur on the (static!) camera restores the image quality.\n\nI'm doing a space animation with some large distances involved, & this bug has just bitten me. I'd appreciated if others could confirm.\n[Motion Blur Draw Distance Test.blend](Motion_Blur_Draw_Distance_Test.blend)\n\n![Screenshot 2019-11-06 at 21.06.37.png](Screenshot_2019-11-06_at_21.06.37.png)\n\n", "Eevee \"Shutter\" setting in motion blur render settings not animatable\nOperating system: Win 10\nGraphics card: RTX 3090\n\nBroken: 2.91.0\nWorked: never worked (as far as i know)\n\n\nEevee \"Shutter\" in motion blur render settings not animatable\nIn Cycles it ***is***animatable.N/A", "EEVEE is ghosting with viewport denoising enabled.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 3.0.0 Alpha\n\nHere's a viewport render:\n[EEVEE ghosting0001-0090.mp4](EEVEE_ghosting0001-0090.mp4)\n\nHere's what it looks like during playback if viewport denoising is enabled:\n[2021-10-23 17-07-44.mp4](2021-10-23_17-07-44.mp4)", "shadow catcher appearing in vector pass\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.99\n\nBroken: version: 4.0.0 Alpha\n\nvector data is present for the shadow catcher objects. This needs to be omitted otherwise the vector blur node can't be used to add motion blur to the 3d elements, because unwanted motion blur will be added to the environment pass. If it a backplate was used then it wouldn't be a problem, transparent film could be set, and the blur would only affect the geometry. This also has an issue though, because the vector blur pass modifies the alpha too, so the shadow catcher vector could still affect the blur of the 3d geometry even if it's hidden by transparency.\n\n\n1. open attached file\n2. go to frame 10\n3. open the compositor\n4. render still frame\n5. check the compositor backdrop (shows vector data for the shadow catcher).\n\nSame result if film is set to transparent.\n\n", "Cycles Motion Blur disappears for Rotating object with speed 360˚/frame or its multiples\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.92\n\nBroken: version: 2.92.0\n\nIt has been found that**Motion Blur**on **Cycles Render Engine** completely **disappears** for a rotating object with speed 360˚/frame or its multiples like 720˚/frames etc. and rendering it like a still object.\nPlease find the attached Rod.blend file where a rectangular cuboid rod is rotating at speed 360˚/frame i.e. 1,440 RPM for a 24 FPS animation but I am unable to apply cycles motion blur on it. Framerate can be increased to resolve the problem temporarily but it will not solve the problem permanently as at higher RPM the same problem will appear again.\nKindly look into the issue and if any solution exists please guide me on that. \n[Rod.blend](Rod.blend)\nRod.blend example file attached with this description.\n", "Fly and walk navigation in AZERTY issues\nOperating system: windows 10\nGraphics card: rtx 3060\n\nBroken: Blender 3.6.1 (Steam)\n\n\nHello,\nIm on a AZERTY keyboard and the problem is that when i change my movements keybinds for fly (or walk) navigation it keeps repeating the action (even if i unpress the key) for the binds that i changed. For exemple i changed \"forward\" key by Z and when i press Z the camera will keep going forward forever.\n\n- Go in the View 3d fly (or walk) modal keymap settings\n- In \"Forward\" replace W by Z, \"Left\" Q by A, \"Down\" A by Q, \"Z axis correction\" Z by W\n- Go in fly (or walk) navigation mode\n- Try to move with ZQSD, A and E\n- Then when you press S,D or E it will work normaly but if you press Z, Q or A and release the key it will keep going in that direction exept if you press the opposit direction key (S for Z, D for Q, E for A)\n\nThanks for paying attention, lov u <3\n\n", "Unable to adjust Opacity of Camera Background Image\nOperating system: Linux-5.11.0-43-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: Mesa Intel(R) Xe Graphics (TGL GT2) Intel 4.6 (Core Profile) Mesa 21.0.3\n\nBroken: version: 3.0.1; Also tested broken in Blender 2.93.1 and 2.93.5.\n\nWorked: (newest version of Blender that worked as expected) 2.83.18\n\n\n**Opacity of camera background image cannot be adjusted.**\n\n\n\n\n- select camera\n- switch to active camera view\n- check camera background image\n- add camera background image\n- adjust opacity slider (Nothing happens - image remains at 100% opacity)\n\n\n\n\n\n", "Keyed Particles don't render as expected\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: Intel(R) HD Graphics 4000 Intel 4.0.0 - Build 10.18.10.5069\n\nBroken: version: 2.81 (sub 16)\nWorked: (optional)\n\n[KeyedParticlesJL.blend](KeyedParticlesJL.blend)\n\n- Open file\n- Go to frame 105\n- Render\n- Compare render to viewport\n\nRender is different to viewport\n\nThat's what I expected:\n[ViewportRender.mp4](ViewportRender.mp4)\n\nThat's what I get when rendering with Eevee:\n[EeveeRender.mp4](EeveeRender.mp4)\n\nThat's what I get when renderng with Cycles:\n[CyclesRender.mp4](CyclesRender.mp4)\n", "Viewer Node from Compositor is not updated in Camera's Background Image\nOperating system: Arch Linux\n\nBroken: 3.2.2\nWorked: never\n\nThe viewer node result from compositor is not propagated in the 3D viewport as a camera background image when selected. This might be really useful in many cases. I often use compositor to edit input videos and I want to adjust the 3D scene according to the video. Especially with the grease pencil, there might be a case when the animator wants to draw an animation over an existing one. It is really strange that the option to use the node is there but it's unusable, related to #73188.\n\n**Possible problems**\nRecursion mentioned in #73182. Might be resolved by overriding the order when the node is used in the camera or letting the user change the order somewhere.\n\n**Workaround**\nExport the composited result in a video and then use as a background image or hit F12 after every frame and use the render result in the background image.\n\n1. Create a setup in compositor that changes over time\n2. Connect the result to Viewer node\n3. Use Viewer node as camera background image in the 3D scene\n4. Move to another frame - no change in the background image\n\nIncluded the project file with simple texture animation and two workspaces. One with split screen where both compositor and 3D view are visible. When the compositor is hidden, the background image is not changed at all. When it's visible, it's updated but from the previous frame or state. It seems like the camera first takes the compositor result as the background and then the new compositing takes place. Yes, I understand that it's the design of these stages but this is still a trick to somehow make it work, the image does not update at all without the compositor window being active as shown in the second workspace.\n\n[viewerNodeInCamera.blend](viewerNodeInCamera.blend)", "Eevee motion blur with cryptomatte pass causing memory leak during rendering\nOperating system: Windows 10 x64 and windows 11 x64\nGraphics card: GTX 1660 TI and Intel UHD Graphics 630\n\nBroken: 3.5, 3.3.7\nWorked: Stopped trying after 3.3.7\n\nWhen rendering from command line there is a memory leak reported if you enable motion blur with a cryptomatte pass.\n\nGo to Render properties, make sure Eevee is the engine and include motion blur. Go to view layer properties and enable object cryptomatte. Render first frame of animation via command line: \n\n\"C:\\Program Files\\Blender Foundation\\Blender 3.5\\blender\" -b minimumBug.blend -x 1 -s 1 -e 1 -o delete -a\n\nlast line says:\n\n\"Error: Not freed memory blocks: 3, total unfreed memory 0.002747 MB\"\n\nMore memory wasted as you add more complexity to project.\n\n", "EEVEE motion blur doesn't work on objects with loose geometry\nOperating system: Windows 10\nGraphics card: Nvidia RTX 3080, 3090\n\nBroken: 2.93.6\nWorked: never\n\nEevee motion blur doesn't work on skinned to an armature objects with vertices or edges that not owned by any face.\n\n1. Create a cube and an armature\n2. Skin the cube to the armature by an Armature modifier and painting weight\n3. Animate bone\n4. Turn on motion blur en EEVEE.\n5. Duplicate a single vertex or extrude it\n6 Render.\n\nAll these steps was done in the attatched file, you can just render it. [motion_blur_bug.blend](motion_blur_bug.blend)", "Eevee flicker with ortho camera parented to specular object\nOperating system: Linux, Debian Stable\nGraphics card: Nvidia GTX 970. \n\nOperating system: Suse linux 15.1, \nGraphics card: ? Nvidia driver 450.57\n\n\nBroken: Blender versions 2.90, 2.91\nWorked: Never\n\nObjects with specular reflection parented to orthographic camera causes flickering in eevee.\nCycles doesn't have this issue\n\n[lock-reverse-sidebar_11152.blend](lock-reverse-sidebar_11152.blend)\n\n- Open file\n- Switch viewport shading to rendered\n- Play animation", "Extended Controls for Camera Gizmo\nCurrently, when switching to the camera view, it’s not immediately clear to users how to manipulate it. The camera must be selected, and it requires some difficult multi-step actions to be able to rotate or move the camera. \n\nAdditionally, from a camera operation perspective, users usually need a more optimized and precise way to only affect the pitch, yaw, panning, tracking and zooming, separately. \n\nWe can make this a lot easier by surfacing optimized camera manipulation gizmos right in the viewport when viewing the scene through the camera view:\n\n![Screen_Shot_2018-06-13_at_18.21.42.png](Screen_Shot_2018-06-13_at_18.21.42.png)\n" ]
[ "EEVEE: No motion blur if camera is parented to animated object\nOperating system: Win10\nGraphics card: GTX 1070\n\nBroken: 2.8 0bbff8a\n\nAs the title says.\n\n1. Open attached .blend.\n2. On frame two motion blur should be visible. Its visible if camera is animated directly.\n[motion_blur_parent.blend](motion_blur_parent.blend)\n\n[system-info.txt](system-info.txt)" ]
Standard and OptiX denoising not applying to progressive refine images if stopped prematurely **System Information:** Operating system: Linux Graphics card: GTX 1050ti **Blender Version:** Broken: 2.83 05274ca82971, 2.90 3ea67e08fe8e Worked: before 05274ca82971. **Short description of error:** With standard/OptiX denoising and progressive refine enabled for the final render, denoising will not be applied to the render if it is stop prematurely. I tested with CYCLES_OPTIX_TEST=1 for the OptiX denoiser, so the issue may be down to the debugging mode, but I'm fairly confident this is not the cause for the issue. **Exact steps for others to reproduce the error:** 1. Create a scene in Cycles and enable progressive refine in "Render properties>Performance>Tiles>Progressive refine". 2. Enable denoising or OptiX denoising for the final render in "View layer properties>Denoising". 3. Render out your image and stop it prematurely by pressing escape or by pressing the X button in the "status bar". 4. Denoising will not be applied to the image. The image will be denoised if tiles are used or if the progressive refine render finishes. This issue is related to #76205 but I'm unsure if they'll be fixed in by the same code. So I've split it off into it's own report. Please merge the tasks if it makes sense too.
[ "Mask brush stops working in tiling sculpting mode after changing its size through \"F\" hotkey\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.59\n\nBroken: version: 2.93, 3.3.0\nWorked: -\n\nWhen an object has the Multires modifier, mask brush stops working in tiling sculpting mode after. (See video below)\n[Desktop 2022.09.17 - 21.18.10.07.mp4](Desktop_2022.09.17_-_21.18.10.07.mp4)\n\n- Open attached file or\n - Add a grid object\n - Add a multires modifier\n - Subdivide Simple a few times\n - Select mask brush in sculting mode\n - set tiling on x and y axis to 1 or 2m \n- try paint mask (sometimes the tiling doesn't work at this stage, you need to paint again and undo)\n- change brush size through F hotkey\n- try paint mask (tiling stops working)\n- press undo\n- try paint mask (tiling works again)\n\n[tiling_sculpt_bug.blend](tiling_sculpt_bug.blend)\n\n", "EEVEE: GPU Subdivision causes noticeable shading differences\n**System Information: System 1**\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: Intel(R) Arc(TM) A770 Graphics Intel 4.5.0 - Build 31.0.101.4369\n\n**System Information: System 2**\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.79\n\nThis object does not appear shinier/with brighter highlights when rendered on Eevee and GPU subdivision is turned OFF.\n\nI noticed this when using both PCs to render an animation faster, this particular material flickered at random and it was because one PC was outputting slightly different results than the other.\n\n- Open .blend file\n- select EEVEE engine and start viewport render\n- toggle GPU subdivision to notice the difference\n", "OPTIX_ERROR_INTERNAL_ERROR when rendering using Cycles with OptiX\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.99\n\nBroken: version: 3.6.2\nAlso tested on:\n- 3.0.0 — got same error\n- 2.93.18 — same error but different line of code\n\nOPTIX_ERROR_INTERNAL_ERROR when rendering with OptiX.\n\nError on 3.6.2\n![image](attachment)\n\nError on 2.93.18\n![image](attachment)\n\nThe issue is **not** presented when I'm using _NVIDIA Studio Driver 472.84_. However I've tried several newer versions and got this error for all of them.\n\n\n1. Open blender (just the default cube)\n2. Edit -> Preferences -> System -> OptiX -> NVIDIA GeForce GTX 1060 6GB\n3. Render Engine: Cycles\n4. Device: GPU Compute\n5. Shading (Z) -> Rendered or Render Image (F12)\n\n", "Render can not be cancelled and crashes\n\n\n\n\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: AMD Radeon R9 200 Series ATI Technologies Inc. 4.5.13570 Core Profile Context 19.7.2 26.20.13001.16003\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\n\nHello,\n\nI wanted to export some scene using the Eevee render. When I render a frame, the image processing statut is still at 0%. Thus, when I try to cancel it, Blender hangs / crashes.\n\nI launched it using the GPU debug tool\n\nI'm assuming it comes from the hardware.\n\n\nThanks in advance.\n\n\n\n[eevee_logs.txt](eevee_logs.txt)\n\n\n[blender2.8.blend](blender2.8.blend)\n\n\n\n\n\n- Open the file\n- Render image {key F12}\n- Progress will hang at 0% for too long time\n- Cancel rendering\n\nRender job is not cancelled immediately / Blender crashes with low VRAM\n\n", "Adaptive Sampling Noise Threshold strange behaviour on Ambient Occlusion bake\nOperating system: Windows 10\nGraphics card: RTX 2080\n\nBroken: 3.6\nWorked: 2.9 (No noisy regions, but I'm not sure if the threshold is even working)\n\nStrange noise regions appear on baked ambient occlusion map. They are not related to geometry, and not related to illumination, since even the light AO regions appear noisy. Disabling adaptive sampling or changing the threshold to extremely small values removes the issue. Values for the noise threshold look inadequate in these regions. Setting it to 0.01 gives around 27 out of possible 256 light difference between adjacent pixels in HSL color. In regions with reduced noise, the level looks similar to what it should be, you can see both on the image below. The noise disappears when threshold is turned off, so it's not related to maximum samples count. Same issue does not appear on baking direct or indirect light and the noise level seems adequate. It's not related to denoiser, since it's not working in baked maps (unfortunately).\n\nIt's hard to imagine synthetic scene in which the situation will repeat itself. In the attached scene, you just need to click the bake button and see the results. Try changing the Noise Threshold values or disabling it. You can change AO map texture size to make baking happen faster.\n\n", "Compositor doesn't render if VSE contains strips\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.92\n\nBroken: version: 3.0.0 Alpha\n\nCompositor doesn't render if VSE contains strips.\nIn some cases user may want to have for example sound strip to play sound while compositing. This can cause only VSE to be used for rendering.\n\nAdd color strip to VSE, in compositor check Use Nodes and render.", "Baking dynamic paint to image sequence is cancelled without user interaction\nOperating system: Window 10, 64 Bit, 128GB RAM\nGraphics card: RTX 3090 with the newest studio driver.\n\nBroken: 2.93.5\nWorked: ./.\n\nI am following the cggeek tutorial on creating rain effects (watch?v=35bbyAJodEQ). Like said in 06:30 of the tutorial I wanted to bake the image sequence.\nIt happened some times that the Blender status line said that the bake had started, it sopped announcing that the bake had been cancelled without user interaction.\nI installed 2.93.5 and isolated the 3 concerned objects: The emitter plane, the plane I want to create the baking for and the drop. I started Blender via the debugging command file, clicked on bake and Blender crashed. \nThese are the produced files:\n\n[blender_debug_output.txt](blender_debug_output.txt)\n\n[blender_system_info.txt](blender_system_info.txt)\n\nPreviously I have tried to find out if the modifier sequence has an effect, but it does not have one. The position of the Dynamic Paint modifier can be arbitrary, and it is not essential if the plan includes particle systems or not.\n\nAfter more trials I could not reproduce the crash, only the indication of cancelling appeared - furthermore withour interacton:\n\n![Screenshot 2021-10-09 141508.png](Screenshot_2021-10-09_141508.png)\n\nThanks\n\n- Open attached file (This is a minimum .blend file, which crashed on the first try after installing 2.93.5 and led to the production of the debug files above)\n- With the object \"aBodenFriedhof.002\" selected, go to {nav Physics Properties > Dynamic Paint > Output} and press `Bake Image Sequence`\nAfter a short time, the process will be canceled without an explanation.\n\n[dpSplit.blend](dpSplit.blend)\n", "Optix: Motion Blur seems to glitch out while rendering\n\nOperating system: Windows 11 Pro 22H2 22621.525\n\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 526.98\n\n\nBroken: version: 3.3.2 LTS / 3.5.0 Alpha (Broken in both)\n\n\nHaving motion blur on while rendering with Optix seems to not work as expected in this scene. It renders out with artifacts (Alpha / black squares). Things work fine **when you turn off motion blur or switch to Cuda**.\n\n![image.png](image.png) ![image.png](image.png)\n\n**Steps to reproduce the bug:**\nOpen the attached fine and render frame #82 with Optix enabled.\n\n[Keyframe remove 1_010.blend](Keyframe_remove_1_010.blend)\n", "Color management is broken in the Sequencer\nOperating system: Linux-5.0.21-1-MANJARO-x86_64-with-arch-Manjaro-Linux 64 Bits\nGraphics card: Mesa DRI Intel(R) Sandybridge Mobile Intel Open Source Technology Center 3.3 (Core Profile) Mesa 19.1.1\n\n\nBroken: version: 2.80 (sub 74)\nWorked: earlier build of 2.80 (hash: d62a749fcf48) and 2.79\n\nWeird things happens when changing the color management settings in the VSE:\n- wrong color display\n- make sound\n\nWith a movie strip displayed on the sequencer, changing the sequencer_colorspace_settings property in the Color Management changes the look of the image even when there is no color correction modifier on the strip. Example: using filmic log instead or sRGB will change the look which it should not.\nAlso, changing this setting does not apply the change directly, the VSE has to be refreshed.\n\nAnother issue with the color management is the change of exposure and gamma setting is way slower than it was on earlier build and it also makes the sound of the current strip/frame do some noise.\n", "OSL on the GPU displays all black for Voronoi Distance > Bump Height\nSystem:\nWindows 11\nRTX3090Ti gpu\n\nBump output is pitch black when using Voronoi (Distance) output into Bump Height. Colorramp in between does not fix it. Noise output into Bump Height works fine.\n(Blender 3.5 in cycles)\n\nedit: more useful info + screenshot + isolated blend file\n\nRunning OSL on the CPU works fine, only the new GPU support seems affected.", "Mantaflow - Enabling \"Noise\" breaks fast-moving smoke\nOperating system: Windows 10\nGraphics card: Nvidia GeForce GTX 650 Ti\nProcessor: Intel® Core™ i7-3770\n\nBroken: 2.83.0\nWorked: Never\n\nEnabling noise on fast-moving smoke produces a \"grainy\" result that doesn't match original simulation.\n[C - High Speed Noise - Demo.mp4](C_-_High_Speed_Noise_-_Demo.mp4)\n\nAlso, this problem is less profound when the cache type is set to \"Final\", though still clearly visible.\n\n**Exact steps to reproduce the error**\n1. In any smoke simulation, dramatically increase the velocity of the smoke, either in the emitter settings, or with a force-field.\n2. Bake Data\n3. Bake Noise\n\n[Noise on High-Speed Smoke.blend](Noise_on_High-Speed_Smoke.blend)", "Noisy Mist and Depth Pass\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.49\n\nBroken: version: 3.6.0 Alpha\n\nProbably related to the same issue described in #65887 and #66149, that when there is a transparency in the material the mist pass produces noise on the object using transparency.\n\nIn this issue, the Mist pass gets noisy once it reaches a volumetric boundary.\n\nThe same with the depth pass, but with normalized values.\n\nDenoising depth node seems to partially fix the depth problem, but denoising mist pass may result in washed out image if the mist is strong over an area with transparency, like grass or something\n![](https://projects.blender.orgattachment)\n![](https://projects.blender.orgattachment)\n\n- Open attached .blend file\n- Render (`F12`)\n- Check Misty or Depth (normalized) pass\n\n[Test.blend](https://projects.blender.orgattachment)", "Light Nodetree support\nWhen rendering shadowmaps, we could run a postprocess shader (using the depth texture to retreive position) to output a Mono or Poly-chromatic intensity texture.\n\nThis would enable the use of custom light shaders and IES light profiles.\n\nThis will have to use another sampler since the shadow texture use another format.\n\nEstimate : 2 weeks", "compositor performance issue when larger empty area surrounding the image\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 536.99\n\nBroken: version: 4.0.0 Alpha\nWorked: much faster in 2.93\n\ncompositor performance is severely degraded if there is a larger empty area surrounding the pixels. Also becomes more and more sluggish the longer it plays back, despite it only updating a single image block. Task manager doesn't show any increase in memory usage as it becomes slower.\n\n<video src=\"attachment\" controls></video>\n\nGet an image sequence to playback in the compositor's backdrop, either with a image sequence node, or by updating a single image via python and calling render.render to force the playhead to wait for the compositor to finish calculating. Try playing back with the compositor contracted and expanded. See video for demonstration.\n\nIssue affects the tiled, full frame, and gpu compositor modes. Also happens when experimental compositor is disabled completely in the preferences.\n\nExample video attached.\n\n", "Inaccuracy in 'Info' editor\nThis bug is difficult to describe specifically, since I have no idea of *all* of the affected properties. All I noticed is that *some* are reported inaccurately (i.e. the reported rna path does not exist or does not point to the changed property).\n\nA few I found are on the View Layer tab in the Properties editor:\n`bpy.context.scene.view_layers- [x].cycles.denoising_store_passes` is reported as `bpy.context.scene.denoising_store_passes`\n`bpy.context.scene.view_layers- [x].cycles.pass_debug_render_time` is reported as `bpy.context.scene.pass_debug_render_time`\n`bpy.context.scene.view_layers- [x].cycles.use_pass_volume_direct` is reported as `bpy.context.scene.use_pass_volume_direct`\n`bpy.context.scene.view_layers- [x].cycles.use_pass_volume_indirect` is reported as `bpy.context.scene.use_pass_volume_indirect`\nPlus all of the Cryptomatte and Denoising properties.\n\nI have no idea how the Info editor receives this information, but it looks as if the message is partially hard-coded and not up to date?" ]
[ "Progressive refine not generating denoising data if stopped prematurely.\n**System Information:**\nOperating system: Linux\nGraphics card: NA\n\n**Blender Version:**\nBroken: 2.83 05274ca82971, 2.90 3ea67e08fe8e\nWorked: before 05274ca82971.\n\n**Short description of error:**\nA progressive refine render will not generate denoising data if stopped prematurely by the user. \n\n**Exact steps for others to reproduce the error:**\n1. Take any scene and switch to the Cycles render engine.\n2. Enable denoising data.\n3. Enable progressive refine rendering in \"Render properties>Performance>Tiles>Progressive refine\".\n4. Render a image and stop it before it reaches the target samples with \"escape\" or by canceling the render with the X button in the \"status bar\".\n5. The denoising data render passes will appear black. This does not occur when rendering with tiles or when you let the progressive refine render finish under normal conditions.\n\nThis task is related to #76206 but I'm unsure if they'll be fixed in by the same code. So I've split it off into it's own report. Please merge the tasks if it makes sense too.\n\nSince #76206 was merged, I will sum it up here:\nAlong with denoising data not being generated when a progressive refine render is prematurely stopped, denoising using the standard Blender denoiser or OptiX AI denoiser will not be applied to a render that was stopped prematurely." ]
Binding camera to marker not working properly with shortcut Operating system: Windows-10-10.0.18362 64 Bits Graphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.60 Broken: version: 2.80 (sub 75) Worked: (optional) The shortcut for binding a camera to a marker in the timeline or dope sheet editor is not working properly. If you hover the mouse pointer over the inferior part of the window where the markers tags are then it works. the command in the menus from the time line and dope sheet editors works as intended. Add a couple of cameras and markers in the timeline or dope sheet editors and try to bind them using the shortcut CTRL+B, The try again hovering the mouse on the markers name area of the window.
[ "Seemingly no way to remap \"use tool\" button?\nBroken: 2.80+\nWorked: 2.79\n\nSee 599\n\nThere doesn't seem to be a way to remap or disable the button which activates the tools selected by the buttons found in the T panel. Sometimes this button conflicts with the 2.7x keymap. For example, in the node editor, left tweak *always* applies the selected tool (box select by default), which prevents all the 2.7x Left Tweak shortcuts from working\n\n\n[27_28_keymap.blend](27_28_keymap.blend)\n\n1. Open the file with --factory-startup\n2. Go to the keymap section in the preferences\n3. Select the 27X preset\n4. Try to use the Shift+Left Tweak shortcut to add a reroute node\n5. Box select will be invoked instead", "Data changes in pre and post scene evaluation handlers not recognised by Cycles, plus occasional ACCESS VIOLATION and inconsistent scene properties.\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.96\n\nBroken: version: 3.4.0 Alpha\nWorked: (Unsure)\n\nCycles is not using the evaluated scene following scene modifications via handlers that fire before scene evaluation, and some data refers to the previous frame whilst other data refers to the frame currently being rendered..\n\n\nHi, we're trying to get Blender fully integrated into our studio, but we're running into quite a lot of issues with handlers. It seems that Cycles is only partially recognising changes made to the scene in the pre_render, pre_frame, and post_frame handlers. \n\nIn the below zip file there are 3 directories, each containing a blend file with a simple script to demonstrate the issue. The script changes the file output node's base path, and it also changes blender own render.filepath in the output properties panel. The new file name includes the scene camera name (which changes on frame 1 and 3 using markers) and the frame number when the handler updated the filepath/base_path properties, followed by the __0001 added by Blender. For example frame one should read: left cam_updated_path_on_frame_1__0001.png\n\n**Steps to reproduce problem**\n\n\n\n - Unzip [cycles handler bug.zip](cycles_handler_bug.zip)\n - open each of the blend files in place (use 'load UI' as I've set up the workspace for the easiest testing)\n - notice that the blender output is set to 'not set yet', as is the file output node in the compositor.\n - choose to render the animation\n # In the folder where the current blend file resides there will now be two additional folders, one for blender's output, and another for the file output node's results.\n\n\n**Results**\n\n**pre_render handler**\n\nAs expected the camera is incorrect because the pre_render handler happens before the scene has been evaluated. Although strangely some of the information is for the unevaluated frame that the playhead has just moved to (the frame number) and some is for the frame the playhead was on prior to beginning rendering (the camera name which was active on frame 4 before the playhead moved to the beginning of the animation ready for rendering in this example).\n\nBlender's own image sequence output does use the new path which was assigned whilst in the first frames pre_render handler, but on the first frame, the camera name is incorrect and the frame number is correct:\n![image.png](image.png)\n\nThe file output node images however show that cycles didn't recognise that the base_path property had been updated until the next frame. We can see here that the file ending in __002.exr was updated on frame 1, but not used until frame 2, and this continues all the way through.\n\n![image.png](image.png)\n\n**pre_frame handler**\n\nStrangely, although this handler also fires prior to the scene being evaluated (directly after the pre_render handler), this time Blender's own output shows the camera name is now correct, but again, the updated file output node is still not being used until the following frame:\n\nblenders output:\n![image.png](image.png)\n\nfile output node's output:\n![image.png](image.png)\n\n\n**post_frame handler**\n \nBlender's output again is correct, but the file output node's new path is not being recognised:\n\nBlender's output:\n![image.png](image.png)\nFile output node's output:\n![image.png](image.png)\n\n\nThe above can be worked around with code by grabbing the camera from the marker list instead of the active scene camera, but one really major issue for us is that even when locking the viewport prior to rendering, if we update the file output node's base_path, we start experiencing occasional Access Violations and instant crashes, this happens even if the file output node's path is not visible to UI. (perhaps this is related to the reason why the base path isn't being recognised until the next frame?)\n\n\n", "HDRI animation bug in eevee\nThe HDRI illumination shouldn't change on the cube, because every thing including the HDRI is rotating at the same speed. \nHowever, this went wrong in EEVEE... It seems that in Cycles everything went on so well.\n\nThis is a simplified bug presenting file of a complex scene which I found this bug, in which I have to rotate an object, a HDRI and camera together, and I'm struggling to get rid of this bug...\n\n[BugReport.blend](BugReport.blend)\n\n[0001-0096.mkv](0001-0096.mkv)\n\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.11\n\nBroken: version: 2.93.1\n\n\n\n", "Assigning shortcut to Sequencer data is wrongly 'hooked' the Scene instead of Scene's VSE data\nThis error shows all the time when I right click on the viewscreen, and I have to right click and press ESC, so the message disappears and I keep working this way, right click, a message appears, ESC.\nIt suddenly started to happen and even deleting and downloading blender again, even with the other 2.8 version it happens.\n\nThank you, I love your work guys\nJust trying to help\n\nOperating system: Windows 10 Home, Core i7 - 7500U @ 2.70GHz, 8.00 GB RAM\nGraphics card: AMD Radeon R7 M440 32GB, 4.00 Gbps\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\nWorked: (optional) ", "Camera data node \"View Vector\" differs between Cycles and Eevee in the viewport when used as world output\nOperating system: Windows 10\nGraphics card: RX580\n\nBroken: 3.0.0\n\nThe camera data node's \"View Vector\" output does not work under Cycles in the viewport when used in World shaders.\nNote that it _does_ work as expected if there's an active camera (although it's not quite as bright as Eevee).\n\nEevee viewport rendering:\n![world-view-vector-eevee.png](world-view-vector-eevee.png)\n\nCycles viewport rendering:\n![world-view-vector-cycles.png](world-view-vector-cycles.png)\n\nCycles viewport (with active camera) rendering:\n![world-view-vector-cycles-camera.png](world-view-vector-cycles-camera.png)\n\nConnect the camera data \"View Vector\" output directly to the \"Surface\" input of the \"World Output\" node.\nSwitch to rendered view.\nObserve that the view vector is incorrect when navigating the viewport in Cycles, but correct when in \"camera view\" (numpad 0) or in Eevee.", "Movie Strip not showing in video editing preview only sound is working\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 446.14\n\nBroken: version: 2.83.0\n\nI was dragging and dropping my usual .mp4 file to my video editing project, the sounds are working but the video isn't showing. I tried the same .mp4 file in VFX project and it worked there. I ![Annotation 2020-06-19 210737.png](Annotation_2020-06-19_210737.png)\n\n{[F8632488](Thank_you_bencrulis.png)}then tried to import the same video file using the add - movie strip but I got an error. Then I renamed the file containing the following characters: C​a​l​l​ ​o​f​ ​D​u​t​y​®​_​ ​M​o​d​e​r​n​ ​W​a​r​f​a​r​e​®​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​ 2020-06-15 18-19-35. And it worked. Bare in mind I have 15 other movie strips carrying the same characters but different numbers. I am using an external drive. I drag and dropped the file (like I normally do) and the preview doesn't show. I copied the file to my computer and still the preview did not show. If I have a video with these characters, then the preview doesn't show: C​a​l​l​ ​o​f​ ​D​u​t​y​®​_​ ​M​o​d​e​r​n​ ​W​a​r​f​a​r​e​®​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​ 2020-06-15 03-56-05 C​a​l​l​ ​o​f​ ​D​u​t​y​®​_​ ​M​o​d​e​r​n​ ​W​a​r​f​a​r​e​®​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​ 2020-06-15 03-20-53 C​a​l​l​ ​o​f​ ​D​u​t​y​®​_​ ​M​o​d​e​r​n​ ​W​a​r​f​a​r​e​®​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​ 2020-06-15 02-33-57 C​a​l​l​ ​o​f​ ​D​u​t​y​®​_​ ​M​o​d​e​r​n​ ​W​a​r​f​a​r​e​®​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​ 2020-06-15 02-27-21. **HOWEVER,** if I have the following characters, the video preview in the video editing shows and works just fine: Call of Duty®_ Modern Warfare® 2020-04-26 21-00-17 Call of Duty®_ Modern Warfare® 2020-04-26 21-16-20 Call of Duty®_ Modern Warfare® 2020-04-26 22-10-30 and so on with previous dates. By renaming the rest of my new .mp4 files, all of them work correctly in the video editing sequencer. ![Thank you bencrulis.png](Thank_you_bencrulis.png)\n\nOpen Blender\nSelect the blend.file that you are working on\ndrag and drop a .mp4 video to the sequencer with the following characters of the file name: C​a​l​l​ ​o​f​ ​D​u​t​y​®​_​ ​M​o​d​e​r​n​ ​W​a​r​f​a​r​e​®​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​ 2020-06-15 18-19-35\nClick play\n\n[COD Pro Kills Part 1.blend](COD_Pro_Kills_Part_1.blend)\n\n", "GizmoGroup with setup_keymap() doesn't work if addon is enabled by default\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 432.00\n\nBroken: all versions so far\nWorked: never\n\nIf an addon is enabled by default, any of its GizmoGroup with setup_keymap() classmethod won't react to user input (if they are registered in the register() function). However, if they are registered during the normal operation (i.e. after Blender initializes and draws the first frame), the problem does not appear.\n\n1. Install the attached addon.\n2. Enable the addon (it's called \"!Gizmo test!\").\n3. Save Blender preferences.\n4. Close Blender.\n5. Open Blender.\n6. Select a camera and try dragging the circular gizmo. The gizmo won't react to the input.\n7. Disable the addon, then enable it again.\n8. Select a camera and try dragging the circular gizmo. Now it will rotate the camera.\n[gizmo_test.py](gizmo_test.py)", "Speaker shuttering volume (regression)\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.59\n\nBroken: version: 2.83 (sub 15)\nThe same for 2.82a release\nWorked: 2.79b last release\n\nWhen I change angle or distance to camera, sound do not changes at all or changes in very odd manner.\nIf I change speaker rotation sound starts shutter.\nIf I append speaker from 2.83 to 2.79 it do not work or work bad.\nWhan I append from 2.79 to 2.83 it silent.\nOnce speaker was unstable as in 2.83, but I can`t reproduce it.\n\n[2020-05-05_22-00-25.mp4](2020-05-05_22-00-25.mp4)\n\nHere is file for tests. Music packed, keep you ears.\n[ss.blend](ss.blend)\n\n", "Touch on Gizmos can return invalid cursor coordinates\nversion: 2.80 (sub 39), branch: blender2.7, commit date: 2018-12-23 21:42, hash: e5e885d0ecb9, type: Release\nbuild date: 23/12/2018, 17:14\nplatform: Windows\n\n\nWhen using a pen, as in a Microsoft Surface or similar device, using the camera Gizmos and moving the pen outside the 3D viewport seems to return null/invalid coordinates, and it breaks. They can ONLY be used inside the 3D viewport. It's an absolute deal breaker for touch screen users (Surface, Wacom, etc)\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\nAny default .blender. On a touch device using a stylus pen, click on a Gizmo (axis, zoom, or drag) and move the pen outside the 3D viewport.\n![0.PNG](0.PNG)\n\nWhen using a regular mouse the cursor gets hidden and it works as intended.", "X axis isn't showing in camera view like Z axis \nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.39\n\nBroken: version: 3.2.1\n\nX axis isn't showing in camera view like Z axis when we activate it from viewport overlays:[2022-07-06 22-43-44.mp4](2022-07-06_22-43-44.mp4)\n\n", "Move To Line Begin and Reset View operators in the console editor conflict when pressing Home key\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1650 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.95\n\nBroken: version: 3.4.0 Alpha\n\n\nIn the python console editor, both the Move To Line Begin and the Reset View operators have the same shortcut \"Home\", so it is not possible to invoke the Move To Line Begin operator.", "Camera Movement along an axis issue\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: Radeon RX Vega ATI Technologies Inc. 4.5.13559 Core Profile Context 26.20.12001.7006\n\nBroken: version: 2.81 (sub 3)\nWorked: (optional)\n\n**Description of error**\nWhile moving my camera along the y-axis, I noticed this bug. I have made a video and uploaded it to youtube, to demonstrate it. Here is the link to it: get9_hMZXDQ\n\nBasically when I move my camera along the y axis .. beyond 300m mark, it suddenly jumps to -10000000m or something.. and the screen goes blank. Also, I have not tested it along the X axis or Z axis so far. \n\n\n\n", "Use toolbar for Clip Editor\nAs discussed with @Sergey, here's how we would like the Clip Editor to work:\n\n{[F6943021](Screenshot_2019-04-14_at_10.06.22.png), size=full}\n\nThis makes it compliant with the other editors in Blender 2.8.\n\n\n - - [x] {icon circle color=yellow} Add toolbar to the Clip Editor\n - - [x] {icon circle color=yellow} Add Marker tool to the toolbar\n - The Marker tool lets you add markers whenever you click. The tool settings for the next marker should then be added to the tool settings\n - - [x] {icon circle color=yellow} Add Selection tools to the toolbar\n - - [ ] {icon circle color=yellow} Add Cursor tool to the toolbar\n - - [ ] {icon circle color=yellow} Add transform tools (Move, Rotate, Scale, Transform) to the toolbar\n - - [x] {icon circle color=yellow} In Mask mode, add the masking tools to the toolbar", "Annotations (D) do not work with 3d cursor tool (keymap issue)\nMacBook Pro (Retina, 15-inch, Mid 2015)\n2.5 GHz Intel Core i7\n16 GB 1600 MHz DDR3\nAMD Radeon R9 M370X 2048 MB\nIntel Iris Pro 1536 MB\n\nBlender 2.80 Alpha 2\nHash: c94f806dc73\n\ndate: 2018-11-14 22:51\n\nAnnotation tool does not work when pressing D and LEFT MOUSE BUTTON.\n\nAnnotation tool will work when searching with CMD+F; but also within the search, if you click ENTER the annotation tool will pop up for a split second and disappear. \n\nAttaching a short video.\n[Annotation Bug.mov](Annotation_Bug.mov)\n", "NLA Strip influence slider doesn't respond to autokey correctly.\nOperating system: Win 10\nGraphics card: GeForce GTX 1070\n\n\nBroken: 2.82 Release\n\n\nThe Influence property of the NLA's strip, has some strange behavior and something that might be a bug.\nThis was reported before in #63865, which was supposedly resolved, but the problem still exists\n\nWhen changing the value of the influence slider with the autokey turned on, it jumps back to its previous value and does not update to the new one. After repeating it 2 or 3 times it applies the value. When applying the value numerically it works fine, it seems to be a problem with the update of the slider.\nMoreover, when turning influence on it always adds a keyframe to the first frame of the action (where the action is on the timeline ). It sets a keyframe with the value 0, instead of the current value.\n\n- Open attached file\n- Select one of the Action strips.\n- In the Sidebar, go to {nav Strip > Active Strip} and turn on `Animated Influence`. (Note that a keyframe is added to the first frame of the action).\n- Go to a new frame with the Autokey turned on, change the value of the influence slider.\n- Go to a new frame - the value should jump back to the previous one\n\nI've made a short video which describes the errors\nwatch?v=Sh5MwYCH9T4\n\nSample file:\n\n[Influence_bugreport.blend](Influence_bugreport.blend)" ]
[ "Shortcut Bind Camera to Marker in timeline not working\n\n\nOperating system: Windows 10\nGraphics card: GTX 1080\n\nBroken: 2.80 Release Candidate\nWorked: 2.79\n\nI am able to bind a camera to marker using the drop-down menu. But shortcut CTR B does not work.\n\n1. Open default Blender;\n2. On the Timeline press Ctrl + B.", "Bind Camera to Markers (Ctrl + B) in Timeline View not working Properly\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: AMD Radeon HD 8400 / R3 Series ATI Technologies Inc. 4.5.13399 Core Profile Context 15.200.1065.0\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\n`Ctrl + B` short-cut in Timeline View is not working as expected.\nOnly works near Scroll-Bar area, I think it's should works on whole editor (as in 2.7).\n![image.png](image.png)\n\n**Another Prob:**\nIn 2.8 you can `bind the camera to markers` even if no marker exists\n2.7 just works fine as show:\n![2.7 Just works fine.gif](2.7_Just_works_fine.gif)\n\n![(Ctrl + B) Not working propperly in Timeline.gif](_Ctrl___B__Not_working_propperly_in_Timeline.gif)\nAs you can see no marker, But `Assign Camera to Marker works`\n" ]
object info random to control random colours ( colour ramp ) of particle system not working in eevee win 10 intel i5 amd radeon blender 2.8 490a385c8124 - Create plane - create particle system ( hair ) instance object cube ( or anyhting you like ) - going into node editor , create an input object info node - route random output into colour ramp converter module - assign different colours in colour ramp and route to colour input of shader the result should be that the particle system has random colours defined by the colour ramp , this however does not work in eevee ``` 09a7LxF.jpg ``````
[ "Cycles: Bump node doesn't generate anything in certain conditions\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 522.25\n\nBroken: version: 3.3.0\nWorked: all versions from 2.79 to 3.4.0 alpha are affected, there is no working build\n\nI'm trying to generate a normal map using Bump node and color output of the env map as height map, it doesn't work on Cycles while it works on Eevee. Seems like the \"reflection\" output of Texture coordinate node is broken, but it works fine when I'm using another outputs though\n\nOpen the project, then click on viewport Rendered mode button - it'll start Cycles which for some reason can't generate bump map, then switch to Material preview mode - it'll start eevee which works as expected\n[bug_report.blend](bug_report.blend)\n\nEdit: typos and bad english grammar fixed, I believe", "Particle system texture added via API not working ['blend_type' when created using the interface is MULTIPLY, whereas when created through API, its value is MIX]\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.92\n\nBroken: version: 2.83 (sub 17)\n\nHi,\n\nI have been trying to write a script that automatically adds a clouds texture to control the density of hair particles/instances. I have been able to successfully add a texture to the active particle system of the selected object with the Density checkbox under Influence activated -- all done through API. However, there is no effect on the density of the particles.\n\nI am clueless of why this is happening. Is this a bug?\n\nI have attached a blend file (with an internal script) for reproducing the bug.\n\n - Open the attached blend file.\n - Allow execution of scripts (in case not allowed)\n - Select the plane (already has a particle system) and search for 'Particle Density Texture' and execute the script.\n\nThe texture will get added successfully to the particle system's texture slots with the density option on, but will have no effect on the particle distribution whatsoever. The script also has an UNDO panel. You could try changing values there or in the properties panel as well, but will have no effect.\n\nAm I doing something wrong? Or is this a bug or a known issue or any API limitation?\n[particle_density_texture.blend](particle_density_texture.blend)\n\n", "Data Transfer doesn't work in some situations (geometry nodes modifier preceeding the Data Transfer modifier)\nOperating system: Windows 10\nGraphics card: Nvidia GeForce GT960\n\nBroken: 3.5.0 (2023/01/11)\n\nData Transfer does not work on geometry generated by Geometry Nodes\n\nError is set up in the attached file:\n\n[Color Transfer Test.blend](Color_Transfer_Test.blend)\n\nDoesnt work in `Material` or `Rendered` viewport mode either.\n\n[Color Transfer Test 2.blend](Color_Transfer_Test_2.blend)\n\nI don't know if it's related (it feels like it is) but even setting color inside a geometry node (on geo node created meshes) doesn't work in Material or Rendered viewport modes.\n\n[GeometryNodesColorBug.blend](GeometryNodesColorBug.blend)", "vertex paint sample color not working as intended.\nplatform: Windows-10-10.0.19042-SP0\nGraphics card: 1080\n\nBroken: 3.1.0 Alpha\ncommit date: 2021-11-14 00:26 hash: 7e82c840b7a4\nbuild date: 2021-11-15, 00:51:48\n\n**Short description**\nVertex color that is sampled changes.\nChange in sample color after moving mouse over panel\n\n**Steps to Reproduce**\n- Go into Vertex paint mode. (make sure viewport shading mode is set to rendered)\n- Select an object then press s to sample a vertex color and left click the mouse (to add to palette)\n# move the mouse over panel (selected color will be changed)\n\nThis seems to happen when you move the cursor over any part of the U.I.\n\n[Vcol.blend](Vcol.blend)", "The Hair Particles interprets the color from the newer vertex domain and float color types wrong\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.3.0\n\nI am trying to modify hair color using color attribute (called as vertex color in previous versions). But hair particles simply ignores the color attribute. I just plugged in a musgrave texture and that works as expected but color attribute does not. I have attached a screenshot for a better understanding.\n\n\n\n\n![Clr_Attr.jpg](Clr_Attr.jpg)", "Random Per Island does not work on instances\nOperating system: Linux-6.0.5-arch1-1-x86_64-with-glibc2.36 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 520.56.06\n\nBroken: version: 3.4.0 Alpha, branch: Unknown, commit date: Unknown Unknown, hash: `rBUnknown`\n\nMaterials which use the \"Random Per Island\" geometry attribute do not work correctly on instances generated via geometry nodes.\nI am not sure if this is actually a bug, because maybe the attribute is only intended to work for meshes. But I think as an artist you would expect it to work?\n\nIn the following video I have a cube with an array modifier applied to it. I then added a geometry nodes modifier after the array modifier which instances cubes on the array of cubes.\n[2022-10-29 13-56-24.mp4](2022-10-29_13-56-24.mp4)\n\n[random_per_island_instances.blend](random_per_island_instances.blend)\n\n", "Metaball particles are handled inconsistently in Geometry Nodes\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: Radeon RX 570 Series ATI Technologies Inc. 4.5.0 Core Profile Context 22.7.1.220725\n\nBroken: version: 3.4.0 Alpha\nWorked: (n/a)\n\nMetaball rendered via particles are handled inconsistently in Geometry Nodes. It seems only mesh related nodes are generally working well with them.\n\nI wasn't sure about reporting this as a bug, because I assume that compatibility with the particle system is probably not intended use case. I guess ability to access metaball particles at all is an unintended bonus from eaa87101cd5a? I'd argue that if this can be easily \"fixed\" it will open up some interesting use cases before actual simulation/physics nodes arrive, but this is a borderline feature request and I guess developers will decide if this is worth to look at at this point.\n\n\n[MetaballParticles.blend](MetaballParticles.blend)\n[MetaballParticles.mp4](MetaballParticles.mp4)", "Themes→3dViewport→Active vertex color do nothing\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.95\n\nBroken: version: 3.5.0\n\nThis one influence nothing. Should it be deleted?\n![98932743.png](attachment)\n\n[2023-04-13_07-48-03.mp4](attachment)\n\n\np.s. Dull colors and other issues about wireframe [described here](426) and I am sad, that it looks abandoned and ignored…\n\n", "Random vertices light up as if they were selected (but they're not) when I select one vertice at a time\nOperating system: Linux-5.4.0-7634-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce GTX 780 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.82\n\nBroken: version: 2.83.0\n\n![mesh_glitches_bugreport.gif](mesh_glitches_bugreport.gif)\n- See the GIF above (sorry my mouse cursor didn't get recorded :(\n- so, in short, when I select one vertex and then select another, random vertices light up as if they're selected but they're not. Really annoying.\n- this happened to me in 2.82a as well (but only in Linux, not in Windows)\n\n- load factory settings\n- subdivide the default cube 10 times, add subsurf modifier (CTRL+2), shade smooth\n- in EDIT mode, duplicate the mesh 6 or so times\n- select one vertex, select another vertex, the glitch seems to happen (like in the GIF above)\n\n**BLEND**\n[mesh_glitches_bugreport.blend](mesh_glitches_bugreport.blend)\n\n", "Particles Nodes\n**Status:** Project on hold. Active development in this area can be found in the [geometry nodes project ]().\n\n---\n\n**Team**\n**Commissioner:** @brecht\n**Project leader:** @JacquesLucke \n**Project members:** @sebbas @WilliamReynish\n\n**Description**\n**Big picture:** Implement a stable (reliable) flexible node based particle system.\n\n**Use cases**:\n* Motion-graph work that relies on time-based animations.\n* Set dressing of environment elements.\n* Generative weathering of surfaces.\n* Fireworks (particles that spawn new particles).\n* Dew drops on a leaf.\n\n**Design:**\n* Re-usable effects\n* High level nodes out of the box\n* ? (mental model for different types of nodes)\n\n**Engineer plan:**\n* C++ libraries in blenlib.\n* New builtin simulation node system.\n* The functions framework with a runtime type system for efficient evaluation of node trees.\n* The particles system that parses a particle node tree and performs the simulation.\n\n**Work plan**\n\n**Milestone 1**\n*Time estimate: 2-4 months*\n- [ ] Particle nodes\n - [x] Add Simulation node tree type\n - [x] Add placeholders for built-in simulation nodes\n - [x] Add placeholders for built-in function nodes\n - [x] Define list of built-in nodes\n - [ ] Define list of group nodes to ship with Blender\n - [x] Define categories and menu organization\n - [ ] Finalize naming of nodes and sockets\n - [x] Support for storing ID pointers in sockets for object/image sockets\n- [ ] Explore different ways to visualize sockets and links of different type ()\n- [ ] New `Simulation` data-block containing node tree and cache parameters\n - [x] Basic implementation of ID type\n - [x] Dependency graph and copy-on-write integration\n- [ ] Point cloud (basic) object type (@brecht)\n- [ ] Modifier for point cloud copies simulated particles from simulation\n- [ ] Simulation caching\n- [x] Functions nodes system\n- [ ] Particle solver capable of solving multiple particle simulations with emitters, events and forces (#77266)\n- [x] Find system to ship node groups with Blender (asset system or if not ready, something temporary) (in branch currently)\n- [ ] Implement all built-in nodes\n\n**Milestone 2 - Feature completion**\n- [ ] Use cases are supported (particle scattering, weathering, ...).\n\n**Unknown Milestone**\n- [ ] Good collision handling in solver\n- [ ] Access any particle attribute in material\n- [ ] Access particle data from Python\n\n---\n\n**Relevant links**:\n* #68636 (Initial Particle Nodes)\n* [Everything nodes project ](Nodes)\n* [Unified Simulation System Proposal ](UnifiedSimulationSystemProposal)", "Cycles fully transparent shader is brighter when a Clear Coat shader is behind it\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.68\n\nBroken: version: 3.3.0 Alpha\nWorked: Never Worked\n\nWhen doing Decals, we often use alpha channel to define transparent area. However, I found when the Object's base color is above hsl(h,s,0.01), who's under the Decal, then the decal's transparent area will affect the underneath object's shading.\nMy test configuration is that 2048 viewport samples alongwith light bounces param all been set to 64.\nThe BUG is easier to notice when the background object is light grey, and the light is quite dimmed(or just turn down the exposure in colormangement to observe.)\n![image.png](image.png)\n\n![image.png](image.png)\n\n\nPlease open the attached Blend file to test.\n[Transparent shading BUG.blend](Transparent_shading_BUG.blend)\n\n", "World aov output nodes dont work unless background node's colour is >= 0.0001\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.99\n\nBroken: version: 3.6.3 Release Candidate\nWorked: Unknown\n\nWorld aov output nodes dont work unless background node's colour is >= 0.0001\n\n\n1. Open attached file\n2. go to the compositor of 'scene' and render still image\n3. the custom world aov is blank\n4. go to scene.001 and render\n5. the world aov now outputs correctly\n\nBoth scene's are identical, the only difference is scene.001's world background node's colour is set to 0.0001. The custom AOV is of type Value rather than colour. This is problematic because it breaks compositor setups that check for values > 0 etc.\n\n", "Kill Particles does not make them really dead\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.47\n\nBroken: version: 2.93.6\nWorked: -\n\nIf you give a mesh a physics property of collision and check the \"Kill Particles\" Checkbox, they are not becoming dead, they just stop moving. If you add a Particle Instance to another object and only show dead, the dead objects show correctly in viewport but not in render (eevee/cycles).\n\nI created a plane, put it about 10m higher and turned it 180° on x axis. Then i added a particle system to that plane with default settings. I added another plane and scaled it up a few times and applied all transforms. I then added a collision physics property with \"Kill Particles\" enabled to that plan. Now i added an Icosphere, scaled it down, applied all transforms and added the Particle Instance modifier. As Object i chose the first created plane and only left show dead active. After baking the Particle system, you see in viewport the Icosphere as soon as the particles hit the Plane with the collison physics property. But if you then want to render the image they are gone.\n\nWith the attached .blend file you just have to click bake in the particle system properties of the ParticleEmitter object and you should see the dead ParticleInstance object at Frame 40. But if you render the image then they are gone.[ParticlesNotDead.blend](ParticlesNotDead.blend)", "Killed particle's position is reset to the initial position when rendered\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2080 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 2.92.0\n\nI am encountering a strange particle behavior.\nWhen a particle collides with a plane where collision is enabled and \"kill particles\" is checked, the particle position seems to be reset to its initial position. This can not be observed in the viewport. This unexpected position reset is observed only when rendering the images.\nAs shown in this video:\n[0001-0050.mp4](0001-0050.mp4)\n\n[debug.blend](debug.blend)\nBake particle simulation and render images. You will get the same video as shown above.\n", "Color Attribute not affecting \"bump\" shader node\nOperating system: Windows 10\nGraphics card: RTX 3080\n\nBroken: 3.50 beta (03 March 23)\n\nUsing a mesh's color attribute as an input to the \"bump\" shader node does not result in the expected behavior. Using the color attribute for practically every other value (including the normal map node, roughness, metalness etc.) works as expected.\n\nCreate a mesh and paint a color attribute with, for example, a black-and-white pattern.\nGive the mesh a material and add the color attribute.\nPlug the color attribute into the \"height\" input of the bump node, and view the result. There is no difference compared to the \"height\" input being left disconnected.\n\nOther inputs (such as a noise texture) result in the expected behavior.\n\n" ]
[ "Eevee Particles Shading [Attribute Color | Random | Index etc]\nOperating system: Win 10 Pro\nGraphics card: RTX 2080\n\nBroken: 2.80, c6cbcf83d015 2019-02-14\n\nParticle Info node in shader editor and Object node are not working with particle system (Random Output) \n1. Create a new particles system\n2. Under Render tab set \"Render as\" to \"Object\"\n3. Pick an object to inherit from\n4. Edit object's material\n5. Add a Particle info node or | and Object node\n6. Add a Ramp node and create some arbitrary color point on it\n7. Connect the random output or index or any other attribute (related to object instance) to the Ramp's Fac.\n\n[BL280_particles_shading.blend](BL280_particles_shading.blend)\nBased on the default startup or an attached .blend file (as simple as possible)." ]
Smoke not masking objects Operating system and graphics card Broken: (example: 2.69.7 4b206af, see splash screen) Worked: (optional) Smoke not masking objects. Objects (monkey and text) are physically behind smoke but they appear to be in front of smoke in renders. I have spent the better part of a week comparing all settings against the attached "simple collision blend" and still cannot figure out why the smoke is not masking objects. I posted on B.A. and have not gotten any replies Go to scene 3 (AC/DC) and render frame Thank you for your time.
[ "Caustics not work as expected\nHi,\nI'm going crazy with shadow caustics.\nOddly they work when they turn off.\nIn the attached scene [caustics_not_work.blend](caustics_not_work.blend), if you disabled caustics on lights or objects, they will be displayed, otherwise no caustics will be displayed.", "Scene Line Art problem when used with Grease Pencil objects.\nOperating system: Windows 10\nGraphics card: Radeon RX 590\n\nBroken: (2.93.0 Beta, 0f66dbea904f, master, 2021-04-21)\nWorked: ()\n\nScene Line Art or Object Line Art are located in front of the Grease Pencil objects.\n\n![LineArtProblem.png](LineArtProblem.png)\n[SceneLineArt_and_GPencil.blend](SceneLineArt_and_GPencil.blend)", "overlays extras option being ignored\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 3.1.0 Beta\nWorked: (unsure, definitely 2.8 possibly 3.0)\n\nbounding box representation of particle instanced geometry (hair) where the object being instanced is set to bounding box is not being hidden from the viewport when the 'extras' option is checked. \n![image.png](image.png)\n\n", "Film Exposure Affects Shadow Catcher Pass Environment\nOperating system: Windows 10\nGraphics card: NVIDIA GeForce RTX 3080 Ti\n\nBroken: 3.5.1\nWorked: Unsure\n\nChanging \"Film -> Exposure\" with \"Film -> Transparent\" affects background of Shadow Catcher Pass. Effect on compositing is that the composite gets an additional darkening in \"transparent\" areas from multiplying Shadow Catcher pass.\n\n1. Switch to Cycles.\n2. Create plane under default Cube.\n3. Set the plane to be a Shadow Catcher.\n4. Enable Shadow Catcher pass in render layers.\n5. Change Film->Exposure on render tab to something less than 1.0.\n6. Turn on \"Transparent\" in render tab.\nRender and check Shadow Catcher (not noisy one) pass: areas that are \"transparent\" (not covered by the default cube or the shadow catcher plane) should be 1.0 but will be more or less equal to the Exposure value set.\n\nI believe this is incorrect: multiplying this shadow catcher pass over an already-exposure-compensated rendered image will cause an additional darkening affect in areas where the shadow catcher isn't present in the view.\n\nAttached JPG shows a scene where the shadow catcher plane ends, and the transparent world exists beyond. The shadow catcher is correctly at 1.0 where there aren't any shadows, but the world background is .75 which is what the Exposure value was set to be.\n\n", "Objects with \"In Front\" don't appear when overlays are reenabled until viewport update\nOperating system: Linux-5.10.0-6-amd64-x86_64-with-glibc2.31 64 Bits (Debian testing)\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.73.01\n\nBut works on:\nOperating system: Linux-5.10.0-6-amd64-x86_64-with-glibc2.31 64 Bits (Debian testing)\nGraphics card: Mesa Intel(R) UHD Graphics 620 (WHL GT2) Intel 4.6 (Core Profile) Mesa 20.3.4\n\nBroken: version: 3.0.0 Alpha\nWorked: 2.91.2\n\nMight be the same as #102199 (Regression: Armatures [in front] overlay doesn't update properly (toggling overlay ON and OFF)) (which was bisected down to 0f95f51361)\n\nWhen an object (specific ones) is set to be displayed in front of everything else, it will not come back immediately when reenabling the overlays. This happens only in solid shading mode as far as I can tell.\n\nThe objects affected by this are first off all objects which have some kind of lines, so camera, lights, the wireframes of meshes, outlines of reference images, empties, ...\nThen there is also the armature which is special in the way that it is rendered solid, but it also vanishes just like the lines.\n\n1. Add an armature\n2. set it to In Front in Armature > Viewport Display\n3. toggle the viewport overlays on and off (that button next to x-ray)\n4. if your rendering was set to solid shading, the armature should be gone now\n5. rotate the view, the armature will reappear\n6. you can do the same with the default camera and light and on the cube if wireframes are enabled (globally or locally on the cube) \n\n", "Some Overlays are not rendered in Viewport Render (Text Info incl object name, Statistics, 3D Cursor)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.13\n\nBroken: version: 2.93.1\nAlso 3.1.0 Alpha\n\nUsing viewport render (or workbench) I'm unable to view object or empty names \n```\n(bpy.data.objects[\"NAME\"].show_name)\n```\n\nEnable show name on a visible object, and make a viewport render (bpy-ops-render-opengl)\nThe text isn't rendered in the image like it is in the viewport.\n\n", "Mask modifier slow when one of its properties is animated/driven\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 770/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.64\n\nBroken: version: 2.81 (sub 1)\n\nWhen one of mask properties is animated/driven, it drops performance excessively, the less it hides. \n\n[2019-08-16 10-23-30.mp4](2019-08-16_10-23-30.mp4)\n\n1. Open attached file;\n2. Play animation to see the fps;\n3. Add a keyframe (I key) to the `Display modifier in viewport`.\n\n[maskman.blend](maskman.blend)", "Shadow catcher ignored in AO pass\nOperating system: Windows 10\nGraphics card: Nvidia RTX 2080 Ti\n\nBroken: 3.1.2 (also tested in 3.2 Beta and 3.3 Alpha on June 7th)\nWorked: (I recall this working as expected in pre-3.0, before the new shadow catcher was introduced)\n\nThe AO pass doesn't work as expected when using a shadow catcher. Shadow catcher's AO is not visible in AO pass. In this sample render, the floor is a shadow catcher, and as seen, AO is ignored in that area:\n![13eAO.png](13eAO.png)\n\nThis is the expected result (created with the same exact same scene and settings, just with a floor plane that isn't a shadow catcher):\n![13dAO.png](13dAO.png)\n\n1. Render the file.\n2. Check the AO pass.\n\nThis attached file is a very simple version of the same scene with just a sphere and a plane.\n[AOTest.blend](AOTest.blend)", "viewport problem\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080 Ti/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 536.23\n\nBroken: version: 4.0.0 Alpha\n\nwhen I move inside the viewport, some objects become hidden.\n\n", "Rim on objects when shadow catcher is in play\n开启阴影捕捉后边缘有硬边BUG ![开启阴影捕捉后边缘有硬边BUG.png](开启阴影捕捉后边缘有硬边BUG.png)\n\n![2.png](2.png)\n\n![1.png](1.png)", "Incorrect interaction glass with visibility of other objects\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.96\n\nBroken: version: 2.93.3\n\nIncorrect interaction glass with visibility of other objects. I have objects which disappear if I look at them at a certain angle through the glass.\n\nGif of the trouble \n![7gIQ2Oim1B.gif](7gIQ2Oim1B.gif)\n\nTest file:\n[#91424.blend](T91424.blend)\n", "Rendered object in displayed as a transparent png\nOperating system: Windows-10-10.0.19043\nGraphics card: Radeon AMD Radeon HD 8500M (4.5.14831 Core Profile Context 21.5.2 27.20.20903.8001)\n\nWorked: (3.2.0)\n\nidk if it is even a bug but when i render my object, it shows the object as a transparent png. how do i fix it?\n![incorrect blender result.png](incorrect_blender_result.png)\n[donut.blend](donut.blend)", "Particles appear above where they should not appear (with rigid bodies)\nOperating system: Darwin-19.6.0-x86_64-i386-64bit 64 Bits\nGraphics card: NVIDIA GeForce GTX 780M OpenGL Engine NVIDIA Corporation 4.1 NVIDIA-14.0.32 355.11.11.10.10.143\n\nBroken: version: 2.92.0\nWorked: 2.79\n\nI have a cube that is an active rigid body that falls on a floor (another cube) that is a passive rigid body. The falling cube has a particle system. I tell the particles to start in the frame that coincides with the impact of the cube with the floor and to finish emitting one frame behind. The problem is that at the moment of impact this particle appears in the air, I attach an image of when it appears and then when it disappears everything continues normally. Particles only appear above when it coincides with the same frame in which there is a collision in the rigid body. In 2.79 this does not happen. In 2.92 and 2.93 if it happens. Greetings, I attach an example scene made with 2.92 stable.\n\n1 add cube an scale (this is the ground) \n2 add pasive rigid body to ground\n3 create a cube an put an raise it up a little\n4 add rigid body active to the cube above\n5 add particles to the cube above\n6 in the same frame as when the top cube collides with the ground and to finish broadcasting one frame later\n7 Now we play and we see that at the moment of impact, particles appear above where they should not appear.\n\n![Captura de pantalla 2021-04-09 a las 10.12.18.png](Captura_de_pantalla_2021-04-09_a_las_10.12.18.png)\n![Captura de pantalla 2021-04-09 a las 10.12.29.png](Captura_de_pantalla_2021-04-09_a_las_10.12.29.png)\n\n[particles_bug_when_collide_rigid_body.blend](particles_bug_when_collide_rigid_body.blend)", "Denoising + negative lamps = black and white artifacts\nOS X Sierra 10.12.6,\nNVIDIA GeForce GT 750M 2048 MB\nIntel Iris Pro 1536 MB\n\nBroken: 2.79\n\nSimple scene with negative lights gives bad artefacts with denoising enabled.\n\nJust render the attached .blend file.\n\nAttachments are:\n* Denoised image with artefacts\n* Non-denoised image without artefacts\n* .blend file\n\n![denoise-blackness.png](denoise-blackness.png) ![no-denoise-blackness.png](no-denoise-blackness.png) [denoising.blend](denoising.blend)", "Cycles Volume Anisotropy artifacts with intersecting volumes\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: AMD Radeon RX 5700 XT ATI Technologies Inc. 4.5.14761 Core Profile Context 21.30.23.01 30.0.13023.1012\n(CPU rendering)\n\nBroken: version: 3.0.0\nAlso tested in 3.1\nWorked: maybe never?\n\nI have a scene in which I have a smoking volcano, clouds, and an atmosphere, which was giving me trouble for a while.\n![image.png](image.png)\nAs you can see, there's a horizontal line running through the smoke column.\nBy trial and error, I found out that it wasn't there when the atmosphere, which is a cube with a volume shader on it, was disabled.\n\nI tried to recreate the setting to figure out the cause of the issue, and I **boiled it down to this**:\n*If there are two volumes intersecting with different anisotropy values, things get a little weird.*\nTake a look:\n\n| | Column 0 | Column 0.1 |\n| -- | -- | -- |\n| Atm. 0 | ![image.png](image.png) | ![image.png](image.png)\n| Atm. 0.1 |![image.png](image.png) | ![image.png](image.png) |\n\nNotice the horizontal line running across the smoke column when the two anisotropy values don't match.\nThis seems to happen at a specific density where the height fallof of the atmosphere crosses a certain threshold.\n\nThings I have found that have no effect:\n- *Volume step rate*\n- *Volume max steps*\n- *Clipping planes*\n- Disabling *ray visibility* (on both the atmosphere and the smoke column) to everything but *Camera*\n\n[BrokenAnisotropyCycles.blend](BrokenAnisotropyCycles.blend)\n\n\n\nPerhaps this is worth a look?" ]
[ "Smoke not masking objects (resubmission of: https://developer.blender.org/T40121)\t\n\nPlease Note: This is a re-submission of #40121 which was marked incomplete because of an error with the .blend file upload. My apologies if re-submitting is the incorrect action to take.\n\n-----------------------------\nWindows 7 / Gigabyte GTX 560ti\n\nBroken: 2.70a / f93bc76 (file: Fogbank Animation 3)\n\n\n\n------------------------------------\nSmoke not masking objects in \"Fog Bank Animation .blend\". Objects (monkey and text) are physically behind smoke but they appear to be in front of smoke in renders. I have spent over a week comparing all settings against the attached \"Smoke collision test blend\" and still cannot figure out why the smoke is not masking objects. I posted on B.A. and have not gotten any replies \n\nThe .blend files are too to attach here so I have included a link to them on dropbox. The file is large because there is a second scene and I want to make sure it is not part of the problem)\n\n\n-------------------------------------------------------------\nGo to scene 4 (AC/DC) and render frame 23 (or any frame after frame 3)\n\nLinks to files:\n\n\"Fog Bank Animation\" (Problem file with no \"masking\")\nFog%20Bank%20Animation%203.1%20%28working%29.blend\n\n\"Smoke collision test\" (example file of similar characteristics with \"masking\" )\nSmoke%20collision%20test%20%28particles%29.blend\n\nThank you for your time." ]
G hotkey only works when holding in node editors Broken: 540eb2dc1e Worked: 540eb2dc1e^ The behavior in the node editors has changed. Whereas before you could move a node with G > Confirm, now the user has to hold down the G key to move. Releasing G causes the translate operator to stop.
[ "macOS todo list\nNOTE: this is a direct dump of Install-OS\n\n- [ ] Users have to manually change macOS defaults:\n * Map middle mouse to regular \"Mouse button 2\"\n * Make the Function keys use modifiers (so Blender sees these)\n * Change the Shift+NumPad options to not use Shift (change spaces)\n * The latter two could become part of a new standard macOS compliant map in the future?\n- [ ] ~~Finder aliases or~~(1f223b9a1f afb1a64ccb) hidden files are not being recognized by Blender\n- [ ] macOS swallows some key events, like e.g. emulated numpad - on Norvegian keyboard (see #38273).\n- [ ] Blender prevents macOS from sleep #38702", "Inconsistency in the behavior of 'Jump to next/previous keyframe' operator\nOperating system: Linux-5.4.0-124-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.47.03\n\nBroken: version: 3.3.0 Beta, branch: Unknown, commit date: Unknown Unknown, hash: `rBUnknown`\nWorked: as far as I know, none.\n\nWhen calling the 'Jump to next/previous keyframe' operator, there are inconsistency of behavior depending whether the active object is a Grease Pencil one or not.\nFor standard keyframes, it jumps to next keyframe if the object is active, regardless of if the object or any of its channels are selected.\nFor grease pencil layers keyframes, it jumps to next keyframe only if the layer channel is selected.\n\nReproduce the bug :\n - Open a new blender file,\n - Add one grease pencil object with two keyframes,\n - Add one 3D mesh (for example) with two keyframes (at different frames than the grease pencil ones),\n - Try to jump to next or previous keyframes, standard shortcut : up/down arrow in the viewport.\n\n[issue_jump_to_next_keyframe.mp4](issue_jump_to_next_keyframe.mp4)\n\n", "Nodes: Different mouse drag effect for float properties\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 980 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 522.25\n\nBroken: version: 3.5.0 Alpha\n\nDrag step inconsistent of float data type that between of geometry nodes in modifier and editor.\nAnd float of vector also.\nThis caused the mouse to drag far to reach the maximum value when going from 0-100.\n\n![2023-01-14 115043.jpg](2023-01-14_115043.jpg)\n[drag_step.blend](drag_step.blend)\n\n", "Continuous Grab occasionally fails\nOperating system: Linux 5.9.10-arch1-1 (KDE Plasma desktop)\nGraphics card: NVIDIA GTX 980Ti (455.45.01)\n\nBroken: 2.80 - 2.92 master\nWorked: N/A\n\n\nMouse wrapping sometimes fails to transition screen edges, requiring at least a pixel of backpedaling with the mouse. This seems to affect all mouse-wrapping operators. Initially this report was written in terms of Shear, with which I've discovered this behavior.\n\nMesh edit mode Shear operator sometimes gets stuck on the toolbar side of window, showing the system mouse pointer (perhaps due to mouse passing over the toolbar?), needing at least one pixel of motion to the right to untangle it.\n\n[Video ](PeSL2fzKfT4).\n\nThis does not seem to occur if:\n- viewport is not touching window edge\n- window is made fullscreen\n\n\n- Make sure your window is not made fullscreen and that the 3D viewport is bordering window edges\n- Enter edit mode, select all and invoke Shear operator. Move the mouse continuously to the left, until it eventually gets stuck.", "Blender hangs due to deadlock caused by two registered draw handlers\nOperating system: Only happens on Linux (Ubuntu 22.04)\n\nBroken: 3.2.2\nWorked: unknown\n\n\nWhen my addon is used together with the addon [\"node minimap\" ](1366781), Blender hangs/freezes completely under certain conditions (details below).\nTo close Blender in this state, not even Ctrl+C is enough, it is necessary to close the parent terminal from which Blender was started.\n\n\n[addons.zip](addons.zip)\n\n[test.blend](test.blend)\n\n- Install the two addons \"node minimap\" and \"test addon\" from the attached zip file.\n- Enable both addons (search for \"node\" in the addon list to find both).\n- Open the blend file.\n- Convert the editor on the lower left to a Shader Editor.\n# Blender will immediately hang.\n\n![Screenshot from 2022-08-17 11-43-07.png](Screenshot_from_2022-08-17_11-43-07.png)\n", "Keyboard shortcut doesn't work after switching applicationss\nOperating system: windows 11\nGraphics card: Intel(R) UHD Graphics 630 & NVIDIA GeForce GTX 1060 with Max-Q Design\n\nBroken: Blender 3.1, a solid update to an already outstanding release. Released March 9th, 2022\n\nWhen using different Keyboard shortcut for every window, keyboard shortcut doesn't work when we switch between applications\nCTRL, ALT, Shift, tab are fine, but all of the characters are no response, such as G, E, Shift D, etc.\n\n- Open Windows Settings tab\n- Enable: `Let me use a different input method for each app window` {nav Time & Language > Typing > Advanced Keyboard Settings}\n- Open chrome or any other application and change input method (Chinese for example)\n- Open blender and keep default input method (English for example)\n- Type something in other application window\n- Switch to Blender and use hotkey", "Gesture selection does not deselect on nothing if collection is hidden\nOperating system: Linux-6.4.8-gentoo-x86_64-AMD_Ryzen_Threadripper_1950X_16-Core_Processor-with-glibc2.37 64 Bits, X11 UI\nGraphics card: AMD Radeon RX 7900 XT (gfx1100, LLVM 15.0.7, DRM 3.52, 6.4.8-gentoo) AMD 4.6 (Core Profile) Mesa 23.3.0-devel (git-57b0db63e1)\n\nBroken: version: 4.0.0 Alpha\nWorked:\n\nThis is an inconsistency in the selection behavior.\nIf you select on nothing, it will deselect all objects in the viewport and the outliner. This is the case for click selection and selection tools/operators.\n\nBut if selected objects are hidden, they are not affected by this with selection tools (gesture selections such as box & lasso). Selected objects and collections stay selected in the outliner.\nThe expected behavior is that gesture selection and single click selection have the same effect on hidden objects and collections.\n\n1. Create two collections each with an object in it\n2. Select a collection and its object in the outlliner\n3. Select on empty space (Notice how the object and collection are deselected)\n4. Repeat 1 & 2\n5. Do a lasso/box selection on empty space (Notice how the outliner selection isn't cleared)\n\n", "Can't resize node in visible bounds\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.40\n\nBroken: version: 4.0.0 Alpha\n\nWhen trying to resize a node, the node cannot be resized if the mouse is precisely on the edge of the node\n\nAdd any node in shader o geometry node editor and try to resize the node with the cursor in the border line of the node\n<video src=\"attachment\" title=\"2023-07-11 14-28-46.mp4\" controls></video>\n\n", "The display will be damaged when the node editor in Fullscreen Area mode (ctrl alt spacebar)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: AMD Radeon(TM) R7 Graphics ATI Technologies Inc. 4.5.14736 Core Profile Context 20.11.1 27.20.12033.2007\n\nBroken: 2.93 as well as version: 3.0.0 Beta\nWorked: Haven't tested before 2.93.\n\nThe display will be damaged when the node editor in Fullscreen Area mode (ctrl alt spacebar).\n\n* Switch workspace to Geometry Nodes\n* Add a new Geometry Nodes modifier/datablock\n* Ctrl+Alt+Space to go fullscreen (not Ctrl + Space)\n* Select or move a node\n\nFile:\n[bug.blend](bug.blend)\n\nGIF:\n![1.gif](1.gif)", "Vertex slide (GG) acts weird with zoom (steppy, jumping, not slowing down with shift)\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.19\n\nBroken: version: 2.82 (sub 7)\n\n\n[2020-02-22_06-30-18.mp4](2020-02-22_06-30-18.mp4)\n\n[gg.blend](gg.blend)\n\n", "Pie Menus re-call when using operator bound key that is the same as the Pie Menu Call\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.30\n\nBroken: version: 2.90.0\n\nName: 3D Viewport Pie Menus (1, 2, 9)\nAuthor: meta-androcto\n\nI have encountered some maybe unexpected behaviors with the Pie Menu system.\n\nSome context, pie menus create automatic key bind's for all operators within the pie (represented by underscores). In some cases the key bind for that operator can be the same as the call bind for the pie menu. While this doesn't present the following issue if you wait ~1-2 seconds after calling the menu, it does re-call the menu if you tap the corresponding key bind twice quickly.\n\nFor my example I used the Blender included '3D Viewport Pie Menus` add-on, but this issue is **not** restricted to add-ons. Realistically I feel it will only happen with add-ons, but it is also possible on built-in pie menus assuming you butcher your keymap's intentionally to break it:\n\n1. Open a new scene\n2. Turn on '3D Viewport Pie Menus` within blenders add-on tab\n3. Press 'A' in the 3d viewport quickly twice, quickly is important. It needs to be around before the Pie animation is finished\n\nWhat happens is the 'Select All Toggle' operator is ran, as it should be, but the pie menu is also called a second time. This can happen with any pie assuming there is a key bind within the pie that is the same as the menus call bind.\n", "Circle Select and Border Select malfunction when their shortcuts are set to Mouse4 or Mouse5\nOperating system: Windows 10\nGraphics card: RTX 2080 Ti\n\nBroken: 3.0.0\nWorked: 2.93.5\n\n**Bug Description**\nWhen called using a shortcut set to \"Button4 Mouse\" or \"Button5 Mouse\", Circle Select and Border Select in the 3D Viewport will act as if the left mouse button is being held down continuously (The circle is continously selecting / a selection box will be drawn). \n\nPressing the Middle mouse button does not deselect, pressing the left, middle or right mouse button will instead end the Circle/Border Select. \n\nIf the shortcut is set to a keyboard button or the tool is activated through left-clicking a menu, the tools work as intended.\n\nOn a fresh install of Blender 3.0 with default settings, \nset the shortcut for Circle Select or Border Select to \"Button4 Mouse\" or \"Button5 Mouse\", \nthen press the assigned button", "Seemingly no way to remap \"use tool\" button?\nBroken: 2.80+\nWorked: 2.79\n\nSee 599\n\nThere doesn't seem to be a way to remap or disable the button which activates the tools selected by the buttons found in the T panel. Sometimes this button conflicts with the 2.7x keymap. For example, in the node editor, left tweak *always* applies the selected tool (box select by default), which prevents all the 2.7x Left Tweak shortcuts from working\n\n\n[27_28_keymap.blend](27_28_keymap.blend)\n\n1. Open the file with --factory-startup\n2. Go to the keymap section in the preferences\n3. Select the 27X preset\n4. Try to use the Shift+Left Tweak shortcut to add a reroute node\n5. Box select will be invoked instead", "Assign shortcuts: add support for enum menus\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 388.13\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\nFor group menus, can't assign shortcuts by right click, and no python tooltips on this. maybe it's not bug, but really need it.\n\n\nscreenshots:\n![0000.png](0000.png)\n\n![gg.png](gg.png)\n\n\n\n", "Cursor frozen when switching to walk/fly navigation while moving the mouse\nOperating system: Windows 10\n\nBroken: 2.82 (sub 3)\n\nSwitching to walk/fly navigation through the shortcut while moving the mouse, causes the cursor to become stuck. The cursor remains stuck until the mouse isn't moved anymore for a short moment.\n\n\n - Move the mouse around in 3D view.\n - While moving the mouse press the shortcut to enable walk/fly navigation.\n - Continue to move the mouse and observe the cursor not following the mouse movement.\n - Stop moving the mouse.\n - Move the mouse again and the cursor should follow as expected.\n" ]
[ "Moving nodes in the node editor stops after hotkey is lifted\nBroken: 540eb2dc1e\nWorked: 540eb2dc1e^\n\n\nThe behavior in the node editors has changed. Whereas before you could move a node with G > Confirm, now the user has to hold down the G key to move. Releasing G causes the translate operator to stop.\n\n**More details**\n\nAny hotkey that results in nodes in the node editor (both shader editor and compositor) moving with the mouse now stops the movement as soon as the keyboard key is lifted, as opposed to continuing to move until mousebutton1 is pressed (which is/was the behaviour elsewhere in blender and in the node editor in the past iirc).\n\nExamples are obviously G but also Shift+D (nodes created by duplication stop moving as soon as the D key is released)\nstrangely Shift+A does *not* have this problem, any new nodes that are added (but not made by duplicating) continue to move with the mouse as expected.\n\nThis makes the node editors almost unuseable for users accustomed to using hotkeys", "Drag node release confirms\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 950M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 411.63\n\nBroken: version: 2.81 (sub 13)\nWorked: (optional)\n\nWhen drag node with mouse or with G key, nodes don't drag after release. ![image.png](image.png)\nIn old versions drag finish after confirm" ]
Crash on Material Properties Operating system: Windows-10-10.0.22621-SP0 64 Bits Graphics card: Intel(R) HD Graphics 4400 Intel 4.3.0 - Build 20.19.15.5171 Broken: version: 3.5.0 Worked: 3.4.1 Blender crashes after a few seconds when selecting the material properties. -Open attached .blend file -Click on the cube and open material properties. *Crash* or -Try to add or remove a material. *Note - crash file attached*
[ "Blender crashing while baking Smoke Domain\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.65\n\nBroken: version: 3.0.0 & 3.2.0 Alpha\nWorked: NA\n\n\nBlender Crashes while baking smoke domain\n\n- open Project \n- Select smooth domain from outliner\n- {nav Physic properties > Bake All} (crash between frame 60 & 70)\n\n\n\n\n", "Scene update bug\nSystem Information\nwindows7 64\nASUS ATI Radeon HD6870\n\nBlender Version\nBroken: (All)\nWorked: (None)\n\n![scene1.png](scene1.png)\n![scene2.png](scene2.png)\n![scene3.png](scene3.png)\n![scene4.png](scene4.png)\n![scene5.png](scene5.png)\n![scene6.png](scene6.png)\n![scene6.png](scene6.png)\nopen this file, select plane and try to select for this plane any mesh - all this meshes don't have users, but was saved, try to select material - materials was saved, but don't have users, \nwe can revert, close and open again many times - materails and meshes will be saved.\ntry to add gruop instance - we will have all this groups is empty.", "Crash upon renaming collection or clicking on Blenderkit after creating said collection (without renaming)\nOperating system: Win 10\nGraphics card: Nvidia Quadro M5000 \n\nBroken: 3.4.1\nWorked: 3.4.1\n\nCrash upon renaming collection or clicking on Blenderkit after creating said collection (without renaming). \n\n- Download file through the link from Google Drive attached (I leave the file as it is since I don't know what caused the problem)\n- Click in the collection \"Möblierung\",\n- create some new collection in it,\n- rename the new collection (with double click)\n- hit enter - crash\n\nOr create the collection, don't rename it and then click something in the interface (Blenderkit \"eye\" symbol in my case).\n\nReload didn't do anything, just kept crashing.\n\nLoaded a recent autosave, seems to work. Already hat to kill startup file and all settings yesterday, got permanent exception access violation crashes upon file load, after enabling some addon (TrueAssets) it worked.\n\nLink to the blend: view?usp=sharing\n\n", "Crash when run the script code follow\nOperating system: Mac 11.4\nGraphics card: Intel Iris 1536 MB\n\nBroken: 3.0.1(2022-01-26)\n\nBlender crashed when running the script followed in \"Scripting Window\":\n\n```\nimport bpy\n\nfor obj in bpy.data.collections['Bg_objects'].all_objects:\n obj.is_holdout = True\n```\n\nAddressSanitizer error log:\n```lines=20\n==34714==ERROR: AddressSanitizer: heap-use-after-free on address 0x00015d792c38 at pc 0x00010523645c bp 0x00016fdfa1d0 sp 0x00016fdfa1c8\nREAD of size 8 at 0x00015d792c38 thread T0\n - 0 0x105236458 in rna_iterator_listbase_next rna_access.c:4677\n - 1 0x1053cc940 in Collection_all_objects_next rna_collection_gen.c:209\n - 2 0x105234920 in RNA_property_collection_next rna_access.c:3690\n - 3 0x105f6c330 in pyrna_prop_collection_iter_next bpy_rna.c:7107\n - 4 0x11366ad40 in _PyEval_EvalFrameDefault ceval.c:4001\n - 5 0x113664fe0 in _PyEval_Vector ceval.c:5065\n - 6 0x113664f38 in PyEval_EvalCode ceval.c:1134\n - 7 0x105f1812c in python_script_exec bpy_interface_run.c:121\n - 8 0x105f18d5c in BPY_run_text bpy_interface_run.c:216\n - 9 0x10a275444 in text_run_script text_ops.c:773\n - 10 0x10a275284 in text_run_script_exec text_ops.c:812\n - 11 0x103035044 in wm_operator_invoke wm_event_system.c:1335\n - 12 0x103033cf4 in wm_operator_call_internal wm_event_system.c:1530\n - 13 0x10303ad6c in WM_operator_name_call_ptr wm_event_system.c:1577\n - 14 0x10303b978 in WM_operator_name_call_ptr_with_depends_on_cursor wm_event_system.c:1765\n - 15 0x109722ff8 in ui_apply_but_funcs_after interface_handlers.c:1008\n - 16 0x10971b1d4 in ui_handler_region_menu interface_handlers.c:11383\n - 17 0x10304ab2c in wm_handler_ui_call wm_event_system.c:698\n - 18 0x103047864 in wm_handlers_do_intern wm_event_system.c:3025\n - 19 0x1030426f4 in wm_handlers_do wm_event_system.c:3145\n - 20 0x1030406f0 in wm_event_do_handlers wm_event_system.c:3675\n - 21 0x1030043ec in WM_main wm.c:623\n - 22 0x10000ba94 in main creator.c:544\n - 23 0x1454710f0 in start+0x204 (dyld:arm64e+0x50f0)\n\n0x00015d792c38 is located 8 bytes inside of 80-byte region [0x00015d792c30,0x00015d792c80)\nfreed by thread T0 here:\n - 0 0x145a890f0 in wrap_free+0x98 (libclang_rt.asan_osx_dynamic.dylib:arm64e+0x3d0f0)\n - 1 0x1151b28e8 in MEM_lockfree_freeN mallocn_lockfree_impl.c:116\n - 2 0x114b67940 in BLI_freelistN listbase.c:463\n - 3 0x1003acbf8 in collection_object_cache_free collection.c:816\n - 4 0x1003aca74 in BKE_collection_object_cache_free collection.c:826\n - 5 0x100e4b080 in BKE_main_collection_sync_remap layer.c:1366\n - 6 0x1059bcf0c in rna_Object_hide_update rna_object.c:370\n - 7 0x105257fa8 in rna_property_update rna_access.c:2069\n - 8 0x105257bac in RNA_property_update rna_access.c:2138\n - 9 0x105f50268 in pyrna_py_to_prop bpy_rna.c:2083\n - 10 0x105f54308 in pyrna_struct_setattro bpy_rna.c:4453\n - 11 0x1135de558 in PyObject_SetAttr object.c\n - 12 0x113667dd0 in _PyEval_EvalFrameDefault ceval.c:2850\n - 13 0x113664fe0 in _PyEval_Vector ceval.c:5065\n - 14 0x113664f38 in PyEval_EvalCode ceval.c:1134\n - 15 0x105f1812c in python_script_exec bpy_interface_run.c:121\n - 16 0x105f18d5c in BPY_run_text bpy_interface_run.c:216\n - 17 0x10a275444 in text_run_script text_ops.c:773\n - 18 0x10a275284 in text_run_script_exec text_ops.c:812\n - 19 0x103035044 in wm_operator_invoke wm_event_system.c:1335\n - 20 0x103033cf4 in wm_operator_call_internal wm_event_system.c:1530\n - 21 0x10303ad6c in WM_operator_name_call_ptr wm_event_system.c:1577\n - 22 0x10303b978 in WM_operator_name_call_ptr_with_depends_on_cursor wm_event_system.c:1765\n - 23 0x109722ff8 in ui_apply_but_funcs_after interface_handlers.c:1008\n - 24 0x10971b1d4 in ui_handler_region_menu interface_handlers.c:11383\n - 25 0x10304ab2c in wm_handler_ui_call wm_event_system.c:698\n - 26 0x103047864 in wm_handlers_do_intern wm_event_system.c:3025\n - 27 0x1030426f4 in wm_handlers_do wm_event_system.c:3145\n - 28 0x1030406f0 in wm_event_do_handlers wm_event_system.c:3675\n - 29 0x1030043ec in WM_main wm.c:623\n\npreviously allocated by thread T0 here:\n - 0 0x145a89380 in wrap_calloc+0x9c (libclang_rt.asan_osx_dynamic.dylib:arm64e+0x3d380)\n - 1 0x1151b13b8 in MEM_lockfree_callocN mallocn_lockfree_impl.c:222\n - 2 0x1003b5754 in collection_object_cache_fill collection.c:754\n - 3 0x1003b5d20 in collection_object_cache_fill collection.c:775\n - 4 0x1003b53b0 in BKE_collection_object_cache_get collection.c:786\n - 5 0x1053cc5d8 in rna_Collection_all_objects_begin rna_collection.c:54\n - 6 0x1053cc2d0 in Collection_all_objects_begin rna_collection_gen.c:200\n - 7 0x105233a88 in RNA_property_collection_begin rna_access.c:3674\n - 8 0x105f6c158 in pyrna_prop_collection_iter_CreatePyObject bpy_rna.c:7076\n - 9 0x105f67ef0 in pyrna_prop_collection_iter bpy_rna.c:7083\n - 10 0x11357f400 in PyObject_GetIter abstract.c:2813\n - 11 0x11366ac34 in _PyEval_EvalFrameDefault ceval.c:3958\n - 12 0x113664fe0 in _PyEval_Vector ceval.c:5065\n - 13 0x113664f38 in PyEval_EvalCode ceval.c:1134\n - 14 0x105f1812c in python_script_exec bpy_interface_run.c:121\n - 15 0x105f18d5c in BPY_run_text bpy_interface_run.c:216\n - 16 0x10a275444 in text_run_script text_ops.c:773\n - 17 0x10a275284 in text_run_script_exec text_ops.c:812\n - 18 0x103035044 in wm_operator_invoke wm_event_system.c:1335\n - 19 0x103033cf4 in wm_operator_call_internal wm_event_system.c:1530\n - 20 0x10303ad6c in WM_operator_name_call_ptr wm_event_system.c:1577\n - 21 0x10303b978 in WM_operator_name_call_ptr_with_depends_on_cursor wm_event_system.c:1765\n - 22 0x109722ff8 in ui_apply_but_funcs_after interface_handlers.c:1008\n - 23 0x10971b1d4 in ui_handler_region_menu interface_handlers.c:11383\n - 24 0x10304ab2c in wm_handler_ui_call wm_event_system.c:698\n - 25 0x103047864 in wm_handlers_do_intern wm_event_system.c:3025\n - 26 0x1030426f4 in wm_handlers_do wm_event_system.c:3145\n - 27 0x1030406f0 in wm_event_do_handlers wm_event_system.c:3675\n - 28 0x1030043ec in WM_main wm.c:623\n - 29 0x10000ba94 in main creator.c:544\n```\n\n- Open attached file\n- Go to Scripting workspace\n- Run the above script\n[bug.zip](bug.zip)", "Application templates crashes if the startup.blend of the application template contains scene named \"Asset\"\nOperating system: Windows-10-10.0.22621-SP0'\nGraphics card: NVIDIA GeForce RTX 2070 Super with Max-Q Design/PCIe/SSE2\n\nBroken: 3.5.1 2023-04-24 18:00 e1ccd9d4a1d3\nWorked: Never\n\nApplication templates that contain certain pattern in startup.blend lead to Blender to crash.\nApparently occurs when the scene is created with the name \"Asset\" and used as a application template.\n\n- Download attached [MCE.zip](attachment) file\n- Install the attached application template file (`Blender` menu > `Install Application Template...`).\n- Load it (choose the new \"MCE\" option in `File` > `New`).\n\nBlender crashes.\n\nAttached also the `blender.crash.txt` and another template.\n\n[MCE.zip](attachment)", "Crashing and freezing when working on files with assets\nOperating system: macOS-12.6.5-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon RX 580 1.2\n\nBroken: version: 3.5.0\n\nCrashing and freezing when working on files with assets\n\nif I open the demo file cube_diorama.blend the whole system freezes and either crashes or logs out needing to login again.\nevery blender crash a WindowsServer log is created.\n\n cube_diorama.blend never crashed in previous versions of blender for me.\n\n", "Crash after Disk Cache Particle bake while set to render as path\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.65\n\nBroken: version: 3.0.1\nsame results on daily 3.1 build\n\nBlender crashes after finishing baking the particles to disk.\nThen proceeds to delete the baked files upon reopening the file. \n(don't know if the deletion is intended behaviour or not, but it stops you from being able to salvage the bake unless you rename / duplicate the cache folder beforehand)\n\nSeems to only happen with disk cache bake and not baking to memory. \nChanging the 'render as' setting to anything but 'path' seems to stop the crashing.\n\nOpen file, bake the particle system\n[Particle Bake to DiskCache Crash.blend](Particle_Bake_to_DiskCache_Crash.blend)", "Clicking \"Particle Edit\" mode causes Blender to crash\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: Quadro RTX 3000 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.89\n\nBroken: version: 3.5.0\nWorked: I dunno\n\nCan't enter into the Particle Edit mode.\n\nThis issue is probably related to: 106927#issue-96303\n\nIn the sample file, in the Curves Sculpt mode, after converting my Curves (name of the layer: \"my_test_4\") to a particle system, then select the newly converted particle system and enter into the Particle Edit mode, and Blender crashes.\n![Curves to Particle = Crash.jpg](attachment)\n\n\nA sample file is attached. Thank you!\n\n", "Blender 3.5.1 keeps crashing on occasion\nOperating system: Mac OS Ventura 13.3.1 (a) (22E772610a)\nGraphics card: Apple M1 Ultra (64-Core GPU)\n\nBroken: Version 3.5.1 (3.5.1 2023-04-25)\nWorked: N/A\n\nBlender occasionally crashes on my new Mac Studio (I used to work on a Windows PC beforehand and never had that problem). I'm guessing it is a saving error.\n\n- Download and open the demo-file `Blender 3.4 – “Charge” Open Movie` from demo-files/\n- Change the engine from Eevee to Cycles GPU\n- Set \"Viewport Shading\" to \"Rendered\" - nothing happens\n- Go back to Solid View - blender freezes\n\nAttached is is a video demonstrating what is happening, but in a few words:\n\nThe same happens with some of my heavy(ish) project in 3.6.0 beta\n\nIn 3.5.1 the same project responds in render view as it should be.\n\nWhen I try to reopen the same project blender doesn’t load the project but either freezes or crashes ( one of these crash logs is also attached)\nI manage to reopen the project after a few crashes.\n\nI hope it helps! \n\n![freeze render view 3.6 and 3.5.1.mp4](attachment)\n![3.6.0 crash after trying to reopen test file.rtf](attachment)", "Blender 2.90.1 crashes after rendering the first few frames of animation.\n**System Information** \nOperating system: windows 10 64 bit\nGraphics card: Nvidia GeForce GTX 1650\n\nBroken: (2.90.1 3e85bb34d0d7; master)\nWorked(didn't): (only tried on 2.8.3 and did not work at all)\n\nWhen I try to render the animation, after about 50 or so frames(varies randomly), blender crashes with no alerts or anything that tells me what the error is, it simply closes.\nI've rendered another project, and that did indeed render, so I'm left confused why this short animation would cause a crash.\n\nEdit: I disabled motion blur, and it rendered fine. However, I would really like to know why blender won't render if motion blur is enabled. The renderer is Eevee and while my laptop isn't a super computer, it should be able to handle it. Thank you all in advance!\n\n- Open attached file\n- render the animation\n[cube-loop-tut-V1.0.blend](cube-loop-tut-V1.0.blend)", "Crash playing animation with rigid body\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.20\n\nBroken: version: 2.83.1\n\nAfter opening a blend file (ver BLENDER-v280RENDH). The frame starts at 25 upon opening it. I changed the frame to 0. I pressed space to play then the application closes.\n\n[Whiskers Away.blend](Whiskers_Away.blend) \n- Open file\n- Rewind to frame 1 {key Shift Left}\n- Seek to frame 0 {key Left}\n- Play animation\n\nCrash doesn't happen every time. Redo all steps in such case. There is about 30% probability to reproduce successfully.", "Crash when selecting line art\nOperating system: Linux mint 21. Blender installed using flatpak.\nGraphics card: See attached system_information.txt\n\nBroken: version: 3.5.1\n\nBlender Crashes.\n```\nbacktrace\n\nPython backtrace\nFile \"/app/blender/3.5/scripts/startup/bl_ui/space_view3d.py\", line 704 in draw\nFile \"/app/blender/3.5/scripts/modules/bpy_types.py\", line 903 in draw_ls\n```\n\n```Py\nbpy.ops.outliner.item_activate(deselect_all=True) # Operator\nbpy.ops.outliner.item_activate(deselect_all=True) # Operator\n```\nWith attached blend file, in the outliner, select cameras, line-art then try to change the color of the background.\n\n", "Regression in 4.0, crash loading blend file without a scene collection\nBroken: `f6082a5042db7cfe6c4617387a04f216a1ba3f99`\nWorking: 3.6 LTS.\n\nThis test from `lib/` crashes on load:\n\n`blender ../lib/tests/depsgraph/deg_point_cache_transform.blend`\n\nThis crashes in release builds, asserts in debug builds:\n```\n./blender.bin() ./source/blender/blenlib/intern/system.c:86: BLI_system_backtrace (0x2fa9abe)\n./blender.bin() ./source/blender/blenlib/intern/BLI_assert.c:38: _BLI_assert_print_backtrace (0x29ca0f0)\n./blender.bin() ./source/blender/blenkernel/intern/collection.cc:2101 (discriminator 2): scene_collections_array(Scene*, Collection***, int*) (0x35b760e)\n./blender.bin() ./source/blender/blenkernel/intern/collection.cc:2124: BKE_scene_collections_iterator_begin (0x35b79ba)\n./blender.bin() ./source/blender/blenkernel/intern/collection.cc:2182: scene_objects_iterator_begin(BLI_Iterator*, Scene*, GSet*) (0x35b7f87)\n./blender.bin() ./source/blender/blenkernel/intern/collection.cc:2193: BKE_scene_objects_iterator_begin (0x35b8056)\n./blender.bin() ./source/blender/blenkernel/intern/lib_override_proxy_conversion.cc:126: BKE_lib_override_library_main_proxy_convert(Main*, BlendFileReadReport*) (0x3f08530)\n./blender.bin() ./source/blender/blenloader/intern/versioning_common.cc:522: do_versions_after_setup(Main*, BlendFileReadReport*) (0x4e43643)\n./blender.bin() ./source/blender/blenloader/intern/readblenentry.cc:512: BLO_read_do_version_after_setup (0x4d1c740)\n./blender.bin() ./source/blender/blenkernel/intern/blendfile.cc:880: setup_app_data(bContext*, BlendFileData*, BlendFileReadParams const*, BlendFileReadWMSetupData*, BlendFileReadReport*) (0x3520a67)\n./blender.bin() ./source/blender/blenkernel/intern/blendfile.cc:956: setup_app_blend_file_data(bContext*, BlendFileData*, BlendFileReadParams const*, BlendFileReadWMSetupData*, BlendFileReadReport*) (0x3521081)\n./blender.bin() ./source/blender/blenkernel/intern/blendfile.cc:994: BKE_blendfile_read_setup_readfile (0x35213c3)\n./blender.bin() ./source/blender/windowmanager/intern/wm_files.cc:1067: WM_file_read(bContext*, char const*, ReportList*) (0x3033a5f)\n./blender.bin() ./source/creator/creator_args.cc:2185 (discriminator 1): handle_load_file(bContext*, char const*, bool) (0x29c726d)\n./blender.bin() ./source/creator/creator_args.cc:2256 (discriminator 1): main_args_handle_load_file (0x29c76c5)\n./blender.bin() ./source/blender/blenlib/intern/BLI_args.c:322: BLI_args_parse (0x2fbfa62)\n./blender.bin() ./source/creator/creator.cc:564: main (0x29bcaa4)\n/usr/lib/libc.so.6(+0x27cd0) ??:0: ?? (0x7fdfca627cd0)\n/usr/lib/libc.so.6(__libc_start_main+0x8a) ??:0: ?? (0x7fdfca627d8a)\n./blender.bin() ??:?: _start (0x29bc125)\nBLI_assert failed: source/blender/blenkernel/intern/collection.cc:2101, scene_collections_array(), at 'collection != nullptr'\n```\n\n", "Blender crash when selecting and moving vertex using API\nOperating system: Linux Mint 20 Ulyana\nGraphics card: NVIDIA GeForce RTX 2060 Super\n\nBroken: 2.91.2, 5be9ef417703, master, 2021-01-19\n\n\nBlender crashes when opening a new instance pasting the below script in a new document in the \"Scripting\" editor and clicking play:\n\n```\n\nimport bpy\n\ncontext = bpy.context\n\n# Assume default cube exists and select it\nobj = bpy.data.objects[\"Cube\"]\nobj.select_set(state=True)\ncontext.view_layer.objects.active = obj\n\n# Select a vertex and move it\nobj = bpy.context.active_object\nobj.data.vertices[0].select = True\nbpy.ops.object.mode_set(mode = 'EDIT')\nbpy.ops.transform.translate('INVOKE_DEFAULT',\n constraint_axis=(True, True, False),\n orient_type='GLOBAL',\n release_confirm=True)\nbpy.ops.object.mode_set(mode='OBJECT')\n```\n", "Broken textures and shading\nOperating system: Linux-5.15.0-40-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce MX130/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.73.05\n\nBroken: version: 3.2.0\n\nBroken textures when starting up blender and loading object textures and shading issues\n![untitled.png](untitled.png)\n[Blender Texture Bug.mp4](Blender_Texture_Bug.mp4)\n\nPossible causes:\n * Not loading the parent asset blend file before the asset in another scene (opening it first seems to fix the issue in my testing) \n * 4k textures (i've heavily used 4k textures in the asset)\n * Viewport Texture size limit setting (Changed it to 2k)\n![Screenshot_20220623_020103.png](Screenshot_20220623_020103.png)\n\n[untitled.blend](untitled.blend)\n" ]
[ "Crash Material Properties\nOperating system: Windows 10\nGraphics card:Intel(R) HD Graphics 620\n\nBroken: 3.5 (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\nWorked: 3.5 (newest version of Blender that worked as expected)\n\nThe software crash when I try to give material properties\n\nBased on the default startup or an attached .blend file (as simple as possible).\n- Click in an object\n- Click on the little black and red icon \"Material Properties\"\n- Click on the \"New\" Button\n--> Crash, the windows is closed\nNo error message or something else, just an unexpected and of the software\nAttached, a screen shot of the last step before I click on \"new\" and have the crash.\nMany thanks in advance for your help,\nJohn\n\n" ]
Blender 2.8 crask {[F5782699](Blender_2.8_crash.webm)}2.2Operating system:Win 10 pro Graphics card:GXT 1050 Broken: (example: 2.79b release) (example: 2.80, edbf15d3c044, blender2.8, 2018-11-28, as found on the splash screen) Worked: (optional) crash happens when appling modifier{[F5782717](Blender_2.8_crash.webm)} Based on the default startup or an attached .blend file (as simple as possible).
[ "Blender 3.2 crash when extracting mesh draw cache\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.96\n\nBroken: version: 3.2.0\nWorked: 3.1\n\nBlender 3.2 constantly crash on heavy load.\n\nI have loaded my scene that has a lot of particles. tried to playback the timeline. after maximum 3 frames, Blender just closes without any error messages.\n[HourglassBuildUp-JUNE30.blend](HourglassBuildUp-JUNE30.blend)\n\n", "Frequent render crashes in 3.5\nOperating system: macOS-12.3.1-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon Pro 5500M 1.2\n\nBroken: version: 3.5.0\n\nI've been encountering a lot of crashes in 3.5 when rendering in the background. Meaning I start a rendering, and move over to something like a browser. At random time Blender 3.5 just crashes. I've included a crash log file.\n\n\n", "Crash going to material preview or rendered shading mode Blender 2.83.0\nMacBook Pro 15 inch Early 2013\n2.7 GHz Intel Core i&\n16 GB 1600 Mhz DDR3\n|Operating system:|MacOS 10.12.5 - @Tramfabriek\n| -- | -- |\n||Mac OS X 10.12.6 (16G2136) - @johan-eds\n|| macOS 10.12.6 - @UmbertoOldani\n\n|Graphics card:|NVIDIA GeForce GT 650M 1024 MB + Intel HD Graphics 4000 1536 MB - @Tramfabriek\n| -- | -- |\n||NVIDIA GeForce GTX 775M, PCIe, 2048 MB - @johan-eds\n|| NVIDIA GeForce GTX 680MX 2048 MB - @UmbertoOldani\n\nBisected to find the bad commit: 804e90b42d\n\nCrash when clicking on Viewport Shading >Material Preview or >Rendered\nThis did happen already in the 2.83 betas, but none of the 2.82 and earlier version had this problem on this computer running this same OS at least since Blender 2.79.\n\n**System crash report 1** (crash in `UI_draw_roundbox_aa` -> `GPU_batch_draw `. Probably the material render icon):\n```lines=10\nThread 0 Crashed:: Dispatch queue: com.apple.main-thread\n0 libsystem_kernel.dylib \t0x00007fff909add42 __pthread_kill + 10\n1 libsystem_pthread.dylib \t0x00007fff90a9b457 pthread_kill + 90\n2 libsystem_c.dylib \t0x00007fff909134bb __abort + 140\n3 libsystem_c.dylib \t0x00007fff9091342f abort + 144\n4 libGPUSupportMercury.dylib \t0x00007fff88cdbfbf gpusGenerateCrashLog + 158\n5 com.apple.GeForceGLDriver \t0x00007fff76297390 0x7fff7607a000 + 2216848\n6 libGPUSupportMercury.dylib \t0x00007fff88cdd524 gpusSubmitDataBuffers + 560\n7 com.apple.GeForceGLDriver \t0x00007fff76385867 0x7fff7607a000 + 3192935\n8 com.apple.GeForceGLDriver \t0x00007fff763554fd 0x7fff7607a000 + 2995453\n9 com.apple.GeForceGLDriver \t0x00007fff76282a2b 0x7fff7607a000 + 2132523\n10 com.apple.GeForceGLDriver \t0x00007fff7626ee9a 0x7fff7607a000 + 2051738\n11 com.apple.GeForceGLDriver \t0x00007fff76289654 0x7fff7607a000 + 2160212\n12 com.apple.GeForceGLDriver \t0x00007fff7626af97 0x7fff7607a000 + 2035607\n13 com.apple.GeForceGLDriver \t0x00007fff763851ad gldUpdateDispatch + 1041\n14 GLEngine \t0x00007fff7ff1d32a gleDoDrawDispatchCoreGL3 + 520\n15 GLEngine \t0x00007fff7fecebd9 gleDrawArraysOrElements_Entries_Body + 128\n16 GLEngine \t0x00007fff7fecaab4 glDrawArraysInstanced_GL3Exec + 220\n17 org.blenderfoundation.blender \t0x0000000109614f2c GPU_batch_draw_advanced + 428\n18 org.blenderfoundation.blender \t0x0000000109614d6c GPU_batch_draw + 124\n19 org.blenderfoundation.blender \t0x0000000105218c51 UI_draw_roundbox_aa + 353\n20 org.blenderfoundation.blender \t0x0000000104f3d96c ED_region_do_draw + 1372\n21 org.blenderfoundation.blender \t0x0000000104b6d49c wm_draw_update + 2092\n22 org.blenderfoundation.blender \t0x0000000104b6b010 WM_main + 48\n23 org.blenderfoundation.blender \t0x0000000104827762 main + 962\n24 libdyld.dylib \t0x00007fff9087f235 start + 1\n\n\nThread 0 crashed with X86 Thread State (64-bit):\n rax: 0x0000000000000000 rbx: 0x0000000000000006 rcx: 0x00007fff5b521f78 rdx: 0x0000000000000000\n rdi: 0x0000000000000307 rsi: 0x0000000000000006 rbp: 0x00007fff5b521fa0 rsp: 0x00007fff5b521f78\n r8: 0x0000000000000000 r9: 0x0000000000989680 r10: 0x0000000008000000 r11: 0x0000000000000206\n r12: 0x000000011ab85cf8 r13: 0x0000000000000000 r14: 0x00007fff998033c0 r15: 0x000000011ab85000\n rip: 0x00007fff909add42 rfl: 0x0000000000000206 cr2: 0x00007fff960d0b58\n \nLogical CPU: 0\nError Code: 0x02000148\nTrap Number: 133\n```\n\n\n**System crash report 2** (crash in `blf_batch_draw ` -> `GPU_batch_draw `):\n```lines=10\nThread 0 Crashed:: Dispatch queue: com.apple.main-thread\n0 libsystem_kernel.dylib \t0x00007fff8b1dfd42 __pthread_kill + 10\n1 libsystem_pthread.dylib \t0x00007fff8b2cd457 pthread_kill + 90\n2 libsystem_c.dylib \t0x00007fff8b1454bb __abort + 140\n3 libsystem_c.dylib \t0x00007fff8b14542f abort + 144\n4 libGPUSupportMercury.dylib \t0x00007fff83587fbf gpusGenerateCrashLog + 158\n5 com.apple.GeForceGLDriver \t0x00007fff71040390 0x7fff70e23000 + 2216848\n6 libGPUSupportMercury.dylib \t0x00007fff83589524 gpusSubmitDataBuffers + 560\n7 com.apple.GeForceGLDriver \t0x00007fff7112e867 0x7fff70e23000 + 3192935\n8 com.apple.GeForceGLDriver \t0x00007fff710fe4fd 0x7fff70e23000 + 2995453\n9 com.apple.GeForceGLDriver \t0x00007fff7102ba2b 0x7fff70e23000 + 2132523\n10 com.apple.GeForceGLDriver \t0x00007fff71017f8e 0x7fff70e23000 + 2051982\n11 com.apple.GeForceGLDriver \t0x00007fff7100b6bc 0x7fff70e23000 + 2000572\n12 com.apple.GeForceGLDriver \t0x00007fff7100bec2 0x7fff70e23000 + 2002626\n13 com.apple.GeForceGLDriver \t0x00007fff7101113f 0x7fff70e23000 + 2023743\n14 com.apple.GeForceGLDriver \t0x00007fff7143f25e 0x7fff70e23000 + 6406750\n15 com.apple.GeForceGLDriver \t0x00007fff7143f4e6 0x7fff70e23000 + 6407398\n16 com.apple.GeForceGLDriver \t0x00007fff7143f5d7 0x7fff70e23000 + 6407639\n17 com.apple.GeForceGLDriver \t0x00007fff71013d3d 0x7fff70e23000 + 2035005\n18 com.apple.GeForceGLDriver \t0x00007fff7112e1ad gldUpdateDispatch + 1041\n19 GLEngine \t0x000000011925232a gleDoDrawDispatchCoreGL3 + 520\n20 GLEngine \t0x0000000119203bd9 gleDrawArraysOrElements_Entries_Body + 128\n21 GLEngine \t0x00000001191ffab4 glDrawArraysInstanced_GL3Exec + 220\n22 org.blenderfoundation.blender \t0x000000010b288f2c GPU_batch_draw_advanced + 428\n23 org.blenderfoundation.blender \t0x000000010b288d6c GPU_batch_draw + 124\n24 org.blenderfoundation.blender \t0x000000010b283d82 blf_batch_draw + 418\n25 org.blenderfoundation.blender \t0x000000010b282359 BLF_batch_draw_end + 9\n26 org.blenderfoundation.blender \t0x0000000106fc2163 view3d_draw_region_info + 8515\n27 org.blenderfoundation.blender \t0x0000000106936dbd DRW_draw_callbacks_post_scene + 445\n28 org.blenderfoundation.blender \t0x00000001069376cd DRW_draw_render_loop_ex + 1757\n29 org.blenderfoundation.blender \t0x0000000106fc2668 view3d_main_region_draw + 136\n30 org.blenderfoundation.blender \t0x0000000106bb157e ED_region_do_draw + 366\n31 org.blenderfoundation.blender \t0x00000001067e149c wm_draw_update + 2092\n32 org.blenderfoundation.blender \t0x00000001067df010 WM_main + 48\n33 org.blenderfoundation.blender \t0x000000010649b762 main + 962\n34 libdyld.dylib \t0x00007fff8b0b1235 start + 1\n\nThread 0 crashed with X86 Thread State (64-bit):\n rax: 0x0000000000000000 rbx: 0x0000000000000006 rcx: 0x00007fff598ab4b8 rdx: 0x0000000000000000\n rdi: 0x0000000000000307 rsi: 0x0000000000000006 rbp: 0x00007fff598ab4e0 rsp: 0x00007fff598ab4b8\n r8: 0x0000000000000000 r9: 0x0000000000989680 r10: 0x0000000008000000 r11: 0x0000000000000206\n r12: 0x0000000120bebcf8 r13: 0x0000000000000000 r14: 0x00007fff93fe13c0 r15: 0x0000000120beb000\n rip: 0x00007fff8b1dfd42 rfl: 0x0000000000000206 cr2: 0x00007fff8b1c727d\n \nLogical CPU: 0\nError Code: 0x02000148\nTrap Number: 133\n```\n\n1. Open Blender\n2. Click to remove start up information panel\n3. Click on Viewport Shading >Material Preview or >Rendered\n\nResult:\nCrash", "Crash on render on some of the frames\nOperating system: Linux-4.4.0-154-generic-x86_64-with-debian-stretch-sid 64 Bits\n8x Tesla V100 SXM2 NVLINK Accelerator Cards\nDual XEON Scalable 4208 CPUs\n192 GB RAM\n\nBroken: version: 2.82 (sub 7)\nI also tested recent 2.83 build\n\nBlender crash when it renders scene frames from 346-639, the rest of the frames are fine.\nIt crashes for CPU anf GPU as well.\n\nIn order to render above frames I workaround the assert:\n\n```\n--- a/intern/cycles/kernel/kernel_compat_cpu.h\n+++ b/intern/cycles/kernel/kernel_compat_cpu.h\n@@ -74,8 +74,10 @@ CCL_NAMESPACE_BEGIN\n template<typename T> struct texture {\n ccl_always_inline const T &fetch(int index)\n {\n- kernel_assert(index >= 0 && index < width);\n- return data[index];\n+ //kernel_assert(index >= 0 && index < width);\n+ if (index < 0) return data[0];\n+ else if (index >= width) return data[width];{F8410049}\n+ else return data[index];\n }\n #if defined(__KERNEL_AVX__) || defined(__KERNEL_AVX2__)\n /* Reads 256 bytes but indexes in blocks of 128 bytes to maintain\n```\n\nThe scene is complex and I couldn't make it very simply and narrow the problem.\nPlease find the scene attached.\n\n[animation_002_02_part01.blend](animation_002_02_part01.blend)\n\n1. Open Blender 2.82\n2. Open attached scene\n3. Set frame 346, start render (F12)\n4. After one minute or so it will crash\n\n\n", "Set as Background crashes blender instantly.\nOperating system: Windows 10 Pro\nGraphics card: RTX 2080 Ti and RTX 3060\n\nBroken: 3.62\n\nI'm trying to do object tracking. Have tracked an object and clicked Solve Object Motion, then when I click on Set as Background Blender crashes instantly. Trying to load in a 400 frame 1920x1080 png sequence. Blender also crashes if I try to load the background image sequence via the camera properties (Background Images > Add Image).\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n", "Crash when playing animation in rendered view (cycles)\nOperating system: macOS-12.0.1-arm64-arm-64bit 64 Bits\nGraphics card: Apple M1 Max Apple 4.1 Metal - 76.1\n\nBroken: version: 3.0.0, 3.5\nWorked: unknown\n\nPlaying animations in cycles rendered view frequently crash blender. With the attached file I consistently get a crash within 1-2 minutes of starting the animation.\n\nThe crashes do not occur when running the intel version through rosetta. They occur much faster/more often when using the CPU than when using the GPU.\n\nOpen attached file\nSwitch to rendered view (Crashes with and without Metal preference)\nPress spacebar to play\n\n[Boat boating.blend](Boat_boating.blend)\n[Animation crash.txt](Animation_crash.txt)\n```\nThread 17 Crashed:\n0 Blender \t 0x10319354c tbb::internal::custom_scheduler<tbb::internal::IntelSchedulerTraits>::process_bypass_loop(tbb::internal::context_guard_helper<false>&, tbb::task*, long) + 340\n1 Blender \t 0x103193644 tbb::internal::custom_scheduler<tbb::internal::IntelSchedulerTraits>::process_bypass_loop(tbb::internal::context_guard_helper<false>&, tbb::task*, long) + 588\n2 Blender \t 0x103192c60 tbb::internal::custom_scheduler<tbb::internal::IntelSchedulerTraits>::local_wait_for_all(tbb::task&, tbb::task*) + 184\n3 Blender \t 0x103183300 tbb::internal::arena::process(tbb::internal::generic_scheduler&) + 252\n4 Blender \t 0x10318c3b8 tbb::internal::market::process(rml::job&) + 40\n5 Blender \t 0x10318d6b0 tbb::internal::rml::private_worker::run() + 288\n6 Blender \t 0x10318d584 tbb::internal::rml::private_worker::thread_routine(void*) + 12\n7 libsystem_pthread.dylib \t 0x1b39cd4ec _pthread_start + 148\n8 libsystem_pthread.dylib \t 0x1b39c82d0 thread_start + 8```", "Blender crashes after rendering a few frames of an animation\nOperating system: Windows-10-10.0.18363-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.49\n\nBroken: version: 3.4.1\n\nI've never had this kind of problem - Blender crashes randomly after rendering a few frames of the animation. The only \"new\" thing I'm doing is I started using geometry nodes in this scene. I have plenty of VRAM left, shouldn't be a GPU issue. Tried both in 3.4 and 3.5\n\n\n", "stack_overflow exception while rendering with viewport render on\nOperating system: win10\nGraphics card: 2070super\n\n[blender_system_info.txt](blender_system_info.txt)\n\nBroken: 2.83.4, 2.91 6fe609d4c3\n\n\nwhen pressing f12 in render mode, blender crashes,\nwhen pressing render in solid mode, blender doesnt crash\n\n[blender_debug_output.txt](blender_debug_output.txt)\n```\nError : EXCEPTION_STACK_OVERFLOW\nAddress : 0x00007FFF42963FDB\nModule : C:\\Windows\\system32\\DriverStore\\FileRepository\\nv_dispsi.inf_amd64_6af46268c19e4980\\nvcuda64.dll\n```\n[2.blend](2.blend) \n1. switch to render mode\n2. press f12 & watch task manager.\n3. blender will close", "Crash when rendering animations (GPU Subdivision ON, OFF is fine)\nSystem Information\nOperating system: WIndows 11 22H2\nGraphics card: Nvidia GeForce RTX 4080\n\nBlender Version\nBroken: 3.4.1, 3.5, 3.6\n\nForce closes when rendering animation after a number of frames and when opening larger blend files. Happens with all files. All drivers up to date and tested memory with no issues. Worked without issue for 6 months, crashing started 1 week ago.\n\nRendering animation with GPU Subdivision unchecked did not trigger a crash", "Mesh related crash in add-on\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 780 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.27\n\nBroken: version: 3.0.0 Alpha\n\nUsing an the operation connect spread in an addon is causing an EXCEPTION_ACCESS_VIOLATION. \n\n[blender.crash.txt](blender.crash.txt)\n\n```\nStack trace:\nblender.exe :0x00007FF7A109EC60 blender::deg::deg_graph_flush_updates\nblender.exe :0x00007FF7A1084AA0 DEG_evaluate_on_refresh\nblender.exe :0x00007FF79C983790 scene_graph_update_tagged\nblender.exe :0x00007FF79CB61510 wm_event_do_notifiers\nblender.exe :0x00007FF79CB4B550 WM_main\nblender.exe :0x00007FF79C7E2ED0 main\nblender.exe :0x00007FF7A16421A8 __scrt_common_main_seh\nKERNEL32.DLL :0x00007FFEEB937020 BaseThreadInitThunk\nntdll.dll :0x00007FFEECA62630 RtlUserThreadStart\n```\n\nDownload [Forgotten Tools ](forgotten_tools_0_5_0.zip) use Connect spread on 2+ edges go to operation popup menu increase the cuts.\n\n[2021-06-20_00-26-23.mp4](2021-06-20_00-26-23.mp4)\n\n", "GPencil: Blender crash when GP3 enabled & you open the default 2D animation file\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Ti/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 536.23\n\nBroken: version: 4.0.0 Alpha\nWorked: 3.6\n\nBlender crash when GP3 enabled & you open the default 2D animation file & use the Draw tool\n\n- enable GP3 under the experimental features\n- save preferences and restart Blender\n- do File > New > 2D Animation\n- try to draw something.\n\nSince my 2D animation file is customized, I included it below.\n\n", "Blender crashed in edit mode with material index creazy and strange normal\nOperating system: Linux pop-os 5.17.5-76051705-generic\nGraphics card: NVIDIA GeForce RTX 3060 Ti\n\nBroken: 3.1.0 / blender-3.2.0-stable+v32.e05e1e369187-linux.x86_64-release\n\nAn object imported from I don't know where, with crazy material_index : (-30086) in spreadsheet editor, and with strange normal, makes blender sik.\n\nIn edit mode, if I try to move the concerned geometry blender crashes systematically.\n\n[2022-06-16_bug-normal.crash.txt](2022-06-16_bug-normal.crash.txt)\n\n[2022-06-16_bug_system-info.txt](2022-06-16_bug_system-info.txt)\n\n[2022-06-16_bug-normal.blend](2022-06-16_bug-normal.blend)\n\nthank you,\n - Thomas", "Crash/Assert with two modifiers that require normals data [e.g. DataTransfer]\nOperating system: Windows-10-10.0.16299-SP0 64 Bits\nGraphics card: GeForce MX150/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.87\n\nBroken: version: 2.90.0\n\nCrash/Assert with two modifiers that require custom normals data [e.g. DataTransfer]\n\nIn a Debug build:\n\n[#84664.blend](T84664.blend)\n- Open File\n- add another modifier that requires normal data (e.g. Displace), or just duplicate the existing modifier\n\n[un2.blend](un2.blend)\n- Try to go to edit mode of \"Vert.011\"\n- Blender will crash.\n\n", "Rigidbody crash undoing while animation plays (which was started at frame 1 or below)\n[blender_system_info.txt](blender_system_info.txt)\n\n[blender_debug_output.txt](blender_debug_output.txt)\n\n[animation_john2.blend](animation_john2.blend)\n\nOperating system: Windows 10\nGraphics card: Nvidia 2070 Super\n\nWorked: -\n\nBlender crashes when object is rotated to a steep vertical angle and animation player is run.\n\nFor animation_john2.blend\n- Play Animation\n- Select a bone (could be any other operator as well I think)\n- Undo (this will also jump back to frame 0 -- where we started -- which is the important part, starting animation at frame 2 or higher does not result in the crash)\n- Redo\n\nRepeat until crash. Occurs between 2-5 repeats.\n\nAlso occurs at other similar high angles.", "Rendering animation using \"Generate\" type modifiers after animated displacement texture crashes Blender\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.79\n\nBroken: version: 2.92.0 Alpha\nWorked: 2.83.10\n\nIf 2 high poly (~100k faces per obj) objects in modifiers properties have after Displacement modifier (with animated texture) \"Generate\" type modifiers (I've tried Boolean and Decimate), Blender cant run Animation render (but still can run Image render). \nCrash happens on 2.9 and higher. I've tested this on 2.83.10 LTS (from steam) and everything worked fine there.\nCrashes with Decimate a little bit hard to recreate. So I will go with steps for \"Boolean crash\"\n\n- create Cude, Empty and Icosphere\n- Add Subdivision mod. to Cube: set it to \"Simple\" and 7 levels\n- Add Displacement mod. to Cube and set texture (Clouds) coordinates to object - Empty\n- Add Boolean mod. (difference) and select object Icosphere\n- Select Cude with Icosphere and duplicate them\n- Save and press Render Animation\n[bug.blend](bug.blend)\n[bug.crash.txt](bug.crash.txt)\n\n```lines\n## 3883==ERROR: AddressSanitizer: heap-use-after-free on address 0x61500034ec08 at pc 0x000016fc795d bp 0x7fffc19dd6c0 sp 0x7fffc19dd6b0\nREAD of size 8 at 0x61500034ec08 thread #15\n - 0 0x16fc795c in blender::gpu::GLBatch::verts_(int) const /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/opengl/gl_batch.hh:112\n - 1 0x17013501 in blender::gpu::GLVertArray::update_bindings(unsigned int, GPUBatch const*, blender::gpu::ShaderInterface const*, int) /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/opengl/gl_vertex_array.cc:124\n - 2 0x16fa900b in blender::gpu::GLVaoCache::vao_get(GPUBatch*) /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/opengl/gl_batch.cc:273\n - 3 0x16fa84d8 in blender::gpu::GLVaoCache::base_instance_vao_get(GPUBatch*, int) /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/opengl/gl_batch.cc:234\n - 4 0x16fa9d3e in blender::gpu::GLBatch::bind(int) /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/opengl/gl_batch.cc:317\n - 5 0x16fa9f3f in blender::gpu::GLBatch::draw(int, int, int, int) /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/opengl/gl_batch.cc:328\n - 6 0x16eca2be in GPU_batch_draw_advanced /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/intern/gpu_batch.cc:282\n - 7 0x16fc1207 in blender::gpu::GLDrawList::append(GPUBatch*, int, int) /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/opengl/gl_drawlist.cc:122\n - 8 0x16efa9f5 in GPU_draw_list_append /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/intern/gpu_drawlist.cc:52\n - 9 0x5978acc in draw_indirect_call /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/intern/draw_manager_exec.c:598\n - 10 0x5978acc in draw_call_batching_flush /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/intern/draw_manager_exec.c:795\n - 11 0x597c5f0 in draw_call_batching_finish /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/intern/draw_manager_exec.c:891\n - 12 0x597eae7 in draw_shgroup /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/intern/draw_manager_exec.c:1056\n - 13 0x597f89f in drw_draw_pass_ex /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/intern/draw_manager_exec.c:1113\n - 14 0x597fe50 in DRW_draw_pass /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/intern/draw_manager_exec.c:1153\n - 15 0x5c51bc0 in EEVEE_velocity_resolve /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/engines/eevee/eevee_effects.c:466\n - 16 0x5c5202b in EEVEE_draw_effects /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/engines/eevee/eevee_effects.c:486\n - 17 0x5a21f42 in EEVEE_render_draw /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/engines/eevee/eevee_render.c:671\n - 18 0x59b1dbc in eevee_render_to_image /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/engines/eevee/eevee_engine.c:559\n - 19 0x5948820 in DRW_render_to_image /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/intern/draw_manager.c:1909\n - 20 0x14ff1d77 in engine_render_view_layer /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/engine.c:786\n - 21 0x14ff40a3 in RE_engine_render /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/engine.c:914\n - 22 0x1501aafb in do_render_3d /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:1132\n - 23 0x1501c24a in do_render /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:1209\n - 24 0x1501e036 in do_render_composite /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:1349\n - 25 0x15022789 in do_render_all_options /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:1615\n - 26 0x15027839 in RE_RenderFrame /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:2015\n - 27 0xd7b42cf in render_startjob /home/dev/01-data/01-git/blender-git/blender/source/blender/editors/render/render_internal.c:630\n - 28 0x4fed4f1 in do_job_thread /home/dev/01-data/01-git/blender-git/blender/source/blender/windowmanager/intern/wm_jobs.c:389\n - 29 0x18de408d in tslot_thread_start /home/dev/01-data/01-git/blender-git/blender/source/blender/blenlib/intern/threads.cc:231\n - 30 0x7ffff7566608 in start_thread /build/glibc-ZN95T4/glibc-2.31/nptl/pthread_create.c:477\n - 31 0x7ffff6f46292 in __clone (/lib/x86_64-linux-gnu/libc.so.6+0x122292)\n\n0x61500034ec08 is located 8 bytes inside of 512-byte region [0x61500034ec00,0x61500034ee00)\nfreed by thread #15 here:\n - 0 0x7ffff76927cf in __interceptor_free (/lib/x86_64-linux-gnu/libasan.so.5+0x10d7cf)\n - 1 0x18e0eab0 in MEM_lockfree_freeN /home/dev/01-data/01-git/blender-git/blender/intern/guardedalloc/intern/mallocn_lockfree_impl.c:129\n - 2 0x16ef56c6 in blender::gpu::GLVertBuf::operator delete(void*) /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/opengl/gl_vertex_buffer.hh:57\n - 3 0x17018021 in blender::gpu::GLVertBuf::~GLVertBuf() /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/opengl/gl_vertex_buffer.hh:35\n - 4 0x16f8bb19 in blender::gpu::VertBuf::reference_remove() /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/intern/gpu_vertex_buffer_private.hh:94\n - 5 0x16f877f5 in GPU_vertbuf_discard /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/intern/gpu_vertex_buffer.cc:161\n - 6 0x5a0eab8 in EEVEE_motion_blur_cache_finish /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/engines/eevee/eevee_motion_blur.c:449\n - 7 0x59b1bef in eevee_render_to_image /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/engines/eevee/eevee_engine.c:542\n - 8 0x5948820 in DRW_render_to_image /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/intern/draw_manager.c:1909\n - 9 0x14ff1d77 in engine_render_view_layer /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/engine.c:786\n - 10 0x14ff40a3 in RE_engine_render /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/engine.c:914\n - 11 0x1501aafb in do_render_3d /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:1132\n - 12 0x1501c24a in do_render /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:1209\n - 13 0x1501e036 in do_render_composite /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:1349\n - 14 0x15022789 in do_render_all_options /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:1615\n - 15 0x15027839 in RE_RenderFrame /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:2015\n - 16 0xd7b42cf in render_startjob /home/dev/01-data/01-git/blender-git/blender/source/blender/editors/render/render_internal.c:630\n - 17 0x4fed4f1 in do_job_thread /home/dev/01-data/01-git/blender-git/blender/source/blender/windowmanager/intern/wm_jobs.c:389\n - 18 0x18de408d in tslot_thread_start /home/dev/01-data/01-git/blender-git/blender/source/blender/blenlib/intern/threads.cc:231\n - 19 0x7ffff7566608 in start_thread /build/glibc-ZN95T4/glibc-2.31/nptl/pthread_create.c:477\n\npreviously allocated by thread #15 here:\n - 0 0x7ffff7692bc8 in malloc (/lib/x86_64-linux-gnu/libasan.so.5+0x10dbc8)\n - 1 0x18e0f510 in MEM_lockfree_mallocN /home/dev/01-data/01-git/blender-git/blender/intern/guardedalloc/intern/mallocn_lockfree_impl.c:276\n - 2 0x16ef5676 in blender::gpu::GLVertBuf::operator new(unsigned long) /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/opengl/gl_vertex_buffer.hh:57\n - 3 0x16ef70a2 in blender::gpu::GLBackend::vertbuf_alloc() /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/opengl/gl_backend.hh:121\n - 4 0x16f85d10 in blender::gpu::VertBuf::duplicate() /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/intern/gpu_vertex_buffer.cc:77\n - 5 0x16f8750d in GPU_vertbuf_duplicate /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/intern/gpu_vertex_buffer.cc:149\n - 6 0x5a0ee06 in EEVEE_motion_blur_cache_finish /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/engines/eevee/eevee_motion_blur.c:467\n - 7 0x59b1953 in eevee_render_to_image /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/engines/eevee/eevee_engine.c:507\n - 8 0x5948820 in DRW_render_to_image /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/intern/draw_manager.c:1909\n - 9 0x14ff1d77 in engine_render_view_layer /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/engine.c:786\n - 10 0x14ff40a3 in RE_engine_render /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/engine.c:914\n - 11 0x1501aafb in do_render_3d /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:1132\n - 12 0x1501c24a in do_render /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:1209\n - 13 0x1501e036 in do_render_composite /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:1349\n - 14 0x15022789 in do_render_all_options /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:1615\n - 15 0x15027839 in RE_RenderFrame /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:2015\n - 16 0xd7b42cf in render_startjob /home/dev/01-data/01-git/blender-git/blender/source/blender/editors/render/render_internal.c:630\n - 17 0x4fed4f1 in do_job_thread /home/dev/01-data/01-git/blender-git/blender/source/blender/windowmanager/intern/wm_jobs.c:389\n - 18 0x18de408d in tslot_thread_start /home/dev/01-data/01-git/blender-git/blender/source/blender/blenlib/intern/threads.cc:231\n - 19 0x7ffff7566608 in start_thread /build/glibc-ZN95T4/glibc-2.31/nptl/pthread_create.c:477\n\nThread #15 created by T0 here:\n - 0 0x7ffff75bf805 in pthread_create (/lib/x86_64-linux-gnu/libasan.so.5+0x3a805)\n - 1 0x18de42b9 in BLI_threadpool_insert /home/dev/01-data/01-git/blender-git/blender/source/blender/blenlib/intern/threads.cc:245\n - 2 0x4fee516 in WM_jobs_start /home/dev/01-data/01-git/blender-git/blender/source/blender/windowmanager/intern/wm_jobs.c:484\n - 3 0xd7b88bd in screen_render_invoke /home/dev/01-data/01-git/blender-git/blender/source/blender/editors/render/render_internal.c:1041\n - 4 0x4f8f3ba in wm_operator_invoke /home/dev/01-data/01-git/blender-git/blender/source/blender/windowmanager/intern/wm_event_system.c:1293\n - 5 0x4f912f2 in wm_operator_call_internal /home/dev/01-data/01-git/blender-git/blender/source/blender/windowmanager/intern/wm_event_system.c:1500\n - 6 0x4f91551 in WM_operator_name_call_ptr /home/dev/01-data/01-git/blender-git/blender/source/blender/windowmanager/intern/wm_event_system.c:1548\n - 7 0x90f1c95 in ui_apply_but_funcs_after /home/dev/01-data/01-git/blender-git/blender/source/blender/editors/interface/interface_handlers.c:932\n - 8 0x917b8d0 in ui_handler_region_menu /home/dev/01-data/01-git/blender-git/blender/source/blender/editors/interface/interface_handlers.c:10809\n - 9 0x4f88a9b in wm_handler_ui_call /home/dev/01-data/01-git/blender-git/blender/source/blender/windowmanager/intern/wm_event_system.c:636\n - 10 0x4f9ec36 in wm_handlers_do_intern /home/dev/01-data/01-git/blender-git/blender/source/blender/windowmanager/intern/wm_event_system.c:2757\n - 11 0x4f9fc78 in wm_handlers_do /home/dev/01-data/01-git/blender-git/blender/source/blender/windowmanager/intern/wm_event_system.c:2865\n - 12 0x4fa537f in wm_event_do_handlers /home/dev/01-data/01-git/blender-git/blender/source/blender/windowmanager/intern/wm_event_system.c:3288\n - 13 0x4f732cf in WM_main /home/dev/01-data/01-git/blender-git/blender/source/blender/windowmanager/intern/wm.c:635\n - 14 0x34f58fa in main /home/dev/01-data/01-git/blender-git/blender/source/creator/creator.c:522\n - 15 0x7ffff6e4b0b2 in __libc_start_main (/lib/x86_64-linux-gnu/libc.so.6+0x270b2)\n\nSUMMARY: AddressSanitizer: heap-use-after-free /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/opengl/gl_batch.hh:112 in blender::gpu::GLBatch::verts_(int) const\nShadow bytes around the buggy address:\n 0x0c2a80061d30: fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd\n 0x0c2a80061d40: fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd\n 0x0c2a80061d50: fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd\n 0x0c2a80061d60: fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd fa\n 0x0c2a80061d70: fa fa fa fa fa fa fa fa fa fa fa fa fa fa fa fa\n# >0x0c2a80061d80: fd[fd]fd fd fd fd fd fd fd fd fd fd fd fd fd fd\n 0x0c2a80061d90: fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd\n 0x0c2a80061da0: fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd\n 0x0c2a80061db0: fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd\n 0x0c2a80061dc0: fa fa fa fa fa fa fa fa fa fa fa fa fa fa fa fa\n 0x0c2a80061dd0: fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd\nShadow byte legend (one shadow byte represents 8 application bytes):\n```\nAddressable: 00\nPartially addressable: 01 02 03 04 05 06 07 \nHeap left redzone: fa\nFreed heap region: fd\nStack left redzone: f1\nStack mid redzone: f2\nStack right redzone: f3\nStack after return: f5\nStack use after scope: f8\nGlobal redzone: f9\nGlobal init order: f6\nPoisoned by user: f7\nContainer overflow: fc\nArray cookie: ac\nIntra object redzone: bb\nASan internal: fe\nLeft alloca redzone: ca\nRight alloca redzone: cb\nShadow gap: cc\n```\n" ]
[ "Crash when applying modifier\nOperating system:Win 10 pro\nGraphics card:GXT 1050\n\nBroken: 2.80, 0f5b53ba4dc, blender2.8, 2018-11-30\n\ncrash happens when appling modifier\n\n[Blender 2.8 crash.webm](Blender_2.8_crash.webm)" ]
Crash on creating a new scene within video editing workspace Operating system: Windows-10-10.0.19041-SP0 64 Bits Graphics card: NVIDIA GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.77 Broken: version: 3.0.0 Alpha Creating a new scene (with New) will crash Blender, if within the Video Editing Workspace. Creating a new scene with Full copy works as expected. - Start Blender with the default Video Editing Workspace - Try to create a new scene with the New Command. Based on the default startup with the Video Editing Workspace and an empty sequencer
[ "bpy.ops.outliner.select_walk + INVOKE_DEFAULT + temp_override crashes Blender\nBlender 3.6.2\n\n\nSteps to reproduce:\n1. Default Blender scene.\n2. Run the code in the outliner (it will step selection down in outliner)\n3. Uncomment two last lines (same operator but with `temp_override`). Blender will crash.\n\n```python\nimport bpy\n\ncontext = bpy.context\n\noverride = {\"area\": next(area for area in context.screen.areas if area.type == \"OUTLINER\")}\nbpy.ops.outliner.select_walk(override, \"INVOKE_DEFAULT\", direction=\"DOWN\")\n\n#with context.temp_override(**override):\n# bpy.ops.outliner.select_walk(\"INVOKE_DEFAULT\", direction=\"DOWN\")\n```\n\nNoticed similar case #107805, not completely sure they're really related though.\n\n", "Screen flickers / goes black/ red when starting up Blender in fullscreen via startup file.\nOperating system: macOS Big Sur 11.0.1\nGraphics card: Radeon Pro Vega 48 8GB\nProcessor: 3.6 GHz 8-Core Intel Core i9\niMac (Retina 5K, 27 inch, 2019)\nMemory: 72GB 2667 MHz DDR4\n\nBroken: Blender 2.83.9, 2.92 alpha `ba740ad2abc6`, 8dc95f61f3\n\nThe screen flickers/ goes black/ goes red for about 2-3 seconds if the startup file was saved with Blender in full screen. Opening the startup file's again after Blender becomes usable doesn't cause this.\n\n\n- Delete the 2.83 config file or start from Factory Settings\n- Start Blender and the splash screen is displayed correctly\n- Now Click the Green button at the top left hand corner to Maximise the screen to full\n- Save the Default Startup File\n- Reopen Blender and the screen turns red apart from the header bar which is displayed correctly\n- The screen stays red for about 3 seconds\n# The splash screen is now displayed correctly and I can use Blender so far without any issues\n\nRestarted the iMac and restarted Blender with the same red screen error as above\n\n**Workaround**\nPress the Green Button so that Blender is not maximised anymore\nSave the Default Startup File\nRestart Blender and the splash screen is displayed (without the red screen)\n\nThis is my first bug report, so I hope I have filed this correctly.\n\n\nKind Regards,\n\nClayton", "Blender crashes: OpenVDB math::Transform::read throws exception. \nOperating system: Darwin-19.5.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5500M OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.9.15\n\nBroken: version: 2.83.2\n\nBlender keeps crashing.\n\nI have a project were I created an animation of modified arrays. Everytime I play it it crashes\n\nCrash report: P1536\n\ncrashed thread: \n```\n\tThread 35 Crashed:\n0 libsystem_kernel.dylib \t0x00007fff726c733a __pthread_kill + 10\n1 libsystem_pthread.dylib \t0x00007fff72783e60 pthread_kill + 430\n2 libsystem_c.dylib \t0x00007fff7264e8a2 __abort + 139\n3 libsystem_c.dylib \t0x00007fff7264e817 abort + 135\n4 libc++abi.dylib \t0x00007fff6f8ae458 abort_message + 231\n5 libc++abi.dylib \t0x00007fff6f89f8bf demangling_terminate_handler() + 262\n6 libobjc.A.dylib \t0x00007fff713da5b1 _objc_terminate() + 104\n7 libc++abi.dylib \t0x00007fff6f8ad887 std::__terminate(void (*)()) + 8\n8 libc++abi.dylib \t0x00007fff6f8b01a2 __cxxabiv1::failed_throw(__cxxabiv1::__cxa_exception*) + 27\n9 libc++abi.dylib \t0x00007fff6f8b0169 __cxa_throw + 113\n10 org.blenderfoundation.blender \t0x0000000110291c61 openvdb::v7_0::math::Transform::read(std::__1::basic_istream<char, std::__1::char_traits<char> >&) + 4801\n11 org.blenderfoundation.blender \t0x000000011026082b openvdb::v7_0::io::Archive::readGrid(std::__1::shared_ptr<openvdb::v7_0::GridBase>, openvdb::v7_0::io::GridDescriptor const&, std::__1::basic_istream<char, std::__1::char_traits<char> >&) + 1787\n12 org.blenderfoundation.blender \t0x0000000110286589 openvdb::v7_0::io::File::Impl::unarchive(openvdb::v7_0::io::File const&, std::__1::shared_ptr<openvdb::v7_0::GridBase>&, openvdb::v7_0::io::GridDescriptor const&, openvdb::v7_0::io::File::Impl::NoBBox) + 57\n13 org.blenderfoundation.blender \t0x0000000110282c91 openvdb::v7_0::io::File::readGridByName(std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&, openvdb::v7_0::math::BBox<openvdb::v7_0::math::Vec3<double> > const&) + 465\n14 org.blenderfoundation.blender \t0x0000000110282ab6 openvdb::v7_0::io::File::readGrid(std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&) + 54\n15 org.blenderfoundation.blender \t0x00000001128a2cc9 MANTA::updateGridFromVDB(std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, float*, bool) + 361\n16 org.blenderfoundation.blender \t0x0000000112890985 MANTA::updateGridFromFile(std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, float*, bool) + 869\n17 org.blenderfoundation.blender \t0x0000000112890cee MANTA::updateNoiseStructures(FluidModifierData*, int) + 558\n18 org.blenderfoundation.blender \t0x000000011287e2b5 manta_update_noise_structures + 21\n19 org.blenderfoundation.blender \t0x000000010df34cd0 BKE_fluid_modifier_processDomain + 3168\n20 org.blenderfoundation.blender \t0x000000010df316ce BKE_fluid_modifier_do + 142\n21 org.blenderfoundation.blender \t0x000000010e3ad4f6 applyModifier + 54\n22 org.blenderfoundation.blender \t0x000000010dea5b0a mesh_calc_modifiers + 2778\n23 org.blenderfoundation.blender \t0x000000010dea4d6b mesh_build_data + 123\n24 org.blenderfoundation.blender \t0x000000010dea4035 makeDerivedMesh + 133\n25 org.blenderfoundation.blender \t0x000000010dfe1281 BKE_object_handle_data_update + 1089\n26 org.blenderfoundation.blender \t0x000000010dfe1704 BKE_object_eval_uber_data + 52\n27 org.blenderfoundation.blender \t0x000000010e9f36ba DEG::(anonymous namespace)::deg_task_run_func(TaskPool*, void*, int) + 138\n28 org.blenderfoundation.blender \t0x00000001142cadbc task_scheduler_thread_run(void*) + 364\n29 libsystem_pthread.dylib \t0x00007fff72784109 _pthread_start + 148\n30 libsystem_pthread.dylib \t0x00007fff7277fb8b thread_start + 15\n```\n", "New Scene \"Copy Settings\" - missing Freestyle settings\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.3.0\nWorked: unknown\n\nWhen creating a new scene with a copy of the settings in the same file: **NewScene** ->**Copy Settings**, Freestyle settings are not taken into account.\n\n 1. In the new file, turn on **\"Freestyle\"**\n 2. Create a new **\"Freestyle Line Set\"**\n 3. Change some other default parameters like **\"Base Color\"** or **\"Base Thickness\"**\n 4. Create a new scene using the **\"Copy Settings\"** parameter\nNo settings related to **\"Freestyle\"** were copied to the new scene.\n\nThank you.\n\n\n\n", "Blender crashes when using bpy.ops.view3d.view_orbit with a custom context\nOperating system: Linux-5.15.11-arch2-1-x86_64-with-glibc2.33 64 Bits\nGraphics card: AMD RENOIR (DRM 3.42.0, 5.15.11-arch2-1, LLVM 13.0.0) AMD 4.6 (Core Profile) Mesa 21.3.2\n\nAlso tested on WIndows:\n\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: AMD Radeon(TM) Graphics ATI Technologies Inc. 4.5.14756 Core Profile Context 20.40.32 27.20.14032.8\n\nBroken (Linux): version: 3.0.0\nBroken (Windows): version: 3.0.0\nWorked: Never, the crash happens in 2.7 and 2.6 doesn't seem to support the override thing (I haven't tested subversions)\n\nBlender crashes when using `bpy.ops.view3d.view_orbit` with a custom context\n\nRun this in the Python console:\n```\narea = [n for n in bpy.context.screen.areas if n.type == \"VIEW_3D\"][0]\noverride = bpy.context.copy()\noverride['area'] = area\nbpy.ops.view3d.view_orbit(override, type='ORBITLEFT')\n```\n\n[blender.crash.txt](blender.crash.txt)", "GPencil: Define the active scene when using the Video Editing Workspace\nThis is required to have a fast switching method for Storyboarding.", "Wrong context override crashes Blender\nOperating system: Linux-5.19.0-41-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce RTX 4080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 525.105.17\n\nBroken: version: 3.5.0\n\nI have a crash on executing simple Python script. Script contents wrong context override\n\nHere is the code that crashes Blender:\n```Py\nimport bpy\nfrom bpy import context\n\narea = [area for area in bpy.context.screen.areas if area.type == \"VIEW_3D\"][0]\n\nwith context.temp_override(area=area):\n bpy.ops.view3d.render_border('INVOKE_DEFAULT', wait_for_input=True)\n```\nThere is a mistake, region is not overridden, that's required by render border. But instead of showing an error, Blender crashes.\n\n", "Problems due to leftover Nvidia drivers\nOperating system: Windows 11 Home\nGraphics card: Intel Arc a770 16gb Limited Edition (latest drivers)\n\nBroken: (Blender 3.3, 3.5 and 4.0) Trying to work out if it is just my GPU that is the issues\n\n\nBlender 3.5.1 will not allow me to access editor preferences, and won't allow me to render in Cycles. CPU or GPU. Eevee works.\n\nBlender 3.3 allows me to access editor preferences, but still won't allow me to render in Cycles. CPU or GPU. Eevee works.\n\nBlender 4.0 allows for editor preferences, same issue with Cycles. Eevee works fine.\n\nBy not allowing me to access editor preferences or Cycles I mean it crashes.\n\nI have tried to converse with Intel engineers with a video of the crashes but they seem incompetent with knowing how to enable GPU rendering in their own tests.\n\n", "Ctest: Crash in cycles_image_colorspace_cpu\nOperating system: Windows\nGraphics card: Irrelevant\n\nBroken: current master (c32c6a5f85) \nWorked: Unknown\n\n\nDuring testing of [D10212: Cmake/deps: Update OSL to 1.11.10.0](D10212) I noticed a single test failing... once... by repeating the test over and over I got it to misbehave once every 5-45 minutes , so... that's not gonna be super fun to track down.\n\nI attached 3 stack traces which all point to the same location, a null check there just mask the issue, personally I'd take a crash over a random bad frame being output. \n\n\n`ctest -C Release -VV -R cycles_image_colorspace_cpu --repeat-until-fail 9999 -O Fail.log`\n\n\n[image_non_color.crash.txt](image_non_color.crash.txt)\n\n[image_log_osl.crash.txt](image_log_osl.crash.txt)\n\n[image_alpha_blend.crash.txt](image_alpha_blend.crash.txt)\n\nI mentioned this on chat earlier today, but tracking ticket is probably nicer cc: @brecht ", "Clearing followed by setting a listbox created by UILayout.prop_search while keeping the mouse on the listbox crashes Blender\nOS: Ubuntu 16.04 x86_64\nGfx: Intel HD Graphics 530 (Skylake GT2) (driver: GL 4.5 (Core Profile) Mesa 17.3.0-devel)\n\nBroken:\n- 2.79-42a562496b5-linux-glibc219-x86_64 (latest build)\n- 2.79-5bd8ac9abfa-linux-glibc219-x86_64\n- 2.76b\n\nClearing followed by setting a listbox created by UILayout.prop_search while keeping the mouse on the listbox either crashes Blender or leads to unexpected behaviour.\n\nConsistently reproducible.\n1. Open the default startup blender file\n2. Open a textblock and paste and run the code provided in Appendix A\n3. In the 3D viewport, press SPACE and type \"Crashable\", then select \"Crashable Operator\" => at the right an operator panel will be drawn\n4. In the operator panel, click on the field next to \"Obj:\" and select e.g., \"Camera\" from the list\n5. Click the X sign right to \"Camera\" while keeping the mouse pointer pointed at the field\n6. Click again on the field\n\n**Expected behaviour of step 6.**\nStep 6 should be able to behave as step 4, i.e., one should be able to again select something from a non-empty list\n\n**Observed behaviour after step 6**\nOne of following, probably depending on how Blender's memory was allocated:\n - Crash\n - The list is empty\n\n**Appendix A**\n\n```\nimport bpy\n\n\nclass CrashableOperator(bpy.types.Operator):\n bl_idname = \"object.crashable_operator\"\n bl_label = \"Crashable Operator\"\n bl_options = {'REGISTER', 'UNDO'}\n\n obj = bpy.props.StringProperty(name=\"Obj\")\n\n def draw(self, context):\n self.layout.prop_search(self, \"obj\", context.scene, \"objects\")\n\n def execute(self, context):\n return {'FINISHED'}\n\n\ndef register():\n bpy.utils.register_class(CrashableOperator)\n\n\ndef unregister():\n bpy.utils.unregister_class(CrashableOperator)\n\n\nif __name__ == \"__main__\":\n register()\n```\n\n**Terminal output upon crash**\n\n```\n$ blender\nRead new prefs: /home/elias/.config/blender/2.76/config/userpref.blend\nWriting: /tmp/blender.crash.txt\nSegmentation fault (core dumped)\n```\n\n**Contents of \"blender.crash.txt\"**\n\n\n```\n# Blender 2.76 (sub 0), Commit date: 1970-01-01 00:00, Hash unknown\nbpy.context.area.type = 'TEXT_EDITOR' # Property\nbpy.ops.text.run_script() # Operator\nbpy.ops.object.crashable_operator() # Operator\nbpy.ops.object.crashable_operator(obj=\"Camera\") # Operator\nbpy.ops.object.crashable_operator(obj=\"\") # Operator\nbpy.ops.object.crashable_operator(obj=\"\") # Operator\n\n# backtrace\nblender(BLI_system_backtrace+0x30) [0x1361b10]\nblender() [0x97a98e]\n/lib/x86_64-linux-gnu/libc.so.6(+0x354b0) [0x7f242a7894b0]\nblender(rna_ID_refine+0x4) [0x11bac84]\nblender(rna_pointer_inherit_refine+0x66) [0x11a9af6]\nblender() [0x1273ae2]\nblender(RNA_property_collection_begin+0x15c) [0x11b161c]\nblender() [0xb654ae]\nblender(ui_searchbox_update+0x6a) [0xb7514a]\nblender() [0xb57089]\nblender() [0xb59f6d]\nblender() [0xb5a027]\nblender() [0xb5d7ad]\nblender() [0xb5ebe6]\nblender() [0xb5f433]\nblender() [0x985e81]\nblender() [0x986251]\nblender(wm_event_do_handlers+0x5f6) [0x9868e6]\nblender(WM_main+0x18) [0x97cfd8]\nblender(main+0xef4) [0x95ce04]\n/lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0xf0) [0x7f242a774830]\nblender(_start+0x29) [0x97a2b9]\n```", "Crash when rendering animations (GPU Subdivision ON, OFF is fine)\nSystem Information\nOperating system: WIndows 11 22H2\nGraphics card: Nvidia GeForce RTX 4080\n\nBlender Version\nBroken: 3.4.1, 3.5, 3.6\n\nForce closes when rendering animation after a number of frames and when opening larger blend files. Happens with all files. All drivers up to date and tested memory with no issues. Worked without issue for 6 months, crashing started 1 week ago.\n\nRendering animation with GPU Subdivision unchecked did not trigger a crash", "blender 4.0 shutdown immediately after launching\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1660 SUPER/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 536.99\n\nBroken: version: 4.0.0 Alpha\n\nblender 4.0 latest build shutdown immediately after launching . and i think its cant overwrite the file showing in the image .when i deleted that file and try to launch blender its work just fine . after doing some stuff blender got crashed 🙃 and the same thing happen again (can`t launch) and so i have to do the same method to get it to work again 🙂👌\n\n----\n\n", "Crash with certain file. Sculpt mode. Vertex color fill + edge.\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 2.93.0 Alpha\n\nWhen I try to apply vertex color Fill (Sculpt mode) on edge in this particular file, I get crash\nAnd all fine for shapes/triangle.\n\n[VC + edge crush.blend](VC___edge_crush.blend)\n\n[debug_logs.7z](debug_logs.7z)\n", "Batch Rendering Crashes if EEVEE set in scene\nOperating system: Windows 10\nGraphics card: Any or None\n\n2,83, 2,90, 2.92\n\nEEVEE is set as renderer in the scene file.\nThe scene is send to the render farm. \nOpenGL is not available as render farm is running as background service OR blades machines do not have any GPU at all.\nBlender in Commandline Crashes.\n\n(Side Note: Cycles works fine as CUDA is available within background service)\n\n\n**Expected Behavior**\nReport an error \"EEVEE requires OpenGL. Unable to find/initialize openGL32.dll\"\n\nTo reproduce the issue, you either need some helper service that starts Blender in commandline mode (I can provide one) OR you can use any machine that does not have a GPU installed.\nCreate a new scene with EEVEE as renderer.\nTry to commandline-render the scene.\n\nCommandline that we used:\n\"C:\\renderer_exe\\blender\\win_x64\\Blender_2.90\\blender.exe\" -b \"\\\\isilonai\\woodspeople\\Boar (With fur).blend\" -o \"\\\\isilonai\\woodspeople\\Boar (With fur)\\Brawler####\" -F PNG -x 1 -s 10 -e 10 -j 1 -t 24 -a -y\n\n\nCommandline output:\nR 6| >\"C:\\RR_localdata\\renderer_exe\\blender\\win_x64\\Blender_2.92\\blender.exe\" -b \"C:\\RR_localdata\\cachedscenes\\Home_3D\\Blender\\cube.blend\" -o \"C:\\RR_localdata\\renderout\\A\\3D\\Blender\\render\\myOut####\" -F PNG -x 1 -s 2 -e 3 -j 1 -t 24 -a -y \nR 7| Blender 2.92.0 Alpha (hash 719bea0d6d06 built 2021-01-12 23:10:47)\nR 8| Read blend: C:\\RR_localdata\\cachedscenes\\Home_3D\\Blender\\cube.blend\nR 9| Writing: C:\\RR_localdata\\temp\\A\\cube.crash.txt\nR 10| StdErr: Warning! Using result of ChoosePixelFormat.\nR 11| StdErr: Warning! Using result of ChoosePixelFormat.\nR 12| StdErr: Warning! Using result of ChoosePixelFormat.\nR 13| StdErr: Warning! Using result of ChoosePixelFormat.\nR 14| StdErr: Warning! Using result of ChoosePixelFormat.\nR 15| StdErr: Warning! Using result of ChoosePixelFormat.\nR 16| StdErr: Warning! Using result of ChoosePixelFormat.\nR 17| StdErr: Warning! Using result of ChoosePixelFormat.\nR 18| StdErr: Warning! Using result of ChoosePixelFormat.\nR 19| StdErr: Warning! Using result of ChoosePixelFormat.\nR 20| StdErr: Warning! Using result of ChoosePixelFormat.\nR 21| StdErr: Warning! Using result of ChoosePixelFormat.\nR 22| StdErr: Warning! Using result of ChoosePixelFormat.\nR 23| StdErr: Warning! Using result of ChoosePixelFormat.\nR 24| StdErr: Win32 Error# (127): The specified procedure could not be found.\nR 25| StdErr: Error : EXCEPTION_ACCESS_VIOLATION\nR 26| StdErr: Address : 0x00007FFF8DBA1C81\nR 27| StdErr: Module : VCRUNTIME140.dll\nR 28| StdErr: Thread : 00001c94\n[Boar.crash.txt](Boar.crash.txt)\n\n\n", "Crashing and freezing when working on files with assets\nOperating system: macOS-12.6.5-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon RX 580 1.2\n\nBroken: version: 3.5.0\n\nCrashing and freezing when working on files with assets\n\nif I open the demo file cube_diorama.blend the whole system freezes and either crashes or logs out needing to login again.\nevery blender crash a WindowsServer log is created.\n\n cube_diorama.blend never crashed in previous versions of blender for me.\n\n" ]
[ "Crash when switching to video editing workspace in new scene\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.41\n\nBroken: version: 3.0.0 Alpha\nWorked: (2.93.0)\nCaused by fa2c1698b0\n\nWhen switching to a video editing workspace in a new scene, Blender crashes.\n\n* create a new scene\n![image.png](image.png)\n\n* create a new workspace \"Video editing\"\n![image.png](image.png)\n\n* blender crashes\nNo blend file. Just use the default startup file\n\n---\nor \n- Start Blender with the default Video Editing Workspace\n- Try to create a new scene with the New Command.\n" ]
Camera to View and zoom does not function with orthographic cameras Operating system: Windows-10-10.0.22000-SP0 64 Bits Graphics card: NVIDIA GeForce RTX 3070 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 497.29 Broken: version: 3.2.0 When you try to zoom while looking through an orthographic camera and having **Camera to View** enabled it only zooms in on the canvas.[orthographicCameraZoom.mp4](orthographicCameraZoom.mp4) 1. Create a cube 2. Create a camera and set it to orthographic 3. Set it as the active camera 4. Enable the **Camera to View** in the View panel 5. Try to zoom
[ "Using Viewport Navigation Gizmos can execute tool gizmos or sculpting\nOperating system: Darwin-19.5.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5500M OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.9.15\n\nBroken: version: 2.91.0 Alpha\nWorked: never worke in 2.8+\n\nLeft Mouse dragging on those two buttons can lead to unexpected/undesired behavior. \n![buttons.png](buttons.png)\nThe dragging executes whatever tool is currently active:\n- if the selection tool is active, a selection is drawn\n- if the move tool is active and an object selected, the object is moved\netc.\n\nWhy this is a problem:\nIf one of these two buttons get accidentally dragged a little, it can apply a tiny yet destructive change to your scene which isn't noticed at first (as this behavior is unexpected).\n\n\n\nThis example is for the move tool:\n1. Open a new scene\n2. Activate the move tool\n3. Select the cube\n![01.png](01.png)\n4. Drag the camera or perspective button to the side\n5. See how the cube is moved\n![02.png](02.png)\n\n\nThis example is for sculpting:\n1. Open new sculpting scene\n![1.png](1.png)\n2. Drag the camera or perspective button to the side\n3. See how the mesh gets distorted\n![2.png](2.png)\n\nThanks\n", "OpenXR: Virtual Monitor experiment\nDuring Blender conference there was a discussion explaining a limitation for using Blender in a virtual production.\nMost of the time was spend on explaining what should be done, what lacked in looking towards how blender is actually being used in such setup.\n\nThis task will gather some feedback from users to find out what is needed to integrate a virtual monitor inside a scene.\nThe provided solution was to render the virtual camera to an texture, and after that render the main scene camera that could include the texture from the virtual camera.\n\nDuring the conference I thought of several ways how to do it (from a coding perspective)\n1. Just wait until the Viewport Compositor can handle multiple scenes and \"None blocking rendering\".\n2. Have a special shading node that could input the texture of the virtual camera. The material can than be put on any geometry.\n\nAlthough both options are possible and would lead to similar performance I think that only the first option would be acceptable for blender in the longer run. The second option could be added to an experimental branch for testing purposes as it doesn't seem to be that complicated.\n\nThe main issue I still have is to have an overview of the exact problem. What I got out of it so far:\n* The virtual camera is controlled by a controller via openXR. It shows the visible frustum of the scene.\n* This part is rendered and displayed in the same scene on an image plane. This image plane will than act as a virtual monitor.\n* The main camera is rendered and displayed to the physical display(s).\n\nUse cases for this:\n* View output of a virtual camera when still having an VR headset on. Eg. look at the camera controller and see what that camera is recording, when inside an XR session.\n\nThis is an experiment to see if this is possible and to demonstrate the consequences of this from user and developer perspective. After this experiment it should be possible to use it in an experimental branch. I don't think it should be in master yet as unless the consequences have been discussed and further evaluated.\n\nFor discussion of this task use #xr channel on blender chat.\nBranch is called `temp-xr-virtual-camera-experiment`.\n\nTechnical details:\n* draw manager instance data is currently stored in 3d viewport, each virtual camera could have its own GPUOffscreen...\n* The virtual camera texture will only exists as GPUTexture. It will not be available on the CPU for performance reasons. GPUTexture is in linear color space.\n* Image planes are only visible in Eevee. as it uses a regular texture and material. To hide internal complexity a new Virtual Camera node will be available in Material shader graph.\n* When rendering the virtual camera, anu geometry using a Virtual Camera Node will not be drawn.\n\n[0001-1813.mp4](0001-1813.mp4)\n\nTODO:\n- [x] Add Virtual Camera Node\n- [x] Add runtime data structures to Camera.\n- [x] Detect existence of virtual camera node and update its texture. We can do this outside the draw manager for clarity as it is a hack.\n- [x] Hook generated GPU texture to the Virtual camera node.\n- [x] Create temp view3d for correct view/win mats.\n- [x] Enable this for OpenXR session.\n\nKnown limitations:\n* Performance.\n* Only Eevee is supported. Cycles could be supported and perhaps even without rendering twice.\n* Virtual camera texture is visible in reflections/refractions, shadow. Should be turned of by user.", "File thumbnails don't always show rendered result\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.66\n\nBroken: version: 2.81 (sub 16)\n\nBlender doesn't save previews that look as the eevee (or cycles) render when using a camera.\n\nUse a file with a camera, save while rendered mode is on, and it will look like workbench mode.\nDelete the camera, it will save as the mode is displayed and will do as rendered if that's what you have.", "Multi-touch gesture: Zooming is reverse in shader editor comparing to viewport\nOperating system: macOS-11.4-arm64-arm-64bit 64 Bits\nGraphics card: Apple M1 Apple 4.1 Metal - 71.6.4\n\nBroken: version: 2.93.1\n\nZooming is reverse in shader editor (other 2d editors are fine)\n\n- Hold ctrl and drag downwards\n- This will zoon in the viewport but zoom out in shader editor\n\n- - -\nsteps from original report:\nOn MacOS, by holding CMD and scrolling on the magic mouse you can zoom on the object. the correct behavior is that dragging down should zoom-in. but it's reverse in the shader editor.\nand if I set the \"Invert zoom direction\" in the settings, it will do both of those oppositly\n\n", "Snap to Grid in Perspective View performed only at ground level\nGenerally you are not sure which grid point the object is in the perspective view because you need to consider the current depth of the object on the screen.\nThis option would only limit movement at ground level under those conditions.", "Regression: 3.0.0: The curve is not hidden in the Viewport if there is a Bevel value\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 527.56\n\nBroken: 3.0.0 `d046a1f2fa `\nWorked: 3.0.0 `1275ce61b1`\n\nHiding the curve display in the viewport as an object does not work\n\nIf you add a curve to the scene and try to hide its display and the ability to select in View Object Types, then hiding works.\nIf you add a profile for a curve or Bevel, then hiding does not work. In this form, the curve is hidden only when it is done as a hide mesh.\nPerhaps this is the correct behavior.\n\n[2022-12-28 16-39-53.mp4](2022-12-28_16-39-53.mp4)\n", "VSE's selection not centred to images\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Intel(R) HD Graphics 4600 Intel 4.3.0 - Build 20.19.15.5058\n\nBroken: version: 3.1.0 Alpha\nWorked: Never\n\nWhen zooming in enough to a selected image's corner, it can be seen that the selection box (white rectangle) reaches outside the image itself. It also happens with a scaled down \"color\" strip.\n\n- Open a \"Video Editing\" workspace and add a \"Color\" strip\n- Scale it down and zoom to a corner\n- To better notice the issue, play with the resolution of the Preview (in Properties)\n![image.png](image.png)\n\nNotes & thoughts:\n- The selection box (white box) is unresponsive to \"aspect ratio\" changes (in Properties)\n- The drifting of the image is somewhat annoying, and sticking the selection box to the image wouldn't fix this.\nSince I don't know how pixel alignment works in the preview, I'm not sure about this, but it may work to instead drift the canvas, leaving the image put like the selection box currently does. So sticking the image TO the selection box.", "Intermittent: Control + MMB to zoom non responsive or sluggish vs mouse speed\nOperating system: MacOS Ventura 13.4.1\nGraphics card: M1\n\nBroken: 3.5.1, Hash: e1ccd9d4a1d3, Branch: blender-v3.5-release\n\nZoom via Control + MMB becomes very sluggish to the point where excessive movement of the mouse is required. Does not match the mouse pointer speed for the rest of the application. \n\nAny model in perspective mode. Attempt to zoom view to the object.\n\n", "Camera Movement along an axis issue\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: Radeon RX Vega ATI Technologies Inc. 4.5.13559 Core Profile Context 26.20.12001.7006\n\nBroken: version: 2.81 (sub 3)\nWorked: (optional)\n\n**Description of error**\nWhile moving my camera along the y-axis, I noticed this bug. I have made a video and uploaded it to youtube, to demonstrate it. Here is the link to it: get9_hMZXDQ\n\nBasically when I move my camera along the y axis .. beyond 300m mark, it suddenly jumps to -10000000m or something.. and the screen goes blank. Also, I have not tested it along the X axis or Z axis so far. \n\n\n\n", "Box select fails to select bones at certain zoom levels\nOperating system: Linux-5.19.0-43-generic-x86_64-with-glibc2.36 64 Bits, X11 UI\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 530.41.03\n\nBroken: version: 4.0.0 Alpha\nAlso 3.5 and 3.6\n\nBox select fails when zoomed out\n\n\n- Open [Select.blend](attachment)\n- Box select some of the bones in the provided file.\n- It doesn't work for me unless you zoom in first\n- If you display the bone as \"Wire\" or \"BBone\" then everything is selecting correctly, otherwise not.\n\nIt fails in both pose and edit modes, perspective or orthographic.\n\n", "Extrude Edge Along Axis is not clearly visible in Blender 2.80\nOperating system:\nGraphics card:\n\nWindows 7\nGeForce GTX 650Ti\n\nblender-2.80-b4db7d80f18b-win64\n\n\nIn Blender 2.80 if you have just an edge and want to extrude that edge on side orthographic view along an axis, what you are extruding is not clearly visible. In Blender 2.79 i just have to scroll the mouse to zoom in and from that moment, even if i zoom out, the extrusion along axis will be clearly visible.\n\nJust extrude an edge in side orthographic along an axis and the edge being extrude will not be clearly visible even if you zoom in.", "Using View Navigation in Camera View Causes Viewport View to Focus on World Origin\nOperating system: Windows-10 64 Bits\nGraphics card: GeForce GTX 1070 NVIDIA 442.19\n\nBroken: version: 2.83 (sub 6)\nWorked: Never (2.79+)\n\nUsing view navigation (Shift+\") in camera view (Numpad 0) causes to lose the previous viewport view (Numpad 0 again) and it focuses world origin. \n\n1- Launch default Blender.\n2- Change your view to anywhere (For example zoom in to a vertex of the cube).\n3- Go in camera view (Numpad 0), use view navigation (Shift+\") and right click to cancel it (you can change view with left click as well, it doesn't matter).\n4- Go in viewport view (hit Numpad 0 again), notice that your previous view changed (it now focuses world origin)\n\nBelow gif demonstrates the issue:\n![focus_view_issue.gif](focus_view_issue.gif)\nView navigation that I used:\n![view_navigation.jpg](view_navigation.jpg)\n\n", "Render automatically sets scene camera when there is none\nOperating system: Arch Linux\nGraphics card: GTX TITAN\n\nBroken: blender 2.80.68 (dfbbc5067e40)\n\n\nThe different ways in the active camera is shown isn't updating consistently, nor always correct\n\n\n- start with default scene (cube, light, cam)\n- add a 2nd camera, make it active and switch to cam view with Ctrl+Numpad0\n- use something like fly mode to get a good view of the cube\n- switch to Scene properties, note Camera is set correctly\n- delete the active camera with X\n- there's no active camera anymore, shown consistently:\n - Camera is empty in Scene properties\n - direction triangle of remaining cam is not filled\n - outliner doesn't show outline rectangle on camera objectdata\n- however, press F12, render works using the remaining camera\n- escape image view\n- select the remaining camera\n- move it a bit in 3D view\n- press F12, note that render is using new view\n- in Scene properties the Camera selection is now sometimes correct, sometimes still empty. Similar for camera objectdata icon in the outlienr. However, the direction triangle on the camera stays empty\n", "Path Guiding: Cycles in viewport produce inconsistent results\nOperating system: Windows 11\nGraphics card: Geforce 1660S\n\nBroken: 3.5\n\nJust moving the camera around the viewport gives inconsistent cycles renders. I am not sure if it's directly related to path guiding as the issue is only visible in the mirror caustics.\n\n![Screenshot_12.png](attachment)\n![Screenshot_13.png](attachment)\n\n", "New 3D Viewports do not show X-Ray shading correctly\nOperating system:win11\nGraphics card:3070\n\nBroken:3.41‘s bug (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\n\nNew 3d views after the first one cant show X-Ray mode normally 视图显示“材质预览”下的编辑模式,透视打开,最初的第一个3d窗口可以显示背面的点,之后的3d窗口无法显示背面的点\n\n* Start with the default .blend file\n* Change the Timeline editor into a new 3D Viewport\n* Go into Edit mode for the Cube object\n* Turn on X-Ray mode in both 3D Viewports\n* Change the Viewport shading mode as follows\n * Solid mode works correctly in both editors\n * Material Preview only works for the original editor\n * Rendered only works for the original editor\n\n(see solid.png, preview.png, and rendered.png below)\n" ]
[ "Camera to View and zoom do not work with orthographic cameras\nIf you switch to ortographic camera (point 1), and try to zoom in with the camera viewport active, the camera behaves as \"view lock>camera to view\" unchecked.\nThe correct behavior is that you can get near the object without changing the camera \"unlock view > camera view\" (point 3). Even though it's checked, it's not working as intended (check point 2 in the picture)\n![ortographic camera.png](ortographic_camera.png)\n\n- Open attached .blend file\n- Try zoom in, dolly in...\n[ortho_bug.blend](ortho_bug.blend)\n\n" ]
Vertex paint color picker inaccurate Operating system: Win10 Graphics card: GTX 960M Broken: 2.82a Create an object and vertex paint some color on it. Use the color picker to pick that color off a vertex. Paint again. The new paint color doesn't match the 'picked' color. It is usually darker. https:*developer.blender.org/T72530, which has been closed, said that https:*developer.blender.org/D5975 would fix this problem, but it persists. Unless there is a setting somewhere I've overlooked? Googling didn't easily find an answer.
[ "Grease Pencil Tint / Also Vertex Paint on Grease Pencil Objects very slow with Cintiq Pro 24\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.4.1\n\nWhen i use Grease Pencil Tint with the a Cintiq 24 Pro it's very very slow. I have to wait after each stroke to continue. Drawing with the mouse is no problem.\nSame with vertex paint on a grease pencil object.\n\nWindows Ink and Wintab made no difference\n\nJust tinting with the cintiq stylus in the attached scene on the current layer.\n\n", "Add support for \"Channels\" to the Color Attributes\n_This design task is part of a request from a major game development studio who is actively using Blender in production._\n\nCurrently, for Color Attributes, we can specify the domain (Vertex, Face Corner) and Data Type (float32RGBA, int8RGBA)\n\nThis is a proposal to add a \"Channels\" panel to the User Interface, similar to the \"Channels\" tab found in many popular 2D drawing packages.\n(Attached is a screenshot from https://www.photopea.com . We would not include the \"RGB\" entry or the layer preview)\n\n\nThe proposed \"Channels\" panel would most likely be a sub-panel of the existing \"Color Attributes\" panel, although this part may be subject to change following user feedback.\n\nThe \"Channels\" panel would have four entries corresponding to:\n * Red (i.e. The red channel of the Color Attribute)\n * Green\n * Blue\n * Alpha \n\n**This first part corresponds to the \"User Interface\" portion of the task. (Including serialization of the UI state.)**\n\nEach of the entries would have a toggle to show or hide the channel. The current behavior is associated with all channels visible.\nIf only one channel is visible, the associated channel would render as gray-scale if the viewport is in \"Vertex Paint\" mode, and potentially in other visualizations also.\nIf the Red, Green, or Blue channels are hidden, the visualization will render as if they were zero.\nIf the Alpha channel is hidden, the visualization will render as if the Alpha was at full. (Either 1.0f or 255)\nIf no channels are visible, the visualization will render black.\n\n**This second part represents the \"Visualization\" portion of this task.**\n\nIn addition, each channel entry will have a selection toggle. Again, the fully selected state corresponds to the current behavior.\nThe selection state will affect the operation of the \"*Paint*\" style tools, and potentially any other operators which affect the color attributes, including Invert, Levels, Brightness/Contrast, etc etc.\n\n**This third part represents the \"Modification\" portion of the task, and bounds the complete scope of the task into a manageable amount of effort while still providing considerable value to the Game Dev Studio's workflow.**\n\nIt is important to note that at this stage, neither the Channel Visibility, nor the Selection State will modify the Data Transfer nodes, baking, scripting, Color Attribute creation, or any other indirect way of modifying the Color Attributes. These may be added on later in a separate Design Issue, but this issue is restricted to direct manipulation of the Color Attributes by the user.\n\nNote also, this particular Design Issue does not change the export of any data from Blender, only the display and user interactions.\n\n", "Color Ramp node keyed colors and keyed positions jumps to the next color stop when adding or removing color stops\nBroken: 2.7x, 2.8x\n\nThe keyed color and position should be assigned to the color stop itself, not it's order. As of now it follows the order of stops, so the keyed color and position jumps from one color stop to next one when a color stop is added or removed.\n|[2020-06-16 17-27-47.mp4](2020-06-16_17-27-47.mp4)|[2020-06-16 17-13-58.mp4](2020-06-16_17-13-58.mp4)\n| -- | -- |\n\n- open blender \n- go the shader editor\n- make a new material\n- add a color ramp node\n- Press \"i\" with the mouse hovering the black bar to key the color.\nnow the white color stop and do the same, key the color by pressing \"i\" over it.\nnow select the black color stop and remove it by clicking the \"-\"\n- press space bar to play, the keyed color will jump from the black one that was removed to the white one.\nThe same happens if you key the color stop's position instead of it's color.\nIt also jumps when adding in a color stop instead of removing one.\n", "Sample texture color dialog isn't dismissed after use\nOperating system: W10\nGraphics card: GTX 970\n\n2.82a\n\nAfter use of the pipette in the Image Texture Editor, the 'F9' dialog box is not dismissed until an UNDO operation is performed.\n\n\nSample file included; Launch file. Switch to Texture Paint. In the Texture Image Editor, invoke the sample function with the S hotkey. Observe the dialog.[Sample Dialog Dismiss.blend](Sample_Dialog_Dismiss.blend)", "No color drag'n'drop in Viewport Shading popover\nOperating system: Linux Mint\nGraphics card:\n\nBroken:2.81-a856c5eccffb-linux-glibc217-x86_64\n\n\nNo color drag'n'drop in 3d view solid (and wireframe) shader options dropdown.\n\nOpen default scene,\nclick on solid shading,\nopen the shader options dropdown,\nunder \"Color\" choose [Single],\nunder \"Background\" choose [Viewport],\ntry to drag the color of one to the other.\n\nAlso not works in wireframe shading dropdown.\n\n![Bildschirmfoto zu 2019-10-08 21-58-07.png](Bildschirmfoto_zu_2019-10-08_21-58-07.png)", "Smear tool painting vertex colors corrupts color info: part 2\nvertex colors get corrupted under certain blend mode combinations. 3.0.1 master.\n\nusing the smear tool over blue colors introduce green, magenta, yellow, gray and orange not present inside the blue ranges.\n\npainting with blue results in grays instead. \n\ni had this problem in 3.2 alpha using sculpt vertex colors, but when i got back to a project in 3.0.1 it happened with vanilla vertex colors tool. \n\nincluded a file this time\n\n[vertex colors bug.blend](vertex_colors_bug.blend)\n\n\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.79\n\nBroken: version: 3.0.1\nWorked: (newest version of Blender that worked as expected) 2.93\n\nSmear tool painting vertex colors corrupts color info\n\nuse paint brush with blue color. paints gray instead.\nuse smear brush. it should smear blues and not oranges and greens.\n", "Hue correct node does not match other hsv nodes\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: AMD Radeon RX 5700 ATI Technologies Inc. 4.5.0 Core Profile Context 23.4.3.230420\n\nBroken: version: 3.6.0 Alpha\n\nunmodified hue correct node giving diff results than hsv node. The color should not be modified by this node if no settings have been changed and both node should have the same output util modified. \n\nwill reference this post 107583\n\nplugin the viewer to the hue correct and hsv node and the colors will be diff. there is no modification on these nodes\n\n\n", "Texture paint in viewport is not using the color space of the image.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: AMD Radeon RX 5700 XT ATI Technologies Inc. 4.5.14802 Core Profile Context 22.2.1 30.0.14023.7007\n\nBroken: version: 3.2.0 Alpha\n\nIf you paint a noncolor texture like a normal map, painting it directly in the 2D image correcly uses the non-color space, but painting in the viewport doesn't.\n\n\n- With any non-color texture, try to paint both in viewport and in the 2D image\n[2022-02-15 10-34-07.mp4](2022-02-15_10-34-07.mp4)\n\nAditional note: This seems to happens when you sample from the 2D image. By contrast, if you sample the color from the 3D view, you can correctly paint on it, BUT in the 2D viewer the color becomes brighter.", "Error in bone Theming\nBroken: 3.6.1\n\n\nExists several Errors in bone edit mode theming:\n1. The Head/Tail of bone uses color of vertex, including when selecting state. There should be a separate parameter for the color of the Head/Tail itself, and the color when they are selected\n2. Outline of bone body uses Wire edit color, outline when bone is selected don`t have parameter \n<video src=\"attachment\" title=\"2023-08-07 08-56-49.mp4\" controls></video>\n\nBone pose mode theming also have several problem: \n1. bone outline when don`t select, uses Wire color, it's inconvenient\n2. \"Pose bone\" - the confusing parameter name, is actually the color of the selected bone. a parameter similar to object selected. it should be called \"Pose bone Selected\"\n<video src=\"attachment\" title=\"2023-08-07 08-58-49.mp4\" controls></video>\n\n", "Can't re-select the previous tool in any paint mode after changing on Property Area\nOperating system: Windows-8.1-6.3.9600 64 Bits\nGraphics card: GeForce GTX 745/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.41\n\nBroken: version: 2.81 (sub 16)\nWorked: (optional)\n\nOn Texture Paint mode, can't select a tool after change the Image Paint Tool on Properties.\n\n[2019-11-29 21-01-51.mkv](2019-11-29_21-01-51.mkv)\n\n1. Select a tool on T Panel\n2. Change the Image Paint Tool on Properties to other tool\n3. Try to select again the first tool (Step 1)", "Vertex Paint bug with Falloff Angle\nBroken: 2.79.x, Win32 & Mac\n\nSee video below.\n\nTo reproduce, set Falloff Angle to 45, and paint (one continuous stroke)\nwith the brush radius approximately equal to the object.\n\nAll by default (2D Falloff and Accumulate is OFF).\n\n[vertex-paint-falloff-angle-bug.blend](vertex-paint-falloff-angle-bug.blend)\n\n---\n\nSmall brush size is ok:\n![vertex-paint-falloff-angle-ok.png](vertex-paint-falloff-angle-ok.png)\n\nIncreased size produces artifacts:\n![vertex-paint-falloff-angle-bug.png](vertex-paint-falloff-angle-bug.png)\n\n---\n\n[vertex-paint-falloff-angle-bug.mp4](vertex-paint-falloff-angle-bug.mp4)", " Alpha channel of Tint Modifier don't Work with Fill material but work with stroke material.\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.3.1\n\nhi, it's been a while i didn't make a report for a bug, :) , well i'm back.\nthe Tint Modifier work well with `Stroke `material for every color channel R,G,B,A , but for Fill material we have problem with Alpha channel that don't work at all.\nthe first video show stroke works well with ALpha channel :\n[2022-10-16 13-12-36.mp4](2022-10-16_13-12-36.mp4)\nthe file\n[aplha color of tint modifier work well with stroke material.blend](aplha_color_of_tint_modifier_work_well_with_stroke_material.blend)\nsecont video show the problem with FILL material and alpha channel:\n[2022-10-16 13-14-27.mp4](2022-10-16_13-14-27.mp4)\nthe file\n[aplha color of tint modifier don't work with fill material.blend](aplha_color_of_tint_modifier_don_t_work_with_fill_material.blend)\nhope to get fixed.thank you for reading it\n\n", "Exchanging a color in Grease pencil from a color attribute is bugged\nOperating system: Windows 10\nGraphics card: GTX 1060\n\nBroken: 3.4.1\n\n**Short Description**\nExchanging a color in Grease pencil from a color attribute is bugged\n\n- Go into 2D animation\n- Draw a shape with a fill color using a color attribute\n- Change color attribute and draw another fill stroke\n- In materials tab create a new fill color\n- Assign that color in edit-mode to the shape to replace color attribute. \nIt doesn't look like it got applied. Go into viewport shading with material view and the assigned color is there. Pressing F12 shows the color that is supposed to be overwritten.[Color error.blend](Color_error.blend)", "Eye-dropper missing in texture paint mode.\nOperating system: Windows-10-10.0.22593-SP0 64 Bits\nGraphics card: AMD Radeon(TM) Vega 8 Graphics ATI Technologies Inc. 4.5.14800 Core Profile Context 22.5.2 30.0.21017.1000\n\nBroken: version: 3.3.0 Alpha\nThe same with version 3.2\n\neye-dropper is not appearing on the color selection whell when doing texture paint, both on the 3d view, or 2d texture painting.\n\nOpen blender, select the cube, go to texture paint mode, right click, left click on the color square on the top left corner, then you'll see the eye-dropper is missing. \nOpen blender, switch to texture paint workspace (or switch the tab to texture paint), create a new texture, right click, click on the color square on the top left corner, then you'll see the eye-dropper is missing. \n\n", "Unable to select vertex paint face mask faces while retopology overlay is active\nOperating system: Ubuntu 23.04\nGraphics card: AMD Radeon RX 570\n\nBroken: `main` (`e151425c5c1085d7be5f8bb2ad694a869bc16dc7`)\n\nIf the new retopology overlay is active in edit mode, vertex paint faces can't be selected \n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n1. With default cube in _Edit_ mode, enable the Retopology overlay\n2. Switch to _Vertex Paint_ mode\n3. Enable face selection masking\n4. Try to select a face\n\nA small video is attached, showing first successful selection of a vertex paint face mask while the retopology overlay is inactive, then the inability to select vertex paint face mask faces after it's activated.\n\n" ]
[ "Vertex paint color picker not accurate\nUsing the color picker in the vertex paint the 'picked' color in not the actual vertex colors.\nInstead it seems like its taking a screen grab of the viewport and sampling the pixel color.\nThe expected behavior should be to pick the vertex colors of the mesh.\nAlso note that changing the color management/profiles in blender plays around with these colors also!\n\nExact steps for others to reproduce the error\nApply some color to a mesh.\nThen use the color picker to pick the color from the mesh. Notice that if a face is selected the colors chosen are lighter. Or if there is lighting, it picks the color of the lighting.\n\n\nAbove text is a copy of issue #63586. This was reported in 2.8, and I figured it would be fixed by 2.81, but it wasn't, so I'm re-reporting it. \n\n\n" ]
When in edit mode/ solid mode texture is not showed up (workbench, eevee and cycles) Operating system: windows 10 Graphics card: 1080 gtx nvidia 2.80.35 When I switch to solid mode/ shading is color: texture - the texture shows up but when i switch to edit mode the texture disappears. It is very annoying when working with textures in edit mode, i think it should not work like this. Of course i can use LookDev mode and it works fine but i dont need any reflections, bump maps and etc in my viewport. It concerns all engines - eevee, workbench and cycles.![Screenshot_1.png](Screenshot_1.png) ![Screenshot_2.png](Screenshot_2.png)
[ "In eevee, shading disappears when SSS is enabled\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.92\n\nBroken: version: 2.93.0\nWorked: -\n\nShading disappears in Eevee if one object is located on another object and both have Subsurface enabled\n\nWhen an object has no shading, it looks unrealistic and wrong.\nTo get around this bug, I render two images and connect them in the compositor.\n\nMaybe it is possible to somehow enable these shading without a second render?\nSSS is needed for both objects.\n\nBall Subsurface On (0.02)\n![SSS-on.jpg](SSS-on.jpg)\nBall Subsurface Off (0.0)\n![SSS-off.jpg](SSS-off.jpg)\n\n.Blend file\n[bugshafowsubsurface.blend](bugshafowsubsurface.blend)\n", "Color Attribute not affecting \"bump\" shader node\nOperating system: Windows 10\nGraphics card: RTX 3080\n\nBroken: 3.50 beta (03 March 23)\n\nUsing a mesh's color attribute as an input to the \"bump\" shader node does not result in the expected behavior. Using the color attribute for practically every other value (including the normal map node, roughness, metalness etc.) works as expected.\n\nCreate a mesh and paint a color attribute with, for example, a black-and-white pattern.\nGive the mesh a material and add the color attribute.\nPlug the color attribute into the \"height\" input of the bump node, and view the result. There is no difference compared to the \"height\" input being left disconnected.\n\nOther inputs (such as a noise texture) result in the expected behavior.\n\n", "Wireframe opacity doesn't work if object is \"in front\" and viewport shading is set to material preview or rendered.\nBroken: 3.0\nWorked: \n\nWireframe opacity slider doesn't work if the object is \"in front\" and \"texture space\" is checked and viewport shading is set to material preview or rendered.\n\nSelect Cube\nObject properties-> viewport display -> in front ON\nObject properties-> viewport display -> texture space ON\nIn the viewport overlay panel, drag the wireframe opacity to lower the value.\nchange the viewport shading to preview or rendered, wire will have full opacity.", "Cycles: sRGB texture compression happens after interpolation \nBroken: 2.81\n\nCycles does sRGB->linear texture conversion after texture interpolation instead of before. This leads to incorrect results.\n\nExample scene is attached. Two squares with a fine checkerboard texture, one with linear interpolation, the other with closest interpolation.\n\nExpected result: Both textures should render to an identical shade of gray. When switching the texture color space to \"linear\" instead of \"sRGB\", the result should not change as the texture contains only pure black and white pixels.\nActual result: The textures show different shades of gray. Switching the color space changes the result.\n[checkerboard.blend](checkerboard.blend)\n![expected.jpg](expected.jpg)\n![actual.jpg](actual.jpg)", "World with HDR renders different in EEVEE from 2.82 and 2.83\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.82\n\nBroken: version: 2.83 (sub 17), branch: blender-v2.83-release, hash: `1d2b89304a`\nWorked: 2.82\n\nIn the viewport or render the result I get is different from 2.82 and 2.83. If I remove the HDR image from the world nodetree, the issue seems to disappear.\n\nNote: Because of another bug (#73131?) you need to save and re-open the file to be sure the results are still different.\n\nThis is a simplified version of the Mr Elephant EEVEE demo:\n\n[simplified.blend](simplified.blend)\n\n\n**2.82:**\n![image.png](image.png)\n\n\n**2.83:**\n![image.png](image.png)\n\n**diff:**\n![image.png](image.png)", "Alpha channel of Textures can't be deactivated in UV Editor\nOperating system: Windows10\nGraphics card:Geforce GTX 970M\n\nBroken: 2.91.0\nWorked: 2.83.0\n\nWhen you load an Image/Texture with an alpha channel in the UV editor, you can't turn the alpha channel off anymore, the image will stay black.\nIt worked in older Versions from 2.80 up to 2.83, there you only have to click on **Color** in **Display Channel** options.\n\nOnly areas that aren't black in the Alphachannel will be visible, in my examples I work with textures that need an all black Alpha channel.\n\njust load any Texture with Alpha channel in UV editor viewport\n\n\n\nHere an Screenshot from Blender 2.83.0 where it worked\n![44.jpg](44.jpg)\n\n\n\nand here an screenshot of Blender 2.91.0, the same Texture is used, I also tried different settings under Image, but nothing works\n![14.JPG](14.JPG)\n\n", "Eevee: UV map tangent forces first UV layer when in edit mode\nOperating system: Linux-5.17.15-76051715-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: Quadro RTX 6000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.48.07\n\nBroken: version: 3.3.0 Alpha\nWorked: unknown\n\nWhen entering edit mode Eevee seems to always use the first UV layer for the tangent information, even when another UV layer is specified.\nI thought maybe it would fallback to the UV layer set to `active render`, but that doesn't seem to be the case.\n[UV_tangent_edit_mode_eevee-2022-07-07_14.16.48.mp4](UV_tangent_edit_mode_eevee-2022-07-07_14.16.48.mp4)\n\n[UV_tangent_edit_mode_eevee.blend](UV_tangent_edit_mode_eevee.blend)\nFrom file:\n- toggle edit mode and object mode\n\nFrom scratch:\n- create second UV layer on default object\n- rotate UVs\n- create shader with tangent map of second UV map\n- toggle edit mode and object mode\n\n", "\"Material preview\" shows always eevee mat branch / never cycles\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 432.00\n\nBroken: version: 2.82 (sub 6)\nWorked: never, I think\n\n\"Material Preview\" shows always the material output assigned to eevee, but I want the cycles branch. Changing renderengine or the active material output node doesn't change anything.\n\nOpen the blendfile and try to preview the material with \"cycles\" image - without going to rendered viewport. The material preview seems to always use the node tree going to the Eevee material output node, even when the render enging is set to Cycles.\n[specific_material_output.blend](specific_material_output.blend)\n\n\n", "Alpha textures do not work with holdout collection in Eevee\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.92\n\nBroken: version: 2.93.0 Beta\nWorked: None\n\nWhen setting a collection to holdout in Eevee, objects with an alpha texture will display as the entire object being held out, but the expected behaviour is possible using a Holdout shader. This can be very inconvenient as then you have to duplicate and remove all models using alpha textures from the collection and create unique materials for them.\n![holdoutcollection.png](holdoutcollection.png)\nThe collection set to holdout.\n\n![holdoutmaterial.png](holdoutmaterial.png)\nThe expected behaviour using a material with alpha blend to hold out the object.\n\n - Create an object using an alpha texture (blend mode doesn't seem to matter) in Eevee\n - Set the collection containing it to holdout\n\n\n[HoldoutAlpha.blend](HoldoutAlpha.blend)\n", "Image Editor Blank After Switching Slots, Even If There Is A Render In That Slot\nOperating system: Windows 10 64 bit\nGraphics card: Nvidia GTX 750 Ti\n\nBroken: (2.80, 79f67acccb36, blender2.7, 2019-03-24)\n\nSwitching the slots in the image editor for the render result (hotkey \"j\") can show a blank image, even if there is an image available in that slot.\nSelecting the render layer in the dropdown menu brings it back.\nThis is irritating, especially since the image is shown right after rendering.\nThis only happens if the compositor is disabled.\n\n- Load [bug.blend](bug.blend).\n- Press F12 to render. The image editor comes up.\n- Press \"j\" to switch to switch the slot.\n- Press F12 to render again.\n- Press \"j\" to switch back to the previous slot. It now appears blank.", "Material Preview (and final render in EEVEE) purple\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: Intel(R) HD Graphics 630 Intel 4.5.0 - Build 26.20.100.7263\n\nBroken: version: 2.83.0\nWorked: I don't remember this bug occuring in previous versions.\n\nI know, that materials should become purple when the texture is missing.\nBut the problem is that they not behave as they should even without applying textures and also with the default material.\nThis bug occurs in EEVEE:\n1) In material preview in properties\n2) In render\n3) Sometimes - in viewport\n\nIn a render, it is also a problem with the scene surface material.\nI attach some screenshots from material preview: they are all the same default material.\n\n\n1) Open Blender\n2) Press F12 or go to material preview in object settings.\n3) ... see the bug\n\n\n![4.png](4.png)\n\n![3.png](3.png)\n\n![2.png](2.png)\n\n![1.png](1.png)", "Rendering in cycles causes objects with materials to go black and shiny when using the GPU\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: AMD Radeon RX 7900 XT ATI Technologies Inc. 4.5.0 Core Profile Context 23.7.1.230626\n\nBroken: version: 3.6.1\nWorked: N/a\n\nWhen my render engine is set to cycles and device is set to GPU Computer (with HIP and my 7900 XT selected), if I look at an object with a material applied in either viewport shading or as a rendered image the model will appear black and shiny or occasionally will just show as a flat blue colour. \n\nThis issue does not occur when using the CPU as the device instead and also did not begin to occur until a few days ago (prior to which it was working fine).\n\nI've checked the same blender file on a laptop with a 3060 GPU which worked correctly so I don't think the file itself is corrupted.\n\nI have also checked multiple blend files, some of which work fine, others do not, one file has some things working and other things broken (I will attach it to this bug report)\n\n\n1. Load the attached blend file \"ArkenV1R1_Interior.blend\".\n2. Go to edit > preferences > system > cycles render devices, set it to HIP with RX 7900 XT selected.\n3. Under scene settings, change the render engine to cycles and device to GPU compute.\n4. Switch to Viewport shading.\n5. Observe that the bullets and floor panel are shown as black and shiny while the table renders correctly (grey and blue).\n6. Press F12 and observe that the rendered image also shows the bullets and floor panel as black and shiny.\n\n\n**Additional**\nIncorrectRender.png was rendered using GPU\nCorrectRender.png was rendered using CPU\n\nI will be happy to provide anything else needed to figure this out, thanks!\n\n", "Cycles: Volumes in the world shader behave strangle with some textures\n**System Information:**\nOperating system: Linux-5.14.0-1-amd64-x86_64-with-glibc2.32 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.63.01\n\nBroken: version: 3.0.0 Alpha, and every version between master at 2.81 (That is how far I tested).\nWorked: Unsure\n\n**Short description of error:**\nWhen using certain procedural textures in the volume output of the world shader in Cycles, you get unexpected results.\n\n**Exact steps for others to reproduce the error:**\n1. Create a scene in Cycles.\n2. Change to the rendered viewport.\n3. Open a shader editor and change to the `World` shader and delete the `Background` node.\n4. In the `World Shader`add a `Magic Texture` node and connect one of the outputs to the `Volume` socket on the `World Output` node.\n5. You will noticed that in the viewport you can see the `Magic Texture` is projecting light onto objects in the scene, but you can't see the `Magic Texture` directly.\n6. Place a `Color Ramp` node between the `Magic Texture` and the `World Output` nodes. Now you can see the `Magic Texture` in the viewport.\n\nAnother test:\n1. Create a scene in Cycles.\n2. Change to the rendered viewport.\n3. Open a shader editor and change to the `World` shader and delete the `Background` node.\n4. Add a `Noise Texture` node and connect an output to the `Volume` socket on the `World Output` node.\n5. Notice that you can see the impact the `Noise Texture` is having on the scene, but you can't see the `Noise Texture`\n6. Place a `Color Ramp` between the `Noise Texture` and the `World Output` nodes. You still can't see the `Nosie Texture` in the scene.\n7. Place a `Volume Scatter` node in the `World Shader`, connecting the output to the `Volume` socket on the `World Output` node and connect the output of the `Color Ramp` node to the `Density` input of the `Volume Scatter` node. You can now see the noise texture in the volume if you have a light in your scene.\n8. Select the left most handle (the handle that is black) in the `Color Ramp` node and drag it closer to the position `0.5`. You will see the results you expect until you reach the position `0.5` where the volume will seem to disappear from your scene. Yet when you look at objects in the scene, the light reaching them is still affected by a volume shader you can't see.\n\nHere's a video demonstrating this:\n[Volumetrics not visibile in viewport in certain sitautions.mp4](Volumetrics_not_visibile_in_viewport_in_certain_sitautions.mp4)", "Weight paint vertex select difficult to see (depends on surface color)\nThis is an issue since 3.2x\n\n**Short description of the issue**\nVertex selection is difficult to see in some cases, depending on the surface color.\n\nChanging the view-port shading \"Color\" can make the unselected vertex color match the selected vertices color.\n\n<video src=\"attachment\" title=\"screenshot.webm\"></video>\n\n**Exact steps for others to reproduce the issue**\n- Open attached .blend file.\n", "Xray doesn't work in wireframe shading for objects set to display as wire.\nBroken: 3.0\nWorked: \n\nXray doens't work in wireframe shading mode for objects set to display as wire.\n\n- Open .blend file\n- Change the viewport shading to wireframe.\n- Set one of the cubes to \"Display As : Wire\" in object properties->viewport display.\n- change X-ray value from `Viewport Shading` popover\n- compare the two, only one has xray effect.\n\nTest File:\n[#94802.blend](T94802.blend)" ]
[ "Textures not showing when in edit mode solid shaded\nOperating system: Windows 10\nGraphics card: Nvidia GeForce 1060 GTX\n\nBroken: blender2.8, commit date: 2018-12-06 00:27, hash: 74db65e5424, type: Release\nWorked: (optional)\n\nTextures are not showing when you're entering edit mode and the shading is set to solid; here's what I mean:\n\n[Textures not showing when in solid shaded edit mode .mp4](Textures_not_showing_when_in_solid_shaded_edit_mode_.mp4)\n\nCreate or import an object; apply a texture, go to edit mode solid shade and set the shading color to Texture(upper right corner of the viewport, shading rollout);\n\nCheers!" ]
Mesh become suddenly become metallic #2 Operating system: macOS-12.2.1-x86_64-i386-64bit 64 Bits Graphics card: Metal API Intel(R) Iris(TM) Plus Graphics 650 1.2 Broken: version: 4.0.0 Alpha My mesh suddenly turn metallic on me and I did not change anything in the shader and also the mesh had some of it polygon on the arm suddenly delete. I don't know what this but I can't get rid of this and if you put a shader on the mesh it changes the texture to be metallic also. I don't know the step that made this happen. I just was clicking and dragging around.
[ "Triangle Mesh Transmission Rendering\nOperating system: Linux-5.10.0-12-amd64-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.103.01\n\nBroken: version: 3.1.0\nWorked: n/a\n\nDear Blender Devs,\n\nthank you very much for this awesome software. I encountered the following problem while working with some imported triangle meshes.\n\nI tried loading a triangle mesh, removing one side using Geometry Nodes and subsequently using the Solidify modifier to give it depth for the transmission rendering. When looking at the rendered view in the viewport, it looked \"fine\". Since I was dealing with a triangle mesh with some weird connectivity I expected there to be some artifacts. See below.\n![image.png](image.png)\nHowever, when I rendered with F12 (optix), the result was completely different to what I saw in the viewport (also optix). See below.\n![image.png](image.png)\nNote the weird artifact at the back of the object in the F12 rendered version. Normally I would attribute this problem to the \"bad\" triangle mesh and just move on with my life. However, because the F12 rendered version produces different results to the viewport rendered version, I assume that there might be a bug somewhere.\n\n\n- Difficult to explain, see the `.blend` file for an example as it seems to be an issue with this specific triangle mesh.\n\n[viewport_f12_problem.blend](viewport_f12_problem.blend)\n", "Copying in edit-mode copies the entire object, not the selection\nthere is an issue occurs when a part of (mesh) is copyed in the edit mode \nwhat happens when copying one part of a (mesh) and pasting it\nyou suppose to get this part only pasted ,but instead you get the whole (mesh) pasted\n\nfor examble if you have a cube model with a single face selected in the edit mode \nif you copyed then pasted it the result is the whole cube modele is pasted rather than the single face \n \n![1.png](1.png) \n\n![2.png](2.png)", "Mesh Bevel Node\nNOTE: Design outdated. See #98674 for current design and progress. It is a development task though, so please don't add comments like \"when will this be finished?\"", "Flickering macOS Blender 2.83\nOperating system: macOS 10.15.4\nGraphics card: XFX Radeon RX 580 8 GB\n\nBroken: 2.83\nWorked: 2.82\n\nFlickering occurs sometimes, as seen on this capture:\n[Screen Recording 2020-06-16 at 09.11.21.mov](Screen_Recording_2020-06-16_at_09.11.21.mov)\n\nI don't know exactly. I think it happens when I use Blender, then I switch to other applications and then return to Blender.\nIf I go to full screen mode, it's back to normal.\n\nThanks.", "Shading or Lighting Discrepancy issue\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.97\n\n\nBroken: version: 2.80 (sub 75)\nWorked: (optional)\n\n\nSo I’ve been having this problem since working in 2.8 and I don’t have a clue what could be causing this issue but I went and stripped down a project as simple as possible trying to isolate the root cause. It seems its a mesh that has an emissive material and when I disconnect the node or hide the mesh the problem disappears. Weird thing is that the brighter version is when hiding mesh number 2. I am attaching the file.\n\nYou will see how the tone changes. This never happened to me after so many years using Blender until now already in a few projects in 2.8. \n\n- Open attached file.\n- Render once using slot 1.\n- Hide mesh 2 or disconnect the emissive node.\n- Render again using slot 2.\n# Toggle with J\n\nNotice the different lighting between each result.\n\n[Shading Issue - Simplied.blend](Shading_Issue_-_Simplied.blend)", "Crash guide during render complete August 29, 2022\nOperating system: macOS-13.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 575 OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.9.44\n\nBroken: version: 3.3.0 Beta\n\nBlender 3.3 Beta crash guide during render August 29, 2022\n\n\nNot matter all version 3.0 to 3.4 keep me crash. Do not use Windows. Only for Macintosh.\n\n![image.png](image.png)\n\n[Blender-2022-08-29-092340.ips](Blender-2022-08-29-092340.ips)\n\n[Armor wear 1.0.0.blend](Armor_wear_1.0.0.blend)\n\n![image.png](image.png)\n\nT100328\n@Nurb2Kea\nRender 600 (complete render cause crash guide)\n", "Material Preview (and final render in EEVEE) purple\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: Intel(R) HD Graphics 630 Intel 4.5.0 - Build 26.20.100.7263\n\nBroken: version: 2.83.0\nWorked: I don't remember this bug occuring in previous versions.\n\nI know, that materials should become purple when the texture is missing.\nBut the problem is that they not behave as they should even without applying textures and also with the default material.\nThis bug occurs in EEVEE:\n1) In material preview in properties\n2) In render\n3) Sometimes - in viewport\n\nIn a render, it is also a problem with the scene surface material.\nI attach some screenshots from material preview: they are all the same default material.\n\n\n1) Open Blender\n2) Press F12 or go to material preview in object settings.\n3) ... see the bug\n\n\n![4.png](4.png)\n\n![3.png](3.png)\n\n![2.png](2.png)\n\n![1.png](1.png)", "Crash going to material preview or rendered shading mode Blender 2.83.0\nMacBook Pro 15 inch Early 2013\n2.7 GHz Intel Core i&\n16 GB 1600 Mhz DDR3\n|Operating system:|MacOS 10.12.5 - @Tramfabriek\n| -- | -- |\n||Mac OS X 10.12.6 (16G2136) - @johan-eds\n|| macOS 10.12.6 - @UmbertoOldani\n\n|Graphics card:|NVIDIA GeForce GT 650M 1024 MB + Intel HD Graphics 4000 1536 MB - @Tramfabriek\n| -- | -- |\n||NVIDIA GeForce GTX 775M, PCIe, 2048 MB - @johan-eds\n|| NVIDIA GeForce GTX 680MX 2048 MB - @UmbertoOldani\n\nBisected to find the bad commit: 804e90b42d\n\nCrash when clicking on Viewport Shading >Material Preview or >Rendered\nThis did happen already in the 2.83 betas, but none of the 2.82 and earlier version had this problem on this computer running this same OS at least since Blender 2.79.\n\n**System crash report 1** (crash in `UI_draw_roundbox_aa` -> `GPU_batch_draw `. Probably the material render icon):\n```lines=10\nThread 0 Crashed:: Dispatch queue: com.apple.main-thread\n0 libsystem_kernel.dylib \t0x00007fff909add42 __pthread_kill + 10\n1 libsystem_pthread.dylib \t0x00007fff90a9b457 pthread_kill + 90\n2 libsystem_c.dylib \t0x00007fff909134bb __abort + 140\n3 libsystem_c.dylib \t0x00007fff9091342f abort + 144\n4 libGPUSupportMercury.dylib \t0x00007fff88cdbfbf gpusGenerateCrashLog + 158\n5 com.apple.GeForceGLDriver \t0x00007fff76297390 0x7fff7607a000 + 2216848\n6 libGPUSupportMercury.dylib \t0x00007fff88cdd524 gpusSubmitDataBuffers + 560\n7 com.apple.GeForceGLDriver \t0x00007fff76385867 0x7fff7607a000 + 3192935\n8 com.apple.GeForceGLDriver \t0x00007fff763554fd 0x7fff7607a000 + 2995453\n9 com.apple.GeForceGLDriver \t0x00007fff76282a2b 0x7fff7607a000 + 2132523\n10 com.apple.GeForceGLDriver \t0x00007fff7626ee9a 0x7fff7607a000 + 2051738\n11 com.apple.GeForceGLDriver \t0x00007fff76289654 0x7fff7607a000 + 2160212\n12 com.apple.GeForceGLDriver \t0x00007fff7626af97 0x7fff7607a000 + 2035607\n13 com.apple.GeForceGLDriver \t0x00007fff763851ad gldUpdateDispatch + 1041\n14 GLEngine \t0x00007fff7ff1d32a gleDoDrawDispatchCoreGL3 + 520\n15 GLEngine \t0x00007fff7fecebd9 gleDrawArraysOrElements_Entries_Body + 128\n16 GLEngine \t0x00007fff7fecaab4 glDrawArraysInstanced_GL3Exec + 220\n17 org.blenderfoundation.blender \t0x0000000109614f2c GPU_batch_draw_advanced + 428\n18 org.blenderfoundation.blender \t0x0000000109614d6c GPU_batch_draw + 124\n19 org.blenderfoundation.blender \t0x0000000105218c51 UI_draw_roundbox_aa + 353\n20 org.blenderfoundation.blender \t0x0000000104f3d96c ED_region_do_draw + 1372\n21 org.blenderfoundation.blender \t0x0000000104b6d49c wm_draw_update + 2092\n22 org.blenderfoundation.blender \t0x0000000104b6b010 WM_main + 48\n23 org.blenderfoundation.blender \t0x0000000104827762 main + 962\n24 libdyld.dylib \t0x00007fff9087f235 start + 1\n\n\nThread 0 crashed with X86 Thread State (64-bit):\n rax: 0x0000000000000000 rbx: 0x0000000000000006 rcx: 0x00007fff5b521f78 rdx: 0x0000000000000000\n rdi: 0x0000000000000307 rsi: 0x0000000000000006 rbp: 0x00007fff5b521fa0 rsp: 0x00007fff5b521f78\n r8: 0x0000000000000000 r9: 0x0000000000989680 r10: 0x0000000008000000 r11: 0x0000000000000206\n r12: 0x000000011ab85cf8 r13: 0x0000000000000000 r14: 0x00007fff998033c0 r15: 0x000000011ab85000\n rip: 0x00007fff909add42 rfl: 0x0000000000000206 cr2: 0x00007fff960d0b58\n \nLogical CPU: 0\nError Code: 0x02000148\nTrap Number: 133\n```\n\n\n**System crash report 2** (crash in `blf_batch_draw ` -> `GPU_batch_draw `):\n```lines=10\nThread 0 Crashed:: Dispatch queue: com.apple.main-thread\n0 libsystem_kernel.dylib \t0x00007fff8b1dfd42 __pthread_kill + 10\n1 libsystem_pthread.dylib \t0x00007fff8b2cd457 pthread_kill + 90\n2 libsystem_c.dylib \t0x00007fff8b1454bb __abort + 140\n3 libsystem_c.dylib \t0x00007fff8b14542f abort + 144\n4 libGPUSupportMercury.dylib \t0x00007fff83587fbf gpusGenerateCrashLog + 158\n5 com.apple.GeForceGLDriver \t0x00007fff71040390 0x7fff70e23000 + 2216848\n6 libGPUSupportMercury.dylib \t0x00007fff83589524 gpusSubmitDataBuffers + 560\n7 com.apple.GeForceGLDriver \t0x00007fff7112e867 0x7fff70e23000 + 3192935\n8 com.apple.GeForceGLDriver \t0x00007fff710fe4fd 0x7fff70e23000 + 2995453\n9 com.apple.GeForceGLDriver \t0x00007fff7102ba2b 0x7fff70e23000 + 2132523\n10 com.apple.GeForceGLDriver \t0x00007fff71017f8e 0x7fff70e23000 + 2051982\n11 com.apple.GeForceGLDriver \t0x00007fff7100b6bc 0x7fff70e23000 + 2000572\n12 com.apple.GeForceGLDriver \t0x00007fff7100bec2 0x7fff70e23000 + 2002626\n13 com.apple.GeForceGLDriver \t0x00007fff7101113f 0x7fff70e23000 + 2023743\n14 com.apple.GeForceGLDriver \t0x00007fff7143f25e 0x7fff70e23000 + 6406750\n15 com.apple.GeForceGLDriver \t0x00007fff7143f4e6 0x7fff70e23000 + 6407398\n16 com.apple.GeForceGLDriver \t0x00007fff7143f5d7 0x7fff70e23000 + 6407639\n17 com.apple.GeForceGLDriver \t0x00007fff71013d3d 0x7fff70e23000 + 2035005\n18 com.apple.GeForceGLDriver \t0x00007fff7112e1ad gldUpdateDispatch + 1041\n19 GLEngine \t0x000000011925232a gleDoDrawDispatchCoreGL3 + 520\n20 GLEngine \t0x0000000119203bd9 gleDrawArraysOrElements_Entries_Body + 128\n21 GLEngine \t0x00000001191ffab4 glDrawArraysInstanced_GL3Exec + 220\n22 org.blenderfoundation.blender \t0x000000010b288f2c GPU_batch_draw_advanced + 428\n23 org.blenderfoundation.blender \t0x000000010b288d6c GPU_batch_draw + 124\n24 org.blenderfoundation.blender \t0x000000010b283d82 blf_batch_draw + 418\n25 org.blenderfoundation.blender \t0x000000010b282359 BLF_batch_draw_end + 9\n26 org.blenderfoundation.blender \t0x0000000106fc2163 view3d_draw_region_info + 8515\n27 org.blenderfoundation.blender \t0x0000000106936dbd DRW_draw_callbacks_post_scene + 445\n28 org.blenderfoundation.blender \t0x00000001069376cd DRW_draw_render_loop_ex + 1757\n29 org.blenderfoundation.blender \t0x0000000106fc2668 view3d_main_region_draw + 136\n30 org.blenderfoundation.blender \t0x0000000106bb157e ED_region_do_draw + 366\n31 org.blenderfoundation.blender \t0x00000001067e149c wm_draw_update + 2092\n32 org.blenderfoundation.blender \t0x00000001067df010 WM_main + 48\n33 org.blenderfoundation.blender \t0x000000010649b762 main + 962\n34 libdyld.dylib \t0x00007fff8b0b1235 start + 1\n\nThread 0 crashed with X86 Thread State (64-bit):\n rax: 0x0000000000000000 rbx: 0x0000000000000006 rcx: 0x00007fff598ab4b8 rdx: 0x0000000000000000\n rdi: 0x0000000000000307 rsi: 0x0000000000000006 rbp: 0x00007fff598ab4e0 rsp: 0x00007fff598ab4b8\n r8: 0x0000000000000000 r9: 0x0000000000989680 r10: 0x0000000008000000 r11: 0x0000000000000206\n r12: 0x0000000120bebcf8 r13: 0x0000000000000000 r14: 0x00007fff93fe13c0 r15: 0x0000000120beb000\n rip: 0x00007fff8b1dfd42 rfl: 0x0000000000000206 cr2: 0x00007fff8b1c727d\n \nLogical CPU: 0\nError Code: 0x02000148\nTrap Number: 133\n```\n\n1. Open Blender\n2. Click to remove start up information panel\n3. Click on Viewport Shading >Material Preview or >Rendered\n\nResult:\nCrash", "Regression: Vertex colors are now broken in hair strands\nOperating system: Gentoo Linux kernel 5.18.0-gentoo\nGraphics card: RX 480\n\nBroken: 3.2.0, 3.3.0\nWorked: 3.1.0\n\nCaused by b9799dfb8a\n\n\nVertex colors are strange and patchy when moving from 3.1.0 to 3.2.0 or later: \n![2022-06-11-155614_1280x998_scrot.png](2022-06-11-155614_1280x998_scrot.png)\n\n![2022-06-11-155621_1280x998_scrot.png](2022-06-11-155621_1280x998_scrot.png)\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n1. Make something with vertex colours and a hair system which utilises them in Blender 3.1.0. In my instance I used geometry nodes to generate them; this may differ when making them manually as one of my other projects which does it manually does not seem to exhibit this issue. \n2. Open file in Blender 3.2.0. \n\nI created the following .blend file to demonstrate the issue: [Color_test_3s.blend](Color_test_3s.blend)", "Sculpting produces weird shading artifacts\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 950M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 3.0.0 Alpha\n\nWhen sculpting a low poly mesh, weird shading artifacts appear. \nIf you remove them with a modifier, then over time they reappear when sculpting\n[X9Tkiufd2w.mp4](X9Tkiufd2w.mp4)\n\n|.blend file showing in the video:|[test.blend](test.blend)\n| -- | -- |\n\n- In a clean scene with no objects, Add a cylinder (or any low poly object, preferably with N-gons)\n- Enable Shade Smooth on the object. {nav Object > Shade Smooth}\n- Go to Sculpt Mode\n- Use a brush anywhere - the affected vertices will have their normals updated and change their look\n\n|![Screenshot_2022-03-08_10-59-39.png](Screenshot_2022-03-08_10-59-39.png)|![Screenshot_2022-03-08_11-00-01.png](https://archive.blender.org/developer/F12906842/Screenshot_2022-03-08_11-00-01.png)\n| -- | -- |\nIf you undo or do any operation that affects the entire mesh it will change the shading everywhere\n|![Screenshot_2022-03-08_11-00-11.png](Screenshot_2022-03-08_11-00-11.png)\n| -- |\n", "crash when changing viewport shading to wireframe mode\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: AMD Radeon RX 5700 XT ATI Technologies Inc. 4.5.14760 Core Profile Context 21.2.3 27.20.14535.3005\n\nBroken: version: 3.0.0 Alpha, branch: master, commit date: 2021-04-23 20:25, hash: 17fca62fff9b, type: Release\nBroken: 2.81\nWorked: 2.80\n\n\nif you have a high poly mesh and try change the shading mode to wireframe. depending on the model it constantly crashes.\n\n\nI noticed this trying to make a retopo of a character. I tried to check what was causing de crash by deleting each object and testing the wireframe. \n\nI deleted everything but the main body mesh, without any uv map, vertex color or any other thing that could make it heavier, and also I tried reseting factory settings.\n\nI would send the file but its 200mb, the main mesh has about 4million vertices.\n![image.png](image.png)\n\nthe crash doesn't happen when changing to eevee or solid view, it only happens when changing to wireframe.\n\nImportant note: if you DON'T move the camera after opening the file before changing to wireframe it doesn't crash even if you go to solid and wireframe back and forth as shown in the video bellow \n[2021-05-01 14-18-16.mp4](2021-05-01_14-18-16.mp4)\n\n[blender_system_info.txt](blender_system_info.txt)\n[blender_debug_output.txt](blender_debug_output.txt)\n[untitled.blend](untitled.blend)\n- open the file above\n- rotate it about 180degrees\n- activate wireframe", "Suspected asset library crash by `json_sax_dom_parser`\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.68\n\nBroken: version: 3.5.1\n\nI dont completely know why but blender crashes very often for me.\nIts doing something no idea what it is doing.\nSorry for being vague, but it seems to mostly happen when i have the viewport set to cycles render and i am trying to modify materials, in the shader editor.\n\n", "Texture paint undo sometimes changes texture slot\nOperating system: Windows 10\nGraphics card: GTX 1060\n\nBroken: 2.80 (sub 48), 2019-03-12 13:53, hash: 936014ea8c74\n\nWhen texture painting on a particular texture slot, then undoing that painting, sometimes the selected paint slot will change.\n\nI couldn't reproduce from the default startup file, so I've stripped down the file that's having problems as much as I can.\n\n1. Open attached file\n2. Select paint slot \"Skin mask\" from either topbar or properties panel.\n3. Paint some strokes on the model or image editor\n4. Press Ctrl-Z\n5. Notice the paint slot is no longer set to \"Skin mask\"\n\n- - -\n\n- Change to the Skin Mask slot.\n- Paint a single stroke in the image editor.\n- Undo two times.\n- Paint another single stroke in the image editor.\n- Undo one time.\n- Notice that the slot changed.\n[texturepaintbug.blend](texturepaintbug.blend)", "Two materials: volumetric being in second slot causes error in EEVEE\nOperating system: Windows 10 64 bit\nGraphics card: Intel HD Graphics\n\nBroken: 2.90.1\nWorked: IDK, but I've been using blender since 2.79 and have not encountered this problem when I have done this kind of thing.\n\nWhen I have a mesh object that has both solid and Volume Scatter materials on it (in different slots), in EEVEE, the volumetric material only works if it is not in the second slot. If it is in the second slot (top down), it causes the black \"shader missing\" to be applied. Moving the volume slot up to the top with the solid material in the slot at the bottom causes normal operation.\n\nGo into edit mode on the default cube.\nDuplicate the mesh, but leave it at 0 0 0. Scale the duplicate up a little.\nCreate a second material slot, and assign the duplicate larger cube to it. Leave edit mode.\nCreate a \"Volume Scatter\" material for the second slot. The outer cube will turn black.\nMove volumetric material up in list of materials. The outer cube will change to the proper fuzzy grey.\n\n[#83538.blend](T83538.blend)\n", "GP Fill Tool not working on Mac with Metal GPU Backend\nOperating system: macOS-13.4-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5500M OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.12.7\n\nBroken: version: 3.5.1\n\nWhen my GPU Backend is set to Metal, the Fill Tool in Grease Pencil is not working. It either doesn't fill, or fills randomly (and yes, my shapes are closed). If I switch my GPU Backend to OpenGL, the Fill Tool works as expected (although I have to click twice)\n\n<video src=\"attachment\" title=\"IMG_8032.MOV\" controls height=\"360\"></video>\n\nWith the Metal Backend turned on in Preferences...\n1. I open a new 2D Animation file.\n2. I select Ink Pen as my brush type.\n3. I draw some simple shapes.\n4. I switch to the Fills layer.\n5. I switch to the Fill Tool.\n6. I switch to a fill material.\n7. I click inside the drawn shapes.\n8. Some shapes fill and some shapes don't.\n\nIn this file there is a case where the Fill tool works with OpenGL but not with Metal: [fill_metal_bug.blend](attachment)" ]
[ "Mesh suddenly become metallic\nOperating system: Darwin-21.3.0-x86_64-i386-64bit 64 Bits\nGraphics card: Intel(R) Iris(TM) Plus Graphics 650 Intel Inc. 4.1 INTEL-18.4.6\n\nBroken: version: 2.91.0\n\nThe mesh become suddenly becomes metallic and there is not even a shader on the mesh. I believe this happen when I am in edit mode. It does not happen to the rest of the mesh but only a certain part. This happen to other mesh when I am work on too. The mesh is also close to one another but not connected.\n\nIDK but is was maybe touching the mesh and my keyboard at the same time." ]
animated texture not working in cycles - blender 2.83.5 Operating system: Windows-10-10.0.19041-SP0 64 Bits Graphics card: GeForce GTX 1050 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.84 Broken: version: 2.83.5 Worked: 2.83.4 official When using an mp4 or an image sequence as an animated texture, cycles allways shows the first frame of the texture. With the same material eevee updates the texture frames correctly. 2.83.4 works as it should I'll attach an example blend, but the steps to reproduce are really simple. Just use a video or image sequence as a texture.
[ "Eevee: Soft shadows causing flickering in animation and temporal AA in scenes\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 435.80\n\n\nBroken: version: 2.80 (sub 75)\nWorked: (optional)\n\n\nEevee soft shadows in objects with thin reflections causes flickering in animation and temporal AA in still images. This type reflections common in interior Arch Viz.\n\nScene 1 example of flickering of soft shadows in animation. I have remove all light probes and effects to focus only light and shadows. Open attach file \"Scene1_AA_eevee.blend\".\nRender the animation with Soft Shadows ON. Then Render animation with Soft Shadows OFF.\n[Scene1_AA_eevee.blend](Scene1_AA_eevee.blend)\n\nAnimation with Soft Shadows ON. Make sure to play video at full size. If not video will be alias by the video player.\n[Scene1_AA_eevee.mp4](Scene1_AA_eevee.mp4)\n\nAnimation with Soft Shadows OFF. Make sure to play video at full size. If not video will be alias by the video player.\n[Scene1_AA_No_SShadow_eevee.mp4](Scene1_AA_No_SShadow_eevee.mp4)\n\nAnimation in Cycles for comparison. Make sure to play video at full size. If not video will be alias by the video player.\n[Scene1_AA_cycles.mp4](Scene1_AA_cycles.mp4)\n\n******************************************************************************************************\nScene 2 example of temporal anti-aliasing cause by soft shadows. I have simplify the scene 2 to focus only light and shadows. Open attach file \"Scene2_AA_eevee.blend\".\nRender Image with Soft Shadows ON. Then Render Image with Soft Shadows OFF.\n[Scene2_AA_eevee.blend](Scene2_AA_eevee.blend)\n\nRender image with Soft Shadows ON. Make sure to view at full size. Notice the temporal AA on the edges on horizontal counter, vertical counter, oven handle and oven racks.\n![Scene2_AA_eevee.jpg](Scene2_AA_eevee.jpg)\n\nRender image with Soft Shadows OFF. Make sure to view at full size. Notice the temporal AA is gone.\n![Scene2_AA_No_SShadows_eevee.jpg](Scene2_AA_No_SShadows_eevee.jpg)\n\nRender image with Cycles for comparison. Make sure to view at full size.\n![Scene2_AA_cycles.jpg](Scene2_AA_cycles.jpg)\n\n", "Cycles motion blur does not interpolate correctly\nOperating system: Fedora Linux (Wayland)\nGraphics card: AMD GPU (but Cycles renders on AMD CPU)\n\nBroken: 3.5.0\nWorked: never? (same results till 2.83)\n\nCycles motion blur interpolation is strange.\nIt's very noticeable when an object or the camera is bound to a constraint and the motion blur shutter is set very high (like 60 frames). Cycles motion blur will interpolate it wrong. I will include pictures and .blend files\n\n- Open attached .blend file\n- Render the first frame with EEVEE and Cycles and compare the motion blur.\n\n", "Viewport 3d is not updated with VSE driver\nBroken: 2.82 (unknown which revision, custom build without buildinfo)\nWorked: (unknown)\n\n[system-info.txt](system-info.txt)\n\nViewport is not updated for a material that is driven by a VSE driver.\n\n[ejemplo.zip](ejemplo.zip)\n\nChanging the VSE strip opacity doesn't update the viewport.\n\n**More info from user**\n\nI am creating an addon to transform eevee into a VSE. I encountered several problems, and one is that by changing the values ​​\"chanel\", \"opacity\" or moving the strip (it should disappear). the changes are not visible until the 3d view is moved. Just there it is updated. This makes it uncomfortable to work with the addon. The only change that works well is when changing the resolution X of the render, when playing the video or scrolling through the timeline, everything looks correctly.\nEverything is being controlled by drivers.", "Mantaflow: motion blur does not work on liquids cached with OpenVDB format\nOperating system: Linux-5.4.45-050445-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 450.36.06\n\nBroken: version: 2.90.0 Alpha\nWorked: 2.83.1\n\nA FLIP fluid mesh no renders with motion blur in Cycles (despite the \"Use Speed Vectors\" option is checked) when OpenVDB cache is used.\n![image.png](image.png)\n\n- Open the attached blend file or create a super simple scene yourself by:\n```\n- add a cube as a fluid domain,\n- add another cube inside it as inflow.\n- Set both to be of fluid type.\n- Under the \"Mesh\" options check \"Use Speed Vectors\"\n- Activate motion blur in Cycles.\n- Set cache type to OpenVDB\n```\n\n- Go to frame 20 (where the falling liquid should show motion blur) and press F12\nNo motion blur\nThis exact workflow rendered with motion blur in 2.83.1 official\nEevee also doesn't show motion blur\nIf I open the cached VDB sequence in Houdini I can see a velocity field and vdb particles containing motion blur vectors.\n\n [Mantaflow_MB_Bug_v01.blend](Mantaflow_MB_Bug_v01.blend)", "Cycles: Cycles Alpha Representation is incorrect on some PNG files when loaded from disk compared to packed in the file\nOperating system: macOS-13.0.1-arm64-arm-64bit 64 Bits\nGraphics card: Apple `M1` Pro Apple 4.1 Metal - 83\n\nBroken versions: \n3.3\n3.4\n3.5.0 Alpha\nWorked: 3.2\n\nA certain mix node setup that I found in the Spring demo file results in extremely bright outputs. I could only reproduce the issue in Blender 3.3 and higher. The issue isn't there in Blender 3.2 or lower. I could also only reproduce this issue in Cycles.\n\n![Bright Hand issue.png](Bright_Hand_issue.png)\n\n1. Download the attached .zip file, extract it, and open it. It's an extremely simplified version of the `Spring` demo file from the Blender foundation.\n2. Enter Cycles rendered viewport. Notice how the hand is really bright. This is caused by the output of the `mix node` found in the material `MAT_spring.hands` on the hands.\n3. Test the EEVEE rendered viewport. Notice the issue isn't there. Test Blender 3.2 or older and notice the issue isn't there.\n\n[Spring Bright Hand Issue.zip](Spring_Bright_Hand_Issue.zip)\n\nExtra note: If the image texture that's causing the issue is packed into the .blend file, and the file is re-opened, then the issue goes away.", "gpu.types.GPUOffscreen renders nothing when samples > 0\nOperating system: Linux-5.3.0-55-lowlatency-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 435.21\n\nBroken: version: 2.83.0\nWorked: None known 2.90 alpha has same issue\n\nOffscreen rendering from Python fails if GPUOffscreen buffer is created with any number of of samples > 0. If samples > 0, nothing is drawn (nor is there any error)\n\nRun the small script in the attached .blend (it is the sample script for offscreen rendering from the documentation but with samples>0)\nThe generated image is empty.\n\n(full system info also in .blend in text buffer system-info.txt)\n[MSAA bug.blend](MSAA_bug.blend)\n", "Render Animation in Video Editor doesn't warn that source video files are missing\nOperating system: Fedora 35\nGraphics card:\n\n\nBroken: 2.90.1\n\n\nThis is more of a feature request / usability improvement than a bug.\n\nI spent quite a few hours trying to figure out why a segment of a video from a Video Editing project was rendered all black. The segment looked fine in the video editor. It turns out that I had created a proxy for the video, then I accidentally deleted the non-proxy version of the video.\n\nIt would have been very helpful for Blender to open a dialog saying something like, \"Source video file foo.mp4 missing.\" It would have saved me literally hours.\n\n\n1. Create a proxy for a video in a Video Editing project.\n2. Delete the non-proxy version of the video.\n3. Render Animation\n", "The program crashes when texturing \nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1660/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.72\n\nBroken: version: 2.93.0\n\nWhen try texture object in texture paint mode, and there are another map in shader tab. Program crashes. \n\n1. In default (or other) scene go to Texture paint window, create new texture for paint. \n2. Apply this texture to diffuse color object in shader editor. (or in object properties)\n3. Go back to texture window. We make sure that everything is painted correctly\n4. Go to shading window and drag&drop any other texture to node window. (NOT APPLY TO DIFFUSE COLOR (or APPLY))\n5. Go back to texture paint window. For some reason, the dragged texture itself was assigned to the duffuse color.\n6. Change linced texture in image editor (in left window)\n7. Try paint on RIGHT window (3D viewport)\n8. Click on left texture editor (try paint in 2D ) program crash. \n\nVideo steps: 0Ophy4Lmx0A\n\nDebug logs:\n[blender.crash.txt](blender.crash.txt)\n\n[blender_debug_output.txt](blender_debug_output.txt)\n\n[blender_system_info.txt](blender_system_info.txt)\n\n[Blender_crash.webm](Blender_crash.webm)\n\n![test_image.jpg](test_image.jpg)", "UDIM tiled images with generated contents dont render in Cycles\nOperating system: Windows 10 pro 64 bit, AMD Ryzen 5 3400 G with radeon vega graphics, 16 gb ram\nGraphics card: nvidia GTX 1650 super\n\nBroken: 2.91.0, 0f45cab862b8, master, 2020-11-25 \n\n\n\nworking on the new udim mode I was proving my uvs with a uv grid and when i went to try to get a render i note that when you change to cycles in the render engine the texture is lost and dont appears in the render but in eevee it works fine. the error only happen when you try to use cycles.\n\n*Open the file\n*Go to render preview mode\n*Change to cycles in the render engine section", "Crash when rendering animation\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA RTX A4500/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.4.1\n\nBlender crash when rendering an animation\n\nIn an attempt to simplify my rendering of multiple scenes, I added an additional scene to a blend file with no objects itself. Its purpose is to be a place to put multiple *Render Layer* nodes in its compositor for all the other scenes in the file. In other words I hit \"Render\" when on that special scene and all other scenes are rendered in one go. Running this render as a single image works fine. Running render animation crashes after one frame.\n\nMy actual file has 7 scenes to be rendered. But to help demonstrate and reproduce this, I have simplified the file to just two scenes:-\n\"*Scene 1*\" is a simple scene containing a cube and a camera. Rendering this scene directly, works fine as still image or animation.\n\"*Render all*\" is a second scene that has no objects of its own (just a camera because my render farm seems to insist upon that). This scene is set to not be rendered (\"*Use for Rendering*\" unticked). However it's compositor has a *Render Layers* object which looks at *Scene 1* and which is connected to a *File output* node.\n\n\n[crash-test3.blend](crash-test3.blend)\n\nOpen file and render animation.", "Preview Texture Blend\nOperating system: Arch Linux\nGraphics card: GTX 1060 6GB\n\nBroken:\n(example: 2.79b release)\n(example: 2.80, edbf15d3c044, blender2.8, 2018-11-28, as found on the splash screen)\nWorked: (optional)\n\n\nTexture gradient is not displayed correctly. Texture Blend.\nWhen you configure the texture, the preview displays the texture view.\nThe preview is more white than black.\n![Screenshot_20190102_202814.jpeg](Screenshot_20190102_202814.jpeg)\n\n![Screenshot_20190102_202738.jpeg](Screenshot_20190102_202738.jpeg)\n\nIf the texture to use as brush, you can see that the boundary particle moves wrong.\n\nIf in 2.8 open the file created in 2.7.\nThe texture is displayed differently.\nBut it works the same way as in 2.7.\n\n![Screenshot_20190103_081054.jpeg](Screenshot_20190103_081054.jpeg)\n\nRun the attached files, see how the particles behave.\n[Blend.zip](Blend.zip)\n", "Weird VSE crash\nOperating system: Win11\nGraphics card: RX580\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen) blender 4.0.0 alpha\nWorked: (newest version of Blender that worked as expected) no clue\n\nBlender crashes on opening file. Was trying to make an alternative caption that gets around the Multiply color issue #112267 but came across a new bug.\n\nBased on the default startup or an attached .blend file (as simple as possible).\nOpen the file I've attached\n\n", "GPU: Share GPU Textures when using the same file path.\nCurrently the GPU textures that Workbench and Eevee uses are cached inside the image data-block.\nIn productions scenes were textures are reused by different materials sourcing from different blend files the GPU textures are not shared, although they might use the same file on disk.\n\nThe idea is to share the GPU textures between those image data-blocks.\n\n## Corner cases\n* GPU textures can only be shared when data-block isn't modifier. This could mean that GPU textures could be shared, until the user starts modify-ing one.\n* GPU textures for movies and sequences can only be shared when they reflect the same frame number. Currently a eevee cannot handle drawing multiple frames from the same image data-block. A work around for this is to duplicate the image block. For the short term we could also not support sharing GPU textures for movies and sequences at all as this isn't used that much to our knowledge.\n* Both single tiled and multi-tiled images should be supported.\n\n## Implementation\n* Use a single GPUTexture cache. Store GPU textures with a key. Key could be some values stored as a string. Per key a group of GPU Textures can be retrieved (Tiled, TileIndex, Image, left/right) etc.\n* Additional benefit is that usage tagging can be done faster as we don't need to go over all the image data-blocks in the scene. (although don't think this would be noticeable to users)\n* Key could contain:\n**Type of image** filename\n** Optional the IDBlock name+library for when images are modified.\n\n## Related changes\n* `eImageTextureResolution` isn't used anymore and could be removed. There is no need anymore to support multiple texture resolutions at the same time. Will reduce some code complexity and nano improvement in performance. {f41c7723c93b}\n* `IMA_NOCOLLECT` can be removed aswell\n\nNOTE: Request made by the Heist project.", "Cycles Ray Visibility trick for motion blur on objects with animated render-ability is no longer working\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 398.11\n\n\nBroken: version: 2.80 (sub 74)\nWorked: 2.79b, date: 2018-03-22 14:10, hash: `f4dc9f9d68b`\n\n\nCycles motion blur artifacting is a known issue with objects that become renderable while the shutter is open.\nA workaround is to transfer the Restrict Render animation to all the Cycles Ray Visibility options at the object level.\nThis solution worked for us in production on Next Gen using 2.78, but appears to no longer work in 2.80.\n\nThe attached file contains 4 planes linked to an animated camera. The 2 on the right are just static. The one on the upper left has animated Restrict Render to reveal the plane on frame 6. The plane on the lower left has Cycles Ray Visibility revealing it on frame 6.\nSince all planes are linked to the camera and have no transformation animation, none of them should show any motion blur at all.\n\nOpen the attached file in 2.79b and render frame 6 to see that the top left plane appears blurred (it shouldn't) and the lower left plane appears correct.\nOpen the attached file in 2.80 and render frame 6 to see that both left side planes are now showing the blur artifact.[rnd.motion_blur_bug.v0003.blend](rnd.motion_blur_bug.v0003.blend)\n\n", "Particles animation dont show\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.64\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\nemitter particles animation don't show movement when i press G shortcut to move the model that contain the particles but they don't show any movement, so i can't do an autokeying animation whit the desire movement of the mouse.\n\nadd a cube, put particle emitter, press space bar and G key to move, the particles don't show movement only flickering.\n" ]
[ "Cycles video texture bug (fixed in 2.90 beta and 2.91 alpha -- 2.83 LTS issue)\nOperating system: Windows 10\nGraphics card: 2080ti\n\nBroken: 2.83.5, 2.90, e-cycles builds (newer than 2.83.4)\nWorked: 2.83.4\n\nIn the versions newer, than 2.83.4 Cycles not rendering any video textures (both *.mov and images sequences), it always first frame instead, while Eevee and material preview works flawless and renders animation.\nIn the 2.83.4 - cycles works correctly.\n\nI put any video-textrure into object, try to render in eevee - anything okay. trying render Cycles - got only first frame from video sequence in whole animation render.\nBased on the default startup or an attached .blend file (as simple as possible).[cycles_bug.blend](cycles_bug.blend)", "Movie Textures not playing in Cycles since upgrading to 2.83.5\nOperating system: Ubuntu\nGraphics card: RTX 2070 Super\n\nBroken: (2.83.5)\nWorked: (2.82)\n\nWhen I use an image sequence, mp4, or AVI as an image texture for a surface, the video does not actually update during render time. Material preview works flawlessly as expected but either using the render view or actually rendering the animation causes the material to halt at the first frame. I know each condition that must be met for this to work, and all those are checked. I was able to get Blender 2.82 installed through Snap, and that works perfect. Same scene, works as expected. Revert to the newest version of Blender and it doesn't work. This is big for my job we sell LED and showing moving content (movie texture) in a 3D environment is key. I honestly need to figure a workaround in the next day or I am going to be forced to use 2.82, which has no Viewport Denoising." ]
eevee display object as wireframe in viewport is not rendered win 10 intel i5 blender 2.8 6b39dc7672eb When an object is set to show wireframe only in viewport display , is is not rendered Crucial for particle systems
[ "blender3.4 alpha new eevee a rendering on the flashback\nOperating system:windows10 21h1\nGraphics card: amd 6800xt (22.7.1 driver opengl doubled the performance of a version)\n\nBroken: blender-3.4.0-alpha+master.ca172677b1a7-windows.amd64-release\nWorked: There is no version that can be tested\n\n\nScene any scene including cube, whether window rendering or f12, directly exit the software.", "Invisible object in preview mode\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: AMD Radeon HD 8600/8700M ATI Technologies Inc. 4.5.14831 Core Profile Context 21.5.2 27.20.20903.8001\n\nBroken: version: 3.1.0\n\nWhen I enable Material Preview mode in Blender, the object becomes invisible regardless of the Render Engine. Also the object is invisible with Rendered mode enabled when I use the Render Engine - Eevee. \n\nI don't know how it happened but I can't repair Blender. I reset all settings to factory, reinstalled the application, but it did not help. Can you help me, please?\n\n\n\n![Скриншот 21-03-2022 13_03_38.jpg](Скриншот_21-03-2022_13_03_38.jpg)\n\n![Скриншот 21-03-2022 13_03_14.jpg](Скриншот_21-03-2022_13_03_14.jpg)\n\n![Скриншот 21-03-2022 13_02_38.jpg](Скриншот_21-03-2022_13_02_38.jpg)\n\n![Скриншот 21-03-2022 13_02_04.jpg](Скриншот_21-03-2022_13_02_04.jpg)", "Regression: GPU Subdivision: EEVEE doesn't refresh viewport correctly with Armature modifier\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.3LTS, master\nWorked: 3.2.2\n\nGPU Subdivision doestn't refresh viewport correctly an object when Armature and Subdivision Surface Modifiers are used.\n\n1) Start Blender.\n2) Add Armature object\n3) Switch to \"Shading\" workspace.\n4) Select the Cube and add `armature modifier` then `Subdivision Surface Modifier`.\n5) Switch to Properties Editor to \"Modifier Properties\"\n6) Add armature in armature modifier's object property. \n7) Switch between object-edit mode\nIt works fine when \"GPU Subdivion option\" is turned OFF (Prefrences > Viewport > Subdivision > GPU Subdivision)\n\nI added \"BeforeGPUSubDBug.blend\". You can reproduce this issue by loading the blend file and doing step 7)\n", "Regression: Curve wire line not displayed in wireframe display mode when it has evaluated mesh/point/volume\nOperating system: Linux-5.13.0-0.rc6.45.fc35.x86_64-x86_64-with-glibc2.34.9000 64 Bits\nGraphics card: NVIDIA GeForce GTX 970M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 495.44\n\nBroken: version: 3.2.0 Alpha\nWorked: 2.93\n\nCaused by b9febb54a4\n\nThe original curve line for curves is not displayed in wireframe display mode.\nThis change only applies when the curve is changed during evaluation, for example, when it is replaced by an evaluated \"tube\" mesh, or points, or a volume, etc.\nThis is very similar to #96138 (Regression: Curve wire line not displayed in edit mode when it has evaluated mesh/point/volume), but for objectmode.\n\n- create a curve\n- in the curve properties, give it a bit of extrude\n- enable viewport shading wireframe OR\n- enable object Viewport Display properties > Wireframe\n\n3.0+\n![image.png](image.png)\n2.93\n![image.png](image.png)\n\n", "Regression: 3.0.0: The curve is not hidden in the Viewport if there is a Bevel value\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 527.56\n\nBroken: 3.0.0 `d046a1f2fa `\nWorked: 3.0.0 `1275ce61b1`\n\nHiding the curve display in the viewport as an object does not work\n\nIf you add a curve to the scene and try to hide its display and the ability to select in View Object Types, then hiding works.\nIf you add a profile for a curve or Bevel, then hiding does not work. In this form, the curve is hidden only when it is done as a hide mesh.\nPerhaps this is the correct behavior.\n\n[2022-12-28 16-39-53.mp4](2022-12-28_16-39-53.mp4)\n", "Eevee in VSE as Scene strips - erratic behaviour\nOperating system: Win 10\nGraphics card: Radeon RX580\n\nBroken: 2.80 version: 2.80 (sub 74), branch: blender2.7, commit date: 2019-06-16 23:08, hash: 12da679fa094, type: Release\nbuild date: 16/06/2019, 17:07\n\nWhen using Eevee Scene Strips in VSE , the VSE viewport shows the wrong items on screen in OpenGL preview, and then the Render also does not show correct layering or camera moves\n\nOpen Blend file\nSee 3 scenes. \n- 2x animated (linked) scenes that render several layers in Eevee properly, then composite as expected\n- 1x Edit scene that has those linked scenes as Scene Strips in the VSE.\n\na) Observe in VSe that the viewport doesn't not reflect each Eevee scene in preview.\nb) Press render in VSE scene, and observe the render layers are broken and don't match the orig scene.\n\n[20190626.blend](20190626.blend)", "Meshes are invisible if any objects are set to display 'In Front'\nOperating system: Darwin-18.7.0-x86_64-i386-64bit 64 Bits\nGraphics card: Intel(R) HD Graphics 6000 Intel Inc. 4.1 INTEL-12.10.14\n\nBroken: version: 2.83.0\nWorked: 2.82\n\nIf any objects are set to display as 'in front' in a project, all meshes will display only as faint outlines. In edit mode, meshes display similar to how they would if they were set to display as wireframe.\n\nAdd a new mesh, curve, or armature to the scene.\nObject properties -> Viewport display -> Enable 'In Front'\n\n", "Objects in front of the selection stay in front in wireframe mode\nBroken: version 2.80+\nWorked: version 2.79\n\nIn blender 2.79, the wireframe of objects selected or in edit-mode was drawn in front of the wireframe of all other objects in the scene.\nIn blender 2.80 onwards, this doesn't happen anymore.\n\nHere's a model shown in 2.79b, with my usual theme:\n![Screenshot_2020-07-23_14-35-47.png](Screenshot_2020-07-23_14-35-47.png)\n\nThe object in edit mode is behind the objects seen with gray wireframe. But because it is in edit mode, it is drawn in front of the others.\nThe same is true if the object is in object-mode but selected.\n\nNow compare the same model in 2.8x:\n![Screenshot_2020-07-23_14-54-19.png](Screenshot_2020-07-23_14-54-19.png)\n\nHere the same object is seem in edit-mode. Now it is drawn behind everything else, which creates a noisy, low-contrast appearance, making it hard to see and sometimes hard to edit. \nSometimes it forces me to rotate the view to get other things out of the way (especially if the foreground objects have a lot of detail/geometry).\n\nIf you zoom in real close on an area where a foreground object overlaps the selection, snap a screenshot, and then scale or zoom the image, you can see how the foreground object is definitely being drawn in front of the active one:\n![Screenshot_2020-07-23_15-26-10.png](Screenshot_2020-07-23_15-26-10.png)\n\nBottom line: In my opinion, in a normal view mode like Solid or Lookdev/Material, the selection of course should remain behind everything else (unless changed via its Object properties), but in Wireframe view mode the selected object should appear in front of other stuff.\nPerhaps an option is needed the Preferences to force the old 2.79b draw order.\n\n- Open attached file\n- Change the wire theme to something gray (or use the attached theme).\n[wireframe_in_2_79.blend](wireframe_in_2_79.blend)\n[classic-look.xml](classic-look.xml)\n\nThe original model is probably too big to upload here: Hypercube%20printer%20model%20(320x320%20bed,%20540x510x540%20frame).blend", "Avoid graphical glitches during threaded preview generation\nWhen previews are generated using an OpenGL engine, there can be a number of glitches until the preview is done. That's because some data is accessed/modified that is not thread safe. E.g. `object_preview_render()` modifies `U.pixelsize`. I think other glitches are caused by overriding the active theme in `ED_view3d_draw_offscreen()` - although when I avoided this some time ago for similar work on threaded offscreen drawing for VR, this didn't solve the color flickering.\nThe active theme should probably use thread local storage.\n\nBesides that, the preview generation should be thread safe with OpenGL:\n* It uses the draw-manager's own context, which is mutex protected.\n* The non-thread-safe immediate mode API is not used inside the draw-manager.\n* The draw-manager already has workarounds for GPU driver issues with threaded drawing.\n\nA note: We could also speed up Eevee preview generation significantly by using viewport render quality, not final render quality. The `_imbuf` offscreen rendering functions don't expose the `is_image_render` option for that, which they probably should.", "Collection instance set to Display As Wire doesn't show in Solid mode when not selected\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.3.1\n\nCollection instanced to scene display options are probably wrongly addressed in code. I'm attaching screenshots with descriptions (JPEGs).\n\n![01_instanceasbounds.jpg](01_instanceasbounds.jpg)\n\n![02_instanceaswire.jpg](02_instanceaswire.jpg)\n\nCreate an object inside a *Collection*. Instance *Collection*to scene and change its *display as* options to *Wire* and/or *Bounds*. You'll see that *display as bounds* shows wireframe while *display as wire* doesn't show anything. I'm attaching my file to help you investigate.\n\n[displayAsBug.blend](displayAsBug.blend)\n\n(Why hunting bugs feels so good?! Glad I can help with developing Blender 💘)\n\n", "Glare Node set to \"Fog Glow\" in Real-Time Compositor vastly different from actual render results\nOperating system: Windows 10\nGraphics card: RTX3070 FE\n\nBroken: 3.6 A\nWorked: N/A\n\nWhen using the Glare Node in Real-Time compositor, the results in the viewport are turned up way higher than the actual render and Backdrop preview.\n\n![rtc.png](attachment)\n\n1. Open attached .blend file\n2. Set to Rendered view, enable Real Time Compositor\n3. Compare the Glare effect in an F12 render to the effect previewed in the viewport\n\n", "Object properties In-front doesn't work in viewport shading\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1060 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87\n\nBroken: version: 2.82 (sub 7)\nWorked: Never\n\nObject properties In-front doesn't work in viewport shading\nAll the other options works in Object properties/viewport display, except for In-front \n![bug.gif](bug.gif)\n\n- Open attached file\n- Go to Viewport Shading\n[lookdev_in_front_bug.blend](lookdev_in_front_bug.blend)\n", "Curves don't have 'All Edges' option for wireframe\nBroken: 2.80\n\nMesh objects have the toggle for its viewport display wireframe to render all edges, but curve objects don't.\n![image.png](image.png)\n\nOpen the attached file and look for the 'All Edges' option.\n[Wiref.blend](Wiref.blend)\n", "Particle System missing on right eye when renderd via terminal\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.36\n\nBroken: version: 2.81 (sub 12)\nI tested also 2.8 and it's also broken.\n\nIf you render a stereo image via terminal and use particle system emitter/hair the particle are only visible on one eye (left).\n\n- Add a second cube and make it smaller\n- Add a Particle System to the first cube, as hair, set \"render as\" to object and choose second cube.\n- In output properties enable stereoscopy. Set Outputfilename.\n- Save blendfile and start rendering via terminal, like this on windows:\nC:\\Users\\simeo\\Desktop\\blender2.8_nightly\\blender.exe -b C:\\Users\\simeo\\Desktop\\bugreports\\stereo_terminal_bug.blend -f 1\nHere's my blendfile:\n[stereo_terminal_bug.blend](stereo_terminal_bug.blend)\n\nHere's a comparison between rendered with and without terminal:\n![stereobug_with_ui.jpg](stereobug_with_ui.jpg)\n\n", "Source Collection visbility will affect the final render of the links object(geo nodes) in eevee/cycles\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.2.0 Alpha\n\nWhen collection is used in GN tree and it is disabled for final render (camera icon in outliner). Then the new object is not visible in final render\nWhich is not the case when object is used instead of collection in GN tree\n\n1. create a simple object\n2. move it to a new collection\n3. turn off the collection's visibility\n4. new object with geo mod, use the collection as output\n5. render, the new object didn't show in the final render(but viewport)\n\nor \n- Open test file\n- Do final render i.e. F12 (object is not visible in final render)\n- Now connect `object info` node to group output and render (object is visible)\nTest File\n[#97535.blend](T97535.blend)\n[2022-04-22 12-55-10.mp4](2022-04-22_12-55-10.mp4)" ]
[ "Object with \"Viewport display\" - \"Display as\" \"Box\" and \"Wireframe\" are not displays in render (EEVEE)\nSystem Information\nOperating system: ubuntu 18.04\nGraphics card: GTX 1070 driver: 390.116\n\nBlender Version\nBroken: March 13, 01:20:20 - bf9904ec8018\nWorked: Works in Cycles.\n\n\nObject with \"`Viewport display`\" - \"`Display as\"` \"`Box`\" and \"`Wireframe`\" are not displays in EEVEE render and renders in Cycles\n\nThis setting only for Viewport display, not render setting, isn't it? \n\nMeanwhile, `Solid` works properly. Then `Display as` set as `Solid`, this works as for solid mode (not displays texture then `color` set to `texture`) and in render (texture appears)\n\n\n1. Open test file or in any mesh object \"`Viewport display`\" - \"`Display as`\" set to \"`Box`\" or \"`Wireframe`\" \n\n[viewport dispplay test.blend](viewport_dispplay_test.blend)\n\n2. Render in Cycles - Object renders. Render in EEVEE - object is hidden.\n\n\nMaybe related: T62548" ]
Blender VSE with a Scene Strip and Compositor Crash Operating system: Linux-5.2.0-2-amd64-x86_64-with-debian-bullseye-sid 64 Bits Graphics card: GeForce GTX 950/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.50 Broken: version: 2.80 (sub 75) Worked: (optional) Blender VSE with a Scene Strip and Compositor Crash. Please see the Video below as it's a bit complicated. [crash.mp4](crash.mp4) - Although, Before changing the Scene from dummy to scene if we check the "use node" - and then save the blend file - and reopen it. - Then changing it from dummy to scene works. This is currently the only way to playback compositor through VSE.
[ "Blender crash after maximizing/unmaximizing an editor (debug build only)\n\nBroken: master - debug build\nWorks: master - release build\nOS: Tested on both Windows and Linux\n\nWith a debug build, Blender crashes after maximizing an editor + moving mouse + unmaximizing.\nIt does not seem to be reproducible with a release build.\n\n\n- Open Blender default scene\n- Maximize the 3D viewport with CTRL+SPACE\n- Move the mouse\n- Unmaximize with CTRL+SPACE\n\n**Debug info**\nThe crash happens in `wm_event_do_handlers` when calling `wm_region_tag_draw_on_gizmo_delay_refresh_for_tweak(wmWindow *win, bScreen *screen)`.\nIn that case, `screen` points to invalid (freed?) memory.", "Crash on deleting driver\nOperating system: Linux neo 5.10.68-1-MANJARO #1 SMP PREEMPT Wed Sep 22 12:29:47 UTC 2021 x86_64 GNU/Linux\nGraphics card: nvidia GTX 970\n\nBroken: (\n```\n3.0.0-alpha+master.a3027fb09416-linux.x86_64\n```\n)\nWorked: (?)\n\nI duplicated a Text strip via <shift><D>. I don't know where that driver on Location X came from. The original didn't have one. I then wanted to delete that driver. After deleting it and moving the current frame blender crashed.\n\n- Load attached file\n- Delete driver of 'Location X'\n- Press Cursor keys Left/Right a few times till crash.\n[crash.blend](crash.blend)", "Some meshes causing crash on file opening since Blender 3.4\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 522.30\n\nBroken: version: 3.4.0\nWorked: 3.3.2\n\nOpening some files in Blender 3.4 was causing a crash. The source was narrowed down to a mesh that might be corrupt in some way, and upon entering Edit Mode crashes 3.3 too, however 3.2 did not crash on opening the file, thus at least allowing to delete such meshes.\n\n[Amphitheater-cedar3.blend](Amphitheater-cedar3.blend)\nOpen the file -> Crash", "Random crashes with NVidia + GPU Subdivision (sometimes when activating X-Ray or Wireframe overlay)\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\n| Graphics card: | Driver : | User:\n| --- | --- | ---\n| NVIDIA GeForce RTX 3090/PCIe/SSE2 | 4.5.0 NVIDIA 516.94 | @GabrielMoro\n| NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 | 4.5.0 NVIDIA 512.15 | @STYXtheMUTT\n| NVIDIA GeForce RTX 3070 Ti/PCIe/SSE2 | 4.5.0 NVIDIA 516.94 | @Jojolix\n|NVIDIA GeForce RTX 2070 SUPER/PCIe/SSE2|NVIDIA 516.59|@MassimilianoPuliero\n|NVIDIA GeForce RTX 3090|NVIDIA 516.94|@The5\n\nBroken: version: 3.2.2\n\nOn some seemingly random occasions, Blender crashes with the following stack:\n```lines=10\nStack trace:\nblender.exe :0x00007FF77C1458B0 BKE_subdiv_free\nblender.exe :0x00007FF77C147880 BKE_subsurf_modifier_subdiv_descriptor_ensure\nblender.exe :0x00007FF77BFFC3D0 <lambda_c000e58b9a8caf72c54e0e02a46effdb>::operator()\ntbb.dll :0x00007FFDBAF64FD0 tbb::interface7::internal::isolate_within_arena\nblender.exe :0x00007FF77BFFC6F0 BKE_mesh_wrapper_ensure_subdivision\nblender.exe :0x00007FF77CB38FA0 raycast_obj_fn\nblender.exe :0x00007FF77CB375E0 iter_snap_objects\nblender.exe :0x00007FF77CB3E530 transform_snap_context_project_view3d_mixed_impl\nblender.exe :0x00007FF77CB3F0E0 ED_transform_snap_object_project_view3d\nblender.exe :0x00007FF77CB5E7C0 applyFaceProject\nblender.exe :0x00007FF77CB5EE00 applySnappingIndividual\nblender.exe :0x00007FF77CB72F70 recalcData_objects\nblender.exe :0x00007FF77CB81010 applyTranslation\nblender.exe :0x00007FF77CB46BE0 transformApply\nblender.exe :0x00007FF77CB41920 transform_modal\nblender.exe :0x00007FF77C229D30 wm_macro_modal\nblender.exe :0x00007FF77C20F9E0 wm_handler_operator_call\nblender.exe :0x00007FF77C210BD0 wm_handlers_do_intern\nblender.exe :0x00007FF77C210000 wm_handlers_do\nblender.exe :0x00007FF77C216590 wm_event_do_handlers\nblender.exe :0x00007FF77C1FC380 WM_main\nblender.exe :0x00007FF77B2F12A0 main\nblender.exe :0x00007FF7814128B0 __scrt_common_main_seh\nKERNEL32.DLL :0x00007FFDC7B67020 BaseThreadInitThunk\nntdll.dll :0x00007FFDC85A2680 RtlUserThreadStart\n```\n```lines=10\nStack trace:\nblender.exe :0x00007FF7A50C5B10 BKE_subdiv_update_from_mesh\nblender.exe :0x00007FF7A50C7880 BKE_subsurf_modifier_subdiv_descriptor_ensure\nblender.exe :0x00007FF7A52A1110 draw_subdiv_create_requested_buffers\nblender.exe :0x00007FF7A52A2080 DRW_create_subdivision\nblender.exe :0x00007FF7A52D1870 DRW_mesh_batch_cache_create_requested\nblender.exe :0x00007FF7A52C6000 drw_batch_cache_generate_requested\nblender.exe :0x00007FF7A529F1A0 drw_engines_cache_populate\nblender.exe :0x00007FF7A529B8C0 DRW_draw_render_loop_ex\nblender.exe :0x00007FF7A529C9B0 DRW_draw_view\nblender.exe :0x00007FF7A5D3FA00 view3d_main_region_draw\nblender.exe :0x00007FF7A5551070 ED_region_do_draw\nblender.exe :0x00007FF7A51A3700 wm_draw_window_offscreen\nblender.exe :0x00007FF7A51A3560 wm_draw_window\nblender.exe :0x00007FF7A51A2FB0 wm_draw_update\nblender.exe :0x00007FF7A517C380 WM_main\nblender.exe :0x00007FF7A42712A0 main\nblender.exe :0x00007FF7AA3928B0 __scrt_common_main_seh\nKERNEL32.DLL :0x00007FFD1C4A54D0 BaseThreadInitThunk\nntdll.dll :0x00007FFD1D524830 RtlUserThreadStart\n```\n\nOccasions observed:\n- try to snap objects on faces (the object that shall be snapped to is usually a complex mesh with modifiers like subdivisions, mirror, solidify, bevel and booleans)\n- toggle the shading mode between shaded and wireframe or between X-Ray and Wireframe Overlay.\n[intro.crash.txt](intro.crash.txt)\n\n\n- open attached file\n- disable and enable X-Ray multiple times\nIt happens specially when working fast.\n\n[BLENDER_Youre_Alive_v67.blend](BLENDER_Youre_Alive_v67.blend)\n\n", "Smoke and Fire simulation bug\nOperating system: Mac osx 10.15.6\nGraphics card: AMD Radeon Pro 5500M 8 GB\nIntel UHD Graphics 630 1536 MB\n\nBroken: 2.90.0 (202-08-31)\n\n\nBlender crashes while trying to bake a fire + smoke simulation in 128 resolution divisions... Sometimes it works. Mostly it doesn't.\n\nAttaching the file.\n\n[Blender Bug copy.rtf](Blender_Bug_copy.rtf)\n\n[fire.blend](fire.blend)", "EXCEPTION_ACCESS_VIOLATION when changing shaders\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.79\n\nBroken: version: 3.1.0\n\nThis also seems to crash 2.93 and 3.0. \n\nEXCEPTION_ACCESS_VIOLATION causes crash when some shaders are applied.\n\nOpen the file. In the shader editor, set the material of the cube to rim_gradient. Shift-click on the specified shader node in the picture to turn it into the material output. Observe crash.\n![crash_reproduction.png](crash_reproduction.png)\n\n[crash.blend](crash.blend)\n\n\n", " EXCEPTION_ACCESS_VIOLATION when entering Edit Mode\nOperating system: Windows 10 1903 (18362.239)\nGraphics card: Intel HD Graphics 4000\n\n***Broken:***\nBlender 2.80 (sub 75) / 2019-07-29 09:44 AM Windows / Stable\nBlender 2.81 (sub 1), branch: master, commit date: 2019-08-13 11:31, hash: 6f9cbbc8ec4f\n***Worked:***\nBlender 2.79 (copied mesh over through copybuffer.blend)\n\n\nWhen entering edit mode of a specific object Blender crashes with EXCEPTION_ACCESS_VIOLATION. Logs and example .blend provided.\n\nThe issue shouldn't be in my GPU, since the same issue persists even with Software Rendering.\n\n1. Open up example file\n[window_broken.blend](window_broken.blend)\n\n2. Select `window_panes` and enter Edit Mode\n3. Get EXCEPTION_ACCESS_VIOLATION\n\n**Logs (2.80 `blender_factory_startup`)**\n[blender_system_info.txt](blender_system_info.txt)\n[blender_debug_output.txt](blender_debug_output.txt)\n\n**Logs (2.81 `blender_factory_startup`)**\n[blender_system_info.txt](blender_system_info.txt)\n\n[blender_debug_output.txt](blender_debug_output.txt)", "Old blend file corrupts to crash blender, I guess\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: AMD Radeon R9 200 Series ATI Technologies Inc. 4.5.14761 Core Profile Context 20.11.2 27.20.14540.4003\n\nBroken: version: 3.0.0\n\nCrashes here and there. RN I witness crush form select/deselect. help plz ;c\n\nI do, tho, have installed two PROBABLY outdated addons BUT in new file crash doesn't seem to happen.\n\nThe problem is - Idk exact steps, but overall it takes to select/deselect all/smth at all few times\n\nSteps\n- Open the provided .blend below\n- Enter edit mode on the main SN4K3Mesh\n- Select-All, De-Select-All (Repeat)\n\n[#94213-asan.txt](T94213-asan.txt)\n\n```\n# Blender 3.0.0, Commit date: 2021-12-02 18:35, Hash f1cca3055776\nbpy.ops.object.editmode_toggle() # Operator\nbpy.ops.mesh.select_all(action='SELECT') # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.mesh.select_all(action='SELECT') # Operator\n\n# backtrace\nException Record:\n\nExceptionCode : EXCEPTION_ACCESS_VIOLATION\nException Address : 0x00007FF715993808\nException Module : blender.exe\nException Flags : 0x00000000\nException Parameters : 0x2\n\tParameters[0] : 0x0000000000000000\n\tParameters[1] : 0xFFFFFFFFFFFFFFFF\n```\n```\n# Blender 3.0.0, Commit date: 2021-12-02 18:35, Hash f1cca3055776\nbpy.ops.object.editmode_toggle() # Operator\nbpy.ops.mesh.select_all(action='SELECT') # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.mesh.select_all(action='SELECT') # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\n\n# backtrace\nException Record:\n\nExceptionCode : EXCEPTION_ACCESS_VIOLATION\nException Address : 0x00007FF71599380C\nException Module : blender.exe\nException Flags : 0x00000000\nException Parameters : 0x2\n\tParameters[0] : 0x0000000000000000\n\tParameters[1] : 0xFFFFFFFFFFFFFFFF\n```\n\n[SN4K3.blend](SN4K3.blend)\n\n[SN4K3.crash.txt](SN4K3.crash.txt)", "Rendering object in Cycles X preview hard crashes whole system\nOperating system: Windows 10 x64\nGraphics card: nVidia RTX 8000\n\nBroken: blender-3.5.0-alpha+universal-scene-description.1f9e90bb1cf3-windows.amd64-release\n\nRendering of scene in Cycles preview hard crashes whole system. System screen goes to black and the fans go to max.\n\nLoad blend file at link: brutes_set1C_trimmed.blend?dl=0\n\nSet screen to Render preview and navigate around.\n\n", "Crash when rendering animation\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA RTX A4500/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.4.1\n\nBlender crash when rendering an animation\n\nIn an attempt to simplify my rendering of multiple scenes, I added an additional scene to a blend file with no objects itself. Its purpose is to be a place to put multiple *Render Layer* nodes in its compositor for all the other scenes in the file. In other words I hit \"Render\" when on that special scene and all other scenes are rendered in one go. Running this render as a single image works fine. Running render animation crashes after one frame.\n\nMy actual file has 7 scenes to be rendered. But to help demonstrate and reproduce this, I have simplified the file to just two scenes:-\n\"*Scene 1*\" is a simple scene containing a cube and a camera. Rendering this scene directly, works fine as still image or animation.\n\"*Render all*\" is a second scene that has no objects of its own (just a camera because my render farm seems to insist upon that). This scene is set to not be rendered (\"*Use for Rendering*\" unticked). However it's compositor has a *Render Layers* object which looks at *Scene 1* and which is connected to a *File output* node.\n\n\n[crash-test3.blend](crash-test3.blend)\n\nOpen file and render animation.", "Keyed Particle Duration Crash\nOperating system: Windows 7 64\nGraphics card: nVidia GeForce GTX 970\n\nv.2.80.60\nDate: 2019-05-10 22:21\nHash: de9d846353bd\n\nBlender will sometimes crash when a keyed physics type particle system references more than one particle system. This usually occurs when attempting to change the duration setting of the second particle system.\n\nIn the provided file, change the duration setting in the particle system settings. Blender will crash.\n\n[Keyed Particle Duration Crash.blend](Keyed_Particle_Duration_Crash.blend)", "Crash when playing animation in rendered view (cycles)\nOperating system: macOS-12.0.1-arm64-arm-64bit 64 Bits\nGraphics card: Apple M1 Max Apple 4.1 Metal - 76.1\n\nBroken: version: 3.0.0, 3.5\nWorked: unknown\n\nPlaying animations in cycles rendered view frequently crash blender. With the attached file I consistently get a crash within 1-2 minutes of starting the animation.\n\nThe crashes do not occur when running the intel version through rosetta. They occur much faster/more often when using the CPU than when using the GPU.\n\nOpen attached file\nSwitch to rendered view (Crashes with and without Metal preference)\nPress spacebar to play\n\n[Boat boating.blend](Boat_boating.blend)\n[Animation crash.txt](Animation_crash.txt)\n```\nThread 17 Crashed:\n0 Blender \t 0x10319354c tbb::internal::custom_scheduler<tbb::internal::IntelSchedulerTraits>::process_bypass_loop(tbb::internal::context_guard_helper<false>&, tbb::task*, long) + 340\n1 Blender \t 0x103193644 tbb::internal::custom_scheduler<tbb::internal::IntelSchedulerTraits>::process_bypass_loop(tbb::internal::context_guard_helper<false>&, tbb::task*, long) + 588\n2 Blender \t 0x103192c60 tbb::internal::custom_scheduler<tbb::internal::IntelSchedulerTraits>::local_wait_for_all(tbb::task&, tbb::task*) + 184\n3 Blender \t 0x103183300 tbb::internal::arena::process(tbb::internal::generic_scheduler&) + 252\n4 Blender \t 0x10318c3b8 tbb::internal::market::process(rml::job&) + 40\n5 Blender \t 0x10318d6b0 tbb::internal::rml::private_worker::run() + 288\n6 Blender \t 0x10318d584 tbb::internal::rml::private_worker::thread_routine(void*) + 12\n7 libsystem_pthread.dylib \t 0x1b39cd4ec _pthread_start + 148\n8 libsystem_pthread.dylib \t 0x1b39c82d0 thread_start + 8```", "Relative space\nCurrently when users change the render size percentage of a scene the compositor tree needs to be adjusted as a lot of composite nodes aren’t relative. This has a lot of impact on performance of the user and the system. This is part of T74491.\n\nA solution can be to introduce a Pixel factor to any buffer in the compositor. The term Pixel Factor is not really correct, but I couldn’t come up with a better term. (suggestions are welcome).\nThe pixel factor is the scale factor between the used input buffer and the input buffer that would have been used when the render resolution percentage would have been set to 100%.\n\nFor render layers the pixel factor is the same as the render resolution percentage. For movie clips and images a pixel factor of 1 is used.\n\nNodes that use parameters in pixels could use this pixel factor to adjust its effect. Nodes that use multiple input buffers would select a pixel factor for the output buffer. This depends on the node, for example when mixing a render layer on a movie clip, the pixel factor closest to the pixel factor that would be used by the compositor node would be selected for the output buffer.\n\nThe compositor output node would scale the input buffers to match the scene render percentage.\n\nThere are nodes where the pixel factor won’t work:\n\n```\n Glare Node: Iteration factor could be scaled, but could lead to different results.\n Filter Node: Uses a Convolution filter. When working on scaled down buffers this could lead to visual artifacts\n Despeckle: Uses arithmetic with the neighbour pixels. Might not have visual artifacts.\n```\n\nThere is new compo implementation compositor-up but it seems that this branch doesn’t tackle this part of the ticket.\n\nQuestions:\n\n```\n Is having a pixel factor the way to solve the problem?\n What should be done with the nodes that cannot work with a pixel factor?\n Should the Image/Movieclip pixel factor be dependent on the compositor output resolution? (Quality vs performance)\n", "Crash on render on some of the frames\nOperating system: Linux-4.4.0-154-generic-x86_64-with-debian-stretch-sid 64 Bits\n8x Tesla V100 SXM2 NVLINK Accelerator Cards\nDual XEON Scalable 4208 CPUs\n192 GB RAM\n\nBroken: version: 2.82 (sub 7)\nI also tested recent 2.83 build\n\nBlender crash when it renders scene frames from 346-639, the rest of the frames are fine.\nIt crashes for CPU anf GPU as well.\n\nIn order to render above frames I workaround the assert:\n\n```\n--- a/intern/cycles/kernel/kernel_compat_cpu.h\n+++ b/intern/cycles/kernel/kernel_compat_cpu.h\n@@ -74,8 +74,10 @@ CCL_NAMESPACE_BEGIN\n template<typename T> struct texture {\n ccl_always_inline const T &fetch(int index)\n {\n- kernel_assert(index >= 0 && index < width);\n- return data[index];\n+ //kernel_assert(index >= 0 && index < width);\n+ if (index < 0) return data[0];\n+ else if (index >= width) return data[width];{F8410049}\n+ else return data[index];\n }\n #if defined(__KERNEL_AVX__) || defined(__KERNEL_AVX2__)\n /* Reads 256 bytes but indexes in blocks of 128 bytes to maintain\n```\n\nThe scene is complex and I couldn't make it very simply and narrow the problem.\nPlease find the scene attached.\n\n[animation_002_02_part01.blend](animation_002_02_part01.blend)\n\n1. Open Blender 2.82\n2. Open attached scene\n3. Set frame 346, start render (F12)\n4. After one minute or so it will crash\n\n\n", "Crash when run the script code follow\nOperating system: Mac 11.4\nGraphics card: Intel Iris 1536 MB\n\nBroken: 3.0.1(2022-01-26)\n\nBlender crashed when running the script followed in \"Scripting Window\":\n\n```\nimport bpy\n\nfor obj in bpy.data.collections['Bg_objects'].all_objects:\n obj.is_holdout = True\n```\n\nAddressSanitizer error log:\n```lines=20\n==34714==ERROR: AddressSanitizer: heap-use-after-free on address 0x00015d792c38 at pc 0x00010523645c bp 0x00016fdfa1d0 sp 0x00016fdfa1c8\nREAD of size 8 at 0x00015d792c38 thread T0\n - 0 0x105236458 in rna_iterator_listbase_next rna_access.c:4677\n - 1 0x1053cc940 in Collection_all_objects_next rna_collection_gen.c:209\n - 2 0x105234920 in RNA_property_collection_next rna_access.c:3690\n - 3 0x105f6c330 in pyrna_prop_collection_iter_next bpy_rna.c:7107\n - 4 0x11366ad40 in _PyEval_EvalFrameDefault ceval.c:4001\n - 5 0x113664fe0 in _PyEval_Vector ceval.c:5065\n - 6 0x113664f38 in PyEval_EvalCode ceval.c:1134\n - 7 0x105f1812c in python_script_exec bpy_interface_run.c:121\n - 8 0x105f18d5c in BPY_run_text bpy_interface_run.c:216\n - 9 0x10a275444 in text_run_script text_ops.c:773\n - 10 0x10a275284 in text_run_script_exec text_ops.c:812\n - 11 0x103035044 in wm_operator_invoke wm_event_system.c:1335\n - 12 0x103033cf4 in wm_operator_call_internal wm_event_system.c:1530\n - 13 0x10303ad6c in WM_operator_name_call_ptr wm_event_system.c:1577\n - 14 0x10303b978 in WM_operator_name_call_ptr_with_depends_on_cursor wm_event_system.c:1765\n - 15 0x109722ff8 in ui_apply_but_funcs_after interface_handlers.c:1008\n - 16 0x10971b1d4 in ui_handler_region_menu interface_handlers.c:11383\n - 17 0x10304ab2c in wm_handler_ui_call wm_event_system.c:698\n - 18 0x103047864 in wm_handlers_do_intern wm_event_system.c:3025\n - 19 0x1030426f4 in wm_handlers_do wm_event_system.c:3145\n - 20 0x1030406f0 in wm_event_do_handlers wm_event_system.c:3675\n - 21 0x1030043ec in WM_main wm.c:623\n - 22 0x10000ba94 in main creator.c:544\n - 23 0x1454710f0 in start+0x204 (dyld:arm64e+0x50f0)\n\n0x00015d792c38 is located 8 bytes inside of 80-byte region [0x00015d792c30,0x00015d792c80)\nfreed by thread T0 here:\n - 0 0x145a890f0 in wrap_free+0x98 (libclang_rt.asan_osx_dynamic.dylib:arm64e+0x3d0f0)\n - 1 0x1151b28e8 in MEM_lockfree_freeN mallocn_lockfree_impl.c:116\n - 2 0x114b67940 in BLI_freelistN listbase.c:463\n - 3 0x1003acbf8 in collection_object_cache_free collection.c:816\n - 4 0x1003aca74 in BKE_collection_object_cache_free collection.c:826\n - 5 0x100e4b080 in BKE_main_collection_sync_remap layer.c:1366\n - 6 0x1059bcf0c in rna_Object_hide_update rna_object.c:370\n - 7 0x105257fa8 in rna_property_update rna_access.c:2069\n - 8 0x105257bac in RNA_property_update rna_access.c:2138\n - 9 0x105f50268 in pyrna_py_to_prop bpy_rna.c:2083\n - 10 0x105f54308 in pyrna_struct_setattro bpy_rna.c:4453\n - 11 0x1135de558 in PyObject_SetAttr object.c\n - 12 0x113667dd0 in _PyEval_EvalFrameDefault ceval.c:2850\n - 13 0x113664fe0 in _PyEval_Vector ceval.c:5065\n - 14 0x113664f38 in PyEval_EvalCode ceval.c:1134\n - 15 0x105f1812c in python_script_exec bpy_interface_run.c:121\n - 16 0x105f18d5c in BPY_run_text bpy_interface_run.c:216\n - 17 0x10a275444 in text_run_script text_ops.c:773\n - 18 0x10a275284 in text_run_script_exec text_ops.c:812\n - 19 0x103035044 in wm_operator_invoke wm_event_system.c:1335\n - 20 0x103033cf4 in wm_operator_call_internal wm_event_system.c:1530\n - 21 0x10303ad6c in WM_operator_name_call_ptr wm_event_system.c:1577\n - 22 0x10303b978 in WM_operator_name_call_ptr_with_depends_on_cursor wm_event_system.c:1765\n - 23 0x109722ff8 in ui_apply_but_funcs_after interface_handlers.c:1008\n - 24 0x10971b1d4 in ui_handler_region_menu interface_handlers.c:11383\n - 25 0x10304ab2c in wm_handler_ui_call wm_event_system.c:698\n - 26 0x103047864 in wm_handlers_do_intern wm_event_system.c:3025\n - 27 0x1030426f4 in wm_handlers_do wm_event_system.c:3145\n - 28 0x1030406f0 in wm_event_do_handlers wm_event_system.c:3675\n - 29 0x1030043ec in WM_main wm.c:623\n\npreviously allocated by thread T0 here:\n - 0 0x145a89380 in wrap_calloc+0x9c (libclang_rt.asan_osx_dynamic.dylib:arm64e+0x3d380)\n - 1 0x1151b13b8 in MEM_lockfree_callocN mallocn_lockfree_impl.c:222\n - 2 0x1003b5754 in collection_object_cache_fill collection.c:754\n - 3 0x1003b5d20 in collection_object_cache_fill collection.c:775\n - 4 0x1003b53b0 in BKE_collection_object_cache_get collection.c:786\n - 5 0x1053cc5d8 in rna_Collection_all_objects_begin rna_collection.c:54\n - 6 0x1053cc2d0 in Collection_all_objects_begin rna_collection_gen.c:200\n - 7 0x105233a88 in RNA_property_collection_begin rna_access.c:3674\n - 8 0x105f6c158 in pyrna_prop_collection_iter_CreatePyObject bpy_rna.c:7076\n - 9 0x105f67ef0 in pyrna_prop_collection_iter bpy_rna.c:7083\n - 10 0x11357f400 in PyObject_GetIter abstract.c:2813\n - 11 0x11366ac34 in _PyEval_EvalFrameDefault ceval.c:3958\n - 12 0x113664fe0 in _PyEval_Vector ceval.c:5065\n - 13 0x113664f38 in PyEval_EvalCode ceval.c:1134\n - 14 0x105f1812c in python_script_exec bpy_interface_run.c:121\n - 15 0x105f18d5c in BPY_run_text bpy_interface_run.c:216\n - 16 0x10a275444 in text_run_script text_ops.c:773\n - 17 0x10a275284 in text_run_script_exec text_ops.c:812\n - 18 0x103035044 in wm_operator_invoke wm_event_system.c:1335\n - 19 0x103033cf4 in wm_operator_call_internal wm_event_system.c:1530\n - 20 0x10303ad6c in WM_operator_name_call_ptr wm_event_system.c:1577\n - 21 0x10303b978 in WM_operator_name_call_ptr_with_depends_on_cursor wm_event_system.c:1765\n - 22 0x109722ff8 in ui_apply_but_funcs_after interface_handlers.c:1008\n - 23 0x10971b1d4 in ui_handler_region_menu interface_handlers.c:11383\n - 24 0x10304ab2c in wm_handler_ui_call wm_event_system.c:698\n - 25 0x103047864 in wm_handlers_do_intern wm_event_system.c:3025\n - 26 0x1030426f4 in wm_handlers_do wm_event_system.c:3145\n - 27 0x1030406f0 in wm_event_do_handlers wm_event_system.c:3675\n - 28 0x1030043ec in WM_main wm.c:623\n - 29 0x10000ba94 in main creator.c:544\n```\n\n- Open attached file\n- Go to Scripting workspace\n- Run the above script\n[bug.zip](bug.zip)" ]
[ "Blender VSE with a Scene Strip Crash\nOperating system: Linux-5.2.0-3-amd64-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce GTX 950/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.50\n\nBroken: version: 2.81 (sub 15)\nWorked: (optional)\n\nBlender VSE with a Scene Strip Crash\n\nPlease see the attach video. This method is necessary for compositor playback as well.\n\n[tut4.mp4](tut4.mp4)\n\n# Blend File\n[vse scene crash.blend](vse_scene_crash.blend)\n\n\n# Blender 2.81 (sub 15), Commit date: 2019-10-14 16:46, Hash 879d269e8769\nbpy.ops.scene.new(type='NEW') # Operator\nbpy.context.scene.name = \"Dummy\" # Property\nbpy.context.scene.name = \"Main\" # Property\nbpy.ops.sequencer.scene_strip_add(frame_start=1, channel=2, scene='Dummy') # Operator\n\n# backtrace\n\n```\n./blender(BLI_system_backtrace+0x1d) [0x14ee17d]\n./blender() [0x12cb799]\n/lib/x86_64-linux-gnu/libc.so.6(+0x3a100) [0x7f25e3ca1100]\n./blender(AUD_SequenceEntry_setAnimationData+0x7) [0x4683ef7]\n./blender(BKE_sound_set_scene_sound_volume+0x20) [0x142fb30]\n./blender(BKE_scene_eval_sequencer_sequences+0xa7) [0x13fac67]\n./blender() [0x150cadc]\n./blender(BLI_task_pool_work_and_wait+0x159) [0x14ef109]\n./blender(_ZN3DEG23deg_evaluate_on_refreshEPNS_9DepsgraphE+0x1eb) [0x150cdab]\n./blender(DEG_evaluate_on_refresh+0x65) [0x14f6345]\n./blender() [0x13f8a83]\n./blender(wm_event_do_depsgraph+0xc3) [0x16a1943]\n./blender(wm_event_do_refresh_wm_and_depsgraph+0x87) [0x16a1aa7]\n./blender(wm_event_do_notifiers+0x472) [0x16a7612]\n./blender(WM_main+0x28) [0x169d8b8]\n./blender(main+0x2fe) [0x1237b9e]\n/lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0xeb) [0x7f25e3c8dbbb]\n./blender() [0x12c80bc]\n```\n", "Crash when rendering in VSE\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 980 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.15\n\nBroken: version: 2.81 (sub 8)\nWorked: (optional)\n\nCrash when rendering in VSE.\n\n[crash when rendering.blend](crash_when_rendering.blend)\n\n![20190908181437.png](20190908181437.png)\n\n1. Open factory blender and Switch Video editing workspace.\n2. Create scene scene.001.\n3. Add scene.001 In sequencer.\n4. Change scence in sidebar of strip panel --> Scene --> scene.\n5. Crash when pressed F12.\n\nIn blender 2.80 is fine rendered, It's is a way to fix 2.8x can't add local scene to sequencer but 2.79. now this way is end." ]
env map shading panel bug System Information windows7 64 ASUS ATI Radeon HD6870 Blender Version Broken: (All) Worked: (None) ![env_map_shading_bug1.png](env_map_shading_bug1.png) ![env_map_shading_bug2.png](env_map_shading_bug2.png) ![env_map_shading_bug3.png](env_map_shading_bug3.png) ![env_map_shading_bug4.png](env_map_shading_bug4.png) ![env_map_shading_bug5.png](env_map_shading_bug5.png) [env_map_shading_panel_bug.blend](env_map_shading_panel_bug.blend) open this, select rendered shading mode,switch on env map in shading panel - we will not update, f12 - all OK switch off env map in shading panel - we will no have update in 3d view, F12 - without update, change anuthing - without update, but if we click again "static"button in env map settings - we will have update
[ "Online Manual doesn't work for Panel Pin property\nSystem Information\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.59\n\nBlender Version\nBroken: version: 3.3.1, branch: master, commit date: 2022-10-04 18:35, hash: blender/blender@b292cfe5a9\nWorked: Was not working since 2.93 LTS, haven't tested lower ones, but I am pretty sure it is not working there as well\n\nShort description of error\nBlender Online Manual operator is not working for Panel Pin property, though it works for any other pinning property.\n2022-11-23 22-16-34.mp4\n\nExact steps for others to reproduce the error\n\n Open Sidebar (in any editor with Sidebar, shortcut {key N})\n Hover over panel header and press RMB -> You will see Pin property,\n press RMB in the Pin property to see it's context menu\n then press Online Manual or just press F1 key.\n\nNote that in the property editor the Online Manual works.\n\n\n------\n\nThis issue has been transferred from 102727\n\n", "COLORSPACE SELECTOR: Group box fails to show all possible colour transforms\nDebian Stretch\n\nTrunk\n\nTrial against ACES 1.0.3 set won't show all possible colour transforms when choosing via the UV Image Editor\n\nLoad the ACES 1.0.3 configuration from the official repository. Try to change the colour transform on a loaded image.\n\n![Screenshot from 2017-11-05 19-25-15.png](Screenshot_from_2017-11-05_19-25-15.png)\n", "Outliner: Alt+disable is work for all selected, but Alt+Enable is not\nBroken: version: 2.82 (sub 6)\nWorked: (optional)\n\n{key Alt LMB} generally enables a feature that repeats the operation on all selected items in the outliner.\nBut that seems to work only if the object is selected in 3d View.\n[2020-01-12_20-44-23.mp4](2020-01-12_20-44-23.mp4)\n\nOpen:\n[untitled4.blend](untitled4.blend)\n- select the three objects (either in 3d view or outliner).\n- {key Alt LMB} click on the icon that disables object in viewports.\n- {key Alt LMB} again to try to enable them all.\nOnly one object is enabled, because the others are not selected in 3dview.\n\n", "texture in solid mode not updated\nOperating system: Ubuntu 20.04\nGraphics card: Geforce MX230\n\nBroken: 3.2, 2.93\nWorked: probably never\n\nif the shader editor is located in another workspace, in which there is no viewport in solid mode, then the texture on the object will not be updated\n\n- Open .blend file\n- In both layout an shading workspace: make sure skin texture is selected\n- switch to shading workspace and select blue texture\n- Now switch back to layout workspace (notice `blue` texture is selected in node space but viewport is not updated)\n\n[#99598.blend](T99598.blend)\n\n---\noriginal file and video provided by the reporter\n[jupiter.blend](jupiter.blend)\nVideo [F13283900](2022-07-11_00-19-08.mp4)", "Viewport x-ray shading slider flipped\nOperating system: Linux-4.15.0-66201911071317-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce GT 630/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.116\n\nBroken: version: 2.82 (sub 6)\nWorked: (optional)\n\nViewport x-ray shading slider flipped\n\nI think this is ment to work the other way round, isn't it?\n![Bildschirmfoto zu 2019-12-18 18-56-18.png](Bildschirmfoto_zu_2019-12-18_18-56-18.png)", "Viewport Shading 'Attribute' Option Broken for Instanced Geometry\nOperating system: Windows 10\nGraphics card: Nvidia GTX 2080\n\nBroken: 3.5\nWorked: 3.4, 3.4.1\n\nWhen instancing a mesh to another meshes vertices, the Solid Viewport Color Option 'Attribute' is no longer displaying the vertex color data.\n\nCreate A Sphere, and using \"Vertex Paint Mode\" Paint a color onto the sphere.\nUsing geometry nodes set up the following, Group Input (Geometry) -> Mesh to points - > Instance on points -> Realize Instances -> Output (Geometry)\nSet a simple sphere as the object to be instanced.\nSet Shading mode to 'Solid'.\nToggle 'Attribute'\n\n", "Bump map isn't generating bump from ambient occlusion height input\nOperating system: Windows-10-10.0.17134-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.86\n\nBroken: version: 2.83 (sub 2)\nWorked: (optional)\n\nbump map isn't generating bump from height input\n\nSee screenshots and then open file to see configuration:\n\n[ambient occlusion to bump map bug.blend](ambient_occlusion_to_bump_map_bug.blend)\n\n\n\nThe mask generated from the ambient occlusion:\n\n![image.png](image.png)\n\n\nThe normals generated by the bump node:\n\n\n![image.png](image.png)\n\n\nThe result (no bump):\n\n![image.png](image.png)", "Drag-to-toggle visible/selectable/renderable in the Group view.\nWindows 64\n\nBroken: 2.70a\n\nThe drag-to-toggle visible/selectable/renderable in the Outliner does not work in the Groups view.\n", "\"Regression\" : Using normal or bump maps in cycles produces flat washed-out shading (caused by terminator softening)\nOperating system: Windows 10 x64\nGraphics card: GeForce GTX 1660 Dual OC\n\nBroken: 2.81, 2.82, 2.83 from 2020-03-06 22:46\nWorked: 2.80\n\nCaused by c3be14e151\n\nUsing normal or bump maps in cycles produces flat washed-out results comparing to EEVEE.\nThe bug also appears in the latest 2.83 build, it affects both Diffuse and Principled Shader but not Glossy.\nNormal Map and Bump nodes seem to produce identical results with the 2.80 version, so the problem lies with the Shader node itself.\n![comparision.png](comparision.png)\n\n[bug_report.blend](bug_report.blend)\n1. Open file\n2. Switch to Rendered viewport shading", "Clang on windows\nWhile we have supported building with clang on windows for a while, support has deteriorated a little due to it not getting regular exercise also not all features were supported this is a list of outstanding issues with clang on windows.\n\nOrder of importance:\n\n- {icon circle color=red} **Very Important** - *These we should handle before the next release.*\n- {icon circle color=yellow} **Somewhat Important** - *These issues would be nice to do as soon as possible*\n- {icon circle color=green} **Less Important** - *Extra polish, nice to have*\n- `?` **Incomplete** - *Tasks needing more details before implementing.*\n \n- {icon circle color=green} Better documentation on how to build, [the initial commit ](rB81060ff6b26c22331d2066bb83d492bbe61e936c) had instructions but some of those instructions are no longer applicable \n- {icon circle color=green} [D5962: Fix: Building quadraflow with clang on windows.](D5962)\n- {icon circle color=green} ~~Building with clang+ninja is broken~~ fixed:34bd23dbb7\n- {icon circle color=gray} VS2019 IDE support is broken due to the llvm integration addon, VS2017 IDE works, ninja work for both 2017/2019 \n- {icon circle color=green} [D5976: Add support for building with OpenMP support for clang on windows.](D5976)\n- {icon circle color=green} [D6012: Fix: BLI_expr_pylike_eval_test test failing with clang on windows](D6012)\n- {icon circle color=green} Cycles had a broken AVX2 kernel when running the benchmarks on EC2 \n- {icon circle color=green} Too many warnings a full build log is over 1GB \n- {icon circle color=green} cycles kernels get fed clang flags which it does not recognize `-fno-trapping-math`, `-fno-math-errno` , `-fno-signed-zeros`", "Hair: changing children related settings in objectmode dont show when switching to particle editmode\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87\n\nBroken: version: 2.83.7\nWorked: 2.79\n\nWhen I change additional options like Clumping, children not updates and their update stuck for edit mode for any try except 1st. \nDemonstration and details:\n[2020-10-15_01-46-01.mp4](2020-10-15_01-46-01.mp4)\n\n#69000 (Hair: changing children related settings not updating in particle editmode) is very much related", "Modifying keymap won't tag prefs dirty\nWindows 7 Professional 64-bit service pack 1\nIntel Core i7-2600\n8GB RAM\nNVIDIA GTX 1060 6GB\n\nBroken: blender-2.80.0-git.aa003c73245f-windows64\n\n\"Save Preferences\" button, shown when \"Auto-Save Preferences\" is turned off, stays unavailable after modifying keymap.\n\n1. Make sure \"Auto-Save Preference\" is turned off. If it isn't, turn off this and press \"Save Preferences\" button.\n2. Modify keymap, editing the settings used to activate an operator (example: search for `Clear Rotation` operator, changing the `Clear Delta` option will not tag prefs dirty).", "Cycles: Bump node doesn't generate anything in certain conditions\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 522.25\n\nBroken: version: 3.3.0\nWorked: all versions from 2.79 to 3.4.0 alpha are affected, there is no working build\n\nI'm trying to generate a normal map using Bump node and color output of the env map as height map, it doesn't work on Cycles while it works on Eevee. Seems like the \"reflection\" output of Texture coordinate node is broken, but it works fine when I'm using another outputs though\n\nOpen the project, then click on viewport Rendered mode button - it'll start Cycles which for some reason can't generate bump map, then switch to Material preview mode - it'll start eevee which works as expected\n[bug_report.blend](bug_report.blend)\n\nEdit: typos and bad english grammar fixed, I believe", "Blender 3.5.0 Win11 RTX3090 Fatal Crash on activating Cycles\n@deadpin thanks for replying.\n\nDriver Version: 31.0.15.3161 (NVIDA 528.24) DCH Win1164 installed\n\nCycles now working without issue thank u.\n\n_Originally posted by @Jaymi-McManus in /blender/blender/issues/106953#issuecomment-923094_\n\n>>>>>\n\nUpdate: \n\n1. Closed the ticket too soon, after adding some simple color, specular, metallic, changes in BSDF and then navigating between layout and other tabs, fatal crash occurs again\n\n2. Updated NVIDIA drivers to 31.0.15.3161 (NVIDIA 531.61) DHC / Win11 64 the issue still persists\n\nUpdate logs attached.", "Switching to a mode that has a tool set which is not available for that object causes error [e.g Select Box tool is available if paint mask is enabled, if it is disabled it causes error]\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.92\n\nBroken: version: 2.83.0\n\n[when i try open vertex paint or weight paint , brush and color bar not coming to viewport]\n\n[after basic modeling something i apply all modifer and try to create uv but i cant do properly. So after unsuccessful attempt i tried to paint weight paint but color and other bar not coming to screen. But if i create new blend file and append it. Also work and i can create but after some paint also broke vertex paint file and mine locak vertex paint parts gone. btw i also cant open in new file as link...\n\n[try_007_gun.blend](try_007_gun.blend)\n\n![Ek Açıklama 2020-06-17 210549.jpg](Ek_Açıklama_2020-06-17_210549.jpg)\n" ]
[ "Shading panel don't update\nSystem Information\nwindows7 64\nASUS ATI Radeon HD6870\n\nBlender Version\nBroken: (All)\nWorked: (None)\n\nthis bug active for all settings in shading panel of rendering settings lanel\nbut env map - it is slecial case i was write about this in my report #41976\n![shading_panel_bug1.png](shading_panel_bug1.png)\n![shading_panel_bug2.png](shading_panel_bug2.png)\n[shading_bump_map_bug.blend](shading_bump_map_bug.blend)\nopen, select rendered shading mode, shange anything in shading panel - we will not see update\nchange anything in 3d view(rot,loc,scale for example) - 3d view will update" ]
Mirror modifier doesn't work with Curves Operating system: windows 10 Graphics card: NVIDIA FEFORCE 940mx Broken: 2.80, 26d5a3625ed blender2.8, 2018-11-29 Worked: (optional) Curve object can't use the mirror modifier
[ "Account for curvature in curve to mesh node\nOperating system: Darwin-18.5.0-x86_64-i386-64bit 64 Bits\nGraphics card: NVIDIA GeForce GT 750M OpenGL Engine NVIDIA Corporation 4.1 NVIDIA-12.0.23 355.11.10.50.10.103\n\nBroken: version: 2.90.0\n\nI used a curve as a bevel profile on another one with 90 degree angles but the result is not 90 degrees on the result\n\nplease see attached file\n[badBevel.blend](badBevel.blend)", "Curves edit mode extend/extrude operator\nTo replace the extrude operator in the legacy curve edit mode.\n\nOne potential simplification is only allowing extrusion from the end points. But for a final implementation that covers all use cases, extruding from curve midpoints is probably necessary.\n\n", "Modifiers disabled in viewport are not rendered if the object is in edit mode\nVersion 2.83\n\n\n - Open: [medieval_house_lights_camera.blend](medieval_house_lights_camera.blend)\n - Render with the object in edit mode and then in object mode.\nScene in object mode\n![Schermata 2020-01-23 alle 15.02.55.png](Schermata_2020-01-23_alle_15.02.55.png)\nRender:\n![Schermata 2020-01-23 alle 14.45.13.png](Schermata_2020-01-23_alle_14.45.13.png)\n\nScene in edit mode:\n![Schermata 2020-01-23 alle 15.03.06.png](Schermata_2020-01-23_alle_15.03.06.png)\nRender:\n![Schermata 2020-01-23 alle 14.47.27.png](Schermata_2020-01-23_alle_14.47.27.png)", "Knife Tool: incorrect interaction with Array modifier when the Merge \"First Last\" option is set\nOperating system: Win10\nGraphics card: nVidia 1070\n\nBroken: 2.80 (sub 44), branch: master, commit date: 2019-02-14 04:22, hash: caa8e7ff2894\nWorked: not sure\n\nWhen the Merge First Last option is set for an Array modifier, it seems like hidden, virtual geometry is picked up while using the knife tool to cut across the surface of the primary shape.\n\nThis results in an improper cut.\n\nBad in-progress cut:\n![bad.png](bad.png)\n\nBad confirmed cut: \n![bad-confirm.png](bad-confirm.png)\n\nGood cut -- with the First Last option turned off:\n![good.png](good.png)\n\n[array-bug.blend](array-bug.blend)\n- Create a simple shape and array it in a radial fashion so that the first/last vertices of the shape are eligible for merge\n - Or just load the attached .blend\n\n- Attempt to make a cut across the main shape with the Merge First Last option set\n- Notice that the cut line is picking up some hidden edges somehow -- perhaps due to triangulation?\n- Confirm the cut and notice it's still incorrect and pretty weird", "Display Workbench Textures On Curve Objects\nOperating system: Darwin-17.7.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon HD - FirePro [D500](D500) OpenGL Engine ATI Technologies Inc. 4.1 ATI-1.68.24\n\nBroken: version: 2.82 (sub 6)\nSame on Windows version with same hash as well as in older versions of the 2.8x series.\n\nWorked: (optional)\nWorked in 2.7x Blender viewport ('Texture' mode)\n\nTextures don't display on curve extrusions in 'Solid' viewport shading mode even when UVs are assigned and 'Texture' is chosen as the object color. Instead, Curve extrusions simply stay gray.\nThese same textures show up fine on regular mesh objects in the same viewport. Also the curves display as intended in Material Preview and Rendered modes.\n\n\nIdeally open attached blend file to see the issue right away.\n\nAlternatively :\n1. Create a curve object and give it depth and UVs and apply a material\n2. Import a bitmap texture, attach to the curve's material and select it\n3. Switch to Solid shading mode and activate Texture as object color\n4. Compare look in Solid and Material Preview\n5. Repeat the above steps for a mesh object with UVs\n\n\n[textures_on_curves.blend.zip](textures_on_curves.blend.zip)", "Improvements to Curve Modifiers (Animation Curves)\nThe intention of this design task is to improve the ways we interact with modifiers amongst multiple curves and other missing options like \"baking\" the result to the curve.\n\nBased on using modifiers for different things myself here is what I feel would be best:\n\n - First thing is to add a new menu under \"channel\" to add any modifier to all the selected/highlighted channels.\n - Also a second option to remove all modifiers from selected/highlighted channels. (as in most cases you'd only add one modifier to a channel).\n - This could be complimented by a remove all modifiers of x type from selected channels.\n - under Shift G (new menu for graph editor) select grouped everywhere else we could have an option to select curves with x type of modifier.\n - Add a naming box with automatic unique names to the curve modifiers in the same fashion as in the object modifiers, this will allow association and the use of \"alt\" for editing multiple modifiers. ![image.png](image.png)\n - At the top where the copy / paste modifiers buttons are paste should allow \"alt\" modifier to paste to all selected curves/channels or adding a second paste button that will do just that. ![image.png](image.png)\n # Among with the checkbox for activation and the x for modifier deletion a similar menu to this ![image.png](image.png) could be added with the option to apply which should allow animation baking to the curve with simplified version of the \"bake action...\" operator allowing to define the range and steps and to delete or disable the baked modifiers for baking the resulting animation to that curve.\n\nAll of these are up for discussion but I feel it would improve heaps the way we can work with curve modifiers making them super more useful than they are right now because I feel in general people would use them much more if they were easy to handle for more than just one curve at a time.\n\nWhat do you guys think?\n \n\n\n\n\n", "Freestyle - marked freestyle edges do not work on objects with the boolean modifier\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.3.0\nWorked: Unknown\n\nEdges marked as freestyle do not work on objects with the boolean modifier\n\n\n1. Create cube object, add some edge loops and mark any edge as **\"Freestyle Edge\"**2. Create a second cube, and use it as a \"cutter\" using the**\"Boolean\"** modifier\n3. Activate **\"Freestyle\"**and check the**\"Edge Markt\"** in the \"Line Set\" area\n4. Make a render - the edge marked as **\"Freestyle Edge\"** will not be visible\n\n\nFile in attachment.\nThank you\n\n[Boolean Freestyle bug.blend](Boolean_Freestyle_bug.blend)\n\n", "Geometry Node: Changing modifier input values with python no cause update\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.72\n\nBroken: version: 2.93.0 Alpha\n\n\nChanging modifier input values with python no cause update.\nBy code:\n\n```\nbpy.data.objects[\"Cube\"].modifiers[\"GeometryNodes\"][\"Input_1\"][0] = 13.8\n```\n\nValue in modifier property was changed. User interface no updated before modifiers panel are not redrawn. Result of modifier didn't updated.\n\n![image.png](image.png)\n\n- Open attached file\n- Run the code `bpy.data.objects[\"Cube\"].modifiers[\"GeometryNodes\"][\"Input_7\"] = 1.0` in the python console\nThe modifier UI may change, but the Viewport does not.\n[geom_node_py_bug.blend](geom_node_py_bug.blend)\n\n", "Regression: Particle mirror broken for particular mirrored mesh.\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.65\n\nBroken: version: 3.1.2. also version: 3.3.0 hash: `8d9d5da13706`\nWorked: 3.0.0, commit hash: `8b44b756d850db38ab4d83513682f2012d88a3f4` from branch 3.0.1 to be exact.\n\nCaused by 02ab4ad991\n\nParticle hair x-mirror results in hair going in all directions instead of being properly mirrored, see the following screenshot: ![broken.png](broken.png)\n\n1. Start from the attached blend file which has an emitter sourced from a base model and mirrored by applying a mirror modifier. I could not reproduce the issue from scratch with simpler geometry and I might have reconnected the hair at some point .\n2. Go into particle edit mode on the `Eyebrows_Particle` object.\n3. Enable x-mirror in the top-right `Options` menu.\n4. Observe that the particles change directions.\n\nHere is what it looks like when it's working in the same particle edit mode with x-mirror enabled. The exact commit that introduced the issue is: `77694b571f5bd297ea7228b30f591ebbd333e0ea`.\n\n![working.png](working.png)\n\n[mirror_bug.blend](mirror_bug.blend)\n\n[repro.blend](repro.blend)\n- open file\n- `Particle` > `Mirror`\n- observe wrong mirroring", "GPencil: Modifiers don't work after separate strokes and use hide in outliner [issue with multiuser gpencil objects and modifiers]\nOperating system: Ubuntu 20.04\nGraphics card: Mesa Intel® HD Graphics 620 (KBL GT2\n\nBroken: (2.83.3)\n\n\nThe mirroring of a grease pencil object briefly stops being visible after performing a stroke separation.\n\n1. Boot up Blender's default 2D animation workspace\n2. Draw a stroke on the GP object \"Stroke\"\n3. Add a mirror modifier to the object.\n3. Draw another stroke\n4. Change to edit mode and select the new stroke\n5. separate said stroke with P, creating \"Stroke.001\"\n6. Still on edit mode, click on the 'eye' icon on the outliner to make \"Stroke\" invisible\n7. Click on the eye icon again, the mirroring will have stopped being visible.\n8. Clicking twice on the \"Display modifier on viewport\" button in the modifier tab fixes the issue.\n\n**Status**\nThe \"wrong usercount when separating\" is fixed, see 4251a87bf6, however the underlying issues with multiuser gpencil and modifiers still remains.\nTo reproduce:\n- add a gpencil stroke\n- {key Alt + D} duplicate linked\n- add a Thickness modifier.\n- Hide/Unhide the object in outliner.\n", "Mirror Modifier On Cage Selection Papercut \nBroken: 2.93.4\nWorked: Maybe never.\n\nWhen in edit mode, using the \"On Cage\" option for the mirror modifier results in some unintuitive behavior when selecting vertices created by the bisect feature. The vertices created by the by the bisection are mapped to the original mesh data in a way that appears to be based on blenders internal representation of the mesh and not based on something observable to the user.\nThe behavior when selecting should feel consistent to the user. To fix this, I suggest that the vertices created by the bisection should always map to the vertices on the original mesh that are on the removed side of the bisection plane. This way users would be able to tweak the centerline of the mirrored mesh in while using \"On Cage.\" As it is currently implemented, there are vertices that affect the mesh that cannot be accessed through normal click selection unless \"On Cage\" is off.\n\n**Example**\n![SelectionExample.png](SelectionExample.png)\n\nSelect the +X or -X face of the default cube and scale it by 0.5.\nAdd the mirror modifier and select bisect for the X axis so that the object is mirrored and bisected about the X axis.\nTurn on \"On cage\" for the mirror modifier then enter edit mode for the object.\nWhen selecting the vertices on plane X=0, you should notice that two of the vertices correspond to visible mirrored vertices and two correspond to vertices removed by the modifier. \n\nSimple scene showing the behavior. \n[MirrorSelectOnCagePapercut.blend](MirrorSelectOnCagePapercut.blend)\n", "Curves: Edit mode transform pivot on individual origins does not work\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: Radeon RX 570 Series ATI Technologies Inc. 4.5.0 Core Profile Context 23.2.1.230210\n\nBroken: version: 3.6.0 Alpha\nWorked: n/a\n\nAlso 3.5 beta.\n\nIn curves edit mode, transform pivot on individual origins does not work.\n\nPivot on active element also does not work, but it seems curves edit doesn't have the concept of active element at all, so not sure if this is a limitation right now.\n\n[CurvesEditTransformPivot.mp4](attachment)\n\n", "Sculpt mode -> Curve Stroke causes Undo to behave differently\nOperating system: Windows 10 x64\nGraphics card: Nvidia 980 GTX\n\nBroken: v 2.82 Alpha, 10-12-2019\n\nIf Brush stroke is set to Curve and some sculpt detail is added (Ctrl + Left Click), (Ctrl + Z) or Undo does not work. Instead of Undo for the sculpt detail, the curve control points are removed.\n\n1. Start with default cube and add Multi-Res modifier, subdivide a couple of times.\n2. Go to sculpt mode and with the SculptDraw brush set the stroke to Curve.\n3. Draw a curve using (Ctrl + Right Click) to add some control points.\n4. Add sculpt details using Ctrl + Left Click. \n5. Press Ctrl + Z. Instead of removing the details the control points of the curve will be removed first. \n6. Press Ctrl + Z repeatedly. When the last control point remains then the sculpt detail will be removed.", "Regression: Curve wire line not displayed in edit mode when it has evaluated mesh/point/volume\nBroken: 3.0, 3.1, 3.2\nCaused by b9febb54a4\n\nThe original line for edit mode curves is not displayed in edit mode .\n\nThis change only applies when the curve is changed during evaluation, for example, when it is replaced by an evaluated \"tube\" mesh, or points, or a volume, etc.\n\n| Before | After |\n| -- | -- |\n| ![image.png](image.png) | ![image.png](image.png) |\n(Ignore the change in lightness there, it's just a different UI scale)", "GPU Subdivision: Crash on applying Subdivision Surface Modifier\nOperating system: Win 10 22H2 10.0.19041\nGraphics card: Intel® HD Graphics 5500 Driver version: 20.19.15.5171\n\nBroken: All versions after 2.93.11\nWorked: 2.93.11\n\nBlender crashes when applying the Subdivision Surfaces modifier. Tested with various different geometries (meshes, NURBS)\nCrash probably occurs with old intel GPUs\n\n- Start Blender\n- Apply SS modifier to cube OR delete cube, add another object (cube? lol), add modifier to that" ]
[ "Mirror modifier curves\nOperating system: Ubuntu 18.04.1 LTS\nGraphics card: Mesa DRI Intel(R) HD Graphics 5500 (Broadwell GT2)\n\nBroken:\nversion: 2.80 (sub 35), branch: blender2.8, commit date: 2018-11-30 22:29, hash: 0f5b53ba4dc, type: Release\nbuild date: 2018-12-01, 00:05:43\nWorked: (2.79b)\n\n\nMirror modifier and some other are not supported by curves objects." ]
Mirror modifier curves Operating system: Ubuntu 18.04.1 LTS Graphics card: Mesa DRI Intel(R) HD Graphics 5500 (Broadwell GT2) Broken: version: 2.80 (sub 35), branch: blender2.8, commit date: 2018-11-30 22:29, hash: 0f5b53ba4dc, type: Release build date: 2018-12-01, 00:05:43 Worked: (2.79b) Mirror modifier and some other are not supported by curves objects.
[ "Operator to convert from New to Old curve object type\nAdd the ability to convert from the new `Curves` object to the old `Curve` object, in the `Object > Convert` menu.\nSimilar to #96559.\nThere should probably be an info message when custom attributes are lost with the conversion.", "Edge Slide: Vertices leave path when using with Mirror Modifier's Clipping Option\nOperating system: Linux-5.8.14-arch1-1-x86_64-with-arch 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 455.28\n\nBroken: version: 2.91.0 Beta\nSame in Stable Release. (And with Factory Settings.)\n\nWhen edge sliding, vertices diverge from their path as they hit the clipping point. (See the short video)\nI would expect the vertices to just stop at the intersection point. Otherwise it is not possible join the vertices while maintaining the angle of the edges. (Not without a lengthy workaround at least.) \n\n[Peek 2020-10-23 15-40.mp4](Peek_2020-10-23_15-40.mp4)\n\n1. Set up one or multiple edges which aren't parallel to the mirror Axis.\n2. Add a Mirror Modifier and enable Clipping.\n3. Edge Slide the edges into the clipping plane. ", "Curves edit mode extend/extrude operator\nTo replace the extrude operator in the legacy curve edit mode.\n\nOne potential simplification is only allowing extrusion from the end points. But for a final implementation that covers all use cases, extruding from curve midpoints is probably necessary.\n\n", "Crashes when trying to mirror particles\nOperating system: Windows 11\nGraphics card: Nvidia RTX 2060\n\nBroken: 3.6.1\n\nWhen I try to mirror hair particles Blender crashes. I've tried it multiple times and it happens every single time. Ive tried applying the mirror modifier I have on the character but it still crashes.\n\nI have a retopologized character. I make a particle system for eyebrows. I try to mirror the eyebrows by selecting all the particles, going to particles and selecting mirror and blender crashes.\n\n", "Regression: Curve wire line not displayed in wireframe display mode when it has evaluated mesh/point/volume\nOperating system: Linux-5.13.0-0.rc6.45.fc35.x86_64-x86_64-with-glibc2.34.9000 64 Bits\nGraphics card: NVIDIA GeForce GTX 970M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 495.44\n\nBroken: version: 3.2.0 Alpha\nWorked: 2.93\n\nCaused by b9febb54a4\n\nThe original curve line for curves is not displayed in wireframe display mode.\nThis change only applies when the curve is changed during evaluation, for example, when it is replaced by an evaluated \"tube\" mesh, or points, or a volume, etc.\nThis is very similar to #96138 (Regression: Curve wire line not displayed in edit mode when it has evaluated mesh/point/volume), but for objectmode.\n\n- create a curve\n- in the curve properties, give it a bit of extrude\n- enable viewport shading wireframe OR\n- enable object Viewport Display properties > Wireframe\n\n3.0+\n![image.png](image.png)\n2.93\n![image.png](image.png)\n\n", "Support for snapping to Lattice objects\nOperating system: Darwin-17.2.0-x86_64-i386-64bit 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050 Ti OpenGL Engine NVIDIA Corporation 4.1 NVIDIA-10.27.6 378.10.10.10.20.109\n\nBroken: version: 2.82 (sub 0)\nWorked: (optional)\n\nIt is not possible to snap any type of vertex (mesh, curve or lattice vertex) to a lattice vertex.\n\nsee video\n\n[latice_verts_not snapping.blend](latice_verts_not_snapping.blend)\n\n[lattice_verts_not_snapping.mp4](lattice_verts_not_snapping.mp4)\n\n", "Bevel Modifier: Odd amount of segments causes UV propagation issues at seams\nOperating system: Linux-5.17.15-76051715-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: Quadro RTX 6000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.48.07\n\nBroken: version: 2.83, 3.4.0 Alpha\nWorked: unknown\n\nAny odd number of bevel segments greater than 1 fails to preserve seams in the propagated UV data on intersections. Instead UV data is interpolated, which can for example cause nasty artefacts when baking.\n[bug_bevel_uv_seams_interpolation-2022-09-01_15.26.11.mp4](bug_bevel_uv_seams_interpolation-2022-09-01_15.26.11.mp4)\n\nFile:\n[baking_artefacts.blend](baking_artefacts.blend)\n\n", "Cycles: point cloud geometry improvements\n[D9887: Cycles: pointcloud geometry type](D9887)\n\nImprovements:\n- [x] Point Info node with radius, position, random\n- [ ] Backfaces are ignored (like curves), which means e.g. volumes inside points don't work.\n- [ ] Render as normal or ray oriented disc (see [D9887](D9887)#289012, [P2125](P2125.txt))\n- [ ] Baked shadow transparency support like hair? But must be optional since texturing alpha across the sphere/disc is useful.", "GPU subdivision option with subdivision surface modifier collapses geometry (AMD GPU)\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: AMD Radeon HD 7800 Series ATI Technologies Inc. 4.5.14831 Core Profile Context 21.5.2 27.20.20903.8001\n\nBroken: version: 3.1.0 Alpha\n\nSubdivision surface modifier with GPU Subdivision enabled produce geometry that appear to be lost\n\n1. Open default scene.\n2. Add subdivision surface modifier to an object.\n3. Make sure GPU Subdivision option is enabled.\n4. ~~Uncheck Use Limit Surface~~\n5. ~~Disable GPU Subdivision to see correct result.~~\nLast two steps are not necessary for recreation of the bug since this change- 118a219e9d\n[Subdiv GPU Use Limit Surface 2022-01-15 22-13-33.mp4](Subdiv_GPU_Use_Limit_Surface_2022-01-15_22-13-33.mp4)\n\n------\n\nNOTE: This bug seems to only occur on AMD cards on Windows.\n\n**Reproducible on:**\n\n| Operating System | GPU | Driver |\n| ----------------|-------------|---------|\n| Windows 10 | AMD Radeon HD 7800 Series | 4.5.14831 Core Profile Context 21.5.2 27.20.20903.8001 |\n| Windows 10 | AMD Radeon (TM) RX 480 | 4.5.14760 Core Profile Context 20.45.37.01 27.20.14537.1001 |\n| Windows 10 | AMD Radeon(TM) 535 | 4.5.14831 Core Profile Context 21.5.2 27.20.21003.8013 |\n\n**Not reproducible on:**\n\n| Operating System | GPU | Driver Version |\n| -----------------|-------------|---------|\n| Linux Mint 20 | AMD Radeon RX550 | 4.5.14800 Core Profile Context 21.40 |\n| Linux Mint 20 | AMD Radeon RX550 | 4.6 (Core Profile) Mesa 21.3.0-devel |\n| Windows 10 | Intel(R) UHD Graphics 620 | |\n| Windows 10 | NVIDIA GeForce GTX 1050 | 472.39 |\n| Linux Mint 20 | NVIDIA RTX 2070 | 510.47.03 |\n| Linux | NVIDIA GeForce GTX 970M | 495.44\n|Windows-10-10.0.19043-SP0 64 Bits|Radeon (TM) RX 480 Graphics| 21.30.23.01, 22.2.3, 21.10.2 |\n", "Keep Alt Key not work in the F-Curve properties\nwin10 64bit, gtx1060\n\nBroken: 2.79a 8928d99270f\nWorked: (optional)\n\nKeep alt key for multiple objects not work in F-curve property ( N panel )\n\nOpen my .blend file, when I select multiple curves and keep alt key to twice the Interpolation or Easing option, it's just worked in one cure,not for all selected, if this is bug, please fix, it very useful for lots curves, else I must one by one to change those, thanks.\n\n![bug.png](bug.png)\n\n[bug.blend](bug.blend)", "Applying mirror modifier doesn't work with mesh-deform data\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.38\n\nBroken: version: 2.91.0 Beta\n\napply the mirror modifier while is used with the multiresolution produces artifacts.\n\nopen the attached file and apply the mirror modifier.\n\nThank you\n\n\n![mir_mult.PNG](mir_mult.PNG)\n[multires_err.blend](multires_err.blend)\n\n", "Array/Skin-Modifier-Combo causes crash\nOperating system: Linux Mint 19\nGraphics card: GT630\n\nBroken:\n2.80 (sub 39), branch: blender2.8, commit date: 2018-12-20 23:46, hash: 7a26e930a8c0\n\n\nPlease try to toggle the \"visibility\" of the skin modifier in my simple file. It crashes instantly and repeatingly:\n[Procedural leaves feathered1.blend](Procedural_leaves_feathered1.blend)\n![Procedural leaves feathered1.png](Procedural_leaves_feathered1.png)", "Armature X-Mirror inconsistencies\nCertain bone properties are not affected by the X-Mirror setting. Which properties were and which weren't affected used to be extremely random and terrible, but a lot of improvements have been made, and now you could sum up the remaining unaffected properties as \"bone properties which have no immediate visual effect in the 3D viewport.\" So, although a lot better than before, it is at least a little bit confusing, since the criteria is so specific and unintuitive.\n\nThese properties are:\n```\nenvelope_weight\nuse_envelope_multiply\nuse_deform\nconnected *\nlock **\nuse_local_location\nuse_endroll_as_inroll\ninherit_scale\nuse_inherit_rotation\n\nbbone_handle_type_start\nbbone_custom_handle_start\nbbone_handle_type_end\nbbone_custom_handle_end\n```\n\n*: Even if you argue that the Connected checkbox itself shouldn't be mirrored, the checkbox has the potential to change the bone's transforms, and these transform changes don't get mirrored until the bone is interacted, and the interaction is finished(not cancelled)\n** Is this option anywhere in the UI? It seems useful, but I only found it by looking at the pyAPI.\n\nSo I think there are a few options:\n- Accept that these options are not affected by X-Mirror and document it in the wiki, either listing them out one by one or using the hopefully accurate description of \"properties that don't show up in the viewport\".\n- Make X-Mirror affect these options.\n- Add another checkbox next to X-Mirror along the lines of \"Include ALL bone properties\".", "Add \"Topology Mirror\" as option for relevant operators\nThis feature request was discussed with Campbell Barton during meeting 2021-02-23\n\nThe following mesh operators behaves differently when \"Topology mirror\" == True in the edit mesh options.\n\n- Select mirror\n- Symmetrize\n\n---\n\nThe topology mirror option is located here \n![image.png](image.png)\n\n---\n\n\nIn order to make this option more clear for the user, it should be added as an option on each operator\n\nOperator mockup\n\n![image.png](image.png)\n", "Support Alembic export/import of curve objects\nI created this issue as requested [here ](T51195#430327).\n\nWhile the export of animated mesh objects works quite well, exporting and importing curve objects does not work as expected at the moment.\n\nWhen exporting curves there are two main options:\n- Export as curve\n- Export as mesh\n\nBoth of these are very useful. Depending on the specific setup it might not be useful to export a curve as curve but rather as mesh. Being able to export as mesh should always be an option.\n\nI created a little test file that includes a curve object with multiple animated properties and modifiers: [curve_export_test.blend](curve_export_test.blend)\nSome modifiers implicitly convert the curve into a mesh, so when the user wants to export as a curve, it should (if possible) evaluate all modifiers until the curve is converted. If it is not possible to apply only some modifiers, it should still be possible to only export the curve before any modifier is applied (next to the option to export the whole thing as a mesh).\n\nAlso, keep in mind:\n- Curves can consist of multiple splines.\n- The amount of splines per curve object can change over time.\n- The amount of points in a spline can change over time.\n- Curves and spline points have quite properties have quite a few attributes that need to be considered when exporting as curve (bevel radius, ...).\n\nIf I had to choose what to develop first, mesh or curve export of curve objects, I'd vote for mesh, as it allows for more flexibility. Additionally I imagine it to be easier to develop." ]
[ "Mirror modifier doesn't work with Curves\nOperating system: windows 10\nGraphics card: NVIDIA FEFORCE 940mx\n\nBroken: \n2.80, 26d5a3625ed blender2.8, 2018-11-29\nWorked: (optional)\n\nCurve object can't use the mirror modifier" ]
Playing animation in "Active Editor Only" stopped working Xbuntu / AMD fbafa43 Checking "Active Editor Only" used to only play in the editor the mouse cursor was hovering over (which would drastically help with the framerate), however now it just plays in all the editors regardless of where the mouse cursor is. New file Go to the "Playback menu" Uncheck "All 3D View Editors" Uncheck "Animation Editors" Check "Active Editor Only" Split the viewport so you have at least two of them open Move the cursor over to one of them Hit play ...it plays in all editors...
[ "Export filеs in DAE the animation plays from the last frame\nHello!\nFrom Version 2.8 to this day, the problem has not been resolved: when exporting animation to the DAE extension, the animation is played in the Blender browser and stops at the last frame. Thus, when starting the animation in the employer's program, the animation plays from the last frame and jumps sharply to the first frame.\nExample: animation has 10 frames.\nThe animation starts from in the following sequence: 10, 1, 2, ... 10.\nIt is necessary that it was: 1, 2, ... 10.\nIn versions earlier than 2.8, there is no such problem. I have to keep Blender 2.79b and save the animation. Therefore, in this version, the animation is not played in the browser upon saving and does not stop at the last frame.\n\nP.S.\nwhen exporting to DAE in versions 2.8+, you will see that the animation will play in the browser window and stop at the last frame. in 2.79b - there is no such thing.", "Graph Editor - Multiple Windows Problem\nOperating system: Windows 10 - 64\nGraphics card: Radeon RX 5500 XT\n\nBroken: 2.93.0\n\nI split my single Blender window to two Graph Editor/Node Editor & 3D Viewport for my multiple screens. If my mouse hovering anything but node editor(Include Graph editor or 3D Viewport) and I press play that timeline cursor like starts twitching.\n\nCreate two different windows. Graph Editor and 3D Viewport. Than press play on 3D Viewport window selected.\n\nTest file:\n[Bugfile.blend](Bugfile.blend)\n\nVideo:\n[2021-06-10 15-35-41.mp4](2021-06-10_15-35-41.mp4)", "Volume render bug in view layer indirect only.\nOperating system: windows 10\nGraphics card: RTX 2080 supper\nCPU: AMD ryzen7 2700\n\nBroken: 2.92.0\nWorked: no\n\nOutliner \"Indirect Only\" option does not work well with volumes, as inner shadows are ignored.\n![rlbug2.png](rlbug2.png)\n![vvbug.png](vvbug.png)\nSurface material with indirect only can work.\n\n- Open attached file\n- Display Render Preview in any of the viewports\n(Make sure the \"Indirect Only\" option in the outliner is enabled).\n[renderlayer bug.blend](renderlayer_bug.blend)", "Using Viewport Navigation Gizmos can execute tool gizmos or sculpting\nOperating system: Darwin-19.5.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5500M OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.9.15\n\nBroken: version: 2.91.0 Alpha\nWorked: never worke in 2.8+\n\nLeft Mouse dragging on those two buttons can lead to unexpected/undesired behavior. \n![buttons.png](buttons.png)\nThe dragging executes whatever tool is currently active:\n- if the selection tool is active, a selection is drawn\n- if the move tool is active and an object selected, the object is moved\netc.\n\nWhy this is a problem:\nIf one of these two buttons get accidentally dragged a little, it can apply a tiny yet destructive change to your scene which isn't noticed at first (as this behavior is unexpected).\n\n\n\nThis example is for the move tool:\n1. Open a new scene\n2. Activate the move tool\n3. Select the cube\n![01.png](01.png)\n4. Drag the camera or perspective button to the side\n5. See how the cube is moved\n![02.png](02.png)\n\n\nThis example is for sculpting:\n1. Open new sculpting scene\n![1.png](1.png)\n2. Drag the camera or perspective button to the side\n3. See how the mesh gets distorted\n![2.png](2.png)\n\nThanks\n", "Undo/Redo shortcut still active in the Blender File View window\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 452.06\n\nBroken: version: 2.91.0 Beta\n\nUndo/Redo shortcut still active in the Blender File View window\n\n* Open Blender with the default cube.\n* Move the cube a few times.\n* Open the “Preferences” window in the menu “Edit | Preferences...”\n* Then do Ctrl + Z to undo. The undo shortcut still works. It is the same for the redo shortcut.\n\nThe undo/redo is also active from any other windows of the “File” menu like “Open”, “Link”, “Save”, “Append”, etc. All links showing the “Blender File View”.\n\nIn the “Blender File View” window, I noticed that the buttons at the bottom disappear when doing the undo shortcut.\n\nI tried a few other shortcuts like Tab to go to edit mode and G to move the cube. They do not seem to be active when the focus is on the “Preferences” or “Blender File View” window.\n\nThe undo/redo is also active when the “Blender Render” has the focus.\n\nAs a consequence, someone accidentally hitting the undo shortcut will get his work being modified behind the window and probably will not notice.\n\n\n{[F9111517](BlenderFileView_Open.jpg) size=full}\n\n{[F9111519](BlenderFileView_AfterShortcut.jpg) size=full}", "Displacement Animation works only with keyframed node present\nOperating system: Linux-5.4.0-107-generic-x86_64-with-glibc2.27 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.60.02\n\nBroken: version: 3.1.2\nBroken: version: 3.2.0 Alpha\nWorked: unkown\n\nDisplacement Animation works only with a keyframed node present, even if it is not connected!\nI was trying to animate displacement using the object color, finding that it doesn't work.\nWhen trying a keyframed mapping node instead I found that it works but even if the node is not connected!\n\n - Open the attached blender file, switch to render mode and play the animation\n - The displacement will be animated.\n - Now delete the not connected mapping node or clear its keyframes.\n - The displacement will not be animated anymore. Even though I would expect it to be animated by the object color.\n\n[displace-test-1-1.blend](displace-test-1-1.blend) \n\n[displace-test-1-1.mp4](displace-test-1-1.mp4)\n", "Fix preview flickering when using \"Adjust Last Operation\"\nTweaking properties in the \"Adjust Last Operation\" panel removes all previews for a moment, causing quite drastic and annoying flickering.", "Randomize Transform + Affect Only Origins, not working\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 497.09\n\nBroken: version: 3.1.0 Alpha\n\nRandomize Transform not working as expected with Affect Only = origin. Whole object is transformed rather than just origin.\n\nin the 3d view port go Options > Affect Only and tick Origins\nselect default cube\nTransform the cube using Object>Transform>Randomize Transform\n\nCube moves/rotates/scales when I'd expect only the origin to be affected\n\n", "Compositor refresh on every 3D view edit and blocks UI\nOperating system: Windows-10-10.0.16299 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 419.67\n\nBroken: version: 2.80 (sub 74)\n\nAdjust operator panel for selection operations is greyed out after every operation. When you move cursor out of the input field it's active again. It happens only when compositor is opened and \"Use Nodes\" is selected. See video:\n[Desktop 2019.06.19 - 12.22.31.02.avi](Desktop_2019.06.19_-_12.22.31.02.avi)\n\n - Open attached file: [select_compositor_bug.blend](select_compositor_bug.blend)\n - Use Select > Checker deselect\n # Go to adjust operator panel and change one value. Menu will be greyed out until you move cursor out of input field.\nIt's the same with other selection operations like \"Select Similar\" or \"Select Sharp Edges\".", "Use toolbar for Clip Editor\nAs discussed with @Sergey, here's how we would like the Clip Editor to work:\n\n{[F6943021](Screenshot_2019-04-14_at_10.06.22.png), size=full}\n\nThis makes it compliant with the other editors in Blender 2.8.\n\n\n - - [x] {icon circle color=yellow} Add toolbar to the Clip Editor\n - - [x] {icon circle color=yellow} Add Marker tool to the toolbar\n - The Marker tool lets you add markers whenever you click. The tool settings for the next marker should then be added to the tool settings\n - - [x] {icon circle color=yellow} Add Selection tools to the toolbar\n - - [ ] {icon circle color=yellow} Add Cursor tool to the toolbar\n - - [ ] {icon circle color=yellow} Add transform tools (Move, Rotate, Scale, Transform) to the toolbar\n - - [x] {icon circle color=yellow} In Mask mode, add the masking tools to the toolbar", "Movie clip playback FPS is reduced in 3DView.\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 980 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.59\n\nBroken: version: 2.83 (sub 9)\nWorked: ~2.79\n\nWhen a movie clip is read into a background image and displayed on a 3D view, the FPS decreases in a sequence of 2K or more.Even in full HD, FPS decreases a little.\nThere is no problem if you play only with the movie clip editor.\nRegardless of file format or file size, resolution seems to be involved.\nThere was no problem if the resolution was dropped to 2k or less.\nEven if the sequence is full HD, the FPS will drop slightly. There is no problem if it is less than Full HD.\n\nBelow is a comparison with 2.79 under the same conditions.\n\n2.83\n[Blender 2020-03-18 21-57-40.mp4](Blender_2020-03-18_21-57-40.mp4)\n\n2.79\n[Blender 2020-03-18 21-56-03.mp4](Blender_2020-03-18_21-56-03.mp4)\n\n\n[#74814.blend](T74814.blend)\n![text.png](text.png)\n\n- Open file\n- Play animation (and make sure it is not able to play at 1200FPS)\n# In properties editor, toggle Show Background Image\n\nFPS rate will drop significantly", "Menus open on upward mouse movement\nOperating system: Linux (Debian bullseye)\nGraphics card: Nvidia GTX 1070\n\nBroken: current master 2.90.0 (fc672ce8e24e)\nWorked: Never\n\nWhen there are a lot of modifiers in the stack which make the evaluation slow there is a weird effect with the dropdown menu. It somehow glides when dragging to the next modifier.\n\n![2020-06-07_22-38-07.gif](2020-06-07_22-38-07.gif)\n\nTo the default cube, add array modifiers until your memory usage is at roughly 300MiB. Then drag over the drop down arrows like shown in the gif.", "UV: (investigate) Render UVs of selected object in UV Editor while in Object Mode\nCurrently, the UV Editor only works while in \"Edit\" mode.\n\nHow firm is that restriction?\n\nIt would be nice if we could view UVs in the UV editor, even in \"Object\" mode.\n\nIf would be even nicer if we could use the basic edit tools, such as move, scale and rotate on those UVS, again, even in Object mode.\n\nUVs can be generated and adjusted procedurally, but there's no good way to see them. It would be nice to allow displaying (not editing) evaluated UVs. Combined with features like visualizing overlapping faces, this could save a lot of time.\n\nThis is an *investigate* task, to see if such a thing is even possible. If we discover it's possible, we'll then need to decide if it's desirable.\n\nThanks @BlenderBob for the inspiration!\n\n", "Audio Scrubbing bug\nOperating system: Windows 10 64-bit\nGraphics card: RTX 2070 Super\n\nBroken: (2.90, 2.91, 2.92 Alpha, 3.0)\n\nEnabling \"Audio Scrubbing\" with \"AV-sync, Frame Dropping, and No Sync\" causes an issue with animations in the 3D Viewport and Timeline \n(AV-sync issue)\n1. Open a default Blender file.\n2. Create basic animation with any mesh, just something to show keyframe movement. Frames 1 - 250 should be enough for this procedure.\n3. In the timeline window, click \"Playback\" and switch \"Audio\" to \"AV-sync\" and enable \"Scrubbing\". A sound file is **not** needed for this step.\n4. Hit spacebar. The timeline cursor and animation should move as intended.\n5. Hit spacebar again to stop the timeline cursor and animation.\n6. Now the tricky part! Move the timeline cursor in any direction on the timeline, then **instantly** hit spacebar again. It may take a few tries but when it does work, the animation and the timeline cursor will not move. Yet, the \"FPS counter\" in the top left corner and the \"Anim Player\" icon will stay visible as if the animation is playing.\n7. Press spacebar to stop the \"ghost\" animation.\n\n(Frame Dropping and No Sync issue)\n1. Using the same file from above, add a sound clip in the \"Video Sequence\" editor.\n2. In the timeline window, click \"Playback\" and switch \"Audio\" to either \"Frame Dropping\" or \"No Sync\" and enable \"Scrubbing\". A sound file **is** needed for this step.\n3. Hit spacebar. The timeline cursor, animation, and sound should play as intended.\n4. Hit spacebar again to stop the timeline cursor and animation.\n5. Same as before, move the timeline cursor in any direction on the timeline, then **instantly** hit spacebar again. It may take a few tries but when it does work, the animation and timeline cursor will move but the sound will not play.\n6. Hit spacebar to stop the animation.\n\nWith both examples above, issues only popped up when \"Scrubbing\" was enabled. Disabling it did not produce the same results.![Blender Scrubbing Bug.PNG](Blender_Scrubbing_Bug.PNG)\n\n\n", "Blender 2.90.1 crashes after rendering the first few frames of animation.\n**System Information** \nOperating system: windows 10 64 bit\nGraphics card: Nvidia GeForce GTX 1650\n\nBroken: (2.90.1 3e85bb34d0d7; master)\nWorked(didn't): (only tried on 2.8.3 and did not work at all)\n\nWhen I try to render the animation, after about 50 or so frames(varies randomly), blender crashes with no alerts or anything that tells me what the error is, it simply closes.\nI've rendered another project, and that did indeed render, so I'm left confused why this short animation would cause a crash.\n\nEdit: I disabled motion blur, and it rendered fine. However, I would really like to know why blender won't render if motion blur is enabled. The renderer is Eevee and while my laptop isn't a super computer, it should be able to handle it. Thank you all in advance!\n\n- Open attached file\n- render the animation\n[cube-loop-tut-V1.0.blend](cube-loop-tut-V1.0.blend)" ]
[ "Playback in \"Active Editor Only\" doesn't work\nWindows 10 / Intel HD Graphics 630\n\n\n6f8a141\n\n\nUsing the \"Active Editor Only\" should only give you playback in the viewport in which you have your cursor hovering over, this doesn't seem to work.\n\n\nNew file\nSplit the 3d viewport into two parts\nAnimate the cube moving a bit over some frames\nGo to the Timeline and open the Playback menu\nCheck \"Active Editor Only\"\nUncheck \"All 3d Vew Editors\"\nUncheck \"Animation Editors\"\nHover the cursor over one of the 3d viewports and hit play (SHIFT+Spacebar)\n...it plays both 3d viewports instead of only the one you're hovering over...\n\n\n" ]
Metaball doesnt show up in viewport in other scenes Windows 10 GTX 1060 Broken: (example: 2.69.7 4b206af, see splash screen) 2.79 2.79.4 d0a1677 Worked: (optional) I just discovered that you can have multiple scenes in blender. Decided to throw some metaballs in. turns out after adding metaballs to one scene. In any scene after that they don't show up in the viewport. They still render though. Based on a (as simple as possible) attached .blend file with minimum amount of steps 1. Open a new blend file. 2. Add a second or third scene. (I used the space search menu to create a new scene). 3. Add one or more metaballs to one of the scenes. 4. Swap over to another scene. 5. Add one or more metaballs to the other scene. Observe how it doesn't show up in the viewport (the ui controls show up but the metaball itself does not). Note the order you do things isn't actually that important. You can mix and match. The first scene you add metaballs to becomes the "working" scene. And all other scenes dont display metaballs.
[ "Render problems\nOperating system: Windows 10 Pro Ameliorated\nGraphics card: RTX 3070 driver version 472.12\n\nBroken: v3.6 and v3.61\nWorked: v3.51 <- Using the same file created in v3.61\n\nWhile rendering a frames of an animated character, the current rendered animation frame usually shows in the 3D viewport in v3.51. However, in the broken version, it fails to show the current frame being rendered, nothing gets updated visually. Then eventually in the 3D viewport the character goes into its T pose for a few frames then the character starts losing visibility of its layers, at that point Blender crashes. \nI will create a .blend file if I am the only one getting this bug.\n\n", "Make Links > Objects to Scene: Does not changes origing point color. We have no visual indication!\nOperating system: Linux-5.11.0-7620-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.57.02\n\nBroken: version: 2.93.2\n\n\n![2021-08-06_09-15.png](2021-08-06_09-15.png)\n\nIn 2.79 it was visually distinguishable per scene linked objects by a bluish tinted origin point but this behavior is missing since 2.8 series has started (for no apparent reason).\n\nThis visual feedback is very important. It basically tells you:\nHey! If you touch me, you change me in all scenes I'm living at! Be aware!\n\nAnd the fact now I have remember what can I touch and what I can't, since my project is increasing in complexity, is overwhelming.\nYou might say: use library overrides then! But no, these are different features and both accomplish different purposes and they can keep coexisting. (unless we could now make a library override for a datablock in the same file, but that is not the case).\n\nAlso, the 2.93 manual states the expected behavior:\n![2021-08-06_09-22.png](2021-08-06_09-22.png)\nBut this is not the case anymore for a while!\nI have been silently waiting for this to be fixed but its time to ask our dear developers to take a look onto this. Please, bring it back!\nOr maybe even enabling the ability to define a different outline color too. (honestly a tinted dot for me is enough)\n\nBest regards,\nJulio.\n\n", "Eyedropper for props does not work in dialog boxes\nBlender 2.81, 71f2229b0d82\nfor example, in Texture Paint Context Menu\nI wanted to implement something using Operator and context.window_manager.invoke_props_dialog()\nThis is not a bug, but why not do it at the dialog level.\n![context.png](context.png)", "New 3D Viewports do not show X-Ray shading correctly\nOperating system:win11\nGraphics card:3070\n\nBroken:3.41‘s bug (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\n\nNew 3d views after the first one cant show X-Ray mode normally 视图显示“材质预览”下的编辑模式,透视打开,最初的第一个3d窗口可以显示背面的点,之后的3d窗口无法显示背面的点\n\n* Start with the default .blend file\n* Change the Timeline editor into a new 3D Viewport\n* Go into Edit mode for the Cube object\n* Turn on X-Ray mode in both 3D Viewports\n* Change the Viewport shading mode as follows\n * Solid mode works correctly in both editors\n * Material Preview only works for the original editor\n * Rendered only works for the original editor\n\n(see solid.png, preview.png, and rendered.png below)\n", "Metaballs particles with drag force disapearing\nOperating system: Linux-5.3.0-62-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.33.01\n\nBroken: version: 2.83.2\nWorked: Never (2.8+)\n\nHi Guys,\n\nas you could see in the atachment file, the metaballs instances particles disapears on certains frames ...\nThere is no problem when Drag Force is not applied\n\nThanks in advance for your help !\nYour Software is amazing !! We love it !\n\n[MetaballsParticlesBug.blend](MetaballsParticlesBug.blend)\n\n- Open file\n- Play animation", "viewport problem\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080 Ti/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 536.23\n\nBroken: version: 4.0.0 Alpha\n\nwhen I move inside the viewport, some objects become hidden.\n\n", "Cycles Shadow Catcher Creating Multiple Shadows\nHi,\n\nThis .blend file will demonstrate two shadow catchers overlapping each other and creating double shadows. It would perhaps be interesting to add a termination value for the amount of shadows cast or just removed entirely.\n\n\nThanks!\nBeau\n\nSystem:\nWindows 10 64 bit\n\nBlender 2.79b f4dc9f9d68b\n\n![shadowdy.JPG](shadowdy.JPG)\n\n\n\n[shadow_catcher_double_shadows.blend](shadow_catcher_double_shadows.blend)", "Geometry instances cannot mix with other instancing\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 3.1.0 Alpha\nWorked: 3.0 alpha\n\n\n\n[cant scatter.blend](cant_scatter.blend)\n[2021-11-02 19-08-07.mp4](2021-11-02_19-08-07.mp4)\n\n", "Metaballs with drivers hangs Blender\nOperating system: Ubuntu 21, Windows 10\nGraphics card: Nvidia GeForce GTX 1060\n\nBroken: 3.1\n\n1. Add metaballs to scene.\n2. Add drivers changing the scale of the balls by moving an empty.\n3. Move the empty. Blender hangs or crashes.\n\nLoad the attached .blend file. Move the empty along the X axis.\n\n[Fade_1.blend](Fade_1.blend)", "Drivers not updating correctly when multiple drivers are relying on single property value change (viewport issue only)\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 417.35\n\nBroken: version: 2.81 (sub 10)\nAlso tested on 2.80 release version. Happened for me there for the first time so I've downloaded newest build to check if issue still occurs.\n\nWhen multiple drivers are linked into the same property, changing value of that property is not always propagated to all drivers. It looks like some sort of race condition, although I don't think it's caused by switching property back and forth and threads overlapping in that scenario, because even when doing this slowly, issue occurs. Issue also occurs when clicking arrows on a property instead of dragging left/right. \n\nSeems to be related to viewport displaying only. As presented at the end of linked video, rendering scene in such broken state is working correctly.\n\n1. Open provided blend file\n2. Select small cube at the bottom of the screen\n3. Cube has a property on it. Switch its value back and forth.\n4. When property is set to 0, only vertical bars should be visible. When property is set to 1, only horizontal bars should be visible.\n5. Not every time, but occasionally bar is visible when it shouldn't or the other way around.\n\nVideo of bug occurrence:\n\nwatch?v=5wrGXl3KnrQ&feature=youtu.be\n\n[bug-drivers.blend](bug-drivers.blend)", "Particles from multiple systems disappear when all Physics Type are None.\nOperating system: Windows 10\nGraphics card: RTX 2070\n\nBroken: 2.81a\n\nWhen selecting a Particle System, all particles of the object disappear.\nImages showing before and after:\n![steps.jpg](steps.jpg)\n![steps2.jpg](steps2.jpg)\n\n- In the default cube add two particle systems.\n- Set the `Frame End` of both to 1 for better observation.\n- In the `Physics` tab of both choose `Physics Type` `None`.\n- Select any of the particle systems, note that the particles disappear.\n\nAttached file contains an example of multiple particle system on one object:\n[LP_grass.blend](LP_grass.blend)\n\nThis has to be the first file you open with the application.\nIf you open blender and enable the eevee material preview for example with the default cube and open the example file afterwards it works.", "Only Render visibility for 3D viewport\nIt should be possible to show only objects that will be in the final render in the 3D viewport.\n\nCurrently disabling the overlay only does half of what the old Only Render option did, which is to hide non-geometry objects. The visibility part is important too, though more complicated now since the regular viewport depsgraph will not evaluate objects that are not visible in the viewport.", "3.4.1 Not Displaying GTX 1660 TI\nOperating system: Windows 10 Home 22H2\nGraphics card: GTX 1660 TI\n\nBroken: These versions do not display my GPU under CUDA/OptiX: 3.4.1, 3.4.1, 3.3.4, 3.3.3 and 3.3.2 (I was also getting Python errors when trying to install addons. (This is true whether they are installed or run from the unzipped .rar downloads.\n\nWorked: blender-2.93.15 candidate+v293.400f35914421-windows.amd64-release is the most recent version that works - everything works as it should!\n\n\nI tried uninstalling/installing the latest Nvidia game ready drivers, the studio drivers, the CUDA Toolkit (which asked for me to install Visual Studio, C++, etc... 🤦‍♂️ ), tweaking the registry settings etc... none of these things worked. \n\nOnly using the older version would detect my GPU. A user on the Discord forum asked me to run the GPU debugger in the latest version 3.4.1 and when I open the program that way, my GPU was finally showing! I sent him the error reports (I can post them below) and he said that Blender IS SEEING my GPU, it's just not displaying it for use.\n\n", "Bug - Refraction BSDF in Eevee interferes with Render properties > Film > Transparency - it blocks the transparency so to speak.\nBest demonstrated with a video (please note that the refraction bsdf is transparent, so objects can se seen through, so can the world background - when the world is not transparent that is) :\n\n[DE3VFV8aIO.mp4](DE3VFV8aIO.mp4)\n\n![image.png](image.png)", "Dynamic paint waves: Viewport render and main Render looks very different.\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.59\n\nBroken: version: 2.82 (sub 7)\nWorked: Never\n\nIn render dynamic paint do notproduce waves as it do in viewport.\n\nViewport:\n[viewport.mp4](viewport.mp4)\n\nRender\n[render.mp4](render.mp4)\n\nFile:\n[DinamicTestPaint.blend](DinamicTestPaint.blend)\n" ]
[ "Metaballs don't appear in the viewport when several scenes contain metaballs\nOSX 10.11.3\nGTX560Ti\nGTX580\n(Hackintosh)\n\nBroken: 2.76 (sub 9), branch: master, commit date: 2016-01-25 00:41, hash: fea44ed, type: Release\nbuild date: 2016-01-25, 06:15:04\nWorked: Have tried opening previous versions to test, but I can only go back as far as 2.75 without it crashing (the bug is still there).\n\nmetaballs don't appear in the viewport when several scenes contain metaballs\n\n\n- Fresh blend project.\n- add metaball\n- create new scene\n- in new scene, add a metaball\n- metaball in new scene isn't visible in the viewport, but shows up in rendered view.\n\n[system-info.txt](system-info.txt)" ]
draw 2d bezier not in plane Operating system: Linux Graphics card: intel 520 Broken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen) Worked: unknown (new comer to blender) when drawing a bezier spline using "Draw" in BezierCuve->edit mode in 2D , I get a 3D object with 2 surfaces not in the same plane my settings : 3d cursor is set to "orientation : geometry" (both using the shift+rightClick or 3d cursor tool) shift+A is set to create object at 3d cursor location - I select with 3D cursor a face - shift+A -> curves -> bezier - select vertices -> x (erase default curve) - select Draw tool - Object Data Property -> Shape -> 2D - draw something expected : the 2D curve should be constrained into XY plane of 3D cursor (as when doing shift+A -> Mesh -> plane) what I get : at best a surface that is "twisted" in 3D, at worst a set of bezier splines linked together and not in same plane (as 2D would make me expect) additional remarks : - that's too bad that 3d cursor default orientation is View and not object, for a new comer it's really really tricky to understand that and that it's normal that the drawing isn't correctly oriented (it is but in view space, and a view is permanently changing so there is no reproducible behavior) [eula.blend](eula.blend) ![blender2dbezier4.png](blender2dbezier4.png) ![blender2dbezier1.png](blender2dbezier1.png) ![blender2dbezier2.png](blender2dbezier2.png) ![blender2dbezier3.png](blender2dbezier3.png)
[ "Exact Boolean with Incorrect Result - multiprecision/float round trips not exact\nOperating system: Windows 64 bit\nGraphics card: Nvidia GTX 750 Ti\n\nBroken: 2.91.0 Beta dca36a8ec922\n\nAnother case, where the exact boolean does not work as expected. (Sorry @howardt, I had to break it. I have to admit, that I have not run into this problem in a real scene.)\nAgain, this manifests after applying the same difference operation several times.\n\n[boolean_rotated_box3.blend](boolean_rotated_box3.blend)\nLook at the scene.\nThe first run of the modifier works as expected, the second creates overlapping faces, the third removes most of the mesh.\nThis \"bug\" is very erratic, and if the transform of the objects is slightly changed, it does not occur.\n\nThis is what I see:\n![boolean_rotated_box3.png](boolean_rotated_box3.png)\n\nThe expected behavior is that the second and third modifier do nothing.", "Breaking change? Curve point tilt default orientation rotated by 90°\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.40\n\nBroken: version: 3.6.0\nWorked: 2.80\n\nThe default orientation (0°) of curve points has changed by 90°. If the curve is used for another object's curve modifier, the result between Blender 2.80 is different to newer versions (reproduced with 2.81...3.6). This is a change that I did not find listed in the release notes, so this is either a bug or by design. In any case, it's a breaking change.\n\n2.80 vs 3.6:\n![grafik](attachment)\n\n\n1. Open the attached project in Blender 2.80 and in 3.6\n2. If you compare the two, you see that the normal orientation is different, consequently the result of the curve modifier affecting the mesh is different.\n\nAfter migrating a bigger project this causes several issues that would need to be fixed. Or Blender needs to be fixed.\nThis is an old issue, so I hope it's not a duplicate. Didn't find it.\nThank you.\n\n", "Bevel modifier creates zero area faces with unexpected normals when clamping to an unbeveled edge.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.79\n\nBroken: version: 2.92.0\nWorked: I cannot find a working version, I've checked 2.83 and 2.81. (I tried to use 2.79, but I've forgotten how to use it.)\n\n\n\n\nEdit (Baardaap): When the bevel modifier is clamped to an unbeveled edge, it creates a zero area face. This in itself it to be expected and not really a problem though it might be nice to prevent. When you bevel with the bevel operator the same happens. The problem is that the bevel modifier causes a recalculation of all normals, which generates random normals for the zero area faces. These random normals lead to strong shading artifacts when the shading is set to shade smooth.\n\noriginal report follows:\n----------------------------------------\n\n\n\n\n\n\nInconsistent normal behaviour when using a bevel modifier with\n(a) amount exactly matching the face dimension (or is clamped), and\n(b) auto smooth off\nWhen compared with auto smooth on, or just bevelling an edge directly.\n\nIn the sample file attached, I've created an L shape by creating a plane, then extruding 3 additional edges.\nI've added a reflective material to see how the normal affects the reflections.\nFor each L shape, I've then added a bevel modifier, only changing amount/segments. Or alternatively I've done bevel edge, and only set amount/segments.\nThen I've either set to smooth or flat shading, and/or turned-on auto-smooth.\n\nIn the attached file, I've prepared the different test scenarios.\nFrom bottom to top:\n - Modifier/Flat,\n - Modifier/Smooth, // This is the row where I see inconsistencies (highlighted in red)\n - Modifier/Smooth/AutoSmooth,\n - BevelEdge/Flat,\n - BevelEdge/Smooth,\n - BevelEdge/Smooth/AutoSmooth,\n\nFrom left to right:\n - Amount=2, Segments=10, // obvious difference for the flat plane above the bevel, plus weird anomaly for top segment of bevel\n - Amount=2, Segments=3, // obvious difference for the flat plane above the bevel\n # Amount=1, Segments=3, // this row has no apparent differences\n\n![image.png](image.png)\n\nWhen viewing the file, I find it best to use material preview mode, then orbit up/down, and compare the reflections of the different rows.\n\n\nMy analysis.\nWhen performing a bevel, the faces being bevelled shrink to make space for the bevel, but retain their original normal.\n![image.png](image.png) ![image.png](image.png)\n\nWhen the bevel amount matches the face size, then those faces still exist, however they have zero size - represented by the red lines.\n![image.png](image.png)\n\nUsing the spreadsheet in 2.93, I can see inconsistencies with the normal vector for these faces.\n\nHere I've set the bevel modifier segments=1, and amount=2.\n![image.png](image.png)\n\nAnd the corresponding spreadsheet (annotated).\n![image.png](image.png)\n\nYou'll note that the two empty faces do have valid unit normals, though both a pointing at Z=1.\nYou would expect the vertical face - [x] to have a normal with X=1.\n\nHowever if you compare with the reference scenarios like having auto-smooth=on, or applying a bevel edge directly, this is what you see.\n![image.png](image.png)\n\nIn this case, rows 0 and 4 actually have the normal vector set to 0, 0, 0. (I.e. technically an invalid unit vector.)\n\n\nSo, what I believe is happening is that when there is an invalid normal vector, then blender refuses to perform smoothing across from one face to another. The smoothing ends at the bevel edge and the adjacent face in this case is shaded flat.\n\nGetting back to the bevel modifier when auto-smooth is off, while this has valid unit vectors, one of those vectors has the wrong orientation.\nThis is why there is a reflection anomaly on the vertical face, but not on the horizontal face.\n![image.png](image.png)", "pressing z key to switch between extrusion \n intel i5 ,win ,amd radeon \nblender 2.8 \n490a385c8124\n\n\n\n\nThis happens when transform orientation set to Global \nCreate a sphere , select a face and extrude \nBy default it will extrude along the normal , when pressing z it will now extrude along the global but it won't go back to normal when pressing the 'z'key again \n \n\n\n ", " Verts/Faces instantiation recursion: child items reappear if they are collection instances\nOperating system: kubuntu\nGraphics card: nvidia\n\nBroken: 2.82a - 2.90.1\nWorked: I don't think it did in the 2.8 series\n\n\nThe lower plane is the face-instancer of a blue sphere, and a collection instance that consists only of the peg (the one to the right). When the plane gets instantiated, the sphere is hidden (as expected) but the collection instance of the peg appears.\n\n![rendered.png](rendered.png)\n\n![viewport.png](viewport.png)\n\n[instantiating-a-collection-vs-object.blend](instantiating-a-collection-vs-object.blend)", "Projected falloff in sculpt mode displaces vertices in wrong direction\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.75\n\nBroken: version: 2.82 (sub 7)\nWorked: (optional)\n\nThe stroke is incorrectly applied for some vertices when using projected falloff\n\n[bug.blend](bug.blend)\n\nUse a projected falloff and make a stroke using a line stroke type or a curve type\n![1.png](1.png)\n![2.png](2.png)\n\n", "Viewport: anti-alising on normal lines\nNormals on faces/vertices are not antialiased:\n\n![image](attachment)\n\nTo see them, enable them at the bottom of the 3D Viewport Overlay popover:\n![image](attachment)\n\nThis issue is similar to what was covered in #107394", "Different extrude operations use the scale of the object differently\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 3.4.0, 2.93\nWorked: - never?\n\nThe four different extrude operations (avaliable on the Alt+E menu) can take or not the scale of the object in consideration when applying the command.\nThe screenshot below, in which all objects were originally simple planes scaled by 2 (in object mode), shows the difference between the operations when trying to extrude it by 1 meter.\n![image.png](image.png)\nAs shown, the \"Extrude Faces Along Normals\" and \"Extrude Individual Faces\" use the scale of the object, resulting in a 2 meter extrusion, which is not the intended value of 1 meter.\nGiven that most actions in edit mode don't take the scale of the object into consideration, I believe these two operations cited above are a bug.\n\n- Using a plane, scale it by 2 (or any number different than 1) and copy it 4 times.\n- In each plane, extrude it by the same amount (i.e. 1 meter), using a different extrude operation given by the Alt+E menu.\n- You should notice the \"Extrude Faces Along Normals\" and \"Extrude Individual Faces\" operations will interfere on the extrusion amount given.\n\nThe result should be the same as the screenshot above and can be checked in the file below:\n[Extrusion Bug Report.blend](Extrusion_Bug_Report.blend)", "Curves sculpting collision with surface.\n", "Difficult selection of wire objects\nOperating system: Windows-10-10.0.22000 64 Bits\nGraphics card: Radeon (TM) RX 480 Graphics ATI Technologies Inc. 4.5.14802 Core Profile Context 22.2.3 30.0.14029.5006\n\nBroken: version: 2.80 - 3.3.0\nWorked: version: 2.79\n\nStarting with version 2.80, selecting wire objects (curve, empty, camera) has become more difficult if these objects are in front of a face.\n![GIF.gif](GIF.gif)\n\nIn 2.79 this hard selection can be compared with the `OpenGL Depth Picking` option.\n\n- Open attached file.\n- Try selecting the curves alternately\n[selection_bug.blend](selection_bug.blend)", "Bevel improvements for \"Correct Face Attributes\"\n@mano-wii recently made a new commit {4387aff99e01} for adjusting uv's during mesh transformation. After discussing with him and @ideasman42 I was asked to add a new task with suggestion for improvement to the bevel operator so that it works well with **correct face attributes** like mesh transform does. \n\n---\n**Relevant links**\n\n#78671 (Improvements to \"Correct Face Attributes\")\n\n---\n\nSettings for **correct face attributes** can be found in the top right corner of the 3d viewport.\n \n![image.png](image.png)\n\n**Bevel - bevel edge(s) currently does not work with **Correct face attributes****\n\n[bevel does not correct uv.mp4](bevel_does_not_correct_uv.mp4)\n\n**Suggested behavior for bevel**\nStep 1 - selection\n![image](image.png)\n\nStep 2 - bevel\nCreated face inherits uv coordinate from one face and then uv coordinates are corrected. UV overlap are expected in a lot of cases.\n![image](image.png)\n", "Placement Tool for Objects and/or Collections\n### Motivation\n\nThe new drag & drop snapping helps easily & quickly placing objects in the scene. But it relies quite a bit on the asset and the scene it’s being dragged into (e.g. the size relative to the destination scene, the exact normal of the snapped to surface), etc. Users may want to adjust the rotation, the scale, the up-axis, use the origin for snapping rather than the bound-box (e.g. to place trees so they are partially covered by the ground plane), etc.\n\n### Basic Design Idea\n\nRather than setting these options before dragging (where you don’t get visual feedback) or while dragging (where it’s awkward to give input because you’re holding a mouse button), the Operate->Settings paradigm of Blender should be used: First the object/collection is dragged in and placed using basic snapping, then we provide a visual way to keep adjusting the transforms and parameters until the user is happy with the result.\n\nHowever, this placement method isn't just useful for dragging in assets. It is useful as a general transform tool and should be created as such. So this is a proposal for a general placement tool with bounding-box or origin based surface snapping, that gives access to most important transforms and properties for placing an object. In some way or another, it could be (temporarily and optionally?) activated after dragging an object or collection asset into the scene. If more advanced transforms are needed, the user can still access the proper transform tools & operators.\n\n### Temporary Activation\n\nHaving to activate a placement tool every time an asset is dragged in can be annoying. Blender could automatically activate it, at least in some temporary fashion. For example, the tool could temporarily override the active tool after dragging in an asset. Deselecting the dragged in object would bring back the real active tool. If the user wishes to go back to the placement tool, that can be explicitly enabled again in the toolbar.\n\n### Tool Design\n\nTODO", "The button \"Draw Curve\" for Stroke mode Curve probably doesn't work.\nOperating system: Windows 10\nGraphics card: AMD Ryzen 7, 2700, 8-core\n\nBlender Version: 3.0.1\n\nThe button \"Draw Curve\" from properties editor doesn't work.\n\nMy steps:\n1) Add any mesh object.\n2) Change Layout to Texture Paint (Default)\n3) Press + button below \"Mode: Material\". Add \"Base Color\". Press Ok.\n4) Scroll Down parameters to Stroke section. Expand Stroke section.\n4) Change Stroke Method to Curve.\n5) Press Ctrl+RMB button on mesh some times.\n6) Press \"Draw Curve\" button in properties editor - nothing happens!\nBut if I press Enter on my keyboard or Ctrl+LMB on mesh its drawing stroke.", "Needs two clicks with Ctrl or Shift key to deselect an item from a list of selected items\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.30\n\nBroken: version: 2.92.0\n\nNeeds two clicks with Ctrl or Shift key to deselect an item from a list of selected items.\n\n\n* Open the project file “OutlinerSelectItemWithCtrl.blend” in attachment as a starting point.\n\nThe same problem happens in different views with different details.\n\nOutliner:\n* Select the entire collection of objects from the collection “Item List”. You can click the “Cone” object, hold the Shift key and then click the “Torus” object to select the entire list.\n* Then hold the Ctrl key and click the Cylinder object to deselect.\n* The item’s color get a lighter color, but it is still not excluded from the whole selection.\n* Clicking a second time on the object really deselects the object.\n* If clicking the first item of the selection (which is the Cone is this example), it is deselected properly.\n\n3D View:\nThe Shift key is used to select/deselect objects individually. It is pretty much the same issue. It requires two clicks on the same object to really deselect the object, whatever the order of the object in the selection. However, if one object has already been selected before deselecting everything, then the same object gets selected with an additional highlight from the new selection (dragging the mouse cursor in the viewport).\n\nShading view:\nPretty similar to the 3D view.\nIf I deselect all the nodes (Alt + A for example) and I drag the mouse cursor to select all nodes, the last selected node is highlighted in white. If I click the node highlighted in white while holding the Shift key, the node is deselected. However, if I do the same thing for the other nodes, it selects the node with a white highlight and I have to click a second time on the same node to really deselect it. The behavior of the last selected item is also present in the 3D View, but not for the Outliner.\n\nThe Compositing view has the same problem and I suspect that the Geometry Node view has the same too (I haven’t tested the last one).\n\nIn general, it requires two clicks to deselect an object with the normal behavior.\n\nThe first click behaves as an “add to selection” click unless the object already had a selection before completely creating a new selection.\n\nIn all cases, there is an issue with deselecting (or excluding) and single object from a selection of objects in different views. As a reference how it should behave correctly, the Windows Explorer in Windows is able to deselect a single item on the first time it is clicked.\n\n[OutlinerSelectItemWithCtrl.blend](OutlinerSelectItemWithCtrl.blend)\n\n[Deselect_Issue.mp4](Deselect_Issue.mp4)", "Curvature / handles of spline-based mask aren't deformed properly when parented to a plane track\nOperating system: Windows 11\nGraphics card: RTX 550\n\nBroken: 3.1.0\nWorked: 3.1.0\n\nCurvature / handles of spline-based masked aren't deformed properly when parented to a plane track\n\n1) create plane track\n2) draw spline-based mask inside plane track (e.g. circle)\n3) parent mask to plane track\n4) run a few frames forward\n\nhandles / curvature aren't deformed properly\nmask extends / swells out of plane\n\nIf a handle is transformed, it \"snaps into place\".\n\nReason for this is the default `Auto` type handles. In case of `Auto`, they are always recalculated, even after the plane track matrix has already been applied to them.\nTransforming a handle will change its handle type (not `Auto` anymore), thus no recalculation will happen anymore (just the plane track matrix).\n\n> see attached PDF\n\n[handles_mask_plane_track.pdf](handles_mask_plane_track.pdf)" ]
[ "Draw tool draws a 3D curve even though the curve data is 2D\nOperating system: Linux\nGraphics card: intel 520\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\nWorked: unknown (new comer to blender)\n\nwhen drawing a bezier spline using \"Draw\" in BezierCuve->edit mode in 2D , I get a 3D object with 2 surfaces not in the same plane\n\n|![blender2dbezier4.png](blender2dbezier4.png)|![blender2dbezier1.png](https://archive.blender.org/developer/F12882620/blender2dbezier1.png)|![blender2dbezier2.png](blender2dbezier2.png)|![blender2dbezier3.png](https://archive.blender.org/developer/F12882622/blender2dbezier3.png)|\n| -- | -- | -- | -- |\n\n\n- (optional) delete all objects\n- Add a Bezier Curve\n- Go to Edit Mode\n- In `Object Data Properties` make the curve `2D` and optionally with `Fill Mode` `Both`\n- Put the view in orthographic\n- Zoom to the center and rotate the view to a sharp angle so you can see the horizon\n- Select the Draw Tool and draw a stroke that starts at the bottom and goes to the top of the view.\nThe resulting curve will be 3D instead of 2D\n\n\n---\n**Original Steps from the report:**\n\nTool Settings :\n3d cursor is set to \"orientation : geometry\" (both using the shift+rightClick or 3d cursor tool)\nshift+A is set to create object at 3d cursor location\n\n\n\n- I select with 3D cursor a face\n- shift+A -> curves -> bezier\n- select vertices -> x (erase default curve)\n- select Draw tool\n- Object Data Property -> Shape -> 2D\n- draw something\n \nexpected : the 2D curve should be constrained into XY plane of 3D cursor (as when doing shift+A -> Mesh -> plane)\n\nwhat I get : at best a surface that is \"twisted\" in 3D, at worst a set of bezier splines linked together and not in same plane (as 2D would make me expect)\n\n\nadditional remarks :\n- that's too bad that 3d cursor default orientation is View and not object, for a new comer it's really really tricky to understand that and that it's normal that the drawing isn't correctly oriented (it is but in view space, and a view is permanently changing so there is no reproducible behavior) \n[eula.blend](eula.blend)\n\n" ]
Workbench does not show vertex color in edit mode (only visual, the vertex color isn't lose) Operating system: Linux-5.4.0-47-generic-x86_64-with-debian-bullseye-sid 64 Bits Graphics card: GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.100 Broken: version: 2.90.0 Workbench does not show vertex color in edit mode in viewport, nor in viewport render if workbench is set as render engine. - Paint a vertex color in a geometry - Set your the color of the viewport shading in vertex, or the color in workbench in render setup - Enter in edit mode You geometry is black, ![Vertex color issue.png](Vertex_color_issue.png) Thanks for your work guys!!!!
[ "Unable to select vertex paint face mask faces while retopology overlay is active\nOperating system: Ubuntu 23.04\nGraphics card: AMD Radeon RX 570\n\nBroken: `main` (`e151425c5c1085d7be5f8bb2ad694a869bc16dc7`)\n\nIf the new retopology overlay is active in edit mode, vertex paint faces can't be selected \n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n1. With default cube in _Edit_ mode, enable the Retopology overlay\n2. Switch to _Vertex Paint_ mode\n3. Enable face selection masking\n4. Try to select a face\n\nA small video is attached, showing first successful selection of a vertex paint face mask while the retopology overlay is inactive, then the inability to select vertex paint face mask faces after it's activated.\n\n", "Unbaked Dynamic Paint Not Displayed in Rendered Output but Shows in Viewport\nOperating system: Manjaro 18.0.1 Illyria / x86_64 Linux 4.14.90-1-MANJARO\nGraphics card: Nvidia 1080 Ti\n\nBroken: 2.80 (sub 39), Commit date: 2018-12-29 18:10, Hash 266b1e2cdbc1\nWorked: 2.79 (sub 6), Commit date: 2018-10-22 16:17, Hash 86dbbd156fa\n\nUnless baked, dynamic paint does not affect the final rendered image but is properly displayed in viewport.\nThe default and expected behavior is to be able to render the effect regardless if baked or not. This is how 2.7x operated in the past.\nMoreover this problem, which I assume has something to do with vertex colors [has caused other issues ]] with different [[ https:*github.com/hsab/tensionmap | addons ](https:*github.com/JacquesLucke/animation_nodes/issues/989) that depend on similar workflows of modifying the vertex color using the python API (eg. proximity, stress mapping etc.) \nNot sure if #51214 is related since it's from April 2017. If so please close as a duplicate.\n\nTwo blend files attached, one for 2.8 and one for 2.79.\n2.79 file works as expected.\n2.8 file is broken unless baked.\n\n2.79.6 Render:\n![output.gif](output.gif)\n\n2.80.0 render:\n![output.gif](output.gif)\n\n[dynamicpaint2.8.blend](dynamicpaint2.8.blend)\n[dynamicpaint2.79.blend](dynamicpaint2.79.blend)", "No color drag'n'drop in Viewport Shading popover\nOperating system: Linux Mint\nGraphics card:\n\nBroken:2.81-a856c5eccffb-linux-glibc217-x86_64\n\n\nNo color drag'n'drop in 3d view solid (and wireframe) shader options dropdown.\n\nOpen default scene,\nclick on solid shading,\nopen the shader options dropdown,\nunder \"Color\" choose [Single],\nunder \"Background\" choose [Viewport],\ntry to drag the color of one to the other.\n\nAlso not works in wireframe shading dropdown.\n\n![Bildschirmfoto zu 2019-10-08 21-58-07.png](Bildschirmfoto_zu_2019-10-08_21-58-07.png)", "Crash with certain file. Sculpt mode. Vertex color fill + edge.\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 2.93.0 Alpha\n\nWhen I try to apply vertex color Fill (Sculpt mode) on edge in this particular file, I get crash\nAnd all fine for shapes/triangle.\n\n[VC + edge crush.blend](VC___edge_crush.blend)\n\n[debug_logs.7z](debug_logs.7z)\n", "Data Transfer doesn't work in some situations (geometry nodes modifier preceeding the Data Transfer modifier)\nOperating system: Windows 10\nGraphics card: Nvidia GeForce GT960\n\nBroken: 3.5.0 (2023/01/11)\n\nData Transfer does not work on geometry generated by Geometry Nodes\n\nError is set up in the attached file:\n\n[Color Transfer Test.blend](Color_Transfer_Test.blend)\n\nDoesnt work in `Material` or `Rendered` viewport mode either.\n\n[Color Transfer Test 2.blend](Color_Transfer_Test_2.blend)\n\nI don't know if it's related (it feels like it is) but even setting color inside a geometry node (on geo node created meshes) doesn't work in Material or Rendered viewport modes.\n\n[GeometryNodesColorBug.blend](GeometryNodesColorBug.blend)", "Weight painting with Zero Weights overlay method Active, once painted vertices remains blue\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 522.33\n\nBroken: version: 3.5.0 Alpha\n\nI don't think it has ever worked.\n\n\nWhen you choose the Zero Weights overlay method Active, then vertices with a weight of 0 are displayed as black. But once painted vertices remains blue when you paint with a value of 0 across it. You cannot paint them to zero again. Not without lots of tries. I managed to get it back to black once after five minutes permanently painting across it.\n\n\n- Switch to weight paint\n- In the Viewport Overlay settings change the Zero Weights behaviour to Active.\n- Paint a vertice \n- Now change the value back to zero and try to paint it back to zero again. So that it displays black like the other vertices with a weight of zero.\n\nSometimes, in very rare cases, i really managed to paint it back to black again. And i can misuse the Gradient tool here, which is a bit more reliable. But also this method needs lots of tries. Which made me report this as a bug then. I would expect that i can paint it to zero with a few strokes like i can paint it to 1.\n\n![weightofzero.jpg](weightofzero.jpg)\n\n[2022-11-18 18-43-59.mp4](2022-11-18_18-43-59.mp4)\n\n\n", "Default Particle System colourization in Particle Edit Mode (Hair) doesn't follow theme wire/verts settings\nArch Linux + GTX 780ti\n\n\nAll versions since 2.5alpha. Currently using Blender v2.79 8ef39d5c882\n\n\n * Choose a dark Blender UI theme (Dark 3Dview background)\n * Working in `Particle Edit Mode` with different different particle systems (PS) the currently selected hair PS wire/verts colours are set to *black* instead. This is ok with light `3DView` (opengl) backgrounds. With black or dark themes or blender scenes the user can't see particle paths.\n * Adding more than one PS shows all unselected PS colours just fine using their set material colour. That is not what this bug report is about. Here the focus is on wire/vertices default colourization for the **currently selected** PS.\n * It looks like selecting the first PS uses black as default wire/verts colour. While selecting all other PS they use theme wire colour somehow, but changing `User settings -> Themes -> 3D View -> Wire/Wire Edit` colour has no impact?!\n\n\n**Side effects**\n * Switching `Particles->Render->Emitter` brings viewport PS colourization \"back\" somehow. Broken, but unselected PS are showing their material colour. randomly (?)\n * Working with three hair PS and playing with Emitter influences only some unselected PS (random)?\n\n\n**Current Workaround**\nWhile editing (Particle Edit mode) the current PS just *select all* and then use the brush to edit them. \n\n\n * Use the attacked blend file [PS.blend](PS.blend)\n * and play around while switching between `PS Red/Green` in `Particle Edit Mode` and randomly switch `Emitter` on/off.\n\n\n**Suggested Result**\nThe currently selected hair PS follows theme wire/verts colourization. All unselected PS are using their material diffuse/base colour.\n\n**PS**\nI added a cloned PS, too. Which was cloned from the Red one `ParticleSystem Green (cloned Red)`. Switching its visibility brings all PS material back.\n\n**Possibly Related Sources**\n* Blender Artists: [How Do I Change Hair Colour In Particle Edit Mode?](showthread.php?320868-How-Do-I-Change-Hair-Colour-In-Particle-Edit-Mode)\n", "Outliner (Data API mode) crash trying to display a MeshSkinVertex in editmode\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.48\n\nBroken: version: 2.83.5, 2.90, 2.91 ce0bcd5fb\nWorked: Never (2.79 has the same problem)\n\nOutliner (Data API mode) crash trying to display a MeshSkinVertex in editmode\n\n[T79961_repro.blend](T79961_repro.blend)\n- Open file\n- Cube should be in editmode\n- In the Outliner (should be in Data API mode):\n - navigate to Meshes > Cube > Skin Vertices > expand the dot as well\n - crash", "Eevee clamping color values when viewport rendering and using viewport HDRI\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.11\n[system-info.txt](system-info.txt)\n\nBroken: version: 3.0.0 Alpha\nWorked: (never)\n\nWhen doing a viewport render, color values are being clamped. In 2.92 a workaround for this was introduced - if you disable overlays, color is being processed as it should.\nHowever, if you use a viewport HDRI, even with the overlays turned off, values are still clamped.\nAs these two are often used together to get some quick snaps, it is a little inconvenient\n\n![untitled.png](untitled.png)\n\n[#88288.blend](T88288.blend)\n\n- Open file\n- Switch to rendered view\n# Viewport render image\n\nColors are clamped even though overlays are disabled\n", "Add overlay to visualize full weight values in weight paint mode\nTake the following case in which some vertices are weighted in full 1.0 (RED), some have a weight of 0.0 (Blue) and some are weighted very close to full (0.9) and some are weighted very close to zero (0.1)\n![image.png](image.png)\n\nIn this case it is very hard to visualize which vertices are weighted 0.0 or 1.0 or which are just very close but might have a different influence.\n\nFor that reason we have a **Zero Weights** overlay that uses black to indicate 0.0 weights\n![image.png](image.png)\n\nWith this overlay enabled it is quite easy to distinguish between 0.0 or just very close to 0.0\n![image.png](image.png)\n\nWhat's missing is the same logic but for values of 1.0 where an overlay would show the **Full Weights** in white, 0.0 in black and the rest in the typical colors\n![image.png](image.png)\n\n*Note: The above screenshot assumes the implementation of another [related task ](https:*developer.blender.org/T93147)//", "Filter color bug\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 950M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.5.1\n\n\nHue color and color bar doesn't sinchronize\n\n1) change object in sculpt mode\n2) use colore filter\n3) option fill\n4) try to change hue color\n\n", "Color Picker in texture mode sampling incorrect values (sample merged OFF, sampling from another object)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 462.31\n\nBroken: version: 2.92.0\nWorked: ?\n\nThe color picker in \"Texture Painting\" mode seems to only sample the correct color when the look is set to **None**under the **ColorManagement->Look->\"None\"** and if the Viewport **Shading->RenderPass** is set to **DiffuseColor**.\nOtherwise, the color values are simply wrong, they are either too bright or too dark.\n*In the provided scene the issue is quite clear, but in more complex scenes with more complex lighting and post-processing the sampling becomes **completely** broken giving values that aren't even close to what is shown on screen.*\n\n**Expected Behaviour**\nThe way I would expect the color picker to work is that it either samples the color as **I** as a user see it on my viewport.\nOr that it samples the source texture at the pixel I am sampling without any extra lighting applied to it. *( This should be easily toggleable behavior but that is more of a feature request )*[ColorPicker_WrongSampling.blend](ColorPicker_WrongSampling.blend)\nRight now it seems to do neither.\n\n\n - Open attached .blend file.\n - Select the black cube and enter Texture Paint Mode.\n # Sample the color from the other cube *( I recommend sampling the green since the meshes are close to each other making it easy to see the color difference )*.\n\n\n", "Wireframe not visible with X-ray in weight paint mode.\nOperating system: Win10\nGraphics card: GTX 1070\n\nBroken: 3.0.0\nWorked: 2.93.6\n\nWireframe on other side of mesh can't be seen through faces when x-ray is enabled.\n\n[#94704.blend](T94704.blend)", "X-Ray and Wireframe-Only modes not working in weight painting mode\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 4080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.49\n\nBroken: version: 3.5.0 Beta\n\nX-Ray and Wireframe-Only modes not working in weight painting mode.\nIf I remember correctly it worked in earlier versions of Blender, like 3.0 or maybe even earlier, but then was broken.\n\nWatch attached video for demonstration.\n\nCreate any object, go to Weight Paint Mode.\nTry to use X-Ray shading or Wireframe-only shading modes. The 3d-model is fully opaque.\nGoto Vertex selection, With X-Ray set to 1 I can't even select backface vertices, only if I lower it value a bit - it start working, but 3d-object is still opaque.\n+ Looks like Show wireframe checkbox (in viewport overlays panel) in this mode not working also.\n\nvideo:", "With enabled Modifier On Cage option crashes on entering Edit Mode if in Render Viewport Shading\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 522.30\n\nBroken: version: 3.3.0\n\nIn Eevee, in Render Viewport Shading, an object having a Geometry Nodes modifier with enabled On Cage Modifier Result, that affects a UV Attribute which is used in Shader, crashes upon entering Edit Mode.\n\n - Set Viewport Shading Mode to Render\n - Enter Edit Mode ->Crash\n[displace-preview.blend](displace-preview.blend)" ]
[ "Setting Workbench color mode to Vertex shows only black mesh when in edit mode.\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.67\n\nBroken: version: 2.91.0 Alpha\nWorked: LTS (2.83.5) -- I just recently deleted a bunch of older versions of Blender, but decided to download the LTS to try this with, and it works fine, vertex colors display correctly in edit mode.\n\n**Description**\nAs the title says, setting the Workbench/Solid color mode to Vertex doesn't show the actual vertex colors in edit mode, it's just black.\nIn all other modes it displays correctly.\nPlugging vertex colors to a material output in Cycles/Eevee also works fine, including in edit mode. \nIt's just edit mode in Workbench that has this issue it seems.\n\n![vertex color problem.jpg](vertex_color_problem.jpg)\n\n**To reproduce:**\n 1. Set solid/workbench color to Vertex\n 2. Add vertex color layer to default cube and/or just paint vertex colors on it\n 3. Enter edit mode\n" ]
F3 crashes Blender Operating system: Windows 10 Broken: 2cc56495f3ce Worked: b5a1c194c5dd Pressing F3 to bring the search menu crashes Blender New scene Press F3 Crash See the crash log [blender.crash.txt](blender.crash.txt)
[ "ops.paint.image_paint() crashes blender with brush texture\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.41\n\nBroken: version: 2.93.1\nWorked: unknown\n\n\nWhen using bpy.ops.paint.image_paint() in a addon and use a brush texture, blender crashes on the first stroke with a EXCEPTION_ACCESS_VIOLATION\n\n\n\n1. load the paintstroke addon \n```\n {F10253953}\n```\n\n2. load the blend file\n[paint_crash.blend](paint_crash.blend) \n3. go into texture paint mode\n3. make sure the brush texture is assigned\n![image.png](image.png)\n4. paint on the object with (LEFTMOUSE)\n5. crash\n\n\n**addon code:**\n\n```\nbl_info = {\n 'name': 'paintstroke',\n 'description': 'Paint Material image channels at once',\n 'author': 'Daniel Grauer',\n 'version': (2, 0, 0),\n 'blender': (2, 92, 0),\n 'location': \"View3D > Sidebar > Edit Tab\",\n 'category': 'Image Paint',\n 'wiki_url': 'blender_Material_Brush',\n}\n\nimport bpy\nfrom bpy.utils import register_class, unregister_class\nfrom bpy.types import Operator, Brush\n\n \nclass PaintStroke(Operator):\n '''paintstroke'''\n bl_idname = \"paint.paintstroke\"\n bl_label = \"paintstroke\"\n bl_options = {'REGISTER', 'UNDO'}\n \n \n @classmethod\n def poll(cls, context):\n return bpy.ops.paint.image_paint.poll()\n \n def modal(self, context, event): \n #print(\"MB keybinding test modal\")\n if event.type in {'MOUSEMOVE'}: \n brushstroke = {\n \"name\": \"defaultStroke\",\n \"pen_flip\": False,\n \"is_start\": False,\n \"location\": (0,0,0),\n \"mouse\": (event.mouse_region_x, event.mouse_region_y),\n \"pressure\": 1,\n \"size\": bpy.context.tool_settings.unified_paint_settings.size,\n \"time\": 0,\n \"mouse_event\": (0.0, 0.0),\n \"x_tilt\": 0,\n \"y_tilt\": 0,\n }\n stroke = [brushstroke] \n bpy.ops.paint.image_paint(stroke=stroke, mode='NORMAL') \n\n elif event.value in {'RELEASE'} or event.type in {'ESC'}:\n return {'FINISHED'} \n return {'PASS_THROUGH'}\n \n\n def invoke(self, context, event):\n if event.type in {'LEFTMOUSE'}: \n #self.paint(event) \n context.window_manager.modal_handler_add(self)\n return {'RUNNING_MODAL'}\n \n\nclasses = (\n PaintStroke, \n )\n\n\naddon_keymaps = []\n\ndef register(): \n [register_class(c) for c in classes]\n \n # Keymapping\n kc = bpy.context.window_manager.keyconfigs.addon\n km = kc.keymaps.new(name=\"Image Paint\", space_type='EMPTY', modal=False)\n kmi = km.keymap_items.new(\"paint.paintstroke\", type='LEFTMOUSE', value='PRESS', shift=False, ctrl=False , alt=False)\n kmi.active = True\n addon_keymaps.append((km, kmi))\n \n\ndef unregister(): \n # remove keymaps\n for km, kmi in addon_keymaps:\n km.keymap_items.remove(kmi)\n addon_keymaps.clear() \n \n [unregister_class(c) for c in classes]\n \n\nif __name__ == \"__main__\":\n register() \n```\n", "Crash Guide during render complete 2 December 9, 2022\nOperating system: macOS-13.1-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 575 OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.9.51\n\nBroken: version: 3.4.0\n\nCrash Guide during render 2\n\nSame crash guide during render before and today.\nSee youtube: ZeCA2p5wISY\n\nHistory previous.\nT100691\n\n![image.png](image.png)\n![image.png](image.png)\n\n[Blender-2022-12-09-161546.ips](Blender-2022-12-09-161546.ips)\n\n[Horizontal Video.zip](Horizontal_Video.zip)", "crash when import fbx\nOperating system: Window 10 pro\nGraphics card: NVIDIA GeForce RTX 3060\n\nBroken: 3.6.1, branch: blender-v3.6-release, commit date: 2023-07-17 12:50, hash: 8bda729ef4dc\n\n\nCrash when I imported fbx file \n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n", "Blender crashes right after loading up a blend file or when creasing a specific mesh on a slightly older version of said blend file\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.77\nCPU: Ryzen 7 3700X\nRAM: 16GB, roughly 7GB available when loading\n\nBroken: version: 3.2.0\n\nFollowing a sculpting course i'm currently trying to crease the claws of a model in the attched blend file.\nBlender keeps crashing without further notice when doing so. I managed to save in the specific state that causes the crash, but can also reproduce it by creasing the front-left hoof/claw-thing in the older state\n\nLoad up file, change to sculpt mode without hiding linked duplicates (feet/hooves)\n[dog!.blend](dog_.blend)\n\nOld:\nLoad up attached blend file -> Crash immediately after apparently successfully loading the scene\n[dog!.blend](dog_.blend)\nLoad up attached blend1 file, crease said claw region with Dyntopo active -> Crash soon after doing so\n[dog!.blend1](dog_.blend1)", "Render cause crash guide many time August 10, 2022\nOperating system: macOS-13.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 575 OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.9.39\n\nBroken: version: 3.2.2\n\nRender crash too many\n\nFor Mac only. Do not use Windows please.\n\n![image.png](image.png)\n![image.png](image.png)\n![image.png](image.png)\n\nSee blender 3.2.2 on Cycle-x picture\n![image.png](image.png)\n\nCommand + F12 then render for a while few minutes cause crash many times.\n\n[Blender report a ticket August 10 2022.zip](Blender_report_a_ticket_August_10_2022.zip)", "Crash going to material preview or rendered shading mode Blender 2.83.0\nMacBook Pro 15 inch Early 2013\n2.7 GHz Intel Core i&\n16 GB 1600 Mhz DDR3\n|Operating system:|MacOS 10.12.5 - @Tramfabriek\n| -- | -- |\n||Mac OS X 10.12.6 (16G2136) - @johan-eds\n|| macOS 10.12.6 - @UmbertoOldani\n\n|Graphics card:|NVIDIA GeForce GT 650M 1024 MB + Intel HD Graphics 4000 1536 MB - @Tramfabriek\n| -- | -- |\n||NVIDIA GeForce GTX 775M, PCIe, 2048 MB - @johan-eds\n|| NVIDIA GeForce GTX 680MX 2048 MB - @UmbertoOldani\n\nBisected to find the bad commit: 804e90b42d\n\nCrash when clicking on Viewport Shading >Material Preview or >Rendered\nThis did happen already in the 2.83 betas, but none of the 2.82 and earlier version had this problem on this computer running this same OS at least since Blender 2.79.\n\n**System crash report 1** (crash in `UI_draw_roundbox_aa` -> `GPU_batch_draw `. Probably the material render icon):\n```lines=10\nThread 0 Crashed:: Dispatch queue: com.apple.main-thread\n0 libsystem_kernel.dylib \t0x00007fff909add42 __pthread_kill + 10\n1 libsystem_pthread.dylib \t0x00007fff90a9b457 pthread_kill + 90\n2 libsystem_c.dylib \t0x00007fff909134bb __abort + 140\n3 libsystem_c.dylib \t0x00007fff9091342f abort + 144\n4 libGPUSupportMercury.dylib \t0x00007fff88cdbfbf gpusGenerateCrashLog + 158\n5 com.apple.GeForceGLDriver \t0x00007fff76297390 0x7fff7607a000 + 2216848\n6 libGPUSupportMercury.dylib \t0x00007fff88cdd524 gpusSubmitDataBuffers + 560\n7 com.apple.GeForceGLDriver \t0x00007fff76385867 0x7fff7607a000 + 3192935\n8 com.apple.GeForceGLDriver \t0x00007fff763554fd 0x7fff7607a000 + 2995453\n9 com.apple.GeForceGLDriver \t0x00007fff76282a2b 0x7fff7607a000 + 2132523\n10 com.apple.GeForceGLDriver \t0x00007fff7626ee9a 0x7fff7607a000 + 2051738\n11 com.apple.GeForceGLDriver \t0x00007fff76289654 0x7fff7607a000 + 2160212\n12 com.apple.GeForceGLDriver \t0x00007fff7626af97 0x7fff7607a000 + 2035607\n13 com.apple.GeForceGLDriver \t0x00007fff763851ad gldUpdateDispatch + 1041\n14 GLEngine \t0x00007fff7ff1d32a gleDoDrawDispatchCoreGL3 + 520\n15 GLEngine \t0x00007fff7fecebd9 gleDrawArraysOrElements_Entries_Body + 128\n16 GLEngine \t0x00007fff7fecaab4 glDrawArraysInstanced_GL3Exec + 220\n17 org.blenderfoundation.blender \t0x0000000109614f2c GPU_batch_draw_advanced + 428\n18 org.blenderfoundation.blender \t0x0000000109614d6c GPU_batch_draw + 124\n19 org.blenderfoundation.blender \t0x0000000105218c51 UI_draw_roundbox_aa + 353\n20 org.blenderfoundation.blender \t0x0000000104f3d96c ED_region_do_draw + 1372\n21 org.blenderfoundation.blender \t0x0000000104b6d49c wm_draw_update + 2092\n22 org.blenderfoundation.blender \t0x0000000104b6b010 WM_main + 48\n23 org.blenderfoundation.blender \t0x0000000104827762 main + 962\n24 libdyld.dylib \t0x00007fff9087f235 start + 1\n\n\nThread 0 crashed with X86 Thread State (64-bit):\n rax: 0x0000000000000000 rbx: 0x0000000000000006 rcx: 0x00007fff5b521f78 rdx: 0x0000000000000000\n rdi: 0x0000000000000307 rsi: 0x0000000000000006 rbp: 0x00007fff5b521fa0 rsp: 0x00007fff5b521f78\n r8: 0x0000000000000000 r9: 0x0000000000989680 r10: 0x0000000008000000 r11: 0x0000000000000206\n r12: 0x000000011ab85cf8 r13: 0x0000000000000000 r14: 0x00007fff998033c0 r15: 0x000000011ab85000\n rip: 0x00007fff909add42 rfl: 0x0000000000000206 cr2: 0x00007fff960d0b58\n \nLogical CPU: 0\nError Code: 0x02000148\nTrap Number: 133\n```\n\n\n**System crash report 2** (crash in `blf_batch_draw ` -> `GPU_batch_draw `):\n```lines=10\nThread 0 Crashed:: Dispatch queue: com.apple.main-thread\n0 libsystem_kernel.dylib \t0x00007fff8b1dfd42 __pthread_kill + 10\n1 libsystem_pthread.dylib \t0x00007fff8b2cd457 pthread_kill + 90\n2 libsystem_c.dylib \t0x00007fff8b1454bb __abort + 140\n3 libsystem_c.dylib \t0x00007fff8b14542f abort + 144\n4 libGPUSupportMercury.dylib \t0x00007fff83587fbf gpusGenerateCrashLog + 158\n5 com.apple.GeForceGLDriver \t0x00007fff71040390 0x7fff70e23000 + 2216848\n6 libGPUSupportMercury.dylib \t0x00007fff83589524 gpusSubmitDataBuffers + 560\n7 com.apple.GeForceGLDriver \t0x00007fff7112e867 0x7fff70e23000 + 3192935\n8 com.apple.GeForceGLDriver \t0x00007fff710fe4fd 0x7fff70e23000 + 2995453\n9 com.apple.GeForceGLDriver \t0x00007fff7102ba2b 0x7fff70e23000 + 2132523\n10 com.apple.GeForceGLDriver \t0x00007fff71017f8e 0x7fff70e23000 + 2051982\n11 com.apple.GeForceGLDriver \t0x00007fff7100b6bc 0x7fff70e23000 + 2000572\n12 com.apple.GeForceGLDriver \t0x00007fff7100bec2 0x7fff70e23000 + 2002626\n13 com.apple.GeForceGLDriver \t0x00007fff7101113f 0x7fff70e23000 + 2023743\n14 com.apple.GeForceGLDriver \t0x00007fff7143f25e 0x7fff70e23000 + 6406750\n15 com.apple.GeForceGLDriver \t0x00007fff7143f4e6 0x7fff70e23000 + 6407398\n16 com.apple.GeForceGLDriver \t0x00007fff7143f5d7 0x7fff70e23000 + 6407639\n17 com.apple.GeForceGLDriver \t0x00007fff71013d3d 0x7fff70e23000 + 2035005\n18 com.apple.GeForceGLDriver \t0x00007fff7112e1ad gldUpdateDispatch + 1041\n19 GLEngine \t0x000000011925232a gleDoDrawDispatchCoreGL3 + 520\n20 GLEngine \t0x0000000119203bd9 gleDrawArraysOrElements_Entries_Body + 128\n21 GLEngine \t0x00000001191ffab4 glDrawArraysInstanced_GL3Exec + 220\n22 org.blenderfoundation.blender \t0x000000010b288f2c GPU_batch_draw_advanced + 428\n23 org.blenderfoundation.blender \t0x000000010b288d6c GPU_batch_draw + 124\n24 org.blenderfoundation.blender \t0x000000010b283d82 blf_batch_draw + 418\n25 org.blenderfoundation.blender \t0x000000010b282359 BLF_batch_draw_end + 9\n26 org.blenderfoundation.blender \t0x0000000106fc2163 view3d_draw_region_info + 8515\n27 org.blenderfoundation.blender \t0x0000000106936dbd DRW_draw_callbacks_post_scene + 445\n28 org.blenderfoundation.blender \t0x00000001069376cd DRW_draw_render_loop_ex + 1757\n29 org.blenderfoundation.blender \t0x0000000106fc2668 view3d_main_region_draw + 136\n30 org.blenderfoundation.blender \t0x0000000106bb157e ED_region_do_draw + 366\n31 org.blenderfoundation.blender \t0x00000001067e149c wm_draw_update + 2092\n32 org.blenderfoundation.blender \t0x00000001067df010 WM_main + 48\n33 org.blenderfoundation.blender \t0x000000010649b762 main + 962\n34 libdyld.dylib \t0x00007fff8b0b1235 start + 1\n\nThread 0 crashed with X86 Thread State (64-bit):\n rax: 0x0000000000000000 rbx: 0x0000000000000006 rcx: 0x00007fff598ab4b8 rdx: 0x0000000000000000\n rdi: 0x0000000000000307 rsi: 0x0000000000000006 rbp: 0x00007fff598ab4e0 rsp: 0x00007fff598ab4b8\n r8: 0x0000000000000000 r9: 0x0000000000989680 r10: 0x0000000008000000 r11: 0x0000000000000206\n r12: 0x0000000120bebcf8 r13: 0x0000000000000000 r14: 0x00007fff93fe13c0 r15: 0x0000000120beb000\n rip: 0x00007fff8b1dfd42 rfl: 0x0000000000000206 cr2: 0x00007fff8b1c727d\n \nLogical CPU: 0\nError Code: 0x02000148\nTrap Number: 133\n```\n\n1. Open Blender\n2. Click to remove start up information panel\n3. Click on Viewport Shading >Material Preview or >Rendered\n\nResult:\nCrash", "Blender Crashes when deselecting Name-fields\nOperating system: Windows-10\nGraphics card: NVIDIA GeForce RTX 3070\n\nalso tested on:\nOperating system: Windows-11 Home - Microsoft Surface\nGraphics card: - / 11th Gen Intel(R) Core(TM) i7-1185G7\n\nBroken: (tested with)\n- version: 3.6.2, branch: blender-v3.6-release, commit date: 2023-08-16 16:43, hash: e53e55951e7a, type: release\n- version: 3.5.1, branch: blender-v3.5-release, Date: 2023-04-24 18:11, hash: e1ccd9d4a1d3\n\nWorked: -\n\nFor a specific project, if I select any Text field that contains the name of an asset (texture, object, scene, ...) and click anywhere else within the Blender window, Blender will crash. \n\nThis error does not appear for other projects of mine or a new one.\n\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n1. Open file\n2. Navigate to Texture\n3. Create a new Texture\n4. Select Texture name (no need to alter the name to reproduce the error)\n5. Click into e.g. Viewport or hit Enter\n\nI created a copy of the problematic project, deleted all of its content and used the Blender cleanup feature to remove any remaining data blocks. Still the issue persists. Except for the missing shutdown logs due to the crash, the Debug Log doesn't show any differences to a normal file AFAIK.\n\nBlender does NOT crash when I use \"Escape\" to exit the field.\nTo be precise, the crash happens when deselecting \"Name Fields\" in the outliner, the Properties Panel or similar.\nThis doesn't happen in Search fields or Value fields that take e.g. floats for properties like \"Strength\" etc.\n\nThe project (used as asset library) worked fine yesterday and as far as I'm aware no updates were installed. I tried updating my NVIDIA driver but to no avail.\n\nNext, I'll try to copy my assets to a new file.", "Weird VSE crash\nOperating system: Win11\nGraphics card: RX580\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen) blender 4.0.0 alpha\nWorked: (newest version of Blender that worked as expected) no clue\n\nBlender crashes on opening file. Was trying to make an alternative caption that gets around the Multiply color issue #112267 but came across a new bug.\n\nBased on the default startup or an attached .blend file (as simple as possible).\nOpen the file I've attached\n\n", "Blender crashes when computing normals of a particular mesh\nOperating system: macOS (Monterey) 12.1 (21C52)\nGraphics card: AMD Radeon Pro 5300M 4 GB\nGraphics card: Intel UHD Graphics 630 1536 MB\n\nBroken: 3.0.0 (3.0.0 2021-12-03)\nWorked: Was not observed to work\n\nCrashes on opening file attached. Crashes on other files. Randomly crashes when editing using models exported from Roblox (.obj files).\n\nOpen attached blend file. You get the crash report (crashes with different stacks for other files and when editing):\n\n[hacker_revenge.blend](hacker_revenge.blend)\n\n```\nlines=12, name=Translated Report\nProcess: Blender [2869]\nPath: /Applications/Blender.app/Contents/MacOS/Blender\nIdentifier: org.blenderfoundation.blender\nVersion: 3.0.0 (3.0.0 2021-12-03)\nCode Type: X86-64 (Native)\nParent Process: zsh [1661]\nResponsible: Terminal [1596]\nUser ID: 501\n\nDate/Time: 2021-12-21 10:11:52.0228 +0100\nOS Version: macOS 12.1 (21C52)\nReport Version: 12\nBridge OS Version: 6.1 (19P647)\nAnonymous UUID: BAF76297-0E65-F3CC-0672-23E0B08EE74B\n\n\nTime Awake Since Boot: 28000 seconds\n\nSystem Integrity Protection: enabled\n\nCrashed Thread: 1\n\nException Type: EXC_CRASH (SIGSEGV)\nException Codes: 0x0000000000000000, 0x0000000000000000\nException Note: EXC_CORPSE_NOTIFY\n\nTermination Reason: Namespace SIGNAL, Code 11 Segmentation fault: 11\nTerminating Process: Blender [2869]\n\nThread 0:: Dispatch queue: com.apple.main-thread\n0 Blender \t 0x10bf80451 loop_split_worker_do(LoopSplitTaskDataCommon*, LoopSplitTaskData*, BLI_Stack*) + 209\n1 Blender \t 0x10bf7f289 loop_split_generator(TaskPool*, LoopSplitTaskDataCommon*) + 361\n2 Blender \t 0x10bf7efa6 BKE_mesh_normals_loop_split + 502\n3 Blender \t 0x10bf685aa BKE_mesh_calc_normals_split_ex + 426\n4 Blender \t 0x10bde8e75 mesh_calc_modifier_final_normals(Mesh const*, CustomData_MeshMasks const*, bool, Mesh*) + 165\n5 Blender \t 0x10bde8f42 tbb::interface7::internal::delegated_function<mesh_calc_modifiers(Depsgraph*, Scene*, Object*, bool, bool, CustomData_MeshMasks const*, int, bool, bool, Mesh**, Mesh**, GeometrySet**)::$_0 const, void>::operator()() const + 66\n6 Blender \t 0x10c355b7b tbb::interface7::internal::isolate_within_arena(tbb::interface7::internal::delegate_base&, long) + 75\n7 Blender \t 0x10bde7482 mesh_calc_modifiers(Depsgraph*, Scene*, Object*, bool, bool, CustomData_MeshMasks const*, int, bool, bool, Mesh**, Mesh**, GeometrySet**) + 1602\n8 Blender \t 0x10bde6b45 mesh_build_data(Depsgraph*, Scene*, Object*, CustomData_MeshMasks const*, bool) + 133\n9 Blender \t 0x10bde5cc5 makeDerivedMesh + 133\n10 Blender \t 0x10bfe1bb8 BKE_object_handle_data_update + 1016\n11 Blender \t 0x10bfe1ff4 BKE_object_eval_uber_data + 52\n12 Blender \t 0x10c491b76 blender::deg::(anonymous namespace)::deg_task_run_func(TaskPool*, void*) + 134\n13 Blender \t 0x115d6f092 tbb::internal::function_task<Task>::execute() + 18\n14 Blender \t 0x10c362679 tbb::internal::custom_scheduler<tbb::internal::IntelSchedulerTraits>::process_bypass_loop(tbb::internal::context_guard_helper<false>&, tbb::task*, long) + 393\n15 Blender \t 0x10c361cc1 tbb::internal::custom_scheduler<tbb::internal::IntelSchedulerTraits>::local_wait_for_all(tbb::task&, tbb::task*) + 225\n16 Blender \t 0x10dff0f58 tbb::internal::task_group_base::wait() + 24\n17 Blender \t 0x115d6ed02 BLI_task_pool_work_and_wait + 482\n18 Blender \t 0x10c491941 blender::deg::deg_evaluate_on_refresh(blender::deg::Depsgraph*) + 673\n19 Blender \t 0x10c02d868 scene_graph_update_tagged + 424\n20 Blender \t 0x10c36bab3 wm_event_do_depsgraph + 179\n21 Blender \t 0x10c376068 wm_file_read_post + 312\n22 Blender \t 0x10c3752fd WM_file_read + 749\n23 Blender \t 0x10c37adb6 wm_open_mainfile__open + 342\n24 Blender \t 0x10c372de9 wm_operator_invoke + 521\n25 Blender \t 0x10c36cde9 wm_operator_call_internal + 329\n26 Blender \t 0x10c36d5d4 WM_operator_name_call_ptr_with_depends_on_cursor + 164\n27 Blender \t 0x10ce91b76 ui_apply_but_funcs_after + 310\n28 Blender \t 0x10ce8e023 ui_handler_region_menu + 387\n29 Blender \t 0x10c373706 wm_handlers_do_intern + 950\n30 Blender \t 0x10c36f0b4 wm_handlers_do + 52\n31 Blender \t 0x10c36e4e3 wm_event_do_handlers + 1539\n32 Blender \t 0x10c3665d0 WM_main + 32\n33 Blender \t 0x10bdd54eb main + 907\n34 dyld \t 0x1254f84fe start + 462\n\nThread 1 Crashed:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff808049178 _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff808049647 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x113f9d26f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 Blender \t 0x113f9bcfe void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 2:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff808049178 _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff808049647 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x113f9d26f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 Blender \t 0x113f9bcfe void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 3:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff808049178 _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff808049647 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x113f9d26f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 Blender \t 0x113f9bcfe void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 4:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff808049178 _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff808049647 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x113f9d26f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 Blender \t 0x113f9bcfe void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 5:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff808049178 _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff808049647 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x113f9d26f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 Blender \t 0x113f9bcfe void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 6:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff808049178 _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff808049647 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x113f9d26f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 Blender \t 0x113f9bcfe void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 7:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff808049178 _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff808049647 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x113f9d26f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 Blender \t 0x113f9bcfe void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 8:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff808049178 _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff808049647 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x113f9d26f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 Blender \t 0x113f9bcfe void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 9:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff808049178 _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff808049647 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x113f9d26f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 Blender \t 0x113f9bcfe void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 10:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff808049178 _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff808049647 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x113f9d26f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 Blender \t 0x113f9bcfe void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 11:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff808049178 _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff808049647 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x113f9d26f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 Blender \t 0x113f9bcfe void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 12:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff808049178 _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff808049647 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x113f9d26f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 Blender \t 0x113f9bcfe void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 13:: AMCP Logging Spool\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 caulk \t 0x7ff810c831c0 caulk::mach::semaphore::wait_or_error() + 16\n2 caulk \t 0x7ff810c6a08a caulk::concurrent::details::worker_thread::run() + 36\n3 caulk \t 0x7ff810c69d4e void* caulk::thread_proxy<std::__1::tuple<caulk::thread::attributes, void (caulk::concurrent::details::worker_thread::*)(), std::__1::tuple<caulk::concurrent::details::worker_thread*> > >(void*) + 41\n4 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n5 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 14:\n0 libsystem_pthread.dylib \t 0x7ff8081fafec start_wqthread + 0\n\nThread 15:: com.apple.audio.IOThread.client\n0 libsystem_kernel.dylib \t 0x7ff8081c2aba mach_msg_trap + 10\n1 libsystem_kernel.dylib \t 0x7ff8081c2e2b mach_msg + 59\n2 CoreAudio \t 0x7ff809e4695b HALB_MachPort::SendSimpleMessageWithSimpleReply(unsigned int, unsigned int, int, int&, bool, unsigned int) + 111\n3 CoreAudio \t 0x7ff809cd50ff HALC_ProxyIOContext::IOWorkLoop() + 3937\n4 CoreAudio \t 0x7ff809cd3bc1 invocation function for block in HALC_ProxyIOContext::HALC_ProxyIOContext(unsigned int, unsigned int) + 63\n5 CoreAudio \t 0x7ff809e9c76c HALB_IOThread::Entry(void*) + 72\n6 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n7 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 16:\n0 libsystem_pthread.dylib \t 0x7ff8081fafec start_wqthread + 0\n\nThread 17:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 Blender \t 0x10c35d378 tbb::internal::rml::private_worker::run() + 344\n2 Blender \t 0x10c35d219 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 18:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 Blender \t 0x10c35d378 tbb::internal::rml::private_worker::run() + 344\n2 Blender \t 0x10c35d219 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 19:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 Blender \t 0x10c35d378 tbb::internal::rml::private_worker::run() + 344\n2 Blender \t 0x10c35d219 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 20:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 Blender \t 0x10c35d378 tbb::internal::rml::private_worker::run() + 344\n2 Blender \t 0x10c35d219 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 21:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 Blender \t 0x10c35d378 tbb::internal::rml::private_worker::run() + 344\n2 Blender \t 0x10c35d219 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 22:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 Blender \t 0x10c35d378 tbb::internal::rml::private_worker::run() + 344\n2 Blender \t 0x10c35d219 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 23:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 Blender \t 0x10c35d378 tbb::internal::rml::private_worker::run() + 344\n2 Blender \t 0x10c35d219 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 24:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 Blender \t 0x10c35d378 tbb::internal::rml::private_worker::run() + 344\n2 Blender \t 0x10c35d219 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 25:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 Blender \t 0x10c35d378 tbb::internal::rml::private_worker::run() + 344\n2 Blender \t 0x10c35d219 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 26:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 Blender \t 0x10c35d378 tbb::internal::rml::private_worker::run() + 344\n2 Blender \t 0x10c35d219 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 27:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 Blender \t 0x10c35d378 tbb::internal::rml::private_worker::run() + 344\n2 Blender \t 0x10c35d219 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 28:\n0 libsystem_pthread.dylib \t 0x7ff8081fafec start_wqthread + 0\n\nThread 29:\n0 libsystem_pthread.dylib \t 0x7ff8081fafec start_wqthread + 0\n\nThread 30:\n0 libsystem_pthread.dylib \t 0x7ff8081fafec start_wqthread + 0\n\nThread 31:\n0 libsystem_pthread.dylib \t 0x7ff8081fafec start_wqthread + 0\n\nThread 32:: com.apple.NSEventThread\n0 libsystem_kernel.dylib \t 0x7ff8081c2aba mach_msg_trap + 10\n1 libsystem_kernel.dylib \t 0x7ff8081c2e2b mach_msg + 59\n2 CoreFoundation \t 0x7ff8082c6af2 __CFRunLoopServiceMachPort + 319\n3 CoreFoundation \t 0x7ff8082c51cb __CFRunLoopRun + 1325\n4 CoreFoundation \t 0x7ff8082c45dd CFRunLoopRunSpecific + 563\n5 AppKit \t 0x7ff80ae61d98 _NSEventThread + 132\n6 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n7 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\n\nThread 1 crashed with X86 Thread State (64-bit):\n rax: 0x000000000000000e rbx: 0x0000600003c40090 rcx: 0x000070000d0a5f08 rdx: 0x0000000000000028\n rdi: 0x0000000000002403 rsi: 0x0000000000000003 rbp: 0x000070000d0a5f20 rsp: 0x000070000d0a5f08\n r8: 0x0000000000002503 r9: 0x0000000000000000 r10: 0x0000000000002403 r11: 0x0000000000000246\n r12: 0x0000000000000000 r13: 0x0000000000000000 r14: 0x0000600003c40090 r15: 0xffffffffffffffff\n rip: 0x00007ff8081c2af6 rfl: 0x0000000000000246 cr2: 0x000070000d0a5ff8\n \nLogical CPU: 0\nError Code: 0x01000024 \nTrap Number: 133\n\n\nBinary Images:\n 0x10bc58000 - 0x118253fff org.blenderfoundation.blender (3.0.0) <8acf8f8a-1a0b-37b4-a45b-75aaca58c182> /Applications/Blender.app/Contents/MacOS/Blender\n 0x1254f3000 - 0x12555efff dyld (*) <cef5a27a-d50b-3020-af03-1734b19bc8c5> /usr/lib/dyld\n 0x7ff8081c2000 - 0x7ff8081f8fff libsystem_kernel.dylib (*) <5aa1e5be-b5b8-3a02-9885-a8c99e0ca378> /usr/lib/system/libsystem_kernel.dylib\n 0x7ff808046000 - 0x7ff80808cfff libdispatch.dylib (*) <c8f7bfb6-4b1a-37cd-a32d-cd5069c916df> /usr/lib/system/libdispatch.dylib\n 0x7ff8081f9000 - 0x7ff808204fff libsystem_pthread.dylib (*) <6c7561b4-4b92-3f45-921e-abe669299844> /usr/lib/system/libsystem_pthread.dylib\n 0x7ff810c68000 - 0x7ff810c8afff com.apple.audio.caulk (1.0) <e76d1ab3-89c2-3a93-990b-30827fcf89b0> /System/Library/PrivateFrameworks/caulk.framework/Versions/A/caulk\n 0x7ff809b1e000 - 0x7ff80a245fff com.apple.audio.CoreAudio (5.0) <33f55d9c-eaef-3fbd-add5-ed3e54925762> /System/Library/Frameworks/CoreAudio.framework/Versions/A/CoreAudio\n 0x7ff808246000 - 0x7ff808748fff com.apple.CoreFoundation (6.9) <eab0e216-2a9e-31ce-9164-fdf3ebcf7bd3> /System/Library/Frameworks/CoreFoundation.framework/Versions/A/CoreFoundation\n 0x7ff80acb5000 - 0x7ff80bb43fff com.apple.AppKit (6.9) <d23b9681-3764-3298-a716-fbb511dd5a7c> /System/Library/Frameworks/AppKit.framework/Versions/C/AppKit\n\nExternal Modification Summary:\n Calls made by other processes targeting this process:\n task_for_pid: 0\n thread_create: 0\n thread_set_state: 0\n Calls made by this process:\n task_for_pid: 0\n thread_create: 0\n thread_set_state: 0\n Calls made by all processes on this machine:\n task_for_pid: 0\n thread_create: 0\n thread_set_state: 0\n\nVM Region Summary:\nReadOnly portion of Libraries: Total=1.2G resident=0K(0%) swapped_out_or_unallocated=1.2G(100%)\nWritable regions: Total=2.3G written=0K(0%) resident=0K(0%) swapped_out=0K(0%) unallocated=2.3G(100%)\n\n VIRTUAL REGION \nREGION TYPE SIZE COUNT (non-coalesced) \n=========== ======= ======= \nAccelerate framework 384K 3 \nActivity Tracing 256K 1 \nCG backing stores 2688K 4 \nCG image 76K 4 \nColorSync 224K 25 \nCoreAnimation 116K 9 \nCoreGraphics 12K 2 \nCoreUI image data 972K 7 \nFoundation 16K 1 \nKernel Alloc Once 8K 1 \nMALLOC 436.3M 85 \nMALLOC guard page 48K 10 \nMALLOC_MEDIUM (reserved) 1.4G 12 reserved VM address space (unallocated)\nMALLOC_NANO (reserved) 384.0M 1 reserved VM address space (unallocated)\nOpenGL GLSL 256K 3 \nSTACK GUARD 132K 33 \nStack 55.8M 33 \nVM_ALLOCATE 34.1M 147 \nVM_ALLOCATE (reserved) 32K 1 reserved VM address space (unallocated)\n__DATA 98.7M 349 \n__DATA_CONST 17.0M 205 \n__DATA_DIRTY 774K 118 \n__FONT_DATA 4K 1 \n__GLSLBUILTINS 5176K 1 \n__LINKEDIT 698.8M 17 \n__OBJC_RO 81.8M 1 \n__OBJC_RW 3136K 2 \n__TEXT 479.1M 361 \n__UNICODE 588K 1 \ndyld private memory 1088K 3 \nmapped file 163.7M 24 \nshared memory 808K 22 \n=========== ======= ======= \nTOTAL 3.8G 1487 \nTOTAL, minus reserved VM space 2.0G 1487 \n```\n\n```\nlines=12, name=Full Report\n{\"app_name\":\"Blender\",\"timestamp\":\"2021-12-21 10:11:52.00 +0100\",\"app_version\":\"3.0.0\",\"slice_uuid\":\"8acf8f8a-1a0b-37b4-a45b-75aaca58c182\",\"build_version\":\"3.0.0 2021-12-03\",\"platform\":1,\"bundleID\":\"org.blenderfoundation.blender\",\"share_with_app_devs\":0,\"is_first_party\":0,\"bug_type\":\"309\",\"os_version\":\"macOS 12.1 (21C52)\",\"incident_id\":\"9B83A860-E322-4D03-B0CE-187C62682666\",\"name\":\"Blender\"}\n{\n \"uptime\" : 28000,\n \"procLaunch\" : \"2021-12-21 10:11:31.6855 +0100\",\n \"procRole\" : \"Foreground\",\n \"version\" : 2,\n \"userID\" : 501,\n \"deployVersion\" : 210,\n \"modelCode\" : \"MacBookPro16,1\",\n \"procStartAbsTime\" : 28935533255199,\n \"coalitionID\" : 1696,\n \"osVersion\" : {\n \"train\" : \"macOS 12.1\",\n \"build\" : \"21C52\",\n \"releaseType\" : \"User\"\n },\n \"captureTime\" : \"2021-12-21 10:11:52.0228 +0100\",\n \"incident\" : \"9B83A860-E322-4D03-B0CE-187C62682666\",\n \"bug_type\" : \"309\",\n \"pid\" : 2869,\n \"procExitAbsTime\" : 28955868010950,\n \"cpuType\" : \"X86-64\",\n \"procName\" : \"Blender\",\n \"procPath\" : \"\\/Applications\\/Blender.app\\/Contents\\/MacOS\\/Blender\",\n \"bundleInfo\" : {\"CFBundleShortVersionString\":\"3.0.0\",\"CFBundleVersion\":\"3.0.0 2021-12-03\",\"CFBundleIdentifier\":\"org.blenderfoundation.blender\"},\n \"storeInfo\" : 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},\n {\n \"rolloutId\" : \"607844aa04477260f58a8077\",\n \"factorPackIds\" : {\n \"SIRI_MORPHUN_ASSETS\" : \"6103050cbfe6dc472e1c982a\"\n },\n \"deploymentId\" : 240000066\n },\n {\n \"rolloutId\" : \"5ffde50ce2aacd000d47a95f\",\n \"factorPackIds\" : {\n\n },\n \"deploymentId\" : 240000090\n },\n {\n \"rolloutId\" : \"602ad4dac86151000cf27e46\",\n \"factorPackIds\" : {\n \"SIRI_DICTATION_ASSETS\" : \"6193d03f2171a2330e561dfc\"\n },\n \"deploymentId\" : 240000290\n },\n {\n \"rolloutId\" : \"60da5e84ab0ca017dace9abf\",\n \"factorPackIds\" : {\n\n },\n \"deploymentId\" : 240000008\n }\n ],\n \"experiments\" : [\n\n ]\n}\n}\n\nModel: MacBookPro16,1, BootROM 1715.60.5.0.0 (iBridge: 19.16.10647.0.0,0), 6 processors, 6-Core Intel Core i7, 2,6 GHz, 32 GB, SMC \nGraphics: Intel UHD Graphics 630, Intel UHD Graphics 630, Built-In\nGraphics: AMD Radeon Pro 5300M, AMD Radeon Pro 5300M, PCIe, 4 GB\nDisplay: Color LCD, 3072 x 1920 Retina, Main, MirrorOff, Online\nMemory Module: BANK 0/ChannelA-DIMM0, 16 GB, DDR4, 2667 MHz, Micron, MT40A2G8NEA-062E:J\nMemory Module: BANK 2/ChannelB-DIMM0, 16 GB, DDR4, 2667 MHz, Micron, MT40A2G8NEA-062E:J\nAirPort: spairport_wireless_card_type_wifi (0x14E4, 0x7BF), wl0: Jul 12 2021 18:02:56 version 9.30.464.0.32.5.76 FWID 01-c081cfed\nBluetooth: Version (null), 0 services, 0 devices, 0 incoming serial ports\nNetwork Service: Wi-Fi, AirPort, en0\nUSB Device: USB31Bus\nUSB Device: T2Bus\nUSB Device: composite_device\nUSB Device: Touch Bar Backlight\nUSB Device: Touch Bar Display\nUSB Device: Apple Internal Keyboard / Trackpad\nUSB Device: Headset\nUSB Device: Ambient Light Sensor\nUSB Device: FaceTime HD Camera (Built-in)\nUSB Device: Apple T2 Controller\nThunderbolt Bus: MacBook Pro, Apple Inc., 63.5\nThunderbolt Bus: MacBook Pro, Apple Inc., 63.5\n```", "Ctest: Crash in cycles_image_colorspace_cpu\nOperating system: Windows\nGraphics card: Irrelevant\n\nBroken: current master (c32c6a5f85) \nWorked: Unknown\n\n\nDuring testing of [D10212: Cmake/deps: Update OSL to 1.11.10.0](D10212) I noticed a single test failing... once... by repeating the test over and over I got it to misbehave once every 5-45 minutes , so... that's not gonna be super fun to track down.\n\nI attached 3 stack traces which all point to the same location, a null check there just mask the issue, personally I'd take a crash over a random bad frame being output. \n\n\n`ctest -C Release -VV -R cycles_image_colorspace_cpu --repeat-until-fail 9999 -O Fail.log`\n\n\n[image_non_color.crash.txt](image_non_color.crash.txt)\n\n[image_log_osl.crash.txt](image_log_osl.crash.txt)\n\n[image_alpha_blend.crash.txt](image_alpha_blend.crash.txt)\n\nI mentioned this on chat earlier today, but tracking ticket is probably nicer cc: @brecht ", "Blender crashes after GPU spike (Specially when we have a character with Rigify)\nOperating system: Windows 10\nGraphics card: RTX 2070 Super\n\nBroken: 3.4.1\nWorked: 3.3\n\nEvery time I'm working in Blender, after 2 minutes if I start to move around on a rig made based on Rigify, or work on geometry nodes, Blender Crashes. It happens even faster if I'm working in eeve.\n\n- Open a blender file\n- Import a character using rigfy with Linked Library\n- Library override\n- Turn Eeve on\n- Start working\n- Eventually, blender will crash.\n\nI noticed that if I don't import a character with rigfy, it doesn't have the GPU spike\n[Christmas.crash.txt](Christmas.crash.txt)\n[KalyAndAkrasiel 3.5.crash.txt](KalyAndAkrasiel_3.5.crash.txt)", "Blender Opens Window then Closes/crashes\nOperating system: Windows 10\nGraphics card: AMD FirePro W2100\n\nBroken: 3.5.1 2023-04-24 18:11 Hash:e1ccd9d4a123 Branch: Blender -v3.5-release\nWorked: first version used on this computer\n\n-First attempted to run blender, found error by running the debug, error:\n\n_EXCEPTION_ACCESS_VIOLATION_\n\n- Did specific driver updates for AMD FirePro W2100 and Intel CPU\n\n- Then ran dell command update\n\n- New error appeared after driver updates and running blender:\n\n_A graphics card and driver with support for OpenGL 3.3 or higher is required.\nInstalling the latest driver for your graphics card might resolve the issue._\n\n- Then downloaded GPU-Z to figure out OpenGL version\n- Open GL version was 1.1 when monitor DisplayPort was plugged into the motherboard\n- Open GL version was 4.5 when monitor DisplayPort was plugged into GPU\n\n- Now blender window would appear but closes immediately\n- running blender_debug_gpu_glitchworkaround.cmd in the Blender file worked to make Blender run but is NOT the overall fix\n- updated python\n- did windows updates\n\nunsure\n\n", "Blender 3.3 crashes on importing external .exr file on compositor\nOperating system: Windows 11 x64\nGraphics card: gtx 650 ti\nprocessor ryzen 9 5900X\n\nBroken: tried 3.3 LTS (september 7, 2022 release) and also 3.2.1, but had this failure before in previous builds.\n\n**Short description**\nBlender immediately crashes after importing a multilayer .exr (generated in Houdini's Karma renderer) to the compositor. Example files attached\n\nOpen new blender scene, switch to compositor tab and check \"use nodes\". Then the error happens after either dragging and dropping the images or using the image node for import.\n\nThe crash seems to occur only when importing images with AOVs packed in, I attached one example that works perfectly but only has the color layer. I know this is a niche workflow but I'm out of options for compositing until I can upgrade my graphics card, sorry if this isn't really worth looking into.\n\n![0185 - single pass, WORKING.exr](0185_-_single_pass__WORKING.exr)\n\n![0130 - multilayer exr, CRASHY.exr](0130_-_multilayer_exr__CRASHY.exr)", "Blender crashes when using bpy.ops.view3d.view_orbit with a custom context\nOperating system: Linux-5.15.11-arch2-1-x86_64-with-glibc2.33 64 Bits\nGraphics card: AMD RENOIR (DRM 3.42.0, 5.15.11-arch2-1, LLVM 13.0.0) AMD 4.6 (Core Profile) Mesa 21.3.2\n\nAlso tested on WIndows:\n\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: AMD Radeon(TM) Graphics ATI Technologies Inc. 4.5.14756 Core Profile Context 20.40.32 27.20.14032.8\n\nBroken (Linux): version: 3.0.0\nBroken (Windows): version: 3.0.0\nWorked: Never, the crash happens in 2.7 and 2.6 doesn't seem to support the override thing (I haven't tested subversions)\n\nBlender crashes when using `bpy.ops.view3d.view_orbit` with a custom context\n\nRun this in the Python console:\n```\narea = [n for n in bpy.context.screen.areas if n.type == \"VIEW_3D\"][0]\noverride = bpy.context.copy()\noverride['area'] = area\nbpy.ops.view3d.view_orbit(override, type='ORBITLEFT')\n```\n\n[blender.crash.txt](blender.crash.txt)", "Blender crashes on startup if a large USD file is attached to the scene\nOperating system: Windows 10, Windows 11\nGraphics card: GeForce RTX 1660 (Win 10), GeForce RTX 3060 (Win 11)\n\nBroken: 3.3.1; 3.3.4; 3.4.1; 3.5 beta\nWorked: not found\n\nThere are several Blender files created at different times. The files are scenes into which a file of the usd format is connected through the \"MeshSequenceCache\" modifier. If the usd file size exceeds a certain size, then with a high degree of probability, almost always, Blender will crash on startup.\nAt the moment, this situation occurs in the scene, to which the usd file is connected, about 1 GB in size.\nThe following method is used as a temporary solution. First, a file is launched that is either smaller or does not have a usd file attached. Then from the running program through the file-open the desired file is launched\n\nAttach a ~1 GB USB file to the scene using a modifier \"MeshSequenceCache\"\n\n" ]
[ "Pressing f3 (opening the search bar) immediately crashes Blender\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.47\n\nBroken: version: 3.0.0 Beta\nWorked: N/A\n\nWhen I press f3, which is my shortcut to open the search bar in the 3d Viewport, Blender immediately crashes\n\n1. Open up any Blender file (I used the startup file\n2. press f3\n3. crash\n", "Crash at attempting to open Search menu\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.76\n\nBroken: version: 3.0.0 Beta\nWorked: version: 3.0.0 Beta\n\n\n - Go to: Edit > menu search\nor \n - press F3\nor\n - Set 'space bar action' to 'Search' in Preferences - Keymap.\n - Press space bar.\n\n[search_space_bar_crash.blend](search_space_bar_crash.blend)\n[search_space_bar_crash.crash.txt](search_space_bar_crash.crash.txt)" ]
Cycles Texture Bake with GPU freezes MacBook Pro (AMD Radeon R9 M370X) **MacBook Pro / macOS Sierra 10.12 / AMD Radeon R9 M370X VRAM 2048 MB** **Blender Version: 2.78 hash:6f92604** Compute Device: **AMD** Radeon R9 M370X / **Cycles Render** Render and Preview are working fine but **Bake** is going to **freeze** the complete System. Process bar keeps saying **0%**, the computer is heating up and just a **hard reset** will work. This problem also was happening on the OS X before Sierra. create a simple scene in Blender Cycles Render: Create a plane (ground), a plane (emission material) and a cube (UV unwrapped). Set the cube on the ground, position the light. Create a new texture in image editor (512x512), name it TEST. Create a diffuse material with texture node (TEST) for the uv unwrapped cube. In material the texture node is still selected, cube selected in object mode. Render tab go to Bake and hit Bake with Bake Type: combined
[ "Blender freezes with Metal render device\nOperating system: macOS-13.2.1-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 Pro 1.2\n\nBroken: version: 3.5.0\nWorked: None\nAlso Tested: 3.5.1 RC (April 01, 01:59:41, `6fa464d18971`)\n\nBlender freezes after a few seconds when I enable the Metal Render Device in Preferences, switch to Cycles with GPU Compute and switch Viewport Shading to Rendered.\n\n1. **Do not** delete the default cube\n2. Switch to Metal (GPU) Cycles Render Device in Preferences > System\n3. Set GPU Backend to Metal\n4. Switch Render Engine to Cycles and device to GPU Compute\n5. Switch Viewport Shading to Rendered\n6. Wait for Cycles to compile shaders\n7. Look around for a few seconds\n8. Blender Freezes\n\n", "Cycles noise texture with high distortion differences between CPU and CUDA\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: Quadro M4000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 411.63\n\nBroken: version: 2.82 (sub 3)\nWorked: (optional)\n\nCycles appear to produce different random values for CUDA tiles and CPU tiles.\n\nOpen [TileBug_CUDA+CPU.blend](TileBug_CUDA_CPU.blend) and compare rendered view with rendered output.\nImages of the bug in isolation.\nCPU Only - Fine:\n![Report_CPU.jpg](Report_CPU.jpg)\nCUDA Only - Fine:\n![Report_CUDA.jpg](Report_CUDA.jpg)\nCPU + CUDA - Bugs out:\n![Report_CUDA+CPU.jpg](Report_CUDA_CPU.jpg)\n\nIn addition, I had some even more strange artefacts in a real render.\nThe random effect is more subtle here, but it's there. But the other ones I can't really reproduce, not sure what is going on with that:\n![CUDA+CPU_Bug_Tiles_and_RandomLookupIssues.jpg](CUDA_CPU_Bug_Tiles_and_RandomLookupIssues.jpg)\n\nI can't update drivers, due to other software requiring certain certified drivers. Windows 10 is up to date.", "gpu.types.GPUOffScreen together with gpu.state.depth_test_set causes blender ui to be unresponsive\n(reporting from different os, those are copied from system-info.txt generated by blender)\nOperating system: Windows-10-10.0.19043-SP0\nGraphics card: GeForce GTX 760/PCIe/SSE2, 4.5.0 NVIDIA 461.92\n\nBroken: version: 3.1.2, branch: master, commit date: 2022-03-31 17:40, hash: cc66d1020c3b, type: release\nWorked: ?\n\n`gpu.types.GPUOffScreen` together with `gpu.state.depth_test_set` causes blender ui to be unresponsive, nothing can be clicked, blender have to be killed. if `gpu.state.depth_test_set` is set to `'NONE'` after drawing is finished, problem goes away. this happens on windows, on mac it works.\n\nexample code is from: gpu.html#copy-offscreen-rendering-result-back-to-ram with marked modifications\n\n- Open text editor in default scene\n- Paste and run the attached code\n```\nimport bpy\nimport gpu\nimport random\nfrom mathutils import Matrix\nfrom gpu_extras.presets import draw_circle_2d\n\nIMAGE_NAME = \"Generated Image\"\nWIDTH = 512\nHEIGHT = 512\nRING_AMOUNT = 10\n\n\noffscreen = gpu.types.GPUOffScreen(WIDTH, HEIGHT)\n\nwith offscreen.bind():\n fb = gpu.state.active_framebuffer_get()\n fb.clear(color=(0.0, 0.0, 0.0, 0.0))\n \n # one line added here ----------------------------------------------------\n gpu.state.depth_test_set('LESS_EQUAL')\n # ------------------------------------------------------------------------\n\n with gpu.matrix.push_pop():\n # reset matrices -> use normalized device coordinates [-1, 1]\n gpu.matrix.load_matrix(Matrix.Identity(4))\n gpu.matrix.load_projection_matrix(Matrix.Identity(4))\n\n for i in range(RING_AMOUNT):\n draw_circle_2d(\n (random.uniform(-1, 1), random.uniform(-1, 1)),\n (1, 1, 1, 1), random.uniform(0.1, 1),\n segments=20,\n )\n \n - and one line here ------------------------------------------------------\n - gpu.state.depth_test_set('NONE')\n # ------------------------------------------------------------------------\n\n buffer = fb.read_color(0, 0, WIDTH, HEIGHT, 4, 0, 'UBYTE')\n\noffscreen.free()\n\n\nif not IMAGE_NAME in bpy.data.images:\n bpy.data.images.new(IMAGE_NAME, WIDTH, HEIGHT)\nimage = bpy.data.images[IMAGE_NAME]\nimage.scale(WIDTH, HEIGHT)\n\nbuffer.dimensions = WIDTH * HEIGHT * 4\nimage.pixels = [v / 255 for v in buffer]\n```\n\n", "crash freeze with ellie_animation.blend file\nOperating system: macOS-10.15.7-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon RX 580 OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.10.23\n\nBroken: version: 3.2.0\nv3.0.1 also broken for this file\n\nwhen opening the demo file ellie_animation.blend the Blender crash freezes with spinning beachball.\n\nopen the demo file ellie_animation.blend \nBlender has spinning beachball\nmacOS Activity Monitor built-in utility shows Blender (Not responding). \nI have to force quit blender.\n\nother blender files I have work ok. other blender demo files work ok.", "GPU Subdivision: Crash on applying Subdivision Surface Modifier\nOperating system: Win 10 22H2 10.0.19041\nGraphics card: Intel® HD Graphics 5500 Driver version: 20.19.15.5171\n\nBroken: All versions after 2.93.11\nWorked: 2.93.11\n\nBlender crashes when applying the Subdivision Surfaces modifier. Tested with various different geometries (meshes, NURBS)\nCrash probably occurs with old intel GPUs\n\n- Start Blender\n- Apply SS modifier to cube OR delete cube, add another object (cube? lol), add modifier to that", "Calling operator from handler that saves bmesh freezes blender forever\nBlender version: 3.5.1\n\nI setup some shader to run on top of blender viewport and connected it’s update to `SpaceView3D.draw_handler_add`. The idea was that shader will only work in EDIT mode and if user exists it then it will automatically trigger some operator.\nLine that freezes Blender is `bm.to_mesh(context.object.data)` although it doens’t freeze right away.\n\nWhat I’ve found that if I call operator that edits mesh from bmesh then it freezes Blender entirely.\nCurrently as a workaround I moved operator’s code to some function and call it instead of because `bm.to_mesh(context.object.data)` doesn’t seem to freeze Blender when it’s called from handler without operator.\n\n\nEasy way to reproduce (create default scene, make sure cube is selected, run the script):\n\n```python\nimport bpy\nfrom bpy.types import SpaceView3D\nimport bmesh\n\nclass TestHandler:\n installed = None\n\n @classmethod\n def install(cls, context):\n handler = cls()\n cls.installed = SpaceView3D.draw_handler_add(\n handler, (context, ), \"WINDOW\", \"POST_VIEW\"\n )\n\n @classmethod\n def uninstall(cls):\n try:\n SpaceView3D.draw_handler_remove(cls.installed, \"WINDOW\")\n except ValueError:\n pass\n cls.installed = None\n\n def __call__(self, context):\n obj = context.object\n if obj.mode != \"EDIT\":\n TestHandler.uninstall()\n bpy.ops.test.test()\n print('HANDLER CALL FINISHED') # never printed\n return\n \n print('HANDLER FINISHED')\n\nclass TestOperator(bpy.types.Operator):\n bl_idname = \"test.test\"\n bl_label = \"test\"\n\n def execute(self, context):\n print('TEST OPERATOR CALLED')\n bm = bmesh.new()\n\n # WITHOUT THIS LINE IT DOESN'T FREEZE\n bm.to_mesh(context.object.data)\n\n # still printed\n print('TEST OPERATOR FINISHED')\n return {\"FINISHED\"}\n \nclass TestSetupOperator(bpy.types.Operator):\n bl_idname = \"test.test_setup\"\n bl_label = \"test\"\n\n def execute(self, context):\n print('TEST SETUP OPERATOR CALLED')\n TestHandler.install(context)\n return {\"FINISHED\"}\n\n\nbpy.utils.register_class(TestOperator)\nbpy.utils.register_class(TestSetupOperator)\nbpy.ops.object.mode_set(mode=\"EDIT\")\nbpy.ops.test.test_setup()\n# freezes on the next step\nbpy.ops.object.mode_set(mode=\"OBJECT\")\n```\n\n", "EEVEE baking\n", "Crash on Mac when starting with `--debug-gpu` flag\nOperating system: Mac OS Ventura 13.1\nGraphics card: Apple M1 Max\n[system-info.txt](system-info.txt)\n\nBroken: 3.4.1\nWorked: 3.3.2\n\nBlender won't start on a Mac when starting with `--debug-gpu` flag.\nThe terminal output is this:\n\n```\n/Applications/Blender\\ 3.4.1.app/Contents/MacOS/Blender --debug-gpu\nRead prefs: /Users/vollstock/Library/Application Support/Blender/3.4/config/userpref.blend\nWARN (gpu.debug): source/blender/gpu/opengl/gl_debug.cc:165 init_gl_callbacks: Failed to hook OpenGL debug callback. Use fallback debug layer.\nzsh: segmentation fault /Applications/Blender\\ 3.4.1.app/Contents/MacOS/Blender --debug-gpu\n```\n\n\nStart with the flag\n\n```\n/Applications/Blender.app/Contents/MacOS/Blender --debug-gpu\n```", "Cycles: Baking to an externally loaded image fails to update the image buffer results in Cycle's Rendered Viewport Shading\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.59\n\nBroken: version: 3.3.0, 2.93\nWorked: probably never\n\nBaking to an externally loaded image will not changed the baked image as displayed in the Viewport Shading's Rendered Mode.\nThe newly baked image buffer is shown correctly in the image editor and (EEVEE's) Material Preview, but wrong in Cycles's render view.\n\n- Open the attached .blend file.\n- Open the attached baked image in the image texture node.\n- Use it to bake any type of pass to the loaded image.\n- Observe that the image looks unchanged in the Rendered View by connecting the image texture node to the material output.\n[#98063.blend](T98063.blend)\n![suzzane-bake.png](suzzane-bake.png)\n[2022-05-12 09-12-20.mp4](2022-05-12_09-12-20.mp4)", "Dithering is not applied for Texture Baking\nDebian amd64, Radeon HD with fglrx\n\n\nBroken: current GIT, also many previous versions were affected in case of BI Baking\n\n\nDithering is not applied for Texture Baking, resulting in banding artefacts.\nCycles Baking and BI Baking are affected.\n\nAlso when saving a 32 bit float image as 8 bit PNG, no dithering is applied (despite Dithering was set to 1.0, and \"Save as Render\" was activated).\n\nA .blend file is attached. Click on \"Bake\" and wait a few seconds. After baking is finished you should see the banding artefacts in the dark-gray regions.\n\nThanks\n", "Blender 3.5.1 + Mac + Metal + Crash\nOperating system: MONTEREY 12.6.3\nGraphics card: AMD Radeon Pro 5500 XT 8 GB\n\nBroken: Blender 3.5.1\nWorked: Blender 3.4.1\n\nBlender 3.4.1 will render a given scene with \"RENDER PROPERTIES\" -> \"DEVICE\" set to \"GPU COMPUTE\" in 1 min 58 sec\n\nBlender 3.5 and 3.5.1 will crash on the same scene set on \"RENDER PROPERTIES\" -> \"DEVICE\" set to \"GPU COMPUTE\" - \nIt has to be run with \"RENDER PROPERTIES\" -> \"DEVICE\" set to \"CP\" and now takes 5 min 53 sec.\n\nI have lost computing power with the latest versions.\n\nJust run the file with GPU BACKEND turned on and \"RENDER PROPERTIES\" -> \"DEVICE\" set to \"GPU COMPUTE\"\n\nI could not include the file as it is a project I am working on - if there is no other way to check up on this issue I will try to create another file that I can send\n\n", "CPU render will look different to GPU render and fails randomly\nWin 10, GTX 880M, GTX 1080TI Founders Edition\n\nBroken: blender-2.79.0-git.2ca1f29-windows64\nWorked: na\n\nAttached you'll finde a scene what has issues with GPU rendering. The scene is using the old shaders with a bevel shader (OSL).\n\nThe preview will not start or maybe it takes a very long time. Here nothing happened.\nIn GPU mode the preview starts as expected.\n\nWhen I try to render with F12 in CPU mode it doesn't start or maybe it will start after a long time. Here nothing happened after 10 minutes.\nWhen I render a small region with CPU it takes a long time till it starts to render.\nWhen I start rendering in GPU mode it starts fast as expected ignoring OSL of course.\n\nIn the ZIP and attached you'll see a picture with a split screen. Left side is GPU. Right CPU. The results are different. Transparent parts with DOF will have extreme noise.\n\nLoad the scene and press F12. Here CPU render will not start as expected.\nSwitch to GPU and press F12. Rendering will start.\nDefine a small region where the transparent parts are. Press F12. It will take really long but start. Result has noise at the transparent parts.\nThis might be a bug in the Cycles render engine or an issue with the shader tree.\n\n[170902_Blender_279_Cycles_CPU_Issue.zip](170902_Blender_279_Cycles_CPU_Issue.zip)\n![GPU_vs_GPU_279_Render.jpg](GPU_vs_GPU_279_Render.jpg)\n\n\n", "Python exception typing units into a spinner that accepts units\nMac OSX\n\n2.79a\n\nTyping in \"10 px\" in a field that accepts units raises a Python exception\n\nSelect Blender Render\nGo go the render tab\nScroll down to \"Bake\"\nType in \"10px\" into the \"Margin\" spinner, hit enter\n\n('unexpected EOF while parsing', ('<string>', 1, 4, '10px'))\n\nInput value does not save\n\nInput value should accept and strip px and behave correctly", "Crash while baking the Line Art modifier\nOperating system: Windows 11\nGraphics card: RTX 2070\n\nBroken: 7c2dc5183d03\n\n\n\nI get regular crashes when baking Line Art modifier in relatively complicated geometries. \n\nI can't provide my project file. I am hoping that the crash log will give insight into this bug.\n\n", "Use after free: Baking Rigid Body physics causes instant crash\nOperating system: macOS 10.15.7\nGraphics card: AMD Radeon Pro 5500M 4 GB / Intel UHD Graphics 630 1536 MB\n\nBroken: 2.92.0, branch: master, commit date: 2021-02-24 16:25, 2.93.0 Beta, branch: master, commit date: 2021-04-28 22:25, \nbroken: f7b22fc3d27113715e8726c69ab3264e1d487439\nWorked: \n\nBaking the Rigid Body world physics causes Blender to crash either instantly, or after baking less than 100 frames (it varies). Interestingly, a friend with the PC version of 2.92 says the project works fine, no crashes whatsoever.\n\nOpen the project. Make sure Allow Negative Frames is on under Preferences/Animation. Go to the Rigid Body World and hit bake.\n\n[physics test b.blend](physics_test_b.blend)\nAsan report: [T88113_asan_report.txt](T88113_asan_report.txt)" ]
[ "Can't bake textures with GPU on Macbook Pro (AMD Card)\nOSX EI Capitan 10.11.4 (15E65), AMD Radeon R9 M370X 2048 MB \n\nBroken: 2.77a abf6f08\n\n\nWhen using 'GPU Compute' (in Cycles Render), the 'Render' and 'Preview' worked correctly, but when I bake the combined texture, the progress bar always stay 0% and the whole compute gets totally frozen. (Then I can only force restart it)\n\nI also have tried baking some other kinds of texture:\n\nDiffuse: same problem\nShadow: same problem\nAO: No problem, worked correctly.\n\n\n\nJust create a simple test scene in Blender (with Cycles Render): \n\n1. create a ground (plane), a light ( a plane with Emission material) and a cube in the scene. Make the cube locates on the ground.\n2. Give the cube a diffuse material, (whatever color you like)\n3. Open an 'Image Editor', and create a new image (1024x1024), whatever name you like.\n4. Open a Node Editor for the cube material, create a new 'Image Texture' node, and make it choose the image we just created.\n5. With the node selected (and also the cube selected in the scene), choose 'Combined' in the 'Bake' section of the 'Render' Tab, when click the 'Bake' button, the problem will happen.\n \n" ]
Fluid and rigid bodies (2) Operating system: MacOs Graphics card: Intel Plus Broken: 2.81 Worked: 2.91 Hello, once more (once more). While I was baking simulation of rigid bodies, Blender crashed. Blender file. [easy_fluid_simulation.blend](easy_fluid_simulation.blend). Thanks. Based on the default startup or an attached .blend file (as simple as possible).\ Process: Blender [80563] Path: /Applications/Blender.app/Contents/MacOS/Blender Identifier: org.blenderfoundation.blender Version: 2.91.2 (2.91.2 2021-01-19) Code Type: X86-64 (Native) Parent Process: ??? [1] Responsible: Blender [80563] User ID: 501 Date/Time: 2021-02-04 20:11:50.913 +0200 OS Version: macOS 11.2 (20D64) Report Version: 12 Anonymous UUID: 09D8B0BD-6B5C-0592-DFCB-6618914335B1 Sleep/Wake UUID: 24263BD9-F890-4C1C-AAE0-996934626A1F Time Awake Since Boot: 42000 seconds Time Since Wake: 12000 seconds System Integrity Protection: enabled Crashed Thread: 0 Dispatch queue: com.apple.main-thread Exception Type: EXC_CRASH (SIGSEGV) Exception Codes: 0x0000000000000000, 0x0000000000000000 Exception Note: EXC_CORPSE_NOTIFY Termination Signal: Segmentation fault: 11 Termination Reason: Namespace SIGNAL, Code 0xb Terminating Process: Blender [80563] Thread 0 Crashed:: Dispatch queue: com.apple.main-thread 0 com.apple.vImage 0x00007fff266cc902 vLookupTable_Planar16 + 578 1 com.apple.vImage 0x00007fff269e0645 DoTRCs + 197 2 com.apple.vImage 0x00007fff266b99a2 AnyToAnyBlockInternal + 1586 3 com.apple.vImage 0x00007fff266b9349 AnyToAnyBlock + 137 4 com.apple.vImage 0x00007fff266b8bca vImageConvert_AnyToAny + 3258 5 com.apple.CoreGraphics 0x00007fff250b9675 vImageConverter_convert_internal + 17 6 com.apple.CoreGraphics 0x00007fff250b955b vImageConverterConvert + 312 7 com.apple.CoreGraphics 0x00007fff250b845e convert_using_vImageConverter + 246 8 com.apple.CoreGraphics 0x00007fff250b7d14 convert_icc + 200 9 com.apple.CoreGraphics 0x00007fff250e77df CGColorTransformConvertUsingCMSConverter + 125 10 com.apple.CoreGraphics 0x00007fff250e7111 provider_for_destination_get_bytes_at_position_inner + 2335 11 com.apple.CoreGraphics 0x00007fff250aedb2 CGDataProviderDirectGetBytesAtPositionInternal + 256 12 com.apple.CoreGraphics 0x00007fff250e6742 get_chunks_direct + 226 13 com.apple.CoreGraphics 0x00007fff250e5ca4 img_raw_read + 1430 14 com.apple.CoreGraphics 0x00007fff250e3c77 img_data_lock + 6183 15 com.apple.CoreGraphics 0x00007fff250de99d CGSImageDataLock + 1418 16 com.apple.CoreGraphics 0x00007fff250de3e3 RIPImageDataInitializeShared + 177 17 com.apple.CoreGraphics 0x00007fff250de099 RIPImageCacheGetRetained + 750 18 com.apple.CoreGraphics 0x00007fff250ddb60 ripc_AcquireRIPImageData + 384 19 com.apple.CoreGraphics 0x00007fff250dc888 ripc_DrawImage + 1180 20 com.apple.CoreGraphics 0x00007fff250dba8f CGContextDrawImageWithOptions + 454 21 com.apple.AppKit 0x00007fff22f4860d __74-[NSImageRep drawInRect:fromRect:operation:fraction:respectFlipped:hints:]_block_invoke + 896 22 com.apple.AppKit 0x00007fff22f48146 -[NSImageRep drawInRect:fromRect:operation:fraction:respectFlipped:hints:] + 936 23 com.apple.AppKit 0x00007fff233e70b3 __71-[NSImage drawInRect:fromRect:operation:fraction:respectFlipped:hints:]_block_invoke.1340 + 963 24 com.apple.AppKit 0x00007fff22f2187e -[NSImage _usingBestRepresentationForRect:context:hints:body:] + 129 25 com.apple.AppKit 0x00007fff22f47b0d -[NSImage drawInRect:fromRect:operation:fraction:respectFlipped:hints:] + 1330 26 com.apple.AppKit 0x00007fff233e73f7 -[NSImage _drawInRect:withState:backgroundStyle:tintColor:operation:fraction:flip:hints:] + 416 27 com.apple.AppKit 0x00007fff23460e59 -[NSAppearanceContentStyle drawStylizedImage:inRect:operation:fraction:flip:hints:] + 149 28 com.apple.AppKit 0x00007fff233fe57e -[_NSSimpleImageView drawRect:] + 156 29 com.apple.AppKit 0x00007fff22f4aa13 _NSViewDrawRect + 139 30 com.apple.AppKit 0x00007fff23676366 -[NSView _recursive:displayRectIgnoringOpacity:inContext:stopAtLayerBackedViews:] + 2115 31 com.apple.AppKit 0x00007fff236766f7 -[NSView _recursive:displayRectIgnoringOpacity:inContext:stopAtLayerBackedViews:] + 3028 32 com.apple.AppKit 0x00007fff236766f7 -[NSView _recursive:displayRectIgnoringOpacity:inContext:stopAtLayerBackedViews:] + 3028 33 com.apple.AppKit 0x00007fff230ce52f -[NSView displayRectIgnoringOpacity:inContext:] + 836 34 com.apple.AppKit 0x00007fff23192c66 -[NSDockTile display] + 517 35 org.blenderfoundation.blender 0x0000000109bc69b3 GHOST_WindowCocoa::setProgressBar(float) + 835 36 org.blenderfoundation.blender 0x00000001091580b8 wm_jobs_timer + 648 37 org.blenderfoundation.blender 0x0000000109170c8d wm_window_timer + 221 38 org.blenderfoundation.blender 0x0000000109170b92 wm_window_process_events + 50 39 org.blenderfoundation.blender 0x000000010913fb48 WM_main + 24 40 org.blenderfoundation.blender 0x0000000108d3c63a main + 890 41 libdyld.dylib 0x00007fff204df621 start + 1 Thread 1: 0 libsystem_kernel.dylib 0x00007fff2048feba semaphore_wait_trap + 10 1 libdispatch.dylib 0x00007fff20319c5c _dispatch_sema4_wait + 16 2 libdispatch.dylib 0x00007fff2031a12e _dispatch_semaphore_wait_slow + 98 3 org.blenderfoundation.blender 0x000000010ec96652 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50 4 org.blenderfoundation.blender 0x000000010ec951be void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62 5 libsystem_pthread.dylib 0x00007fff204c4950 _pthread_start + 224 6 libsystem_pthread.dylib 0x00007fff204c047b thread_start + 15 Thread 2: 0 libsystem_kernel.dylib 0x00007fff2048feba semaphore_wait_trap + 10 1 libdispatch.dylib 0x00007fff20319c5c _dispatch_sema4_wait + 16 2 libdispatch.dylib 0x00007fff2031a12e _dispatch_semaphore_wait_slow + 98 3 org.blenderfoundation.blender 0x000000010ec96652 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50 4 org.blenderfoundation.blender 0x000000010ec951be void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62 5 libsystem_pthread.dylib 0x00007fff204c4950 _pthread_start + 224 6 libsystem_pthread.dylib 0x00007fff204c047b thread_start + 15 Thread 3: 0 libsystem_kernel.dylib 0x00007fff2048feba semaphore_wait_trap + 10 1 libdispatch.dylib 0x00007fff20319c5c _dispatch_sema4_wait + 16 2 libdispatch.dylib 0x00007fff2031a12e _dispatch_semaphore_wait_slow + 98 3 org.blenderfoundation.blender 0x000000010ec96652 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50 4 org.blenderfoundation.blender 0x000000010ec951be void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62 5 libsystem_pthread.dylib 0x00007fff204c4950 _pthread_start + 224 6 libsystem_pthread.dylib 0x00007fff204c047b thread_start + 15 Thread 4: 0 libsystem_kernel.dylib 0x00007fff2048feba semaphore_wait_trap + 10 1 libdispatch.dylib 0x00007fff20319c5c _dispatch_sema4_wait + 16 2 libdispatch.dylib 0x00007fff2031a12e _dispatch_semaphore_wait_slow + 98 3 org.blenderfoundation.blender 0x000000010ec96652 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50 4 org.blenderfoundation.blender 0x000000010ec951be void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62 5 libsystem_pthread.dylib 0x00007fff204c4950 _pthread_start + 224 6 libsystem_pthread.dylib 0x00007fff204c047b thread_start + 15 Thread 5:: AMCP Logging Spool 0 libsystem_kernel.dylib 0x00007fff2048feba semaphore_wait_trap + 10 1 com.apple.audio.caulk 0x00007fff285c292a caulk::mach::semaphore::wait_or_error() + 16 2 com.apple.audio.caulk 0x00007fff285af6e6 caulk::semaphore::timed_wait(double) + 110 3 com.apple.audio.caulk 0x00007fff285af634 caulk::concurrent::details::worker_thread::run() + 30 4 com.apple.audio.caulk 0x00007fff285af3c0 void* caulk::thread_proxy<std::__1::tuple<caulk::thread::attributes, void (caulk::concurrent::details::worker_thread::*)(), std::__1::tuple<caulk::concurrent::details::worker_thread*> > >(void*) + 45 5 libsystem_pthread.dylib 0x00007fff204c4950 _pthread_start + 224 6 libsystem_pthread.dylib 0x00007fff204c047b thread_start + 15 Thread 6:: com.apple.audio.IOThread.client 0 libsystem_kernel.dylib 0x00007fff2048fe7e mach_msg_trap + 10 1 libsystem_kernel.dylib 0x00007fff204901f0 mach_msg + 60 2 com.apple.audio.CoreAudio 0x00007fff21fb3dd5 HALB_MachPort::SendSimpleMessageWithSimpleReply(unsigned int, unsigned int, int, int&, bool, unsigned int) + 111 3 com.apple.audio.CoreAudio 0x00007fff21e4f467 invocation function for block in HALC_ProxyIOContext::HALC_ProxyIOContext(unsigned int, unsigned int) + 3435 4 com.apple.audio.CoreAudio 0x00007fff21ff2f2a HALB_IOThread::Entry(void*) + 72 5 libsystem_pthread.dylib 0x00007fff204c4950 _pthread_start + 224 6 libsystem_pthread.dylib 0x00007fff204c047b thread_start + 15 Thread 7: 0 libsystem_kernel.dylib 0x00007fff2048feba semaphore_wait_trap + 10 1 org.blenderfoundation.blender 0x00000001091366b8 tbb::internal::rml::private_worker::run() + 104 2 org.blenderfoundation.blender 0x0000000109136649 tbb::internal::rml::private_worker::thread_routine(void*) + 9 3 libsystem_pthread.dylib 0x00007fff204c4950 _pthread_start + 224 4 libsystem_pthread.dylib 0x00007fff204c047b thread_start + 15 Thread 8: 0 libsystem_kernel.dylib 0x00007fff2048feba semaphore_wait_trap + 10 1 org.blenderfoundation.blender 0x00000001091366b8 tbb::internal::rml::private_worker::run() + 104 2 org.blenderfoundation.blender 0x0000000109136649 tbb::internal::rml::private_worker::thread_routine(void*) + 9 3 libsystem_pthread.dylib 0x00007fff204c4950 _pthread_start + 224 4 libsystem_pthread.dylib 0x00007fff204c047b thread_start + 15 Thread 9: 0 libsystem_kernel.dylib 0x00007fff2048feba semaphore_wait_trap + 10 1 org.blenderfoundation.blender 0x00000001091366b8 tbb::internal::rml::private_worker::run() + 104 2 org.blenderfoundation.blender 0x0000000109136649 tbb::internal::rml::private_worker::thread_routine(void*) + 9 3 libsystem_pthread.dylib 0x00007fff204c4950 _pthread_start + 224 4 libsystem_pthread.dylib 0x00007fff204c047b thread_start + 15 Thread 10:: com.apple.NSEventThread 0 libsystem_kernel.dylib 0x00007fff2048fe7e mach_msg_trap + 10 1 libsystem_kernel.dylib 0x00007fff204901f0 mach_msg + 60 2 com.apple.CoreFoundation 0x00007fff205bcbf7 __CFRunLoopServiceMachPort + 316 3 com.apple.CoreFoundation 0x00007fff205bb2ca __CFRunLoopRun + 1315 4 com.apple.CoreFoundation 0x00007fff205ba6ce CFRunLoopRunSpecific + 563 5 com.apple.AppKit 0x00007fff22f607c6 _NSEventThread + 124 6 libsystem_pthread.dylib 0x00007fff204c4950 _pthread_start + 224 7 libsystem_pthread.dylib 0x00007fff204c047b thread_start + 15 Thread 11: 0 libsystem_kernel.dylib 0x00007fff204928e2 __psynch_cvwait + 10 1 libsystem_pthread.dylib 0x00007fff204c4e6f _pthread_cond_wait + 1254 2 libc++.1.dylib 0x00007fff2042bcf2 std::__1::condition_variable::wait(std::__1::unique_lock<std::__1::mutex>&) + 18 3 org.blenderfoundation.blender 0x000000010cd47d8b OpenImageIO_v2_1::thread_pool::Impl::set_thread(int)::'lambda'()::operator()() const + 667 4 org.blenderfoundation.blender 0x000000010cd47a6d void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, OpenImageIO_v2_1::thread_pool::Impl::set_thread(int)::'lambda'()> >(void*) + 45 5 libsystem_pthread.dylib 0x00007fff204c4950 _pthread_start + 224 6 libsystem_pthread.dylib 0x00007fff204c047b thread_start + 15 Thread 12: 0 libsystem_kernel.dylib 0x00007fff204928e2 __psynch_cvwait + 10 1 libsystem_pthread.dylib 0x00007fff204c4e6f _pthread_cond_wait + 1254 2 libc++.1.dylib 0x00007fff2042bcf2 std::__1::condition_variable::wait(std::__1::unique_lock<std::__1::mutex>&) + 18 3 org.blenderfoundation.blender 0x000000010cd47d8b OpenImageIO_v2_1::thread_pool::Impl::set_thread(int)::'lambda'()::operator()() const + 667 4 org.blenderfoundation.blender 0x000000010cd47a6d void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, OpenImageIO_v2_1::thread_pool::Impl::set_thread(int)::'lambda'()> >(void*) + 45 5 libsystem_pthread.dylib 0x00007fff204c4950 _pthread_start + 224 6 libsystem_pthread.dylib 0x00007fff204c047b thread_start + 15 Thread 13: 0 libsystem_kernel.dylib 0x00007fff204928e2 __psynch_cvwait + 10 1 libsystem_pthread.dylib 0x00007fff204c4e6f _pthread_cond_wait + 1254 2 libc++.1.dylib 0x00007fff2042bcf2 std::__1::condition_variable::wait(std::__1::unique_lock<std::__1::mutex>&) + 18 3 org.blenderfoundation.blender 0x000000010cd47d8b OpenImageIO_v2_1::thread_pool::Impl::set_thread(int)::'lambda'()::operator()() const + 667 4 org.blenderfoundation.blender 0x000000010cd47a6d void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, OpenImageIO_v2_1::thread_pool::Impl::set_thread(int)::'lambda'()> >(void*) + 45 5 libsystem_pthread.dylib 0x00007fff204c4950 _pthread_start + 224 6 libsystem_pthread.dylib 0x00007fff204c047b thread_start + 15 Thread 14: 0 libsystem_pthread.dylib 0x00007fff204c0458 start_wqthread + 0 Thread 15: 0 libsystem_pthread.dylib 0x00007fff204c0458 start_wqthread + 0 Thread 16: 0 libsystem_pthread.dylib 0x00007fff204c0458 start_wqthread + 0 Thread 17: 0 libsystem_pthread.dylib 0x00007fff204c0458 start_wqthread + 0 Thread 18: 0 libsystem_pthread.dylib 0x00007fff204c0458 start_wqthread + 0 Thread 19: 0 libsystem_pthread.dylib 0x00007fff204c0458 start_wqthread + 0 Thread 20: 0 libsystem_pthread.dylib 0x00007fff204c0458 start_wqthread + 0 Thread 21: 0 ??? 000000000000000000 0 + 0 1 org.blenderfoundation.blender 0x0000000108ed69ca BKE_ptcache_write + 58 2 org.blenderfoundation.blender 0x0000000108ed92c6 BKE_ptcache_bake + 2038 3 org.blenderfoundation.blender 0x00000001098fed43 ptcache_job_startjob + 67 4 org.blenderfoundation.blender 0x0000000109157aa7 do_job_thread + 39 5 libsystem_pthread.dylib 0x00007fff204c4950 _pthread_start + 224 6 libsystem_pthread.dylib 0x00007fff204c047b thread_start + 15 Thread 0 crashed with X86 Thread State (64-bit): ``` rax: 0x00007fd086a992c0 rbx: 0x00007fd086a992c0 rcx: 0x0000000000000010 rdx: 0x00000001481b4000 rdi: 0x0000000000000000 rsi: 0x0000000000000050 rbp: 0x00007ffee6ff8e30 rsp: 0x00007ffee6ff8e08 r8: 0x0000000000002000 r9: 0x0000000000000100 r10: 0x0000000000000001 r11: 0x00007fd086a99240 r12: 0x00007ffee6ff9600 r13: 0x0000000000002000 r14: 0x00007fd086a99240 r15: 0x0000000000000000 rip: 0x00007fff266cc902 rfl: 0x0000000000000287 cr2: 0x00007fd06d502000 ``` Logical CPU: 0 Error Code: 0x00000000 Trap Number: 222 Thread 0 instruction stream not available. Thread 0 last branch register state not available. 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0x7fff3c360fff libFosl_dynamic.dylib (200) <83EE0261-E5F6-3607-8897-B03B2B954B15> /usr/lib/libFosl_dynamic.dylib 0x7fff3d2bd000 - 0x7fff3d2c0fff com.apple.print.framework.Print (15 - 271) <F3F40AFD-1743-34E6-8BD3-6A577E3BD590> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/Print.framework/Versions/A/Print 0x7fff3d2c1000 - 0x7fff3d2c4fff com.apple.Carbon (160 - 164) <7395C7E9-AE3B-3547-8773-4F3A70B241AA> /System/Library/Frameworks/Carbon.framework/Versions/A/Carbon 0x7fff3d549000 - 0x7fff3d568fff com.apple.private.SystemPolicy (1.0 - 1) <29F5E3FE-CF12-3242-9FD3-4950DA38E4D0> /System/Library/PrivateFrameworks/SystemPolicy.framework/Versions/A/SystemPolicy 0x7fff3d715000 - 0x7fff3d732fff com.apple.sidecar-core (1.0 - 228) <78195DB7-[D409](D409)-3B46-B8C8-3B70538D3CDC> /System/Library/PrivateFrameworks/SidecarCore.framework/Versions/A/SidecarCore 0x7fff3de92000 - 0x7fff3de9dfff com.apple.MallocStackLogging (1.0 - 1) <507894FA-6738-372B-9A10-C38AFC9DA079> /System/Library/PrivateFrameworks/MallocStackLogging.framework/Versions/A/MallocStackLogging 0x7fff3deb3000 - 0x7fff3dec5fff libmis.dylib (274.60.2) <6C720DC2-E50E-3A8D-8494-F8C007DF8DF4> /usr/lib/libmis.dylib 0x7fff3dec6000 - 0x7fff3dec9fff com.apple.gpusw.GPURawCounter (17.3 - 12.0) <070CF9B7-EE89-39F3-B0F6-26D4974AD3A8> /System/Library/PrivateFrameworks/GPURawCounter.framework/Versions/A/GPURawCounter 0x7fff3e3d5000 - 0x7fff3e3e6fff com.apple.sidecar-ui (1.0 - 228) <E0B4A84C-7E8D-338B-8269-DAA5AE1ED094> /System/Library/PrivateFrameworks/SidecarUI.framework/Versions/A/SidecarUI 0x7fff4164f000 - 0x7fff4167efff libncurses.5.4.dylib (57) <CAD79205-84C0-3731-AED8-EDEF51ACC872> /usr/lib/libncurses.5.4.dylib 0x7fff41abf000 - 0x7fff41addfff libCGInterfaces.dylib (544.2) <2BC461CE-B7FA-33F3-A36B-64F54FB371B5> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vImage.framework/Versions/A/Libraries/libCGInterfaces.dylib 0x7fff440cd000 - 0x7fff44346fff com.apple.RawCamera.bundle (9.10.0 - 1430) <3E7403EB-156C-36C7-93AD-1356447D5310> /System/Library/CoreServices/RawCamera.bundle/Contents/MacOS/RawCamera 0x7fff46dce000 - 0x7fff46dd9fff libGPUSupportMercury.dylib (18.1.1) <1321060E-8F56-3917-8F4D-510A4DB45798> /System/Library/PrivateFrameworks/GPUSupport.framework/Versions/A/Libraries/libGPUSupportMercury.dylib 0x7fff4843c000 - 0x7fff4848bfff com.apple.osanalytics.OSAnalytics (1.0 - 1) <CADD88A2-87A8-3879-8759-D3C112A6844F> /System/Library/PrivateFrameworks/OSAnalytics.framework/Versions/A/OSAnalytics 0x7fff4c4e7000 - 0x7fff4c4eafff com.apple.FinderSyncPriv (1.3 - 1350.2.10) <121C1E64-B0BE-389F-A35D-DD44D84129E8> /System/Library/PrivateFrameworks/FinderSyncPriv.framework/Versions/A/FinderSyncPriv 0x7fff52413000 - 0x7fff524a5fff com.apple.Symbolication (12.2 - 64541.7.1) <FA39B702-6E08-3F11-953F-5EC1EFB993BB> /System/Library/PrivateFrameworks/Symbolication.framework/Versions/A/Symbolication 0x7fff565e9000 - 0x7fff565ecfff com.apple.ForceFeedback (1.0.6 - 1.0.6) <8782199E-5556-3FB6-87E8-03472B480BAA> /System/Library/Frameworks/ForceFeedback.framework/Versions/A/ForceFeedback 0x7fff5ebee000 - 0x7fff5f07efff com.apple.driver.AppleIntelKBLGraphicsMTLDriver (16.1.10 - 16.0.1) <5D132382-FE6A-3665-9A94-6E5BFEF8FC0D> /System/Library/Extensions/AppleIntelKBLGraphicsMTLDriver.bundle/Contents/MacOS/AppleIntelKBLGraphicsMTLDriver 0x7fff5fddb000 - 0x7fff60dbefff com.apple.driver.AppleIntelKBLGraphicsGLDriver (16.1.10 - 16.0.1) <CF9E8087-3200-3F21-AA6D-80A891A1B755> /System/Library/Extensions/AppleIntelKBLGraphicsGLDriver.bundle/Contents/MacOS/AppleIntelKBLGraphicsGLDriver 0x7fff6a5a4000 - 0x7fff6a5a8fff libmetal_timestamp.dylib (31001.161) <DF0A6F36-E486-3656-A6F2-9BA9A0CF2159> /System/Library/PrivateFrameworks/GPUCompiler.framework/Versions/31001/Libraries/libmetal_timestamp.dylib 0x7fff6ca12000 - 0x7fff6ca18fff libCoreFSCache.dylib (177.22) <44489BD1-3963-35DF-86F1-DE95778AC0DB> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libCoreFSCache.dylib 0x7fff6ca19000 - 0x7fff6ca1dfff libCoreVMClient.dylib (177.22) <989F6CBF-CCEF-340D-9CB5-EC4133707040> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libCoreVMClient.dylib 0x7fff6ca1e000 - 0x7fff6ca2dfff com.apple.opengl (18.1.1 - 18.1.1) <F70AF1B3-D17A-3A0E-A8AC-9D45C5B52BA9> /System/Library/Frameworks/OpenGL.framework/Versions/A/OpenGL 0x7fff6ca2e000 - 0x7fff6ca30fff libCVMSPluginSupport.dylib (18.1.1) <AF77D964-9A4C-3690-AF62-4E05825DC9BF> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libCVMSPluginSupport.dylib 0x7fff6ca31000 - 0x7fff6ca39fff libGFXShared.dylib (18.1.1) <45A1FFDC-03B7-3D64-AFAF-16D321B53D28> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGFXShared.dylib 0x7fff6ca3a000 - 0x7fff6ca6dfff libGLImage.dylib (18.1.1) <16D10CE1-C2A1-3E24-A617-766CB6E9133C> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGLImage.dylib 0x7fff6ca6e000 - 0x7fff6caaafff libGLU.dylib (18.1.1) <F0DD35B5-3692-3BE5-AD3D-4F6B237EF6AD> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGLU.dylib 0x7fff6caab000 - 0x7fff6cc3ffff libGLProgrammability.dylib (18.1.1) <F8A8DACC-1932-3DEF-A269-396E4981B4D0> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGLProgrammability.dylib 0x7fff6cc40000 - 0x7fff6cc4afff libGL.dylib (18.1.1) <68ABAADE-2DB4-3412-9F36-CA1AEAC8E9F6> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGL.dylib 0x7fff6cc4b000 - 0x7fff6cdc6fff GLEngine (18.1.1) <2C9F1F38-F0CA-3416-9A6E-C0E3F40C3AAC> /System/Library/Frameworks/OpenGL.framework/Versions/A/Resources/GLEngine.bundle/GLEngine 0x7fff6cdc7000 - 0x7fff6cdf0fff GLRendererFloat (18.1.1) <A66AB383-EE4C-325C-8115-78F2B3FFECC7> /System/Library/Frameworks/OpenGL.framework/Versions/A/Resources/GLRendererFloat.bundle/GLRendererFloat 0x7fff6e081000 - 0x7fff6e0d9fff com.apple.opencl (4.5 - 4.5) <40B70A3B-[D981](D981)-3E4A-9BEC-F22EF84118F5> /System/Library/Frameworks/OpenCL.framework/Versions/A/OpenCL 0x7fff6f96b000 - 0x7fff6f98dfff com.apple.audio.OpenAL (1.8 - 1.8) <43D5D99A-39C3-30F3-BB9E-5B83EEA9DAFD> /System/Library/Frameworks/OpenAL.framework/Versions/A/OpenAL 0x7fff78246000 - 0x7fff7824dfff libRosetta.dylib (203.30) <44C477D9-013F-3A6D-A9FE-68A89214E6A5> /usr/lib/libRosetta.dylib External Modification Summary: ``` Calls made by other processes targeting this process: task_for_pid: 7 thread_create: 0 thread_set_state: 0 Calls made by this process: task_for_pid: 0 thread_create: 0 thread_set_state: 0 Calls made by all processes on this machine: task_for_pid: 30430 thread_create: 0 thread_set_state: 0 ``` VM Region Summary: ReadOnly portion of Libraries: Total=1.0G resident=0K(0%) swapped_out_or_unallocated=1.0G(100%) Writable regions: Total=1.7G written=0K(0%) resident=0K(0%) swapped_out=0K(0%) unallocated=1.7G(100%) ``` VIRTUAL REGION ``` REGION TYPE SIZE COUNT (non-coalesced) **=======** Accelerate framework 384K 3 Activity Tracing 256K 1 CG backing stores 3240K 6 CG image 2296K 16 CoreAnimation 88K 10 CoreGraphics 12K 2 CoreImage 4K 1 CoreUI image data 1180K 9 Foundation 16K 1 Kernel Alloc Once 8K 1 MALLOC 1.3G 550 MALLOC guard page 32K 8 MALLOC_LARGE (reserved) 640K 1 reserved VM address space (unallocated) MALLOC_NANO (reserved) 256.0M 1 reserved VM address space (unallocated) OpenGL GLSL 256K 3 STACK GUARD 88K 22 Stack 22.2M 23 VM_ALLOCATE 186.8M 1512 __CTF 759 1 __DATA 77.8M 413 __DATA_CONST 17.4M 215 __DATA_DIRTY 902K 115 __FONT_DATA 4K 1 __GLSLBUILTINS 5176K 1 __LINKEDIT 544.9M 69 __OBJC_RO 60.6M 1 __OBJC_RW 2449K 2 __TEXT 455.8M 407 __UNICODE 588K 1 mapped file 261.1M 37 shared memory 40K 4 **=======** TOTAL 3.1G 3437 TOTAL, minus reserved VM space 2.9G 3437 Model: MacBookPro14,1, BootROM 429.80.1.0.0, 2 processors, Dual-Core Intel Core i5, 2,3 GHz, 8 GB, SMC 2.43f10 Graphics: kHW_IntelIrisGraphics640Item, Intel Iris Plus Graphics 640, spdisplays_builtin Memory Module: BANK 0/DIMM0, 4 GB, LPDDR3, 2133 MHz, 0x80AD, 0x483943434E4E4E424A54414C41522D4E5644 Memory Module: BANK 1/DIMM0, 4 GB, LPDDR3, 2133 MHz, 0x80AD, 0x483943434E4E4E424A54414C41522D4E5644 AirPort: spairport_wireless_card_type_airport_extreme (0x14E4, 0x170), Broadcom BCM43xx 1.0 (7.77.111.1 AirPortDriverBrcmNIC-1675.1) Bluetooth: Version 8.0.3d9, 3 services, 27 devices, 1 incoming serial ports Network Service: Wi-Fi, AirPort, en0 USB Device: Rugged Mini USB3 USB Device: USB 3.0 Bus Thunderbolt Bus: MacBook Pro, Apple Inc., 41.4
[ "Crash when auto script execution is enabled\nOperating system: Windows 10 64-bit operating system, x64-based processor\nGraphics card: NVIDIA GeForce RTX 2060\n\nBroken: Blender 4.0.0 7372b3bdda35 and later\nWorked: never? 2.93 fails too\n\nBlender daily build crashes immediately on launch. The blender start screen isn't shown at all, only a grey window which then immediately closes. The crash log indicates that it is a memory EXCEPTION_ACCESS_VIOLATION (see log file attached).\n\n- Open preferences, enable `auto script execution`\n- Save prefs and close blender\n- Rename attached file and replace it with existing startup file\n- Launch blender (crash)\n\n- - -\n<details>\n <summary> Original report </summary>\nStart Blender through Steam, Blender Launcher, blender_debug_log.cmd, blender_debug_gpu.cmd, or blender_debug_gpu_glitchworkaround.cmd.\nA grey window opens with the Blender logo in the top bar.\nThe window closes as Blender crashes.\n\n[ Crashing_4-0-0_daily.blend](https://projects.blender.orgattachment)\n</details>", "Crash choice asset library\nOperating system: Win 10\nGraphics card: RX460 2gb\n\nBroken: (3.2)\nWorked: (3.0)\n\n[Tests.zip](Tests.zip)\n\n- Extract archive and add `...\\Tests\\Test Asset\\` path to asset libraries\n- Open Asset library blend file\n- Open New file\n- Change any editor to Asset Browser\n# List contents of `Test Asset` library\n\nIt should crash.\nSometimes, omitting step 2 would prevent crash, but no assets would be shown.\nAlso omitting `tests` folder somehow prevented the crash, \n\nCrash log:\n[P3143: (An Untitled Masterwork)](P3143.txt)\n```\n# Blender 3.4.0, Commit date: 2022-08-14 18:40, Hash 659b63751d63\nbpy.context.space_data.params.asset_library_ref = 'Test Asset' # Property\n\n# backtrace\nException Record:\n\nExceptionCode : UNKNOWN EXCEPTION\nException Address : 0x00007FFF3F66D759\nException Module : KERNELBASE.dll\nException Flags : 0x00000001\nException Parameters : 0x4\n\tParameters- [x] : 0x0000000019930520\n\tParameters- [x] : 0x000000FB7C5FD460\n\tParameters- [x] : 0x00007FF678278398\n\tParameters- [x] : 0x00007FF66CA80000\n\n\nStack trace:\nKERNELBASE.dll :0x00007FFF3F66D6F0 RaiseException\nVCRUNTIME140.dll :0x00007FFF283E63F0 CxxThrowException\nblender.exe :0x00007FF672BC42D0 nlohmann::detail::serializer<nlohmann::basic_json<nlohmann::ordered_map,std::vector,std::basic_stri\nblender.exe :0x00007FF672BC39A0 nlohmann::detail::serializer<nlohmann::basic_json<nlohmann::ordered_map,std::vector,std::basic_stri\nblender.exe :0x00007FF672BC39A0 nlohmann::detail::serializer<nlohmann::basic_json<nlohmann::ordered_map,std::vector,std::basic_stri\nblender.exe :0x00007FF672BC39A0 nlohmann::detail::serializer<nlohmann::basic_json<nlohmann::ordered_map,std::vector,std::basic_stri\nblender.exe :0x00007FF672BC39A0 nlohmann::detail::serializer<nlohmann::basic_json<nlohmann::ordered_map,std::vector,std::basic_stri\nblender.exe :0x00007FF672BC36C0 nlohmann::basic_json<nlohmann::ordered_map,std::vector,std::basic_string<char,std::char_traits<char\nblender.exe :0x00007FF672BC82B0 blender::io::serialize::JsonFormatter::serialize\nblender.exe :0x00007FF66E27B970 blender::ed::asset::index::AssetIndexFile::write_contents\nblender.exe :0x00007FF66E277D40 blender::ed::asset::index::update_index\nblender.exe :0x00007FF66E653B90 filelist_readjob_list_lib\nblender.exe :0x00007FF66E654370 filelist_readjob_recursive_dir_add_items\nblender.exe :0x00007FF66E653710 filelist_readjob_asset_library\nblender.exe :0x00007FF66DB341A0 do_job_thread\nblender.exe :0x00007FF672E5A810 _ptw32_threadStart\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThreads:\nThread : 00000448\nntdll.dll :0x00007FFF41D2C620 ZwDelayExecution\nblender.exe :0x00007FF672B3A220 BLI_thread_is_main\n\n\nThread : 000069ac\nntdll.dll :0x00007FFF41D2F9F0 ZwWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFF41CA0E20 LdrAccessResource\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00003130\nntdll.dll :0x00007FFF41D2F9F0 ZwWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFF41CA0E20 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WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00009918\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 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configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 000059e4\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 0000a018\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 000085a8\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 0000b1ac\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 0000921c\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00005544\nntdll.dll 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RtlUserThreadStart\n\n\nThread : 000071a0\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 0000b0d4\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00004bc0\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00009d28\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00008010\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nLoaded Modules :\n0x00007FF66CA80000 3.4.0.0 blender.exe C:\\Users\\John\\Desktop\\blender-3.4.0-alpha+master.659b63751d63-windows.amd64-release\\blender.pdb \n0x00007FFF41C90000 10.0.19041.662 ntdll.dll \n0x00007FFF40620000 10.0.19041.662 KERNEL32.DLL \n0x00007FFF3F640000 10.0.19041.662 KERNELBASE.dll \n0x00007FFF40C70000 10.0.19041.546 WS2_32.dll \n0x00007FFF41310000 10.0.19041.662 RPCRT4.dll \n0x00007FFF41170000 10.0.19041.685 USER32.dll \n0x00007FFF1D640000 tbb.dll \n0x00007FFF3FCC0000 10.0.19041.662 win32u.dll \n0x00007FFF41940000 10.0.19041.685 GDI32.dll \n0x00007FFF1D600000 tbbmalloc.dll \n0x00007FFF3FAB0000 10.0.19041.685 gdi32full.dll \n0x00007FFF3FA10000 10.0.19041.546 msvcp_win.dll \n0x00007FFF3F910000 10.0.19041.546 ucrtbase.dll \n0x00007FFF417D0000 10.0.19041.610 ADVAPI32.dll \n0x00007FFF406E0000 7.0.19041.546 msvcrt.dll \n0x00007FFF41980000 10.0.19041.662 sechost.dll \n0x00007FFF3FED0000 10.0.19041.662 SHELL32.dll \n0x00007FFF283E0000 14.29.30139.0 VCRUNTIME140.dll \n0x00007FFF3AE70000 14.29.30139.0 VCRUNTIME140_1.dll \n0x00007FFF40F00000 10.0.19041.546 SHLWAPI.dll \n0x00007FFEC90D0000 14.29.30139.0 MSVCP140.dll \n0x00007FFF3FC70000 10.0.19041.546 CFGMGR32.dll \n0x00007FFF36DA0000 10.0.19041.488 dbghelp.dll \n0x00007FFF3FBC0000 10.0.19041.662 bcrypt.dll \n0x00007FFF40CE0000 10.0.19041.546 ole32.dll \n0x00007FFF41470000 10.0.19041.662 combase.dll \n0x00007FFEC8180000 10.0.19041.546 OPENGL32.dll \n0x00007FFF41440000 10.0.19041.546 PSAPI.DLL \n0x00007FFF41A20000 10.0.19041.662 shcore.dll \n0x00007FFF3FEA0000 10.0.19041.546 IMM32.dll \n0x00007FFEB74B0000 9.0.0.0 openvdb.dll \n0x00007FFEC5BE0000 59.16.100.0 avformat-59.dll \n0x00007FFEB4FB0000 59.18.100.0 avcodec-59.dll \n0x00007FFF1D5D0000 59.4.100.0 avdevice-59.dll \n0x00007FFF40FC0000 10.0.19041.546 OLEAUT32.dll \n0x00007FFEC9030000 6.4.100.0 swscale-6.dll \n0x00007FFEC5A00000 57.17.100.0 avutil-57.dll \n0x0000000070440000 1.0.28.0 libsndfile-1.dll \n0x00007FFEC5190000 1.21.1.0 OpenAL32.dll \n0x000000006ACC0000 libgmp-10.dll \n0x00007FFEC29E0000 2.0.20.0 SDL2.dll \n0x00007FFF39630000 libgmpxx.dll \n0x00007FFEC0D70000 3.10.2150.1013 python310.dll \n0x00007FFF40780000 10.0.19041.546 SETUPAPI.dll \n0x00007FFF300E0000 tbbmalloc_proxy.dll \n0x00007FFF31280000 6.10.19041.488 COMCTL32.dll \n0x00007FFF1C490000 10.0.19041.1 AVIFIL32.dll \n0x00007FFF39120000 10.0.19041.546 VERSION.dll \n0x00007FFF3D210000 10.0.19041.546 dwmapi.dll \n0x00007FFF1C460000 10.0.19041.546 GLU32.dll \n0x0000000070680000 libfftw3-3.dll \n0x00007FFF27EE0000 10.0.19041.546 Secur32.dll \n0x00007FFECB6B0000 4.3.100.0 swresample-4.dll \n0x00007FFECBF00000 10.0.19041.1 AVICAP32.dll \n0x00007FFF2EBF0000 10.0.19041.546 WINMM.dll \n0x00007FFF20660000 10.0.19041.1 MSACM32.dll \n0x00007FFECB5D0000 10.0.19041.1 MSVFW32.dll \n0x00007FFF24F20000 10.0.19041.1 winmmbase.dll \n0x00007FFF3F280000 10.0.19041.662 SSPICLI.DLL \n0x00007FFF3D240000 10.0.19041.546 kernel.appcore.dll \n0x00007FFF3D520000 10.0.19041.662 windows.storage.dll \n0x00007FFF3EE40000 10.0.19041.662 Wldp.dll \n0x00007FFF3CE80000 10.0.19041.610 uxtheme.dll \n0x0000022043090000 10.0.19041.662 bcryptPrimitives.dll \n0x00007FFF3F300000 10.0.19041.546 profapi.dll \n0x00007FFF41880000 2001.12.10941.16384 clbcatq.dll \n0x00007FFF38BE0000 10.0.19041.546 MMDevApi.dll \n0x00007FFF3F180000 10.0.19041.546 DEVOBJ.dll \n0x00007FFF38EF0000 10.0.19041.662 AUDIOSES.DLL \n0x00007FFF3E980000 10.0.19041.546 powrprof.dll \n0x00007FFF3E840000 UMPDC.dll \n0x00007FFF41AD0000 10.0.19041.662 MSCTF.dll \n0x00007FFF39850000 10.0.19041.662 AppXDeploymentClient.dll \n0x00007FFE80E80000 31.0.15.1640 nvoglv64.dll \n0x00007FFF3AE30000 10.0.19041.546 \n```\n\n\n - The conditions have been changed, but the error is still present. -----------------------------------------------------------", "Image sequence render just stops on Cycles on MacOS Metal\nOperating system: macOS-13.3.1-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 Ultra 1.2\n\nBroken: version: 3.5.0\nWorked: none, tried 2.93, 3.3\n\nafter about 100 or so frames render just stops, Blender is still responsive, its not frozen or crashed, render bar just sits at %0. I'm doing motion tracking to get some kitbashed 3d elements into the scene. Plays fine in Eevee in the viewport. This is the error I get: CommandBuffer Failed: cycles_metal_shader_eval_displace. Attached ram usage for last 24 hours, I still have plenty of ram!\n\nI've closed the file and retried, several times, never got a render all the way through.\n", "macOS: Slowdown/crashes/ empty windows when using Sidecar feature with iPad\nOperating system: Darwin-20.3.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5300M OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.2.15\n\nBroken: version: 2.91.2\n[system-info.txt](system-info.txt)\n\n\nBlender slows down immensely (moving view around while looking at the default cube goes from smooth 60fps to around 15fps) when I am using my iPad as an external display using the Sidecar feature on my Mac. \nBlender is still running on my laptop's primary display, not the external display, when this occurs. Crashes also happen sometimes when using a Sidecar external monitor, but none of this occurs when using any other external monitor. Sometimes blender goes back to normal speed while using Sidecar, but then the preferences screen in Blender shows up as a blank screen.\n\n\nOpen Blender while using an iPad as an external monitor with Sidecar, or begin using Sidecar while blender is already open.\nOutcome 1: Blender runs incredibly slowly, no matter which display it is on, and sometimes crashes just while navigating, or trying to render a scene.\nOutcome 2: Blender runs at full speed, no matter which display it is on, but when I attempt to open the preferences menu, it shows up as a blank screen, and when I try to render a scene, the render window shows up as a blank screen.\n[Based on the default startup.]\n\nIncluded are a crash log from one of the crashes, and my blender system info file.\n[Blender_2021-02-04-192954_nert-macbook.txt](Blender_2021-02-04-192954_nert-macbook.txt)", "CommandBuffer Failed: cycles metal integrator_ shade_volume --MacOS--\nOperating system: macOS-13.3.1-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon Pro 5700 XT 1.2\n\nBroken: version: 4.0.0 Alpha\n\nStarts rendering fine until the error. About 2-3 min. into the render.\n\n\nOpen the ziped blend file with 'Intel MacOS' blender 4.0a and hit render in the compositor!\n\n\nProbably related to: 104744\n\nPS: MacOS blender fails with most Volumes on latest major addons like PureSky, CloudScapes, etc... since blender 3.x .... ! The same applies when creating Volume emtys and volume Modifiers (mesh to volume & volume displace). At some point, blender will quit when clicking on the data tab (cloud icon) for volumes, as reported before.\n\n", "Crash when importing Collada .dae file\nOperating system: macOS 10.15.7 (19H114)\nGraphics card: AMD Radeon Pro 5500M 8 GB graphics\n\nBroken: 2.91.0 (2.91.0 2020-11-25)\nWorked: N/A\n\nI exported the attached .dae file from SceneKit on iOS. When I try to open it in Blender, it crashes. It's worth noting that [Apple's documentation ](1523577-write) for the SceneKit → .dae export says it should work only on macOS, but I was able to use it on the iOS simulator. It's possible that I'm using some sort of unsupported configuration, but Blender should at least report an error instead of crashing. And if there's something wrong with the .dae file, I'd like to report it to Apple.\n\n1. Open Blender.\n2. Choose **File** → **Import** → **Collada (Default) (.dae)**.\n4. Choose the attached Juggler.dae file.\n5. Try to import with default options: all checkboxes are Unchecked under Import Data Options, Armature Options, and Keep Bind Info.\n6. Crash.\n\n[juggler.dae](juggler.dae)\n\n[Blender_2020-12-29-143229_A9918.crash](Blender_2020-12-29-143229_A9918.crash)", "Crash to desktop when trying to bake (Blender 3.3.6)\nOperating system: Windows 11 (64-bit)\nGraphics card: NVIDIA RTX A2000\n\nBroken: (3.3.5, 3.3.6, blender-3.3.6-stable+v33.948f8298b982-windows.amd64-release)\nWorking (2.91.2)\n\nWhen trying to bake scene produced in script, Blender crashed.\n\nOpen attached blend file and press Bake.", "Blender 3.5.1 + Mac + Metal + Crash\nOperating system: MONTEREY 12.6.3\nGraphics card: AMD Radeon Pro 5500 XT 8 GB\n\nBroken: Blender 3.5.1\nWorked: Blender 3.4.1\n\nBlender 3.4.1 will render a given scene with \"RENDER PROPERTIES\" -> \"DEVICE\" set to \"GPU COMPUTE\" in 1 min 58 sec\n\nBlender 3.5 and 3.5.1 will crash on the same scene set on \"RENDER PROPERTIES\" -> \"DEVICE\" set to \"GPU COMPUTE\" - \nIt has to be run with \"RENDER PROPERTIES\" -> \"DEVICE\" set to \"CP\" and now takes 5 min 53 sec.\n\nI have lost computing power with the latest versions.\n\nJust run the file with GPU BACKEND turned on and \"RENDER PROPERTIES\" -> \"DEVICE\" set to \"GPU COMPUTE\"\n\nI could not include the file as it is a project I am working on - if there is no other way to check up on this issue I will try to create another file that I can send\n\n", "Rigidbody Physics Refactor\n**Goal**\nThe goal is to simplify the rigidbody physics code.\n\nThis ticket is being raised after discussions with @ZedDB about this issue T91369 and the related tickets regarding rigidbody physics crashes. I attempted to resolve those crashes on their own, but really struggled to find a sensible way to resolve some of the memory management issues that were occuring. @ZedDB mentioned that this was an area of the code in need of a redesign for some time, and with comments like below predicting this could be an issue, we decided it could be a good time to start tackling it.\n\n![image.png](image.png)\n\n**Approach**\nI want to start with some smaller low hanging fruit, that wouldn't change any logic but will improve the readability of the code. \n\n- [ ] There is some dead code that can be removed\n- `BKE_rigidbody_calc_center_of_mass` - probably worth keeping the logic but hiding with a `#if 0`\n- `BKE_rigidbody_world_groups_relink` is only used by `BKE_scene_groups_relink` which doesn't seem to be used anywhere else.\n\n- [ ] It would make things much easier to follow by separating the simulation logic from the rididbody creation/deletion logic, into a separate `rigidbody_simulation.c` file.\n\n- [ ] There is a lot of general tidy-up that would make the code more readable and easier to understand.\n\nOnce these tasks are completed we can start thinking about any larger design issues that need to be addressed - like with the memory management of the constraints. With more readable code, and a better understanding of the logic from the refactoring process, it should be a more solvable problem.\n\n", "Combine crash\nOperating system: win 10\nGraphics card: 3090\n\nBlender Version 3.5.1 \n\nWhen using ctrl+j to combine components, blender will crash.\n\n", "Crash when sculpting with a texture, deleting the image of the texture and exiting sculpt mode\nOperating system: Windows 10\nGraphics card: RTX 2070 Super\n\nBroken: version: 3.4, 3.5, 3.6\nBroken: version: 3.3.3\nBroken: 3.1.0\nWorked: 3.0.1\nWorked: 2.93 LTS\n\nCaused by 9111ea78ac\n\nBlender crashes when a texture image is deleted and you exit sculpt mode.\n\nYou can test it inside the attached blend file. I basically just attached an image to a sculpting brush.\n\n1. Open the blend file below\n2. draw on the surface of the sphere\n3. delete the image inside the outliner\n4. exit sculpt mode\n\nCrash occurs because `item->image->runtime.cache_mutex` is null inside `BKE_image_pool_free`\n```\nStack trace:\nblender.exe :0x00007FF713D04C10 pthread_mutex_lock\nblender.exe :0x00007FF70E6EE880 BKE_image_pool_free\nblender.exe :0x00007FF70E6B5CF0 BKE_sculptsession_free\nblender.exe :0x00007FF70F1B67A0 ED_object_sculptmode_exit_ex\nblender.exe :0x00007FF70F1B85F0 sculpt_mode_toggle_exec\nblender.exe :0x00007FF70E953220 wm_operator_invoke\nblender.exe :0x00007FF70E9528D0 wm_operator_call_internal\nblender.exe :0x00007FF70E955880 WM_operator_name_call_ptr\nblender.exe :0x00007FF70F171800 ED_object_mode_set_ex\nblender.exe :0x00007FF70F148710 object_mode_set_exec\nblender.exe :0x00007FF70E953220 wm_operator_invoke\n```", "Crash when switching from solid to rendered view\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.61\n\nBroken: version: 3.6.0 Alpha\n\nI have a scene about 1.7GB in size with 4K textures but renders in 2K using simplify, blender crashes when I open the file > hit F12 and render the scene then close the render windows and switch to render view > it starts compiling then blender closes, in the past it would show out of memory this report: \n\n105522#issuecomment-904934 \n\nThis issue happens only when persistent Data is active\n\nunfortunately I can't share the file at the moment. \n\n\n\n\n", "Old blend file corrupts to crash blender, I guess\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: AMD Radeon R9 200 Series ATI Technologies Inc. 4.5.14761 Core Profile Context 20.11.2 27.20.14540.4003\n\nBroken: version: 3.0.0\n\nCrashes here and there. RN I witness crush form select/deselect. help plz ;c\n\nI do, tho, have installed two PROBABLY outdated addons BUT in new file crash doesn't seem to happen.\n\nThe problem is - Idk exact steps, but overall it takes to select/deselect all/smth at all few times\n\nSteps\n- Open the provided .blend below\n- Enter edit mode on the main SN4K3Mesh\n- Select-All, De-Select-All (Repeat)\n\n[#94213-asan.txt](T94213-asan.txt)\n\n```\n# Blender 3.0.0, Commit date: 2021-12-02 18:35, Hash f1cca3055776\nbpy.ops.object.editmode_toggle() # Operator\nbpy.ops.mesh.select_all(action='SELECT') # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.mesh.select_all(action='SELECT') # Operator\n\n# backtrace\nException Record:\n\nExceptionCode : EXCEPTION_ACCESS_VIOLATION\nException Address : 0x00007FF715993808\nException Module : blender.exe\nException Flags : 0x00000000\nException Parameters : 0x2\n\tParameters[0] : 0x0000000000000000\n\tParameters[1] : 0xFFFFFFFFFFFFFFFF\n```\n```\n# Blender 3.0.0, Commit date: 2021-12-02 18:35, Hash f1cca3055776\nbpy.ops.object.editmode_toggle() # Operator\nbpy.ops.mesh.select_all(action='SELECT') # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.mesh.select_all(action='SELECT') # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\n\n# backtrace\nException Record:\n\nExceptionCode : EXCEPTION_ACCESS_VIOLATION\nException Address : 0x00007FF71599380C\nException Module : blender.exe\nException Flags : 0x00000000\nException Parameters : 0x2\n\tParameters[0] : 0x0000000000000000\n\tParameters[1] : 0xFFFFFFFFFFFFFFFF\n```\n\n[SN4K3.blend](SN4K3.blend)\n\n[SN4K3.crash.txt](SN4K3.crash.txt)", "use after free Fluid sim seg fault\nIn Debian testing, and Debian stable.\n\nbroken: blender 3.0.0 f7b22fc3d27113715e8726c69ab3264e1d487439\nbroken: Blender 2.93.0, Commit date: 2021-05-10 22:16, Hash ce62d650945f \nbroken: blender 2.92\n\nSegfaults on bake of modular fluid sim.\nReproducible each time I run blender on it.\n(Building a debug build now. the crash text isn't so useful yet).\n\n1. Load .blend (attached)\n2. Bake fluid\n3. Segfault\n\n[flu.blend](flu.blend)\nAsan report on f7b22fc3d27113715e8726c69ab3264e1d487439 [T88475_asan_use_after_free.txt](T88475_asan_use_after_free.txt)\nTwo crash reports on blender 2.92: \n[Blender_2021-05-22-145034_MACBOOKAIR.crash](Blender_2021-05-22-145034_MACBOOKAIR.crash)\nSimilar to #88113#1157996: [Blender_2021-05-22-193554_MACBOOKAIR.crash](Blender_2021-05-22-193554_MACBOOKAIR.crash)", "The version over 3.5 (3.6 and 3.6.2) crashes for me after using control of view.\nOperating system: Linux-6.2.0-32-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: Mesa Intel(R) Iris(R) Plus Graphics 650 (Kaby Lake GT3e) (KBL GT3) Intel 4.6 (Core Profile) Mesa 23.0.4-0ubuntu1~22.04.1\n\nBroken: 3.6 and 3.6.2\nWorked: version: 3.5.0\n\n\nI have quite simple scene: 1 table, 1 chair. I change selection from chair to table f.x., then deselection or I make zoom out, the screen freezes, Blender proposes me to closing because not responding\n\n" ]
[ "Fluid and rigid bodies\nOperating system: macOS 11.2\nGraphics card: Intel Iris Plus Graphics 640\n\nBroken: 2.91.2\nWorked: 2.81\n\nHello, once more! The combination of fluid and rigid bodies \"helps\" Blender crash. Blender file. Thanks in advance.\n\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n```lines\nThread 0 Crashed:: Dispatch queue: com.apple.main-thread\n0 com.apple.vImage 0x00007fff266cc902 vLookupTable_Planar16 + 578\n1 com.apple.vImage 0x00007fff269e0645 DoTRCs + 197\n2 com.apple.vImage 0x00007fff266b99a2 AnyToAnyBlockInternal + 1586\n3 com.apple.vImage 0x00007fff266b9349 AnyToAnyBlock + 137\n4 com.apple.vImage 0x00007fff266b8bca vImageConvert_AnyToAny + 3258\n5 com.apple.CoreGraphics 0x00007fff250b9675 vImageConverter_convert_internal + 17\n6 com.apple.CoreGraphics 0x00007fff250b955b vImageConverterConvert + 312\n7 com.apple.CoreGraphics 0x00007fff250b845e convert_using_vImageConverter + 246\n8 com.apple.CoreGraphics 0x00007fff250b7d14 convert_icc + 200\n9 com.apple.CoreGraphics 0x00007fff250e77df CGColorTransformConvertUsingCMSConverter + 125\n10 com.apple.CoreGraphics 0x00007fff250e7111 provider_for_destination_get_bytes_at_position_inner + 2335\n11 com.apple.CoreGraphics 0x00007fff250aedb2 CGDataProviderDirectGetBytesAtPositionInternal + 256\n12 com.apple.CoreGraphics 0x00007fff250e6742 get_chunks_direct + 226\n13 com.apple.CoreGraphics 0x00007fff250e5ca4 img_raw_read + 1430\n14 com.apple.CoreGraphics 0x00007fff250e3c77 img_data_lock + 6183\n15 com.apple.CoreGraphics 0x00007fff250de99d CGSImageDataLock + 1418\n16 com.apple.CoreGraphics 0x00007fff250de3e3 RIPImageDataInitializeShared + 177\n17 com.apple.CoreGraphics 0x00007fff250de099 RIPImageCacheGetRetained + 750\n18 com.apple.CoreGraphics 0x00007fff250ddb60 ripc_AcquireRIPImageData + 384\n19 com.apple.CoreGraphics 0x00007fff250dc888 ripc_DrawImage + 1180\n20 com.apple.CoreGraphics 0x00007fff250dba8f CGContextDrawImageWithOptions + 454\n21 com.apple.AppKit 0x00007fff22f4860d 74-[NSImageRep drawInRect:fromRect:operation:fraction:respectFlipped:hints:]_block_invoke + 896\n22 com.apple.AppKit 0x00007fff22f48146 -[NSImageRep drawInRect:fromRect:operation:fraction:respectFlipped:hints:] + 936\n23 com.apple.AppKit 0x00007fff233e70b3 71-[NSImage drawInRect:fromRect:operation:fraction:respectFlipped:hints:]_block_invoke.1340 + 963\n24 com.apple.AppKit 0x00007fff22f2187e -[NSImage _usingBestRepresentationForRect:context:hints:body:] + 129\n25 com.apple.AppKit 0x00007fff22f47b0d -[NSImage drawInRect:fromRect:operation:fraction:respectFlipped:hints:] + 1330\n26 com.apple.AppKit 0x00007fff233e73f7 -[NSImage _drawInRect:withState:backgroundStyle:tintColor:operation:fraction:flip:hints:] + 416\n27 com.apple.AppKit 0x00007fff23460e59 -[NSAppearanceContentStyle drawStylizedImage:inRect:operation:fraction:flip:hints:] + 149\n28 com.apple.AppKit 0x00007fff233fe57e -[_NSSimpleImageView drawRect:] + 156\n29 com.apple.AppKit 0x00007fff22f4aa13 _NSViewDrawRect + 139\n30 com.apple.AppKit 0x00007fff23676366 -[NSView _recursive:displayRectIgnoringOpacity:inContext:stopAtLayerBackedViews:] + 2115\n31 com.apple.AppKit 0x00007fff236766f7 -[NSView _recursive:displayRectIgnoringOpacity:inContext:stopAtLayerBackedViews:] + 3028\n32 com.apple.AppKit 0x00007fff236766f7 -[NSView _recursive:displayRectIgnoringOpacity:inContext:stopAtLayerBackedViews:] + 3028\n33 com.apple.AppKit 0x00007fff230ce52f -[NSView displayRectIgnoringOpacity:inContext:] + 836\n34 com.apple.AppKit 0x00007fff23192c66 -[NSDockTile display] + 517\n35 org.blenderfoundation.blender 0x0000000109bc69b3 GHOST_WindowCocoa::setProgressBar(float) + 835\n36 org.blenderfoundation.blender 0x00000001091580b8 wm_jobs_timer + 648\n37 org.blenderfoundation.blender 0x0000000109170c8d wm_window_timer + 221\n38 org.blenderfoundation.blender 0x0000000109170b92 wm_window_process_events + 50\n39 org.blenderfoundation.blender 0x000000010913fb48 WM_main + 24\n40 org.blenderfoundation.blender 0x0000000108d3c63a main + 890\n41 libdyld.dylib 0x00007fff204df621 start + 1\n\n[...]\n\nThread 21:\n0 ??? \t000000000000000000 0 + 0\n1 org.blenderfoundation.blender \t0x0000000108ed69ca BKE_ptcache_write + 58\n2 org.blenderfoundation.blender \t0x0000000108ed92c6 BKE_ptcache_bake + 2038\n3 org.blenderfoundation.blender \t0x00000001098fed43 ptcache_job_startjob + 67\n4 org.blenderfoundation.blender \t0x0000000109157aa7 do_job_thread + 39\n5 libsystem_pthread.dylib \t0x00007fff204c4950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff204c047b thread_start + 15\n```\n\n{F9632474}\n\n{F9632730}" ]
how to fix traceback attribute error in blender hello, can you help me? my blender application has crased / error.. the blender send me message on board : Traceback (most recent call last): ``` File "C:\Program Files\Blender Foundation\Blender 2.82\2.82\scripts\startup\bl_operators\wm.py", line 525, in execute value = context_path_validate(context, data_path) File "C:\Program Files\Blender Foundation\Blender 2.82\2.82\scripts\startup\bl_operators\wm.py", line 84, in context_path_validate value = eval("context.%s" % data_path) if data_path else Ellipsis File "<string>", line 1, in <module> ``` AttributeError: 'SpaceView3D' object has no attribute 'context' location: <unknown location>:-1 can you fix it?
[ "AlembicObjectPath has a fixed-size char[]\nAlembicObjectPath (see `DNA_cachefile_types.h`) has a fixed-size char- [ ] buffer. \n\n> In 3128600a8a#142412, @LazyDodo wrote:\n> if the object path can be arbitrarily large it's gonna be a matter of time before someone comes with a file with 4097 byte object path, why not just allocate the ram you need? \n\n\nI think that's a good idea, and that's what this task is for.\n", "Regression: Crash on deleting shape key from Blender File view.\nOperating system: macOS-13.5-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon Pro 575 1.2\n\nBroken: version: 4.0.0, 3.2\nWorked: 3.1\n\nCaused by a71a513def202b119328035dbd68e86c2c47f7ac\n\nOutliner on Blender File when delete cause crash guide.\n\n- Open attached file\n- Add shape key\n- Switch outliner to Blender file display mode\n- Expand Shape key\n- select `key` then delete it from context menu\n\nr2jrCca\n\nYoutube:\nOlegeJrBbmE\n\nMy Dropbox file:\nLola%20Bunny.zip?dl=0\n\n- - -\nFirst create new ticket I unable to paste picture this here.\nI did drag there 250MB and (Remove) cause appear <html><head></head><body></body><html> please fix without <html> k5RFuuy\n\n", "Outliner (Data API mode) crash trying to display a MeshSkinVertex in editmode\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.48\n\nBroken: version: 2.83.5, 2.90, 2.91 ce0bcd5fb\nWorked: Never (2.79 has the same problem)\n\nOutliner (Data API mode) crash trying to display a MeshSkinVertex in editmode\n\n[T79961_repro.blend](T79961_repro.blend)\n- Open file\n- Cube should be in editmode\n- In the Outliner (should be in Data API mode):\n - navigate to Meshes > Cube > Skin Vertices > expand the dot as well\n - crash", "Driver based on NLA strip data throws error\nOperating system: win 10\nGraphics card: 1050ti\n\nBroken: 3.2.0\n\nDriver based on NLA strip's start frame throws \"invalid target\" error when strip is being moved along timeline. Needs manual update after every moving operation to work correctly.\n\n\n\n - Add Empty, create any action for it, push it down in NLA editor\n - With RMB click*Copy as new driver* strip's start frame \n - On default Cube add Geometry Nodes tree and create input float value, *Paste driver* here with RMB click\n - Select NLA strip and press G to move it along timeline -> driver error: \"Invalid target channel\"\n\nOr in provided file select NLA strip and press G to move it along timeline\n\n[driver_error.blend](driver_error.blend)", "White Noise Glitch using Value Attribute of Particle Instances\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 2.93.0 Alpha\nWorked: (?)\n\nThe White Noise Texture (in 1D) does not display as expected using the Value Attribute of Particle Instances in both EEVEE and Cycles. Instead of showing a single random value or color on the surface of an instance there's a fuzzy mess of different values similar to the look of overlapping faces:\n![ValueAttribute_WhiteNoise.jpg](ValueAttribute_WhiteNoise.jpg)\nThe issue also appears on non flat geometry not only on planes. The using the Index attribute shows the same result. It's the same on the current stable release (that being 2.91.2) and previous releases. I tried the same setup with a Noise Texture and it seems to work just fine:\n![ValueAttribute_NoiseTexture.jpg](ValueAttribute_NoiseTexture.jpg)\n- Choose any object as the emitter of a particle hair system.\n- Adjust the settings of the particle system to display the desired quantity of hairs\n- Add another object and add a Particle Instance Modifier to it\n - under 'Object' set the emitter object\n - check 'Create Along Paths'\n - in the object data properties under vertex color create a new vertex color\n - choose the same vertex color as the 'Value' data of the particle instance modifier under 'Layers'\n- use the created data as the name in the Attribute Node\n- connect any output of the Attribute Node to a White Noise Node set to '1D'\n- display the results\n(same last 5 steps for Index Attribute)\n[ParticleInstanc_ValueAttributeBug.blend](ParticleInstanc_ValueAttributeBug.blend)\n\nThank you so much for looking into it! And keep up the great work.", "Console warnings when accessing subtype and default values of properties with python\nBlender 2.91.0\nOctober 30, 00:21:13- 9e85812acc88\n\nthank you for fixing #82167 so quickly @lichtwerk, most of my warnings are now gone.\nA few more still remain though, I've tried to track them down and I think these are all of them:\n\n```\nimport bpy\nbpy.types.Curve.bl_rna.properties['bevel_depth'].subtype\nbpy.types.Curve.bl_rna.properties['extrude'].subtype\nbpy.types.Curve.bl_rna.properties['offset'].subtype\n\nimport bl_operators\n# if I remove the options={'ENUM_FLAG'} from the operator these 2 don't throw a warning\nbl_operators.wm.BatchRenameAction.bl_rna.properties['strip_chars'].default \nbl_operators.wm.BatchRenameAction.bl_rna.properties['strip_part'].default\n\nimport cycles\ncycles.properties.CyclesRenderSettings.bl_rna.properties['denoiser'].default\ncycles.properties.CyclesRenderSettings.bl_rna.properties['preview_denoiser'].default\ncycles.properties.CyclesRenderSettings.bl_rna.properties['distance_cull_margin'].subtype\n\n```\n\nit gives me these errors\n\n```\nWARN (bpy.rna): C:\\b\\buildbot-worker-windows\\windows_291\\blender.git\\source\\blender\\python\\intern\\bpy_rna.c:1493 pyrna_enum_to_py: current value '65536' matches no enum in 'FloatProperty', 'bevel_depth', 'subtype'\nWARN (bpy.rna): C:\\b\\buildbot-worker-windows\\windows_291\\blender.git\\source\\blender\\python\\intern\\bpy_rna.c:1493 pyrna_enum_to_py: current value '65536' matches no enum in 'FloatProperty', 'extrude', 'subtype'\nWARN (bpy.rna): C:\\b\\buildbot-worker-windows\\windows_291\\blender.git\\source\\blender\\python\\intern\\bpy_rna.c:1493 pyrna_enum_to_py: current value '65536' matches no enum in 'FloatProperty', 'offset', 'subtype'\nWARN (bpy.rna): C:\\b\\buildbot-worker-windows\\windows_291\\blender.git\\source\\blender\\python\\intern\\bpy_rna.c:1493 pyrna_enum_to_py: current value '0' matches no enum in 'EnumProperty', 'strip_chars', 'default'\nWARN (bpy.rna): C:\\b\\buildbot-worker-windows\\windows_291\\blender.git\\source\\blender\\python\\intern\\bpy_rna.c:1493 pyrna_enum_to_py: current value '0' matches no enum in 'EnumProperty', 'strip_part', 'default'\nWARN (bpy.rna): C:\\b\\buildbot-worker-windows\\windows_291\\blender.git\\source\\blender\\python\\intern\\bpy_rna.c:1493 pyrna_enum_to_py: current value '1' matches no enum in 'EnumProperty', 'denoiser', 'default'\nWARN (bpy.rna): C:\\b\\buildbot-worker-windows\\windows_291\\blender.git\\source\\blender\\python\\intern\\bpy_rna.c:1493 pyrna_enum_to_py: current value '0' matches no enum in 'EnumProperty', 'preview_denoiser', 'default'\nWARN (bpy.rna): C:\\b\\buildbot-worker-windows\\windows_291\\blender.git\\source\\blender\\python\\intern\\bpy_rna.c:1493 pyrna_enum_to_py: current value '65536' matches no enum in 'FloatProperty', 'distance_cull_margin', 'subtype'\n```\n", "(Unneccessarily) restricted execution in scripted expression drivers (using e.g. \"self\", \"bpy.data\")\nOperating system: Linux-5.15.0-69-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: Mesa Intel(R) HD Graphics 4600 (HSW GT2) Intel 4.6 (Core Profile) Mesa 22.2.5\n\nBroken: version: 3.5.0\n\nself causes error in scripted expression drivers\n\nIn scripted expression drivers using expression \"self.location.x\" from Blenders manual and \"self.location[0]\" from online examples both fail with \"ERROR: Invalid Pythpn expression\".\nI have enabled \"Use Self\" in driver and \"Auto Run Python Scripts\" in preferences\n\n", "Wrong undo/redo sequence with direct transform change (via Item/transform panel or addon)\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 375.70\n\nBroken: version: 2.93.1\n\n\nUndo operation is not working properly with `Copy attributes addon`.\n[refer the video to understand the situation better]\n\n\n**Exact steps to Reproduce the error**\n\n[2021-07-28_13-59-32.mp4](2021-07-28_13-59-32.mp4)\n\n**To reproduce**\n- 0. Make sphere, go to sculpt mode.\n- 1. Draw «1» on sphere\n- 2. Change location via item panel\n- 3. Draw «3» on the sphere\n- 4. Undo actions with {key Ctrl+Z}: undo order is broken\n\n---\n\n**Exact steps to Reproduce the error (Addon Case)**\n\n- Open .blend file\n- Enable Copy attributes addon\n- Select both mesh objects\n- Do {key Ctrl C} -> `Copy Locations`\n- Switch to edit mode\n- Perform some changes to the mesh\n- Switch to object mode\n- Perform undo operation.\n\n[Notice that the undo operation ignores all the steps from edit mode and directly switches the mesh to the initial position]\n\n\n[2021-07-27_13-33-38.mp4](2021-07-27_13-33-38.mp4)\n\nTest File:\n[#90234.blend](T90234.blend)", "Wrong width returned from bpy.types.Window.width (depending on native pixel size)\n\nOS: macOS Mojave (10.14.6)\nGraphic card: Radeon Pro 450 2GB\n\n\n\nBroken version: 2.91.0\n\n\n**Description of error**\n\nbpy.types.Window.width does not return correct value in my environment.\n\nI tried to get window size of Blender via bpy.context.window_manager.windows- [x].width.\nBut the returned value differs from the actual window width (Actual window width: 2880, Returned value: 1680).\nAlso, I found that bpy.context.window_manager.windows- [x].x also returned invalid value.\n\nOther related values such as region.width, area.width seems fine in my environment.", "Roundness fails for top corners of lighting subpanel\nWindows 11 OS\nBlender 3.0.1\n**Under 3DViewport Theme Settings, ''MenuBack\" Roundness slider only rounds the bottom part of matcap/studio light SubPanel)**\n\n![MenuBack_Roundness_BUG.gif](MenuBack_Roundness_BUG.gif)", "Problem with parent_vertices attribute\nOperating system: Microsoft Windows 10 Professionnel\nGraphics card: Nvidia Gefroce RTX 2080 Super\n\nBlender 3.0.0, hash: f1cca3055776 , branch: master\n\n**Short description of the bug**\nThe attributes parent_vertices is by default to [0,0,0] but it cause some problem :\nWhen you select the 0th vertex of a mesh and parent an other object with the vertex_parent_set() function the list still be the same [0,0,0].\nSo when the parent mesh is deleted you cannot know if there were a parent before. \nMaybe set the default list to [None, None, None] will avoid the problem.\n", "Error \"NotImplementedError: bevel: keyword \"custom_profile\" type 4 not working yet!\" when attempting to use custom_profile keyword in bmesh.ops.bevel\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.39\n\nBroken: version: 3.1.2\nWorked: No previous working version known\n\nTried to call bmesh.ops.bevel with custom_profile keyword argument. Got \"NotImplementedError: bevel: keyword \"custom_profile\" type 4 not working yet!\" error.\n\n\nOpen the attached blend file.\nGo to the Scripting workspace\nCopy the text in the Text editor\nPaste it to the python console.\n[bmesh bevel bug.blend](bmesh_bevel_bug.blend)", "Unable to fix broken linked IDs when renamed in libfile\nWindows 10\nWindows 7 x64\n\nWorked: 2.82\nBroken: 2.83.0\n\nCant rename linked collection. Error: Cannot edit external library data\n\nDefault Blender setup (first file lets call it assets.blend)\nCreate a collection and name it \"Test\" \nCreate a cube and move it to \"Test\" collection\nSave the file\n\nCreate another file (lets call it level.blend)\nLink the \"test\" collection from the assets.blend\nCheck all linking options before hiting link\nSave the file\n\nNow open assets.blend again and rename \"Test\" collection to \"Cube\"\nAnd save it again.\n\nOpen level.blend\nA message appears that link is broken\nGo to Outliner and change Display mode to Blender File\nNow go down to the linked collection\nDouble click broken collection to rename it\nError message appears \"Cannot edit external library data\"\n\nRenaming linked collections works fine in 2.82\n", "Blender development todo list -- Import/Export\nNOTE: this is a direct dump of Import_Export (without cherrypicking the [still] valid items)\n\n## Blender files and Library linking\n\n- [ ] Mixing \"direct\" and \"indirect\" data not well supported #26706\n- [ ] Making local data which is still used in libraries, causes problems #44321\n\n## All Formats\n\nCurrently negative scales will flip faces for formats which don't store object transformations (obj, ply, stl ... etc). #35892\n\n## FBX\nSee [[Extensions:2.6/Py/Scripts/Import-Export/Autodesk_FBX]].\n\n## Alembic\n- [ ] While Alembic exports particles as points and supports ParticleInstance modifiers it could also support particle duplication (dupliobjects etc.), see #54703\n", "bpy.ops.outliner.select_walk + INVOKE_DEFAULT + temp_override crashes Blender\nBlender 3.6.2\n\n\nSteps to reproduce:\n1. Default Blender scene.\n2. Run the code in the outliner (it will step selection down in outliner)\n3. Uncomment two last lines (same operator but with `temp_override`). Blender will crash.\n\n```python\nimport bpy\n\ncontext = bpy.context\n\noverride = {\"area\": next(area for area in context.screen.areas if area.type == \"OUTLINER\")}\nbpy.ops.outliner.select_walk(override, \"INVOKE_DEFAULT\", direction=\"DOWN\")\n\n#with context.temp_override(**override):\n# bpy.ops.outliner.select_walk(\"INVOKE_DEFAULT\", direction=\"DOWN\")\n```\n\nNoticed similar case #107805, not completely sure they're really related though.\n\n" ]
[ "blender has crase\nhello, can you help me? my blender application has crased / error..\nthe blender send me message on board :\n\nTraceback (most recent call last):\n```\nFile \"C:\\Program Files\\Blender Foundation\\Blender 2.82\\2.82\\scripts\\startup\\bl_operators\\wm.py\", line 525, in execute\n value = context_path_validate(context, data_path)\nFile \"C:\\Program Files\\Blender Foundation\\Blender 2.82\\2.82\\scripts\\startup\\bl_operators\\wm.py\", line 84, in context_path_validate\n value = eval(\"context.%s\" % data_path) if data_path else Ellipsis\nFile \"<string>\", line 1, in <module>\n```\nAttributeError: 'SpaceView3D' object has no attribute 'context'\n\nlocation: <unknown location>:-1\n\n\ncan you fix it>\n\n" ]
blender has crase hello, can you help me? my blender application has crased / error.. the blender send me message on board : Traceback (most recent call last): ``` File "C:\Program Files\Blender Foundation\Blender 2.82\2.82\scripts\startup\bl_operators\wm.py", line 525, in execute value = context_path_validate(context, data_path) File "C:\Program Files\Blender Foundation\Blender 2.82\2.82\scripts\startup\bl_operators\wm.py", line 84, in context_path_validate value = eval("context.%s" % data_path) if data_path else Ellipsis File "<string>", line 1, in <module> ``` AttributeError: 'SpaceView3D' object has no attribute 'context' location: <unknown location>:-1 can you fix it>
[ "use-after-free crash after setting scene's render.engine inside custom render engine context\nOperating system: Ubuntu 20.04.2LTS\n\nBroken: 2.93.0 Beta, branch: master, commit date: 2021-05-19 10:14, hash: a294670bacb1, type: release\nAlso Broken: 0efb627bbd3ac3e53afb95591ae4e244bd1f8af4\n\nBlender crashes when setting some scene's render.engine property inside `__init__` or the `view_update` context of a custom render engine to a different one than the custom engine.\n\n[T88404_asan_report.txt](T88404_asan_report.txt)\n**Code to reproduce the error**\n```\nimport bpy\nimport bgl\n\nclass CustomRenderEngine(bpy.types.RenderEngine):\n bl_idname = \"CUSTOM\"\n bl_label = \"Custom\"\n bl_use_preview = True\n \n def __init__(self):\n return\n scene = bpy.data.scenes.new(\"foo\")\n scene.render.engine = \"CYCLES\"\n bpy.data.scenes.remove(scene)\n\n def __del__(self):\n pass\n\n def view_update(self, context, depsgraph):\n scene = bpy.data.scenes.new(\"foo\")\n scene.render.engine = \"CYCLES\"\n bpy.data.scenes.remove(scene)\n\n def view_draw(self, context, depsgraph):\n pass\n\ndef get_panels():\n exclude_panels = {\n 'VIEWLAYER_PT_filter',\n 'VIEWLAYER_PT_layer_passes',\n }\n\n panels = []\n for panel in bpy.types.Panel.__subclasses__():\n if hasattr(panel, 'COMPAT_ENGINES') and 'BLENDER_RENDER' in panel.COMPAT_ENGINES:\n if panel.__name__ not in exclude_panels:\n panels.append(panel)\n\n return panels\n\n\ndef register():\n bpy.utils.register_class(CustomRenderEngine)\n\n for panel in get_panels():\n panel.COMPAT_ENGINES.add('CUSTOM')\n\n\ndef unregister():\n bpy.utils.unregister_class(CustomRenderEngine)\n\n for panel in get_panels():\n if 'CUSTOM' in panel.COMPAT_ENGINES:\n panel.COMPAT_ENGINES.remove('CUSTOM')\n\nif __name__ == \"__main__\":\n register()\n```\n\n1) Copy code from above into a new script file inside of Blender\n2) Run the script\n3) Select \"Custom\" as Render Engine inside Render Properties\n4) Select \"Material Preview\" as display method in the viewport.\n\n[crash.blend](crash.blend)\n\nCrash log:\n```\n# Blender 2.93.0, Commit date: 2021-05-19 10:14, Hash a294670bacb1\nEngine 'CUSTOM' not available for scene 'Scene' (an add-on may need to be installed or enabled) # Error\nbpy.ops.text.run_script() # Operator\n\n# backtrace\n./blender(BLI_system_backtrace+0x20) [0xa63c950]\n./blender() [0xf6082a]\n/lib/x86_64-linux-gnu/libc.so.6(+0x46210) [0x7f7ce17be210]\n./blender(GPU_framebuffer_blit+0x2f) [0x8664faf]\n./blender() [0x1485fc3]\n./blender() [0x14597fe]\n./blender(DRW_draw_render_loop_ex+0x242) [0x1459a72]\n./blender(view3d_main_region_draw+0x8f) [0x1d3570f]\n./blender(ED_region_do_draw+0x851) [0x189c771]\n./blender(wm_draw_update+0x52e) [0x130cc9e]\n./blender(WM_main+0x30) [0x130aa20]\n./blender(main+0x319) [0xe881c9]\n/lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0xf3) [0x7f7ce179f0b3]\n./blender() [0xf5d1bc]\n\n# Python backtrace\n```", "Blender's search in data-blocks is case-sansitive in cyrilic letters\nUbuntu 14.04\n\nBroken: 2.73\n\nSupporting of Utf-8 characters chars in names of objects and data-blocks are not completely done. While searching, uppercase and lowercase letters in the Cyrillic alphabet are considered as different letters. \n\nHere is the test file [casetest.blend](casetest.blend)\n\n![Снимок_экрана_из_2015-01-12_12:14:16.png](Снимок_экрана_из_2015-01-12_12_14_16.png)\n\n![Снимок_экрана_из_2015-01-12_12:14:30.png](Снимок_экрана_из_2015-01-12_12_14_30.png)\n", "Crash and assert hit when converting empty hair to mesh\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3050 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.78\n\nBroken: 3.5, 3.6\nWorked: never? (conversion for \"Curves\" is added in 3.5 release)\n\nCrash triggers when converting empty hair object to mesh due null pointer access and\nassert hit at `BLI_assert(mesh_src->id.tag & LIB_TAG_NO_MAIN)` and `BLI_assert(mesh_dst == ob->data)`\n\n- Open default scene\n- Select default cube and Add empty hair object\n- Convert to > Mesh\n\n```\n \tblender.exe!_BLI_assert_abort() Line 47\tC\n>\tblender.exe!BKE_mesh_nomain_to_mesh(Mesh * mesh_src, Mesh * mesh_dst, Object * ob) Line 1113\tC++\n \tblender.exe!object_convert_exec(bContext * C, wmOperator * op) Line 3397\tC++\n \tblender.exe!wm_operator_invoke(bContext * C, wmOperatorType * ot, const wmEvent * event, PointerRNA * properties, ReportList * reports, const bool poll_only, bool use_last_properties) Line 1539\tC++\n \tblender.exe!wm_operator_call_internal(bContext * C, wmOperatorType * ot, PointerRNA * properties, ReportList * reports, const wmOperatorCallContext context, const bool poll_only, const wmEvent * event) Line 1727\tC++\n \tblender.exe!WM_operator_name_call_ptr(bContext * C, wmOperatorType * ot, wmOperatorCallContext context, PointerRNA * properties, const wmEvent * event) Line 1776\tC++\n \tblender.exe!WM_operator_name_call_ptr_with_depends_on_cursor(bContext * C, wmOperatorType * ot, wmOperatorCallContext opcontext, PointerRNA * properties, const wmEvent * event, const char * drawstr) Line 1969\tC++\n \tblender.exe!ui_apply_but_funcs_after(bContext * C) Line 1029\tC++\n \tblender.exe!ui_popup_handler(bContext * C, const wmEvent * event, void * userdata) Line 11541\tC++\n \tblender.exe!wm_handler_ui_call(bContext * C, wmEventHandler_UI * handler, const wmEvent * event, const bool always_pass) Line 814\tC++\n \tblender.exe!wm_handlers_do_intern(bContext * C, wmWindow * win, wmEvent * event, ListBase * handlers) Line 3305\tC++\n \tblender.exe!wm_handlers_do(bContext * C, wmEvent * event, ListBase * handlers) Line 3422\tC++\n \tblender.exe!wm_event_do_handlers(bContext * C) Line 4044\tC++\n \tblender.exe!WM_main(bContext * C) Line 649\tC\n \tblender.exe!main(int argc, const unsigned char * * UNUSED_argv_c) Line 597\tC\n```\n\n", "Cannot Apply Multi Objects\nOperating system: Linux-5.8.0-53-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: Radeon RX 570 Series ATI Technologies Inc. 4.5.14735 Core Profile Context 21.10\n\nBroken: version: 2.92.0\n\nWhen I try to apply scaling, rotation or location to a linked object (Alt+D) I get this error message:\n\"Cannot apply to a multi user: Object \"Cube.001\", Mesh \"Cube\", aborting\"\n \n- Scale the cube \n- Link it with Alt+D,\n- Apply scaling, location or rotation to one of the two cubes.\n\n[Blender 2021-05-30 00-10-18.mp4](Blender_2021-05-30_00-10-18.mp4)", "Segmentation fault when selecting context.area.type before applying operator (scripting)\nOS: Ubuntu 16.04.4 LTS\nHW: Dell XPS 9550 notebook, using Intel HD GPU (nvidia deactivted)\n\nBroken: 2.83\n\nExecuting the operator `bpy.ops.transform.translate` causes a crash if `bpy.context.area.type` is set manually before.\nCrash in `setTransformViewMatrices` because `t->ar->regiondata` is `NULL`\n\nRunning the following script causes the crash:\n```\nimport bpy\nimport bmesh\n\n# Create object\nbpy.ops.mesh.primitive_plane_add(size=1, enter_editmode=False, location=(0, 0, 0))\n\n# Enter edit mode\nbpy.context.area.type = 'VIEW_3D' # If this is not set, crash does not occur\nbpy.ops.object.mode_set(mode='EDIT', toggle=False)\n\n# Modify vertices\nmesh = bmesh.from_edit_mesh(bpy.context.active_object.data)\nmesh.verts.ensure_lookup_table()\nmesh.verts[0].select = True\n\n# Next call causes crash:\nbpy.ops.transform.translate(value=(0, 0, 1), constraint_axis=(False, False, True),\n mirror=False, use_proportional_edit=True,\n proportional_edit_falloff='SHARP')\n```\n", "Python Error when disk volume name contains Non-Standard characters\nOperating system:Windows11 22621.2134\nGraphics card:NVIDIA GTX 1050Ti\n\nBroken: all\nWorked: none\n\nWhen you use some special unicode for file names.\nIt will log error if you open the blender file manager.\n\nMaybe we should have some way to ignore the special unicode?\nSomebody likes use emoji as file name likes me...\n\n![image](attachment)\n```\n File \"G:\\blender\\36\\3.6\\scripts\\startup\\bl_ui\\space_filebrowser.py\", line 220, in draw_item\n row.label(text=direntry.name, icon_value=icon)\nTypeError: UILayout.label(): error with keyword argument \"text\" - Function.text error assigning string, UnicodeEncodeError('utf-8' codec can't encode character '\\ud83d' in position 0: surrogates not allowed)\nTraceback (most recent call last):\n File \"G:\\blender\\36\\3.6\\scripts\\startup\\bl_ui\\space_filebrowser.py\", line 220, in draw_item\n row.label(text=direntry.name, icon_value=icon)\nTypeError: UILayout.label(): error with keyword argument \"text\" - Function.text error assigning string, UnicodeEncodeError('utf-8' codec can't encode character '\\ud83d' in position 0: surrogates not allowed)\nTraceback (most recent call last):\n File \"G:\\blender\\36\\3.6\\scripts\\startup\\bl_ui\\space_filebrowser.py\", line 220, in draw_item\n row.label(text=direntry.name, icon_value=icon)\nTypeError: UILayout.label(): error with keyword argument \"text\" - Function.text error assigning string, UnicodeEncodeError('utf-8' codec can't encode character '\\ud83d' in position 0: surrogates not allowed)\n```\n\nWindows explore:\n![image](attachment)\n\n- ...\n\n", "UI: Annotate Tool - Missing Layer and Color Parameters\nOperating system: Windows 10\n\nBroken: 3.5.0, 3.6.0 (2023-04-06)\n\nIn some places, layer and color parameters are missing:\n![Annotate Tool.png](attachment)\n\n", "Regression: Guiding in manta is broken\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.29\n\nBroken: version: 3.5.0\nWorked: It was working in 3.2.1\n\nIt looks like this was caused by 05952aa94d33eeb504fa63618ba35c2bcc8bd19b\n(there is a bit of uncertainty to this though since with that commit, I dont get mentioned error in the console, bake is broken nonetheless with that commit)\n\nIf you us a smoke domain to guid a liquid you get no result because there is an error in the console that shows that two variables are undefined.\n\n```\nTraceback (most recent call last):\n File \"<string>\", line 1, in <module>\n File \"<string>\", line 250, in bake_guiding_166\n File \"<string>\", line 235, in bake_guiding_process_166\nNameError: name 'x_guidevel_s166' is not defined\nTraceback (most recent call last):\n File \"<string>\", line 1, in <module>\n File \"<string>\", line 169, in bake_fluid_data_166\n File \"<string>\", line 164, in bake_fluid_process_data_166\n File \"<string>\", line 80, in liquid_adaptive_step_166\n File \"<string>\", line 334, in fluid_pre_step_166\nNameError: name 'weightGuide_s166' is not defined\n```\n\n1. Open the file.\n2. Configure the cache folders in both domains.\n3. Bake the smoke domain.\n4. Bake the liquid domain (you will see the error in the console and no liquid in the scene).", "Add error message feedback on constraints, similar to what already exists for modifiers.\nCurrently de-activated constraints only show their status through a small red icon. It would be better for users to also show an error message explaining what is the issue, similar to what modifiers already do.\n\nSee e.g. the invalid settings for the IK constraint of the first bone in this file from #100128: [lib.blend](lib.blend)", "Annotations (D) do not work with 3d cursor tool (keymap issue)\nMacBook Pro (Retina, 15-inch, Mid 2015)\n2.5 GHz Intel Core i7\n16 GB 1600 MHz DDR3\nAMD Radeon R9 M370X 2048 MB\nIntel Iris Pro 1536 MB\n\nBlender 2.80 Alpha 2\nHash: c94f806dc73\n\ndate: 2018-11-14 22:51\n\nAnnotation tool does not work when pressing D and LEFT MOUSE BUTTON.\n\nAnnotation tool will work when searching with CMD+F; but also within the search, if you click ENTER the annotation tool will pop up for a split second and disappear. \n\nAttaching a short video.\n[Annotation Bug.mov](Annotation_Bug.mov)\n", "Python API: No way to add/remove driver variable targets\nCurrently the Python API can't add/remove targets,\n\nExample usage for an existing driver.\n\n```\ntarget = bpy.context.object.animation_data.drivers[0].driver.variables['var'].targets.new()\nbpy.context.object.animation_data.drivers[0].driver.variables['var'].targets.remove(target)\n```\n\nSee: `bpy.types.DriverVariable.targets`.\n\nThis task is to extend the API, for reference see `rna_Driver_new`, `rna_Driver_remove` for refence.", "Crash. Script changing values of a prop attached to object by an operator popup crashes the app\nOperating system: Windows 10 Pro\nGraphics card: NVidia GTX 1070 Ti\n\nBroken:\n(example: 2.80, edbf15d3c044, blender2.8, 2018-11-28, as found on the splash screen)\nWorked: (optional)\n\nWhen used from a plugin, operator that uses wm.invoke_props_popup(self, event) to draw(and change) properties from a property group attached to an object (constantly) crashes the app.\nWhen same code is used from the blender scripting area, the app does not crash, but after initial change of the param, the property is grayed out(seems like a bug as well).\nError : EXCEPTION_ACCESS_VIOLATION\nAddress : 0x00007FF7DDBEA080\nModule : c:\\Blender28\\program\\blender.exe\nThe terminal process terminated with exit code: 11\n\n1) Create a testing_grounds.py file\n2) Fill it with code provided below\n3) Install as an addon\n4) Select an object\n5) Launch the operator(through space, typing \"TEZZT\")\n6) Change the value of the property by clicking and dragging the value;\n7) Repeat step (6) a few times if the app hasn't crashed yet\n\n```\nbl_info = {\n \"name\" : \"TestingGrounds\",\n \"author\" : \"ChieVFX\",\n \"description\" : \"\",\n \"blender\" : (2, 80, 0),\n \"location\" : \"\",\n \"warning\" : \"\",\n \"category\" : \"Generic\"\n}\n\nimport bpy\n\nclass SomeParams(bpy.types.PropertyGroup):\n float_value : bpy.props.FloatProperty()\n\nclass TestOp(bpy.types.Operator):\n bl_idname=\"testing_ground.tezzt\"\n bl_label=\"TEZZT\"\n bl_options={'REGISTER', 'UNDO'}\n\n def invoke(self, context, event):\n wm = context.window_manager\n return wm.invoke_props_popup(self, event)\n \n def execute(self, context):\n print(\"Im fine\")\n return {'FINISHED'}\n \n def draw(self, context):\n layout : bpy.types.UILayout = self.layout\n obj = context.object\n some_params = obj.some_params\n layout.prop(some_params, \"float_value\", text=\"Prop popup test\")\n \nclasses = [\n SomeParams,\n TestOp\n]\n\ndef register():\n for cls in classes:\n bpy.utils.register_class(cls)\n \n bpy.types.Object.some_params = bpy.props.PointerProperty(type=SomeParams)\n\n\ndef unregister():\n for cls in classes:\n bpy.utils.unregister_class(cls)\n \nif __name__ == \"__main__\":\n register()\n bpy.ops.testing_ground.tezzt('INVOKE_DEFAULT')\n```\n", "Clicking on Driven decorator should open the Edit Driver popup\nIt would be nice if single-click on the driver icon would open the edit driver popover and double-clicking open driver editor. \n\nIn the keyframe icons by double clicking you could open in floating window the curve editor would be good, or ctrl + left click.\n\n![image.png](image.png)\n\n![image.png](image.png)", "GPU Codegen parser warning\nI'm working on a patch for Gabor Noise: 110802\n\n@OmarEmaraDev suggested opening a bug report.\n\nThe function below has to be written with a return type rather than void.\n\nUsing `void` generates the following gpu_codegen parser warning. `Unknown parameter type \"GaborParams\"`\n\n```\nvoid gabor_sample(\n GaborParams gp, float orand, float orand2, float prand, out vec3 omega, out float phi)\n```\n\nAs a workaround I have written the function with a return type of `GaborParams` which solves the issue.\n\n`GaborParams` is a struct of floats.\n\n```\nGaborParams gabor_sample(\n GaborParams gp, float orand, float orand2, float prand, out vec3 omega, out float phi)\n{\n float pvar = mix(0.0, prand * 2.0 - 1.0, gp.phase_variance);\n phi = M_2PI * pvar + gp.phase;\n\n /* Anisotropic direction. */\n if (gp.anisotropic == 1) {\n omega = gp.direction;\n }\n else { /* Isotropic. */\n float ovar = M_PI * (orand * 2.0 - 1.0);\n float omega_t = ovar * gp.rot_variance - gp.rotation;\n float cos_omega_p = 1.0 - 2.0 * orand2;\n float sin_omega_p = sqrt(1.0 - cos_omega_p * cos_omega_p);\n float sin_omega_t = sin(omega_t);\n float cos_omega_t = cos(omega_t);\n omega = normalize(vec3(cos_omega_t * sin_omega_p, sin_omega_t * sin_omega_p, cos_omega_p));\n }\n /* Return GaborParams to workaround gpu_codegen parser warning when return type is set to void :\n * Unknown parameter type \"GaborParams\". */\n return gp;\n}\n```\n\n", "Crash on calling bpy.ops.mesh.loopcut in python script\nOperation system: macOS BigSur 11.6 (20G165) \nApple M1\n\nVersion 3.4.1 (3.4.1 2022-12-20)\n\nBlender crashes in background mode when you are calling bpy.ops.mesh.loopcut with overridden context\n\nRun Blender from cli with args:\n/path/to/bin --background --python bug.py\n[bug.py](bug.py)\n\n" ]
[ "how to fix traceback attribute error in blender\nhello, can you help me? my blender application has crased / error..\nthe blender send me message on board :\n\nTraceback (most recent call last):\n```\nFile \"C:\\Program Files\\Blender Foundation\\Blender 2.82\\2.82\\scripts\\startup\\bl_operators\\wm.py\", line 525, in execute\n value = context_path_validate(context, data_path)\nFile \"C:\\Program Files\\Blender Foundation\\Blender 2.82\\2.82\\scripts\\startup\\bl_operators\\wm.py\", line 84, in context_path_validate\n value = eval(\"context.%s\" % data_path) if data_path else Ellipsis\nFile \"<string>\", line 1, in <module>\n```\nAttributeError: 'SpaceView3D' object has no attribute 'context'\n\nlocation: <unknown location>:-1\n\n\n\ncan you fix it?\n" ]
Broken IK Operating system and graphics card Windows 7 64-bit Pro, nVidia GTX 660 Custom built-PC Ivy Bridge Core i5 3570 3.4 GHz 8 GB DDR3 SDRAM Broken: (example: 2.71 9337574 Worked: 2.6.x Blender 2.71 9337574 Build armature, make a thing to IK, IK the bone set, limit the rotation to mimic a knee. the frames are right next to each other, as illustrated by frame #3 ![undefined](undefined) ![undefined](undefined) [broken.blend](broken.blend)
[ "Use proximity for edit mesh mirror and mirror selection operator\nThis feature request was discussed with Campbell Barton during meeting 2021-02-23\n\nIt is hard to select the corresponding vertex on the flipped axis side when the topology is non symmetrical and the corresponding vertices on the flipped axis side is slightly offsetted.\n\nIn order to fix this, it would be great with a \"proximity slider\" that selects vertices on the axis flip side that is within the range of the corresponding coordinate of your current selection.\n\n---\nUI mockup for viewport options\n![image.png](image.png)\n\nUI mockup for operator \"Select mirror\"\n![image.png](image.png)\n---\n\nUse cases below:\n---\n\nCurrent behavior works great when **Topology mirror == True** and the mesh on both side of the axis is connected (and the topology was \"built symmetrical\"). Even if vertices on the axis flip side is slightly offseted.\n\n[topology mirror.mp4](topology_mirror.mp4)\n\n---\n\nCurrent behavior does not work when the topology is built symmetrical, but the topology on both side of the axis is not connected (like the eyes in this case). And the mesh is slightly offsetted on the axis flip side.\n\n[symmetry does not work.mp4](symmetry_does_not_work.mp4)\n\n---\n\nCurrent behavior does not work when the topology is not completely symmetrical and the vertices on the axis flip side is slightly offsetted.\n\n[slightly non symmetrical topology.mp4](slightly_non_symmetrical_topology.mp4)\n\n\n\n\n", "Black and white pixels appearing in render and viewport when rendering with HIP in Cycles (Blender 3.1.2)\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: AMD Radeon RX 6600 XT ATI Technologies Inc. 4.5.14802 Core Profile Context 21.Q4 30.0.14011.2006\n\nBroken: version: 3.1.2\n\n\nViewport and render displayed Black and white pixels in places that should not be black or white when rendering using HIP. On the attached image, the mushroom shows it best and is a hotspot for these broken pixels. Switching to CPU rendering fixed the issue. \n\n*Open attached blend file\n*Set rendering to 'HIP' in preferences, switch to GPU compute for rendering\n*In rendered view in the viewport, there will be black + white error pixels. The more samples are used, the more of these pixels are visible.\n*Rendering the image has the same result. \n[TheWetland.blend](TheWetland.blend)\n\n![TheWetland1.png](TheWetland1.png)\n\n", "Crash guide during render complete August 29, 2022\nOperating system: macOS-13.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 575 OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.9.44\n\nBroken: version: 3.3.0 Beta\n\nBlender 3.3 Beta crash guide during render August 29, 2022\n\n\nNot matter all version 3.0 to 3.4 keep me crash. Do not use Windows. Only for Macintosh.\n\n![image.png](image.png)\n\n[Blender-2022-08-29-092340.ips](Blender-2022-08-29-092340.ips)\n\n[Armor wear 1.0.0.blend](Armor_wear_1.0.0.blend)\n\n![image.png](image.png)\n\nT100328\n@Nurb2Kea\nRender 600 (complete render cause crash guide)\n", "Blender crash on pose library N-panel\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 850M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.68\n\nBroken: version: 3.5.1\n\nEvery time I click on invert button (which invert filtering) inside pose library N-panel blender crashes under this condition that your active asset library set to all.\n\n1. First be sure animation pose library add-on is enable.\n2. Create new scene.\n3. Create an armature.\n4. Go to pose mode.\n5. Click on Animation tab on side bar(N-panel).\n6. Change active pose library from \"Current File\" to \"All\".\n7. Click on double arrow icon which indicate invert filtering one or two times.\n8. Blender will crash.\n\nI also tested on blender 3.6 Beta , It still exist but in v 3.6 beta you should click on view port shading options after step 6 to perform crash.\n\nAnyway I upload crash log.\nThanks a lot.", "IK constraints that are disabled or have influence set to zero, result in jerky movement of the bones until the IK constraint or target are deleted.\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.96\n\nBroken: version: 3.2.2 to 3.4 alpha\nWorked: not sure.\n\nPlease note there are no dependancy issues as all constraints are turned off. I've also updated the blend file so that there are no dependency issues even when the constraints are turned on.\n[boney bug.blend](boney_bug.blend)\n[blender_debug_output.txt](blender_debug_output.txt)\n\n[2022-08-23 20-55-41.mp4](2022-08-23_20-55-41.mp4)\n\n", "2.83.2 and 2.9.0 problem with bone selection inside another bone\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: AMD Radeon HD 6670 ATI Technologies Inc. 4.5.13417 Core Profile Context 15.301.1901.0\n\nBroken: version: 2.83.2\nWorked: (in blender 2.80 worked as expected)\n\nBone selection problem, inside another bone\n\n\nBlender 2.83.2 and the latest version 2.90 currently have a problem with bone selection in both Edit mode and Pose mode.\n\n1. If you create a bone and then copy it and scale down. In Edit mode with the OpenGL Depth Picking enabled and xray-mode on, you can only select bone tail inside another bone. If select the bone itself, the outer bone is highlighted. \nI tested this with both, my settings and Factory Defaults, the problem occurs in both cases.\nVideo demonstration: NksQCnU6kjs\n\n2. If you create a bone and then copy it and scale down. In Pose mode with the OpenGL Depth Picking enabled and xray-mode on, you can't select bone tail and bone inside another bone. \nI tested this with both, my settings and Factory Defaults, the problem occurs in both cases\n\n3. If you create a bone and then copy it and scale down. In Pose mode with the OpenGL Depth Picking disabled and xray-mode on, you can select bone tail inside another bone, but you cannot select a bone along its edge inside another bone.\nI tested this with both, my settings and Factory Defaults, the problem occurs in both cases.\nVideo demonstration: Su6GZJg_-Ak\n\nversion 2.8 does not have this problem\n\n", "Constraint with custom space not limiting transformation\nOperating system: Windows 11\nGraphics card: RTX 3060\n\nBroken: Blender 3.6.2\nWorked: Never\n\nAffect transform conflict with custom space\n\nAccording to documentation, Affect Transform option will limit manual rotation, but it doesn't with custom space. It works with local space.\n\n**Steps To Reproduce**\n\nOpen [file](https://projects.blender.orgattachment) and rotate contrained bone. Check bone transformaton - it is not limited.\n", " Add a 'relative mirror' option for mesh editing (similar to bones)\n**Team**\n**Commissioner:** `?` *Core developer or artist, sign off the project, works as client.*\n**Project leader:** @mano-wii *Main developer responsible for the implementation, only in one project.*\n**Project members:** `-` *Optional other developers, can be in multiple projects at once.*\n\n**Description**\n**Big picture:**\nJust as it works on bones in `Pose Mode`, meshes editing could benefit from the \"`Relative Mirror`\" option. \nThe idea is to consider the initial offset of the mirrored vertices when the \"`Topology Mirror`\" option is enabled and move the vertices respecting that offset.\nThis would solve problems like #74340 (Uncontrolled vertex movement in symmetric editing).\n\n**Use cases**:\n* Model asymmetric objects but with a symmetrical topology avoiding unexpected jumps.\n\n**Design:**\n* As seen with bones, the \"`Relative Mirror`\" option will also be available for meshes.", "Random crashes with NVidia + GPU Subdivision (sometimes when activating X-Ray or Wireframe overlay)\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\n| Graphics card: | Driver : | User:\n| --- | --- | ---\n| NVIDIA GeForce RTX 3090/PCIe/SSE2 | 4.5.0 NVIDIA 516.94 | @GabrielMoro\n| NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 | 4.5.0 NVIDIA 512.15 | @STYXtheMUTT\n| NVIDIA GeForce RTX 3070 Ti/PCIe/SSE2 | 4.5.0 NVIDIA 516.94 | @Jojolix\n|NVIDIA GeForce RTX 2070 SUPER/PCIe/SSE2|NVIDIA 516.59|@MassimilianoPuliero\n|NVIDIA GeForce RTX 3090|NVIDIA 516.94|@The5\n\nBroken: version: 3.2.2\n\nOn some seemingly random occasions, Blender crashes with the following stack:\n```lines=10\nStack trace:\nblender.exe :0x00007FF77C1458B0 BKE_subdiv_free\nblender.exe :0x00007FF77C147880 BKE_subsurf_modifier_subdiv_descriptor_ensure\nblender.exe :0x00007FF77BFFC3D0 <lambda_c000e58b9a8caf72c54e0e02a46effdb>::operator()\ntbb.dll :0x00007FFDBAF64FD0 tbb::interface7::internal::isolate_within_arena\nblender.exe :0x00007FF77BFFC6F0 BKE_mesh_wrapper_ensure_subdivision\nblender.exe :0x00007FF77CB38FA0 raycast_obj_fn\nblender.exe :0x00007FF77CB375E0 iter_snap_objects\nblender.exe :0x00007FF77CB3E530 transform_snap_context_project_view3d_mixed_impl\nblender.exe :0x00007FF77CB3F0E0 ED_transform_snap_object_project_view3d\nblender.exe :0x00007FF77CB5E7C0 applyFaceProject\nblender.exe :0x00007FF77CB5EE00 applySnappingIndividual\nblender.exe :0x00007FF77CB72F70 recalcData_objects\nblender.exe :0x00007FF77CB81010 applyTranslation\nblender.exe :0x00007FF77CB46BE0 transformApply\nblender.exe :0x00007FF77CB41920 transform_modal\nblender.exe :0x00007FF77C229D30 wm_macro_modal\nblender.exe :0x00007FF77C20F9E0 wm_handler_operator_call\nblender.exe :0x00007FF77C210BD0 wm_handlers_do_intern\nblender.exe :0x00007FF77C210000 wm_handlers_do\nblender.exe :0x00007FF77C216590 wm_event_do_handlers\nblender.exe :0x00007FF77C1FC380 WM_main\nblender.exe :0x00007FF77B2F12A0 main\nblender.exe :0x00007FF7814128B0 __scrt_common_main_seh\nKERNEL32.DLL :0x00007FFDC7B67020 BaseThreadInitThunk\nntdll.dll :0x00007FFDC85A2680 RtlUserThreadStart\n```\n```lines=10\nStack trace:\nblender.exe :0x00007FF7A50C5B10 BKE_subdiv_update_from_mesh\nblender.exe :0x00007FF7A50C7880 BKE_subsurf_modifier_subdiv_descriptor_ensure\nblender.exe :0x00007FF7A52A1110 draw_subdiv_create_requested_buffers\nblender.exe :0x00007FF7A52A2080 DRW_create_subdivision\nblender.exe :0x00007FF7A52D1870 DRW_mesh_batch_cache_create_requested\nblender.exe :0x00007FF7A52C6000 drw_batch_cache_generate_requested\nblender.exe :0x00007FF7A529F1A0 drw_engines_cache_populate\nblender.exe :0x00007FF7A529B8C0 DRW_draw_render_loop_ex\nblender.exe :0x00007FF7A529C9B0 DRW_draw_view\nblender.exe :0x00007FF7A5D3FA00 view3d_main_region_draw\nblender.exe :0x00007FF7A5551070 ED_region_do_draw\nblender.exe :0x00007FF7A51A3700 wm_draw_window_offscreen\nblender.exe :0x00007FF7A51A3560 wm_draw_window\nblender.exe :0x00007FF7A51A2FB0 wm_draw_update\nblender.exe :0x00007FF7A517C380 WM_main\nblender.exe :0x00007FF7A42712A0 main\nblender.exe :0x00007FF7AA3928B0 __scrt_common_main_seh\nKERNEL32.DLL :0x00007FFD1C4A54D0 BaseThreadInitThunk\nntdll.dll :0x00007FFD1D524830 RtlUserThreadStart\n```\n\nOccasions observed:\n- try to snap objects on faces (the object that shall be snapped to is usually a complex mesh with modifiers like subdivisions, mirror, solidify, bevel and booleans)\n- toggle the shading mode between shaded and wireframe or between X-Ray and Wireframe Overlay.\n[intro.crash.txt](intro.crash.txt)\n\n\n- open attached file\n- disable and enable X-Ray multiple times\nIt happens specially when working fast.\n\n[BLENDER_Youre_Alive_v67.blend](BLENDER_Youre_Alive_v67.blend)\n\n", "The bridge tool fails in a situation with multiple rows of faces facing each other\nWin10 Pro 64 bit; AMD Ryzen 2700X; Nvidia GTX 1060 6GB; 32 gigs RAM\n\nBroken: hash d1be30f (buildbot build May 4).\nWorked: never\n\nIn a situation where you have multiple rows of faces that face each other across empty space (with other areas where they face away from each other). The bridge tool (even with*loop pairs* checked) is unable to give priority to the direction the normals are facing. The result of this is that instead of getting nice bridges among the multiple rows of cubes, the tool produces faces that overlap and have zero area. As hinted, the*loop pairs* checkbox in this case does not do anything and the result is the same.\n\nOpen the .blend, invoke the bridge operator (the result is the same whether or not \"loop pairs\" is selected.\n\n**blend**\n[IffyBridge.blend](IffyBridge.blend)\n\n[IffyBridge.blend](IffyBridge.blend) (updated blend)\n\nAn additional note; I submitted this issue years ago, but it was never fixed and I couldn't find my old report. If the bug is not going to be fixed, then just close this as a todo item or with a \"won't fix\" tag.\n", "Visual bug when using strenght tool in 3D space left for Tool Panel\nOperating system: Windows 10 64Bit\nGraphics card: Nvidia GTX 960M\n\nBroken: 2.80 RC\n\nVisual bug in Sculpt mode, Vertex Paint, Weight paint and Texture paint\n\n1. Go to Texture Paint mode\n2. Set strength tool to 1.0 (shift F)\n3. Use strenght tool hotkey (Shift F) in the narrow 3D space left for the Tool Panel\n\n![20190718 B28RC Visual glitch.jpg](20190718_B28RC_Visual_glitch.jpg)", "Cycles HIP rendered viewport crashes system/GPU on Linux with RDNA2 GPU\n Operating system: Fedora Linux Release 36 - Linux-5.18.16-200.fc36.x86_64-x86_64-with-glibc2.35 64 Bits\nGraphics card: AMD Radeon RX 6900 XT (sienna_cichlid, LLVM 14.0.0, DRM 3.46, 5.18.16-200.fc36.x86_64) AMD 4.6 (Core Profile) Mesa 22.1.5\nROCm Version: rocm-5.2.0\n\nBroken: version: 3.2.2\nWorked: never\n\nWhen using HIP on AMD GPU together with Cycles GPU Rendering my entire system freezes when using the rendered viewport, and I have to hard-reset the PC. I think it's the GPU /GPU-driver that crashes. \nKernel messages from journalctl suggest amdgpu (kernel module?) crashing (see attached) [journalctl.txt](journalctl.txt)\n\nThe crash is not always immediate and might instead only happen after using the rendered viewport for a while or switching back and forth between textured and rendered a few times.\n\nRendering with F12 works fine and I have observed no other crashes as long as I don't use the rendered viewport.\n\nI have only started using blender a few days ago creating procedural textures in the node editor and using the rendered viewport all the time and the crash didn't happen once.\nNow that I started working with image-texture-based assets like in the attached .blend file this problem started happening.\nMaybe it's related with this issue: T97591\n\nCan I somehow get more detailed debug output from blender? The \"-d\" switch didn't generate much more relevant output.\n\nI could reliably reproduce the issue by following these steps [test.blend](test.blend)\n1) Open up two Blender instances with the attached .blend File loaded and have the viewport running in rendered mode\n2) move the viewport in the first instance to get it to \"refresh\"/re-render\n3) while the first instance is still working - move the viewport in the second instance - for me the System/GPU freeze/crash happens right there. \n\n--\nlet me know what info I can provide to help.\n\nThank you!", "Error: Illegal address in CUDA queue copy_from_device\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 535.98\n\nBroken: version: 3.6.0\n\nWhen rendering in GPU mode, Render crashes.\n\nAttached Blend File\nAny frame after 1150 crashes on render with the title error for us.\nTry rendering frame 1160 - This one crashes for me all the time.\n\n", "System Hangs while Interacting with the Viewport\nOperating system: Manjaro KDE Plasma\nGraphics card: Intel HD Graphics (Cherry Trail) Atom X7-Z8700\n\nBroken: 3.5.0, 3.4.0, 3.4.1\nWorked: 3.3.2 (Haven't tried newer versions in the 3.3.x series)\n\nBlender causes the entire system to hang periodically while performing any task. Simply rotating the camera or zooming in or out results in the system freezing for minutes at a time. The mouse cursor responds to mouse and touchpad movement, but the system does not respond to mouse button clicks or keyboard input for long periods of time. Neither Blender nor the desktop respond.\n\nWhen rotating, moving or zooming the camera text overlays in the viewport flicker, sometimes the entire viewport flickers, then the system hangs. There are no errors or warnings printed to the terminal\n\nDoesn't appear to be related to a specific file. The issue is present in all blend files and when starting with the default setup.\n\n", "Combine crash\nOperating system: win 10\nGraphics card: 3090\n\nBlender Version 3.5.1 \n\nWhen using ctrl+j to combine components, blender will crash.\n\n" ]
[ "broken IK\nwindows 7 professional\ndell inspiron n5010\n\nBroken:2.7.1 9337574\nWorked:2.6.x\n\nIK is improperly directing the bone when the bone is limited.\n\nbuild an armature, make a thing to IK. IK the bone set. limit the rotation to mimic a knee.then move the target.\nthe frames are right next to each other, as illustrated by the frame #'s\n![undefined](undefined)\n![undefined](undefined)\n[broken.blend](broken.blend)" ]
German tranlation - incorrect umlauts on Windows systems Win7 64bit - GeForce GTX 660 2.76 rc1 to rc3 German tranlation - incorrect umlauts on Windows systems As currently no one is working on the German translation I have downloaded the current Po-File and changed the faulty umlauts. Now it no longer hurts in my eyes. If someone is interested in the amended Po-File or MO-File please send a message.
[ "GPU Subdivision: Wrong objects statistics information\nWindows 10\ni7-4790\n16 GB RAM\nRTX 2070\n\nBlender v3.4.1 (Steam)\n\nWrong objects statistics information in object mode when GPU Subdivision is enabled\n\n- Open `Rat.blend` file\n- Enable GPU subdivision\n- Rotate/move the bone\n- Switch to object mode (notice the viewport statistics)\n\n\n\n", "When IME is On, passing key inputs excluding caret operation to IME. (Windows)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Intel(R) Iris(TM) Graphics 5100 Intel 4.3.0 - Build 20.19.15.4531\n\nBroken: version: 3.0.0 Alpha\n\nIn Translation set \"Japanese\", Interface is \"checked, with input box,\nWhen IME(Roma-ji) opend input puts a first letter to input box. (ex. 「あ」->「aあ」, 「か」->「kか」)\n\n![blender-japanese_input_ime_bug.PNG](blender-japanese_input_ime_bug.PNG)\n\nI don't know how to post my modified branch's source yet.\nSo I paste the modifed hunks.\n----\n```GHOST_SystemWin32.cpp:1222\n```\n /* passing key inputs excluding caret operation (move, select) and deleting to IME */\n if ((!ctrl_pressed && !alt_pressed) &&\n (raw.data.keyboard.VKey != VK_BACK\n && raw.data.keyboard.VKey != VK_RETURN\n && raw.data.keyboard.VKey != VK_SHIFT\n && raw.data.keyboard.VKey != VK_CONTROL\n && raw.data.keyboard.VKey != VK_ESCAPE\n && raw.data.keyboard.VKey != VK_END\n && raw.data.keyboard.VKey != VK_HOME\n && raw.data.keyboard.VKey != VK_LEFT\n && raw.data.keyboard.VKey != VK_UP\n && raw.data.keyboard.VKey != VK_RIGHT\n && raw.data.keyboard.VKey != VK_DOWN\n && raw.data.keyboard.VKey != VK_DELETE)) {\n if (window->getImeInput()->GetOpenStatus(window->getHWND())) {\n return NULL;\n }\n }\n```\n```\n```\nGHOST_ImeWin32.h:271\n/* Retrieve the open status of IMM. */\nbool GetOpenStatus(HWND window_handle);\n```\n```\nGHOST_ImeWin32.cpp:385\nbool GHOST_ImeWin32::GetOpenStatus(HWND window_handle)\n{\n```\nbool result = false;\nHIMC imm_context = ::ImmGetContext(window_handle);\nif (imm_context) {\n result = ::ImmGetOpenStatus(imm_context);\n}\nreturn result;\n```\n}\n```\n----\n", "Non animatable properties\nBroken: version: 3.3.0 Alpha\n\nWorking on refreshing the in-built AnimAll addon by adding the latest properties supported in Blender.\n@ideasman42 asked me to file a task\n\nCertain properties are missing animation capabilities:\n\n - Lattice Vertex Groups\n - Mesh Vertex Creases", "Error reporting in modifiers\n[D11591: Alembic: import arbitrary attributes](D11591) adds some error reporting for attribute reading. It would be nice to formalize this, and extend it to be applicable in other areas, Alembic I/O or otherwise.\n\nOne area of improvement would be to stop outputting to the console while telling users to look it: on some platform, or depending on how Blender was started, there may not be a console readily available, and Blender would need to be restarted with a console.\n\nThis can fixed by using `ReportLists` where applicable.\n\nFurther, modifiers should have the ability to carry multiple error messages as multiple things can go wrong (e.g. if multiple attributes could not be imported, we should have one error per attribute). This would be the responsability of modifier type. [D15492: Modifiers: add a callback to copy the error message](D15492) introduces some API for modifiers to manage their own errors.\n\n----------------\n\n**Discussion summary**\n\nRather than [D15492](D15492), extend `ModifierData` with an optional `ReportList*` which would help differentiate between info/warning/error, and have it all displayed in the UI generically.\n\nSee [P3197](P3197.txt) for a quick implementation. Here is an example, based on [D11591: Alembic: import arbitrary attributes](D11591):\n\n![Capture d’écran_2022-09-15_20-07-07.png](Capture_d_écran_2022-09-15_20-07-07.png)", "UDIM are not properly imported if spaces are present in the filename\nOperating system: Windows 10\nGraphics card: NVidia RTX 2070\n\nBroken: version: 3.3.0, branch: master, commit date: 2022-09-06 15:39, type: release\nWorked: version: 3.2.2, branch: master, commit date: 2022-08-02 18:15, type: release\n\nIf a space character is present in the filename, the UDIM tiles will not be detected, and only the first image will be imported.\n\n- create some udim images with the names \"udim 1001.png\",\"udim 1002.png\",\"udim 1003.png\", etc... on your hard drive\n- open blender in the image editor\n- click the open image button, and select all the udim images to load\n\n- in Blender 3.2.2 it is properly recognized as UDIM tiles, since 3.3.0 is it loaded as an image sequence, with no possibility to properly load the udim.\n\nIf the spacing characters are replaced by a _ in the filenames, then everything is fine in 3.3.0.", "Incorrect VRAM quantity in the Status Bar ( GNU/Linux AMDGPU )\nHello, first bug report :)\nA minor bug about the VRAM displayed in the status bar in my GNU/Linux AMDGPU system.\n\nOperating system: Linux-5.4.0-7642-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: Radeon RX 580 Series (POLARIS10, DRM 3.35.0, 5.4.0-7642-generic, LLVM 10.0.0) X.Org 4.6 (Core Profile) Mesa 20.0.8\n\nBroken: version: 2.90.1\nBroken: 2.91.0 alpha\nWorked: No\n\nDisplayed VRAM quantity in the status bar is wrong: 16 GB instead of 8 GB.\n\nIn a similar system enable the Video Monitor option to show the GPU usage in the status bar.\nUploaded an image and system info file:\n![16GB.png](16GB.png)\n[system-info.txt](system-info.txt)", "The Chinese input method does not work properly when searching\nOperating system: windows11 home\nGraphics card: RTX2060\n\nBroken: 4.0.0-alpha+main.24fe81e602a8\nWorked: 3.6.2\n\nThis is related to a previous problem:(93421)\nLet me describe the process:\n1. Make sure that the IME is off, otherwise the shortcut key is not available\n2.Shift A\n3. I tried to search for Chinese, but because there is a certain probability that IME cannot be automatically opened at this time, I can only enter letters directly\n4. I had to delete the letters that had already been entered (and enable IME manually if IME was not automatically turned on) before I could enter Chinese normally\n\nIf this problem can't be solved in a short time, perhaps offering an option, in the 4.0 version you can still use the old search button, as in version 3.6?\n\n", "Node Group usability tasks for Node assets\n* Enum socket\n* Custom warnings and errors\n* Panels / Sub-panels\n* Dynamic UI changes\n* Surface choice for inputs in modifiers\n\n", "Move To Line Begin and Reset View operators in the console editor conflict when pressing Home key\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1650 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.95\n\nBroken: version: 3.4.0 Alpha\n\n\nIn the python console editor, both the Move To Line Begin and the Reset View operators have the same shortcut \"Home\", so it is not possible to invoke the Move To Line Begin operator.", "Not recognizing numpad page up /down keys .\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.60\n\n\nBroken: version: 2.80 (sub 75)\nWorked: (optional)\n\n\nBlender is failing to recognize the numpad keys !!!\n\nTrying to use the change workspace shortcut ctrl+PageUp /down and blender is not recognizing the keys in numpad and keep assuming the key 9 and 3 . Other software is fine and i can use Page up and Down, and the home end keys. \n\n", "Keyboard shortcut doesn't work after switching applicationss\nOperating system: windows 11\nGraphics card: Intel(R) UHD Graphics 630 & NVIDIA GeForce GTX 1060 with Max-Q Design\n\nBroken: Blender 3.1, a solid update to an already outstanding release. Released March 9th, 2022\n\nWhen using different Keyboard shortcut for every window, keyboard shortcut doesn't work when we switch between applications\nCTRL, ALT, Shift, tab are fine, but all of the characters are no response, such as G, E, Shift D, etc.\n\n- Open Windows Settings tab\n- Enable: `Let me use a different input method for each app window` {nav Time & Language > Typing > Advanced Keyboard Settings}\n- Open chrome or any other application and change input method (Chinese for example)\n- Open blender and keep default input method (English for example)\n- Type something in other application window\n- Switch to Blender and use hotkey", "VSE Sequencer timecodes display almost correct values\nOperating system: Linux-5.4.0-94-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.86\n\nBroken: version: 3.0.0\n\nsometimes the timeline displays 1m60s instead of 2m. this is kind of correct but actually not correct. I have no idea what could cause this, this appears on various zoom levels and only on specific positions that seem to be fixed positions.\n[superstious.mp4](superstious.mp4)\n[2022-01-14 20-43-02.mp4](2022-01-14_20-43-02.mp4)\n\n\n[#94920.blend](T94920.blend)\n", "Text editing operations for the console\nText operations not yet supported for console:\n\n- Text cursor insertion by mouse.\n- Mouse drag to select does not change text cursor position.\n- Shift-Ctrl-arrow to select word.\n- Ctrl-x to copy to clipboard and delete.\n- Ctrl-a to select all.\n- Ctrl-z,shift-ctrl-z undo/redo (implies undo system).\n\n- Mac shortcuts\n\n - KM_OSKEY-arrow to beginning/end of line.\n - KM_OSKEY-backspace to start of line.\n - KM_OSKEY-delete to end of line.\n\n", "Show error messages in the info editor\nFollowup task to #83237", "Incorrect Load of Translation Settings\nOperating system: Windows 10\n\nBroken: 4.0 (2023-09-06)\n\n1. In 3.6, in the settings, change the language and enable only Tooltips\n2. Run 4.0 and press \"Load 3.6 Settings\"\n3. In 4.0 enabled all checkboxes: Tooltips, Interface, New Data. Only Tooltips should be enabled.\n\n![Load Translation Settings.png](attachment)\n\n" ]
[ "German translation\nWin7 64bit - GeForce GTX 660\n\nBroken: 2.72 RC2 e24ea81\n\n\nThe german translation ist faulty.\nNo umlauts\n\n" ]
Crash when switch from Edit Mode to Vertex Paint Windows 10 64 [email protected] 16 RAM 1050ti Broken: 2.80 Alpha2 26b1aa99436 Worked: (2.79b) f4dc9f9d68b Crash when switch from Edit Mode to Vertex Paint Start blender Select default cube if it not selected Press Tab for edit mode Ctrl+Tab and move mouse up for switching to Vertex paint
[ "Crash Guide during render complete 2 December 9, 2022\nOperating system: macOS-13.1-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 575 OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.9.51\n\nBroken: version: 3.4.0\n\nCrash Guide during render 2\n\nSame crash guide during render before and today.\nSee youtube: ZeCA2p5wISY\n\nHistory previous.\nT100691\n\n![image.png](image.png)\n![image.png](image.png)\n\n[Blender-2022-12-09-161546.ips](Blender-2022-12-09-161546.ips)\n\n[Horizontal Video.zip](Horizontal_Video.zip)", "Weight paint vertex select difficult to see (depends on surface color)\nThis is an issue since 3.2x\n\n**Short description of the issue**\nVertex selection is difficult to see in some cases, depending on the surface color.\n\nChanging the view-port shading \"Color\" can make the unselected vertex color match the selected vertices color.\n\n<video src=\"attachment\" title=\"screenshot.webm\"></video>\n\n**Exact steps for others to reproduce the issue**\n- Open attached .blend file.\n", "GPencil: Missing functionality in Vertex Paint mode Selection tool (left-click-select)\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.65\n\nBroken: version: 3.6.0 Beta\n\nWhen Points select is enabled in Vertex Paint mode, the Selection tool doesn’t behave like in Edit mode:\n- it cannot select a single vertex,\n- a left click away from points doesn’t deselect them.\n\nAdditionally there is no color picker when this tool is selected, so if you select some points to use the Set Color Attribute operator on them, you can’t see the current color or choose a different color, unless you switch to a different tool.\n\nMake sure you use Left Click Select in Preferences > Keymap\nAs shown in video, open any stroke in Vertex Paint mode, enable Points select and select the Selection tool.\n- You can box select points but can’t left click on a point to select it and you can’t click away to deselect points.\n- There is no color picker.\n<video src=\"attachment\" title=\"Selection Bug-1.mp4\" controls></video>\n\n", "Array/Skin-Modifier-Combo causes crash\nOperating system: Linux Mint 19\nGraphics card: GT630\n\nBroken:\n2.80 (sub 39), branch: blender2.8, commit date: 2018-12-20 23:46, hash: 7a26e930a8c0\n\n\nPlease try to toggle the \"visibility\" of the skin modifier in my simple file. It crashes instantly and repeatingly:\n[Procedural leaves feathered1.blend](Procedural_leaves_feathered1.blend)\n![Procedural leaves feathered1.png](Procedural_leaves_feathered1.png)", "Blender crashes after rendering a few frames of an animation\nOperating system: Windows-10-10.0.18363-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.49\n\nBroken: version: 3.4.1\n\nI've never had this kind of problem - Blender crashes randomly after rendering a few frames of the animation. The only \"new\" thing I'm doing is I started using geometry nodes in this scene. I have plenty of VRAM left, shouldn't be a GPU issue. Tried both in 3.4 and 3.5\n\n\n", "Multiresolution - Crash when Linear Subdivision level is above 1\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.79\n\nBroken: version: 2.91.0\nWorked: Never? (2.90 and 2.92 dailies seem to crash on this one as well)\nWhen using multiresolution modifier on this part of my model and using linear subdivision level above 1, Blender crashes.\nThis does not happen with other subdivision methods, as shown in video.\nI've also tried to make this mesh manifold, but Blender crashed either way.\n\n\n1. Open attached Blend file\n2. Add multiresolution modifier to a mesh\n3. Press on \"linear\" button twice\n\n[Crash_SampleFile.blend](Crash_SampleFile.blend)\n\n[MultiresCrash0001-2375.mp4](MultiresCrash0001-2375.mp4)\n\n", "Ngon with more edge crash blender when using Multires/Subdivision Modifier\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.41\n\nBroken: version: 3.0.0 Alpha, 2.93.2, \nWorked: None\n\nPlease check the video, it shows the difference when blender deal will small ngon(edge < 10) and large ngon (~=600).\nI think it should take over aleast 5000 points ngon(for some svg file)\n[2021-08-15 17-50-41.mp4](2021-08-15_17-50-41.mp4)\n\nCreat a ngon with more than 600 points\nextrude it and add Subdivision Modifier\ncrash\n[test.blend](test.blend)\n", "EEVEE crash while rendering animation, cycles works.\nOperating system: Win10\nGraphics card: GTX1070MAX-Q\nCPU : i7-6700HQ\nRAM : 32GB DDR4\n\nBroken: 2.90\nWorked: -\n\nBlender crashes w/o any errors when I started to rendering animation in Eevee. \nIt happens on 2 laptops and it always happen in 154 or 155 frame while rendering.\nIn attachment you can download the project which gets this error. \nWhen I use cycles rendering it works perfect.\n\n[#80740.blend](T80740.blend)\n\n- Open file\n- Render frames 154 and 155\n", "Greasepencil 3.0: Unable to switch to drawmode from sculptmode\nOperating system: Linux-5.15.0-73-generic-x86_64-with-glibc2.35 64 Bits, X11 UI\nGraphics card: GeForce GT 630/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.157\n\nBroken: version: 4.0.0 Alpha\n\nEnable GP 3.0\nOpen 2D session\nSwitch from the initial draw mode to sculpt mode via header button.\nTry to switch back to draw mode.\nAn error message appears:\n\n", "Clicking \"Particle Edit\" mode causes Blender to crash\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: Quadro RTX 3000 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.89\n\nBroken: version: 3.5.0\nWorked: I dunno\n\nCan't enter into the Particle Edit mode.\n\nThis issue is probably related to: 106927#issue-96303\n\nIn the sample file, in the Curves Sculpt mode, after converting my Curves (name of the layer: \"my_test_4\") to a particle system, then select the newly converted particle system and enter into the Particle Edit mode, and Blender crashes.\n![Curves to Particle = Crash.jpg](attachment)\n\n\nA sample file is attached. Thank you!\n\n", "Crash: Custom Panel UI Toggle while Undoing\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.66\n\nBroken: version: 2.83 (sub 4)\nBroken: 2.82\nBroken: 2.81\n\n\nRead Access Violation when toggling custom UI button and repeatedly undoing. Crash unlikely to happen first time but will happen eventually. In the video, I toggle a few times, then hold Undo while toggling. (Video shows exact steps)\n\nSometimes it can take a bit of time before the crash happens. It might happen faster if you reload the file then repeat the toggling process.\n\n\nOpen attached .blend File\nRun Script\nGo to 3DView -> N -> Panel \"Crash\"\nToggle the button a few times\nHold Undo while continuing to toggle the button. \nCrash occurs eventually.\n\n\n[crash_simpler_vid.mp4](crash_simpler_vid.mp4)\n\n[crash_simpler1.blend](crash_simpler1.blend)\n\nBelow is a pic of where the exception is thrown (Blender version for source pic attached)\n![image.png](image.png)\n![enable_relative_parent_access_violation_callstack.png](enable_relative_parent_access_violation_callstack.png)\n![enable_relative_parent_access_violation.png](enable_relative_parent_access_violation.png)\n\nThank you for your time and hard work.\n\n\n\n\n", "EEVEE NEXT: Memory leak when switching render type\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 527.56\n\nBroken: version: 3.5.0 Alpha\n\n```\nError: Not freed memory blocks: 1, total unfreed memory 0.000038 MB\n```\n\n1. Start render default cube in cycles\n2. Switch no eevee next (render turned to black)\n3. Closed blender", "Blender 3.5.1 keeps crashing on occasion\nOperating system: Mac OS Ventura 13.3.1 (a) (22E772610a)\nGraphics card: Apple M1 Ultra (64-Core GPU)\n\nBroken: Version 3.5.1 (3.5.1 2023-04-25)\nWorked: N/A\n\nBlender occasionally crashes on my new Mac Studio (I used to work on a Windows PC beforehand and never had that problem). I'm guessing it is a saving error.\n\n- Download and open the demo-file `Blender 3.4 – “Charge” Open Movie` from demo-files/\n- Change the engine from Eevee to Cycles GPU\n- Set \"Viewport Shading\" to \"Rendered\" - nothing happens\n- Go back to Solid View - blender freezes\n\nAttached is is a video demonstrating what is happening, but in a few words:\n\nThe same happens with some of my heavy(ish) project in 3.6.0 beta\n\nIn 3.5.1 the same project responds in render view as it should be.\n\nWhen I try to reopen the same project blender doesn’t load the project but either freezes or crashes ( one of these crash logs is also attached)\nI manage to reopen the project after a few crashes.\n\nI hope it helps! \n\n![freeze render view 3.6 and 3.5.1.mp4](attachment)\n![3.6.0 crash after trying to reopen test file.rtf](attachment)", "Crash on applying boolean modifier\nOperating system: Linux Fedora V35\nGraphics card: Nvidia 3070TI\n\nBlender 3.1.2 and Blender 3.2.0 both crash\n\nI created a mesh object, then used boolean modifier to create a hollow center. I applied the modifier. When I go into edit to clean it up, it crashes.\n\napply the boolean modifier to the mesh \"Bottom\" with object \"Plug\" in the included blend file using all defaults. Enter edit mode and see the mesh is badly corrupted.\n\n[part7.blend](part7.blend)\n[printReady1.blend](printReady1.blend)", "Impossible to weight paint certain vertices\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.47\n\nBroken: version: 3.0.0 Alpha\nBroken a7ac8a22f8\nWorked c8df6f2cf9 (huh!)\nBroken 9a85592dde\nBroken 382e7ce9ec\nBroken 2.81 release\nBroken 2.80 release\n\nToo often when weight painting it's impossible to paint over certain vertices.\n\n[Weight Paint Bug.blend](Weight_Paint_Bug.blend)\nTry to paint over the middle vertex (0 weight)\n![image.png](image.png)\n\n" ]
[ "Crash on switching to vertex paint mode after going to the modeling workspace\nWin10 64 bit; Ryzen 2700X CPU; Nvidia GTX 1060 6GB GPU (very recent drivers); 32 gigs RAM\n\nBroken: hash 26b1aa99436\nWorked: unknown\n\nIf you go to the modeling workspace (where your selection goes into editmode) and then you go from editmode to vertex paint mode, Blender 2.8 will quit.\n\nSelect the default cube, switch to the modeling workspace, change the mode from editmode to vertex paint mode\n" ]
[Bug] Auto Normalize option doesn't work for Gradient tool in weight paint mode Operating system: MacOs High Sierra 10.13.2 Graphics card: Intel Iris Graphics 6100 2.83.0 Auto Normalize option doesn't work for Gradient tool in weight paint mode. 1.0 - Open attached file or: 1.1 - Create Mesh 1.2 - Add two bones 1.3 - Ctrl+p 1.4 - With empty groups 1.5 - Go to Weight paint mode 2.0 - Select Gradient tool 3.0 - In Tool window select Auto Normalize checkbox 4.0 - Draw gradient for root bone (change the weight to clean the existing one) 5.0 - Draw gradient for other bone 6.0 - You will see that root bone weights ignored Auto Normalize, this broken [autonormalize.blend.zip](autonormalize.blend.zip)
[ "Sculpt mode. Grab brush do not work with radial symmetry when Topology automask enabled.\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 2.93.0 Alpha\n2.83.9 broken too\n\nAs title says. For example Clay stripes + topology automasking work well with radial symmetry.\n[2021-02-02_01-20-51.mp4](2021-02-02_01-20-51.mp4)\n\nfile with theese brush settings for tests\n[untitled.blend](untitled.blend)\n", "Automatic Weights not working if part of mesh has negative scale\nOperating system: Windows 10 Pro\nGraphics card: NVIDIA GTX 960\n\nBroken: 3.1.0\nWorked: Never (2.8+)\n\n\nWhen part of a character mesh is given a negative scale in Edit mode, parenting to an armature with Automatic Weights no longer seems to work correctly. Applying scales does not help either as the scaling is done in Edit mode.\n\nI realise there are other ways to mirror part of a mesh rather than negative scale, however myself and one of my students have now both lost hours to this issue before I finally found out what seemed to be causing it.\n\n**How to recreate the bug**\n1. Open the file \"Block Man Example.blend\".\n2. Select the Cube mesh.\n3. Go into Edit mode.\n4. Select an entire arm or leg (I used Select Linked).\n5. Set the scale to -1 on the x-axis. (S, X,-1).\n6. Return to Object mode.\n7. Select the Cube mesh, then holding shift, select the Armature as well.\n8. Press Ctrl+P to parent, choosing With Automatic Weights.\n9. Select the Armature and go into pose mode.\n10. Try rotating the bones around the arm or leg which had been scaled.\n11. You see the mesh does not follow the bone as you would expect.\n\nFile: [Block Man Example.blend](Block_Man_Example.blend)", "UI: Drag Tool option is misaligned and should not use colon\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 462.59\n\nBroken: version: 3.0.0 Alpha\n\nDrag Tool option is misaligned and should not use colon:\n{[F11087908](image.png), size=full}\n\nBtw. `Gizmos:` shouldn't use colon either\n\n", "Trackpad Support Improvement (Parent Task)\n## Trackpad related tasks\n\n- [ ] Can't scrub timeline with alt + pan trackpad gesture #76464\n- [ ] Orbit inverted on Mac with Magic Mouse #86025\n- [ ] Zooming is reverse in shader editor comparing to viewport #89906\n- [ ] Zoom axis affects trackpad zoom speed #92221\n- [ ] Scroll direction Natural doesn't work on node canvas views on macOS #102762\n- [ ] Pan gesture behaves randomly #103973\n- [ ] Panning the viewport on touchpad is inverted #109400\n- [ ] Zoom to mousepos makes 2D Views pan after zoom limits are reached #110766\n- [ ] Button flickering when scrolling popovers using the trackpad #110834\n- [ ] Trackpad scrolling is too sensitive in Text Editor #110833\n- [ ] Fly Navigation using the trackpad is broken #110848\n- [ ] UV Stitch and Minimize Stretch do not support the trackpad #110849\n- [ ] Improve support for Rotate and Pinch trackpad gestures #110852\n- [ ] Allow changing Color Picker value with the trackpad #110853\n\n## Archived patches\n\n- [x] [D6481](D6481) Fix Loop Cut with trackpad or magic mouse #61259\n- [x] [D6483](D6483) Scrolling popovers with trackpad #65350\n- [x] [D6588](D6588) Add trackpad smart zoom event support\n- [x] [D7279](D7279) Keymap orbit/pan preference now applies to the trackpad\n- [ ] [D8521](D8521) General fixes for 2D/3D navigation #89906 #92221 \n- [x] [D8522](D8522) Make Clip/Image editor respect the Zoom Axis, fix zoom speed and Invert Zoom\n- [x] [D8527](D8527) 3D View Zoom and Dolly improvements and fixes\n- [x] [D8530](D8530) Fix Ctrl + Trackpad-Pan to cycle values\n- [x] [D8535](D8535) Ctrl + Trackpad-Pan to cycle values, support more button types\n- [ ] [D8542](D8542) Ability to change the frame `screen.frame_offset` with the Pan gesture #76464\n- [x] [D8550](D8550) Change the default of Trackpad Natural preference #64917 #71431\n- [ ] [D8675](D8675) Ability to scrub Timeline `anim.change_frame` with the Pan gesture\n- [x] [D8682](D8682) Fix Crash with Continue zoom in the Node Editor #65714\n- [x] [D8683](D8683) Fix Zoom to Mouse Position is broken for View2D #78211 #70749\n- [ ] [D8684](D8684) Zoom to Mouse Position makes 2D Views pan after zoom limits are reached #43554\n- [x] [D8685](D8685) Fix Zoom Axis is not working in the Node Editor #65837\n- [x] [D8686](D8686) Fix Zooming out a lot faster than zooming in #73575\n- [x] [D8760](D8760) Fix 3D view navigation with Auto Depth enabled #77509\n- [ ] [D8797](D8797) Improve distinguish between a mouse scroll-wheel and trackpad scroll #86223\n- [ ] [D8811](D8811) Trackpad support for `ui_colorpicker_small_wheel_cb`\n- [ ] [D8812](D8812) Support for `stitch_modal` and `minimize_stretch_modal`\n- [x] [D9402](D9402) Read the `directionInvertedFromDevice` property and push it to the event system\n- [x] [D9533](D9533) Add smooth scrolling for Popovers\n- [ ] [D9552](D9552) Better scrolling in the Text Editor\n- [ ] [D9641](D9641) Bring back the ability to change the speed while Fly navigating\n- [x] [D9723](D9723) Fix wrong scroll deltas on the retina display\n- [x] [D10291](D10291) Trackpad scroll direction reversed in list views\n- [ ] [D13320](D13320) Improve scrolling of the search box with the trackpad\n- [ ] [D13437](D13437) Fix button flickering when scrolling popovers\n- [ ] Scrolling menus instead of changing the active item\n- [ ] Smart zoom feature for image editor and others", "Subdivision modifier does not interpolate zero weights.\nOperating system: Linux\nGraphics card: Intel UHD\n\nBroken: 2.90.1\nWorked: ???\n\n\nThe subdivision modifier usually interpolates both value and membership across subdivided vertices.\n\nThis allows it to be used in non-destructive, modifier-based workflows that operate on or using vertex groups.\n\nIt does not do this, however, when vertex weights are equal to zero. The original vertices retain their (zero-weighted) vertex group membership, while new vertices in between them have no vertex group membership.\n\nAn example of why this is problematic is screenshotted below, with the file attached:\n\n![ZeroWeightSubdiv.png](ZeroWeightSubdiv.png)\n\nEach Subdivision'd sphere has a bumpy texture applied using a Displace modifier after a textured VertexWeightMix modifier.\n\nThe rightmost sphere has its vertices weighted to 0.01, and interpolates and behaves correctly.\n\nThe leftmost sphere has its vertices weighted to 0.00. It intuitively (and, numerically/extrapolatively) should be indistinguishable to the 0.01 sphere. Because its weights aren't correctly interpolated, it instead ends up with a bunch of spikes at each of its original vertices.\n\nThe middle sphere has vertices weighted in a gradient from 0.00 to 0.50. It serves as an example of a feasible real-world application which would be broken by this kind of behaviour. Perhaps the original vertex weights act as a sort of base heightmap for a terrain model, and the changes made by the Subdivision and textured VertexWeightMix modifiers add an extra layer of detail. In this case, the clear and useful behaviour would be for behaviour to be continuous in the transition from 0.01 to 0.00. Instead, there is a sharp cutoff at 0.00, and inconsistent and discontinuous behaviour after that.\n[ZeroWeightSubdiv.blend](ZeroWeightSubdiv.blend)\n\nApply a subdivision modifier to a mesh with zero vertex weights, then check the vertex group membership of its vertices afterwards.\n\nOr download and open the attached `.blend` file.", "Auto keying not keying for child bones and not transformed\nOperating system: Windows 10\nGraphics card: RTX 3060 Ti\n\nBroken: (3.1.0 c77597cd0e15 master 2022-03-08 18:16)\n\nWhen I tried to auto key multiple bones by select these and hit G > Mouse1 only the top of parented bone is keyed and nothing for anything else \n\n・Add armature\n・In edit mode -> extrude bone\n・Enable Auto keying\n・In pose mode -> Select All (A) ->Move/Rotate/Scale(but not make any transform, just apply) to add a keyframe\n\nTest file with first 3 steps included:\n[#96473.blend](T96473.blend)", "Bone selection icon could be added next to Face and Vertex Selection in Weight Paint mode\nHello. I want to suggest to add a Bone Selection icon in weight paint mode by side the face and vertex selection modes. It intents to be a better feedback on what selection mode the artist is using. Now it is like having only face and edge selection icons for mesh editing but not vertex because it is the \"default\" tool. I know the bone selection is not a mask tool like the face and vertex selection, but, at the end, all 3 are just selection modes for the artist workflow.\n\nCheerios\n\n![blender weight paint.PNG](blender_weight_paint.PNG)", "Migrate Texture To Texture mask for existing brushes\nTexture painting brush uses two textures:\n* Texture that overrides the color of the brush (`brush.mtex`)\n* Texture Mask that acts as a masking reducing the effect of the brush. (`brush.mask_mtex`)\n\nSculpt/Vertex painting only supports a single mask.\n* Texture that acts as a masking to reduce the effect of the brush. (`brush.mtex`)\n\nThis is confusing when we combine the texture painting and vertex painting in the same mode.\n\nCleanups to be done:\n* `BKE_brush_sample_tex_3d` currently only uses mtex, perhaps a reason why sculpt is using mtex as mask_tex. masktex only has a 2d variant.\n\n\n## Approach\n\nAfter doing some prototypes and detecting the different viewpoints about mtex by different developers, I was researching a solution that could sanitize this issue. Sanitation is required due to:\n* Sculpt mode uses `mtex` for masking. Newly created brushes that could benefit from color masks are hard to implement in a maintainable fashion.\n* Sculpt mode uses a concept of primary and secondairy mask texture.\nMain idea is that all functions that access mtex/mask_mtex would access it via a wrapper.\n```\nstruct MTexAccessor {\n MTex *color;\n MTex *mask;\n};\n```\nDifferent tools/modes would then be responsible to create and fill this struct.\nSpecific implementations would only access the mask via the wrapper that is suitable for the functionality.\nFor example `SCULPT_brush_strength_factor` should pass `MTextAccessor::mask` to the `BKE_brush_sample_tex_3d`.\n\nAfter this is done we could migrate per mode/tool to the actual brush mtex attribute that is designed for it.\n\n", "Keep Alt Key not work in the F-Curve properties\nwin10 64bit, gtx1060\n\nBroken: 2.79a 8928d99270f\nWorked: (optional)\n\nKeep alt key for multiple objects not work in F-curve property ( N panel )\n\nOpen my .blend file, when I select multiple curves and keep alt key to twice the Interpolation or Easing option, it's just worked in one cure,not for all selected, if this is bug, please fix, it very useful for lots curves, else I must one by one to change those, thanks.\n\n![bug.png](bug.png)\n\n[bug.blend](bug.blend)", "Weight paint mode and vertex paint mode share the same brushes\nBroken: b8bb2bb960ac\n\nPretty much what the title says. When you adjust the settings of the Draw brush in the vertex paint mode the same changes apply to the weight paint mode. These are 2 separate modes with their own use cases and settings. They should not share their brushes.", "\"Whole Character\" keying set not working properly with autokey enabled\nOperating system: macOS-11.5.2-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 575X OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.6.20\n\nBroken: version: 2.93.4\n\nUsing the keying set \"Whole character\" with autokey enabled creates a keyframe only for the selected bone and not for all bones and properties.\n\n- Open attached file or create a new armature with more than one bone, add a few bone properties to each bone.\n- Enable autokey and set \"Whole Character\" as the keying set.\n- Move one bone and you can see that only the transform values are keyed.\n- If you enable \"Only active keying set\" in the autokey options and move the bone, a keyframe for the custom properties of the selected bones, at least, will be created, but other bones and properties will be unaffected.\n[bugreport.blend](bugreport.blend)\n", "Vertex Weight Transfer in LineArt may not work when Remove Double option is enabled\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Radeon(TM) RX 460 Graphics ATI Technologies Inc. 4.5.13596 Core Profile Context 20.10.35.02 27.20.1034.6\n\nBroken: version: 2.93.0 Beta\nWorked: (the newest version of Blender that worked as expected)\n\nVertex Weight Transfer in LineArt may not work when Remove Double option is enabled. Following is a gif.\n![remove-double-bug.gif](remove-double-bug.gif)\n\n1. Open the following blend file. \n1. Toggle Remove Double option.\n[remove-double-bug.blend](remove-double-bug.blend)\n", "GPencil: Fill tool Ignore Transparent strokes setting broken\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.5.0 Beta\n\nFill tool not ignoring transparent strokes when the settings is enabled. When you enable Show boundary lines, it shows that transparent strokes are not a boundary but the fill still uses them as boundaries.\n\n- Open attached file and try the fill tool. Under the Advanced menu 'Ignore Transparent' and 'Show Lines' are enabled.\n\n", "Rendered Object Blurs if Auto Smooth Normals Turned On or Edge Split Modifier is Added\nOperating system: macOS Monterey Version 12.3.1\n\nGraphics card: Intel Iris Plus Graphics 1535 MB\n\n(Though I ran this animation though SheepIt Render Farm (animation below), and just about all the frames had the bug.)\n\nBroken: Blender 3.0.1 and Blender 3.2.1.\nWorked: Never\n\n\nObject looks blurry if Auto Smooth Normals is turned on or and Edge Split Modifier is added. \n\n![02 - Auto Smooth Normals On.png](02_-_Auto_Smooth_Normals_On.png)\n\n![03 - Edge Split On - Not Applied.png](03_-_Edge_Split_On_-_Not_Applied.png)\n\nIt looks fine Auto Smooth Normals turned off and no Edge Split Modifier (doesn't look as good in many cases). \n\n![04 - Edge Split Applied.png](04_-_Edge_Split_Applied.png)\n\nOf if you apply the Edge Split Modifier (looks fine in this case, but not ideal as it's a destructive process). \n\n![01 - No Autosmooth Normals, No Edge Split.png](01_-_No_Autosmooth_Normals__No_Edge_Split.png)\n\nHere's the bug in a video render:\n\n[V02 Vid0001-0065.mp4](V02_Vid0001-0065.mp4)\n\nObject is parented to a bone, which has a Child Of constraint of a different armature's bone. (As a test, I created another armature with a single bone, and switched the Child Of constraint to this new armature, and the bug still happened.) \n\n\n[Testing Area V1.blend](Testing_Area_V1.blend)\nUse the attached stripped down Blend file. \nTurn on Auto Smooth Normals or add an Edge Split Modifer and then render. \n", "Hair particles: rekeying, cut tool, subdividing do not interpolate existing weights (breaking simulation)\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 418.81\n\n\nBroken: version: 2.80 (sub 51)\nWorked: (optional)\nJust click once sometimes work right\n\n\nThis bug happen in both 2.79 and 2.8\nClick and drag the hair cut tool mess up the vertices position, especially after subdividing one or 2 segments of the hair. After the hair is messed up, it can't be fixed using rekey command.\nDragging the cut tool on a hair that is not subdivided also cause the problem, but not as severely, the vertices become unevenly positioned.\n\n\nCreate a hair system on the default cube, set the emission number to 1.\nGo to particle edit mode, subdivide one or 2 segments of the hair.\nUse the cut tool, click and drag from the tip of the hair.\nThe hair is now completely messed up.\n" ]
[ "Weight Paint Gradient Tool doesn't consider Auto-Normalize\nOperating system: Linux-5.4.0-7634-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.100\n\nBroken: version: 2.92.0 Alpha\nWorked: Possibly never but I'm not sure.\n\nToday I had a once in a lifetime opportunity to make use of the gradient tool in a weight painting case. And then it failed! It seems that when using the gradient tool in weight paint mode, the weights don't get normalized during the stroke.\n\n[gradient_doesnt_auto_normalize.blend](gradient_doesnt_auto_normalize.blend)\nClick and drag on the sphere. Notice that the influence of Bone2 wasn't subtracted from Bone1.\n\nThis tool is extremely rarely used so this is a small issue." ]
GreasePencil custom transforms for layers are broken when duplicating the GP object Operating system: Windows-10-10.0.19044-SP0 64 Bits Graphics card: NVIDIA GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.69 Broken: version: 3.3.1 When duplicating a GP object with shift+D, the customs transforms in the layer are multiplied by 2. The existing drawings are moved to a new place but the values in the transforms stay the same for the future drawings. In a GP object, move a layer using the Transform menu in the Object Data Properties. Put values for rotation that are easy to observe (2m translation, 90degrees rotation, etc). in Object mode, duplicate the GP object with shift+D, and see the difference. [GPtransformsBug.blend](GPtransformsBug.blend) ![GPtransformBug.jpg](GPtransformBug.jpg)
[ "GPv3: Select Similar\nThis operator should replace the `GPENCIL_OT_select_grouped` and `GPENCIL_OT_select_vertex_color` operators.\n\nDifficulty: 🔴🔴🔴 \n\nAdd a new operator `GREASE_PENCIL_OT_select_similar` in `blender/source/blender/editors/grease_pencil/intern/grease_pencil_select.cc`. It should have an enum for the `type`, values for comparing to color, and floats as well as a threshold. The type should support `layer`, `material`, `vertex_color`, `radius` and `opacity`.\nIt's probably a good idea to write a static templated function that can return an `IndexMask` (either for the curves domain or the point domain) with the curves/points that should be selected. Something like `mask_similar_elements`.\nThen it's possible to use `index_mask::masked_fill` to fill the masked indices in the selection attribute. Similar to how it is done in `select_ends_exec` in `blender/source/blender/editors/curves/intern/curves_ops.cc`.\n\n", "Move some parameters to Blender's DNA\nThese parameters are supported (or going to be) by EEVEE-Next, and we should avoid duplicating the settings for each engine:\n- Motion blur curve\n- Panoramic camera settings\n- View Layer material override\n\nThis is a big change and 4.0 should be the right time to do this.\n\n", "Object transforms affecting Sculpt Mode Brush behaviour\nThis is a design proposal to change some underlying behaviour of the brush system in Sculpt Mode.\n\n**The issue:**\nWhen scaling or rotating an object and then proceeding to sculpt on it in Sculpt Mode, the brush behaviour is generally affected by the transforms of the object.\nSo if the scaling is 1 on X & Y but 3 on Z, the brush radius will be 3 times as high. \nIf the object is scaled down in general, the brush strength will be lower in total.\nIf the object is also rotated, the brush radius will be as well and rake effects like for the Snake Hook brush will be badly affected since the object rotation is added to the rotation of the brush.\n\nIn recent versions the brush radius is at least reflecting the object transforms, which helps spotting these negative influences and reminding the user to apply the object transforms before sculpting.\nBut there is not benefit to having the Sculpt Mode being affected by the object transforms, so this is just a limitation of the current system.\nIt's also good to add that on the other hand Edit Mode is not negatively affected by the transforms of the object.\n\n[2020-03-02 11-42-04.mp4](2020-03-02_11-42-04.mp4)\n\n**The proposal:**\n\nTo make the sculpting workflow easier on the user it would be ideal if the brushes are not affected by the local transforms of the object but are instead based on the world scale & orientation.\nOnly symmetry options should be directly influenced bu the local transforms.", "particle system locations not as expected\nOperating system: macOS-11.4-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5500M OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.5.14\n\nBroken: version: 3.0.0 Alpha\n\nif i parent an animated cube vertex to a vertex with a particle system and rotate that cube, it works fine. \nIf i copy that vertex with the particle system to another position - the locations get a bit weird.\n\n- tab -> edit mode\n- select vertex\n- Shift-D -> double vertex\n- Mesh -> Separate -> selection\n- rename that to vertex (not important, just for me)\n- add a default particle system to vertex\n- select vertex, ctrl select cube -> edit mode -> ctrl-p\n- select vertex -> origin to geometry -> run\n- works fine\n- select cube, insert keyframe scale/rot/loc\n- go to frame 100\n- location.z: 8 rotation.z: 360*8 -> keyframe both\n- run, works fine, all locations as expected\n![image.png](image.png)\n- select the vertex\n![image.png](image.png)\n- shift-d X -2\n![image.png](image.png)\nrun -> weird location \"disorders\"\n![image.png](image.png)\n\n[particle_bug.blend](particle_bug.blend)\n\n---\nor\n\n- open .blend file\n- select Vertex from outliner\n- {key Shift D} and place the duplicate Vertex anywhere\n- Play animation\n\n[#90494.blend](T90494.blend)\n\n---\nVideo:\n[particle_bug.mov](particle_bug.mov)", "Crash after using Grease Pencil object as object font\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.4.1\n\nWhen I use a grease pencil object for the object font of a text, blender crashes. I have had the same issue on a different computer with the version 3.1.0.[Test.blend](Test.blend)\n\n1. Add a text object\n2. Add a grease pencil object, for example a stroke, and put it into a seperate collection\n3. Put the instancing of the text to vertices (first image) and change the object font to \"Strok\", so it references the grease pencil object (second image)\n4. Repeatedly click the \"exclude from view layer\" symbol of the collection the grease pencil object is in\n\nThank you for your effort, I hope I filled everything out correctly\n{[F14114132](1.PNG), size=full}\n{[F14114131](2.PNG), size=full}\n\n\n", "Grease Pencil vertices selection is offset when Layers/Transform Location as set to a driver\nOperating system: Win10\nGraphics card: RTX3070\n\nBroken: 3.1.0 A\nWorked: N/A\n\n**Short Description of issue**\nMoving a Grease Pencil object's layer via Layers->Transform, by using a Driver, offsets where you have to click to select vertices from that layer.\n\nNOTE: Switching to Draw Mode and drawing a stroke fixes it temporarily, but once you move the controller of the driver again, the problem returns.\n\n**Steps to Reproduce**\n- Open .blend file\n- Select Suzanne and switch to edit mode\n- Try selecting vertices (Does not work)\n- Now attempt to select in circled area\n\n![image.png](image.png)\n\n[#95902.blend](T95902.blend)\nVideo example: iZ_A2wOnAJQ", "Grease Pencil Relationship Parenting problem\nScreen \n- Huion (on a $100 computer arm )\n- Viano TV\n\nOperating System \n- 64 bit Windows 10 Pro\n- Version 4\n- Pen Touch Support\n\nProcessor \n- Intel Core i7-8700k CPU @3.70GHz 3.70GHz\n\nRam \n- 32 GB\n\nGraphics card \n- NVIDIA GeForce GTX 1070\n- NVIDIA GeForce GTX 960\n\n[system-info.txt](system-info.txt)\n\nBroken: version: 3.0.0\nWorked: I am not sure if this has ever worked\n\n[Realationship Transformation Bug.m4v](Realationship_Transformation_Bug.m4v)\n\nAttached you will find the blend file\n[Relationship.blend](Relationship.blend)\nIf you need more information let me know\n\n", "Grease Pencil: various issues\n*Note: this tasks can be split up once we get feedback on issues, for now this is to discuss changes to make.*\n\n----\n\n\n- Brush pixels are not pixels,\n```\nshouldn't we use a meaningful value?\n(pixels or blender units).\n```\n\n- Grease pencil brushes have material pointers which are globally overwritten.\n\n```\nWhen you set a material, all brushes are looped over and have their material values clobbered.\n```\n\n```\nWhy have a material attached to the brush at all? This could be a scene level setting (or at least not stored per-brush).\n```\n\n```\nSee: `BKE_brush_update_material` called by rna `rna_Brush_material_update` when setting any material.\n```\n\n- Grease pencil sculpt uses it's own brush system,\n```\nis there a good reason for this?\n```\n\n```\nSince these brushes are fairly advanced (pressure & curve mapping options)\nwouldn't it be better to use the existing brush system?\n```\n\n *Note: while particle system for eg: has 'simple' brush types like this, grease-pencil sculpt brushes are more advanced and duplicate more of what we have for regular brushes used elsewhere.* \n\n- Grease pencil weight brush seems to have no way to paint a weight value (only add weight).\n\n```\nAs with mesh weight paint we should be able to paint a weight.\n```\n\n- In edit-mode, vertex selection exists but is hidden by default (0.0 opacity).\n\n```\nShouldn't they be visible?\n```\n\n----\n\n### Lower Priority\n\n- Internally grease pencil sculp is called:\n\n - grease pencil edit (`GP_BrushEdit_Settings`, `GP_EditBrush_Data`, `GP_BRUSHEDIT_FLAG_APPLY_UV`)\n\n```\nThis is highly confusing since we have grease pencil edit-mode, can't we rename these `GP_Sculpt*`. ?\n```\n\n - grease pencil paint (`GPENCIL_OT_brush_paint`)\n\n```\nPaint is easily confused with draw, seems this is for sculpt/weight painting.", "Importing a keymap with a default name makes a non deletable copy\nBroken: version: 3.2.1\n\nAfter importing a keymap configuration with the name \"Blender\" it created a copy of the default setting that is impossible to remove from the UI at least.\n\n![image.png](image.png)\n\n![image.png](image.png)\n\nImport a keymap setting with a default name\n\n\n**Fix**\nDelete keymap configuration from the user folder directly \n\n> \\AppData\\Roaming\\Blender Foundation\\Blender\\3.1\\scripts\\presets\\keyconfig\n\n\n", "Cycles dupli object baking issues\nnvidia g880m\n\nBroken: blender-2.73-d56c9fb-win64\nWorked: (optional) probably never\n\nwhen assigning object as duplis to some mesh, and then trying to bake these duplis to another mesh, duplis appear black. But in normals mode, it works, so they are there, just without material or something.\nAlso, you can see that the duplis are there actually twice, one offset quite strongly. In some other file, I got them also four times...\n\n\n[bakebug.blend](bakebug.blend)\nopen the file, hit bake. \nthe group of objects in the ceter bakes to the cube.\n\nalso, you can see another group of objects, where duplis have been made \"real\" and it works well, it's group of objects called \"fine\", baking to the cube works well with seemingly same meshes.\n", "Transform pivot gizmo not scaled properly when drawn\nOperating system: Linux-5.8.0-55-generic-x86_64-with-glibc2.32 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.143\n\nBroken: version: 2.93.0\n\nThe transform pivot gizmo doesn't use the settings for gizmo size, and can become minuscule.\n\n- Create a cube.\n- Enter \"edit\" mode.\n- Select all & scale 20x\n- Zoom out so the cube fits the screen.\n- Go to \"object\" mode.\n- Press Ctrl + \".\" (period) to switch context and show the transform pivot axes.\nSince the object matrix is still diag(1,1,1), the pivot gizmo will not be scaled up, and will be drawn too small.\n\n{[F10172633](Move_vs_transform_pivot_gizmos.png), size=full}\n\nDetails:\nBefore the \"transform pivot\" is drawn, it is only transformed using the object matrix.\n\noverlay_extra.c:\n```\nDRW_buffer_add_entry(cb->origin_xform, color_xform, ob->obmat);\n\n```\nThis means that for a mesh that is big in \"object local coordinates\", but the object matrix is\nstill ortho-normal, the gizmo will not be up-scaled to a proper size in \"screen space\".\n\nIn other places in the code, preferences -> Viewport -> Display -> Gizmo Size is used.\n\nFor example in transform_gizmo_3d.c:\n```\nvoid drawDial3d(const TransInfo *t)\n ...\n float scale = UI_DPI_FAC * U.gizmo_size;\n \n```\nSeems like a good idea to let the transform pivot axes be controlled by the U.gizmo_size as well\nto make their sizes constant in screen space.\n\n(PS This is not just me. I've been encouraged by other artists in my community to report this.)\n", "Custom Property list not updating in UI when editing properties from Python\nOperating system: Arch Linux\nGraphics card: GTX 970\n\nBroken: 2.80.60 (1c5860407068)\n\n\nSetting a custom property from Python does not update the corresponding entry under Custom Properties until mouse over forces a refresh.\n\n\nUsing default blend file.\n\n1. Add a Python Console panel somewhere\n2. Select the cube object\n3. Switch to the object properties tab, unfold the Custom Properties panel\n4. In the python console:\n```\no = C.active_object\no['value'] = 456\n```\n5. No new entry is shown in the Custom Properties panel\n6. Move the mouse to the Custom Properties panel -> new value prop appears\n7. The same thing happens when updating a property value, a mouse over is also needed to refresh the property list being displayed\n", "Blender development todo list -- Import/Export\nNOTE: this is a direct dump of Import_Export (without cherrypicking the [still] valid items)\n\n## Blender files and Library linking\n\n- [ ] Mixing \"direct\" and \"indirect\" data not well supported #26706\n- [ ] Making local data which is still used in libraries, causes problems #44321\n\n## All Formats\n\nCurrently negative scales will flip faces for formats which don't store object transformations (obj, ply, stl ... etc). #35892\n\n## FBX\nSee [[Extensions:2.6/Py/Scripts/Import-Export/Autodesk_FBX]].\n\n## Alembic\n- [ ] While Alembic exports particles as points and supports ParticleInstance modifiers it could also support particle duplication (dupliobjects etc.), see #54703\n", "In some Constraints, only one Custom Space selection box appears when there should be multiple \nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 462.30\n\nBroken: version: 3.1.2\nWorked: 2.83 (When the custom space option hasn't been added)\n\nIn some constraints such as copy location/rotation, there are two \"space\" selection boxes. However, only one custom space target selection box appears when both of them are selected as \"custom space\".\n\n1. Open Blender, add a copy location constraint to the default cube\n2. Set both the \"target\" and the \"owner\" to \"custom space\"\nOnly one custom space target selection box appears, where there should be two.\n![图片.png](图片.png)\n\n", "Alembic Instances are Duplicates instead of References\nWhen importing alembic files, Blender creates duplicates of the geometry data instead of references. Additionally, each instance is an object instead of a dupli group which would consume far less memory?\nAlembic is outputted from Houdini. [pigs_packedTransforms.abc](pigs_packedTransforms.abc)\n\nThis behaviour is exhibited by 2.79rc2. " ]
[ "GPencil: Layer transform is duplicated when duplicating object\n\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 960M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 391.25\n\nBroken: version: 3.2.0 Alpha\nWorked: I don't believe this has ever worked as expectated\n\n\nIf there is a transformation under the object data properties for a layer and the user duplicates the greasepencil object, the duplicated object will offset the greasepencil points by the vector specified in the layer transformation. It will retain the layer transformation from duplication, and will reapply the same transformation.\n\nIf I have a layer transformation of (0, 0.1, 0), the duplicated greasepencil object will have all points displaced by the (0, 0.1,0), but will still have an active layer offset of (0, 0.1, 0) which will cause a total of (0, 0.2, 0) displacement.\n\nThe only way to make the duplicated greasepencil object the same as the original, is to 0 out all the transforms on the duplicated object or go edit mode and correct the offset there. \n\nThis is more of an issue when overriding a library, since I can not 0 out the linked object layers without making them local to the file. The moment I override a linked greasepencil object/collection, the same issues as duplicating appear. \n\n\nIn the test file, duplicate the greasepencil object. Note how the 0.1 Transform Layer will translate 0.1 units on y after each duplication. This will occur if you make a library override of this object in another file.\n[Blender Bug with Layer Transform.blend](Blender_Bug_with_Layer_Transform.blend)\n", "Grease Pencil unexpected behavior when duplicating with 3D location depth order and transform values\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 462.31\n\nBroken: version: 3.2.0 Alpha\n\nWhen duplicating a grease pencil object with 3D location stroke depth order and transform values on the layers, the resulting duplicate object seems to have applied the transform values to each layer but also retain the transform values. This results in the duplicate's layers having double transformed and zeroing the transform values means the layers are in the transformed position of the original object. Would expect the duplicate layers to retain the same positions and transform values as the original.\n\n\n\n\n - Create grease pencil object\n - Set Stroke Depth Order to 3D location \n - Add transform values to layers\n - Duplicate object in object mode\n\n\n{[F12919993](image.png), size=full}\n\n[grease_pencil_error.blend](grease_pencil_error.blend)\n\nThanks!\n\n\n\n\n\n\n" ]
Cuda error on Branched Path Tracing mode. Win7 64bit, gtx680m Broken: 5256a5d (blender-2.70-5256a5d-win64-vc12) Worked: 19e627c (blender-2.70-windows64-vc2013_preview) When I try to render with this mode I got this error: "CUDA error: Not found in cuModuleGetFunction(&cuPathTrace, cuModule, "kernel_cuda_branched_path_trace" open Blender, Load Factory Settings, open "User Preferences", enable CUDA. Device "GPU Compute", Set Sampling to "Branched Path Tracing" mode. press Shift+Z. When you press F12 you got nothing, no error, just nothing. screenshot_30.png
[ "Custom render engine is unable to create gpu context\nOperating system: Linux-5.19.17-2-MANJARO-x86_64-with-glibc2.36 64 Bits\nGraphics card: AMD Radeon Graphics (renoir, LLVM 14.0.6, DRM 3.47, 5.19.17-2-MANJARO) AMD 4.6 (Core Profile) Mesa 22.3.1\n\nBroken: version: 3.5.0 Alpha\nWorked: Blender 3.4\n\nUnable to perform background rendering using `gpu` module in custom render engine.\n\nRun the script in background mode: `blender -b -P background-gpu.py`. Blender throws: `SystemError: GPU API is not available in background mode`, despite the line `bl_use_gpu_context = True` in custom render engine. Worked perfectly fine in blender 3.3 and 3.4. Not in 3.5 though.\n[background-gpu.py](background-gpu.py)\n\n", "Driver using Depsgraph to retrieve current View Layer name fails when rendering in EEVEE\nBroken: version: 3.0.1\n\nI tried to make a driver reference the current View Layer as [Animation: Passing Dependency Graph to Drivers](rB686ab4c9401a90b22fb17e46c992eb513fe4f693) seems to enable. However, it only seems to work if I click the render button on the Render Layers node in the compositor. Rendering with F12 results in the expression depsgraph.view_layer.name evaluating to whatever the first View Layer is named.\n\n**Video Demonstration**\n[Viewlayer Depsgraph Problem.mp4](Viewlayer_Depsgraph_Problem.mp4)\n\nAfter you allow execution of scripts, you can test rendering with F12 versus using the buttons render buttons on the Compositor Render Layers nodes.\n[DG_VL_Render.blend](DG_VL_Render.blend)\n", "Add HIP and HIPRT Support for GFX1037 (AMD Radeon 610M iGPU)\nOperating system: Windows 10 IoT LTSC 21H2 (19044.2846) \nGraphics card: AMD Radeon 610M (Mendocino) (GFX1037) with the latest 23.7.2 driver.\n\nBroken: All versions that I know of, including the latest 4.0.0 Alpha build.\nWorked: None, that I know of.\n\nThere seems to be no HIP kernels for the Mendocino iGPU which is based on the RDNA2 microarchitecture. I was unable to use Cycles with the integrated GPU selected, it would throw a message saying \"HIP binary kernel for this graphics card compute capability (10.3) not found\".\n\n1. Install the 23.7.2 driver after doing a DDU.\n2. Install Blender 3.6.1.\n3. Download the Classroom demo file.\n4. Open it, open the Preferences menu, go to System, select the iGPU as the HIP render device.\n5. Select Cycles as the render engine, then select GPU compute.\n6. Render -> Render Image.\n\n", "After updating the video card drivers to 20.11.2, interface artifacts appeared.\n{[F9329300](Снимок_экрана_2020-11-19_212921.png)}Operating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Radeon RX 590 Series ATI Technologies Inc. 4.5.14757 Core Profile Context 20.11.2 27.20.14501.18003\n\nBroken: version: 2.83.9\n\nMultiple artifacts can appear [see merged reports and see below]\n\n\n| ![bbug_3.png](bbug_3.png) |![unknown.png](unknown.png)|![image.png](https://archive.blender.org/developer/F9526216/image.png)|\n| -- | -- | -- |\n\nAfter updating the video card drivers to 20.11.2, interface artifacts appeared\nPossible workaround: downgrade GPU driver\n\nWe had more user state that enabling Render Properties > Performance > High Quality Normals avoids the drawing issues with Eevee.", "Subdivision modifier artifacts in Blender 2.80\nOperating system: Windows 10\nGraphics card: 1080ti\n\nBroken: \n2.80 downloaded on the 3rd of Feb, 2019 as found on the download beta section\nWorked: (optional)\n\n\nSome artifacts around the out circle in the blend file, this is not present in Blender 2.79\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\nload attached file, doesn't matter if it is Cycles or Blender the artifact is present.\n\n[ukelele.blend](ukelele.blend)", "Cycles crashes on viewport rendering in CUDA driver\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.3.0\nWorked: 3.2\n\nThe crash happens while navigating the viewport in shading mode, using Cycles.\n\nThis crash reappeared in the latest 3.3 release. It happened in older releases, then it got stable, but now it's back again.\nApparently, it has to do with Cuda.\nIt's not happening in one particular scene only, but rather randomly regardless of the complexity of the scene.\n\n[Cave-CloseUp-v006.crash.txt](Cave-CloseUp-v006.crash.txt)\n\n[Cave-CloseUp-v005.crash.txt](Cave-CloseUp-v005.crash.txt)\n\n[blender.crash.txt](blender.crash.txt)", "Vulkan: Better handling of GPU debug when not having vulkan SDK installed.\nBlender libraries only contain a subset of the vulkan SDK. Most important is\nthat validation layers aren't added. These validation layers will be enabled\nwhen starting blender with `--debug-gpu` (or test cases).\n\nIn this case there is an error printed to the console. This should not be an\nerror, but we could add a log line when not found.\n\n", "Linked collection with smoke simulation cached doesn't work\nOperating system: Windows 10\nGraphics card: RTX 2070 laptop\n\nBroken: 2.82\nWorked: IDK\n\n Linked collection with smoke doesn't seems to load the cache properly or something.\n\n- Create a scene with a quick effect smoke,\n- Save the file,\n- Bake the simulation.\n- Save the file again,\n- File -> New -> General\n- File -> Link the collection of the another file\nThe domain doesn't load the cache", "Blender (silently) fails when importing Sketchup Collada File\nMid-2014 MacBook Pro with Intel Iris Pro 1536 MB Graphics\n\nBroken: Version 2.79 (2.79 2017-09-11, Blender Foundation)\n\nTried to import a .dae file downloaded from Sketchup, and nothing happened after selecting the file from the Import dialog.\n\n\n\n - Went to K-5299-RA-Highline-Classic-10-gpf-Comfort-Height-two-piece-elongated-toilet-with-Class-Five-flush-technology-and-right-hand-trip-lever \n - Downloaded the Collada File from the page; also uploaded here: [model.dae](model.dae) \n - Opened blender from the command line\n - Selected menu: File > Import > Collada (Default) (.dae)\n - Selected the model.dae in the dialog. The dialog closed, but see an empty scene still. I expected to see an error or something if it couldn't import it.\n\nOn the command line, I see the following:\n\n```\nRead prefs: /Users/myuser/Library/Application Support/Blender/2.79/config/userpref.blend\nColor management: display \"sRGB\" used by scene not found, setting to default (\"sRGB / BT.709\").\nColor management: scene view \"Default\" not found, setting default \"sRGB EOTF\".\nColor management: sequencer colorspace \"sRGB\" not found, will use default instead.\nfound bundled python: /Applications/blender.app/Contents/Resources/2.79/python\ndrop file /Users/myuser/Downloads/model.dae\nWriting node id='ID4', name='skpC9F6'\nWriting node id='ID5', name='instance_1'\nCannot find object for node referenced by <instance_node name=\"\">.\nWriting node id='ID6', name='_5299-RA'\nWriting node id='', name='SketchUp'\nWriting node id='', name='skp_camera_Last_Saved_SketchUp_View'\nWriting node id='ID3', name='instance_0'\ncreate <instance_node> under node id=ID3 from node id=ID4\ngot 25 library nodes to free\n```\n\nThe line `Cannot find object for node referenced by <instance_node name=\"\">.` being output does make me wonder if something is going wrong. However, I can see the file OK in a https:*threejs.org/ based Collada viewer (and the associated https:*threejs.org/examples/js/loaders/ColladaLoader.js )\n\n![threejs-colladaloader.png](threejs-colladaloader.png)\n\nHas anyone else seen this problem in 2.79b?\n\n", "2.90 Not opening on Linux\nOperating system: Linux Mint 18.1\nGraphics card: Intel HD 620\n\nBroken: \nBlender 2.90 won't open up fully, it appears to open up and immediately closes\nWorked: \n\nTried a few different ways to open, won't open.\n\nOne of the methods I tried opening with was through the Terminal and this was the message I had returned back:\n\nRead prefs: /home/john/.config/blender/2.90/config/userpref.blend\nfound bundled python: /home/john/Desktop/3D Related/1BlenderVersions/blender-2.90.0-linux64/2.90/python\nGPUShader: linking error:\nerror: Input block `ShaderStageInterface' is not an output of the previous stage\n\nGPUShader: linking error:\nerror: Input block `ShaderStageInterface' is not an output of the previous stage\n\nWriting: /tmp/blender.crash.txt\nSegmentation fault", "blender3.4 alpha new eevee a rendering on the flashback\nOperating system:windows10 21h1\nGraphics card: amd 6800xt (22.7.1 driver opengl doubled the performance of a version)\n\nBroken: blender-3.4.0-alpha+master.ca172677b1a7-windows.amd64-release\nWorked: There is no version that can be tested\n\n\nScene any scene including cube, whether window rendering or f12, directly exit the software.", "OptiX Denoiser crashes OPTIX_ERROR_CUDA_ERROR in optixDenoiserComputeMemoryResources\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.48\nCPU: AMD Ryzen 7 1700\nRAM: 32 GB\n\nBroken: version: 2.90.0 Alpha\nWorked: unknown\n\nWhen the Viewport OptiX Denoiser is activated it crashes with the following error *\"OPTIX_ERROR_CUDA_ERROR in optixDenoiserComputeMemoryResources(denoiser, rect_size.x, rect_size.y, &sizes) (device_optix.cpp:850)\"*\n\nBased in the Startup File, (Reseted to Factory Settings and userpref.blend deleted):\n1. In Preference->System set Cycles Render Devices to \"CUDA\"\n2. Set render engine to \"Cycles\"\n3. Set device to \"GPU Compute\"\n4. Set Viewport Denoiser to \"Fastest (Optix)\" or \"OptiX\"\n5. Set Viewport Shading to \"Rendered\"\nERROR *(View screenshot)*\n\nOnce the error has ocurred I can't render with CUDA, even on a new file. To be able to render with CUDA I must close Blender and open it again. *View System Console Output*\n\n**Additional Info**\n\n- The error doesn't happen if the Cycles Render Devices is set to \"OptiX\"\n- This error doesn't happen in my laptop (i7 7700HQ, GTX 1050, 16GB RAM)\n- In a more complex scene blender tries to load the render kernels for a long time before throwing the error\n\n![screen.png](screen.png)\n[system console Output.txt](system_console_Output.txt)\n[system-info.txt](system-info.txt)\n\n\n\n", "Blender 2.83 smoke or liquid simulation not showing up when switching to Modular mode\nOperating system: Windows 10pro 64 bit\nGraphics card: Nvidia GTX 960\n\nBroken: 2.83, v2.83.0 \nWorked: 2.82\n\nWhen I'm simulating smoke or liquid. If I switch to modular mode, the bake the simulation. I do not see any smoke or liquid after it has run the bake. I can see the domain moving as if particles are filling the domain, but during play back nothing is there.\nIf I change the mode to replay mode. I can see the smoke or liquid as it is simulating. But I don't get this in modular mode\nI have a youtube video link that shows the problem. \n\nIoqbkzs7h5w\n\nI like modular mode, because baking the simulation this was takes less resources by not updating the view port.\n\n- Create a box.\n- Duplicate the box. \n- In physics tab... Make one for the emitter and the other as domain.\n- Scale domain as necessary.\n- By default Blender is in Replay mode. Change it to modular to get the Bake buttons. \n- Bake simulation. \n- Then change scale of emitter and bake simulation again.\nor\n- open attached file\n- Try see simulation with Replay (it should work)\n- Then try with Modular\n[Name_animationV2.blend](Name_animationV2.blend)", "Outliner (Data API mode) crash trying to display a MeshSkinVertex in editmode\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.48\n\nBroken: version: 2.83.5, 2.90, 2.91 ce0bcd5fb\nWorked: Never (2.79 has the same problem)\n\nOutliner (Data API mode) crash trying to display a MeshSkinVertex in editmode\n\n[T79961_repro.blend](T79961_repro.blend)\n- Open file\n- Cube should be in editmode\n- In the Outliner (should be in Data API mode):\n - navigate to Meshes > Cube > Skin Vertices > expand the dot as well\n - crash", "Edit Source operator missing the \"see XXX.py in the text editor\" info in the status bar\nOperating system: Linux-6.4.13-200.fc38.x86_64-x86_64-with-glibc2.37 64 Bits, WAYLAND UI\nGraphics card: AMD Radeon Graphics (renoir, LLVM 16.0.6, DRM 3.52, 6.4.13-200.fc38.x86_64) AMD 4.6 (Core Profile) Mesa 23.1.6\n\nBroken: version: 4.0.0 Alpha\nWorked: 3.6 LTS\n\nCaused by 1251b7c4001b3f7de158c089256b04c887d6c5bb\n\nEdit Source operator missing the \"see XXX.py in the text editor\" info in the status bar\n\n- use the context menu on a button in the UI and call Edit Source\n- this is missing the following info in the status bar:\n![image](attachment)\n\n" ]
[ "Branched Path disabled on GPU\n\nWindows 7 , Quadro 4000 + Geforce GTX 690 (Driver 335.25)\n\nBroken: 2.70 aee3018, b4d259f\nWorked: 2.70 release 19e627c\n\n\nWhen using Branched Path Tracing on GPU I get an error message and glitches in the viewport:\n\n**CUDA error: Not found in cuModuleGetFunction(&cuPathTrace, cuModule, \"kernel_cuda_branched_path_trace\")\nCUDA error: Invalid context in cuCtxDestroy(cuContext)**\n\nDoes not start rendering when all GPUs (\"Geforce GTX690 (2x) + Quadro 4000\") are enabled as compute device or only one GTX 690 is chosen.\nBut does start rendering with only using the Quadro 4000.\n\nSimilar to #39355 I get an empty image when pressing F12 (or only the Quadro renders its tiles) and the error message in the viewport.\n\n\n" ]
Blender 2.75 release Closes when trying to open "System" in the userpreferences or sytem info in the help menu Windows 7 64 bit ATI Radeon HD 4800 Series Driver Package 8.97.100.11-130429a-158498C-ATI Opel GL Version 6.14.10.11672 Operating system and graphics card Blender 2.75 release Blender is closed when trying to open the System tab in user preferences or System info in the help menu ``` ```
[ "Blender just crashes for no reason, and the crash report is empty. (Segmentation fault)\nOperating system: Arch Linux x86_64\nGraphics card: AMD Radeon RX 6900 XT\n\nBroken: (example: 3.6.2, ffe93138751e, master, 2023-08-31, as found on the splash screen)\nWorked: (No idea when this error started happening.)\n\nBlender does not start up. When I start it via the command line, I get this error:\n```\nWriting: /tmp/blender.crash.txt\nSegmentation fault (core dumped)\n```\n\n`/tmp/blender.crash.txt`:\n```\n# Blender 3.6.2, Commit date: 2023-08-14 14:05, Hash ffe93138751e\n\n# backtrace\n\n# Python backtrace\n```\n\nTrying to open Blender.\n\n", "Shader compilation freeze Blender on Intel Arc770\nOperating system: Windows 10\nGraphics card: Intel Arc770 16Gb (Resizable Bar enabled)\n\n3.6.0\nDate: 2023-06-27 08:08\nHash: c7fc78b81ecb\nBranch: blender-v3.6-release\n\n**Intel driver version**\n31.0.101.4665\nReleased 11.08.2023 (latest on moment of this post)\n\nAll modes of viewport on new scene (default, for example) works fine: solid, material preview, display render. But, if I open my scene, works only 1 and 3 option. Building a shaders freezes Blender. It's around 800+ materials on scene, and GeForce cards works fine with that. The video card works at full power, with enabled Resizable Bar function. Cycles render (oneAPI) also works fine, but i can't switch the viewport on material preview. Blender freezes when shaders start compile.\n\n", "Hair particles crashing when baking or animating\nOperating system: windows 10 64 , windows 8 64\nGraphics card: intel, nvidia\n\nBroken: blender-2.81-9bd0d8b5505a-windows64\nWorked: (optional)\n\nwhen trying to bake a hair particles the system hangs giving this message\n\nError : EXCEPTION_ACCESS_VIOLATION\nAddress : 0x00007FF7CEBD24A4\nModule : C:\\Users\\dribeiro\\Desktop\\blender-2.81-9bd0d8b5505a-windows64\\blender.exe\n\n\nopen the file\nclick 'play' on timeline or bake on hair particles\n\nNEW INFO\nremoving the hair particles the animation runs normally\n[giselle.blend](giselle.blend)", "Vulkan: Better handling of GPU debug when not having vulkan SDK installed.\nBlender libraries only contain a subset of the vulkan SDK. Most important is\nthat validation layers aren't added. These validation layers will be enabled\nwhen starting blender with `--debug-gpu` (or test cases).\n\nIn this case there is an error printed to the console. This should not be an\nerror, but we could add a log line when not found.\n\n", "OptiX Denoiser crashes OPTIX_ERROR_CUDA_ERROR in optixDenoiserComputeMemoryResources\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.48\nCPU: AMD Ryzen 7 1700\nRAM: 32 GB\n\nBroken: version: 2.90.0 Alpha\nWorked: unknown\n\nWhen the Viewport OptiX Denoiser is activated it crashes with the following error *\"OPTIX_ERROR_CUDA_ERROR in optixDenoiserComputeMemoryResources(denoiser, rect_size.x, rect_size.y, &sizes) (device_optix.cpp:850)\"*\n\nBased in the Startup File, (Reseted to Factory Settings and userpref.blend deleted):\n1. In Preference->System set Cycles Render Devices to \"CUDA\"\n2. Set render engine to \"Cycles\"\n3. Set device to \"GPU Compute\"\n4. Set Viewport Denoiser to \"Fastest (Optix)\" or \"OptiX\"\n5. Set Viewport Shading to \"Rendered\"\nERROR *(View screenshot)*\n\nOnce the error has ocurred I can't render with CUDA, even on a new file. To be able to render with CUDA I must close Blender and open it again. *View System Console Output*\n\n**Additional Info**\n\n- The error doesn't happen if the Cycles Render Devices is set to \"OptiX\"\n- This error doesn't happen in my laptop (i7 7700HQ, GTX 1050, 16GB RAM)\n- In a more complex scene blender tries to load the render kernels for a long time before throwing the error\n\n![screen.png](screen.png)\n[system console Output.txt](system_console_Output.txt)\n[system-info.txt](system-info.txt)\n\n\n\n", "Material Properties Button\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: AMD Radeon RX 6700 XT ATI Technologies Inc. 4.5.0 Core Profile Context 22.20.18.220726\n\nBroken: version: 3.5.0\n\nevery time i click on the materials properties button on the right, blender shut down.\n\nit happens when you start or anytime what you are doing. Just start program, click materials properties button.\n\n", "--addons does not enable the relative addon checkbox\nWindows 7\n\nBroken: 2.79\n\nBy using [--addons ](https:*docs.blender.org/manual/en/dev/advanced/command_line/arguments.html)*add-on*, the checkbox in the UI of*Blender User Preferences*\"Add-ons\" page is not enabled for*add-on//.\n\n - type `.\\blender.exe --addons mocap`\n - open *User Preferences*\n - click *Animation* under *Categories*\n - search for *Animation: Motion Capture Tools*\n - verify the checkbox is not enabled for this addon", "Blender 3.5 and 3.5.1 are crashing while using Metal as backend\nOperating system: macOS 12.6.3\nGraphics card: Radeon Pro 580 8GB\n\nBroken: 3.50, 3.51 (Metall Backend)\nWorked: 3.50, 3.51 (OpenGL Backend)\n\nBlender simply hang. I use eevee, if you switch to rendered viewport shading it crashed complete system. I use Metall as backend, if I choose OpenGL it works fine. \n\n \nI attached an .blend file for example.\n\n", "Blender crash after maximizing/unmaximizing an editor (debug build only)\n\nBroken: master - debug build\nWorks: master - release build\nOS: Tested on both Windows and Linux\n\nWith a debug build, Blender crashes after maximizing an editor + moving mouse + unmaximizing.\nIt does not seem to be reproducible with a release build.\n\n\n- Open Blender default scene\n- Maximize the 3D viewport with CTRL+SPACE\n- Move the mouse\n- Unmaximize with CTRL+SPACE\n\n**Debug info**\nThe crash happens in `wm_event_do_handlers` when calling `wm_region_tag_draw_on_gizmo_delay_refresh_for_tweak(wmWindow *win, bScreen *screen)`.\nIn that case, `screen` points to invalid (freed?) memory.", "ops.paint.image_paint() crashes blender with brush texture\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.41\n\nBroken: version: 2.93.1\nWorked: unknown\n\n\nWhen using bpy.ops.paint.image_paint() in a addon and use a brush texture, blender crashes on the first stroke with a EXCEPTION_ACCESS_VIOLATION\n\n\n\n1. load the paintstroke addon \n```\n {F10253953}\n```\n\n2. load the blend file\n[paint_crash.blend](paint_crash.blend) \n3. go into texture paint mode\n3. make sure the brush texture is assigned\n![image.png](image.png)\n4. paint on the object with (LEFTMOUSE)\n5. crash\n\n\n**addon code:**\n\n```\nbl_info = {\n 'name': 'paintstroke',\n 'description': 'Paint Material image channels at once',\n 'author': 'Daniel Grauer',\n 'version': (2, 0, 0),\n 'blender': (2, 92, 0),\n 'location': \"View3D > Sidebar > Edit Tab\",\n 'category': 'Image Paint',\n 'wiki_url': 'blender_Material_Brush',\n}\n\nimport bpy\nfrom bpy.utils import register_class, unregister_class\nfrom bpy.types import Operator, Brush\n\n \nclass PaintStroke(Operator):\n '''paintstroke'''\n bl_idname = \"paint.paintstroke\"\n bl_label = \"paintstroke\"\n bl_options = {'REGISTER', 'UNDO'}\n \n \n @classmethod\n def poll(cls, context):\n return bpy.ops.paint.image_paint.poll()\n \n def modal(self, context, event): \n #print(\"MB keybinding test modal\")\n if event.type in {'MOUSEMOVE'}: \n brushstroke = {\n \"name\": \"defaultStroke\",\n \"pen_flip\": False,\n \"is_start\": False,\n \"location\": (0,0,0),\n \"mouse\": (event.mouse_region_x, event.mouse_region_y),\n \"pressure\": 1,\n \"size\": bpy.context.tool_settings.unified_paint_settings.size,\n \"time\": 0,\n \"mouse_event\": (0.0, 0.0),\n \"x_tilt\": 0,\n \"y_tilt\": 0,\n }\n stroke = [brushstroke] \n bpy.ops.paint.image_paint(stroke=stroke, mode='NORMAL') \n\n elif event.value in {'RELEASE'} or event.type in {'ESC'}:\n return {'FINISHED'} \n return {'PASS_THROUGH'}\n \n\n def invoke(self, context, event):\n if event.type in {'LEFTMOUSE'}: \n #self.paint(event) \n context.window_manager.modal_handler_add(self)\n return {'RUNNING_MODAL'}\n \n\nclasses = (\n PaintStroke, \n )\n\n\naddon_keymaps = []\n\ndef register(): \n [register_class(c) for c in classes]\n \n # Keymapping\n kc = bpy.context.window_manager.keyconfigs.addon\n km = kc.keymaps.new(name=\"Image Paint\", space_type='EMPTY', modal=False)\n kmi = km.keymap_items.new(\"paint.paintstroke\", type='LEFTMOUSE', value='PRESS', shift=False, ctrl=False , alt=False)\n kmi.active = True\n addon_keymaps.append((km, kmi))\n \n\ndef unregister(): \n # remove keymaps\n for km, kmi in addon_keymaps:\n km.keymap_items.remove(kmi)\n addon_keymaps.clear() \n \n [unregister_class(c) for c in classes]\n \n\nif __name__ == \"__main__\":\n register() \n```\n", "Blender freezes with Metal render device\nOperating system: macOS-13.2.1-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 Pro 1.2\n\nBroken: version: 3.5.0\nWorked: None\nAlso Tested: 3.5.1 RC (April 01, 01:59:41, `6fa464d18971`)\n\nBlender freezes after a few seconds when I enable the Metal Render Device in Preferences, switch to Cycles with GPU Compute and switch Viewport Shading to Rendered.\n\n1. **Do not** delete the default cube\n2. Switch to Metal (GPU) Cycles Render Device in Preferences > System\n3. Set GPU Backend to Metal\n4. Switch Render Engine to Cycles and device to GPU Compute\n5. Switch Viewport Shading to Rendered\n6. Wait for Cycles to compile shaders\n7. Look around for a few seconds\n8. Blender Freezes\n\n", "Blender 2.82: Fails to immediately report information to XServer on Linux\nOperating system: Manjaro Linux 5.6\nGraphics card: GTX 1070 ti\n\nBroken: 2.82, found as soon as app is open.\nWorked: 2.81\n\nIn Linux, if an app doesn't report anything to the Xserver, but still specifies window dimensions, it leads to a sort of awful stuttery broken effect while said app is loading. This is visible in 2.82, where, upon opening and loading, it fails to report to Xserver, and looks like this:\n![Screenshot_20200429_085959.png](Screenshot_20200429_085959.png)\nIt looks like this while the app is loading (that is, only a title bar) and produces an odd effect if the window is dragged around during loading, and I can confirm that it lasts longer if Blender is put on a mechanical hard drive VS an SSD. This doesn't occur launching any other apps, nor even a binary of 2.81, which instead displays a gray screen while loading. This is obviously just an aesthetic problem, but it can (rarely) cause issues. \n\n\nOpen Blender. ", "Collapsed pull down menus have no name in Quick Favourites \nOperating system:\tWindows 7\nGPU:\t\t\tASUS Strix Radeon Vega 64, Divider version: 19.4.1\nCPU:\t\t\tIntel Core i7-5960X\n\nBroken: 2.80, (since Quick Favourites were added)\n\n**Exact steps for others to reproduce the error from scratch**\n\n - Factory Startup\n - Find pulldown menus\n - Right-click context menu --> Untick `Show Menus`\n - Add the three line menu toggle to Quick Favourites\n\n![QF_No_name.png](QF_No_name.png)", "Tweak tool deselects previously selected items.\nOperating system: Windows\nGraphics card: 1060\n\nBroken: All 2.8 versions\n\nTweak tool deselects previously selected items.\n![Blender tweak tool.gif](Blender_tweak_tool.gif)\n\n", "AMD - Blender Crashes When I Start Render - Cycles GPU Compute\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: AMD Radeon RX 6800 XT ATI Technologies Inc. 4.5.0 Core Profile Context 23.7.1.230626\n\nBroken: version: 3.6.1\n\n[Whenever I start Rendering, It crashes when using cycles on GPU compute. Doesn't happen on CPU option.]\n\n[On render engine, select cycles. Then set it to GPU Compute. Then click on render on top left corner. Then select render image.]\n\n" ]
[ "Blender 2.75 RC2 is closed when trying to open \"System\" in the \"user preferences\nWindows 7 64 Bit GPU ATI Radeon HD 4800 Series\n\nBlender 2.75 RC 2\n\nBroken: (example: 2.69.7 4b206af, see splash screen)\n\nWorked: (optional)\n\nBlender is closed when i try to open the \"System\" window in the user-preferences.\n\nfile - userpreferences - System\n\nBased on a (as simple as possible) attached .blend file with minimum amount of steps\n" ]
Blender stops rendering halfway through a complex scene. Operating system: Windows 10 Graphics card: Not supported. Broken: 2.91 While working in 3d, Blender stops rendering halfway through a complex scene. It just gets stuck. I don't know how to reproduce the error. It has happened with 2 different scenes across three versions of blender 2.90.1, 2.82, and 2.91. Both scenes were lip-syncing scenes with more than 200 frames. Blender gets so far then it fails to completely render one square and doesn't move on to the next frame.
[ "Crash to desktop when trying to bake (Blender 3.3.6)\nOperating system: Windows 11 (64-bit)\nGraphics card: NVIDIA RTX A2000\n\nBroken: (3.3.5, 3.3.6, blender-3.3.6-stable+v33.948f8298b982-windows.amd64-release)\nWorking (2.91.2)\n\nWhen trying to bake scene produced in script, Blender crashed.\n\nOpen attached blend file and press Bake.", "Combine crash\nOperating system: win 10\nGraphics card: 3090\n\nBlender Version 3.5.1 \n\nWhen using ctrl+j to combine components, blender will crash.\n\n", "Unable to output pictures correctly when rendering version 3.2 demo with 65536*65536 resolution\nOperating system:win11 -workstationedition\nGraphics card:4090\n\nBroken: 3.4.0 release\nWorked: \n\nUnable to output pictures correctly when rendering version 3.2 demo with 65536 * 65536 resolution.\nWhen nearly 4 hours of rendering ends, blender does not work any picture out, as the picture atteched. And the image attribute say this image is 32768 * 32768.\n\n\nBased on the default startup or an attached .blend file (as simple as possible).\nusing the dome file for blender3.2\n\n", "2.90 Not opening on Linux\nOperating system: Linux Mint 18.1\nGraphics card: Intel HD 620\n\nBroken: \nBlender 2.90 won't open up fully, it appears to open up and immediately closes\nWorked: \n\nTried a few different ways to open, won't open.\n\nOne of the methods I tried opening with was through the Terminal and this was the message I had returned back:\n\nRead prefs: /home/john/.config/blender/2.90/config/userpref.blend\nfound bundled python: /home/john/Desktop/3D Related/1BlenderVersions/blender-2.90.0-linux64/2.90/python\nGPUShader: linking error:\nerror: Input block `ShaderStageInterface' is not an output of the previous stage\n\nGPUShader: linking error:\nerror: Input block `ShaderStageInterface' is not an output of the previous stage\n\nWriting: /tmp/blender.crash.txt\nSegmentation fault", "Crash with GPU Render\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1660 Ti with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.02\n\nBroken: version: 3.4.0\nWorked: unknown\n\nOn cycles, using the GPU renderer blender crashes. This only happens when I am using Optix with GPU and CPU. If I disable my CPU, Intel(R) Core(TM) i7-9750H CPU @ 2.60GHz, then the render works, using only CPU rendering also works.\n\nMy Memory is not fully used, both GPU and ram, and I have the newest GPU driver, GameReady version 528.02\nHope the blend file works without the video files.\nThanks for helping\n[obj_tracking_test_2.crash.txt](obj_tracking_test_2.crash.txt)\n\n[obj_tracking_test_2.blend](obj_tracking_test_2.blend)\n\n", "Zoom stops at certain level and won't go further\nOperating system: Windows 10\nGraphics card: GeForce GTX 1070\n\nBroken: 2.92, 3.0 alpha\n\nIn this simple model, I cannot zoom my view closer to mesh than I already did. I saved the closest achievable view position in the .blend.\nI can reach further close-ups using some more advanced navigation tools, like dolly zoom, but standard zoom won't let me.\nThe issue is linked to this particular model - if I copy the object (there's only one in the scene) to a new model, the issue is gone.\nThe model was originally saved in Blender 3.0 alpha, only then in stable 2.92. Could it be the cause of this bug?\n\nBased on the default startup or an attached .blend file:\n[zoom issue.blend](zoom_issue.blend)", "Freestyle doesn't render hair\nOperating system: Win10 64bit\nGraphics card: gtx1050ti\n\nBroken: 2.8-155c62b070a9\nWorked: 2.79b\n\nRender file with Cycles in 2.79b and 2.8. In 2.8 only mesh is outlined.\n[free.blend](free.blend)", "Cycles GPU Compute 5000 x 5000 pixels render F12 crashes\nOperating system: macOS-13.5-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon Pro 575 1.2\n\nBroken: version: 4.0.0 Alpha\n\nCycles GPU Compute 5000 x 5000 pixels render F12 crashes\n\nMacOS 13.5\nSee youtube about Blender crash guide during 5000 x 5000 pixels.\n\nNot matter both same crash Blender 3.6.3 and 4.0\n\n", "2.9.1 Close without error message\nOperating system: Windows 10, 10gb ram, ssd\nGraphics card: Nvidia GTX 650 1gb vram\n\nBroken: (2.83 LTE and 2.90 current available version)\nWorked: (2.82)\n\nWhen rendering with GPU AND CPU, the app crashes, works perfectly fine on CPU only. On GPU only too but slower than older versions.\n\n\n```\nblender.exe :0x00007FF7A5B76440 ccl::kernel_cpu_sse41_filter_finalize\nblender.exe :0x00007FF7A57A9220 ccl::CPUDevice::denoising_solve\nblender.exe :0x00007FF7A57DA470 ccl::DenoisingTask::reconstruct\nblender.exe :0x00007FF7A57D8ED0 ccl::DenoisingTask::run_denoising\nblender.exe :0x00007FF7A57A7240 ccl::CPUDevice::denoise_nlm\nblender.exe :0x00007FF7A57AB590 ccl::CPUDevice::thread_render\nblender.exe :0x00007FF7A57ABA30 ccl::CPUDevice::thread_run\nblender.exe :0x00007FF7A57A60B0 ?_Do_call@?$_Func_impl_no_alloc@V<lambda_d884e08a7877f415f05ce8ffda8f97b4>@@X$$V@std@@EEAAXXZ\nblender.exe :0x00007FF7A7D5F520 tbb::internal::function_task<std::function<void __cdecl(void)> >::execute\ntbb.dll :0x00007FFBF5F037A0 tbb::recursive_mutex::scoped_lock::internal_try_acquire\ntbb.dll :0x00007FFBF5F037A0 tbb::recursive_mutex::scoped_lock::internal_try_acquire\ntbb.dll :0x00007FFBF5EF51D0 tbb::interface7::internal::isolate_within_arena\ntbb.dll :0x00007FFBF5EFA490 tbb::task_scheduler_init::terminate\ntbb.dll :0x00007FFBF5F019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFBF5F019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFC08611FA0 o_exp\nKERNEL32.DLL :0x00007FFC0B647960 BaseThreadInitThunk\nntdll.dll :0x00007FFC0B7AA250 RtlUserThreadStart\n```\n\nBased on the default startup or an attached .blend file (as simple as possible).", "Background scene cause a crash in render animation\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.55\n\nBroken: version: \n - 2.92.0 Alpha\n - 2.91.0\n - 2.90.1\nWorked: 2.83.9\n\nBackground scene makes blender unstable and cause a crash in render animation\n\n- Open default startup file.\n- Create a new scene named \"Scene.001\".\n- Assign default scene \"Scene\" as the background scene of \"Scene.001\" in scene properties.\n- Assign default camera as the camera of \"Scene.001\" in scene properties.\n- Hit render animation from render menu.\n- After a couple of frames rendered, blender crashes.\n\nTested in different situations i had some problems.\nI think assigning a background scene makes blender unstable in general.\nOccasionally crashes when opening a file which has background scene.\nThe worst case is render animation.\n\n[Background_Scene_Crash.mp4](Background_Scene_Crash.mp4)\n\nReproduction steps with this file:\n1. Open file.\n2. Start Render Animation.\n[#83852.blend](T83852.blend)\n", "Image sequence render just stops on Cycles on MacOS Metal\nOperating system: macOS-13.3.1-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 Ultra 1.2\n\nBroken: version: 3.5.0\nWorked: none, tried 2.93, 3.3\n\nafter about 100 or so frames render just stops, Blender is still responsive, its not frozen or crashed, render bar just sits at %0. I'm doing motion tracking to get some kitbashed 3d elements into the scene. Plays fine in Eevee in the viewport. This is the error I get: CommandBuffer Failed: cycles_metal_shader_eval_displace. Attached ram usage for last 24 hours, I still have plenty of ram!\n\nI've closed the file and retried, several times, never got a render all the way through.\n", "Crash when rendering a specific 4k scene with Cycles Metal\nOperating system: macOS-13.3.1-arm64-arm-64bit 64 Bits\nGraphics card: Apple M2 Pro Apple 4.1 Metal - 83.1\n\nBroken: version: 3.5.1\n\nWhen I render with Blender 3.5.1 on a MacBook 16\" with an M2 Pro chip at a 4K quality, Blender closes before finishing the rendering process.\"\n\n- Open attached .blend file\n- Make sure you have enabled Metal GPU+CPU in the Preferences\n- Render the scene\n\nIt should crash about halfway through the rendering process.\n\n![Funcions.blend](attachment)\n", "Blender freezes after scrubbing timeline or changing keyframe value\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 4090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 535.98\n\nBroken: version: 3.5.0\n\n\nAfter playing the timeline, or moving the play head, the system seems to pause for about ten seconds and won't register selections in the viewport, data boxes, or selecting a keyframe in the graph editor. If you did try to click some things and move them, suddenly they will register as selected and all the mouse movements you made get piled on all at once.\n\n\n- On \"Sc6\" or \"Sc2-5\", scrub the timeline then try to select anything, especially key frames in the graph editor\n\n", "Scene strip to cache/prefetching\nOperating system: windows 10\nGraphics card: rtx2060\n\nv2.83.0\n\n\n32:22 - 36:00\nwatch?v=MW-wn9htHFM\n\nI posted a question for \"blender today\" where Pablo Vazquez and @dfelinto reviewed what I was talking about, and at the end, they mentioned to report it as a bug. i put the time stamps for the video above. my original post read: \"i was wondering how to load a scene strip to cache (like prefetch it) in the vse. currently i have to scroll over the clip multiple times, because pressing play and letting it play doesn't load the whole thing to cache.\"\n\njust to reiterate, I am talking about *scene* strips. I'm not sure if this is actually a bug or a feature request, but considering that they were messing around with it and told me to report it as a bug, that's all i wanted to do. thank you!", "Cycles render artifacts relating scene scale\nOperating system: Windows 10\nGraphics card: tested multiple graphics cards with same issue\n\nBroken: 2.83.6 (file originally made in 2.79 and had the same issue)\n\nThere exists in the blend file data only two objects - the camera and a simple plane. Yet when rendering, the result does not match the viewport and there seems to be another ghost object appearing in the scene.\n\nBased on the following startup file: [strange-error.blend](strange-error.blend)\n\n1. Switch to rendered view in the viewport. This is how things should look.\n2. Now render the current frame at frame 97. Notice the strange ghosting effect in the center of the frame." ]
[ "Blender stops rendering halfway through a scene\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: Intel(R) HD Graphics 500 Intel 4.5.0 - Build 22.20.16.4749\n\nBroken: version: 2.91.0\n\nBlender stops rendering halfway through a scene.\n\nJust run the animation rendering with the uploaded file. The rendering gets stuck on frame 199.\n[scene 1 part 2.blend](scene_1_part_2.blend)\n\n" ]
Blender 2.79 macOS missing code signature macOS 10.12.6 Broken: (2.79) Worked: (2.78c) The 2.79 version does not have a code signature, while prior versions did (2.78c, 2.77). This causes macOS gatekeeper from allowing it to launch without manually overriding the security warning. Download Blender 2.79 on macOS 10.12.6. Set system security settings to "Allow apps downloaded from App Store and identified developers" (the default setting). Double click blender.app A security warning window opens which says "blender.app can't be opened because it is from an unidentified developer". Version 2.78c did not trigger this warning. Alternatively, right-click on blender.app and select "show package contents" Open the "Contents" folder within blender.app. An app with a valid code signature will have a folder named "_CodeSignature". This folder was present in 2.78c, but is missing in 2.79.
[ "Double backslashes in log message when installing an addon (Windows)\nMessage in the info window after installing addon:\n```\nModules Installed () from '[...]\\\\src\\\\blender_export_ndh.py' into '[...]\\\\AppData\\\\Roaming\\\\Blender Foundation\\\\Blender\\\\2.92\\\\scripts\\\\addons'\n\n```\n\nBlender 2.92.0, Windows 10", "Blender Crash. Code marked as unreachable has been executed.\nOperating system: Windows-11-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 536.67\n\nBroken: version: 3.6.1, 4.0.0 Alpha\nWorked: didn't test\n\nOpen the .blend and go to frame 60. Crash\n\nThis is a .blend from a random user. So, sadly, I don't know the exact steps to reproduce.\nIt just said: \"Code marked as unreachable has been executed. Please report this as a bug.\"\n\n", "Cycles GPU Compute 5000 x 5000 pixels render F12 crashes\nOperating system: macOS-13.5-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon Pro 575 1.2\n\nBroken: version: 4.0.0 Alpha\n\nCycles GPU Compute 5000 x 5000 pixels render F12 crashes\n\nMacOS 13.5\nSee youtube about Blender crash guide during 5000 x 5000 pixels.\n\nNot matter both same crash Blender 3.6.3 and 4.0\n\n", "Windows uninstaller does not cleanup its registry keys after uninstall, leaving a non functional open with entry.\nOperating system: Windows 10 2004\n\nBroken: 2.90.1\n\nAfter uninstallation of blender, non functional open with entry is left behind pointing to the location of blender.exe\n\nI dug around a bit and found the registry key responsible is \n```\nHKEY_CLASSES_ROOT\\blendfile\\shell\\open\\command\n```\nThis key should be deleted after uninstallation of blender\n\nUninstall blender and try to open a .blend file. This shows up: ![Screenshot (56).png](Screenshot__56_.png)", "Custom properties without a name cannot be edited/deleted\nOperating system: macOS-12.0.1-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 560X OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.7.29\n\nBroken: version: 3.1.0 Alpha\nWorked: 2.93.6 Release Candidate\n\nA custom property without a name cannot be edited or deleted (gives an error), however in the worked version as stated above, the unnamed property can still be manipulated without triggering an error.\n\n1. In the default scene, create a new custom property for the cube and remove its name completely.\n![image.png](image.png)\n2. Press OK\n3. Blender gives an error, as shown below:\n![image.png](image.png)\n4. Dismiss the pop up and click on either the gear/cross icons:\n![image.png](image.png)\n\n[unnamed_prop.blend](unnamed_prop.blend)\n", "Normalize Vertex Groups while Armature modifier is hidden\nOperating system: MacOS 13.4 (22F66) Ventura\nGraphics card: Apple M2\n\nBroken: 3.6.1, 3.6.0\nWorked: 3.5.1\n\nNormalizing all vertex groups while Armature modifiers are present with show_viewport disabled will result in the following error:\n```\nTraceback (most recent call last):\n File \"<blender_console>\", line 1, in <module>\n File \"/Applications/Blender361.app/Contents/Resources/3.6/scripts/modules/bpy/ops.py\", line 113, in __call__\n ret = _op_call(self.idname_py(), None, kw)\nRuntimeError: Error: No vertex groups to operate on\n```\n\nTry this on any object with armature modifiers and the respective vertex groups.\n1. Disable `show_viewport` on the modifier(s).\n2. Call `bpy.ops.object.vertex_group_normalize_all(lock_active=False)` (Just noticed, this also happens when calling the operator from the UI)\n\nI tested this both on a complex rig (Rainv2) and the default cube bound to a single bone.\n\n", "GPencil: Shortcuts in Draw Mode are hardcoded\nMultiple keys in the `gpencil_draw_modal` function are hardcoded and (some) don't show up in the info bar. This makes it impossible for the user to know what certain keys do as well as impossible to change them in the keymap. All of those keys should be in the keymap with the default keys set as they are now.\n\nHere is a list of these (hardcoded) shortcuts:\n\n - {key Enter}, {key Pad_Enter}, {key Esc}, {key Space}, {key Ctrl Z} (?): Confirm\n - {key Mousewheel_Up}, {key Pad_Plus}: Increase size of eraser\n - {key Mousewheel_Down}, {key Pad_Minus}: Decrease size of eraser\n - {key O}: Set center of guide\n - {key V}: Turn off speed guide\n - {key M}: Alternate or flip guide direction\n - {key L}: Turn on line guide; {key Ctrl L}: Turn on line guide with angle = 0; {key Alt L}: Turn on line guide with last angle\n - {key C}: Turn on circular guide\n - {key K}: Turn line guide clockwise\n - {key J}: Turn line guide anti-clockwise\n", "Pose Library: Collection pop-up when creating new poses in Action Editor\nWhen creating poses from the Action Editor it should be explicit to which catalog the new asset should be added.\n\nBy default the Unassigned option should be highlighted, so users can post-pone this decision for later, similar to when marking data-blocks as assets.\n\nThis is part of #103265.\n\n---\n\nSome initial code snippets for anyone interested on tackling this: [P3408](P3408.txt)", "Python exception typing units into a spinner that accepts units\nMac OSX\n\n2.79a\n\nTyping in \"10 px\" in a field that accepts units raises a Python exception\n\nSelect Blender Render\nGo go the render tab\nScroll down to \"Bake\"\nType in \"10px\" into the \"Margin\" spinner, hit enter\n\n('unexpected EOF while parsing', ('<string>', 1, 4, '10px'))\n\nInput value does not save\n\nInput value should accept and strip px and behave correctly", "Regression: Crash on Start Up\nOperating system: Mac OS 12.6.9\nGraphics card: AMD FirePro D500 3 GB\n\nBroken: blender-3.6.3-stable+v36.d3e6b08276ba-darwin.x86_64-release.dmg\nWorked: blender-3.6.3-candidate+v36.71b55b491e9c-darwin.x86_64-release.dmg\n\nApp crashes at start up.\n\nClick on App icon, app attempt to start, crash. I restarted my computer with same results. Not opening app from a .blend file. Tried opening default app with same result.\n\n", " EXCEPTION_ACCESS_VIOLATION when entering Edit Mode\nOperating system: Windows 10 1903 (18362.239)\nGraphics card: Intel HD Graphics 4000\n\n***Broken:***\nBlender 2.80 (sub 75) / 2019-07-29 09:44 AM Windows / Stable\nBlender 2.81 (sub 1), branch: master, commit date: 2019-08-13 11:31, hash: 6f9cbbc8ec4f\n***Worked:***\nBlender 2.79 (copied mesh over through copybuffer.blend)\n\n\nWhen entering edit mode of a specific object Blender crashes with EXCEPTION_ACCESS_VIOLATION. Logs and example .blend provided.\n\nThe issue shouldn't be in my GPU, since the same issue persists even with Software Rendering.\n\n1. Open up example file\n[window_broken.blend](window_broken.blend)\n\n2. Select `window_panes` and enter Edit Mode\n3. Get EXCEPTION_ACCESS_VIOLATION\n\n**Logs (2.80 `blender_factory_startup`)**\n[blender_system_info.txt](blender_system_info.txt)\n[blender_debug_output.txt](blender_debug_output.txt)\n\n**Logs (2.81 `blender_factory_startup`)**\n[blender_system_info.txt](blender_system_info.txt)\n\n[blender_debug_output.txt](blender_debug_output.txt)", "Python API docs Error\n\nI'm not sure that it needs to be sent here\n\nThe Python API Docs contains an error - it says that blender as a python module need to be compiled independently. but this has not been the case for a long time\n\n![Screenshot_20230729_184115.png](attachment)\n\n", "MacOS ARM64 builds have issues saving WEBP images from 32bpp buffers\nOperating system: MacOS ARM64 buildbot\n\nBroken: 3.6 main 7699c7407d08e79580c36554206f14310f0f56c9\nWorked: n/a\n\nThe newly added `imbuf_save` is failing for certain scenarios but only on MacOS ARM64 builds.\n\nThis is a tracking bug so we can investigate the issue and re-enable the tests.\n\n- Uncomment the 2 WebP tests in `tests/python/bl_imbuf_save.py`\n- Run and observe large deviations in expected pixel values:\n\nThe first failure seems entirely incorrect while the second exceeds our 1% failure threshold @ 0.016.\n\n```\nwebp-rgb-70__from__rgba32.webp\n Mean error = 0.0058668\n RMS error = 0.01072\n Peak SNR = 39.3961\n Max error = 0.0862745 @ (77, 45, G) values are 0.04705883, 0.043137256, 0.0627451 vs 0.13333334, 0.12941177, 0.14901961\n 9791 pixels (59.8%) over 1e-06\n 2354 pixels (14.4%) over 0.016\n\n\nwebp-rgba-70__from__rgba32.webp\n Mean error = 0.00128407\n RMS error = 0.00366359\n Peak SNR = 48.7219\n Max error = 0.054902 @ (112, 62, R) values are 0.5058824, 0.25882354, 0.50980395, 1 vs 0.56078434, 0.3137255, 0.5647059, 1\n 5139 pixels (31.4%) over 1e-06\n 312 pixels (1.9%) over 0.016\nFAILURE\n```\n\n", "Support MinGW\nWe have some patches in MINGW-packages to make blender build on MinGW.\nWe already have it for Windows ARM64.\nIs it OK to upstream those patches?", "Operators for visibility on active face set missing from menus\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.09\n\nBroken: version: 3.0.0 Alpha\nWorked: Never\n\nThe default hotkey to show or hide the active face set does not appear in the menus.\n\n\n- Open Blender\n- Switch to Sculpt Mode\n- Use the Draw Face Set brush to create some face sets\n- Use the shortcut `H` and `Shift H` to control the visibility of the active face set\n- Search for the mneu entires of these shortcuts" ]
[ "Version 2.79 for macOS is not code signed\nmacOS\n\nBroken: 2.79\n\nIt seems that the current released binaries for macOS do not have a code signature at all:\n\n```\n$ codesign --verify --verbose blender-2.78c-OSX_10.6-x86_64/blender.app\nblender-2.78c-OSX_10.6-x86_64/blender.app: valid on disk\nblender-2.78c-OSX_10.6-x86_64/blender.app: satisfies its Designated Requirement\n```\n```\n$ codesign --verify --verbose blender-2.79-macOS-10.6/blender.app\nblender-2.79-macOS-10.6/blender.app: code object is not signed at all\nIn architecture: x86_64\n```\n\nDownload blender from download/ and try to open blender.app. The macOS Gatekeeper will warn that the app is from an unidentified developer." ]
Grease pencil cursor size not shown on the viewport when sculpting strokes **System Information:** Windows 7 64bit (SP 1) - NVIDIA GeForce GTX 560 Broken: 2.77 Grease pencil cursor size not shown on the viewport when sculpting strokes. The weird thing is the cursor actually show when over the bottom bar as you can see on the attached image.![GP_BUG_cursor_size.jpg](GP_BUG_cursor_size.jpg) - Draw something with GP - Enter edit mode and select sculpt strokes - The tool works as intended but the cursor not show the current size on the viewport
[ "Edit Dyntopo Detail Size operator is not working with all methods.\nOperating system: Ubuntu 18.04\nGraphics card:\n\nBroken: master #e7dc3c91ad82\nWorked: 2.90\n\nEdit Dyntopo Detail Size operator was recently replaced to have a better gizmo.\nThat only works with Constant Detailing method.\n\nShift D is doing nothing when Relative or Brush detailing method are used.\nThat is a regression. It is pertinent to change the size for those methods, too.\n\nProbably, gizmo should work differently for a Brush Method. But, at least, shortcut should allow to change Detail Size like in 2.90. \n\n\n\nIssue in Master :\nEnter into Sculpt Mode.\nEnable Dyntopo mode.\nPress Shift D. Nothing happens.\nChange Detail Method from Relative to Constant. \nPress Shift D. New Gizmo is available.\nChange Detail Method from Constant to Brush.\nPress Shift D. Nothing happens. \n\nRepeat same steps In 2.90 :\nCircle gizmo is adapted to used method.\nRelative method is relative to screen. So, circle does not go above a certain limit.\nConstant/Manual method is relative to World Space. Size of Circle is not limited.\nBrush Method is relative brush size. Gizmo is showing a percentage.\n", "Grease Pencil Tint / Also Vertex Paint on Grease Pencil Objects very slow with Cintiq Pro 24\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.4.1\n\nWhen i use Grease Pencil Tint with the a Cintiq 24 Pro it's very very slow. I have to wait after each stroke to continue. Drawing with the mouse is no problem.\nSame with vertex paint on a grease pencil object.\n\nWindows Ink and Wintab made no difference\n\nJust tinting with the cintiq stylus in the attached scene on the current layer.\n\n", "Sculpt mode - program crash: brush smooth + graphics tablet\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.30\n\nBroken: version: 3.6.0\n\nUnless explicitly specified in \"preferences > input > tablet > tablet API > wintab or windows ink\", it crashes when using smooth brush. If I use the \"automatically\" setting.\nFor the bug to recur, the brush must take a force or size parameter from the pressure force on the graphics tablet. If I use the mouse, the error does not occur.\nThis error is repeated in any scene and with any object. I created a cube, remesh it and used a smooth brush in sculpt mode. Blender crashes to completion.\n\ngraphics tablet: xp-pen star 06\n\n", "Edit Dyntopo Detail Size: Add resolution value for visual feedback\n(NOTE) This task is part of the community & sub tasks of the workboard. Anyone is free to pick up this task and contribute. For any questions or needed reviewers, please tag @JosephEagar and @JulienKaspar.\n\n## Issue\n\nWhen using the `sculpt.dyntopo_detail_size_edit` on `R` while Dyntopo is set to 'Constant' or 'Manual' Detailing in the dyntopo settings, \nit can easily happen that the overlay doesn't show the wires that indicate the resolution.\nThis happens when the value is much higher than the current brush size, like when working on a very small object.\n\n![Screenshot_20230328_203322.png](attachment)\n\n## Suggestion\n\nIt would be give better feedback to the user that this is happening by displaying the 'Resolution' value\n- in the header\n- in the viewport itself, like with `object.voxel_size_edit` on the same shortcut.\n\nThe first solution would be the easiest and most consistent with other operators.\nThe second solution is also very welcome but would need the text to be placed outside of the brush cursor (Perhaps even dynamically placed depending on the availible viewport space).\n\n![Screenshot_20230328_203346.png](attachment)\n\n", "Grease Pencil: Radius property misses blue slider background to visualize the percentage between soft min and max\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.81\n\nBroken: 2.80 -> 2.92.0 Alpha\nWorked: I believe it's been like this since initial GPencil implementation\n\nIn the GPencil editor the slider number button for \"Radius\" located in the topbar does not draw a percentage fill as is done in other editors such as Vertex Paint, Sculpt, Texture Paint and Weight Paint. \n\nStart blender with default settings\nAdd->Grease Pencil ->Blank\nSelect the Grease Pencil Object if not already selected\nSwitch from Object mode to Draw mode\nNote that the \"Radius\" topbar slider does not contain a fill color as does the \"Strength\" topbar slider \n\n[GreasePencilRadiusSliders.mov](GreasePencilRadiusSliders.mov)\n\nI've created [D9948](D9948) as a potential fix", "Area light resize gizmo (amongst other gizmos) missing undo step?\nOperating system: Arch Linux\nGraphics card: GTX Titan\n\nBroken: 2.81.3 (232049dd9408)\n\n\nSeems an area light resize in the 3D view is not registered with the undo system. \n\n\n1. Add an area light to the scene\n2. Grab and move somewhere else\n3. Change size with widget\n4. Ctrl-Z\n5. The light is now back at the origin with the default size\n\nNote that when changing the size using the properties panel an undo *will* work correctly, i.e. only change back the size.\n\nThis seems true for a couple of Gizmos [not adding an undo step -- or at least not working correctly / as expected]\nThese are the ones I quickly checked:\n- Camera Focal Length\n- Area Light size\n- Spot Size\n- Wind Force Field Strength\n- Reference Image size\n- Compositor Backdrop\n- Reference image size and move\n", "Color swatch in grease pencil in the topbar is half transparant, showing whats underneat\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.79\n\nBroken: version: 3.5.1\n\nThe color swatch in the top bar in Grease Pencil draw mode is half transparant, showing what is in the viewport underneath. I don't want my color swatch to show anything but the solid color that I've chosen. \n\n![image](attachment)\n\nPS\nThis is also present in the latest 3.6 beta", "Sculpting Brush size becomes too big or too small outside the object when the radius unit is in scene\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.99\n\nBroken: version: 3.6.2\n\nSculpting Brush size becomes too big or too small outside the object when the radius unit is in the scene This is not file-specific it is happening in all files and for all objects. its sometimes hard to adjust the side at all when that happens. Attaching a video for reference\n\n- Create a new object and scale up or down a lot\n- Switch to sculpt mode\n- Change the Radius Unit to Scene\n- Examine the brush cursor size changes along the surface and in empty space from different angles & zoom", "Grease pencil eyedropper doesn't sample correct vertex color.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.30\n\nBroken:\n```\nversion: 2.90.0\nversion: 2.92.0 Alpha\nversion: 2.83.9\n```\n\nWorked: (unknown maybe never)\n\nWhen using the grease pencil eye dropper with filmic color management selected; the sampled color is different than the original vertex stroke color. \nWorks as expected with standard color management selected\n(Note this is confusing to new users as they expect to color sample and return the previous color of their previous stroke.)\n\n\n - Start with a new file\n - Set color management to filmic.\n - Add grease pencil object\n - Enter Draw Mode\n - Paint in vertex color mode using a lighter color.\n - With a blank palette use the color eyedropper tool on the stroke you just made\n - now paint with the sampled color in the palette\n - result should be slightly darker than the first stroke.\n\nvideo reference:\n**with filmic enabled:**\n[Desktop 2020.11.25 - 02.35.06.03.mp4](Desktop_2020.11.25_-_02.35.06.03.mp4)\n\n**with filmic disabled:**\n[Desktop 2020.11.25 - 02.36.30.06.mp4](Desktop_2020.11.25_-_02.36.30.06.mp4)\n\n\n", "Grease Pencil: Visual glitches in viewport when using guides \nOperating system: Linux-5.8.0-7630-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 455.38\n\nBroken: version: 2.92.0 Alpha\nWorked: 2.82a\n\n\nWhen using one of the guides that enable the drawing of straight lines, visual glitches in the viewport appear.\n\n\n - Open Blender with the 2D Animation template\n - Enable Guides\n - Use \"Parallel\" guides\n - Start drawing a horizontal line -> move the cursor perpendicular to the tip of the stroke (up or down; not too fast)\n\n![Screenshot from 2020-12-16 10-58-40.png](Screenshot_from_2020-12-16_10-58-40.png)\n\n![Screenshot from 2020-12-16 10-58-44.png](Screenshot_from_2020-12-16_10-58-44.png)\n\n", "The 3d cursor looks very dim on AMD cards with the Mesa driver.\nOperating system: Gentoo Linux\nGraphics card: AMD Vega64\n\nBroken: All current Blender versions (2.93 to 3.5)\n\nThe 3D cursor in the viewport seems to be drawn with transparency.\nHowever this is only an issue on AMD cards it seems.\nIt started happening 4-5 months ago, so this is most certainly a driver issue.\n\nOpen the default cube scene and observe that the 3D cursor looks very dim:\n![screenshot.png](screenshot.png)", "Grease Pencil Fill Tool Breaks After Scroll-Wheel Zooming Window\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.30\n\nBroken: version: 2.91.0 Beta\nAlso tested in 2.83.9 & 2.92 Alpha on Windows, and 2.91 Beta on Mac with same results.\n\nIf an 'unclosed' area made with grease pencil lines on its own layer overlaps and is 'closed' with grease pencil lines on a second layer, zooming the 2d workspace in and out will cause the fill tool to 'break' and fill the whole screen; even when the fill tool is set to: Advanced-Layers-Visible. \n\nCreate closed shape on one layer. Create 'open' shape on second layer that overlaps and is closed by grease pencil lines from the first layer. Zoom in and out in workspace while using the fill tool in a separate 'fill' layer. \nPlease see attached .blend file and screen capture: \n\n[FillTest.blend](FillTest.blend)\n\n[FillTest.mp4](FillTest.mp4)\n\n\nI really hope this isn't just user error. Thank you for taking a look!\n", "Max brush radius is too small for 4k screens\nThe maximum brush radius (500 pixels) is too small when working on 4K monitors. Possible solutions:\n\n - Increase maximum to 1000. Not a generic solution and could make the radius slider less usable (Krita's radius slider suffers from this).\n - Scale brush radius by DPI. Need to investigate if the existing DPI can be used or if we need a separate one for the 3D viewport.\n", "Grease Pencil Proportional Edit \"Connected Only\" fails to delimit unconnected strokes if they are selected\nVersion 2.80 rc3 (Linux 54)\n\n[GP_proportional_edit_bug.blend](GP_proportional_edit_bug.blend)\n\nHow to reproduce:\n\n - Open attached file, remain in edit mode.\n - Note the proportional edit settings and selected stroke vertices.\n # Move around the whole blue stroke, along with one vertex at the tip of the black stroke.\n\nObserve how the black stroke is affected by the selected vertices of the blue stroke, even though the two strokes are not connected and are on different layers. This is not the expected behavior of the \"Connected Only\" setting. The strokes should only be affected by their own vertices, but as long as any vertex of either stroke is selected, they will affect each other as though the \"Connected Only\" setting is ignored!", "Pivot point \"Active Element\" not functional for grease pencil strokes\nBroken: 2.83.10\n\nPivot point setting \"Active Element\" is not functional when used for grease pencil strokes.\nThis mode is nice for foreward kinematic rotations of say legs.\n\n- Open attached file\n- In edit mode, select pressing shift to have selected points and one active.\nEven with pivot point set to \"Active Element\", notice that the Transform Gizmo does not jump to the last selected point (the active one).\n[pivot bug.blend](pivot_bug.blend)" ]
[ "Grease pencil sculpt stroke size not displayed in the viewport.\nXubuntu 14.04 x64 3.19.0-51-generic\n\nBroken: 2.77 RC1, RC2\n\nGrease pencil sculpt stroke size not displayed in the viewport, but i can see white circle on bottom panel. See include screen.\n![gpenscil.png](gpenscil.png)" ]
Split kernel error: failed to load kernel_indirect_background Cycles Operating system: Windows-10-10.0.19041-SP0 64 Bits Graphics card: Radeon RX550/550 Series ATI Technologies Inc. 4.5.13596 Core Profile Context 20.Q4 27.20.11027.5002 Broken: version: 2.91.0 When using my Radeon RX 550 to compute a preview render in Cycles, it freezes and displays the message "Split kernel error; failed to load kernel_indirect_background" In any file, with any customization (operation, material, manta flows..etc) when i try to preview the Render (not the F12) it freezes [teste.blend](teste.blend)
[ "Eevee volume render test memory leak in Mantaflow\nOperating system: Linux-4.15.0-76-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: Quadro RTX 5000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 435.21\n\nBroken: version: 2.83 (sub 4), `5b22713`\n\nRunning this command will hang, some problem with the Python GIL.\n```\nblender -b ../lib/tests/render/volume/smoke_color.blend -E BLENDER_EEVEE -P tests/python/eevee_render_tests.py -f 1\n```\n\nBacktrace:\n[P1260: (An Untitled Masterwork)](P1260.txt)\n```\nBlender 2.83 (sub 4)\nRead prefs: /home/brecht/.config/blender/2.83/config/userpref.blend\nfound bundled python: /home/brecht/dev/worktree_build/bin/2.83/python\nRead blend: /home/brecht/dev/lib/tests/render/volume/smoke_color.blend\nTraceback (most recent call last):\n File \"<string>\", line 55, in <module>\nNameError: name 'Vec3Grid' is not defined\nTraceback (most recent call last):\n File \"<string>\", line 3, in <module>\nNameError: name 'PcMGDynamic' is not defined\nMANTA::updateGridFromFile(): cannot read into uninitialized grid, grid is null\nMANTA::updateGridFromFile(): cannot read into uninitialized grid, grid is null\n^C\nThread 1 \"blender\" received signal SIGINT, Interrupt.\n0x00007ffff7231f85 in futex_abstimed_wait_cancelable (private=<optimized out>, abstime=0x7fffffffc340, expected=0, futex_word=0xbcd7678 <_PyRuntime+1336>) at ../sysdeps/unix/sysv/linux/futex-internal.h:205\n205\t../sysdeps/unix/sysv/linux/futex-internal.h: No such file or directory.\n(gdb) bt\n#0 0x00007ffff7231f85 in futex_abstimed_wait_cancelable (private=<optimized out>, abstime=0x7fffffffc340, expected=0, futex_word=0xbcd7678 <_PyRuntime+1336>) at ../sysdeps/unix/sysv/linux/futex-internal.h:205\n#1 __pthread_cond_wait_common (abstime=0x7fffffffc340, mutex=0xbcd7680 <_PyRuntime+1344>, cond=0xbcd7650 <_PyRuntime+1296>) at pthread_cond_wait.c:539\n#2 __pthread_cond_timedwait (cond=0xbcd7650 <_PyRuntime+1296>, mutex=0xbcd7680 <_PyRuntime+1344>, abstime=0x7fffffffc340) at pthread_cond_wait.c:667\n#3 0x000000000560c7c9 in PyCOND_TIMEDWAIT (cond=<optimized out>, mut=<optimized out>, us=<optimized out>) at Python/condvar.h:90\n#4 take_gil (tstate=tstate@entry=0x7fffd2a18b80) at Python/ceval_gil.h:208\n#5 0x000000000560cd2f in PyEval_RestoreThread (tstate=tstate@entry=0x7fffd2a18b80) at Python/ceval.c:271\n#6 0x0000000005639fed in PyGILState_Ensure () at Python/pystate.c:1071\n#7 0x0000000005158e06 in MANTA::runPythonString (this=0xbcd7678 <_PyRuntime+1336>, commands=...) at /home/brecht/dev/worktree/intern/mantaflow/intern/MANTA_main.cpp:528\n#8 0x0000000005159140 in MANTA::~MANTA (this=0x7fff96443400) at /home/brecht/dev/worktree/intern/mantaflow/intern/MANTA_main.cpp:523\n#9 0x00000000051592b9 in MANTA::~MANTA (this=0x7fff96443400) at /home/brecht/dev/worktree/intern/mantaflow/intern/MANTA_main.cpp:508\n#10 0x000000000150bbaf in BKE_fluid_modifier_freeDomain (mmd=0x7fffbb59d3a8) at /home/brecht/dev/worktree/source/blender/blenkernel/intern/fluid.c:4192\n#11 0x000000000150ba85 in BKE_fluid_modifier_free (mmd=0x7fffbb59d3a8) at /home/brecht/dev/worktree/source/blender/blenkernel/intern/fluid.c:4315\n#12 0x00000000013f7a47 in modifier_free_ex (md=0x7fffbb59d3a8, flag=<optimized out>) at /home/brecht/dev/worktree/source/blender/blenkernel/intern/modifier.c:169\n#13 0x000000000140f6aa in BKE_object_free_modifiers (ob=0x7fffd299d208, flag=2) at /home/brecht/dev/worktree/source/blender/blenkernel/intern/object.c:190\n#14 0x0000000001410223 in BKE_object_free (ob=0x7fffd299d208) at /home/brecht/dev/worktree/source/blender/blenkernel/intern/object.c:516\n#15 0x0000000001d6c70e in DEG::deg_free_copy_on_write_datablock (id_cow=0x7fffd299d208) at /home/brecht/dev/worktree/source/blender/depsgraph/intern/eval/deg_eval_copy_on_write.cc:1066\n#16 0x0000000001d736f9 in DEG::IDNode::destroy (this=0x7fffd275fd08) at /home/brecht/dev/worktree/source/blender/depsgraph/intern/node/deg_node_id.cc:165\n#17 0x0000000001d4f1e3 in DEG::Depsgraph::clear_id_nodes_conditional(std::function<bool (ID_Type)> const&) (this=<optimized out>, filter=...) at /home/brecht/dev/worktree/source/blender/depsgraph/intern/depsgraph.cc:156\n#18 DEG::Depsgraph::clear_id_nodes (this=0x7fff88df7488) at /home/brecht/dev/worktree/source/blender/depsgraph/intern/depsgraph.cc:167\n#19 0x0000000001d4efec in DEG::Depsgraph::~Depsgraph (this=0x7fff88df7488) at /home/brecht/dev/worktree/source/blender/depsgraph/intern/depsgraph.cc:93\n#20 0x0000000001d4f689 in OBJECT_GUARDED_DESTRUCTOR<DEG::Depsgraph> (what=0x7fff88df7488) at /home/brecht/dev/worktree/intern/guardedalloc/MEM_guardedalloc.h:264\n#21 DEG_graph_free (graph=0x7fff88df7488) at /home/brecht/dev/worktree/source/blender/depsgraph/intern/depsgraph.cc:297\n#22 0x00000000016dd4fc in EEVEE_lightbake_job_data_free (custom_data=0x7fffd29ef288) at /home/brecht/dev/worktree/source/blender/draw/engines/eevee/eevee_lightcache.c:638\n#23 0x00000000028449c8 in light_cache_bake_exec (C=0x7ffff2efa288, op=0x7fffd294c608) at /home/brecht/dev/worktree/source/blender/editors/render/render_shading.c:928\n#24 0x000000000156be79 in wm_operator_invoke (C=0x7ffff2efa288, ot=0x7fffd284a468, event=0x0, properties=<optimized out>, reports=<optimized out>, poll_only=<optimized out>, use_last_properties=<optimized out>)\n at /home/brecht/dev/worktree/source/blender/windowmanager/intern/wm_event_system.c:1279\n#25 0x0000000001566ead in wm_operator_call_internal (C=0x7ffff2efa288, ot=0x7fffd284a468, properties=0x7fffffffc840, reports=0x7fffd2a15a18, context=6, poll_only=false, event=0x0) at /home/brecht/dev/worktree/source/blender/windowmanager/intern/wm_event_system.c:1514\n#26 0x00000000015674ed in WM_operator_call_py (C=0x7ffff2efa288, ot=0x7fffd284a468, context=6, properties=0x7fffffffc840, reports=0x7fffd2a15a18, is_undo=false) at /home/brecht/dev/worktree/source/blender/windowmanager/intern/wm_event_system.c:1614\n#27 0x000000000191629f in pyop_call (UNUSED_self=<optimized out>, args=<optimized out>) at /home/brecht/dev/worktree/source/blender/python/intern/bpy_operator.c:268\n#28 0x000000000555971b in _PyMethodDef_RawFastCallKeywords (method=0x98c5800 <bpy_ops_methods+32>, self=<optimized out>, args=<optimized out>, nargs=3, kwnames=0x0) at Objects/call.c:698\n#29 0x0000000005559945 in _PyCFunction_FastCallKeywords (func=0x7fff921393c0, args=<optimized out>, nargs=<optimized out>, kwnames=<optimized out>) at Objects/call.c:734\n#30 0x000000000137a132 in call_function (kwnames=0x0, oparg=3, pp_stack=<synthetic pointer>) at Python/ceval.c:4568\n#31 _PyEval_EvalFrameDefault (f=<optimized out>, throwflag=<optimized out>) at Python/ceval.c:3124\n#32 0x000000000560dc5e in _PyEval_EvalCodeWithName (_co=_co@entry=0x7fff92165390, globals=globals@entry=0x7fff9214e780, locals=locals@entry=0x0, args=args@entry=0x7fffffffcbd0, argcount=1, kwnames=kwnames@entry=0x0, kwargs=0x0, kwcount=0, kwstep=2, defs=0x0, defcount=0, \n kwdefs=0x0, closure=0x0, name=0x7ffff7f7d1b0, qualname=0x7fff920e6030) at Python/ceval.c:3930\n#33 0x000000000555927f in _PyFunction_FastCallDict (func=0x7fff92165e60, args=0x7fffffffcbd0, nargs=<optimized out>, kwargs=0x0) at Objects/call.c:376\n#34 0x000000000555a42c in _PyObject_Call_Prepend (callable=callable@entry=0x7fff92165e60, obj=obj@entry=0x7fff8353fa90, args=args@entry=0x7ffff7f7d050, kwargs=kwargs@entry=0x0) at Objects/call.c:908\n#35 0x00000000055bb4d9 in slot_tp_call (self=0x7fff8353fa90, args=0x7ffff7f7d050, kwds=0x0) at Objects/typeobject.c:6402\n#36 0x0000000005559a23 in _PyObject_FastCallKeywords (callable=0x7fff8353fa90, stack=<optimized out>, nargs=<optimized out>, kwnames=0x0) at Objects/call.c:199\n#37 0x0000000001379aa8 in call_function (kwnames=0x0, oparg=<optimized out>, pp_stack=<synthetic pointer>) at Python/ceval.c:4619\n#38 _PyEval_EvalFrameDefault (f=<optimized out>, throwflag=<optimized out>) at Python/ceval.c:3093\n#39 0x000000000137120f in function_code_fastcall (co=<optimized out>, args=<optimized out>, nargs=0, globals=<optimized out>) at Objects/call.c:283\n#40 0x00000000055594e6 in _PyFunction_FastCallKeywords (func=<optimized out>, stack=<optimized out>, nargs=<optimized out>, kwnames=<optimized out>) at Objects/call.c:415\n#41 0x0000000001378cef in call_function (kwnames=0x0, oparg=<optimized out>, pp_stack=<synthetic pointer>) at Python/ceval.c:4616\n#42 _PyEval_EvalFrameDefault (f=<optimized out>, throwflag=<optimized out>) at Python/ceval.c:3124\n#43 0x000000000560dc5e in _PyEval_EvalCodeWithName (_co=_co@entry=0x7fff837ab6f0, globals=globals@entry=0x7fff901c88c0, locals=locals@entry=0x7fff901c88c0, args=args@entry=0x0, argcount=argcount@entry=0, kwnames=kwnames@entry=0x0, kwargs=0x0, kwcount=0, kwstep=2, defs=0x0, \n defcount=0, kwdefs=0x0, closure=0x0, name=0x0, qualname=0x0) at Python/ceval.c:3930\n#44 0x000000000560dd3e in PyEval_EvalCodeEx (_co=_co@entry=0x7fff837ab6f0, globals=globals@entry=0x7fff901c88c0, locals=locals@entry=0x7fff901c88c0, args=args@entry=0x0, argcount=argcount@entry=0, kws=kws@entry=0x0, kwcount=0, defs=0x0, defcount=0, kwdefs=0x0, closure=0x0)\n at Python/ceval.c:3959\n#45 0x000000000560dd6b in PyEval_EvalCode (co=co@entry=0x7fff837ab6f0, globals=globals@entry=0x7fff901c88c0, locals=locals@entry=0x7fff901c88c0) at Python/ceval.c:524\n#46 0x000000000564290a in run_mod (arena=0x7fff902cb2b0, flags=0x0, locals=0x7fff901c88c0, globals=0x7fff901c88c0, filename=0x7fff83792c00, mod=0x7fffbb57d210) at Python/pythonrun.c:1035\n#47 PyRun_FileExFlags (fp=<optimized out>, filename_str=<optimized out>, start=<optimized out>, globals=0x7fff901c88c0, locals=0x7fff901c88c0, closeit=0, flags=0x0) at Python/pythonrun.c:988\n#48 0x0000000001902146 in python_script_exec (C=0x7ffff2efa288, fn=0x7fffffffd4d0 \"/home/brecht/dev/worktree/tests/python/eevee_render_tests.py\", text=0x0, reports=0x0, do_jump=<optimized out>) at /home/brecht/dev/worktree/source/blender/python/intern/bpy_interface.c:532\n#49 0x000000000137e0df in arg_handle_python_file_run (argc=<optimized out>, argv=0x7fffffffdab0, data=0x7ffff2efa288) at /home/brecht/dev/worktree/source/creator/creator_args.c:1772\n#50 0x0000000006875131 in BLI_argsParse (ba=0x7ffff305f8c8, pass=4, default_cb=0x137e9d0 <arg_handle_load_file>, default_data=0x7ffff2efa288) at /home/brecht/dev/worktree/source/blender/blenlib/intern/BLI_args.c:302\n#51 0x000000000137b915 in main (argc=9, argv=0x7fffffffda88) at /home/brecht/dev/worktree/source/creator/creator.c:483\n\n```\n\n\n", "TIFF 8bit always saved and loaded as unassociated alpha\nOperating system: Linux amd64 Debian Buster\nGraphics card: NA\n\nBroken: All\nWorked: Possibly way back.\n\nBlender can handle own TIFFs\n\nTIFF handling in Blender has been forever been broken for a number of reasons.\n\nBy default TIFFs encode associated alpha. Sadly, Blender had a hack that tried to \"preserve\" background pixels, coupled with saving with extrasamples set to unassociated alpha. The result is that Blender can't properly load it's own files.", "Render crash\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: Radeon RX 560X ATI Technologies Inc. 4.5.0 Core Profile Context 22.8.1.220810\n+ AMD Ryzen 5 3550H with Radeon Vega Mobile Gfx\n\nBroken: version: 3.3.0 Beta\nWorked: 3.2.2\n\nBlender every time crash when switch to render mode in viewport.\nRender set to Cycles with GPU Compute.\nVega 8 selected as device in preferences.\nIf I select RX 560X in preferences, GPU Compute is greyed in Render preferences (also interesting why).\n\nAny project with simple cube crashed.[test11.crash.txt](test11.crash.txt)\n", "Asset Browser: Material preview with black background when Cycles is disabled\nBroken: version: 3.0.0, 3.4.0\nWorked: Never\n\nWhen a scene was saved with Cycles but I disable the Cycles add-on the material previews get a black background.\n\n* Disable Cycles add-on.\n* Click on any (e.g., the Yellow) material asset and update its preview.\n[black_preview.blend](black_preview.blend)\n", "Blender 2.91 alpha - Debug menu, instant crash\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX TITAN X/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.55\n\nBroken: version: 2.91.0 Alpha\nWorked: 2.90.1\n\nShader compilation is causing an error when the debug menu is invoked on a blank scene or working scene.\n\nOpen the .blend attached file, press F3>search: Debug. Type 22 (eevee GPU speed benchmarking verbose),\nBlender will crash immediately. The same is true on a blank new scene in the general application template.\n\nFile to test: \n44cb6eb461af31ad1209dedb738d76c0.blend\n\n", "stack_overflow exception while rendering with viewport render on\nOperating system: win10\nGraphics card: 2070super\n\n[blender_system_info.txt](blender_system_info.txt)\n\nBroken: 2.83.4, 2.91 6fe609d4c3\n\n\nwhen pressing f12 in render mode, blender crashes,\nwhen pressing render in solid mode, blender doesnt crash\n\n[blender_debug_output.txt](blender_debug_output.txt)\n```\nError : EXCEPTION_STACK_OVERFLOW\nAddress : 0x00007FFF42963FDB\nModule : C:\\Windows\\system32\\DriverStore\\FileRepository\\nv_dispsi.inf_amd64_6af46268c19e4980\\nvcuda64.dll\n```\n[2.blend](2.blend) \n1. switch to render mode\n2. press f12 & watch task manager.\n3. blender will close", "Simulation Nodes: show bakes in outliner\n_No response_\n\n", "EEVEE: Crash if computation is too heavy for the system (TDR issue)\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.64\n\n\nBroken: version: 2.80 (sub 72)\nWorked: (optional)\n\n\nAny time I try to render an image sequence in any format in Eevee, it constantly crashes the whole program on the first frame. I was able to render before until I changed some camera location animations and adding a focusing animation. As well as changing the camera sensor size. I am rendering in 4K I have attached the log file.\n[blender_debug_output.txt](blender_debug_output.txt)\n\n[blender_system_info.txt](blender_system_info.txt)\n\n[NebulaV2.blend](NebulaV2.blend)", "Blender 2.90.1 crashes after rendering the first few frames of animation.\n**System Information** \nOperating system: windows 10 64 bit\nGraphics card: Nvidia GeForce GTX 1650\n\nBroken: (2.90.1 3e85bb34d0d7; master)\nWorked(didn't): (only tried on 2.8.3 and did not work at all)\n\nWhen I try to render the animation, after about 50 or so frames(varies randomly), blender crashes with no alerts or anything that tells me what the error is, it simply closes.\nI've rendered another project, and that did indeed render, so I'm left confused why this short animation would cause a crash.\n\nEdit: I disabled motion blur, and it rendered fine. However, I would really like to know why blender won't render if motion blur is enabled. The renderer is Eevee and while my laptop isn't a super computer, it should be able to handle it. Thank you all in advance!\n\n- Open attached file\n- render the animation\n[cube-loop-tut-V1.0.blend](cube-loop-tut-V1.0.blend)", "Cycles GPU Compute 5000 x 5000 pixels render F12 crashes\nOperating system: macOS-13.5-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon Pro 575 1.2\n\nBroken: version: 4.0.0 Alpha\n\nCycles GPU Compute 5000 x 5000 pixels render F12 crashes\n\nMacOS 13.5\nSee youtube about Blender crash guide during 5000 x 5000 pixels.\n\nNot matter both same crash Blender 3.6.3 and 4.0\n\n", "Can't bake to external textures (Python)\nHello, when trying to bake an object to an external texture, Blender seems to ignore the \"save_mode\" and bakes the texture to an internal buffer. I've tried two ways:\n\n```\nimport bpy\n\n# Bake selected objects\nfor obj in filter(lambda x: x.type == 'MESH', bpy.data.objects):\n\t\n\tprint('Selected: ' + obj.name)\n\t\n\t# Select current object\n\tbpy.ops.object.select_all(action='DESELECT')\n\tobj.select = True\n\tbpy.context.scene.objects.active = obj\n\t\n\t# Bake\n\tbpy.ops.object.bake(type='COMBINED', save_mode='EXTERNAL', filepath='E:\\\\baked.png', use_automatic_name=True, width=512, height=512)\n\t\n\t- Other version, doesn't work either\n\t- bpy.ops.object.bake(filepath=\"//baked.png\", save_mode='EXTERNAL')\n```\n\nAnd also setting the parameters in a different way:\n```\nbpy.context.scene.render.bake.filepath = 'E:\\\\baked.png'\nbpy.context.scene.render.bake.save_mode = 'EXTERNAL'\nbpy.context.scene.render.bake.use_split_materials = False\n```\n\nAlways, the execution of the previous code returns the following and does not create an image file:\n```\nSelected: Cube\nInfo: Baking map saved to internal image, save it externally or pack it\nSelected: Floor\nInfo: Baking map saved to internal image, save it externally or pack it\n```\n\nTried with different paths and parameters for the bake funcion, also creating image nodes and selecting / deselecting them in the node editor for the material.\n\nAlso, I found someone who had the same problem as me, and found no solution:\n676562\n\n\nFind attached a blend file: [Bake.blend](Bake.blend)\nIt's a simple cycles scene with a cube and a floor, Cycles renderer. It bakes correctly to textures (internal buffer).\n\n - Open the blend file or create your own scene\n - Run the code written above\n - Blender won't create a bake file, in the console you'll see \"Baking map saved to internal image, save it externally or pack it\"\n\n\nWindows 10, nVidia Quadro K5100M\n\nBroken: 2.79b f4dc9f9d68b, 2.77a abf6f08\n\nThank you", "It says when I try to put my render into the downloads file permission denied can somebody help?\nOperating system: ?\nGraphics card: ?\n\nBroken: ?\nWorked: ?\n\n?\n\n?", "Mirror painting error\nOperating system:\nGraphics card:\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\n\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n", "Latest Blender 4.0 not opening\nOperating system: Linux-5.15.0-83-generic-x86_64-with-glibc2.35 64 Bits, X11 UI\nGraphics card: GeForce GT 630/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.157\n\nBroken: version: blender-4.0.0-alpha+main.b5c89822ac40-linux.x86_64-release\nWorked: 3.6.3 Release Candidate\n\nAfter double-clicking on the \"blender\" starter-folder, it shows what you can see on the picture, before canceling the session\n\nJust try to start 4.0. I guess it's my drivers and noone can confirm, right?\n\n", "OpenImageDenoise crash / computer restart\nOperating system: Windows 10 (x64)\nGraphics card: GTX970\n\nVersion 3.0.0\n\n\n**Finish rendering when Denoise processing should take place, the computer restarts. This happens with the Cycles rendering on the GPU, when the \"Use nodes\" checkbox is checked in the \"Composting\", and the \"Denoising Data\" checkbox is unchecked on the right panel. Regardless of the scene, be it a simple cube or a complex scene like 512 or 1024 samples, the PC always reboots at the end.**\n\n\nПод конец рендера когда должно происходить обработка Denoise, происходит перезагрузка компьютера. Происходит это с рендером Cycles на GPU, когда в \"Composting\" включена галочка \"Use nodes\", а на панели с права отключить галочку \"Denoising Data\". Независимо от сцены, будь то простой куб или сложная сцена, например 512 или 1024 семпла, всегда в конце происходит перезагрузка ПК. \n\n\n\n**I attach a screenshot of the settings and the scene file itself.**\n\n\nПрикрепляю скриншот настроек и сам файл сцены.\n\n[Bug.blend](Bug.blend)\n\n![screen.PNG](screen.PNG)" ]
[ "[Crash] Cycles: Split kernel error: failed to load kernel_path_init / kernel_indirect_background\nOperating system: Windows 10\nGraphics card: Radeon RX 570 Series\n\n2.91.0, branch: master, commit date: 2020-11-25 08:34, hash: 0f45cab862b8, type: Release\n\n`Split kernel error: failed to load kernel_path_init` or `kernel_indirect_background` when switching to Cycles and selecting GPU Compute\nThen can freeze and crash\n\nBased on the default startup\nRender tab => Render Engine: Cycles => Device: GPU Compute\nViewport Shading: Rendered\n\n![image.png](image.png)", "[Open CL] [Cycles] Compiling render kernels\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: AMD Radeon RX 5700 XT ATI Technologies Inc. 4.5.14757 Core Profile Context 20.12.1 27.20.14501.28009\n[GPU driver: AMD Adrenalin 2020: 2020.1204.0703.12704]\n[Radeon Software version: 20.12.1]\n\nBroken: version: 2.91.0\nWorked: (nothing, because I have just bought my new Rx 5700 XT graphics card and it doesn't work)\n\n[If I start rendering with my AMD Radeon 5000 series GPU with Open CL in Cycles it doesn't work and I get an error code: \"Compiling render kernels\". I used to have a similar issue in the viewport (\"Split kernel error: failed to load kernel_path_init / kernel_indirect_background\") but in most of the scenes, it works well. I have tested out that there is a problem is with the nodes (shading): the problem is always different, but I have this issue with all of the Cycles demo files as well.]\n\n[Please describe the exact steps needed to reproduce the issue: try to render any of the cycles demo files :) ]\n\nIn this simple file if I use the \"invert\" node it causes the problem, but in other scenes, other nodes make this issue, so it always different and it makes it f*ckin' hard to find the real problem.\nRendering the default scene works.\n\n[Christmas.blend1](Christmas.blend1)\n\n[Christmas.blend](Christmas.blend)\n\n![Error.PNG](Error.PNG)\n\n![Error2.PNG](Error2.PNG)", "[Freeze][Doesn't render] Open CL \"Split kernel error: failed to load kernel_indirect_background\" or \"Compiling render kernels\"\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: AMD Radeon RX 5700 XT ATI Technologies Inc. 4.5.14757 Core Profile Context 20.12.1 27.20.14501.28009\n\nBroken: version: 2.91.0\n\n[Using the latest drivers I cannot render in Cycles with Open CL, and an error message pops up \"Split kernel error: failed to load kernel_indirect_background\". Sometimes it works in the viewport, but when I try to render another error comes \"Compiling render kernels\". An interesting is that it can render the default scene without any errors]\n\n\n", "Crash when changing to render viewport\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Radeon RX 560 Series ATI Technologies Inc. 4.5.14757 Core Profile Context 20.12.1 27.20.14501.28009\n\nBroken: version: 2.91.0\nWorked: everytime before\n\nWhen I try to GPU render my viewport, it shows an error message about \"Split kernel error: failed to load kernel_path_init\" or \"Split kernel error: failed to load kernel_indirect_background\". When I try to change back to solid viewport, blender crashes (unless I use CPU rendering). I have installed the latest GPU drivers available, but the error still shows up. I have also checked the system requirements of blender 2.91, and figured out, that my graphics card is compatible with the program.\nIn order to be more precise, I have attached the gpu debug files:\n\n[blender_system_info.txt](blender_system_info.txt)\n\n[blender_debug_output.txt](blender_debug_output.txt)\n\n- Open the attached .blend file:[ProceduralWoodenDinnerware.blend](ProceduralWoodenDinnerware.blend)\n- Change from solid to render viewport\n\n**Thank you :)**\n", "Split Kernel Error: failed to load kernel_path_init\nOperating system: W10 pro latest update\nGraphics card: RX480 8G, 20.2.2 driver version\n\nBroken: blender-2.92.0-4797c13e8f3a-windows64\nWorked: 2.83.10\nWorked: 2.91\n\n**Split Kernel Error: failed to load kernel_path_init when entering rendered view**\n\nStart up Blender, turn on OpenCL through settings, turn on GPU when rendering with cycles\nCycles doesn't load and gives the prompt: Split Kernel Error: failed to load kernel_path_init when entering rendered view\nBlender freezes, buttons are clickable but you cannot change render views, then windows tells that blender.exe is not responding and asks if you want to close it.\n\nSystem console results:\n\nblender-2.83.10\n\n\n\n```\nRead prefs: C:\\Users\\Hannah\\AppData\\Roaming\\Blender Foundation\\Blender\\2.83\\config\\userpref.blend\nfound bundled python: E:\\Blender\\BUG\\blender-2.83.10-windows64\\2.83\\python\nCycles: compiling OpenCL program split_subsurface_scatter...\nCycles: compiling OpenCL program split_direct_lighting...\nCycles: compiling OpenCL program split_indirect_background...\nKernel compilation of split_subsurface_scatter finished in 2.56s.\nCycles: compiling OpenCL program split_do_volume...\nKernel compilation of split_direct_lighting finished in 2.50s.\nCycles: compiling OpenCL program split_shader_eval...\nKernel compilation of split_indirect_background finished in 2.53s.\nCycles: compiling OpenCL program split_lamp_emission...\nKernel compilation of split_do_volume finished in 2.40s.\nCycles: compiling OpenCL program split_holdout_emission_blurring_pathtermination_ao...\nKernel compilation of split_lamp_emission finished in 2.40s.\nCycles: compiling OpenCL program split_shadow_blocked_dl...\nKernel compilation of split_shader_eval finished in 2.42s.\nCycles: compiling OpenCL program split_shadow_blocked_ao...\nKernel compilation of split_shadow_blocked_dl finished in 3.07s.\nCycles: compiling OpenCL program base...\nKernel compilation of split_holdout_emission_blurring_pathtermination_ao finished in 3.19s.\nCycles: compiling OpenCL program split_bundle...\nKernel compilation of base finished in 2.00s.\nCycles: compiling OpenCL program background...\nKernel compilation of split_shadow_blocked_ao finished in 3.01s.\nKernel compilation of split_bundle finished in 7.82s.\nKernel compilation of background finished in 25.10s.\nCycles: compiling OpenCL program split_subsurface_scatter...\nCycles: compiling OpenCL program split_direct_lighting...\nCycles: compiling OpenCL program split_indirect_background...\nKernel compilation of split_direct_lighting finished in 32.22s.\nCycles: compiling OpenCL program split_shader_eval...\nKernel compilation of split_subsurface_scatter finished in 49.09s.\nCycles: compiling OpenCL program split_lamp_emission...\nKernel compilation of split_indirect_background finished in 26.08s.\nCycles: compiling OpenCL program split_holdout_emission_blurring_pathtermination_ao...\nKernel compilation of split_shader_eval finished in 25.51s.\nCycles: compiling OpenCL program split_shadow_blocked_dl...\nKernel compilation of split_lamp_emission finished in 25.60s.\nCycles: compiling OpenCL program split_shadow_blocked_ao...\nKernel compilation of split_holdout_emission_blurring_pathtermination_ao finished in 27.60s.\nCycles: compiling OpenCL program split_bundle...\nKernel compilation of split_shadow_blocked_dl finished in 40.31s.\nKernel compilation of split_shadow_blocked_ao finished in 32.15s.\nKernel compilation of split_bundle finished in 12.05s.\n\n```\nblender-2.92.0-4797c13e8f3a-windows64\n\n\n```\nRead prefs: C:\\Users\\Hannah\\AppData\\Roaming\\Blender Foundation\\Blender\\2.92\\config\\userpref.blend\nCycles: compiling OpenCL program split_shader_eval...\nCycles: compiling OpenCL program split_lamp_emission...\nSplit kernel error: failed to load kernel_path_init\n```\n\nblender-2.91\n\n```\n\nRead prefs: C:\\Users\\Hannah\\AppData\\Roaming\\Blender Foundation\\Blender\\2.91\\config\\userpref.blend\nfound bundled python: E:\\Blender\\BUG\\blender-2.91.0-windows64\\2.91\\python\n```\n\n\n\n" ]
EEVEE Irradiance Crash 2.93 Operating system: Graphics card: RX 6800 Broken: 2.93 Worked: 2.92 Blender crashes when attempting to bake irradiance in eevee Add irradiance probe and click bake indirect lighting [blender.crash.txt](blender.crash.txt)
[ "Render procedural crashes Blender when trying to render\nOperating system: macOS-10.15.7-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro Vega 64 OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.10.18\n\nBroken: version: 3.2.0 Alpha\n\nRender procedural crashes Blender when trying to render\n\nLoad the attached alembic in the file, go Cycles experimental, turn on Use Render Engine Procedural and render.\n\n[Particles_BlastV_v01.abc.zip](Particles_BlastV_v01.abc.zip)\n\n", "Crash using blender_debug_log.cmd and \"Reload Scripts\" in Cycles preview render\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 418.91\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\nLoading Blender with blender_debug_log.cmd, it crash immediately when I try to reload the scripts if Cycles is running. This is not happening when launching blender.exe ![2019-06-08_10-28-33.gif](2019-06-08_10-28-33.gif)\n\nLaunch blender 2.8 using blender_debug_log.cmd.\nIn the view 3d, choose Cycles as render preview.\nIn the search bar, look for \"Reload Scripts\" and click on it.\nBlender Crash.\n[blender_system_info.txt](blender_system_info.txt)\n\n[blender_debug_output.txt](blender_debug_output.txt)\n\n", "Crash when shading\nModel: HP Probook x360 435 G7 (independently upgraded SSD and RAM)\nOperating system: Windows 11 Pro 22H2 22621.1555\nGraphics card: AMD Radeon Graphics (Built-in graphics of AMD Ryzen 5 4500U with Radeon Graphics)\n\nBroken: 3.5.1 and 3.3.1 were tested, both had this issue.\nWorked: 3.1.2 – At the time of issue creation, there are no newer versions that have worked, including the latest build of 3.6.0 Alpha.\n\nBlender freezes for a second or so, and then crashes.\n\nI don't know if it *is* reproducable, but I have tested multiple conditions under which it crashes. These conditions are accompanied with the crash logs of that test. The problem does not seem to be (V)RAM usage, as the usage remains constant from before Blender is opened to long after.\n- Press F12 to Render Image: Crash [Log](itihmb)\n- Select Default Cube, Click on Shading workspace: Crash [Log](nxyeck)\n- Select Default Cube, Go to Materials tab: Crash [Log](ixgrhp)\n- Change Viewport Shading mode to Material Preview: Crash [Log](diwmma)\n- Change Viewport Shading mode to Render Preview: Crash [Log](ztajes)\n- DEL to delete Default Cube, SHIFT+A M P to create a Plane, Go into Materials Tab, Create Material: Crash [Log](gcaded)\n- Change Render Engine to Cycles, Press F12 to Render Image: **No** crash\n- Change Render Engine to Cycles, Click on Shading workspace: Crash [Log](chmkgj)\n- Change Render Engine to Cycles, Go to Materials tab: **No** crash\n- Change Render Engine to Cycles, Change Viewport Shading mode to Material Preview: Crash [Log](fhfyfo)\n- Change Render Engine to Cycles, Change Viewport Shading mode to Render Preview: **No** crash\n- Change Render Engine to Cycles, DEL to delete Default Cube, SHIFT+A M P to create a Plane, Go into Materials Tab, Create Material: **No** crash\n- Change Render Engine to Workbench, Press F12 to Render Image: **No** crash\n- Change Render Engine to Workbench, Click on Shading workspace: **No** crash\n- Change Render Engine to Workbench, Go to Materials tab: **No** crash\n- Change Render Engine to Workbench, Change Viewport Shading mode to Material Preview: **No** crash\n- Change Render Engine to Workbench, Change Viewport Shading mode to Render Preview: **No** crash\n- Change Render Engine to Workbench, DEL to delete Default Cube, SHIFT+A M P to create a Plane, Go into Materials Tab, Create Material: **No** crash\nThank you for your help.\n\n", "Crash to desktop when trying to bake (Blender 3.3.6)\nOperating system: Windows 11 (64-bit)\nGraphics card: NVIDIA RTX A2000\n\nBroken: (3.3.5, 3.3.6, blender-3.3.6-stable+v33.948f8298b982-windows.amd64-release)\nWorking (2.91.2)\n\nWhen trying to bake scene produced in script, Blender crashed.\n\nOpen attached blend file and press Bake.", "Combine crash\nOperating system: win 10\nGraphics card: 3090\n\nBlender Version 3.5.1 \n\nWhen using ctrl+j to combine components, blender will crash.\n\n", "Evee Render crashes [2.80] Beta\nOperating system: Win10\nGraphics card: 980ti\n32GB memory\nSSD\n\nBroken:\n2.80 2019-02-10\n\nHard disk storage overflow occurring\n\nParticle simulations\n\n1000's particles\nover 10's of thousands frames\n\nIt seems Evee renderer is built around rendering baking viewport to file, in certain situations auto saving a large temporary baked file leads to a system running out of memory when the file exceeds available storage with large bakes.\n\nAutosaves with large bakes to any available memory on this, this can be replicated with high memory commit states.\n\nI also suspect when the memory commit exceeds the remaining memory on the computer, saving attempts to write to disk and subsequently crashes a number of background programs whose telemetry attempts to use disk space to hash the reports.\nThe target file attempting to be saved is corrupted if it is being overwritten.\nI haven't confirmed whether the project file or autosave file corrupts in the process of saving, but it is very easy to lose a project and or backup when the bake commit is disproportion large to available memory on the machine.\n\nautosave : Enabled (default 2min)", "Cycles - AO Shader node causes infinite \"loading render kernels\" and crashes on return to solid mode view\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.09\n\nBroken: version: 3.2.0\n\nAO Shader node causes infinite \"loading render kernels\" and crashes on return to solid mode view\n[AO BUG Test.blend](AO_BUG_Test.blend)\nAttaching Sample file.\nJust render the scene in viewport (doesnt render, just \"loading render kernel\" message)\nTry to go back to solid view - results in freeze/crash\n\nregards\n", "Weird VSE crash\nOperating system: Win11\nGraphics card: RX580\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen) blender 4.0.0 alpha\nWorked: (newest version of Blender that worked as expected) no clue\n\nBlender crashes on opening file. Was trying to make an alternative caption that gets around the Multiply color issue #112267 but came across a new bug.\n\nBased on the default startup or an attached .blend file (as simple as possible).\nOpen the file I've attached\n\n", "Particle Edit mode for non hair particles - particles viewport display option crash\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.87\n\nBroken: version: 2.92.0 Alpha\nWorked: Blender 2.79\n\nIn Particle Edit mode, you can enable Particles display in Tool Properties > Options > Viewport Display. Pressing this toggle crashes Blender.\n\nFor convenience use this Blend file:\n[particlespath.blend](particlespath.blend) \n\n - Press the toggle in Tool Properties > Options > Viewport Display called 'Particles'\n - Crash\n\n\n\n", "Blender Crash. Code marked as unreachable has been executed.\nOperating system: Windows-11-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 536.67\n\nBroken: version: 3.6.1, 4.0.0 Alpha\nWorked: didn't test\n\nOpen the .blend and go to frame 60. Crash\n\nThis is a .blend from a random user. So, sadly, I don't know the exact steps to reproduce.\nIt just said: \"Code marked as unreachable has been executed. Please report this as a bug.\"\n\n", "Crash when rendering (Apple M2)\nOperating system: macOS-13.5.2-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M2 Max 1.2\n\nBroken: version: 3.6.2\n\n[Rendering with GPU (metal) works fine without fire simulation, with fire simulation the render crashes, while rendering in the viewport is no problem.]\n\n\n", "Suspected asset library crash by `json_sax_dom_parser`\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.68\n\nBroken: version: 3.5.1\n\nI dont completely know why but blender crashes very often for me.\nIts doing something no idea what it is doing.\nSorry for being vague, but it seems to mostly happen when i have the viewport set to cycles render and i am trying to modify materials, in the shader editor.\n\n", "Regression: Tiled rendering is not applied to texture baking in 3.x onwards, causing crash on large bakes\nOperating system: Win10\nGraphics card: AMD Radeon R9 280x\nSystem RAM: 32gb\n\nBroken: 3.2.2, branch: master, commit date: 2022-08-02 18:15, hash: bcfdb14560e7, type: release\n(also tested Daily 3.2.2 and beta 3.3)\n\nWorked: 2.8x, 2.9x, 2.9 LTS\n\nPreviously tile based rendering was applied when using the bake to texture feature, allowing baking to very large canvases. As of version 3.x tiled rendering no longer applies when baking textures and crashes on large canvases. In my case I can no longer bake to a texture larger than 2^14 (16384x16384).\n\n- Open attached file or\n - From a new blend file, delete default cube,\n - switch renderer to Cycles (CPU).\n - Create a plane,\n - switch to UV and create a very large texture (in my case anything larger than 16384x16384, my previously and still working in 2.9x size is 19310x) with float precision and no alpha.\n - Create a new material,\n - remove the principled Shader,\n - connect the color output of a noise texture to the material output Surface,\n - add an Image Texture node and select the previously created canvas. In my case I disable bounces (set all to zero) and set samples to 1, Filtering to Box filtering. \n - Switch bake type to Emit.\n- Hit bake and blender crashes trying to allocate the memory for the render target canvas. Setting Tiled rendering to other sizes does not work either.\n\nNotes:\nI'm prebaking complex noise channels as it dramatically reduces render time on the final texture bake.\nYou may need to create an excessively large target canvas if you have a lot of ram.\nWhen stopping a bake half way through on 2.9x and lower version you can see tile based rendering has taken effect and the sizes declared are used.\nWhen stopping a texture bake on 3.x versions you can see that it is filling the entire canvas at once and not using tile based rendering, no matter what the tile size is set to.\n[bake_crash.blend](bake_crash.blend)\n", "Eevee Light Limitation testcase T91611 crashes on Win11 Intel Arc GPU \nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: Intel(R) Arc(TM) A770 Graphics Intel 4.5.0 - Build 31.0.101.4090\n(note: also tested on driver .4032 latest stable, which also crashes)\n[blender_system_info.txt](blender_system_info.txt)\n\nBroken: 3.3.2, 3.4.1\n\n![lights2.png](lights2.png) \n\nWhile tracking down another bug (direct lights not appearing in Eevee), I found that the test case for #91611 hard crashes blender.\n\nAnalyzing the code, the crash happens because the GPU module cannot create a 3D texture with dimensions `4096x4096x576`. The result is `nulltptr`\n```\nif (!success) {\n delete tex;\n return nullptr;\n}\n```\n\nbacktrace:\n\n```\n>\tblender.exe!blender::gpu::Texture::attachment_type(int slot) Line 257\tC++\n\n \tblender.exe!GPU_framebuffer_texture_attach_ex(GPUFrameBuffer * gpu_fb, GPUAttachment attachment, int slot) Line 316\tC++\n \tblender.exe!GPU_framebuffer_texture_layer_attach(GPUFrameBuffer * fb, GPUTexture * tex, int slot, int layer, int mip) Line 331\tC++\n \tblender.exe!EEVEE_shadows_draw_cubemap(EEVEE_ViewLayerData * sldata, EEVEE_Data * vedata, int cube_index) Line 203\tC\n \tblender.exe!EEVEE_shadows_draw(EEVEE_ViewLayerData * sldata, EEVEE_Data * vedata, DRWView * view) Line 316\tC\n \tblender.exe!eevee_draw_scene(void * vedata) Line 247\tC\n \tblender.exe!drw_engines_draw_scene() Line 1111\tC\n \tblender.exe!DRW_draw_render_loop_ex(Depsgraph * depsgraph, RenderEngineType * engine_type, ARegion * region, View3D * v3d, GPUViewport * viewport, const bContext * evil_C) Line 1767\tC\n \tblender.exe!DRW_draw_view(const bContext * C) Line 1637\tC\n \tblender.exe!view3d_draw_view(const bContext * C, ARegion * region) Line 1552\tC++\n \tblender.exe!view3d_main_region_draw(const bContext * C, ARegion * region) Line 1587\tC++\n \tblender.exe!ED_region_do_draw(bContext * C, ARegion * region) Line 551\tC\n \tblender.exe!wm_draw_window_offscreen(bContext * C, wmWindow * win, bool stereo) Line 960\tC\n \tblender.exe!wm_draw_window(bContext * C, wmWindow * win) Line 1127\tC\n \tblender.exe!wm_draw_update(bContext * C) Line 1385\tC\n \tblender.exe!WM_main(bContext * C) Line 648\tC\n \tblender.exe!main(int argc, const unsigned char * * UNUSED_argv_c) Line 589\tC\n \t[External Code]\t\n\n```\n\n[blender_debug_output.txt](blender_debug_output.txt)\n\n- Download and open any of the test cases bellow\n- Click Render Preview in viewport\n\n[Light ViewportRender ERror.blend](Light_ViewportRender_ERror.blend)\n[lighttest2.blend](lighttest2.blend)", "EXCEPTION_ACCESS_VIOLATION when changing shaders\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.79\n\nBroken: version: 3.1.0\n\nThis also seems to crash 2.93 and 3.0. \n\nEXCEPTION_ACCESS_VIOLATION causes crash when some shaders are applied.\n\nOpen the file. In the shader editor, set the material of the cube to rim_gradient. Shift-click on the specified shader node in the picture to turn it into the material output. Observe crash.\n![crash_reproduction.png](crash_reproduction.png)\n\n[crash.blend](crash.blend)\n\n\n" ]
[ "EEVEE: Baking Indirect lighting crashes Blender.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 2.93.0 Alpha\nWorked: 2.92 beta\nCaused by 000a340afa\n\nBaking indirect lighting crashes Blender.\n\n1. Start Blender.\n2. Create object.\n3. Create light.\n4. Bake Indirect Lighting.\n5. Crash.\n\n[#85603.blend](T85603.blend)\n", "Crash when baking indirect lighting \nOperating system: Darwin-18.7.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 580 OpenGL Engine ATI Technologies Inc. 4.1 ATI-2.11.22\n\nBroken: version: 2.93.0 Alpha\n\nCrash when pressing Bake Indirect Lighting\n\nBased on the default scene. \nPress Bake Indirect Lighting\n", "Crash when Baking Eevee Indirect Lighting\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce MX130/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 2.93.0 Alpha\nWorked: 2.92\n\n2.93 crashes after pressing the bake indirect lighting buttom. It also cannot read lighting cache baked from previous versions such as 2.92. If you open a scene baked in 2.92, 2.93 will display this message: \"Incompatible Light cache Version, please bake again.\" But when you press bake it just crashes. \n\nBased on the default startup\n1. Shift A and add an Irradiance Volume\n2. Go to the render settings, and find the Indirect Lighting tab\n3. Press the Bake Indirect Lighting Buttom, and Blender Crashes\n4. Go to 2.92 and repeat the listed steps, the baking was a success\n5. Save and open the file with 2.93, see how the baked light cache was not recognized and read the error message in the baking tab" ]
Light Groups not working properly with Shadow Catcher Operating system: Windows-10-10.0.19043-SP0 64 Bits Graphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.96 Broken: version: 3.2.0 The light group passes look like the combined pass when there is a shadow catcher in the scene. [lgt_bug.blend](lgt_bug.blend) - Open the file - Render the scene - Display the light group passes - Turn off the shadow catcher on the plane to make it work
[ "Shadow catcher causes artifacts in PNG exports with denoising\nOperating system: Manjaro Linux\nGraphics card: AMD Radeon 535\n\nBroken: 3.1.0\n\n\nIn Cycles, rendering a scene with transparent world background and shadow being projected into a shadow catcher causes a ring of pixels with very little opacity to be created around the render's edges when exporting it as a PNG. These artifacts go away when re-rendering the scene with the shadow catcher turned back into a normal plane.\n\nI'm aware of #93865 (Artifacts around shadow catcher object) but created this one because it wasn't clear to me if this was the same issue, as that one seems to be considered a property of the 'Fast' denoiser. These artifacts were recorded on the 'Accurate' one.\n\n- In Cycles, make the world background transparent\n- Move the default cube slightly up and add a plane, scale it up a bit. \n- Point the camera so that your render captures the cube projecting a shadow into the plane, but still has the transparent world background showing around the edges\n- Turn the plane into a shadow catcher and render the scene with denoising on. Export it as a PNG; color depth and compression don't affect this issue.\n- Save the render and open it in Krita (other image editing applications may have the following feature too)\n- On the Select menu, use Select Opaque to highlight all pixels with some opacity. You will notice pixels very close to the image border all around the edges. These are normally invisible, being of very low alpha, but if you stack many renders produced like this they will be revealed as being grayscale.\n- Now, change nothing else, but turn the shadow catcher into a normal plane. Render the scene again, save it with the same settings. The ring of noise around the image edges will have disappeared.\n\nScreenshot of Krita showing the opaque pixels on a normal render:\n\n![demo_opaque.jpg](demo_opaque.jpg)\n\nOpaque pixels on the same scene rendered with the plane made into a shadow catcher and denoising set to Accurate. Note the barely visible artifacts selected around the plane and image edge. These can be observed no matter what shape the render output takes.\n\n![demo_shadowcatcher.jpg](demo_shadowcatcher.jpg)\n\nAnd now the same scene, denoising turned off. No ring around the edges.\n\n![demo_shadowcatchernodenoise.jpg](demo_shadowcatchernodenoise.jpg)\n\nBlender file used for the renders above: [democatcherbug.blend](democatcherbug.blend)", "EEVEE - Screen space reflections artifacts\nOperating system: Linux-5.3.0-7625-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.44\n\nBroken: version: 2.83 (sub 2)\nWorked: ?\n\nSSR shows some strips when I have bad data for normals.\n\nOpen the file:\n[ssr_sripts.blend](ssr_sripts.blend)\n\nIf you click anywhere multiple times, viewport gets darker and darker.\n\nBefore:\n![image.png](image.png)\n\nAfter clicking the glossy node header a few times:\n![image.png](image.png)\n", "4.0A producing specular reflections of area lights on diffuse surfaces, 3.6.1 doesn't behave this way.\nOperating system: macOS-13.4.1-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 Pro 1.2\n\nBroken: version: 3.6.1 & 4.0 Alpha\n\nArea lights in 4.0 Alpha producing specular reflections on diffuse only (specular = 0) surfaces in 4.0.\n\nI tried to report this discrepancy to the developer forum but can't seem to post it there, so I figured maybe whoever monitors this could help. \n\nIn 3.6.1, if a material has no specular component, area lights only produce diffuse illumination. But in the 4.0 alpha (build downloaded 8/14), the area light produces a specular reflection. I don't know if this is a new intentional development thing, or if it's somehow related to the light linking feature.\n\n", "Particles disappear, motion blur not showing properly\nOperating system: Windows 10 Pro, version 21H2, OS version 19044.2486, 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 6GB, version 31.0.15.1694\n\nBroken: version: 3.2.1\n\nParticles disappear in animation, most notable at the beginning.\n\nDuring the dissolve effect, motion blur isn't showing. At the moment the effect ends, motion blur shows up.\n\n1. Render e.g. frame 16; particles are not showing, no motion blur.\n2. Render e.g. frame 31; all particles seem to be showing, motion blur.\n\n", "Render issues when two VBD overlap if rendered with motion blur\nBroken: 3.2, 3.6\nWorked: 3.1\n\nRender issues when two VBD overlap if rendered with motion blur\n\nRender the attached file with and without motion blur. If you render them separatly they both render OK. Only when together it doesn't work.\n\n", "Smoke darkening/miscoloration with multiple inflow objects\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.15\n\nBroken: version: 2.82 (sub 6)\nWorked: (optional)\n\nHaving 2 or more inflow objects in a smoke simulation, each with its own smoke color, causes darkening and other hue color glitches, even when the two smokes don't mix. At first I thought this was maybe an intended effect, like burning smoke, but with just one flow object the smoke comes out with a proper uniform color.\n\nOpen this file, select the domain and bake the smoke sim to see the darkening, you can see it better in Cycles. You can move the object \"model2\" out of the Flows collection and rebake again with just one Flow object, and see the color to compare\n\nThe attached images use a saturation node on the shader to exagerate the color so you guys can see it more clearly\n\n[BUGREPORT_smoke.blend](BUGREPORT_smoke.blend)\n\n![1 flow model in the domain.png](1_flow_model_in_the_domain.png)\n\n![2 flow models in the domain, saturation exagerated.png](2_flow_models_in_the_domain__saturation_exagerated.png)", "Blender renders wrong in viewport\nOperating system: macOS-11.2.3-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5500M OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.2.15\n\nBroken: version: 2.93.0 Alpha\n\n\n\n1) steps to reproduce:\n\nopen blend file [circular_circles_wave_emission.blend](circular_circles_wave_emission.blend)\n\n2) in viewport change to rendered view\n\n3) you will see:\n\n![image.png](image.png)\n\n4) select the circles\n\n5) press tab and tab again\n\n6) you will see:\n\n![image.png](image.png)\n\nwhich is correct\n\n", "Cycles: transparent object has black line where it intersect with other objects\nOperating system: Windows-10-10.0.18363 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 461.40\n\nBroken: 2.91.2\n\n\nWhen rendering transparent objects that intersect with other objects, black lines will appear on the intersecting area.\n\n1. Open a default scene.\n2. Add a plane to the scene.\n3. Rotate the plane a little.\n4. Move the plane up to make it intersect with the top face of the default cube.\n5. Make sure the view or camera view is very close to the intersecting area and lower the Clip Start value to 0.00001\n6. Set the renderer to Cycles and render the view.\n\n![Cycles_01.PNG](Cycles_01.PNG)\n\n[Cycles_Black_Line_Transparency.blend](Cycles_Black_Line_Transparency.blend)", "Color picker samples merged (display output) colors on a certain object regardless of \"Sample Merged\" setting\nOperating system: Windows 10 v1909\nGraphics card: NVIDIA GeForce GTX 1660 super\n\nThe bug occured on the latest Steam release of Blender (2.90.1). I also tried to open the project file with the said bug in 2.83 LTS steam beta branch but it happened there too.\n\nWhen trying to texture paint a certain project it ignores the \"Sample Merged\" setting and always picks the display output color, while other objects don't share this problem. \nIt happens regardless of the material or texture I'm editing, it seems to be tied to a single object. For example, If I create a cube and assign the material which the bugged object uses color picking works fine with it, and if I assign any other material to the bugged object it still samples display output color regardless of the settings.\n\nI'm sadly not sure how to reproduce it. Though I appended the bugged object to a fresh file: [color_picker_thing.blend](color_picker_thing.blend)\nIt's system info:\n[system-info.txt](system-info.txt)\nI separated it so you wouldn't have to dig through the mess that is my main project file :D. It retained it's weird inabillity to pick colors though.\n\nI couldn't find a solution to this when I tried to google for it, so my only assumption left here is it being a bug. I'm sorry in advance if something I said isn't clear. If needed, I can provide a whole project or try and provide more specific information if what I wrote here isn't enough as soon as possible.\nCheers!", "Wire objects that are being displayed on front only updates visibility after interaction\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: AMD Radeon RX 5700 XT ATI Technologies Inc. 4.5.14802 Core Profile Context 22.2.1 30.0.14023.7007\n\nBroken: version: 3.2.0 Alpha\n\nThis problem is similar to the one found in #84717, but in this case it is only affecting objects that are marked as in front and wired mode. I noticed it happening in a rig, but It can be applied at anything that is wire.\n\n\n- Using Any object go to viewport display and mark in front and set it to wire in the display as. (you can also use a rig with custom shapes, e.g. the one in rigify.)\n```\n{F12895660}\n```\n- Disable and then Enable Overlays\n[2022-03-03 11-21-26.mp4](2022-03-03_11-21-26.mp4)", "LightGroups & big render resolution results in Hardware failure & macOS crash incl. reboot\nOperating system: macOS-12.3.1-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5700 XT OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.8.15\n\n**Blender VersionS**\nBroken: version: 3.2.0 Alpha\nBroken: version: 3.2.0 Alpha\n\n\n(GPU only)\nI usually render with a resolution of 5120x2048 on 50% as check resolution. \nWhen I scale it up with the slider to 100% and render I get a stripe pattern as we seen in other bugreports related to M1 Mac's.\nThen when I try double the resolution on 50% I get the same.\n\nThe crash of macOS with a hardware failure and reboot happened when I tried my final resolution 10240x2048 on 100%. (blender calculated a sec. and when the render via GPU only started it hanged for two sec. and then completely crashed)\nTo be honest, a crash like this I never had with 3 imac's the last 6 years. Only with a hackintosh not related to blender...\n\nDespite the fact of the total crash, I decided not to try to reproduce the total crash,\nBUT...\nthe stripes I could with the resolution I used. \n- Open attached file\n- Render once in 50% from 5120x2048,\n- and then render on 100%, or try the higher resolution.\n\n(The scene was: just a plane, monkey and 3 lights, to check the lightgroups and compositing options (worked all fine, exept the render...))\n(see attached blendfile)\n\nSo just 3 pointlights, each into a one of the 3 lightgroups a plane, monkey...(something to get lit),\nresolution 5120x2048 on 50% and render. Then render on 100% and you should get stripes.\n![Screen Shot 2022-04-06 at 4.09.56 am.jpg](Screen_Shot_2022-04-06_at_4.09.56_am.jpg)\n`***When there, just delete the lightgroups under Scene -> View Layer Tab and the stripes are gone.***`\nOperating system: (INTEL) macOS-12.3.1-x86_64-i386-64bit 64 Bits \nGraphics card: AMD Radeon Pro 5700 XT OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.8.15\n[untitled.blend](untitled.blend)\n", "EEVEE Shading: string sockets node group interface value doesn't work\nBroken: version: 3.0.0 Alpha\nWorked: n/a\n\nin shading, String sockets exposed via node group interface don't use the value from the node group interface\n\nSteps to illustrate the problem\n\n* Use a quick smoke effect on a cube\n* Add a principled volume and connect it to material volume output\n* Change the Density Attribute to other text\n* Group the principled volume\n* Change the Density Attribute back to density\n\n[volume.blend](volume.blend)\n\n", "Shadow catcher issue with Cycles Standalone\nOperating system: Win10\nGraphics card: 2070 super\n\nN/A Cycles standalone\n\nShadow catcher is not working properly\n\nI've modified the XML parser of Cycles standalone to read shadow_catcher tag as well as create a new sample, derived from scene_monkey.xml, that uses a plane with shadow catcher enabled.\n\nNotice that the shadow is not visible on the output (you can use something like in the commandline \"scene_monkey_shadow.xml --samples 128 -output Temp.png --background\" \n\n[shadow_catcher_issue.zip](shadow_catcher_issue.zip)", "Manipulators don't render properly\n## System Info\nOperating system: Debian 10.6 AMD64\nGraphics card: NVIDIA Corporation GF108 [GeForce GT 730] with proprietary drivers packaged from debian\n [system-info.txt](system-info.txt)\n## Blender versions\nBroken: 2.83 and upwards (latest build - Blender 2.92.0 Alpha November 22, 00:30:33- df8cc5662b9a - as well)\nWorked: 2.82 and older\n\n\n## Bug Description\nStarting a new (General) file, selecting the cube and pressing move or rotate, the manipulators render with some colored plane artifacts as in screenshots attached.\n\nThis is caused by the graphics card not being recognized and software rendering being used instead.\n\n## Demonstration\n\n### Video of bug\n\n[manipulators-bug.mp4](manipulators-bug.mp4)\n\n### Video of expected behavior\n\n[manipulators-normal.mp4](manipulators-normal.mp4)\n\n### Screenshots of bug\n![Screenshot_2020-11-22_04-30-39.png](Screenshot_2020-11-22_04-30-39.png)\n\n![Screenshot_2020-11-22_04-31-01.png](Screenshot_2020-11-22_04-31-01.png)", "Child Of vertex group fails when controled by Particle System\nWin10 64bit\n\nBroken: 2.79\n\nChild Of constraint fails on rotation from PS\n\nOpen file, play animation on every layer\n\nFirst layer: *Empty* with *Child Of* constraint is controled by Plane's transform animation -> works OK\nSecond layer: *Empties* with *Child Of* are controled by Plane's *Particle System* (via *Explode*) -> Location is maintained, but **rotation is non-synchronized**\nThird layer (example of how previous case is expected to work): Empties parented to *3 vertices* are controled by same PS - OK\n[Child_Of_test.blend](Child_Of_test.blend)\n" ]
[ "Light group passes does not work with shadow catcher object in the scene\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.59\n\nBroken: version: 3.2.0 Beta\n\nSimple as title. If there's an object checked as a shadow catcher, the light groups passes are all the same: as a single render with all the lights.\n\n**Steps to Reproduce**\n* Open the file\n* Render the scene\n* Display the light group passes\n* Turn off the shadow catcher on the plane to make it work\nTest File\n[lgt_bug.blend](lgt_bug.blend)\n", "light groups stop working when there is an object with shadow capture enabled\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.65\n\nBroken: version: 3.2.0\n\n[light groups stop working when there is an object with shadow capture enabled]\n\n[open this blend file and try render it, you will find the light groups work fine, but if you sellect the plane and enable shadow caputre, and render again you will find that the light group passes output the same defult render][bug.blend](bug.blend)\n\n" ]
Blender 2.79b 32-bit crashes with denoise on. OS: Windows 7 32-bit CPU: Intel Dual CPU (t3200) (2 cores) GPU: Intel Graphics 4 family chipset Broken: 2.79b f4dc9f9d68b: 2018-03-22 Blender crashes with the denoise on. I have enough RAM.. This is the system info generated from Blender [system-info.txt](system-info.txt) This is the blend file.. Render tiles is at 16x16 Samples is 10 the denoise is already on, just hit render.. [Crashed.blend](Crashed.blend) Even in factory setting, the default scene in cycles crashes with denoise.. As soon 1 render tile tries to denoise.. Blender crashes.. I use a low end computer. Even so, I have no issue on older versions crashing when I render even with heavy scenes.. I saw others who has the similar problem with the denoiser.. Like his --> T54466
[ "Blender crashing when rendering with eevee, not with cycles however.\nOperating system: Linux-5.15.82-1-lts-x86_64-with-glibc2.36 64 Bits\nGraphics card: AMD Radeon RX Vega (vega10, LLVM 14.0.6, DRM 3.42, 5.15.82-1-lts) AMD 4.6 (Core Profile) Mesa 23.0.0-devel (git-e20564cfdb)\n\nBroken: version: 3.3.2\nWorked: None, I've tried 3.3-LTS, 3.4 (both the default version provided through steam and manually selecting 3.4 LTS) and the daily-alpha build (with the daily-alpha build I reset settings all to default as well) All of these versions are the ones provided through Steam.\n\nWhen rendering in eevee some of my meshes completely bug out as if only part of them are rendering (I've looked at my normals and they're all fine) and after that my entire PC crashes, forcing a power cycle. The viewport display, when in rendered mode, looks fine in eevee but after rendering and before my PC crashes the viewport also messes up with my meshes looking bizarre. This issue does not occur in cycles when using CPU or GPU compute and other blender files work fine in eevee / cycles both in the viewport and when rendering. I also tried applying all modifiers despite needing a displacement on my torches to animate them but no luck. My blend file also becomes corrupt sometimes after the crash.\n\nSimply just hitting the render button with my current .blend file when in eevee. Sometimes the render goes through with broken meshes (which then I can close the render window and switch to eevee in my viewport display but my meshes will be all messed up and then my PC will crash, sometimes it crashes before the render output. \n\n\n[Dungeon Course.blend](Dungeon_Course.blend)\n\n[Dungeon Course.blend1](Dungeon_Course.blend1)\n\n[3.4 config.7z](3.4_config.7z)", "OptiX Denoiser fails with large output resolution (final rendering completely black)\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 4090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.49\n\nBroken: version: 3.4.1\n\nDuring my final rendering, in 100% resolution, the final rendering is completely black. When calculating the image everything looks normal, I can see the tiles generating normally. Then the final render appears black. The other layers (shadow, OA, etc.) are well rendered. \n\nThis looks to be caused by OptiX failing to denoise a very large final image.\n\nThe example here will attempt to render a 6144x6144px image on an 8gb 1070 and fail during the Denoising step (leaving a completely black image too).\n\nThe original report attempted to render at >10240px (so adjust accordingly if it doesn't happen at first with your GPU).\n\n- Load attached `denoise.blend` file.\n- Attempt to F12 render\n\n```\nI0301 12:53:47.768775 15952 path_trace.cpp:971] Processing full frame buffer file T:\\Temp\\blender_a18956\\cycles-tile-buffer-15716-2377920588664-0-0.exr\nI0301 12:53:49.619309 15952 denoiser_gpu.cpp:51] Creating temporary buffer on denoiser device.\nI0301 12:53:50.388029 15952 device.cpp:669] Buffer allocate: RenderBuffers, 2,868,903,936 bytes. (2.67G) in device memory\nI0301 12:53:50.995292 15952 device_impl.cpp:80] using cuda device \"NVIDIA GeForce GTX 1070 with Max-Q Design\" (6.1), buffers: fp16, Winograd convolution, rt v11060\nI0301 12:53:52.356184 15952 device.cpp:669] Buffer allocate: __denoiser_state, 2,999,350,016 bytes. (2.79G) in host memory\nI0301 12:53:52.356184 15952 device_impl.cpp:80] layers created for resolution 4352 4352, inp 8, outp 3\nE0301 12:53:52.356184 15952 device_impl.cpp:74] copy of converted weights failed (CUDA error string: invalid argument, CUDA error code: 1)\nFailed to set up OptiX denoiser\n\nRefer to the Cycles GPU rendering documentation for possible solutions:\ngpu_rendering.html\n\nE0301 12:53:52.356184 15952 denoiser_optix.cpp:577] OptiX denoiser configuration has failed.\n\n```\n\nVerbose 5 logs attached.\n\n", "Blender development todo list -- Render\nNOTE: this is a direct dump of Render (without cherrypicking the valid items)\n\n### Render & UI\n\n- [ ] While rendering, manipulating images (like reload, resizing generated) can still crash Blender. Better image \"owner\" locking is required for 2.5 (#28477)\n- [ ] While rendering, several UI changes can cause crashes (#24758)\n- [ ] Rendering can't really use normal scene data if ui is interactive without causing all kinds of trouble, for examples and related issues see the item above this one.. and the reports (#26535)\n- [ ] Renaming scene leads to missing rendered result in image editor and compositor (see (#30222))\n- [ ] Rendering with File Output nodes could produce unwanted output images, see (#38605)\n- [ ] Shaded draw mode (using render code for vertex colors) is most certainly not coming back\n- [ ] Color Management can be communicated better, like when sampling colors in Image Window it confuses (could indicate such). Color Management also wasn't added backward compatible, disabling it gives dark results.\n- [ ] Compositor \"file out\" node doesn't work for FSA, and as color management troubles too.\n- [ ] FSA render uses temp files with names preventing other Blender instances to render too. (#28314)\n- [ ] Texture nodes have been implemented by recursively (backwards) calling parent nodes, this gives issues for viewers, previews and threads in general.We will try to keep it stable, but the functionality for this is going to replaced with a better shader system in 2.6. (compositor and material nodes call nodes forward, sorted on dependency. Each node is only called once this way).\n- [ ] Render display in Image window, for a window previously showing UV editor, doesn't restore correctly. (#26828). Code for this is too much spread around and fuzzy, needs full revision.\n- [ ] Object transform is not possible during rendering #37019\n- [ ] Don't render and warn when a driver or pre-render script can't be executed, a texture is missing, physics are not baked. Needed e.g. when renderfarms have scripts blocked.\n\n### Node Textures\n- [ ] Grouping texture nodes affects on data range #45696\n\n### Baking\n- [ ] add option to smooth vertex colors as a post process after baking #35066.\n- [ ] Baking to a low-res textures might miss pixels which lies on the UV island boundary #37681\n- [ ] Vertex baking might cause AO artifacts #44178\n- [ ] Support dupligroups #43553\n- [ ] Modifier produces non deterministic effects #42015\n- [ ] Update Blender side baking to support different topologies needed for adaptive subdivision #49405", "simulation in new scene causes crash in original scene's simulation\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.19\n\nBroken: version: 2.83 (sub 6)\nWorked: (optional)\n\n**steps**\n- make cube an active rigid body. \n- play simulation\n- then click on new scene button and on full copy.\n- in the new scene, rewind playhead to frame 0\n- run the simulation.\nBlender should crash.\n\nThere are more ways to cause crash when full scene copy is done (see comments), but I guess these will stem from single issue.", "Selecting vertices and centering the model crashes Blender\nOperating system: Windows 10\nGraphics card: RTX 2070 \n\nBroken: 03015a9b222e\n\n\nSelecting some vertices and trying to center the selection crashes blender. See the crash log\n\n[crash.txt](crash.txt)\n\nOpen the attached .blend\nSelect the object\nGo into edit mode\nSelect all vertices\nCenter (press Numpad .)\n\n\n\n\n\n[_13122021_2147_15.blend](_13122021_2147_15.blend)", "Combine crash\nOperating system: win 10\nGraphics card: 3090\n\nBlender Version 3.5.1 \n\nWhen using ctrl+j to combine components, blender will crash.\n\n", "Regression: Importing of collada model with instances became a LOT slower since 2.80 (practically freezing)\nOperating system: windows 10\nGraphics card: geforce gtx 1070\n\nBroken: blender 3.4.1\nWorked: 2.80\n\nImporting of collada model makes Blender not respond anymore with high CPU usage in windows task manager (and never finishes no matter how long you wait)\n\n- import attached collada file\n- Blender not respond anymore with high CPU usage in windows task manager (and never finishes no matter how long you wait)\n\nLink to model file:\n\nCruisn-Exotica-arcade-game-Dual\n\n[doubleexotica.zip](doubleexotica.zip)", "Python/BMesh: Add/removing textures between renders causes memory leak/ram crash\nOperating system and graphics card\nUbuntu 18.04, Nvidia GTX 960M\n\nBroken: blender-2.80-17bc0567268-linux-glibc219-x86_64\n\n**Working Blender Version**\nBlender 2.79b stable (ubuntu repository) with cycles\n\nIf you run the attached code and target it a directory with a large number of images, it will repeatedly:\n\n1. Load an image from file\n2. Set the image to be the content of a \"Image Texture\" node\n3. Delete/remove the image that use to be the image texture node\n4. Render \n\nAs it processes images, blender takes more and more memory. Eventually it will crash. If you leave out step 4, then it will not.\n\nBased on a (as simple as possible) attached .blend file with minimum amount of steps\n\nImport python code, run \n\nLoadAndRemoveTextures(\"/folderWithManyImages\", 2000)\n\nin the console window.\n\n[imageMemoryProblem-WorksWithStableCycles.blend](imageMemoryProblem-WorksWithStableCycles.blend)\n[imageMemoryProblem2pt80.blend](imageMemoryProblem2pt80.blend)\n\nCode:\n\n\n```\nimport datetime\nimport sys\n\nimport bpy\nimport bmesh\nfrom mathutils import Vector\nfrom mathutils import Euler\nfrom bpy_extras.object_utils import world_to_camera_view\nimport random\nimport math\nimport json\n\nimport time\nimport os\nimport gc\n\ndef RemoveImageFromMemory (passedName):\n # Extra test because this can crash Blender.\n img = bpy.data.images[passedName]\n try:\n img.user_clear()\n can_continue = True\n except:\n can_continue = False\n \n if can_continue == True:\n try:\n bpy.data.images.remove(img, True)\n result = True\n except:\n result = False\n else:\n result = False\n return result\n\ndef CollectBackgroundImagePaths(sourceDirectoryPath, imageExtension):\n file_paths = []\n\n for root, dirs, files in os.walk(sourceDirectoryPath):\n for file_name in files:\n if file_name.endswith(imageExtension):\n file_paths.append(root + \"/\" + file_name)\n return file_paths\n\ndef SetBackgroundImage(backgroundImagePath):\n #Store reference to old image so it can be removed\n old_image_name = bpy.data.materials[0].node_tree.nodes.get(\"Image Texture\").image.name\n\n #Load new image to be used\n new_image = bpy.data.images.load(filepath = backgroundImagePath)\n\n #Set the new image to be used\n bpy.data.materials[0].node_tree.nodes.get(\"Image Texture\").image = new_image\n\n #Delete the old one from the file\n remove_succeeded = RemoveImageFromMemory(old_image_name)\n gc.collect()\n\n if not remove_succeeded:\n print(\"Error removing \" + old_image_name)\n else:\n print(\"Removing \" + old_image_name + \" worked\")\n\ndef LoadAndRemoveTextures(texturesFolderPath, numberToLoad):\n background_image_paths = CollectBackgroundImagePaths(texturesFolderPath, \".png\")\n\n for example_index in range(0, numberToLoad):\n SetBackgroundImage(random.choice(background_image_paths))\n\n #If you alternate adding/removing images and rendering, it will eat all the ram on your system and crash\n bpy.ops.render.render( write_still=True )\n```", "Crash when baking a normal map from procedural materials\nOperating system:\nManjaro w/ KDE\nGraphics card:\nNvidia GTX 1060 6GB\n\nBroken: 2.80 Beta, 5e626e766459, branch: blender2.7, 2019-06-13\n\n\nI've sculpted a high poly model from the lowpoly one - baking normals from that works fine.\nWhen I created procedural materials using Geometry Pointiness, Noise, a painted texture and other sources to create additional normal information - the baking crashes.\n\nHere's the project file. It's huge (781 MB), but compresses very well (turns out the painted texture was wasting a lot of space), without it the file is only 12 MB).\n\n[Barrel_02 08.zip](Barrel_02_08.zip)\n\nNormal map baked from Highpoly model to Lowpoly model:\n![Barrel02 NOR.png](Barrel02_NOR.png)\nIf you disconnect the two materials on the highpoly model and just use a default Principled shader, it bakes fine.\n\n\nThe baking process crashes at various stages. First bake crashed after an hour or so, next attempts crashed much quicker.\n\nCrash logs:\n\n[Barrel_02 08.crash.txt](Barrel_02_08.crash.txt)\n\n[Barrel_02 07.crash.txt](Barrel_02_07.crash.txt)\n\n[Barrel_02 06.crash.txt](Barrel_02_06.crash.txt)", "Blender crashes instantly when trying to render with Cycles (HIP)\nOperating system: Windows 11\nGraphics card: AMD RX 6600 / Adrenalin 23.9.1\n\nBroken: Blender 3.4.x / 3.5.X / 3.6.2 / 4.0 Alpha\nWorked: 3.3.X\n\nBlender instantly crashes when trying to render with Cycles using HIP. Apparently only happens with files that have high number of polygons. New Project with cube doesn't crash. Using CPU doesn't crash.\nAlso, System preferences shows that I have 2 GPU units, but I have only one. It disables both when trying to disable a single one (idk if this is normal)\n\n", "EEVEE: Blender Crashes when rendering specific File\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 432.00\n\nBroken: version: 2.93.0\nWorked: (N/A)\n\nBlender crashes when rendering specific file. It only seems to happen with this file - when I render other (even larger) files with the same inputs it works fine, but with this one it crashes every time. The error message is EXCEPTION_ACCESS_VIOLATION, but I received the data from an open source website and it is placed in a folder on my computer that I have full access to. Debug report: [blender_debug_output.txt](blender_debug_output.txt)\n\nSave NZ_Compressed40pc.jpg to desktop ![NZ_Compressed40pc.jpg](NZ_Compressed40pc.jpg)\nOpen Dev.blend\nIn the shader editor for the plane, ensure the image texture has NZ_Compressed40pc.jpg linked as input.\nRender>render image\n\nTest File:\n[Dev.blend](Dev.blend)\n", "Crash with GPU Render\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1660 Ti with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.02\n\nBroken: version: 3.4.0\nWorked: unknown\n\nOn cycles, using the GPU renderer blender crashes. This only happens when I am using Optix with GPU and CPU. If I disable my CPU, Intel(R) Core(TM) i7-9750H CPU @ 2.60GHz, then the render works, using only CPU rendering also works.\n\nMy Memory is not fully used, both GPU and ram, and I have the newest GPU driver, GameReady version 528.02\nHope the blend file works without the video files.\nThanks for helping\n[obj_tracking_test_2.crash.txt](obj_tracking_test_2.crash.txt)\n\n[obj_tracking_test_2.blend](obj_tracking_test_2.blend)\n\n", "AMD GPU Denoising via \"Radeon Image Filters\" library.\n**Overview**\nThis task is to enable GPU denoising on AMD GPUs. We have a denoising library (RadeonImageFilter) publically available which operates similarly to OIDN, Optix, etc. We would like to use this to enable faster GPU denoising for users on AMD hardware. It should be noted, this library actually works on other GPUs and CPU (the latter via OIDN) but on Nvidia GPUs, the Optix denoiser will most likely be more optimal.\n\n**GPL compliance**\nWe offer the library free under a permissive Apache2 license at the link above. However, it is not open source. A shortly upcoming version of the AMD driver on windows will include this RIF library. Thus we propose to use it similarly as Optix, as a closed source \"system device\" library exception to the GPL.\n\n**Code design** \nWe added a new denoiser type, AMD Radeon Image Filter, with similar options to Optix Denoising to enable usage.\n\nPatch coming soon.", "Dithering is not applied for Texture Baking\nDebian amd64, Radeon HD with fglrx\n\n\nBroken: current GIT, also many previous versions were affected in case of BI Baking\n\n\nDithering is not applied for Texture Baking, resulting in banding artefacts.\nCycles Baking and BI Baking are affected.\n\nAlso when saving a 32 bit float image as 8 bit PNG, no dithering is applied (despite Dithering was set to 1.0, and \"Save as Render\" was activated).\n\nA .blend file is attached. Click on \"Bake\" and wait a few seconds. After baking is finished you should see the banding artefacts in the dark-gray regions.\n\nThanks\n", "Blender crashes after GPU spike (Specially when we have a character with Rigify)\nOperating system: Windows 10\nGraphics card: RTX 2070 Super\n\nBroken: 3.4.1\nWorked: 3.3\n\nEvery time I'm working in Blender, after 2 minutes if I start to move around on a rig made based on Rigify, or work on geometry nodes, Blender Crashes. It happens even faster if I'm working in eeve.\n\n- Open a blender file\n- Import a character using rigfy with Linked Library\n- Library override\n- Turn Eeve on\n- Start working\n- Eventually, blender will crash.\n\nI noticed that if I don't import a character with rigfy, it doesn't have the GPU spike\n[Christmas.crash.txt](Christmas.crash.txt)\n[KalyAndAkrasiel 3.5.crash.txt](KalyAndAkrasiel_3.5.crash.txt)" ]
[ "Denoising crashes on cpu after rendering a few tiles (2.79b)\nWindows 10 Pro 32 bit\nIntel Core 2 duo\nradeon hd 3400\n\nBroken: (version 2.79, hash: 5bd8ac9, 32 bit), (version 2.79b, hash: f4dc9f9d68b, 32 bit)\n\nIf I try to render any scene with cycles on my cpu with denoising enabled, Blender crashes after rendering a few tiles. My taskmanager doesn't show any critical RAM usage. Here is the output log (with the debug option): [blender_denoise_debug_output.txt](blender_denoise_debug_output.txt)\nIt throws an error which seems to be related to RAM, but in the log Blender doesn't seems to reserve much RAM, it only needs a few mb, and I have hundreds of mb of free ram\n\nJust take the factory startup file, change the renderer to cycles, change the tile size for example to 16 x 16, enable denoising without tweaking something, and hit f12. I'll attach the file anyways: [crashScene.blend](crashScene.blend)\n" ]
UV Editor: Repeat Image option not working Operating system: Windows 10 Graphics card: Nvidia RTX 3080 Broken: 3.1 beta (v31.59a133b61f4b-windows.amd64-release) Worked: 3.0.1 Repeat Image option in UV editor no longer working, does not show the image as tiled. 1. Create a material with a texture, assign to an object 2. Open UV viewer, set the image as the background preview 3. Turn on "Repeat Image" in the View side panel. Notice the image does not repeat.
[ "Unable to output pictures correctly when rendering version 3.2 demo with 65536*65536 resolution\nOperating system:win11 -workstationedition\nGraphics card:4090\n\nBroken: 3.4.0 release\nWorked: \n\nUnable to output pictures correctly when rendering version 3.2 demo with 65536 * 65536 resolution.\nWhen nearly 4 hours of rendering ends, blender does not work any picture out, as the picture atteched. And the image attribute say this image is 32768 * 32768.\n\n\nBased on the default startup or an attached .blend file (as simple as possible).\nusing the dome file for blender3.2\n\n", "Theme > Shader Editor, Sidebar > Alpha value does not work\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA RTX A3000 12GB Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 537.13\n\nBroken: version: 3.6.1\n\nIn side of the Shader editor, if you want to change the color works correctly, but if you want to change the Alpha value, is not working.\n\nGo to Preferences > Themes > Node editor > Theme space > Region Background\n\n", "Image Editor Blank After Switching Slots, Even If There Is A Render In That Slot\nOperating system: Windows 10 64 bit\nGraphics card: Nvidia GTX 750 Ti\n\nBroken: (2.80, 79f67acccb36, blender2.7, 2019-03-24)\n\nSwitching the slots in the image editor for the render result (hotkey \"j\") can show a blank image, even if there is an image available in that slot.\nSelecting the render layer in the dropdown menu brings it back.\nThis is irritating, especially since the image is shown right after rendering.\nThis only happens if the compositor is disabled.\n\n- Load [bug.blend](bug.blend).\n- Press F12 to render. The image editor comes up.\n- Press \"j\" to switch to switch the slot.\n- Press F12 to render again.\n- Press \"j\" to switch back to the previous slot. It now appears blank.", "UV Editor has no 'View Overlay' Theme option\nOperating system: macOS-12.0.1-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 575 OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.7.29\n\nBroken: version: 3.0.0\nBroken: 2.90, 2.91, 2.92, 2.93, 3.0 used something else (black in my case)\nWorked: 2.83\n\nThe UV Editor theme does not have a `View Overlay` option. So the color of the scale operation widget, for example, can only be edited in the 3D View.\n\n3D View:\n![image](attachment)\n\nUV editor:\n![image](attachment)\n\n- Go to `Preferences > Themes > 3D Viewport` and change the color in `View Overlay`\n- In the 3D View press `S` - see the color of the widget\n- In the UV Editor press `S` - compare the color\n\nSee youtube to tell you: A9RUxR1QmYI", "Workbench: Reference image with 'always back' setting does not display\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: Radeon RX 570 Series ATI Technologies Inc. 4.5.0 Core Profile Context 22.11.2.221130\n\nBroken: version: 3.5.0 Alpha\nWorked: 2.92\n\nIn Workbench render preview, reference image with always back setting does not display. It only flickers when the viewport is refreshed. This does not happen in solid mode.\n\nThis also does not happen with Workbench Next.\n\n[WorkbenchRefImage.mp4](attachment)\n\n[WorkbenchRefImage.blend](attachment)\n\n- Set the renderer to Workbench\n- Add an empty object with a image\n- Set its depth mode to Back\n- See it in render preview\n\n", "Re-render after saving a render result as image with 'Copy' option turned OFF makes blender unresponsive\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.86\n\nBroken: versions 2.79 & 2.81 (sub 16)\nWorked: (optional)\n\nRender with F12, save the rendered image with 'Copy' turned off, and render again. This makes (parts of) Blender unresponsive.\n\n - Render the default cube.\n - Image - Save as, and uncheck Copy in the options.\n - Click Save as image.\n - Re-render the image.\n - Press {key Escape} to close the render window (it doesn't).\n - Press {key F12} to re-render (it doesn't).\n\nStrangely enough some parts of Blender are still responsive. For example {key Shift F12} still switches to the timeline.\n", "UV: Mesh won't Unwrap at all\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.23\n\nBroken: version: 3.6.0\n\nWhat is happening is that when i unwrap my mesh nothing happen, even if i isolated one face and tried to unwrap it wont work, also even faces you extruded from the faulty face won't unwrap, but adding a new plane from the add menu inside the same mesh unwraps normally, even if i connected the plane to the faulty face.\n\n1. Create a plane.\n2. Give one edge a Mean Bevel Weight from the side bar.\n3. Give the plane a Bevel Modifier and the Limit Method set to Weight (visually nothing will change since its just a plane but the error will still reproduce).\n4. Apply the Modifier and Unwrap the plane. (normally the plane comes unwrapped by default, try changing the UVs out of bounds or scale them down just so you can notice the change ).\n\nThanks you blender developers.", "Objects referenced in the `UVProject` modifier property are not snapped\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1060 3GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.66\n\nBroken: version: 2.90 (sub 0)\n\nWhen i select an object as projector transform in the UVProject modifier it doesn't snap to the object I added the modifier to.\n\n- add cube\n- add an empty\n- add uvproject modifier to the cube\n- set the empty as projector transform\n- enable snaping to surface\nor\n- open attached file\nWhen moving the empty it does not snap to the cube\n[bug.blend](bug.blend)", "UV: select similar enhancements\nAdd support for UV Select similar:\n\n* Islands / Faces / Edges, crossing UDIM boundary\n* Islands / Faces texel density\n\nThanks @BlenderBob !\n\n", "Cycles Hair Shadow Repetition with Transparent BSDF\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: GeForce 9600 GT/PCIe/SSE2 NVIDIA Corporation 3.3.0\n\nBroken: version: 3.1.0 Alpha\nWorked: versions prior to 3.0\n\nHair particles cast a repeated shadow pattern when using a Transparent BSDF node. The number of repetitions appears related to the number of strand steps. Furthermore, changing the transparency has no effect on the shadows.\n\nExpected results (Blender 2.9.3 and earlier):\n![Hair Shadows Blender 2.93.jpg](Hair_Shadows_Blender_2.93.jpg)\n\nUnexpected results (Blender 3.x):\n![Hair Shadows Blender 3.x Viewport.png](Hair_Shadows_Blender_3.x_Viewport.png)\n\n\n\n\n - Load example file [Transparent Hair Shadows.blend](Transparent_Hair_Shadows.blend)\n - Render viewport and observe the stepped shadows (note that the shadows only render in the viewport, as per this separate report T94136).\n - Change the Viewport Display Strand Steps and note the change in repetitions. Values higher than 3 produce no shadows at all.\n - Change the hair material's ColorRamp gradient and note that the shadows remain unchanged\n\n\n\nA use case for transparent hair is to dissolve the hair root with a gradient to soften the hard edge, creating the impression of it being embedded in translucent skin.\n\n", "Texture Node Editor Using nodes causes weird issues in sculpt mode.\nOperating system: Linux-5.15.0-48-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.76\n\nBroken: version: 3.3.1\nWorked: perhaps never? (can redo in 2.83)\n\nAdding an image from the nodes of the texture editor for example, a sculpting brush, causes really weird issues. Disabling nodes and using the texture properties does not have this issue.\n\n- Check the blend file. Try sculpting, you will see weird noise being displaced with the texture.\n- Now disable the nodes and set the texture type from the texture properties to the same image. Sculpting again you see the issue is not happening.\n[bug.blend](bug.blend)\n\n![bug.png](bug.png)\n\n", "Image Editor don't change to active texture if there is one texture node in material \nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.77\n\nBroken: version: 3.4.0 Alpha\n\nWhen there are two texture nodes in Shader Editor Texture Editor switches to the active texture when you clicks on any Image texture node. But when there is only one texture node Image Editor ignores selecting that node. It makes it inconsistent and may confuse user with showing him the wrong texture\n\n\nCreate two materials. In one of them create one image texture node and a texture. In second one create two or more image nodes with textures. Try to switch between materials and texture nodes.\nOr open blend file.\n[texture-pick_bug.blend](texture-pick_bug.blend)", "Crash when baking Dynamic Paint Image Sequence multiple times in loop\nBroken: 2.90.0 Alpha\nWorked: blender-2.80-windows64\n\nBlender crashes when baking dynamic paint image sequence in for loop. Depending on wait time crash will have differens stack traces.\n\n[#74052.blend](T74052.blend)\n\n- Open file\n- Run script", "Adjusting multiple properties at the same time doesn't work for all property types\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.55\n\nBroken: version: 2.90.1\n\nMost properties in blender can be changed for all selected objects by holding ALT while changing it. However, this doesn't work for all properties. For instance, the 'Rig Type' property in the Rigify add-on doesn't work. We can make it work by right click and selecting 'Copy to selected' but it should be possible with the ALT shortcut for consistency.\n\n**Steps to reproduce**\nWhile in Pose Mode select multiple bones\ngo into Bone Properties -> Rigify Type -> Rig type\ntry to change the Rig Type for all of them by holding ALT", "Pack to box region in uv editor\n- Additional property option to the pack islands operator. \n- scales down uv's to fit the selected box\n- Uses new UV editor widget, similar to “render region” in the 3D Viewport, which is activated by the shortcut CTRL+B (deactivate with shortcut CTRL+ALT+B)\n- This feature could also be very useful for the **Unwrap** operator. Let me know if we need a separate task for that\n```\n\n```\n\n\n![image](image.png)\n\n**Starting point**\n\nSelected UV islands should be packed into the “box region” that is “drawn” by the user.\n\n![image](image.png)\n\n**Desired result**\n\nSelected UV islands are packed to the “box region” that was “drawn” by the user\n\n![image](image.png)" ]
[ "Image, UV Editor: Repeat image not working.\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.65\n\nBroken: version: 3.1.0 Beta\nWorked: 3.0.1\nCaused by 869180548c\n\nRepeat image isn't working.\n\n**Example**\n- Open default scene\n- Change to Image editor\n- Add New image or open from storage\n- {nav Sidebar > View > Repeat Image}\n![image.png](image.png)" ]
grid fill Ofsset control is not working Operating system: Windows-10-10.0.18362-SP0 64 Bits Graphics card: GeForce 940MX/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87 Broken: version: 2.83 (sub 15) the offset property doesn't work in grid fill
[ "Shrink/Fatten \"Offset Even\" can not be used as default\nThe \"Offset Even\" option is turned on by default for the Shrink/Fatten (Alt-S) tool. You can see this by opening user preferences, selecting the input tab and opening the Shrink/Fatten menu under the Mesh menu. However, if you use the tool, you'll see checking or unchecking this default option makes no difference. The tool always defaults to off.\n\nIt doesn't seem currently possible, even with custom coding, to have this option on by default. I disabled all transform modal map keys just to be sure they weren't interfering. They are not. I also tried changing the default key to something else (Ctrl-K). It seems nothing can be done to have this tool use \"Offset Even\" (i.e. even thickness) by default. ", "Brush cursor (sculpt, vertexpaint, weightpaint) stuck/doesn't draw under transparent part of N-panel\nBroken: 2.80 to 3.1 (and currently 3.2.0 alpha 4fa3eadce99a) (technically 2.79 as well, but back then region ovelap was drawn a bit diferently).\nWorked: Never\n\nTools brushes don't draw over the transparent property panel, even though Region Overlap is on.\n\n* Ctrl + N → Sculpting\n* N (to open the Properties region).\n* Move the mouse to the right, beyond the alignment line of the properties editor panels.\n\n![image.png](image.png)\n\nThe brush drawing doesn't follow the mouse cursor. The tool itself works though, and the brush is even drawn if you click in that part.\n\n---\n\nVideo from the original report: [F8795403](2020-08-20_05-04-02.mp4)", "percent bevel by weight doesn't work properly\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.49\n\nBroken: version: 3.4.1\n\npercent bevel by weight doesn't work properly \n\n\n\n", "overlay.show_paint_wire doesn't work in vertex paint modes depending on edit mode selection\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.89\n\nBroken: version: 3.0.0 Alpha\nWorked: 2.80?\n\nThis overlay option seems to take into account edit-mode selection\n![image.png](image.png)\n\nHere's what it's supposed to do:\n[viIeK7Tkv0.mp4](viIeK7Tkv0.mp4)\n\nBut on 2.93 and 3.0 it appears to do nothing in Weight/Vertex Paint mode if the geometry is selected in edit mode. This seems like a bug, unless it's some odd design choice?\n\n- Create a cube and select all its verts in edit mode.\n- Enter weight paint mode\n- Toggle the Show Wire setting under Viewport Overlays->Weight Paint (NOT \"Wireframe\" under Viewport Overlays->Geometry)\n- Nothing happens\n- Switch to edit mode\n- Deselect all with Alt+A\n- Go back to weight paint mode\n- Wireframe display now works as expected.\n\n\nNote: This now changed again in 44d2479dc3 (now it does not draw **at all** -- reported separately in #89880 (overlay.show_paint_wire doesn't work anymore))", "The inverted mask expand in sculpt mode doesn't work properly\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: AMD Radeon RX 5700 XT ATI Technologies Inc. 4.5.14802 Core Profile Context 21.12.1 30.0.14011.3017\n\n\nBroken: \nProbably broken behavior in 2.83\n2.93.7\n3.0\nCrashes In 3.1.0 Alpha\n\nThe inverted mask expand (Shift+alt+A) in sculpt mode doesn't work properly on blender 2.93 and 3.0\nAs a note it Seems not also not work properly work on 2.83 with symmetry\n\n\nblender 2.83: invertex expand doesn't work with symmetry\nBlender 2.93, 3.0.0:\n- {nav File > New > Sculpting}\n- use the inverted expand: {key Shift Alt A} (it does not appear inverted)\n- now change falloff type with 1-4 (gets inverted)\nIf clicked without changing the falloff type it is applied as it is, without the inversion. If you invert using \"F\", and then change the falloff type, it still changes the inversion. \n\n| 2.83 | 2.93, 3.0.0 |\n| -- | -- |\n| [2022-01-16 17-55-30.mp4](2022-01-16_17-55-30.mp4) | [2022-01-16 18-14-12.mp4](2022-01-16_18-14-12.mp4) |\n\n\n\n\n", "Objects referenced in the `UVProject` modifier property are not snapped\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1060 3GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.66\n\nBroken: version: 2.90 (sub 0)\n\nWhen i select an object as projector transform in the UVProject modifier it doesn't snap to the object I added the modifier to.\n\n- add cube\n- add an empty\n- add uvproject modifier to the cube\n- set the empty as projector transform\n- enable snaping to surface\nor\n- open attached file\nWhen moving the empty it does not snap to the cube\n[bug.blend](bug.blend)", " Alpha channel of Tint Modifier don't Work with Fill material but work with stroke material.\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.3.1\n\nhi, it's been a while i didn't make a report for a bug, :) , well i'm back.\nthe Tint Modifier work well with `Stroke `material for every color channel R,G,B,A , but for Fill material we have problem with Alpha channel that don't work at all.\nthe first video show stroke works well with ALpha channel :\n[2022-10-16 13-12-36.mp4](2022-10-16_13-12-36.mp4)\nthe file\n[aplha color of tint modifier work well with stroke material.blend](aplha_color_of_tint_modifier_work_well_with_stroke_material.blend)\nsecont video show the problem with FILL material and alpha channel:\n[2022-10-16 13-14-27.mp4](2022-10-16_13-14-27.mp4)\nthe file\n[aplha color of tint modifier don't work with fill material.blend](aplha_color_of_tint_modifier_don_t_work_with_fill_material.blend)\nhope to get fixed.thank you for reading it\n\n", "Wayland: Unable to access window position, finding the window under the cursor doesn't work\nWayland can't access window positions. From what I can tell this is an intentional limitation and there aren't ways to access this information.\n\nThis means functions such as `WM_window_find_under_cursor` doesn't work.\n\nFrom the user perspective the following functionality wont work.\n\n- \"Swap Areas\" / `SCREEN_OT_area_swap` isn't able to swap areas with another window.\n- Some \"Eyedropper\" functions such as `datadropper_win_area_find` wont be able to access other windows.\n- Dragging items between windows doesn't work (see `wm_event_cursor_other_windows`).\n\nCurrently `GHOST_SupportsWindowPosition()` has been added to prevent other windows being found when they shouldn't be.\n\n\n---\n\nNOTE: there is a proposed solution that might allow Blender to restore the positions of windows saved in a file: see: 18\n", "Child Of vertex group fails when controled by Particle System\nWin10 64bit\n\nBroken: 2.79\n\nChild Of constraint fails on rotation from PS\n\nOpen file, play animation on every layer\n\nFirst layer: *Empty* with *Child Of* constraint is controled by Plane's transform animation -> works OK\nSecond layer: *Empties* with *Child Of* are controled by Plane's *Particle System* (via *Explode*) -> Location is maintained, but **rotation is non-synchronized**\nThird layer (example of how previous case is expected to work): Empties parented to *3 vertices* are controled by same PS - OK\n[Child_Of_test.blend](Child_Of_test.blend)\n", "Texture Paint Fill Tool is broken with partial strength on Float/Linear Textures\nOperating system: Linux-4.15.0-55-generic-x86_64-with-debian-stretch-sid 64 Bits\nGraphics card: GeForce GTX 750 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 384.130\n\nBroken: version: 2.92.0 Alpha\nalso 2.79, 2.80, 2.81, 2.83.5, 2.90.1\nWorked: probably never?\n\nTexture Paint Fill Tool behaves strangely with partial strength (0-1 exclusive) when painting on float/linear textures. It appears as though strength were ignored when filling over a black image, but doing so over a non-black image shows some weird interaction.\n\nNote that the Texture Paint Draw Tool behaves correctly, so I guess the fix is for fill to just do what draw does.\n\n(minor note: working with colour spaces is difficult and I figured there's a chance the problem is just me not understanding it/doing it wrong, but I think the fact that the draw tool does work as expected has me covered.)\n\n**Video demonstration:**\n(I've fast-forwarded unimportant parts)\n\n0:14 - Non-float image. Draw tool with strength=1.0, then 0.1, then fill tool with strength=0.1. Behaves as expected.\n0:43 - float image. Same test. Draw behaviour with low strength appears correct. Fill behaviour is incorrect.\n\n[BlenderFloatFillBug.mp4](BlenderFloatFillBug.mp4)\n\n\nFrom default startup:\n1. enter texture paint workspace\n2. properties editor -> tool settings, set texture slots mode to single image, make new image with 32 bit float.\n3. set tool to fill, set strength to any value below 1, except 0.\n4. click cube to fill black texture with white paint. Expected: some shade of grey. Result: full-bright white.\n\n**Results of tests with various shades/strengths**:\n\n- all performed in 3d viewport\n- each test performed on empty black image\n- input/output are HSV values\n- 0.7354 being middle grey\n- output value is sampled from viewport with eyedropper\n- fill 2nd click is result after two clicks of fill\n\n| in | strength | draw output | fill output | fill 2nd click\n| -- | -- | -- | -- | -- |\n| 0.01 | 0.01 | 0.0001 | 0.01 | 0.0199 |\n|| 0.1 | 0.001 | 0.01 | 0.019 |\n|| 0.5 | 0.005 | 0.01 | 0.015 |\n| 0.1 | 0.01 | 0.001294 | 0.099998 | 0.15143 |\n|| 0.1 | 0.012949 | 0.099998 | 0.14752 |\n|| 0.5 | 0.061102 | 0.099998 | 0.128549 |\n| 0.5 | 0.01 | 0.027639 | 0.49997 | 0.684261 |\n|| 0.1 | 0.157658 | 0.49997 | 0.670251 |\n|| 0.5 | 0.36078 | 0.49997 | 0.602086 |\n| 0.7354 | 0.01 | 0.060985 | 0.735162 | 0.998114 |\n|| 0.1 | 0.247814 | 0.735162 | 0.97771 |\n|| 0.5 | 0.537175 | 0.735162 | 0.880889 |\n| 0.99 | 0.01 | 0.098344 | 0.99001 | 0.999924 |\n|| 0.1 | 0.345314 | 0.99001 | 0.999924 |\n|| 0.5 | 0.727916 | 0.99001 | 0.999924 |\n| 1 | 0.01 | 0.099802 | 0.999924 | 0.999924 |\n|| 0.1 | 0.349084 | 0.999924 | 0.999924 |\n|| 0.5 | 0.735271 | 0.999924 | 0.999924 |\n\nNotice:\n- the first click of the fill tool always gives the same result regardless of strength.\n- the second click makes the image brighter than the colour we're filling with, which doesn't make sense.\n- the second click gives lower values for higher strengths, when you'd expect the opposite.\n\n\n**Another demonstration:**\n\n- left: black texture painted with grey values 0.1 .. 1.0.\n- right: then filled with middle grey 0.7354 with strength 0.5.\n\n![blenderFloatFillBug.png](blenderFloatFillBug.png)\n\nNotice:\n- every shade becomes brighter (or remains ~1.0), even those greater than 0.7354 that should darken (move towards middle grey).", "Select Interior Faces is not working\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA RTX A4000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.24\n\nBroken: version: 4.0.0 Alpha\nWorked: \n\nthe operator \"select > select all by trait > interior faces\" is not working at all. Honestly I've never used this operator, so I'm not sure of how it should behave, but it doesn't do anything even with the simplest geometry. I tested it in 3.5 and 4.0 Alpha; I can't test it on other releases at the moment because of company installation restriction\n\nthe file attached is just a cube inside another cube in the same object\n\n", "CTRL+C does not copy ruler value like it says in documentation\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: Intel(R) HD Graphics 620 Intel 4.5.0 - Build 24.20.100.6194\n\nBroken: version: 2.81 (sub 16)\nWorked: (optional)\n\nOfficial documentation claims that pressing CTRL+C will copy a ruler's value.\nI was unable to reproduce this result.\n\n\nFailure 1 (Edit mode):\n\nCreate any mesh object.\ntype `t` to open the tools.\nSelect measuring tape tool.\nclick close to a vertex to snap the measuring tape's first point to it.\nhold `CTRL` and click near another vertex to measure the distance between them.\nYou get measurement.\nPress `CTRL+C`.\nAttempt to paste this value in a field. It will fail regardless of what mode you are in.\n\nFailure 2 (Object mode):\n\nVerify that this fails in object mode as well by measuring any space in object mode and as soon as you see the measurement, press `CTRL+C`. Attempt to paste this value in a field. It will fail.", "Refactor: Replace socket declaration system for (Geometry) Nodes Panels\nThis is an internal refactor, follow up of #108897\n\n", "GPencil: Hotkeys of Tools is not consistent when Draw Tool is active\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 388.76\n\nBroken: version: 2.81 (sub 11)\nWorked: (optional)\n\nI'm not sure whether this is intended or not.\nHotkeys (1 to 9) shift downward one by one depending on whether you are in a draw tool or not.\n\n1. Go to Draw Mode\n2. Select a draw tool by pressing Shift Spacebar, O (Not 1)\n3. Select a fill tool by pressing Shift Spacebar, 1\n4. Select a draw tool by pressing Shift Spacebar, 1 (Not O)\n\n![hotkey_tool.png](hotkey_tool.png)", "GP Fill Tool not working on Mac with Metal GPU Backend\nOperating system: macOS-13.4-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5500M OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.12.7\n\nBroken: version: 3.5.1\n\nWhen my GPU Backend is set to Metal, the Fill Tool in Grease Pencil is not working. It either doesn't fill, or fills randomly (and yes, my shapes are closed). If I switch my GPU Backend to OpenGL, the Fill Tool works as expected (although I have to click twice)\n\n<video src=\"attachment\" title=\"IMG_8032.MOV\" controls height=\"360\"></video>\n\nWith the Metal Backend turned on in Preferences...\n1. I open a new 2D Animation file.\n2. I select Ink Pen as my brush type.\n3. I draw some simple shapes.\n4. I switch to the Fills layer.\n5. I switch to the Fill Tool.\n6. I switch to a fill material.\n7. I click inside the drawn shapes.\n8. Some shapes fill and some shapes don't.\n\nIn this file there is a case where the Fill tool works with OpenGL but not with Metal: [fill_metal_bug.blend](attachment)" ]
[ "Grid Fill - Offset doesn't work \nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.92\n\nBroken: version: 2.90 (sub 0)\n\nGrid Fill - Offset doesn't work \n\nApply Grid Fill\nTry to change the Offset parameter - nothing happens \n\n", "Grid Fill Offset function doesn't work (regression since b1037aa88fed)\nOperating system: Windows 10, 64 bits\nGraphics card: Nvidia Geforce 1080 8 gb, Nvidia Geforce 1070, 8gb\n\nBroken: b1037aa88f: Fix #76148: Grid fill crashes with multiple connected loops\nWorked: b1037aa88f ^\n\nHello dear blender developers! I have noticed that in recent Blender 2.83 builds Grid Fill Offset (Found in Mesh Edit mode) function does not work at all. Please, could you fix that bug, I use this function a lot. Thank you for your awesome work, 2.83 is awesome, especially new undo!\n\n1. Create Cylinder\n2. Delete one of the caps of the cylinder\n3. Press Ctrl + F and select Grid fill\n4. Mess around with options, see that Grid Fill Offset function does not work.\n\nBelow is the video of the bug, Comparing it with 2.82a. As you can see in 2.83 Grid Fill Offset function does not work at all:\n\n[2020-04-29 15-18-25.mp4](2020-04-29_15-18-25.mp4)" ]
Alembic crashes Blender at export on Mac Operating system: macOS-10.15.7-x86_64-i386-64bit 64 Bits Graphics card: AMD Radeon Pro Vega 64 OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.10.18 Broken: version: 2.93.0 Worked: 2.83 Whatever I try to export as Alembic on Mac crashes Blender You can export the default scene, cube, light and camera and it will crash. I sent that bug report recently but it took me too long to send the crash log and it was closed. So here it is. [crashAlembic.rtf](crashAlembic.rtf)
[ "Viewport animation render crashes when collapsing the viewport.\nBroken: version: 2.91.0 Beta (and 2.83, 2.80, ...)\nWorked: never\n\nViewport animation render crashes when collapsing the viewport.\n\n[0001-0485.mp4](0001-0485.mp4)\n[Viewport render crash.blend](Viewport_render_crash.blend)\n\n", "Crash when rendering (Apple M2)\nOperating system: macOS-13.5.2-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M2 Max 1.2\n\nBroken: version: 3.6.2\n\n[Rendering with GPU (metal) works fine without fire simulation, with fire simulation the render crashes, while rendering in the viewport is no problem.]\n\n\n", "Alembic: Camera properties (focal length, focus distance, ...) animation not importing\nMacOS 10.13.3\n\nBroken: 2.79 5bd8ac9\n\n\n\nWhen importing camera in FBX or ABC file (exported from Nuke), the animation of focal length is not importing. It's being set to a constant value according to frame 1. Other values are imported correctly.\nIf I reimport to Nuke, the focal length is correctly animated.\n\nCamera files attached.[camera.fbx](camera.fbx)\n\n[camera.abc](camera.abc)\n", "Proposal: allow exporting of image annotations\nIt seems essential to me that Blender allows images with annotations to be saved with those annotations in the file.\nProbably as a flag in the file browser, perhaps disabled by default?", "Crash when switching from solid to rendered view\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.61\n\nBroken: version: 3.6.0 Alpha\n\nI have a scene about 1.7GB in size with 4K textures but renders in 2K using simplify, blender crashes when I open the file > hit F12 and render the scene then close the render windows and switch to render view > it starts compiling then blender closes, in the past it would show out of memory this report: \n\n105522#issuecomment-904934 \n\nThis issue happens only when persistent Data is active\n\nunfortunately I can't share the file at the moment. \n\n\n\n\n", "EEVEE crash while rendering animation, cycles works.\nOperating system: Win10\nGraphics card: GTX1070MAX-Q\nCPU : i7-6700HQ\nRAM : 32GB DDR4\n\nBroken: 2.90\nWorked: -\n\nBlender crashes w/o any errors when I started to rendering animation in Eevee. \nIt happens on 2 laptops and it always happen in 154 or 155 frame while rendering.\nIn attachment you can download the project which gets this error. \nWhen I use cycles rendering it works perfect.\n\n[#80740.blend](T80740.blend)\n\n- Open file\n- Render frames 154 and 155\n", "Crash when auto script execution is enabled\nOperating system: Windows 10 64-bit operating system, x64-based processor\nGraphics card: NVIDIA GeForce RTX 2060\n\nBroken: Blender 4.0.0 7372b3bdda35 and later\nWorked: never? 2.93 fails too\n\nBlender daily build crashes immediately on launch. The blender start screen isn't shown at all, only a grey window which then immediately closes. The crash log indicates that it is a memory EXCEPTION_ACCESS_VIOLATION (see log file attached).\n\n- Open preferences, enable `auto script execution`\n- Save prefs and close blender\n- Rename attached file and replace it with existing startup file\n- Launch blender (crash)\n\n- - -\n<details>\n <summary> Original report </summary>\nStart Blender through Steam, Blender Launcher, blender_debug_log.cmd, blender_debug_gpu.cmd, or blender_debug_gpu_glitchworkaround.cmd.\nA grey window opens with the Blender logo in the top bar.\nThe window closes as Blender crashes.\n\n[ Crashing_4-0-0_daily.blend](https://projects.blender.orgattachment)\n</details>", "mantaflow instability on high timesteps\nmacOS 10.14\nIntel HD 6000\n\nBroken ce64cfd6edc2a0ec0aabfd4daaa5f655763cc74b, 2.83.12\n\n**error**\n\n[11110001-0070.mp4](11110001-0070.mp4)\n\n- Add quick liquid to default cube.\n- Set minimum and maximum timesteps to 100.\n- Bake up to frame 70 and watch the liquid explode.", "The alembic exporter does not export edges\nOperating system:\nGraphics card:\n\nBroken: 3.3 906b9f55afbf\n\n\n\nThe alembic exporter fails to export edge only meshes properly. The resulting mesh is only composed of vertices and no edges are present.\n\n\nActual Object\n![blender_JbENfINGkB.jpg](blender_JbENfINGkB.jpg)\n\n \nAlembic export imported back , no edges are present\n![blender_RXzTWmCzbb.jpg](blender_RXzTWmCzbb.jpg)\n\n\n\nLoad the attached .blend file\n\nExport the \"a\" object as an alembic file\n\nImport it back\n\n[alembic_bug_13052022_1705_21.blend](alembic_bug_13052022_1705_21.blend)", "Blender 3.6.1 crashes when switching to Viewport Shading to Rendered on MacBook Pro M1\nOperating system: macOS-13.5-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 Max 1.2\n\nBroken: version: 3.6.1\n\nEnabling objects in the scene causes blender to no longer render. It just says: Sample 0/32 (Using optimized kernels) and if i try and change the Viewport Shading back to something else it crashes. This issue seems to only happen on a specific file.\n\nOpen file, switch Viewport Shading to Rendered, try and switch it back to anything else.\n\n", "Mode locked and crash if objects become disabled in viewport while not in object mode\nOperating system: Linux-5.15.0-2-amd64-x86_64-with-glibc2.33 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.86\n\nBroken: version: 3.1.0 Alpha\nWorked: didn't crash but showed an error message in 2.91.2\n\nObjects that are in a mode which is not Edit Mode nor Object Mode, will lock the mode setting (so the mode options are greyed out and unusable) if they get disabled in the viewport. Hiding will not cause the this bug, it needs to be disabled in viewport using that display icon in the outliner, not the eye.\n\nThe solution for this is probably to make the disable in viewport action switch the mode to object mode if the active objects gets removed (much like delete from outliner). Another solution would be to still allow the mode switch.\n\nMuch worse though! Blender crashes sometimes when it gets into this state. I can reliably crash blender as described below.\n\nGo into weightpaint mode of the default cube and disable it in the viewport using the outliner (you need to enable the option first). Now you are stuck and have to enable it in the viewport first to be able to edit anything.\n\nNow restart blender etc. and try this:\n1. Go into Vertex Paint Mode of the default cube\n2. Hit Tab to go into Edit Mode\n3. Disable the cube in the viewport using the outliner as above\n4. Hit Tab to switch out of Edit Mode -> Crash", "Evee crashes when rendering \nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.89\n\nBroken: version: 2.93.3\n\nRendering this file with evee causes a crash. Cycles is able to render the file.\nThe mesh was originally created in blender 2.6x with blender internal textures down loaded from blend swap 6618\nI was updating the textures for 2.9.3. \n\nRender the image.[crash.txt](crash.txt)\n\n[debug.blend](debug.blend)\n\n", "Blender (2.91) crashes on change frame with handler set to render scene\n\nOperating system: Catalina (10.15.7)\nGraphics card: \n![Screen Shot 2021-01-19 at 12.35.10 PM.png](Screen_Shot_2021-01-19_at_12.35.10_PM.png)\n\n2.91.0\n\nI want to have the scene rendered automatically every time the frame changes.. so I set a post frame change handler do just that (according to blender documentation: bpy.app.handlers.html#bpy.app.handlers.frame_change_post)\n\nPaste this in the Blender console to setup the handler: \n\n```\nimport bpy\n\ndef my_handler(scene):\n bpy.ops.render.render(use_viewport=True)\n \nbpy.app.handlers.frame_change_post.append(my_handler)\n```\n\nHowever, blender crashes as soon as I change the frame.\n\n- Open attached file\n- Run script\n- Change frame\n[handler_ops_render_crash.blend](handler_ops_render_crash.blend)\n\n\n", "Viewport Rendering and Texture Baking freezes Blender\nOperating system: Windows 7 64bit\nGraphics card: GTX 1660 Super\n\nBroken: 2.90.1\nWorked: 2.83\nWorked: builds prior to b21ba5e579\n\n\nBlender freeze when baking ambiant occlusion\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\nI prepared my scene to bake all objects, but almost every time I try to bake an object (especially the table under the tv), blender is often stuck at 0%, using high CPU usage and freeze.[CtUrban.blend](CtUrban.blend)\n\nUpdate: Viewport Rendering also crash Blender.\n\n", "Regression: Crash on deleting shape key from Blender File view.\nOperating system: macOS-13.5-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon Pro 575 1.2\n\nBroken: version: 4.0.0, 3.2\nWorked: 3.1\n\nCaused by a71a513def202b119328035dbd68e86c2c47f7ac\n\nOutliner on Blender File when delete cause crash guide.\n\n- Open attached file\n- Add shape key\n- Switch outliner to Blender file display mode\n- Expand Shape key\n- select `key` then delete it from context menu\n\nr2jrCca\n\nYoutube:\nOlegeJrBbmE\n\nMy Dropbox file:\nLola%20Bunny.zip?dl=0\n\n- - -\nFirst create new ticket I unable to paste picture this here.\nI did drag there 250MB and (Remove) cause appear <html><head></head><body></body><html> please fix without <html> k5RFuuy\n\n" ]
[ "Alembic crashes Blender at export\nOperating system: macOS-10.15.7-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro Vega 64 OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.10.18\n\nBroken: version: 2.93.0\nWorked: 2.83\n\nAnything I try to export crashed Blender. Same for 2.92 [alembicCrash.blend](alembicCrash.blend)\n\nFile, export, alembic.\n\n\n" ]
Blender crashes when linking curve modifier in edit mode with vertex group Operating system: Windows-10-10.0.19042-SP0 64 Bits Graphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71 Broken: version: 3.0.0 When linking a mesh's vertex group to a curve as an influence, and with 'Edit Mode' and 'On Cage' checked, after going into Edit Mode the application crashes. Add a plane Add a bezier curve Select the plane, then create vertex group and assign some vertices In Modifiers, add a Curve Modifier Link plane to curve Select vertex group as influence Select 'Display Modifier in Edit Mode' and 'On Cage' Tab and go into edit mode Based on the default startup
[ "Some modifiers do not consider freshly added vertex group as empty\nOperating system: Win 10\nGraphics card: 1050 ti\n\nBroken: 3.2.0 Alpha\n\nEmpty vertex group was added to mesh in object mode without weight assigning and modifiers in stack are using this vgroup.\nSomehow some modifiers follow restriction and others don't. But if you assign zero weight for this vgroup in edit mode, then all modifiers are limited in execution as expected.\n\nFor example, open file and enable viewport rendering for every modifier in stack. \n[empty_vgroup.blend](empty_vgroup.blend)\n\nList of modifiers with this behavior:\nCast\nCurve\nDecimate\nLattice\nSmooth\nSmooth Corrective\nSmooth Laplacian\nWeld\nWave\n\n\n- Open new General template\n- Add monkey\n- Create new vertex group, but don't assign any vertices or weight\n- Add Smooth modifier\n\nIt should not deform mesh, because of empty vertex group, but it does", "Pinning data (mesh, curve, grease pencil, lattice, particle system) makes certain tabs/options disappear (vertex groups, shapekeys facemaps)\nOperating system: Microsoft 10\nGraphics card:GeForce GTX 10606GB\n\nBroken: 2.93\nWorked: don't know\n\n**in the properties editor, in object data properties, the pin toggle hides vertex groups and shapekeys**\n\n- select default cube\n- go to properties editor\n- press object data properties tab\n- press the pin button\n", "Blender 3.5.1 keeps crashing on occasion\nOperating system: Mac OS Ventura 13.3.1 (a) (22E772610a)\nGraphics card: Apple M1 Ultra (64-Core GPU)\n\nBroken: Version 3.5.1 (3.5.1 2023-04-25)\nWorked: N/A\n\nBlender occasionally crashes on my new Mac Studio (I used to work on a Windows PC beforehand and never had that problem). I'm guessing it is a saving error.\n\n- Download and open the demo-file `Blender 3.4 – “Charge” Open Movie` from demo-files/\n- Change the engine from Eevee to Cycles GPU\n- Set \"Viewport Shading\" to \"Rendered\" - nothing happens\n- Go back to Solid View - blender freezes\n\nAttached is is a video demonstrating what is happening, but in a few words:\n\nThe same happens with some of my heavy(ish) project in 3.6.0 beta\n\nIn 3.5.1 the same project responds in render view as it should be.\n\nWhen I try to reopen the same project blender doesn’t load the project but either freezes or crashes ( one of these crash logs is also attached)\nI manage to reopen the project after a few crashes.\n\nI hope it helps! \n\n![freeze render view 3.6 and 3.5.1.mp4](attachment)\n![3.6.0 crash after trying to reopen test file.rtf](attachment)", "Circle Select on a Curve in Edit Mode = _BLI_assert_abort for Pydebug of Blender 3.2\nOperating system: Windows 11\nGraphics card: Nvidia 3070ti\n\nBroken: 3.2 pydebug\nWorked: unknown\n\nIf you use circle select to click in viewport in edit mode of a curve object in Blender 3.2 Pydebug in VS 2019 (python/native debugging) it will crash and give you _BLI_assert_abort.\n\n```\nucrtbased.dll!issue_debug_notification(const wchar_t * const message) Line 28\n\tat minkernel\\crts\\ucrt\\src\\appcrt\\internal\\report_runtime_error.cpp(28)\nucrtbased.dll!__acrt_report_runtime_error(const wchar_t * message) Line 154\n\tat minkernel\\crts\\ucrt\\src\\appcrt\\internal\\report_runtime_error.cpp(154)\nucrtbased.dll!abort() Line 61\n\tat minkernel\\crts\\ucrt\\src\\appcrt\\startup\\abort.cpp(61)\nblender.exe!_BLI_assert_abort() Line 47\n\tat E:\\blender-git\\blender\\source\\blender\\blenlib\\intern\\BLI_assert.c(47)\nblender.exe!BKE_editmesh_from_object(Object * ob) Line 59\n\tat E:\\blender-git\\blender\\source\\blender\\blenkernel\\intern\\editmesh.c(59)\nblender.exe!em_setup_viewcontext(bContext * C, ViewContext * vc) Line 4359\n\tat E:\\blender-git\\blender\\source\\blender\\editors\\mesh\\editmesh_select.c(4359)\nblender.exe!view3d_circle_select_recalc(void * user_data) Line 4614\n\tat E:\\blender-git\\blender\\source\\blender\\editors\\space_view3d\\view3d_select.c(4614)\nblender.exe!view3d_circle_select_modal(bContext * C, wmOperator * op, const wmEvent * event) Line 4639\n\tat E:\\blender-git\\blender\\source\\blender\\editors\\space_view3d\\view3d_select.c(4639)\nblender.exe!wm_handler_operator_call(bContext * C, ListBase * handlers, wmEventHandler * handler_base, wmEvent * event, PointerRNA * properties, const unsigned char * kmi_idname) Line 2327\n\tat E:\\blender-git\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.c(2327)\nblender.exe!wm_handlers_do_intern(bContext * C, wmWindow * win, wmEvent * event, ListBase * handlers) Line 3227\n\tat E:\\blender-git\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.c(3227)\nblender.exe!wm_handlers_do(bContext * C, wmEvent * event, ListBase * handlers) Line 3279\n\tat E:\\blender-git\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.c(3279)\nblender.exe!wm_event_do_handlers(bContext * C) Line 3869\n\tat E:\\blender-git\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.c(3869)\nblender.exe!WM_main(bContext * C) Line 626\n\tat E:\\blender-git\\blender\\source\\blender\\windowmanager\\intern\\wm.c(626)\nblender.exe!main(int argc, const unsigned char * * UNUSED_argv_c) Line 551\n\tat E:\\blender-git\\blender\\source\\creator\\creator.c(551)\n[External Code]\n\n```\n\nDefault startup, object mode, add bezier curve, go into edit mode, switch to circle select, click viewport. Also happens with circle, nurbs curve, nurbs circle, and path.", "Applying Skin Modifier to square loop object and in edit mode braking the loop makes prob\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: AMD Radeon HD 8400 / R3 Series ATI Technologies Inc. 4.5.13399 Core Profile Context 15.200.1065.0\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\n\nSkin modifier disturbs the geometry form one corner on braking the loop form one corner of closed loop (of square shape). Although in this case the angles are 90% but it's will make prob...\n\n\n![Skin Modifier Prob.gif](Skin_Modifier_Prob.gif)\n\n", "Pack UV's crashes blender\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.23\n\nBroken: version: 3.6.0\n\nwith all uv's selected, using \"pack uv's\" crashes blender\n\nopen provided file. Go in edit mode. Select all\nin uv editor go UV > Pack UV\n\nBlender crashes\n\n", "Blender crashing while baking Smoke Domain\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.65\n\nBroken: version: 3.0.0 & 3.2.0 Alpha\nWorked: NA\n\n\nBlender Crashes while baking smoke domain\n\n- open Project \n- Select smooth domain from outliner\n- {nav Physic properties > Bake All} (crash between frame 60 & 70)\n\n\n\n\n", "Crash after executing the script\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 535.98\n\nBroken: version: 3.6.1 Release Candidate\n\nApplication crashes when clicking on the script run button\n\n1/ launch Blender\n2/ click on \"Scripting\" tab; click \"New\"\n3/ paste the following chatgpt generated script and run it: \n```\nimport bpy\nfrom math import sqrt, sin, cos\n\n# Define the vertices of the tetrahedrons\nvertices1 = [\n (1, 1, 1),\n (-1, -1, 1),\n (-1, 1, -1),\n (1, -1, -1)\n]\n\nvertices2 = [\n (1, -1, -1),\n (-1, 1, -1),\n (-1, -1, 1),\n (1, 1, 1)\n]\n\n# Define the faces of the tetrahedrons\nfaces1 = [\n (0, 1, 2),\n (0, 2, 3),\n (0, 3, 1),\n (1, 3, 2)\n]\n\nfaces2 = [\n (0, 1, 2),\n (0, 2, 3),\n (0, 3, 1),\n (1, 3, 2)\n]\n\n# Create new meshes and objects\nmesh1 = bpy.data.meshes.new(\"Tetrahedron1\")\nobj1 = bpy.data.objects.new(\"Tetrahedron1\", mesh1)\n\nmesh2 = bpy.data.meshes.new(\"Tetrahedron2\")\nobj2 = bpy.data.objects.new(\"Tetrahedron2\", mesh2)\n\n# Set the object locations and scene context\nobj1.location = (-2, 0, 0)\nbpy.context.scene.collection.objects.link(obj1)\n\nobj2.location = (2, 0, 0)\nbpy.context.scene.collection.objects.link(obj2)\n\n# Create the vertices and faces of the meshes\nmesh1.from_pydata(vertices1, [], faces1)\nmesh1.update(calc_edges=True)\n\nmesh2.from_pydata(vertices2, [], faces2)\nmesh2.update(calc_edges=True)\n\n# Hinge the tetrahedrons together by one edge\nedge1 = mesh1.edges[0]\nedge2 = mesh2.edges[2]\n\nbpy.ops.object.select_all(action='DESELECT')\nobj1.select_set(True)\nobj2.select_set(True)\n\nbpy.context.view_layer.objects.active = obj2\nbpy.ops.object.mode_set(mode='EDIT')\nbpy.ops.mesh.select_all(action='DESELECT')\nedge2.select = True\nbpy.ops.mesh.edge_face_add()\nbpy.ops.object.mode_set(mode='OBJECT')\n\n# Add an armature to the tetrahedrons\nbpy.ops.object.armature_add()\narmature = bpy.context.object\narmature.name = \"HingeArmature\"\narmature.location = (0, 0, 0)\n\n# Add bones to the armature\nbpy.ops.object.mode_set(mode='EDIT')\nbone1 = armature.data.edit_bones.new('Bone1')\nbone1.head = (0, 0, 0)\nbone1.tail = (-2, 0, 0)\nbone1.use_deform = False\n\nbone2 = armature.data.edit_bones.new('Bone2')\nbone2.head = (0, 0, 0)\nbone2.tail = (2, 0, 0)\nbone2.use_deform = False\n\nbpy.ops.object.mode_set(mode='OBJECT')\n\n# Parent the tetrahedrons to the armature\nobj1.parent = armature\nobj1.parent_type = 'BONE'\nobj1.parent_bone = 'Bone1'\n\nobj2.parent = armature\nobj2.parent_type = 'BONE'\nobj2.parent_bone = 'Bone2'\n\n# Animate the hinge\nframes = 30\n\nfor frame in range(frames):\n bpy.context.scene.frame_set(frame)\n\n angle = frame / frames * 2 * 3.14159265\n\n bone1.tail = (-2 * cos(angle), 0, -2 * sin(angle))\n bone2.tail = (2 * cos(angle), 0, 2 * sin(angle))\n\n bone1.keyframe_insert(data_path='tail')\n bone2.keyframe_insert(data_path='tail')\n```", "Geometry Nodes \"On Cage\" modifier option does not adjust the editcage to the modifier result (instead, it modifes the result to the original editcage)\nOperating system: Linux-5.13.0-0.rc6.45.fc35.x86_64-x86_64-with-glibc2.34.9000 64 Bits\nGraphics card: NVIDIA GeForce GTX 970M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 495.44\n\nBroken: version: 3.3.0 Alpha\nWorked: never\n\nGeometry Nodes \"On Cage\" modifier option does not adjust the editcage to the modifier result (instead, it modifes the result to the original editcage)\n\n[GN_OnCage_option.blend](GN_OnCage_option.blend)\n- open .blend\n- we have two modifiers doing the same thing:\n - a GN modifier that just translates 2 along the X axis\n - a \"traditional\" displace modifer doing the same thing (could be achieved differently)\n![image.png](image.png)\n- now toggle the `On Cage` option in the modifier for the GN modifier (it puts the result in the space or the original editcage -- wrong)\n![image.png](image.png)\n- disable the GN modifier, enable the displace modifier, toggle its `On Cage` option (it puts the editcage in the space or the result -- expected)\n![image.png](image.png)\n", "Geo Nodes crash, when updating old node group with new (using user_remap()) \nOperating system: Linux-5.15.21-1-MANJARO-x86_64-with-glibc2.33 64 Bits\nGraphics card: NVIDIA GeForce GTX 1660 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.47.03\n\nBroken: version: 3.1.0 Beta\nWorked: I think it always crashed\n\nLets say I have two geo nodes: **old_node** group and **new_node** group. I want to update old to new using python:\n\n```\nold_ng.user_remap(new_ng)\n```\n![image.png](image.png)\n![image.png](image.png)\nBlender will crash after running code above, if scene has Cube object with geonodes modifier that uses **old_ng**. Crash happens only if modifiers tab is visible, and you re-select the cube. It wont crash, if new nodegroup does not have additional input.\n\n1. Run script from attached blend file ( it remaps old_ng to new_ng) \n2. re-select 'CubeOld' object. Blender will crash\n\n [gn_update_crash.blend](gn_update_crash.blend)\n\n", "Mesh modeling performance regressions\nList of performance issues that we would like to fix or investigate for 2.80:\n\n* Transforming vertices in edit mode on high poly meshes is slow, due to overhead of depsgraph, mesh updates and and batch creation. Verify if there is anything unexpected happening here.\n* BMesh to mesh conversion was happening all the time at some point, is this still the case? See check_rendered_viewport_visible, it now always happens when a 3D viewport is visible, and could be quite problematic for edit mode performance.\n* Verify if custom data is only being preserved through modifier stack when needed (vertex colors, vertex groups, UVs)\n* Manipulate modal callback performance may be problematic: #55458\n", "Dynamic vertex groups (Dynamic Paint, Weight Proximity modifier, Geometry Nodes, ...) do not update density of particles in viewport display\nOperating system: windows 10\nGraphics card: Quadro M620\n\nBroken: 2.90\nWorked: Never\n\nI want to use my dynamic vertex group to generate particles on a plane.\nIt just works when I change parameters during the playback but it's not realtime when I hit play.\n\n- Open attached file\n- Play animation\n- Change any property of the particle during the playback\n[dynamic_paint_test.blend](dynamic_paint_test.blend)", "Crash after linked object is edited then switched to another scene (object origin scene)\nOperating system: Window10\nGraphics card:\n\n\nBroken: 2.90.1 ( hash: 3e85bb34d0d7 )\nWorked: unknown\n\n\nBlender simply crash and close the window directly after editing the \"linked\" object from 2nd screen and switched back to 1st screen.\n\n\n\nThis error can be reproduced with 2 scenes setup.\n\n- First scene contains a simple mesh object. Let's say a \"Cube\" object\n- Create a second scene.\n- In the first scene, select the \"Cube\" object then \"Make Links\" {key Ctrl L} to 2nd scene.\n- Now, we switch to 2nd scene. The 2nd scene now should contains the same \"linked\" Cube object from 1st scene.\n- Okay, this is important step. In this 2nd scene, we select this \"linked\" Cube object and set the Relations to: *Object > Relations > Make Single User > Object*\n- After that, we go to \"Edit Mode\" for this \"linked\" Cube object.\n- In \"Edit mode\", make a simple change to this \"linked\" Cube object.\n- Once simple change is done, don't do anything else. You just directly switch back to \"First scene\". CRASH here.\n\n", "Realtime Compositor - Crash on Mac when using Map UV node\nOperating system: macOS Ventura 13.3.1\nGraphics card: AMD Radeon Pro 5700 XT 16GB\n\nBroken: 3.6 alpha cef128e68af5 (2023-04-13 16:06)\n\nConnecting a Map UV node in Compositing will crash on macOS\n\nIn Blender's startup scene, enable Compositing by checking \"Use Nodes\".\nConnect a Map UV node between the Render Layers node and the Composite node.\nIn a 3D view, turn on Rendered viewport and set Viewport Compositing to Always.\nThis will crash (100% reproducible).\n\nPlease contact summary if more information is required.\n\n", "Blender crashed when increasing Strand Steps in the Viewport Display on the Particle tab\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: Quadro RTX 3000 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 535.98\n\nBroken: version: 3.6.0\nWorked: I dunno\n\nBlender crashed when increasing Strand Steps in the Viewport Display on the Particle tab\n\n<video src=\"attachment\" title=\"Crash when particle edit.mp4\" controls></video>\n\n1, Open the attached Blender file\n2, Rekey it to have a higher keypoints\n3, Increase the Strand Steps in the Viewport Display on the Particle tab\n\n" ]
[ "Crash on edit mesh with a curve modifier with both a vertex group assigned and the edit mode display option enabled\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 497.09\n\nBroken: version: 3.0.0\nWorked: 2.93.6\n\nCaused by 3b6ee8cee7\n\nBlender crashes on mesh edit if the mesh has a curve modifier with both a vertex group set and the edit mode display option toggled on. \nThe crash seems to depend on both being set, both options work normally when used independently (remove the vertex group or turn off the edit mode display option on the modifier and edit will still work).\n\nOpen attached .blend file.\nSelect the plane.\nPress tab to go into edit mode - Blender will crash.\nEither remove the vertex group or turn off the edit mode display option on the modifier and it won't crash.\nThank you!\n\n![image.png](image.png)\n\n[curvecrash.blend](curvecrash.blend)\n\n" ]
Smoke render on CPU is different from GPU (CPU appears to have better quality) Operating system: Windows-10-10.0.18362-SP0 64 Bits Graphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.30 Broken: version: 2.91.0 Render results are different in attached blend file when switching from CPU to GPU. Select Domain object and reduce resolution unless you don't mind waiting. Bake smoke. Select last frame. Render on CPU and then on GPU. Compare the two render results. Additional info: It appears that Denoising is also different (tested with OpenImageDenoise). [wf.blend](wf.blend)
[ "Overlapping Smoke Volume Cycles render bug\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.51\n\nBroken: \nversion: 2.91.0\nversion: 2.92.0 Alpha\nWorked: \n\n![overlapping_volume_bug.jpg](overlapping_volume_bug.jpg)\n\nI have simulated smoke volume, flipped the volume, then linked duplicated and placed volumes overlapping each other.\n[wf.blend](wf.blend)\n\n", "Color management look contrasts apply the wrong gamma when the display device is set to None\nOperating system: window 11\nGraphics card: RTX 2060s\n\nBroken: 3.1 stable, 3.0 stable\n\nWhen the display device is set to None, applying a look contrast results in what looks like a double gamma correction. This doesn't happen when the Display device is set to XYZ.\n \n1. set the display device to None\n2. set the look contrast to any other setting than None or Medium", "Blender 2.91.0 Alpha - Blender cannot export proper image when containing smooth gradient of Alpha\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.38\n\nBroken: version: 2.91.0 Alpha\n\nISSUE is appearing when you try to save-as and export an RGBA image as .PNG etc, out of Blender result looks completely different by color, different brightness, etc. (3), not only in Photoshop but also in Windows Viewer.\n\n1. Open the attached blend file\n2. Press render\n3. Save-as RGBA ... .PNG file format, etc. save on your local device\n4. Open the outputted image in any program or viewer and compare again vs blend file to see the difference \n\n5. By the way .EXR format looks correct, but not the PNG. Once I render the.EXR needs to convert all the sequences to.PNGs once again \n\n[ISSUE-RENDERING.blend](ISSUE-RENDERING.blend)\n\n![Blender_Rendering_issue.PNG](Blender_Rendering_issue.PNG)\n", "Edge quality of uv export\nWindows 10\nGtx 1060\n\nBlender 2.8 - February 28 ( d7d180bd3d8d )\n\ndifference looks huge between blender 2.79 and blender 2.8\n\nPlease note: check image in full view.\n\n![bug report.png](bug_report.png)\n\n\n\nthanks.", "Some effects [bloom, smoke, fire, ..] still don't save in PNG with transparent background (occlusion vs. emission)\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: Radeon RX 570 Series ATI Technologies Inc. 4.5.13587 Core Profile Context 20.4.2 26.20.15029.27017\n\nBroken: version: 2.91.0 Alpha\n\nwatch?v=mQqV77PaOVs&t=84s\nHere this function of preserving BLOOM effect was released, and now it work both on View mode and render mode. BUT! When you will try save PNG after rendering - you will have same result as in past, without blooming effect saved on alpha channel.\nHere is example: ![1601108715146.png](1601108715146.png)\n\n1 - open file [BLOOM BUG.blend](BLOOM_BUG.blend)\n2 - press F12 [render]\n3 - save result in PNG\n4 - open result in any paint software and put under result layer any colour\n\n", "OptiX Denoiser crashes OPTIX_ERROR_CUDA_ERROR in optixDenoiserComputeMemoryResources\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.48\nCPU: AMD Ryzen 7 1700\nRAM: 32 GB\n\nBroken: version: 2.90.0 Alpha\nWorked: unknown\n\nWhen the Viewport OptiX Denoiser is activated it crashes with the following error *\"OPTIX_ERROR_CUDA_ERROR in optixDenoiserComputeMemoryResources(denoiser, rect_size.x, rect_size.y, &sizes) (device_optix.cpp:850)\"*\n\nBased in the Startup File, (Reseted to Factory Settings and userpref.blend deleted):\n1. In Preference->System set Cycles Render Devices to \"CUDA\"\n2. Set render engine to \"Cycles\"\n3. Set device to \"GPU Compute\"\n4. Set Viewport Denoiser to \"Fastest (Optix)\" or \"OptiX\"\n5. Set Viewport Shading to \"Rendered\"\nERROR *(View screenshot)*\n\nOnce the error has ocurred I can't render with CUDA, even on a new file. To be able to render with CUDA I must close Blender and open it again. *View System Console Output*\n\n**Additional Info**\n\n- The error doesn't happen if the Cycles Render Devices is set to \"OptiX\"\n- This error doesn't happen in my laptop (i7 7700HQ, GTX 1050, 16GB RAM)\n- In a more complex scene blender tries to load the render kernels for a long time before throwing the error\n\n![screen.png](screen.png)\n[system console Output.txt](system_console_Output.txt)\n[system-info.txt](system-info.txt)\n\n\n\n", "Cycle CPU + GPU hybrid path tracer\nThe main idea of CPU + GPU path tracer is to have two full size accumulation/render buffers. A unit of work is a single tile (the same size as the frame buffer) with a varying number of samples to render for each scheduled task. \n\nTwo accumulation threads, one for the CPU and one for the GPU, run almost independently until the sum of samples has reached the number of required samples (the threads have to synchronize on the number of rendered samples and the offset for random number generation). \n\nOn every execution, each processor renders the amount of sample that is most suited to its capabilities. The initial number of samples assigned for the GPU is higher than the one assigned to the CPU. As mor rendering information becomes available, the number of samples per device is determined based on the number of samples it can process within an update interval. Only GPU thread updates the display while the rendering is still in process. It allows for more flexibility to determine the launch frequency/number of samples on the CPU device. When all samples are rendered, the two buffers are merged, to produce the final output (the overhead of this method). \n\n```\n\n```\n\nThis is a preliminary and quick implementation, without software design consideration, as a proof of concept to show the benefit of distributing work on two processors with significant capability differences. The implementation has limited support. It is configured to work only on a single GPU + a single CPU, with no support for adaptive sampling, tiling, or offline rendering to name a few. \n```\n\n```\n\nThis version does not consist of new methods for sample distribution of scheduled tasks and is not optimized to its full potential. \n\n", "Denoiser creating artefacts\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 446.14\n\nBroken: version: 2.83.0\nWorked: ー\n\nStrange artefacts are being created by the denoiser, firefly like bright and dark pixels where there were no such artefacts in the 'Noisy Image'. Looking into the 'Denoising Depth' pass reveals negated depth values around the artefacts. In the supplied .blend it seems to be caused by some weird interaction between the sun lamp and the water material with a black diffuse.\n\nDenoised Image: ![image.png](image.png)\nNoisy Image: ![image.png](image.png)\nDenoising Depth: ![image.png](image.png)\n(White values are ~90 black are ~-90)\n\nRender frames from supplied .blend\n[DenoiseBug.blend](DenoiseBug.blend)\n", "Noise artefacts when lacunarity is near 1\nFor all noises that have fractal detail and lacunarity set close to 1 this outputs a zoom type effect.\n\n![image](attachment)\n\nThis is caused by the noise origin occurring in the same place. \n\nIt is possible to mitigate this by offsetting the fractal layers but fixing this would be a breaking change.\n\n```Diff\n+#define FRACTAL_OFFSET 1259.0\n+\n /* The fractal_noise functions are all exactly the same except for the input type. */\n float fractal_noise(\n vec3 p, float octaves, float roughness, float lacunarity, bool normalize)\n@@ -78,7 +80,7 @@ float fractal_noise(\n octaves = clamp(octaves, 0.0, 15.0);\n int n = int(octaves);\n for (int i = 0; i <= n; i++) {\n- float t = snoise(fscale * p);\n+ float t = snoise(fscale * p + i * FRACTAL_OFFSET);\n sum += t * amp;\n maxamp += amp;\n@@ -87,7 +89,7 @@ float fractal_noise(\n }\n float rmd = octaves - floor(octaves);\n if (rmd != 0.0) {\n- float t = snoise(fscale * p);\n+ float t = snoise(fscale * p + (n + 1) * FRACTAL_OFFSET);\n float sum2 = sum + t * amp;\n return normalize ? mix(0.5 * sum / maxamp + 0.5, 0.5 * sum2 / (maxamp + amp) + 0.5, rmd) :\n\n```\n\n", "EEVEE: GPU Subdivision causes noticeable shading differences\n**System Information: System 1**\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: Intel(R) Arc(TM) A770 Graphics Intel 4.5.0 - Build 31.0.101.4369\n\n**System Information: System 2**\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.79\n\nThis object does not appear shinier/with brighter highlights when rendered on Eevee and GPU subdivision is turned OFF.\n\nI noticed this when using both PCs to render an animation faster, this particular material flickered at random and it was because one PC was outputting slightly different results than the other.\n\n- Open .blend file\n- select EEVEE engine and start viewport render\n- toggle GPU subdivision to notice the difference\n", "Unusable display with AMD driver errors.\nOperating system: Ubuntu 22.04.2 LTS/Kernel version 5.15.0.75/FOSS amdgpu driver(default)\nGraphics card:MSI Radeon RX580 8GB\n\nBroken: 3.5.1, 3.1.0\nWorked: 3.1.0(Did not experience this until recently)\n\nWhen editing UV GPU gets reset after errors, the compositor does not recover. Garbled image on the screen with displays unusable. Log data attached.\n\nThis happens when pressing .(dot) on the keypad, selecting or moving a UV.\n\n", "Optix Viewport Denoiser Makes Objects Glow When Using High Exposure Even When There is no Light in the Scene\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce MX130/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 446.14\n\nBroken: version: 2.90.0 Alpha\n\nThe latest build added the feature to let non-RTX GPUs use the denoiser, so I tested it on my scene right away. However, the objects in the scene start glowing when the denoiser starts working. The scene was lit using the Physical Lights feature that the Photographer 3 addon has provided, which offers units like Lumen and Candela, etc. And since physically correct light values can sometimes be very dim (like a candle = 1 candela), sometimes be very bright (like the Sun at noon 111,000 lux), Photographer offers real life camera's settings for modifying the exposure in the color management in the render settings to adjust the overall brightness. And in my scene, I used a candle, which is very dim. Therefore the exposure has been set very high. It has been fine until the denoiser came. \n\nBased on the default startup\n1. Delete the default point light\n2. Turn the World Background Strength to 0\n3. Turn the Exposure in the Render Settings under Color Management to 10\n4. Change the render engine to Cycles\n5. Turn on render view, you should see nothing but complete darkness\n6. Turn on the Optix Viewport denoiser\n7. Wait for a while and see the default cube glowing\n\nI don't know if this is a bug or not, if it is not, please at least get some work around. Like making the denoiser refresh when the exposure changes or something?\n\n![image.png](image.png)", "Animation Scene Strip rendering slower than Animation Scene rendering\nOperating system: Windows 10\nGraphics card: NVidia RTX 2060\n\nBroken: 3.3\nWorked: N/A\n\nRendering an animation using Scene Strip resync / reevaluate every mesh each frame, resulting in slow rendering.\nRendering the same animation directly from the same Scene only does this process for the 1st frame, hence a quicker rendering.\n(It doesn't seem to be related to the render engine, Eevee or Cycles same issue).\n\nAdditionally during Scene Strip rendering, on Windows, the memory doesn't seem to be cleaned correctly between each frame resulting in a crash at some point (depending on your memory size).\n\nAdd 2 subdivision modifiers to the cube, with 6 and 4 render levels.\nCreate a new scene, go to the VSE, add a Scene Strip pointing to the 1st scene.\nRender animation from VSE scene => slow rendering\nRender animation from the scene => fast rendering\n\n[scene_strip.blend](scene_strip.blend)", "Cycles Denoising normal has strange artifacts on materials with subsurface scattering and metallic enabled\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.79\n\nBroken: version: 3.4.0 Alpha\nWorked: None\nTested on 3.0 LTS, 3.4.0 and 3.6.0, same issue appears in all versions.\n\nDenoising normal shows strange behavior when a material has both subsurface scattering and metallic enabled. This only happens with CPU rendering and can cause denoising issues.\nWhile there is no reason to use metallic and subsurface scattering at the same time, a user might accidentally leave subsurface scattering enabled without noticing.\n\n- Create a new scene or open attached file\n- Switch to Cycles CPU rendering\n- Create a new material and set Subsurface and Metallic to 1.0.\n- Switch to cycles render\n- Select `Denoising normal` in viewport shading popover\n", "EEVEE Cryptomatte Processing Performance\nCurrent implementation uses a single core. During implementation it was always kept in mind that we should do the processing in a threaded way. It should also be possible to render the next sample during the integration of the previous sample in the accumulation buffer.\n\nAnother solution would be to do the sorting on the GPU using compute shaders. [D10913: GPU: Compute Pipeline.](D10913)" ]
[ "Cycles smoke render differs on CPU from GPU\nTested on multiple systems:\n1) Windows 10\n```\nAMD Threadripper 1950X\nNVidia GTX 580\n```\n2) Windows 10\n```\nAMD Radeon RX 480 \n```\n3) Windows 10\n```\nNVidia GTX 1060 6GB\n```\n\nBroken: 2.79 5bd8ac9\nWorked: Not sure\n\nRendering smoke using Cycles on the GPU produces noticeably different output than when rendering the same frame on the CPU.\n\nThe difference is most noticeable at the edges of smoke or if the smoke is thin. The GPU produces much noisier results than the CPU.\n\n1) Download attached .blend file. Press alt+A to start animation.\n2) Wait until you reach frame 60 or so.\n3) Press alt+A to stop animation again.\n4) Render a frame on the CPU\n5) Render a frame on the GPU\n6) The GPU frame will be much noisier than the CPU frame.\n\n[smoke-testing.blend](smoke-testing.blend)\n![2.png](2.png)" ]
Joining curves does not keep materials Broken: version: 3.0.1 When you join meshes with different materials, the joined mesh combines all the materials correctly. With curves however, the active object's materials are used and the rest of the materials are discarded. Expected behavior - same as when joining meshes. Make two curves. Add different materials to each one. Join them (Ctrl+J)
[ "'Dissolve' operator leaves inconsistent selection\nBroken: 2.82 (62d131e962d6e0a4f39db98d4f89243c16c55779) (down to, and including, 2.79)\nWorked: N/A\n\nAfter dissolution of edges in Edge selection mode, some vertices not connected with edges remain selected (which is indicated by a tool gizmo, Verts readout in the status bar, and verified by switching to Vertex selection mode).\n\n1. In a empty scene, add a mesh Grid.\n2. Switch to edit mode and Edge selection mode.\n3. Select one edge somewhere inside the grid (not on border).\n4. Dissolve it via the Delete -> Dissolve Edges or a default shortcut Ctrl+X.\n5. Verts readout in the status bar should show 2 selected vertices (despite you being in edge mode with no edges selected).\n6. Switch to Vertex selection mode: the two verts from that dissolved edge are still selected.\n7. Deselect all, switch to Edge selection mode and box-select one square at the corner of the Grid.\n8. Dissolve edges as in (4).\n9. Note that this time, Verts in status bar only shows one selected vertex: switching to Vertex mode would reveal it's the corner one.\n\nIt would seem that the vertices do remain \"selected\" for operators as well: after (4) or (8) you can transform those verts using a gizmo or shortcuts, extrude them (with strange results), connect them using Fill or Connect Vertex Path, and delete them (even though you're in Edge mode).\n\nUpdate: Video demo [here ](FAfhSU2AdbQ).", "Set Material Index node does not work on some GN-created geometry\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 537.13\n\nBroken: version: 3.6.2\nWorked: Never.\n\nThe scene contains 3 objects:\n1. Mesh object with GN which creates Mesh Cube primitive\n2. Curve object with GN which creates Mesh Cube primitive\n3. Curve object with GN which creates geometry using Curve to Mesh node\n\nAll 3 objects have their Material linked to Object, not Object Data\n\nThe Set Material Index node works on 1. and 2. but does not work on 3.\n\n1. Open the attached blender file: [curvematerialbug.blend](attachment)\n2. Check Geometry Nodes setups on all 3 objects\nResult: Set Material Index Node does not work on Geometry generated by Curve to Mesh node.\nExpected: Set material Index Node works on any geometry.\n\n", "Interpolated hair curves sharp turns\nWindows 10\nGeforce 970\n32 Gigabytes ram\n\n2.79\n[system-info.txt](system-info.txt)\n\n\nAs shown in the screenshot below, some of the hairs seemingly at random have their curves restart mid stroke, leading to a perfectly straight line connecting from one side of the wave to the other where it continues as a curve.\n\nThis happens on hair systems using interpolated children and either braid or spiral kink. \n![Screenshot 2018-06-08 13.55.28.png](Screenshot_2018-06-08_13.55.28.png)\n\nAdd Hair system, Up the number of steps to 7\nDisplay 7 steps\nSet children to Interpolated\nSet Kink to Braid\nAmplitude 0.663 \nFrequency 1.507\n\nThe error occurs at any Amplitude/Frequency\n\n[HairSystemError.blend](HairSystemError.blend)\n", "Support for snapping to Lattice objects\nOperating system: Darwin-17.2.0-x86_64-i386-64bit 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050 Ti OpenGL Engine NVIDIA Corporation 4.1 NVIDIA-10.27.6 378.10.10.10.20.109\n\nBroken: version: 2.82 (sub 0)\nWorked: (optional)\n\nIt is not possible to snap any type of vertex (mesh, curve or lattice vertex) to a lattice vertex.\n\nsee video\n\n[latice_verts_not snapping.blend](latice_verts_not_snapping.blend)\n\n[lattice_verts_not_snapping.mp4](lattice_verts_not_snapping.mp4)\n\n", "Switching Curve Shapekeys in Edit Mode go haywire if relative to one another\nOperating system:\nLinux\n\nBroken in 2.79 onwards\nWorked in 2.78\n\nPossibly caused by\n6f1493f68f\n5e1d4714fe\n\nShapekeys on curves do not reset properly when switching between them in edit mode, and one shapekey is relative to another.\n\nSelect the circle and enter edit mode. Repeatedly switch between shapekeys 'Key 1' and 'Key 2' while staying in edit mode. 'Key 2' will change over time from just this.\n[bug_report_shapekeys_curve.blend](bug_report_shapekeys_curve.blend)\n\n**How to reproduce the scene**\nCreate a Curve object. Add Basis, Key 1, Key 2 shapekeys. Set 'Key 2' relative to 'Key 1'. Select 'Key 1' and translate/scale it. ", "Bevel/Crease lost after joining geometries in the Geo-Node\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.41\n\nBroken: version: 3.0.0 Alpha\n\nJoining the geometry in the node tree removes the bevel weight and crease data.\n![1.png](1.png)\n![2.png](2.png)\n![3.png](3.png)\n![4.png](4.png)\n\n[Geo-Node Bevel_Crease.blend](Geo-Node_Bevel_Crease.blend)\nOpen the given file and try toggling the modifiers.\n\n\n", "Cycles Bake Selected to Active with transparency gives undesirable results\nSystem Information:\nOperating system: Windows-8.1-6.3.9600 64 Bits\nGraphics card: GeForce GT 635M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 391.35\nBroken: version: 2.81 (sub 16)\n\n\nBug or unintended behavior:\nBaking using \"Selected to Active\" does not take into account transparency \n\nHow to reproduce:\nCreate two objects with materials and textures assigned to each;\n```\n One texture to be baked to\n One texture with an alpha channel (optionally a normal map)\n```\n\nIn the shader editor, modify the material of the object with a transparency channel\n```\n Join the transparent textures' alpha into the alpha of the shader that is being used\n (optionally join the color of a normal map)\n```\n\nIn render properties, enable Selected to Active and use an appropriate ray distance\n```\n Finally bake.\n```\n\nResult:\nWhen baking combined or most channels, the transparent areas will assume the color as if it were completely opaque,\nWhen baking normals with transparency, the transparent areas will mix with the normal of the geometry that is being baked to the active selection.\nBoth outcomes are unfavorable when working with transparent cards/ribbons.\n\n[bugreport.blend](bugreport.blend)\n\nI packed the textures edited the project to make the issues that I am having more clear.\n\n{[F8286028](image.png), size=full}\nThere are now 3 overlapping objects with transparency.\nAfter baking normals or color, none of the colors or normals behind the transparent objects appear because the object appears to draw over top without transparency.\nThis example also shows that with full normal transparency, the normal will then be the geometry normal of the object rather than a flat normal or anything that is below the object.", "Account for curvature in curve to mesh node\nOperating system: Darwin-18.5.0-x86_64-i386-64bit 64 Bits\nGraphics card: NVIDIA GeForce GT 750M OpenGL Engine NVIDIA Corporation 4.1 NVIDIA-12.0.23 355.11.10.50.10.103\n\nBroken: version: 2.90.0\n\nI used a curve as a bevel profile on another one with 90 degree angles but the result is not 90 degrees on the result\n\nplease see attached file\n[badBevel.blend](badBevel.blend)", "Multi-Object-Mode: EditMesh Vert/Edge Slide (transform) incorrect orientation for non active objects\nVert/Edge slide calculates the closest edge, then a screen space vector to move the cursor along to perform the slide.\n\nThis currently is only correct for the active object.\n\nIt's possible to have multiple objects rotated differently so the slide vector will be wrong on some objects.\n\nNote that performing vert/edge slide on multiple loops (while supported) is not all that common.", "Curves don't have 'All Edges' option for wireframe\nBroken: 2.80\n\nMesh objects have the toggle for its viewport display wireframe to render all edges, but curve objects don't.\n![image.png](image.png)\n\nOpen the attached file and look for the 'All Edges' option.\n[Wiref.blend](Wiref.blend)\n", "Array modifier is crazy, when using \"object offset\" pointed to empty, which is parented to curve\nOperating system: Mac OS Catalina 10.15.4 (latest)\nGraphics card: Intel HD 6000\n\nBroken: 2.83 beta as of 8-th of May\n\nArray modifier is crazy, when using \"object offset\" pointed to empty, which is parented to curve. And when the CURVE CONVERTED TO MESH -- it just destroys scale of object!\n\n1) Open .blend\n[plants.blend](plants.blend)\n2) Try to move empty -- everything works fine\n3) Select \"empty\" and \"petals\" (with shift) then parent them (Ctrl + P -- to object) to \"bezier curve\"\n4) Select bezier curve and \"convert to mesh\"\n5) Now try to move empty\n\nBefore:\n![Screenshot 2020-05-08 at 22.32.55.png](Screenshot_2020-05-08_at_22.32.55.png)\nAfter:\n![Screenshot 2020-05-08 at 22.33.14.png](Screenshot_2020-05-08_at_22.33.14.png)", "Remove 'Use Nodes'\nWhen using Cycles and editing materials, the user is presented with a button called Use Nodes. This is confusing and adds an extra step before being able to set up materials.\n\nIt might be nicer to simply have the material use nodes always. Materials without nodes doesn't even really make sense when using Cycles as they are central to material editing and creation.\n\n![Use_Nodes.png](Use_Nodes.png)", "Regression: 3.0.0: The curve is not hidden in the Viewport if there is a Bevel value\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 527.56\n\nBroken: 3.0.0 `d046a1f2fa `\nWorked: 3.0.0 `1275ce61b1`\n\nHiding the curve display in the viewport as an object does not work\n\nIf you add a curve to the scene and try to hide its display and the ability to select in View Object Types, then hiding works.\nIf you add a profile for a curve or Bevel, then hiding does not work. In this form, the curve is hidden only when it is done as a hide mesh.\nPerhaps this is the correct behavior.\n\n[2022-12-28 16-39-53.mp4](2022-12-28_16-39-53.mp4)\n", "Scale and rotate using individual origins as the transform pivot point is useless on poly and NURBS spline types\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.96\n\nBroken: version: 3.1.0 Alpha\n\nWith Bezier curves, using scale resizes the handles for each control point, but with paths and meshes converted into curves does nothing since they don't have handles. It would have been more useful if it used the median point for each isolated spline instead. That is what I expected it would do.", "Rigid body doesn't work when collision is set to mesh, deform and deforming\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: Radeon RX Vega M GH Graphics ATI Technologies Inc. 4.5.14761 Core Profile Context 21.30.37.04 30.0.13037.4001\n\nBroken: version: 3.2.1\n\nThe rigid body simulation doesn't work with objects using collision with mesh, deform and deforming.\n\n* Make a plane, subdivided\n* Give it a wave modifier\n* Set up the rigid body type: dynamic, active, animated; collision: mesh, deform and deforming.\n* Use another object make it rigid body active\n* Run simulation\n* Sometimes works and when changing rigid body substeps per frame doesn't work at all (well sometimes works but when it does things jump out of control not like in Blender 2.79)\n\nIn Blender 2.79 works perfectly\n\n\n[Wave simulation 3.2.blend](Wave_simulation_3.2.blend)\n\n[Wave simulation 2.79.blend](Wave_simulation_2.79.blend)\n\nBlender 3.2\n\n![image.png](image.png)\n\nBlender 2.79\n![image.png](image.png)\n\n" ]
[ "Joining curves overrides other materials\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 2.92.0\n\nJoining two or more curve objects together will result in the curves being assigned the active object's material rather than keeping the material assigned to their points. \n\nOpen the below file:\n[curve_material_bug.blend](curve_material_bug.blend)\nUse Ctrl+J to join the two curves together. \n\n" ]
batch_for_shader fails with empty positions list on 3.4 Operating system: Windows-10-10.0.19044-SP0 64 Bits Graphics card: NVIDIA GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.01 Broken: version: 3.4.0 Alpha Worked: 3.3.0 and before When an empty list of positions is used in `batch_for_shader` `pos` property (for example `batch_for_shader(shader, 'LINE_STRIP', {"pos": - [ ]}`) `modules\gpu_extras\batch.py` throws errors. - open the attached .blend, it contains a slightly modified version of the `operator_modal_draw.py` (Modal Draw) python template; - it's modified to add points to `self.mouse_path` on left mouse click instead of mousemove, this way `self.mouse_path` starts empty; - run the code to register the operator; - run the operator (Simple Modal View3D Operator) - notice errors in console: ```mouse points 0 Traceback (most recent call last): ``` File "D:\temp\del\batch_for_shader_issue.blend\Text", line 21, in draw_callback_px File "c:\Program Files\Blender Foundation\blender-3.4.0-alpha-scripts\3.4\scripts\modules\gpu_extras\batch.py", line 62, in batch_for_shader attr_len = recommended_attr_len(name) File "c:\Program Files\Blender Foundation\blender-3.4.0-alpha-scripts\3.4\scripts\modules\gpu_extras\batch.py", line 37, in recommended_attr_len item = content[attr_name][0] ``` IndexError: list index out of range``` - after the first click when a coordinate is added to `self.mouse_path` errors disappear; - running the same code in 3.3 doesn't produce errors [batch_for_shader_issue.blend](batch_for_shader_issue.blend)
[ "Point Cloud - Missing Particles when Rendering with Cuda on Linux\nOperating system: Linux-5.13.0-35-generic-x86_64-with-glibc2.34 64 Bits\nGraphics card: NVIDIA GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.47.03\n\nBroken: version: 3.1.0\n\nWhen rendering large amounts of particles with CUDA on Linux, there appear to be some random patches of particles missing. This does not occur when using the OptiX rendering backend or CPU rendering backend. This problem **does not** occur on Windows for any rendering backend, i.e. the same render has been confirmed to work on Windows with the CUDA backend.\n\n1. Open the attached .blend file.\n2. Render with Cycles and CUDA backend on linux. *Note: It might be necessary to render the same scene multiple times if the error does not occur on the first render, or to switch the render device back and forth.*\n3. See the attached image for an example screenshot of the problem\n\n(alternative)\n1. \n - create a plane object and create 1000 edge loops in x and y direction so that the object has roughly 1 million vertices.\n - add \"Mesh to Points\" geometry node with radius 0.001\n2. Render with Cycles and CUDA backend on linux. *Note: It might be necessary to render the same scene multiple times if the error does not occur on the first render, or to switch the render device back and forth.*\n3. See the attached image for an example screenshot of the problem\n\n.blend File:\n[particles_problem.blend](particles_problem.blend)\n\nImage of the Problem:\n![cuda_rendering_problem.png](cuda_rendering_problem.png)", "Broken textures and shading\nOperating system: Linux-5.15.0-40-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce MX130/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.73.05\n\nBroken: version: 3.2.0\n\nBroken textures when starting up blender and loading object textures and shading issues\n![untitled.png](untitled.png)\n[Blender Texture Bug.mp4](Blender_Texture_Bug.mp4)\n\nPossible causes:\n * Not loading the parent asset blend file before the asset in another scene (opening it first seems to fix the issue in my testing) \n * 4k textures (i've heavily used 4k textures in the asset)\n * Viewport Texture size limit setting (Changed it to 2k)\n![Screenshot_20220623_020103.png](Screenshot_20220623_020103.png)\n\n[untitled.blend](untitled.blend)\n", "Displacement in a shader on volumetrics starts to work only after connecting a shader into the surface output socket\nOperating system: Linux-5.4.0-72-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 450.119.03\n\nBroken: version: 3.0.0 Alpha\n\nDisplacement in a shader on volumetrics starts to work only after connecting a shader into the surface output socket.\nI do preview switching to an emission shader, but you can use any other shader in the surface socket and then disconnect it.\nIf you change any values, displacement will disappear again.\n[2021-05-08_15-40-44.mp4](2021-05-08_15-40-44.mp4)\n\nOpen the file and reproduce the steps from the video.\n\n[volumetric_displacement_bug.blend](volumetric_displacement_bug.blend)", "3D View - removing Hotkeys for Toolbar/Sidebar throws empty keymap 3D View Generic error\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 419.35\n\n\nBroken: version: 2.80 (sub 72)\nWorked: (optional)\n\n\n\n3D View - removing Hotkeys for Toolbar/Sidebar in the View menu throws empty keymap 3D View Generic error in the console.\n\n\nOpen Blender. In the View menu of the 3D View remove the hotkeys for Toolbar and Sidebar. Open the Console ...\n\n![removinghotkeys.jpg](removinghotkeys.jpg)\n\n", "Incorrect full data path copying viewport shading parameters ('Screen' object has no attribute 'shading')\nBlender 3.6.2\n\nWay to reproduce:\n1) Any blender project\n2) RMC on any of \"Viewport Shading\" icons and choose \"Copy Full Data Path\".\n3) Paste it in python console, it will result in the error `AttributeError: 'Screen' object has no attribute 'shading'`\n4) Same goes for the other parameters from the viewport shading menu.\n\nGuess it should be returning something like \"bpy.data.screens[\"Layout\"].areas[3].spaces[0].shading.type\" in this case.\n\nDemo attached.\n", "Missing overlays in the viewport when viewing through transparent shader\nOperating system: Ubuntu 20.04\nGraphics card: Geforce MX230\n\nBroken: 3.6.1\n\nwhen viewing an LGT-shadow_caster.004 object, all overlays disappear from a certain side of it\n![Screenshot_20230731_024703.png](attachment)\n\nSee LGT-shadow_caster.004 in blender 3.6 splash screen\n\n", "Breaking shader node changes for 4.0\nThere are a number of proposed changes to shader nodes that break the Python API, mainly for add-ons that import and export shaders.\n\nWe need to make a decision to either:\n* Make these breaking changes in 3.2 or 3.3, and then do them all together with good communication so scripts only need to be updated once.\n* Postpone all breaking changes to 4.0, and see which parts of these patches can be non-breaking. For example we could have new general Mix/Combine/Separate nodes in addition to the existing ones.\n\nPatches:\n* [x] [D14034: Geometry/Compositor/Shader/Texture Nodes: Add general Combine/Separate Color nodes](D14034)\n* [ ] [D14257: Shader Nodes: Changes to node UI and default values to improve consistency](D14257)\n* [ ] [D14202: UI (Shader/Compositor): Rename \"RGB\" input to \"Color\" input](D14202)\n* [ ] [D13749: Node: Mix node](D13749)\n* [ ] [D13359: Rename \"fac\" to \"factor\" across all nodes](D13359)\n* [ ] Use proper \"Brightness\" word in names", "Modifier are still evaluated even when not required.\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.13\n\nBroken: version: 3.0.0\nWorked: never\n\nModifiers are evaluated, even when blank, for example a lattice modifier without any lattice, would still make depth graph calculation or something like that, that make each action (select, move, rotate, etc.) verry slower.\n\nCreate/ import a large object (60M poly mesh for example).\nAdd lattice modifier, let all option blank. \nDisable viewport visibility of this modifier.\nTry to move/rotate/scale the object in the viewport, the performance is really low.\n\nIn order to transform your mesh, you need to remove all modifiers, and add then back once transform is convenient.\n", "Blender Opens Window then Closes/crashes\nOperating system: Windows 10\nGraphics card: AMD FirePro W2100\n\nBroken: 3.5.1 2023-04-24 18:11 Hash:e1ccd9d4a123 Branch: Blender -v3.5-release\nWorked: first version used on this computer\n\n-First attempted to run blender, found error by running the debug, error:\n\n_EXCEPTION_ACCESS_VIOLATION_\n\n- Did specific driver updates for AMD FirePro W2100 and Intel CPU\n\n- Then ran dell command update\n\n- New error appeared after driver updates and running blender:\n\n_A graphics card and driver with support for OpenGL 3.3 or higher is required.\nInstalling the latest driver for your graphics card might resolve the issue._\n\n- Then downloaded GPU-Z to figure out OpenGL version\n- Open GL version was 1.1 when monitor DisplayPort was plugged into the motherboard\n- Open GL version was 4.5 when monitor DisplayPort was plugged into GPU\n\n- Now blender window would appear but closes immediately\n- running blender_debug_gpu_glitchworkaround.cmd in the Blender file worked to make Blender run but is NOT the overall fix\n- updated python\n- did windows updates\n\nunsure\n\n", "Crash on deleting driver\nOperating system: Linux neo 5.10.68-1-MANJARO #1 SMP PREEMPT Wed Sep 22 12:29:47 UTC 2021 x86_64 GNU/Linux\nGraphics card: nvidia GTX 970\n\nBroken: (\n```\n3.0.0-alpha+master.a3027fb09416-linux.x86_64\n```\n)\nWorked: (?)\n\nI duplicated a Text strip via <shift><D>. I don't know where that driver on Location X came from. The original didn't have one. I then wanted to delete that driver. After deleting it and moving the current frame blender crashed.\n\n- Load attached file\n- Delete driver of 'Location X'\n- Press Cursor keys Left/Right a few times till crash.\n[crash.blend](crash.blend)", "--render-output command line argument and backslash\n## Commandline Rendering\n\nOperating system: Windows 11\nGraphics card: NVIDIA GTX 3060 Ti\n\n3.4.1\n\n\nIf the value for \"-o\" or \"--render-output\" ends with a backslash no rendering occur and Blender exits clean (0) with no error.\n\n### Example\n\nRender blender-file in current folder to subfolder with a space.\n\n>blender -b myfile.blend -o \"my folder\\\\\" -F PNG -f 1\n\n```\nBlender 3.4.1 (hash 55485cb379f7 built 2022-12-20 01:51:19)\nRead prefs: C:\\Users\\***\\AppData\\Roaming\\Blender Foundation\\Blender\\3.4\\config\\userpref.blend\nRead blend: c:\\blender\\myfile.blend\n\nBlender quit\n```\n\n**Observed behavior**\nNo render. No errors. No information of what went wrong.\n\n**Expected behavior**\nBlender should render to generic file \"0001.png\" in folder \"c:\\blender\\my folder\".\nBlender should provide some information why nothing got rendered.\n\n\n", "Failed to get a 'RELEASE' event of mouse button from modal handler in the specific situation\nOperating system: Windows 10\nGraphics card: NVIDIA GeForce RTX 2060 SUPER\n\nBroken: 3.4 (This issue can also be found on 3.0-3.3)\n\n\nFailed to get a 'RELEASE' event of mouse button on the below case.\n\n* LEFTMOUSE: Drag the mouse on 3D Viewport\n* RIGHTMOUSE: Context menu (e.g. Right click on 3D Viewport)\n* MIDDLEMOUSE: (The 'RELEASE' event will not be fired on any editors)\n\nIs it possible to fire 'RELEASE' event also on these cases?\n\n\n[failed_to_get_event.blend](failed_to_get_event.blend)\n\n - Open .blend file attached to this task.\n - Execute the script on Text Editor.\n - Execute [Window] > [Toggle System Console] to show the system console.\n - Check that the 'RELEASE' event is not fired from the system console.", "Drawing boolean\nOperating system: Gentoo Linux\nGraphics card: NVIDIA Corporation GP107 [GeForce GTX 1050 Ti]\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen) 2.92\nWorked: (newest version of Blender that worked as expected) N/A\n\nFor some reason, displaying a UIList with many collection properties next to a bool property somewhere in the same property tab causes a huge amount of lag.\n\nA bool property which is part of another property group seems to be another workaround to this issue.\n\nI'm developing an add-on which requires the display of large collection properties for construction management of 3D buildings in Blender, which is how I came across this bug.\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\nSee attached script, or attached blend file on how to reproduce. The lag seems proportional to the the number of properties in the collection property.\n\nRun script, go to scene properties tab and scroll. Then comment out L19 and try again, lag disappears.\n\n[blenderbug.py](blenderbug.py)\n\n[untitled.blend](untitled.blend)", "Crash on Mac when starting with `--debug-gpu` flag\nOperating system: Mac OS Ventura 13.1\nGraphics card: Apple M1 Max\n[system-info.txt](system-info.txt)\n\nBroken: 3.4.1\nWorked: 3.3.2\n\nBlender won't start on a Mac when starting with `--debug-gpu` flag.\nThe terminal output is this:\n\n```\n/Applications/Blender\\ 3.4.1.app/Contents/MacOS/Blender --debug-gpu\nRead prefs: /Users/vollstock/Library/Application Support/Blender/3.4/config/userpref.blend\nWARN (gpu.debug): source/blender/gpu/opengl/gl_debug.cc:165 init_gl_callbacks: Failed to hook OpenGL debug callback. Use fallback debug layer.\nzsh: segmentation fault /Applications/Blender\\ 3.4.1.app/Contents/MacOS/Blender --debug-gpu\n```\n\n\nStart with the flag\n\n```\n/Applications/Blender.app/Contents/MacOS/Blender --debug-gpu\n```", "Intel (R) HD graphics 4600 also has the problem of cubemaps shows black\nIntel (R) HD graphics 4600 also has the problem of cubemaps shows black\n\nSystem Information\nOperating system: windows7 64 Bits\nGraphics card: Intel(R) HD Graphics 4600 Intel 3.4.0 - Build 10.18.14.5117\n\nBlender Version\nBroken: since 2.83.3 branch: master\nCurrent broken: 2.93.7\nWorked: 2.82a\n\nShort description of error\nLike #75943 and #79158, HDRI cannot be displayed normally\n\nCan be resolved adding \"**HD Graphics 4600**\" to the blacklist\n\nComment from #79158: \"*I'm not sure whether Intel's graphics cards are like this. Can you put this repair method in preferences as an option?*\"\nOr perhaps adding command line flag like: **--disable_texture_cube_map_array**" ]
[ "Empty point list in shader batch creation cause error\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.19\n\nBroken: version: 3.4.0 Alpha\nWorked: 3.3.x and earlier\n\nIn Blender 3.4 is not possible to create shader batch with empty point list argument as in previous versions.\nThis is result of new method `recommended_attr_len` added in `modules\\gpu_extras\\batch.py`\nThere need an additional check before accessing the first element of the list in row:\n`item = content[attr_name][0]`\n\n```\nTraceback (most recent call last):\n File \"<blender_console>\", line 1, in <module>\n File \"C:\\Blender\\blender-3.4.0-alpha\\3.4\\scripts\\modules\\gpu_extras\\batch.py\", line 69, in batch_for_shader\n attr_len = recommended_attr_len(name)\n File \"C:\\Blender\\blender-3.4.0-alpha\\3.4\\scripts\\modules\\gpu_extras\\batch.py\", line 42, in recommended_attr_len\n item = content[attr_name][0]\nIndexError: list index out of range\n```\n\nThis python script reproduces error:\n\n```\nimport gpu\nfrom gpu_extras.batch import batch_for_shader\ncoords = [(1, 1, 1)]\nshader = gpu.shader.from_builtin('3D_UNIFORM_COLOR')\nbatch1 = batch_for_shader(shader, 'POINTS', {\"pos\": coords}) # This works well\nprint(batch1)\nbatch2 = batch_for_shader(shader, 'POINTS', {\"pos\": []}) # This call cause error\nprint(batch2)\n```\n\n" ]
Selecting hair in the ParticleSystem crashes blender Operating system: macOS-12.6-x86_64-i386-64bit 64 Bits Graphics card: AMD Radeon R9 M370X OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.8.101 Broken: version: 3.3.0
[ "Quick Smoke crash guide February 3, 2023\nOperating system: macOS-13.2-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon Pro 575 1.2\n\nBroken: version: 3.5.0 Alpha\n\nBake ALL button within Sample 128 from Frame 1 to 220 cause CRASH GUIDE\n\nBake ALL button within Sample 128 from Frame 1 to 220 cause CRASH GUIDE\n\n[image.png](image.png)\n[image.png](image.png)\n[Blender-2023-02-03-113746.ips](Blender-2023-02-03-113746.ips)\nTest File: [3.5.zip](3.5.zip)\n```\nCall Stack: Main thread\n__psynch_cvwait\n_pthread_cond_wait\ntake_gil\nPyEval_RestoreThread\nPyGILState_Ensure\npy_timer_execute\nBLI_timer_execute\nwm_event_do_notifiers\nWM_main\nmain\nstart```", "Hair particles: 'Use modifier Stack' option removes all hair if particles have been added or removed in particle editmode\nOperating system: Linux-3.10.0-957.10.1.el7.x86_64-x86_64-with-centos-7.6.1810-Core 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 418.56\n\nBroken: version: 2.81 (sub 4)\n\nUse modifier stack checkbox deletes all the hair particles if they were created with the add hair brush and combed (not necessary), even if there are no modifiers before the particle system. This also happens if particles have been deleted (X) in particle editmode.\nAnd there is no way to get those hairs back. It can really destroy all your work on grooming.\nBy the way, that check box becomes inactive in 2.79 after grooming, but it's active for some reason.\n\nCreate a hair particle system.\nGo into particle edit mode.\nDelete all the hairs (by the way, you won't be able to do that until you comb it, may be a second bug).\nAdd some hairs via add hair brush (you can add hair without deleting on the previous step, the bug will occur anyway).\nGo back to object mode.\nCheck the use modifier stack checkbox.\nAll the hairs disappear!\n\nThe attached file has all that done except the very last step.\n\n[hair_use_modifier_stack_bug.blend](hair_use_modifier_stack_bug.blend)", "Suspected asset library crash by `json_sax_dom_parser`\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.68\n\nBroken: version: 3.5.1\n\nI dont completely know why but blender crashes very often for me.\nIts doing something no idea what it is doing.\nSorry for being vague, but it seems to mostly happen when i have the viewport set to cycles render and i am trying to modify materials, in the shader editor.\n\n", "Mantaflow: Crash when setting a Guide Fluid Effector\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.96\n\nBroken: version: 3.3.0\n\nAfter setting a mesh as a \"Guide\" fluid effector, checking the \"Guides\" box in the fluid domain settings crashes Blender. \n\n- Open attached file,\n- go to the fluid domain settings\n- check the \"Guides\" box. \n[Fluid_Guide_Crash_01.blend](Fluid_Guide_Crash_01.blend)\n\n", "Blender crashed when increasing Strand Steps in the Viewport Display on the Particle tab\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: Quadro RTX 3000 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 535.98\n\nBroken: version: 3.6.0\nWorked: I dunno\n\nBlender crashed when increasing Strand Steps in the Viewport Display on the Particle tab\n\n<video src=\"attachment\" title=\"Crash when particle edit.mp4\" controls></video>\n\n1, Open the attached Blender file\n2, Rekey it to have a higher keypoints\n3, Increase the Strand Steps in the Viewport Display on the Particle tab\n\n", "Shader compilation is crash\nOperating system: Linux-6.3.0-1-MANJARO-x86_64-with-glibc2.37 64 Bits, X11 UI\nGraphics card: Mesa Intel(R) HD Graphics 4600 (HSW GT2) Intel 4.6 (Core Profile) Mesa 23.0.3\n\nBroken: version: 3.5.1, 3.6.0\nWorked: 2.93.17, 3.3.6\n\n\nI am creating a shader and I need to use a lot of color mix node:\n| Version | Result |\n| -- | -- |\n| 2.93.17 | ![blender-2.93.17.png](attachment) |\n| 3.3.6 | ![blender-3.3.6.png](attachment) |\n| 3.5 | ![blender-3.5.1.png](attachment) |\n\n\nLaunch attached blend in different the Blender versions", "Viscoelastic springs (particle system fluid emitter) crashes blender 2.90.1 (and probably in all versions)\nOperating system: Windows 10\nGraphics card: Nvidia GTX 1060 6gb\nCPU: Ryzen 7 3700x\n\nBroken: 2.90.1, 2.91, 2.92\nWorked: 2.83.x\n\nEnabling viscoelastic springs and try playing the simulation, or baking, it will crash at about frame 5. However when you put springs settings to 0 and turn on it doesn't happen, but doesn't have any effect either.\nThe project files I provide is for 2.90.1. the setup is default cube with particle system, below it another cube with collision with default settings.\n\n[BrokenViscoelastics.blend](BrokenViscoelastics.blend)\n\n- Open the attached file\n- Enabled Vicoelastic Springs\n- Bake", "Hair Dynamics: cannot generate a valid particle cache\nOperating system: 4.20.12-gentoo Linux\nGraphics card: Radeon(TM) Pro WX9100 (VEGA10, DRM 3.27.0, 4.20.12-gentoo, LLVM 6.0.1)\n\nBroken: 2.80 (sub 48) commit hash: bf9904ec8018 Build: 2019-03-13 01:14:16 Linux Release branch: blender2.7\n\nWorked: (optional) 2.79b commit hash and date unknown; compiled from Gentoo repository\n\nFails to make a valid particle cache when rendering a dynamic hair system via Cntl + F12. Hair particle motion appears compromised after the first frame. see video clip **dyn_on.mkv**.\n\n**Require**\nA .blend file with a mesh object that has a hair particle system defined on it. Hair dynamics is turned on in the particle system properties panel. The file should have been previously saved without a cache. Blend file **dyn_on.blend** provided for this requirement. \n\n1. Open **dyn_on.blend**\n2. Cntl + F12 to render animation (implicitly build in-memory cache)\n3. Observe:\n```\n a. Cache indicator on timeline shows only 1 or 2 valid initial frames; remaining 248 - 249 frames are invalid.\n b. Hair particles exhibit only limited rotational dynamics. They do not follow the surface of the sphere (i.e., they appear \"unanchored\"), nor do they seem affected by gravity. See **dyn_on.mkv** video clip.\n c. After the last frame has been rendered, click on the rewind control in the timeline. The cache section in the Particles properties reports the state of the cache: \"1 frames in memory (216 KB), not exact since frame 0\"\n```\n\n**Workaround**\n1. Bake particle dynamics first or\n2. Run the animation through in the 3D viewport to create an in-memory or on disk cache before rendering.\n\nRendering with an in-memory, on-disk, or with baked dynamics appears to generate an unaffected animation. See **dyn_on_cache.mkv** video clip.\n\n**Notes:**\n1. Examples rendered in Cycles, but EEVEE and Workbench rendering does not change behavior.\n2. Hair particles rendered with a collection of simple mesh geometry in the examples, but rendering with single mesh objects or rendering hair paths does not change behavior.\n3. Running in single thread mode (-t 1 on command line) does not change behavior.\n4. Rendering via CPU or GPU does not change behavior.\n5. Problem seems specific to hair particle systems. Emitter particle systems without pre-computed caches can be rendered with Cntl + F12; the cache seems fully valid in the time line, dynamics of falling emitter particles do not seem unusual and the cache section in the Particles properties reports that there are 250 valid frames in memory at the conclusion of the animation.\n\n**Related:**\n#62439 describes a failure in particle updates which seems very similar in appearance exhibited by particles in video clip **dyn_on.mkv.**\n\n[dyn_on_cache.mkv](dyn_on_cache.mkv) - dyn_on_cache.mkv\n[dyn_on.mkv](dyn_on.mkv) - dyn_on.mkv\n[dyn_on.blend](dyn_on.blend) - dyn_on.blend\n", "Mouse movement causes crash during particle bake\nOperating system: Win10\nGraphics card: GTX2060\n\nBroken: 2.90, 0330d1af29c0, master, 2020-08-31\n\nReproducible crash when baking particle animation and moving mouse\n\nSadly, I was not able to reproduce the crash in a simpler file, so I assume it has to be related to the current boid setup with lots of drivers.\n\n1. Load the attached blend file\n2. Make sure Workspace is set to layout\n3. Select one of the two particle-emitters\n4. Click bake\n5. During bake move the mouse over Render or Graph views\n- > Crash\n\nAlso see this video capture: VIUy6r9S-Hk (It ends in the moment of the crash)\n\n[swarm-test1.crash.txt](swarm-test1.crash.txt)\n\n[swarm-test2-crash.blend](swarm-test2-crash.blend)", "Cropping of Emitter (Face) By Hair In Render preview\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87\n\nBroken: version: 2.90 (sub 2)\nWorked: Never\n\nEverything goes back to working order when I press \"Delete Edit\" for the particles. \nI've tried opening the file on two other computers. On one it works as I'd hope but on the other the same issue occurs. \n\nI haven't ran into this issue before now and I can't replicate it.\n\n[Head Hair Bug.blend](Head_Hair_Bug.blend)\n\n![Report Screenshot.png](Report_Screenshot.png)\n\nHope the solution to this is simple and easy. Thank you for constantly making Blender better and better.", "Particle edit select linked not working from menus\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.86\n\n\nBroken: version: 2.80 (sub 74)\n\n\nHi, I noticed that the select linked option in hair \"Particle edit\" mode/Select/ select linked doesn't work\n\nPlease open the file press W then select linked\n\nthankyou\n\n[hair.blend](hair.blend)\n\n\n", "Crash on calling bpy.ops.mesh.loopcut in python script\nOperation system: macOS BigSur 11.6 (20G165) \nApple M1\n\nVersion 3.4.1 (3.4.1 2022-12-20)\n\nBlender crashes in background mode when you are calling bpy.ops.mesh.loopcut with overridden context\n\nRun Blender from cli with args:\n/path/to/bin --background --python bug.py\n[bug.py](bug.py)\n\n", "Crash to desktop when trying to bake (Blender 3.3.6)\nOperating system: Windows 11 (64-bit)\nGraphics card: NVIDIA RTX A2000\n\nBroken: (3.3.5, 3.3.6, blender-3.3.6-stable+v33.948f8298b982-windows.amd64-release)\nWorking (2.91.2)\n\nWhen trying to bake scene produced in script, Blender crashed.\n\nOpen attached blend file and press Bake.", "Blender 2.71 (rc2) crashes when a UV sphere is added\nMac OS X 10.10 (beta) / AMD Radeon HD 6750M 512 MB\n\nBroken: 2.71 (release candidate 2)\nWorked: -\n\nBlender 2.71 (rc2) crashes when a UV Sphere is added to a existent project in Edit Mode.\n\nUsing the attached file, select the figure (stickman), go to Edit Mode and add a UV Sphere. After executing these steps, Blender stops responding and it's necessary to force quit and reopen. \n\nIt seems that's something to do with the modifiers (in the attached file, I'm using Mirror, Skin and Sub-surf). One or more of them are causing the crash when the UV Sphere is added. If I create a new project with no modifiers, I'm able to add UV Sphere. \n", "Specific Rig Crashes blender when going into pose mode\nOperating system: Linux-5.10.7-200.fc33.x86_64-x86_64-with-fedora-33-Thirty_Three 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.32.03\n\nBroken: version: 2.92.0 Alpha\nWorked: not sure but pre 2.80\n\nThis specific file, containing only one armature, crashes when selecting the armature and attempting to enter pose mode.\n\nFirst load the included file, then:\n- select the rig if it isn't already selected,\n- press ctrl tab or otherwise enter pose mode\nat this point blender crashes.[bug_posemode.blend](bug_posemode.blend)\n\n" ]
[ "crash when I click the hair button in the particlesystem\nOperating system: macOS-11.6-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon HD - FirePro [D500](D500) OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.6.20\n\nBroken: version: 3.0.0\n\nblender crashes when I click the hair button in the particle system. Blender crashes in version 3.3 as well.\n\nIm new to blender. I watch several videos. I just go to the particle settings in object mode. next I click the plus button and then the hair button. Both versions crash blender.\n \n.blend file (as simple as possible)]\n\nThank you", "Blender quits when Particle Properties is applied\nOperating system: macOS Monterey 12.6.1\nGraphics card: AMD Radeon R9 M370X 2 GB\nIntel Iris Pro 1536 MB\n\nBroken: 3.3.1\n\nI'm trying to add a particle properties modifier to a landscape mesh but Blender just crashes as soon as I open the settings (specifically when I click on Hair)\n\nBased on the default startup or an attached .blend file (as simple as possible).\n1. Open new default project.\n2. Create a landscape mask. Create a mesh (cube or uv sphere) to be particle\n3. Have landscape selected. Click Particle Properties. Click +\n4. Click on Hair\n\nSystem crashes. This has happened at least 6 times. \n\n```\n-------------------------------------\nTranslated Report (Full Report Below)\n-------------------------------------\n\nProcess: Blender [4964]\nPath: /Applications/Blender.app/Contents/MacOS/Blender\nIdentifier: org.blenderfoundation.blender\nVersion: 3.3.1 (3.3.1 2022-10-05)\nCode Type: X86-64 (Native)\nParent Process: launchd [1]\nUser ID: 501\n\nDate/Time: 2022-11-11 09:56:59.0949 -0800\nOS Version: macOS 12.6.1 (21G217)\nReport Version: 12\nAnonymous UUID: 5F5EA991-E1A6-CA4E-B0D8-78EEC21A50B6\n\nSleep/Wake UUID: 91DCD1D9-817D-44D7-AFF0-BD19E4760605\n\nTime Awake Since Boot: 13000 seconds\nTime Since Wake: 84 seconds\n\nSystem Integrity Protection: enabled\n\nCrashed Thread: 0 Dispatch queue: com.apple.main-thread\n\nException Type: EXC_ARITHMETIC (SIGFPE)\nException Codes: 0x0000000000000001, 0x0000000000000000\nException Note: EXC_CORPSE_NOTIFY\n\nTermination Reason: Namespace SIGNAL, Code 8 Floating point exception: 8\nTerminating Process: exc handler [4964]\n\nThread 0 Crashed:: Dispatch queue: com.apple.main-thread\n0 AMDRadeonX4000GLDriver \t 0x11fdddc60 glrUpdateTexture + 1199\n1 libGPUSupportMercury.dylib \t 0x7ff92dab9ae5 gpusLoadCurrentTextures + 638\n2 AMDRadeonX4000GLDriver \t 0x11fdad764 gldUpdateDispatch + 243\n3 GLEngine \t 0x7ffa366d3529 gleDoDrawDispatchCoreGL3 + 673\n4 GLEngine \t 0x7ffa366a6043 glDrawElementsInstancedBaseVertex_ACC_GL3Exec + 290\n5 libGL.dylib \t 0x7ffa365db3cf glDrawElementsInstancedBaseVertex + 45\n6 Blender \t 0x102dfe545 draw_call_single_do + 453\n7 Blender \t 0x102dfdad6 drw_draw_pass_ex + 1846\n8 Blender \t 0x102dfd38f DRW_draw_pass + 31\n9 Blender \t 0x102e3fe4a workbench_draw_sample + 330\n10 Blender \t 0x102e4002e workbench_draw_scene + 94\n11 Blender \t 0x102df4079 drw_engines_draw_scene + 185\n12 Blender \t 0x102df2e51 DRW_draw_render_loop_ex + 1473\n13 Blender \t 0x103add82a view3d_main_region_draw + 138\n14 Blender \t 0x103166331 ED_region_do_draw + 337\n15 Blender \t 0x102c7140c wm_draw_update + 1756\n16 Blender \t 0x102c6e660 WM_main + 48\n17 Blender \t 0x10250634e main + 878\n18 dyld \t 0x11a35952e start + 462\n\nThread 1:\n0 libsystem_kernel.dylib \t 0x7ff81d5919b6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff81d4177ce _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff81d417c9d _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x10e0cecc2 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 Blender \t 0x10e0cd7be void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff81d5ce4e1 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81d5c9f6b thread_start + 15\n\nThread 2:\n0 libsystem_kernel.dylib \t 0x7ff81d5919b6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff81d4177ce _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff81d417c9d _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x10e0cecc2 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 Blender \t 0x10e0cd7be void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff81d5ce4e1 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81d5c9f6b thread_start + 15\n\nThread 3:\n0 libsystem_kernel.dylib \t 0x7ff81d5919b6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff81d4177ce _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff81d417c9d _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x10e0cecc2 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 Blender \t 0x10e0cd7be void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff81d5ce4e1 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81d5c9f6b thread_start + 15\n\nThread 4:\n0 libsystem_kernel.dylib \t 0x7ff81d5919b6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff81d4177ce _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff81d417c9d _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x10e0cecc2 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 Blender \t 0x10e0cd7be void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff81d5ce4e1 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81d5c9f6b thread_start + 15\n\nThread 5:\n0 libsystem_kernel.dylib \t 0x7ff81d5919b6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff81d4177ce _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff81d417c9d _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x10e0cecc2 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 Blender \t 0x10e0cd7be void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff81d5ce4e1 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81d5c9f6b thread_start + 15\n\nThread 6:\n0 libsystem_kernel.dylib \t 0x7ff81d5919b6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff81d4177ce _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff81d417c9d _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x10e0cecc2 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 Blender \t 0x10e0cd7be void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff81d5ce4e1 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81d5c9f6b thread_start + 15\n\nThread 7:\n0 libsystem_kernel.dylib \t 0x7ff81d5919b6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff81d4177ce _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff81d417c9d _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x10e0cecc2 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 Blender \t 0x10e0cd7be void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff81d5ce4e1 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81d5c9f6b thread_start + 15\n\nThread 8:\n0 libsystem_kernel.dylib \t 0x7ff81d5919b6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff81d4177ce _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff81d417c9d _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x10e0cecc2 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 Blender \t 0x10e0cd7be void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff81d5ce4e1 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81d5c9f6b thread_start + 15\n\nThread 9:: AMCP Logging Spool\n0 libsystem_kernel.dylib \t 0x7ff81d5919b6 semaphore_wait_trap + 10\n1 caulk \t 0x7ff8260ce2e6 caulk::mach::semaphore::wait_or_error() + 16\n2 caulk \t 0x7ff8260b6148 caulk::concurrent::details::worker_thread::run() + 36\n3 caulk \t 0x7ff8260b5e0c void* caulk::thread_proxy<std::__1::tuple<caulk::thread::attributes, void (caulk::concurrent::details::worker_thread::*)(), std::__1::tuple<caulk::concurrent::details::worker_thread*> > >(void*) + 41\n4 libsystem_pthread.dylib \t 0x7ff81d5ce4e1 _pthread_start + 125\n5 libsystem_pthread.dylib \t 0x7ff81d5c9f6b thread_start + 15\n\nThread 10:\n0 libsystem_pthread.dylib \t 0x7ff81d5c9f48 start_wqthread + 0\n\nThread 11:: com.apple.audio.IOThread.client\n0 libsystem_kernel.dylib \t 0x7ff81d59197a mach_msg_trap + 10\n1 libsystem_kernel.dylib \t 0x7ff81d591ce8 mach_msg + 56\n2 CoreAudio \t 0x7ff81f214c07 HALB_MachPort::SendSimpleMessageWithSimpleReply(unsigned int, unsigned int, int, int&, bool, unsigned int) + 111\n3 CoreAudio \t 0x7ff81f09f729 HALC_ProxyIOContext::IOWorkLoop() + 3931\n4 CoreAudio \t 0x7ff81f09e205 invocation function for block in HALC_ProxyIOContext::HALC_ProxyIOContext(unsigned int, unsigned int) + 63\n5 CoreAudio \t 0x7ff81f26a616 HALB_IOThread::Entry(void*) + 72\n6 libsystem_pthread.dylib \t 0x7ff81d5ce4e1 _pthread_start + 125\n7 libsystem_pthread.dylib \t 0x7ff81d5c9f6b thread_start + 15\n\nThread 12:\n0 libsystem_kernel.dylib \t 0x7ff81d5943ea __psynch_cvwait + 10\n1 libsystem_pthread.dylib \t 0x7ff81d5cea6f _pthread_cond_wait + 1249\n2 libopenblas64_.0.dylib \t 0x12e26c49f blas_thread_server + 207\n3 libsystem_pthread.dylib \t 0x7ff81d5ce4e1 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81d5c9f6b thread_start + 15\n\nThread 13:\n0 libsystem_kernel.dylib \t 0x7ff81d5943ea __psynch_cvwait + 10\n1 libsystem_pthread.dylib \t 0x7ff81d5cea6f _pthread_cond_wait + 1249\n2 libopenblas64_.0.dylib \t 0x12e26c49f blas_thread_server + 207\n3 libsystem_pthread.dylib \t 0x7ff81d5ce4e1 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81d5c9f6b thread_start + 15\n\nThread 14:\n0 libsystem_kernel.dylib \t 0x7ff81d5943ea __psynch_cvwait + 10\n1 libsystem_pthread.dylib \t 0x7ff81d5cea6f _pthread_cond_wait + 1249\n2 libopenblas64_.0.dylib \t 0x12e26c49f blas_thread_server + 207\n3 libsystem_pthread.dylib \t 0x7ff81d5ce4e1 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81d5c9f6b thread_start + 15\n\nThread 15:\n0 libsystem_kernel.dylib \t 0x7ff81d5919b6 semaphore_wait_trap + 10\n1 Blender \t 0x102c64b48 tbb::internal::rml::private_worker::run() + 104\n2 Blender \t 0x102c64ad9 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff81d5ce4e1 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81d5c9f6b thread_start + 15\n\nThread 16:\n0 libsystem_kernel.dylib \t 0x7ff81d5919b6 semaphore_wait_trap + 10\n1 Blender \t 0x102c64b48 tbb::internal::rml::private_worker::run() + 104\n2 Blender \t 0x102c64ad9 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff81d5ce4e1 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81d5c9f6b thread_start + 15\n\nThread 17:\n0 libsystem_kernel.dylib \t 0x7ff81d5919b6 semaphore_wait_trap + 10\n1 Blender \t 0x102c64b48 tbb::internal::rml::private_worker::run() + 104\n2 Blender \t 0x102c64ad9 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff81d5ce4e1 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81d5c9f6b thread_start + 15\n\nThread 18:\n0 libsystem_kernel.dylib \t 0x7ff81d5919b6 semaphore_wait_trap + 10\n1 Blender \t 0x102c64b48 tbb::internal::rml::private_worker::run() + 104\n2 Blender \t 0x102c64ad9 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff81d5ce4e1 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81d5c9f6b thread_start + 15\n\nThread 19:\n0 libsystem_kernel.dylib \t 0x7ff81d5919b6 semaphore_wait_trap + 10\n1 Blender \t 0x102c64b48 tbb::internal::rml::private_worker::run() + 104\n2 Blender \t 0x102c64ad9 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff81d5ce4e1 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81d5c9f6b thread_start + 15\n\nThread 20:\n0 libsystem_kernel.dylib \t 0x7ff81d5919b6 semaphore_wait_trap + 10\n1 Blender \t 0x102c64b48 tbb::internal::rml::private_worker::run() + 104\n2 Blender \t 0x102c64ad9 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff81d5ce4e1 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81d5c9f6b thread_start + 15\n\nThread 21:\n0 libsystem_kernel.dylib \t 0x7ff81d5919b6 semaphore_wait_trap + 10\n1 Blender \t 0x102c64b48 tbb::internal::rml::private_worker::run() + 104\n2 Blender \t 0x102c64ad9 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff81d5ce4e1 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81d5c9f6b thread_start + 15\n\nThread 22:\n0 libsystem_pthread.dylib \t 0x7ff81d5c9f48 start_wqthread + 0\n\nThread 23:\n0 libsystem_pthread.dylib \t 0x7ff81d5c9f48 start_wqthread + 0\n\nThread 24:: com.apple.NSEventThread\n0 libsystem_kernel.dylib \t 0x7ff81d59197a mach_msg_trap + 10\n1 libsystem_kernel.dylib \t 0x7ff81d591ce8 mach_msg + 56\n2 CoreFoundation \t 0x7ff81d69536d __CFRunLoopServiceMachPort + 319\n3 CoreFoundation \t 0x7ff81d6939f8 __CFRunLoopRun + 1276\n4 CoreFoundation \t 0x7ff81d692e3c CFRunLoopRunSpecific + 562\n5 AppKit \t 0x7ff82023a9ce _NSEventThread + 132\n6 libsystem_pthread.dylib \t 0x7ff81d5ce4e1 _pthread_start + 125\n7 libsystem_pthread.dylib \t 0x7ff81d5c9f6b thread_start + 15\n\nThread 25:\n0 libsystem_pthread.dylib \t 0x7ff81d5c9f48 start_wqthread + 0\n\nThread 26:\n0 libsystem_pthread.dylib \t 0x7ff81d5c9f48 start_wqthread + 0\n\nThread 27:\n0 libsystem_pthread.dylib \t 0x7ff81d5c9f48 start_wqthread + 0\n\nThread 28:\n0 libsystem_pthread.dylib \t 0x7ff81d5c9f48 start_wqthread + 0\n\n\nThread 0 crashed with X86 Thread State (64-bit):\n rax: 0x000000000000fa00 rbx: 0x0000600003d8a770 rcx: 0x0000000000000000 rdx: 0x0000000000000000\n rdi: 0x00007fc88ce0e000 rsi: 0x0000000000000000 rbp: 0x00007ff7bdb7fc00 rsp: 0x00007ff7bdb7fbd0\n r8: 0x0000000000000000 r9: 0x000000000000008f r10: 0x00007fc88ce0e048 r11: 0x0000000000000010\n r12: 0x000000000000000f r13: 0x00007fc8926474c0 r14: 0x00007fc88ce0e000 r15: 0x0000600002e1aee0\n rip: 0x000000011fdddc60 rfl: 0x0000000000010246 cr2: 0x000000012625a000\n \nLogical CPU: 0\nError Code: 0x00000000 \nTrap Number: 0\n\nThread 0 instruction stream:\n 00 00 09 fa c1 e6 13 09-d6 09 de 09 ce 31 c0 41 .............1.A\n 89 45 48 45 89 45 4c 41-89 45 50 41 89 75 54 0f .EHE.ELA.EPA.uT.\n 57 c0 41 0f 11 45 58 4d-85 ff 74 5c 49 8b 47 10 W.A..EXM..t\\I.G.\n 48 85 c0 74 53 48 8b 18-48 85 db 74 4b 66 41 83 H..tSH..H..tKfA.\n be 9c 01 00 00 00 49 8b-07 48 8b 40 10 41 8b 4d [email protected]\n 4c 78 10 89 ce c1 ee 10-81 e6 ff 3f 00 00 31 d2 Lx.........?..1.\n [48]f7 f6 41 89 45 50 49-8b 47 10 48 8b 40 20 41 H..A.EPI.G.H.@ A\t<==\n 89 45 48 48 c1 e8 20 0f-b7 c0 81 e1 00 00 ff ff .EHH.. .........\n 09 c1 41 89 4d 4c eb 0a-41 c7 45 50 00 00 00 00 ..A.ML..A.EP....\n 31 db 49 8b 7d 18 48 39-fb 74 3b 48 85 ff 74 15 1.I.}.H9.t;H..t.\n 4d 8d 7d 18 e8 1f 39 09-00 0f 57 c0 41 0f 11 47 M.}...9...W.A..G\n 10 41 0f 11 07 48 85 db-74 1c 48 89 df e8 0c 39 .A...H..t.H....9\n\nBinary Images:\n 0x11fdab000 - 0x11fec2fff com.apple.AMDRadeonX4000GLDriver (4.8.101) <851cf798-333f-3c1f-a104-127fcd5c32d2> /System/Library/Extensions/AMDRadeonX4000GLDriver.bundle/Contents/MacOS/AMDRadeonX4000GLDriver\n 0x7ff92dab2000 - 0x7ff92dabcfff libGPUSupportMercury.dylib (*) <63875145-ff3b-3b7c-98ac-84f8ab9df5cc> /System/Library/PrivateFrameworks/GPUSupport.framework/Versions/A/Libraries/libGPUSupportMercury.dylib\n 0x7ffa365e0000 - 0x7ffa36769fff GLEngine (*) <be1ea664-4c51-301b-8fb9-377e1241d10b> /System/Library/Frameworks/OpenGL.framework/Versions/A/Resources/GLEngine.bundle/GLEngine\n 0x7ffa365d5000 - 0x7ffa365dffff libGL.dylib (*) <3a5d2115-e819-38d4-a0c8-048fdce0e78f> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGL.dylib\n 0x10237f000 - 0x112e02fff org.blenderfoundation.blender (3.3.1) <848a0f19-3ecb-34b6-9dd4-955ecb7e758a> /Applications/Blender.app/Contents/MacOS/Blender\n 0x11a354000 - 0x11a3bffff dyld (*) <7b87a986-a153-33c4-8470-d56410b7f9d5> /usr/lib/dyld\n 0x7ff81d590000 - 0x7ff81d5c7fff libsystem_kernel.dylib (*) <0ea0d8ac-c27b-3a71-a59b-ec3a6f116acf> /usr/lib/system/libsystem_kernel.dylib\n 0x7ff81d414000 - 0x7ff81d45afff libdispatch.dylib (*) <1a04b380-76e4-3e4b-b0fc-9837533d021d> /usr/lib/system/libdispatch.dylib\n 0x7ff81d5c8000 - 0x7ff81d5d3fff libsystem_pthread.dylib (*) <b5454e27-e8c7-3fdb-b77f-714f1e82e70b> /usr/lib/system/libsystem_pthread.dylib\n 0x7ff8260b4000 - 0x7ff8260d5fff com.apple.audio.caulk (1.0) <8e7b3d95-1d47-3f17-9512-c5fcc30792c2> /System/Library/PrivateFrameworks/caulk.framework/Versions/A/caulk\n 0x7ff81eee5000 - 0x7ff81f61afff com.apple.audio.CoreAudio (5.0) <9be547d0-0af1-3470-afde-2ac4cd34441e> /System/Library/Frameworks/CoreAudio.framework/Versions/A/CoreAudio\n 0x12df3b000 - 0x131bc6fff libopenblas64_.0.dylib (*) <10431d8f-5e3b-3bbc-abd5-81f6a73a5269> /Applications/Blender.app/Contents/Resources/3.3/python/lib/python3.10/site-packages/numpy/.dylibs/libopenblas64_.0.dylib\n 0x7ff81d615000 - 0x7ff81db17fff com.apple.CoreFoundation (6.9) <93c48919-68af-367e-9a67-db4159bc962c> /System/Library/Frameworks/CoreFoundation.framework/Versions/A/CoreFoundation\n 0x7ff82008e000 - 0x7ff820f1dfff com.apple.AppKit (6.9) <d2726161-3c3f-3b59-bd8d-4a088d4545ef> /System/Library/Frameworks/AppKit.framework/Versions/C/AppKit\n\nExternal Modification Summary:\n Calls made by other processes targeting this process:\n task_for_pid: 0\n thread_create: 0\n thread_set_state: 0\n Calls made by this process:\n task_for_pid: 0\n thread_create: 0\n thread_set_state: 0\n Calls made by all processes on this machine:\n task_for_pid: 0\n thread_create: 0\n thread_set_state: 0\n\nVM Region Summary:\nReadOnly portion of Libraries: Total=1.3G resident=0K(0%) swapped_out_or_unallocated=1.3G(100%)\nWritable regions: Total=949.1M written=0K(0%) resident=0K(0%) swapped_out=0K(0%) unallocated=949.1M(100%)\n\n VIRTUAL REGION \nREGION TYPE SIZE COUNT (non-coalesced) \n=========== ======= ======= \nAccelerate framework 512K 4 \nActivity Tracing 256K 1 \nCG backing stores 2160K 4 \nCG image 60K 4 \nColorSync 220K 25 \nCoreAnimation 68K 6 \nCoreGraphics 4K 1 \nCoreUI image data 728K 5 \nFoundation 16K 1 \nKernel Alloc Once 8K 1 \nMALLOC 325.8M 265 \nMALLOC guard page 32K 8 \nMALLOC_LARGE (reserved) 384K 1 reserved VM address space (unallocated)\nMALLOC_NANO (reserved) 384.0M 1 reserved VM address space (unallocated)\nObjC additional data 15K 1 \nOpenGL GLSL 256K 3 \nSTACK GUARD 116K 29 \nStack 39.7M 29 \nVM_ALLOCATE 150.9M 240 \nVM_ALLOCATE (reserved) 32.0M 2 reserved VM address space (unallocated)\n__CTF 756 1 \n__DATA 60.8M 417 \n__DATA_CONST 15.9M 220 \n__DATA_DIRTY 675K 119 \n__FONT_DATA 4K 1 \n__GLSLBUILTINS 5176K 1 \n__LINKEDIT 726.4M 56 \n__TEXT 635.6M 427 \n__UNICODE 592K 1 \ndyld private memory 1152K 3 \nmapped file 169.4M 26 \nshared memory 788K 18 \n=========== ======= ======= \nTOTAL 2.5G 1921 \nTOTAL, minus reserved VM space 2.1G 1921 \n\n\n\n-----------\nFull Report\n-----------\n\n{\"app_name\":\"Blender\",\"timestamp\":\"2022-11-11 09:57:11.00 -0800\",\"app_version\":\"3.3.1\",\"slice_uuid\":\"848a0f19-3ecb-34b6-9dd4-955ecb7e758a\",\"build_version\":\"3.3.1 2022-10-05\",\"platform\":1,\"bundleID\":\"org.blenderfoundation.blender\",\"share_with_app_devs\":1,\"is_first_party\":0,\"bug_type\":\"309\",\"os_version\":\"macOS 12.6.1 (21G217)\",\"incident_id\":\"83A10896-9C1A-4258-B0BF-76711A211C5D\",\"name\":\"Blender\"}\n{\n \"uptime\" : 13000,\n \"procLaunch\" : \"2022-11-11 09:55:54.4358 -0800\",\n \"procRole\" : \"Foreground\",\n \"version\" : 2,\n \"userID\" : 501,\n \"deployVersion\" : 210,\n \"modelCode\" : 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Quad-Core Intel Core i7, 2.5 GHz, 16 GB, SMC 2.30f2\nGraphics: Intel Iris Pro, Intel Iris Pro, Built-In\nDisplay: Color LCD, 2880 x 1800 Retina, Main, MirrorOff, Online\nGraphics: AMD Radeon R9 M370X, AMD Radeon R9 M370X, PCIe, 2 GB\nMemory Module: BANK 0/DIMM0, 8 GB, DDR3, 1600 MHz, 0x80AD, 0x484D54343147533642465238412D50422020\nMemory Module: BANK 1/DIMM0, 8 GB, DDR3, 1600 MHz, 0x80AD, 0x484D54343147533642465238412D50422020\nAirPort: spairport_wireless_card_type_wifi (0x14E4, 0x152), Broadcom BCM43xx 1.0 (7.77.111.1 AirPortDriverBrcmNIC-1710.4)\nAirPort: \nBluetooth: Version (null), 0 services, 0 devices, 0 incoming serial ports\nNetwork Service: Wi-Fi, AirPort, en0\nSerial ATA Device: APPLE SSD SM0512G, 500.28 GB\nUSB Device: USB30Bus\nUSB Device: Apple Internal Keyboard / Trackpad\nUSB Device: Bluetooth USB Host Controller\nUSB Device: USB 2.0 Hub\nUSB Device: USB Keyboard\nUSB Device: USB Receiver\nThunderbolt Bus: MacBook Pro, Apple Inc., 27.1\n\n```", "Crash [MAC] / Material Properties > Preview > Hair strands / with cube selected\nOperating system: macOS-11.6-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon R9 M370X OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.6.20\n\nBroken: version: 2.93.5\nWorked: I'm not sure. Found crash today in a previous version, then installed newest and found it still occurs.\n\n\nCrash when clicking on ( **Hair strands** ) preview option, within 'Material Properties' window, with a cube selected.\n\n\nCrash happens with a default Blender starter scene.\n\n1. Open Blender.\n2. 'Left-click' on cube to select.\n3. 'Left-click' on ( **Material Properties** ) tab.\n4. 'Left-click' on ( **Preview** ) drop-down tab.\n5. 'Left-click' on 4th option ( Preview Render Type / Type of preview render: Hair **Hair strands** ).\n6. Blender immediately closes.\n\n\nThanks in advance for addressing this issue; have a good day.\n\n\n{[F11742006](Blender-Crash-Mac-Material-Properties-Hair-Strands.jpg), size=full}\n{[F11742062](Blender-Crash-Mac-Material-Properties-Hair-Strands-002.jpg), size=full}", "3.3a hair system crash\nOperating system: Mac OS 12.4\nGraphics card: Intel Iris Pro 1536 Mo + AMD Radeon R9 M370X 2000Mo\n\nBroken: 3.3a\n\nI can add the \"empty hair object\" on Suzanne but after going to Sculp mode and trying to use any tool, Blender simply shut down (crash)\n\n\n- I add Suzanne mesh\n- I add the \"empty hair object\" on Suzanne\n- I go to Sculp mode\n- Select any tool\n- Click on the model\n- Blender crash ", "Crash on Particle Settings\" \"Hair\" click\nOperating system: macOS-11.4-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon HD - FirePro [D500](D500) OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.5.14\n\nBroken: version: 2.93.1\n\nParticleSettings in click \"HAIR\" Blender crash\n\nBy clicking on the particle adjustments on the hair button the Blender crash\n\n[Problem Details System Configuration.txt](Problem_Details_System_Configuration.txt)\n\n[Particle Hair crash.blend](Particle_Hair_crash.blend)\n", "report error \nOperating system:mac Retina 5K, 27-inch, Late 2015)\nGraphics card:AMD Radeon R9 M390 2 GB\n\nBroken: lastestversion 2.93.4\n\nhair system is error for Mac user. I try to press the button but it crash on me.\nso I try with my notebook window and it working. help me please my notebooke can't handle larger file \nthank you\n\nmake it usable for Mac please", "Crash on making hair-simulation\nOperating system: Darwin-20.3.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon R9 M370X OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.2.15\n\nBroken: version: 2.92.0\n\nBlender crashes when making hair-simulation on any objects including regular meshes (even with \"standard start-cube\")\n\nIt happens with every object. I already saw some people having identical problems but they had no solution. I have been looking for a solution for a very long time but still haven't found one.\n\n\n* Open blender\n* click on the default cube mesh obj\n* go to particle properties\n* + add new\n* click on \"Hair\"\n- > blender immediately crashes\n\n{[F10033583](Bildschirmfoto_2021-04-23_um_11.10.07.png), size=full}\n{[F10033585](Bildschirmfoto_2021-04-23_um_11.15.16.png), size=full}\n\nHope there's a solution and you can help me...\n\nthanks a lot!\nhave a great day!\n\n\nbest regards", "Crash on \"ParticleSettings\" \"Hair\" click.\n2013 Mac Pro\nOperating system: Mac OS 10.15.7 \nGraphics card: AMD FirePro [D500](D500) 3 GB\n\nBroken: 2.92.0-b379f9348487-, 2.91\nWorked: 2.901\n\nWith cube selected, create new \"Particle Settings\" click on \"Hair\" - Blender quits. \n\n\nBased on the default startup. File also attached.\n\nFile created in 2.901 with hair (rendered as objects) opens and renders fine in 2.91 but cannot be created in 2.91.\n\nHope this helps. Let me know if you need further information. Thanks!\n\n[Default startup.blend](Default_startup.blend)\n\nFurther investigation: Seems to be related to displaying the \"Hair\" paths. If the display tag is turned off \"Hair\" can be clicked without a crash. If \"Render As\" is then changed to object the object will be rendered correctly without a crash. Changing \"Render As\" back to \"Path\" with the display flag on with crash Blender.", "Blender crashes when adding a particle system to a mesh object and switching the type to Hair\n|Operating system:|Graphics card:|User:\n|---|---|---\n|Darwin-19.6.0-x86_64-i386-64bit 64 Bits|AMD Radeon R9 M380 OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.10.18|@robgreayer\n|macOS-12.4-x86_64-i386-64bit|AMD Radeon Pro 5500M OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.8.54|@bittihiisi\n\nBroken: version: 2.91.0\nWorked: 2.90.1\n\nWhen adding a new \"hair\" particle system to a project file, Blender (2.91) crashes.\nSometimes you need to enable children for the crash to occur (Happens to @bittihiisi)\nIt doesn't matter if the renderer is Eevee or Workbench\n\n2 ways to reproduce:\n1st way:\n- Open default project with Blender 2.91\n- Select default cube\n- Select Particle System tab in Properties panel\n- Add new Particle System\n- Click on Hair\nIf it doesn't crash immediately, enable children\n\n2nd way:\n- Open a file created in Blender 2.90.1 with a mesh with a hair particle system already in it. \n\n", "Blender 3.2.0 Crashes when selecting Hair Particle\nOperating system:\nGraphics card:\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\n\nWhen applying a hair particle to any mesh, it crashes the program\n\n\nClick on Cube\nSelect Particles from the Right Tabs\nHit the Plus Sign to Add Particle\nChange from Emitter to Hair and the system immediately crashes\n\n```lines=18\n-------------------------------------\nTranslated Report (Full Report Below)\n-------------------------------------\n\nProcess: Blender [32670]\nPath: /Applications/Blender.app/Contents/MacOS/Blender\nIdentifier: org.blenderfoundation.blender\nVersion: 3.2.0 (3.2.0 2022-06-08)\nCode Type: X86-64 (Native)\nParent Process: launchd [1]\nUser ID: 501\n\nDate/Time: 2022-08-13 13:00:09.5046 +1200\nOS Version: macOS 12.4 (21F79)\nReport Version: 12\nAnonymous UUID: 05E90402-A0D0-888E-9B78-3973D674DB16\n\n\nTime Awake Since Boot: 410000 seconds\n\nSystem Integrity Protection: enabled\n\nCrashed Thread: 0 Dispatch queue: com.apple.main-thread\n\nException Type: EXC_ARITHMETIC (SIGFPE)\nException Codes: 0x0000000000000001, 0x0000000000000000\nException Note: EXC_CORPSE_NOTIFY\n\nTermination Reason: Namespace SIGNAL, Code 8 Floating point exception: 8\nTerminating Process: exc handler [32670]\n\nThread 0 Crashed:: Dispatch queue: com.apple.main-thread\n0 AMDRadeonX4000GLDriver \t 0x123743c60 glrUpdateTexture + 1199\n1 libGPUSupportMercury.dylib \t 0x7ff9151edae5 gpusLoadCurrentTextures + 638\n2 AMDRadeonX4000GLDriver \t 0x123713764 gldUpdateDispatch + 243\n3 GLEngine \t 0x7ffa1de13529 gleDoDrawDispatchCoreGL3 + 673\n4 GLEngine \t 0x7ffa1dde6043 glDrawElementsInstancedBaseVertex_ACC_GL3Exec + 290\n5 libGL.dylib \t 0x7ffa1dd1b3cf glDrawElementsInstancedBaseVertex + 45\n6 Blender \t 0x1072de905 draw_call_single_do + 453\n7 Blender \t 0x1072dde86 drw_draw_pass_ex + 1766\n8 Blender \t 0x1072dd78f DRW_draw_pass + 31\n9 Blender \t 0x10731797a workbench_draw_sample + 330\n10 Blender \t 0x107317b5e workbench_draw_scene + 94\n11 Blender \t 0x1072d4619 drw_engines_draw_scene + 185\n12 Blender \t 0x1072d33f1 DRW_draw_render_loop_ex + 1457\n13 Blender \t 0x107f2e7da view3d_main_region_draw + 138\n14 Blender \t 0x10767a101 ED_region_do_draw + 337\n15 Blender \t 0x1071545fd wm_draw_update + 1773\n16 Blender \t 0x107151860 WM_main + 48\n17 Blender \t 0x106a1230e main + 878\n18 dyld \t 0x127e5051e start + 462\n\nThread 1:\n0 libsystem_kernel.dylib \t 0x7ff804cec9b6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff804b727ce _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff804b72c9d _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x111e2a7b2 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 Blender \t 0x111e292ae void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff804d294e1 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff804d24f6b thread_start + 15\n\nThread 2:\n0 libsystem_kernel.dylib \t 0x7ff804cec9b6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff804b727ce _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff804b72c9d _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x111e2a7b2 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 Blender \t 0x111e292ae void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff804d294e1 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff804d24f6b thread_start + 15\n\nThread 3:\n0 libsystem_kernel.dylib \t 0x7ff804cec9b6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff804b727ce _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff804b72c9d _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x111e2a7b2 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 Blender \t 0x111e292ae void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff804d294e1 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff804d24f6b thread_start + 15\n\nThread 4:\n0 libsystem_kernel.dylib \t 0x7ff804cec9b6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff804b727ce _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff804b72c9d _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x111e2a7b2 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 Blender \t 0x111e292ae void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff804d294e1 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff804d24f6b thread_start + 15\n\nThread 5:: AMCP Logging Spool\n0 libsystem_kernel.dylib \t 0x7ff804cec9b6 semaphore_wait_trap + 10\n1 caulk \t 0x7ff80d8212e6 caulk::mach::semaphore::wait_or_error() + 16\n2 caulk \t 0x7ff80d809148 caulk::concurrent::details::worker_thread::run() + 36\n3 caulk \t 0x7ff80d808e0c void* caulk::thread_proxy<std::__1::tuple<caulk::thread::attributes, void (caulk::concurrent::details::worker_thread::*)(), std::__1::tuple<caulk::concurrent::details::worker_thread*> > >(void*) + 41\n4 libsystem_pthread.dylib \t 0x7ff804d294e1 _pthread_start + 125\n5 libsystem_pthread.dylib \t 0x7ff804d24f6b thread_start + 15\n\nThread 6:\n0 libsystem_pthread.dylib \t 0x7ff804d24f48 start_wqthread + 0\n\nThread 7:: com.apple.audio.IOThread.client\n0 libsystem_kernel.dylib \t 0x7ff804cec97a mach_msg_trap + 10\n1 libsystem_kernel.dylib \t 0x7ff804cecce8 mach_msg + 56\n2 CoreAudio \t 0x7ff806974c87 HALB_MachPort::SendSimpleMessageWithSimpleReply(unsigned int, unsigned int, int, int&, bool, unsigned int) + 111\n3 CoreAudio \t 0x7ff8067ffd6b HALC_ProxyIOContext::IOWorkLoop() + 3909\n4 CoreAudio \t 0x7ff8067fe85d invocation function for block in HALC_ProxyIOContext::HALC_ProxyIOContext(unsigned int, unsigned int) + 63\n5 CoreAudio \t 0x7ff8069ca696 HALB_IOThread::Entry(void*) + 72\n6 libsystem_pthread.dylib \t 0x7ff804d294e1 _pthread_start + 125\n7 libsystem_pthread.dylib \t 0x7ff804d24f6b thread_start + 15\n\nThread 8:\n0 libsystem_kernel.dylib \t 0x7ff804cef3ea __psynch_cvwait + 10\n1 libsystem_pthread.dylib \t 0x7ff804d29a6f _pthread_cond_wait + 1249\n2 libopenblas64_.0.dylib \t 0x13601249f blas_thread_server + 207\n3 libsystem_pthread.dylib \t 0x7ff804d294e1 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff804d24f6b thread_start + 15\n\nThread 9:\n0 libsystem_kernel.dylib \t 0x7ff804cef3ea __psynch_cvwait + 10\n1 libsystem_pthread.dylib \t 0x7ff804d29a6f _pthread_cond_wait + 1249\n2 libopenblas64_.0.dylib \t 0x13601249f blas_thread_server + 207\n3 libsystem_pthread.dylib \t 0x7ff804d294e1 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff804d24f6b thread_start + 15\n\nThread 10:\n0 libsystem_kernel.dylib \t 0x7ff804cef3ea __psynch_cvwait + 10\n1 libsystem_pthread.dylib \t 0x7ff804d29a6f _pthread_cond_wait + 1249\n2 libopenblas64_.0.dylib \t 0x13601249f blas_thread_server + 207\n3 libsystem_pthread.dylib \t 0x7ff804d294e1 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff804d24f6b thread_start + 15\n\nThread 11:\n0 libsystem_kernel.dylib \t 0x7ff804cec9b6 semaphore_wait_trap + 10\n1 Blender \t 0x107147d98 tbb::internal::rml::private_worker::run() + 104\n2 Blender \t 0x107147d29 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff804d294e1 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff804d24f6b thread_start + 15\n\nThread 12:\n0 libsystem_kernel.dylib \t 0x7ff804cec9b6 semaphore_wait_trap + 10\n1 Blender \t 0x107147d98 tbb::internal::rml::private_worker::run() + 104\n2 Blender \t 0x107147d29 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff804d294e1 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff804d24f6b thread_start + 15\n\nThread 13:\n0 libsystem_kernel.dylib \t 0x7ff804cec9b6 semaphore_wait_trap + 10\n1 Blender \t 0x107147d98 tbb::internal::rml::private_worker::run() + 104\n2 Blender \t 0x107147d29 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff804d294e1 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff804d24f6b thread_start + 15\n\nThread 14:: com.apple.NSEventThread\n0 libsystem_kernel.dylib \t 0x7ff804cec97a mach_msg_trap + 10\n1 libsystem_kernel.dylib \t 0x7ff804cecce8 mach_msg + 56\n2 CoreFoundation \t 0x7ff804df038d __CFRunLoopServiceMachPort + 319\n3 CoreFoundation \t 0x7ff804deea18 __CFRunLoopRun + 1276\n4 CoreFoundation \t 0x7ff804dede5c CFRunLoopRunSpecific + 562\n5 AppKit \t 0x7ff80799ac1e _NSEventThread + 132\n6 libsystem_pthread.dylib \t 0x7ff804d294e1 _pthread_start + 125\n7 libsystem_pthread.dylib \t 0x7ff804d24f6b thread_start + 15\n\nThread 15:\n0 libsystem_pthread.dylib \t 0x7ff804d24f48 start_wqthread + 0\n\nThread 16:\n0 libsystem_pthread.dylib \t 0x7ff804d24f48 start_wqthread + 0\n\nThread 17:\n0 libsystem_pthread.dylib \t 0x7ff804d24f48 start_wqthread + 0\n\n\nThread 0 crashed with X86 Thread State (64-bit):\n rax: 0x0000000000000040 rbx: 0x0000600001e21720 rcx: 0x0000000000000000 rdx: 0x0000000000000000\n rdi: 0x00007f9e6b86da00 rsi: 0x0000000000000000 rbp: 0x00007ff7b9673c20 rsp: 0x00007ff7b9673bf0\n r8: 0x0000000000000000 r9: 0x000000000000008f r10: 0x00007f9e6b86da48 r11: 0x0000000000000010\n r12: 0x000000000000000f r13: 0x00007f9e6fae5ba0 r14: 0x00007f9e6b86da00 r15: 0x0000600000de7b60\n rip: 0x0000000123743c60 rfl: 0x0000000000010246 cr2: 0x000000012c81f000\n \nLogical CPU: 0\nError Code: 0x00000000 \nTrap Number: 0\n\nThread 0 instruction stream:\n 00 00 09 fa c1 e6 13 09-d6 09 de 09 ce 31 c0 41 .............1.A\n 89 45 48 45 89 45 4c 41-89 45 50 41 89 75 54 0f .EHE.ELA.EPA.uT.\n 57 c0 41 0f 11 45 58 4d-85 ff 74 5c 49 8b 47 10 W.A..EXM..t\\I.G.\n 48 85 c0 74 53 48 8b 18-48 85 db 74 4b 66 41 83 H..tSH..H..tKfA.\n be 9c 01 00 00 00 49 8b-07 48 8b 40 10 41 8b 4d [email protected]\n 4c 78 10 89 ce c1 ee 10-81 e6 ff 3f 00 00 31 d2 Lx.........?..1.\n [48]f7 f6 41 89 45 50 49-8b 47 10 48 8b 40 20 41 H..A.EPI.G.H.@ A\t<==\n 89 45 48 48 c1 e8 20 0f-b7 c0 81 e1 00 00 ff ff .EHH.. .........\n 09 c1 41 89 4d 4c eb 0a-41 c7 45 50 00 00 00 00 ..A.ML..A.EP....\n 31 db 49 8b 7d 18 48 39-fb 74 3b 48 85 ff 74 15 1.I.}.H9.t;H..t.\n 4d 8d 7d 18 e8 1f 39 09-00 0f 57 c0 41 0f 11 47 M.}...9...W.A..G\n 10 41 0f 11 07 48 85 db-74 1c 48 89 df e8 0c 39 .A...H..t.H....9\n\nBinary Images:\n 0x123711000 - 0x123828fff com.apple.AMDRadeonX4000GLDriver (4.8.54) <9a48f06c-82b0-3bdd-8f5d-69d94098e1b0> /System/Library/Extensions/AMDRadeonX4000GLDriver.bundle/Contents/MacOS/AMDRadeonX4000GLDriver\n 0x7ff9151e6000 - 0x7ff9151f0fff libGPUSupportMercury.dylib (*) <5fcec882-890c-3c7a-a3dd-6e82f716199a> /System/Library/PrivateFrameworks/GPUSupport.framework/Versions/A/Libraries/libGPUSupportMercury.dylib\n 0x7ffa1dd20000 - 0x7ffa1dea9fff GLEngine (*) <a72561b7-7972-305a-8f85-0366b47b7a8f> /System/Library/Frameworks/OpenGL.framework/Versions/A/Resources/GLEngine.bundle/GLEngine\n 0x7ffa1dd15000 - 0x7ffa1dd1ffff libGL.dylib (*) <7a5491db-1b13-37bf-a174-112d53bf9031> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGL.dylib\n 0x10688b000 - 0x116a72fff org.blenderfoundation.blender (3.2.0) <c389d82e-9893-3b04-bdfb-63e2e302564e> /Applications/Blender.app/Contents/MacOS/Blender\n 0x127e4b000 - 0x127eb6fff dyld (*) <b70ce1ec-b902-3852-8268-05de00bfa8d5> /usr/lib/dyld\n 0x7ff804ceb000 - 0x7ff804d22fff libsystem_kernel.dylib (*) <61711d11-e776-3bc3-b9a2-6f9f37cb8499> /usr/lib/system/libsystem_kernel.dylib\n 0x7ff804b6f000 - 0x7ff804bb5fff libdispatch.dylib (*) <534511b9-b3b0-33a7-b1ea-402595d28bda> /usr/lib/system/libdispatch.dylib\n 0x7ff804d23000 - 0x7ff804d2efff libsystem_pthread.dylib (*) <bc574849-1aae-31e7-b350-916dda999d97> /usr/lib/system/libsystem_pthread.dylib\n 0x7ff80d807000 - 0x7ff80d828fff com.apple.audio.caulk (1.0) <42fecc51-73d2-3b5c-b109-208f4cb4c3cd> /System/Library/PrivateFrameworks/caulk.framework/Versions/A/caulk\n 0x7ff806646000 - 0x7ff806d7afff com.apple.audio.CoreAudio (5.0) <1621fd80-991f-3b5f-97f3-dbbb21bdeba3> /System/Library/Frameworks/CoreAudio.framework/Versions/A/CoreAudio\n 0x135ce1000 - 0x13996cfff libopenblas64_.0.dylib (*) 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\"\\/Applications\\/Blender.app\\/Contents\\/Resources\\/3.2\\/python\\/lib\\/python3.10\\/site-packages\\/numpy\\/.dylibs\\/libopenblas64_.0.dylib\",\n \"name\" : \"libopenblas64_.0.dylib\"\n },\n {\n \"source\" : \"P\",\n \"arch\" : \"x86_64h\",\n \"base\" : 140703209816064,\n \"CFBundleShortVersionString\" : \"6.9\",\n \"CFBundleIdentifier\" : \"com.apple.CoreFoundation\",\n \"size\" : 5255168,\n \"uuid\" : \"f8e45ef9-9fd2-3331-bb1b-703d5dacdaf1\",\n \"path\" : \"\\/System\\/Library\\/Frameworks\\/CoreFoundation.framework\\/Versions\\/A\\/CoreFoundation\",\n \"name\" : \"CoreFoundation\",\n \"CFBundleVersion\" : \"1863\"\n },\n {\n \"source\" : \"P\",\n \"arch\" : \"x86_64\",\n \"base\" : 140703254372352,\n \"CFBundleShortVersionString\" : \"6.9\",\n \"CFBundleIdentifier\" : \"com.apple.AppKit\",\n \"size\" : 15265792,\n \"uuid\" : \"832ad371-d3b8-3061-b4e2-1c4e0cffce0b\",\n \"path\" : \"\\/System\\/Library\\/Frameworks\\/AppKit.framework\\/Versions\\/C\\/AppKit\",\n \"name\" : \"AppKit\",\n \"CFBundleVersion\" : \"2113.50.132\"\n }\n],\n \"sharedCache\" : {\n \"base\" : 140703206244352,\n \"size\" : 15220686848,\n \"uuid\" : \"398acfb4-57f6-31e0-bc82-e9959e5c92ce\"\n},\n \"vmSummary\" : \"ReadOnly portion of Libraries: Total=1.3G resident=0K(0%) swapped_out_or_unallocated=1.3G(100%)\\nWritable regions: Total=867.9M written=0K(0%) resident=0K(0%) swapped_out=0K(0%) unallocated=867.9M(100%)\\n\\n VIRTUAL REGION \\nREGION TYPE SIZE COUNT (non-coalesced) \\n=========== ======= ======= \\nAccelerate framework 384K 3 \\nActivity Tracing 256K 1 \\nCG backing stores 3840K 4 \\nCG image 84K 5 \\nColorSync 220K 25 \\nCoreAnimation 112K 8 \\nCoreGraphics 12K 2 \\nCoreUI image data 1040K 7 \\nFoundation 16K 1 \\nKernel Alloc Once 8K 1 \\nMALLOC 266.3M 198 \\nMALLOC guard page 32K 8 \\nMALLOC_LARGE (reserved) 256K 1 reserved VM address space (unallocated)\\nMALLOC_NANO (reserved) 384.0M 1 reserved VM address space (unallocated)\\nObjC additional data 15K 1 \\nOpenGL GLSL 256K 3 \\nSTACK GUARD 72K 18 \\nStack 20.1M 18 \\nVM_ALLOCATE 147.9M 271 \\nVM_ALLOCATE (reserved) 32.0M 1 reserved VM address space (unallocated)\\n__CTF 756 1 \\n__DATA 59.5M 415 \\n__DATA_CONST 15.3M 215 \\n__DATA_DIRTY 675K 119 \\n__FONT_DATA 4K 1 \\n__GLSLBUILTINS 5176K 1 \\n__LINKEDIT 727.5M 57 \\n__TEXT 618.5M 422 \\n__UNICODE 592K 1 \\ndyld private memory 1152K 3 \\nmapped file 167.3M 24 \\nshared memory 768K 15 \\n=========== ======= ======= \\nTOTAL 2.4G 1851 \\nTOTAL, minus reserved VM space 2.0G 1851 \\n\",\n \"legacyInfo\" : {\n \"threadTriggered\" : {\n \"queue\" : \"com.apple.main-thread\"\n }\n},\n \"trialInfo\" : {\n \"rollouts\" : [\n {\n \"rolloutId\" : \"6112e14f37f5d11121dcd519\",\n \"factorPackIds\" : {\n \"SIRI_TEXT_TO_SPEECH\" : \"62f3b99fd7b78f3a74434a79\"\n },\n \"deploymentId\" : 240000198\n },\n {\n \"rolloutId\" : \"60186475825c62000ccf5450\",\n \"factorPackIds\" : {\n\n },\n \"deploymentId\" : 240000025\n }\n ],\n \"experiments\" : [\n\n ]\n}\n}\n```\n", "Crash Blender on Mac\nOperating system:\nGraphics card:\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\n\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\nBlender 3.0 on Mac running Big Sur\n\nCreate a plane object Shift A then under the Particle Properties click the Plus icon the select Hair, instant Crash", "Crash on selecting particle hair\nOperating system: macOS Monterey version 12.0.1\nGraphics card: AMD Radeon R9 M370X 2 GB\n\nBroken: version 3.2.0 (3.2.0 2022-03-23)\n\nBlender crashes when I select an object, select particle properties, click on \"Add particle system\" and click on \"hair\"\n\nAfter adding a new particle system in particle properties, click on \"hair\"\n\n{[F12941331](Schermata_2022-03-23_alle_16.33.27.png), size=full}\n\n[crash particle hair.blend](crash_particle_hair.blend)\n\nThank you!\n", "Crash when selecting Hair Type in Particle System, macOS\nOperating system: Mac OSX 11.1 Big Sur\nGraphics card: AMD FirePro [D500](D500) 3GB (Dual)\n\nBroken: 2.92.0\nWorked: 2.7\n\nWhenever you add a particle system to an object and change the type to Hair, Blender crashes immediately.\n\nOpen blank Blender project, select the cube, click on the particles tab, add a new particle system, select \"Hair\".", "Crash when you select Hair Type in Particle System on macOS\nOperating system: mac os monterey 12.1\nGraphics card: AMD Radeon R9 M390 2 GB\n\n3.2 GHz Quad-Core Intel Core i5\niMac \n\nBroken: (3.2.0, and 3.2.2 )\n\nCrash when you select Hair Type in Particle System on macOS\n\n\nadd a cube\nadd a particle system\nchange to hair type\nCrashed \n____________________________\n\nI tried change to path then render a frame those steps , but also crashed \n\n\nPlease Help.\n\n", "Particle Hair Crash in Mac Pro 2013\nOperating system: macOS-11.5-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon HD - FirePro [D500](D500) OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.6.20\n\nBroken: version: 2.93.2 Release Candidate\n\nParticle system crash click in hair button\n\nParticle system crash click in hair button\n\n[Blender quit unexpectedly.txt](Blender_quit_unexpectedly.txt)\n\n[Hair.blend](Hair.blend)", "Crash when creating particle \"hairs\" in object mode in macOS version of Blender\nOperating system: macOS-10.15.5-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon HD - FirePro [D300](D300) OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.9.15\n\nBroken: version: 3.2.1\n\nBlender crashes when creating particle \"hairs\" in object mode in macOS version of Blender\n\n\n* Open blender (macOS version)\n\n* Check that you are in \"object mode\"\n* Press \"Particle Properties\"\n* Press \"+\" button, Add Particle System Slot.\n* Press \"Hair\" button\n\nIf this procedure is performed in edit mode, the crash does not occur when the \"hair\" button is pressed, but it does occur when switching to object mode.\n\nBased on the default startup. Or it can occur in any project file.\n\nIt seems that MacOS users have had this problem for some time.\n1472158076778295299\n\n![Screen Shot 2022-07-18 at 7.33.45 copy.png](Screen_Shot_2022-07-18_at_7.33.45_copy.png)\nPressing the \"Hair\" button on this screen will cause a crash.\n\nThank you!!\n\n\n\n\n", "Crash when selecting Hair under particle properties.\nOperating system: macOS-10.15.7-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon R9 M380 OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.10.21\n\nBroken: version: 2.93.0\nWorked: Don't Know (new user)\n\nWhen selecting particle properties and hair blender crashes.\n\nStart new project. Select cube. Go to particle properties. Select the plus button. Select hair.\n\n", "Crash with use hair particles\nModel: MacPro6,1, BootROM 430.120.6.0.0, 12 processors, 12-Core Intel Xeon E5, 2,7 GHz, 64 GB, SMC 2.20f18\nRam: 64GB\nGraphics: AMD FirePro [D500](D500), AMD FirePro [D500](D500), PCIe, 3 GB\nGraphics: AMD FirePro [D500](D500), AMD FirePro [D500](D500), PCIe, 3 GB\nDisplay: LG HDR 4K, 3840 x 2160 (2160p/4K UHD 1 - Ultra High Definition)\n\nBroken: version: 3.1.2\n\nClosed hen use hair particle\n\nStarting particles and click hair.\nThanks.\n\nTranslated Report (Full Report Below)\n-------------------------------------\n```lines=40\nProcess: Blender [1620]\nPath: /Applications/Blender.app/Contents/MacOS/Blender\nIdentifier: org.blenderfoundation.blender\nVersion: 3.1.2 (3.1.2 2022-04-01)\nCode Type: X86-64 (Native)\nParent Process: launchd [1]\nUser ID: 501\n\nDate/Time: 2022-06-07 20:35:47.5702 +0200\nOS Version: macOS 12.4 (21F79)\nReport Version: 12\nAnonymous UUID: 2D016CFD-6DB1-C6F4-705C-18A4A9BD9448\n\n\nTime Awake Since Boot: 2100 seconds\n\nSystem Integrity Protection: enabled\n\nCrashed Thread: 0 Dispatch queue: com.apple.main-thread\n\nException Type: EXC_ARITHMETIC (SIGFPE)\nException Codes: 0x0000000000000001, 0x0000000000000000\nException Note: EXC_CORPSE_NOTIFY\n\nTermination Reason: Namespace SIGNAL, Code 8 Floating point exception: 8\nTerminating Process: exc handler [1620]\n\nThread 0 Crashed:: Dispatch queue: com.apple.main-thread\n0 AMDRadeonX4000GLDriver \t 0x12538cc60 glrUpdateTexture + 1199\n1 libGPUSupportMercury.dylib \t 0x7ff918200ae5 gpusLoadCurrentTextures + 638\n2 AMDRadeonX4000GLDriver \t 0x12535c764 gldUpdateDispatch + 243\n3 GLEngine \t 0x7ffa20d73529 gleDoDrawDispatchCoreGL3 + 673\n4 GLEngine \t 0x7ffa20d46043 glDrawElementsInstancedBaseVertex_ACC_GL3Exec + 290\n5 libGL.dylib \t 0x7ffa20c7b3cf glDrawElementsInstancedBaseVertex + 45\n6 Blender \t 0x10b1bec76 draw_call_single_do + 470\n7 Blender \t 0x10b1be2c8 drw_draw_pass_ex + 1384\n8 Blender \t 0x10b1bdd4f DRW_draw_pass + 31\n9 Blender \t 0x10b1eecea workbench_draw_sample + 330\n10 Blender \t 0x10b1eeebe workbench_draw_scene + 94\n11 Blender \t 0x10b1b33b9 drw_engines_draw_scene + 185\n12 Blender \t 0x10b1b26b1 DRW_draw_render_loop_ex + 1441\n13 Blender \t 0x10bcefb5a view3d_main_region_draw + 138\n14 Blender \t 0x10b5b15b1 ED_region_do_draw + 337\n15 Blender \t 0x10b0352ed wm_draw_update + 1757\n16 Blender \t 0x10b032810 WM_main + 48\n17 Blender \t 0x10aa8df89 main + 873\n18 dyld \t 0x120cf751e start + 462\n\nThread 1:\n0 libsystem_kernel.dylib \t 0x7ff807c3c9b6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff807ac27ce _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff807ac2c9d _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x112e09c1f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 Blender \t 0x112e086ae void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff807c794e1 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff807c74f6b thread_start + 15\n\nThread 2:\n0 libsystem_kernel.dylib \t 0x7ff807c3c9b6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff807ac27ce _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff807ac2c9d _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x112e09c1f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 Blender \t 0x112e086ae void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff807c794e1 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff807c74f6b thread_start + 15\n\nThread 3:\n0 libsystem_kernel.dylib \t 0x7ff807c3c9b6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff807ac27ce _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff807ac2c9d _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x112e09c1f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 Blender \t 0x112e086ae void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff807c794e1 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff807c74f6b thread_start + 15\n\nThread 4:\n0 libsystem_kernel.dylib \t 0x7ff807c3c9b6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff807ac27ce _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff807ac2c9d _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x112e09c1f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 Blender \t 0x112e086ae void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff807c794e1 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff807c74f6b thread_start + 15\n\nThread 5:\n0 libsystem_kernel.dylib \t 0x7ff807c3c9b6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff807ac27ce _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff807ac2c9d _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x112e09c1f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 Blender \t 0x112e086ae void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff807c794e1 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff807c74f6b thread_start + 15\n\nThread 6:\n0 libsystem_kernel.dylib \t 0x7ff807c3c9b6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff807ac27ce _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff807ac2c9d _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x112e09c1f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 Blender \t 0x112e086ae void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff807c794e1 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff807c74f6b thread_start + 15\n\nThread 7:\n0 libsystem_kernel.dylib \t 0x7ff807c3c9b6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff807ac27ce _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff807ac2c9d _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x112e09c1f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 Blender \t 0x112e086ae void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff807c794e1 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff807c74f6b thread_start + 15\n\nThread 8:\n0 libsystem_kernel.dylib \t 0x7ff807c3c9b6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff807ac27ce _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff807ac2c9d _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x112e09c1f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 Blender \t 0x112e086ae void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff807c794e1 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff807c74f6b thread_start + 15\n\nThread 9:\n0 libsystem_kernel.dylib \t 0x7ff807c3c9b6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff807ac27ce _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff807ac2c9d _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x112e09c1f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 Blender \t 0x112e086ae void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff807c794e1 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff807c74f6b thread_start + 15\n\nThread 10:\n0 libsystem_kernel.dylib \t 0x7ff807c3c9b6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff807ac27ce _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff807ac2c9d _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x112e09c1f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 Blender \t 0x112e086ae void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff807c794e1 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff807c74f6b thread_start + 15\n\nThread 11:\n0 libsystem_kernel.dylib \t 0x7ff807c3c9b6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff807ac27ce _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff807ac2c9d _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x112e09c1f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 Blender \t 0x112e086ae void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff807c794e1 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff807c74f6b thread_start + 15\n\nThread 12:\n0 libsystem_kernel.dylib \t 0x7ff807c3c9b6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff807ac27ce _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff807ac2c9d _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x112e09c1f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 Blender \t 0x112e086ae void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff807c794e1 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff807c74f6b thread_start + 15\n\nThread 13:\n0 libsystem_kernel.dylib \t 0x7ff807c3c9b6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff807ac27ce _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff807ac2c9d _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x112e09c1f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 Blender \t 0x112e086ae void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff807c794e1 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff807c74f6b thread_start + 15\n\nThread 14:\n0 libsystem_kernel.dylib \t 0x7ff807c3c9b6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff807ac27ce _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff807ac2c9d _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x112e09c1f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 Blender \t 0x112e086ae void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff807c794e1 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff807c74f6b thread_start + 15\n\nThread 15:\n0 libsystem_kernel.dylib \t 0x7ff807c3c9b6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff807ac27ce _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff807ac2c9d _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x112e09c1f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 Blender \t 0x112e086ae void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff807c794e1 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff807c74f6b thread_start + 15\n\nThread 16:\n0 libsystem_kernel.dylib \t 0x7ff807c3c9b6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff807ac27ce _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff807ac2c9d _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x112e09c1f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 Blender \t 0x112e086ae void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff807c794e1 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff807c74f6b thread_start + 15\n\nThread 17:\n0 libsystem_kernel.dylib \t 0x7ff807c3c9b6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff807ac27ce _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff807ac2c9d _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x112e09c1f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 Blender \t 0x112e086ae void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff807c794e1 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff807c74f6b thread_start + 15\n\nThread 18:\n0 libsystem_kernel.dylib \t 0x7ff807c3c9b6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff807ac27ce _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff807ac2c9d _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x112e09c1f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 Blender \t 0x112e086ae void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff807c794e1 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff807c74f6b thread_start + 15\n\nThread 19:\n0 libsystem_kernel.dylib \t 0x7ff807c3c9b6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff807ac27ce _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff807ac2c9d _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x112e09c1f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 Blender \t 0x112e086ae void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff807c794e1 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff807c74f6b thread_start + 15\n\nThread 20:\n0 libsystem_kernel.dylib \t 0x7ff807c3c9b6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff807ac27ce _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff807ac2c9d _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x112e09c1f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 Blender \t 0x112e086ae void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff807c794e1 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff807c74f6b thread_start + 15\n\nThread 21:\n0 libsystem_kernel.dylib \t 0x7ff807c3c9b6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff807ac27ce _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff807ac2c9d _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x112e09c1f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 Blender \t 0x112e086ae void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff807c794e1 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff807c74f6b thread_start + 15\n\nThread 22:\n0 libsystem_kernel.dylib \t 0x7ff807c3c9b6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff807ac27ce _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff807ac2c9d _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x112e09c1f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 Blender \t 0x112e086ae void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff807c794e1 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff807c74f6b thread_start + 15\n\nThread 23:\n0 libsystem_kernel.dylib \t 0x7ff807c3c9b6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff807ac27ce _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff807ac2c9d _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x112e09c1f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 Blender \t 0x112e086ae void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff807c794e1 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff807c74f6b thread_start + 15\n\nThread 24:\n0 libsystem_kernel.dylib \t 0x7ff807c3c9b6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff807ac27ce _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff807ac2c9d _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x112e09c1f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 Blender \t 0x112e086ae void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff807c794e1 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff807c74f6b thread_start + 15\n\nThread 25:: AMCP Logging Spool\n0 libsystem_kernel.dylib \t 0x7ff807c3c9b6 semaphore_wait_trap + 10\n1 caulk \t 0x7ff810bdd2e6 caulk::mach::semaphore::wait_or_error() + 16\n2 caulk \t 0x7ff810bc5148 caulk::concurrent::details::worker_thread::run() + 36\n3 caulk \t 0x7ff810bc4e0c void* caulk::thread_proxy<std::__1::tuple<caulk::thread::attributes, void (caulk::concurrent::details::worker_thread::*)(), std::__1::tuple<caulk::concurrent::details::worker_thread*> > >(void*) + 41\n4 libsystem_pthread.dylib \t 0x7ff807c794e1 _pthread_start + 125\n5 libsystem_pthread.dylib \t 0x7ff807c74f6b thread_start + 15\n\nThread 26:: com.apple.audio.IOThread.client\n0 libsystem_kernel.dylib \t 0x7ff807c3c97a mach_msg_trap + 10\n1 libsystem_kernel.dylib \t 0x7ff807c3cce8 mach_msg + 56\n2 CoreAudio \t 0x7ff8097fac87 HALB_MachPort::SendSimpleMessageWithSimpleReply(unsigned int, unsigned int, int, int&, bool, unsigned int) + 111\n3 CoreAudio \t 0x7ff809685d6b HALC_ProxyIOContext::IOWorkLoop() + 3909\n4 CoreAudio \t 0x7ff80968485d invocation function for block in HALC_ProxyIOContext::HALC_ProxyIOContext(unsigned int, unsigned int) + 63\n5 CoreAudio \t 0x7ff809850696 HALB_IOThread::Entry(void*) + 72\n6 libsystem_pthread.dylib \t 0x7ff807c794e1 _pthread_start + 125\n7 libsystem_pthread.dylib \t 0x7ff807c74f6b thread_start + 15\n\nThread 27:\n0 libsystem_kernel.dylib \t 0x7ff807c3c9b6 semaphore_wait_trap + 10\n1 Blender \t 0x10b0290e8 tbb::internal::rml::private_worker::run() + 344\n2 Blender \t 0x10b028f89 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff807c794e1 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff807c74f6b thread_start + 15\n\nThread 28:\n0 libsystem_kernel.dylib \t 0x7ff807c3c9b6 semaphore_wait_trap + 10\n1 Blender \t 0x10b0290e8 tbb::internal::rml::private_worker::run() + 344\n2 Blender \t 0x10b028f89 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff807c794e1 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff807c74f6b thread_start + 15\n\nThread 29:\n0 libsystem_kernel.dylib \t 0x7ff807c3c9b6 semaphore_wait_trap + 10\n1 Blender \t 0x10b0290e8 tbb::internal::rml::private_worker::run() + 344\n2 Blender \t 0x10b028f89 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff807c794e1 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff807c74f6b thread_start + 15\n\nThread 30:\n0 libsystem_kernel.dylib \t 0x7ff807c3c9b6 semaphore_wait_trap + 10\n1 Blender \t 0x10b0290e8 tbb::internal::rml::private_worker::run() + 344\n2 Blender \t 0x10b028f89 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff807c794e1 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff807c74f6b thread_start + 15\n\nThread 31:\n0 libsystem_kernel.dylib \t 0x7ff807c3c9b6 semaphore_wait_trap + 10\n1 Blender \t 0x10b0290e8 tbb::internal::rml::private_worker::run() + 344\n2 Blender \t 0x10b028f89 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff807c794e1 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff807c74f6b thread_start + 15\n\nThread 32:\n0 libsystem_kernel.dylib \t 0x7ff807c3c9b6 semaphore_wait_trap + 10\n1 Blender \t 0x10b0290e8 tbb::internal::rml::private_worker::run() + 344\n2 Blender \t 0x10b028f89 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff807c794e1 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff807c74f6b thread_start + 15\n\nThread 33:\n0 libsystem_kernel.dylib \t 0x7ff807c3c9b6 semaphore_wait_trap + 10\n1 Blender \t 0x10b0290e8 tbb::internal::rml::private_worker::run() + 344\n2 Blender \t 0x10b028f89 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff807c794e1 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff807c74f6b thread_start + 15\n\nThread 34:\n0 libsystem_kernel.dylib \t 0x7ff807c3c9b6 semaphore_wait_trap + 10\n1 Blender \t 0x10b0290e8 tbb::internal::rml::private_worker::run() + 344\n2 Blender \t 0x10b028f89 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff807c794e1 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff807c74f6b thread_start + 15\n\nThread 35:\n0 libsystem_kernel.dylib \t 0x7ff807c3c9b6 semaphore_wait_trap + 10\n1 Blender \t 0x10b0290e8 tbb::internal::rml::private_worker::run() + 344\n2 Blender \t 0x10b028f89 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff807c794e1 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff807c74f6b thread_start + 15\n\nThread 36:\n0 libsystem_kernel.dylib \t 0x7ff807c3c9b6 semaphore_wait_trap + 10\n1 Blender \t 0x10b0290e8 tbb::internal::rml::private_worker::run() + 344\n2 Blender \t 0x10b028f89 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff807c794e1 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff807c74f6b thread_start + 15\n\nThread 37:\n0 libsystem_kernel.dylib \t 0x7ff807c3c9b6 semaphore_wait_trap + 10\n1 Blender \t 0x10b0290e8 tbb::internal::rml::private_worker::run() + 344\n2 Blender \t 0x10b028f89 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff807c794e1 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff807c74f6b thread_start + 15\n\nThread 38:\n0 libsystem_kernel.dylib \t 0x7ff807c3c9b6 semaphore_wait_trap + 10\n1 Blender \t 0x10b0290e8 tbb::internal::rml::private_worker::run() + 344\n2 Blender \t 0x10b028f89 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff807c794e1 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff807c74f6b thread_start + 15\n\nThread 39:\n0 libsystem_kernel.dylib \t 0x7ff807c3c9b6 semaphore_wait_trap + 10\n1 Blender \t 0x10b0290e8 tbb::internal::rml::private_worker::run() + 344\n2 Blender \t 0x10b028f89 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff807c794e1 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff807c74f6b thread_start + 15\n\nThread 40:\n0 libsystem_kernel.dylib \t 0x7ff807c3c9b6 semaphore_wait_trap + 10\n1 Blender \t 0x10b0290e8 tbb::internal::rml::private_worker::run() + 344\n2 Blender \t 0x10b028f89 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff807c794e1 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff807c74f6b thread_start + 15\n\nThread 41:\n0 libsystem_kernel.dylib \t 0x7ff807c3c9b6 semaphore_wait_trap + 10\n1 Blender \t 0x10b0290e8 tbb::internal::rml::private_worker::run() + 344\n2 Blender \t 0x10b028f89 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff807c794e1 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff807c74f6b thread_start + 15\n\nThread 42:\n0 libsystem_kernel.dylib \t 0x7ff807c3c9b6 semaphore_wait_trap + 10\n1 Blender \t 0x10b0290e8 tbb::internal::rml::private_worker::run() + 344\n2 Blender \t 0x10b028f89 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff807c794e1 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff807c74f6b thread_start + 15\n\nThread 43:\n0 libsystem_kernel.dylib \t 0x7ff807c3c9b6 semaphore_wait_trap + 10\n1 Blender \t 0x10b0290e8 tbb::internal::rml::private_worker::run() + 344\n2 Blender \t 0x10b028f89 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff807c794e1 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff807c74f6b thread_start + 15\n\nThread 44:\n0 libsystem_kernel.dylib \t 0x7ff807c3c9b6 semaphore_wait_trap + 10\n1 Blender \t 0x10b0290e8 tbb::internal::rml::private_worker::run() + 344\n2 Blender \t 0x10b028f89 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff807c794e1 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff807c74f6b thread_start + 15\n\nThread 45:\n0 libsystem_kernel.dylib \t 0x7ff807c3c9b6 semaphore_wait_trap + 10\n1 Blender \t 0x10b0290e8 tbb::internal::rml::private_worker::run() + 344\n2 Blender \t 0x10b028f89 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff807c794e1 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff807c74f6b thread_start + 15\n\nThread 46:\n0 libsystem_kernel.dylib \t 0x7ff807c3c9b6 semaphore_wait_trap + 10\n1 Blender \t 0x10b0290e8 tbb::internal::rml::private_worker::run() + 344\n2 Blender \t 0x10b028f89 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff807c794e1 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff807c74f6b thread_start + 15\n\nThread 47:\n0 libsystem_kernel.dylib \t 0x7ff807c3c9b6 semaphore_wait_trap + 10\n1 Blender \t 0x10b0290e8 tbb::internal::rml::private_worker::run() + 344\n2 Blender \t 0x10b028f89 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff807c794e1 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff807c74f6b thread_start + 15\n\nThread 48:\n0 libsystem_kernel.dylib \t 0x7ff807c3c9b6 semaphore_wait_trap + 10\n1 Blender \t 0x10b0290e8 tbb::internal::rml::private_worker::run() + 344\n2 Blender \t 0x10b028f89 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff807c794e1 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff807c74f6b thread_start + 15\n\nThread 49:\n0 libsystem_kernel.dylib \t 0x7ff807c3c9b6 semaphore_wait_trap + 10\n1 Blender \t 0x10b0290e8 tbb::internal::rml::private_worker::run() + 344\n2 Blender \t 0x10b028f89 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff807c794e1 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff807c74f6b thread_start + 15\n\nThread 50:: com.apple.NSEventThread\n0 libsystem_kernel.dylib \t 0x7ff807c3c97a mach_msg_trap + 10\n1 libsystem_kernel.dylib \t 0x7ff807c3cce8 mach_msg + 56\n2 CoreFoundation \t 0x7ff807d3f540 __CFRunLoopServiceMachPort + 319\n3 CoreFoundation \t 0x7ff807d3dbd0 __CFRunLoopRun + 1276\n4 CoreFoundation \t 0x7ff807d3d014 CFRunLoopRunSpecific + 562\n5 AppKit \t 0x7ff80a820c1e _NSEventThread + 132\n6 libsystem_pthread.dylib \t 0x7ff807c794e1 _pthread_start + 125\n7 libsystem_pthread.dylib \t 0x7ff807c74f6b thread_start + 15\n\nThread 51:\n0 libsystem_pthread.dylib \t 0x7ff807c74f48 start_wqthread + 0\n\nThread 52:\n0 libsystem_pthread.dylib \t 0x7ff807c74f48 start_wqthread + 0\n\nThread 53:\n0 libsystem_pthread.dylib \t 0x7ff807c74f48 start_wqthread + 0\n\nThread 54:\n0 libsystem_pthread.dylib \t 0x7ff807c74f48 start_wqthread + 0\n\n\nThread 0 crashed with X86 Thread State (64-bit):\n rax: 0x000000000000fa00 rbx: 0x000060000237d4e0 rcx: 0x0000000000000000 rdx: 0x0000000000000000\n rdi: 0x00007fa46d2bd400 rsi: 0x0000000000000000 rbp: 0x00007ff7b55efc80 rsp: 0x00007ff7b55efc50\n r8: 0x0000000000000000 r9: 0x000000000000008f r10: 0x00007fa46d2bd448 r11: 0x0000000000000010\n r12: 0x000000000000000f r13: 0x00007fa45b8134b0 r14: 0x00007fa46d2bd400 r15: 0x00006000032dd5e0\n rip: 0x000000012538cc60 rfl: 0x0000000000010246 cr2: 0x000000014ab85000\n \nLogical CPU: 2\nError Code: 0x00000000 \nTrap Number: 0\n\nThread 0 instruction stream:\n 00 00 09 fa c1 e6 13 09-d6 09 de 09 ce 31 c0 41 .............1.A\n 89 45 48 45 89 45 4c 41-89 45 50 41 89 75 54 0f .EHE.ELA.EPA.uT.\n 57 c0 41 0f 11 45 58 4d-85 ff 74 5c 49 8b 47 10 W.A..EXM..t\\I.G.\n 48 85 c0 74 53 48 8b 18-48 85 db 74 4b 66 41 83 H..tSH..H..tKfA.\n be 9c 01 00 00 00 49 8b-07 48 8b 40 10 41 8b 4d [email protected]\n 4c 78 10 89 ce c1 ee 10-81 e6 ff 3f 00 00 31 d2 Lx.........?..1.\n [48]f7 f6 41 89 45 50 49-8b 47 10 48 8b 40 20 41 H..A.EPI.G.H.@ A\t<==\n 89 45 48 48 c1 e8 20 0f-b7 c0 81 e1 00 00 ff ff .EHH.. .........\n 09 c1 41 89 4d 4c eb 0a-41 c7 45 50 00 00 00 00 ..A.ML..A.EP....\n 31 db 49 8b 7d 18 48 39-fb 74 3b 48 85 ff 74 15 1.I.}.H9.t;H..t.\n 4d 8d 7d 18 e8 1f 39 09-00 0f 57 c0 41 0f 11 47 M.}...9...W.A..G\n 10 41 0f 11 07 48 85 db-74 1c 48 89 df e8 0c 39 .A...H..t.H....9\n\nBinary Images:\n 0x12535a000 - 0x125471fff com.apple.AMDRadeonX4000GLDriver (4.8.54) <9a48f06c-82b0-3bdd-8f5d-69d94098e1b0> /System/Library/Extensions/AMDRadeonX4000GLDriver.bundle/Contents/MacOS/AMDRadeonX4000GLDriver\n 0x7ff9181f9000 - 0x7ff918203fff libGPUSupportMercury.dylib (*) <5fcec882-890c-3c7a-a3dd-6e82f716199a> /System/Library/PrivateFrameworks/GPUSupport.framework/Versions/A/Libraries/libGPUSupportMercury.dylib\n 0x7ffa20c80000 - 0x7ffa20e09fff GLEngine (*) <a72561b7-7972-305a-8f85-0366b47b7a8f> /System/Library/Frameworks/OpenGL.framework/Versions/A/Resources/GLEngine.bundle/GLEngine\n 0x7ffa20c75000 - 0x7ffa20c7ffff libGL.dylib (*) <7a5491db-1b13-37bf-a174-112d53bf9031> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGL.dylib\n 0x10a90f000 - 0x11725afff org.blenderfoundation.blender (3.1.2) <886d906a-93f0-3952-a46f-144e5205f719> /Applications/Blender.app/Contents/MacOS/Blender\n 0x120cf2000 - 0x120d5dfff dyld (*) <b70ce1ec-b902-3852-8268-05de00bfa8d5> /usr/lib/dyld\n 0x7ff807c3b000 - 0x7ff807c72fff libsystem_kernel.dylib (*) <61711d11-e776-3bc3-b9a2-6f9f37cb8499> /usr/lib/system/libsystem_kernel.dylib\n 0x7ff807abf000 - 0x7ff807b05fff libdispatch.dylib (*) <534511b9-b3b0-33a7-b1ea-402595d28bda> /usr/lib/system/libdispatch.dylib\n 0x7ff807c73000 - 0x7ff807c7efff libsystem_pthread.dylib (*) <bc574849-1aae-31e7-b350-916dda999d97> /usr/lib/system/libsystem_pthread.dylib\n 0x7ff810bc3000 - 0x7ff810be4fff com.apple.audio.caulk (1.0) <42fecc51-73d2-3b5c-b109-208f4cb4c3cd> /System/Library/PrivateFrameworks/caulk.framework/Versions/A/caulk\n 0x7ff8094cc000 - 0x7ff809c00fff com.apple.audio.CoreAudio (5.0) <1621fd80-991f-3b5f-97f3-dbbb21bdeba3> /System/Library/Frameworks/CoreAudio.framework/Versions/A/CoreAudio\n 0x7ff807cc0000 - 0x7ff8081c0fff com.apple.CoreFoundation (6.9) <9c8908f2-e5e0-35b7-9f41-fdf8d7476d8b> /System/Library/Frameworks/CoreFoundation.framework/Versions/A/CoreFoundation\n 0x7ff80a674000 - 0x7ff80b502fff com.apple.AppKit (6.9) <832ad371-d3b8-3061-b4e2-1c4e0cffce0b> /System/Library/Frameworks/AppKit.framework/Versions/C/AppKit\n\nExternal Modification Summary:\n Calls made by other processes targeting this process:\n task_for_pid: 0\n thread_create: 0\n thread_set_state: 0\n Calls made by this process:\n task_for_pid: 0\n thread_create: 0\n thread_set_state: 0\n Calls made by all processes on this machine:\n task_for_pid: 0\n thread_create: 0\n thread_set_state: 0\n\nVM Region Summary:\nReadOnly portion of Libraries: Total=1.1G resident=0K(0%) swapped_out_or_unallocated=1.1G(100%)\nWritable regions: Total=1.9G written=0K(0%) resident=0K(0%) swapped_out=0K(0%) unallocated=1.9G(100%)\n\n VIRTUAL REGION \nREGION TYPE SIZE COUNT (non-coalesced) \n=========== ======= ======= \nAccelerate framework 256K 2 \nActivity Tracing 256K 1 \nCG backing stores 2880K 4 \nCG image 112K 9 \nColorSync 220K 25 \nCoreAnimation 92K 7 \nCoreGraphics 12K 2 \nCoreUI image data 1188K 8 \nFoundation 16K 1 \nKernel Alloc Once 8K 1 \nMALLOC 711.5M 99 \nMALLOC guard page 48K 10 \nMALLOC_MEDIUM (reserved) 912.0M 8 reserved VM address space (unallocated)\nMALLOC_NANO (reserved) 128.0M 1 reserved VM address space (unallocated)\nOpenGL GLSL 256K 3 \nSTACK GUARD 220K 55 \nStack 108.9M 55 \nVM_ALLOCATE 36.7M 202 \n__CTF 756 1 \n__DATA 99.0M 339 \n__DATA_CONST 12.7M 193 \n__DATA_DIRTY 546K 103 \n__FONT_DATA 4K 1 \n__GLSLBUILTINS 5176K 1 \n__LINKEDIT 708.1M 16 \n__OBJC_RO 82.7M 1 \n__OBJC_RW 3200K 2 \n__TEXT 446.8M 354 \n__UNICODE 592K 1 \ndyld private memory 1152K 3 \nmapped file 174.7M 25 \nshared memory 764K 15 \n=========== ======= ======= \nTOTAL 3.4G 1548 \nTOTAL, minus reserved VM space 2.3G 1548 \n\n\n\n-----------\nFull Report\n-----------\n\n{\"app_name\":\"Blender\",\"timestamp\":\"2022-06-07 20:35:47.00 +0200\",\"app_version\":\"3.1.2\",\"slice_uuid\":\"886d906a-93f0-3952-a46f-144e5205f719\",\"build_version\":\"3.1.2 2022-04-01\",\"platform\":1,\"bundleID\":\"org.blenderfoundation.blender\",\"share_with_app_devs\":0,\"is_first_party\":0,\"bug_type\":\"309\",\"os_version\":\"macOS 12.4 (21F79)\",\"incident_id\":\"1087E3B9-0316-48BE-A31F-783AE5D783CD\",\"name\":\"Blender\"}\n{\n \"uptime\" : 2100,\n \"procLaunch\" : \"2022-06-07 20:33:49.3887 +0200\",\n \"procRole\" : \"Foreground\",\n \"version\" : 2,\n \"userID\" : 501,\n \"deployVersion\" : 210,\n \"modelCode\" : \"MacPro6,1\",\n \"procStartAbsTime\" : 2027356948817,\n \"coalitionID\" : 754,\n \"osVersion\" : {\n \"train\" : \"macOS 12.4\",\n \"build\" : \"21F79\",\n \"releaseType\" : \"User\"\n },\n \"captureTime\" : \"2022-06-07 20:35:47.5702 +0200\",\n \"incident\" : \"1087E3B9-0316-48BE-A31F-783AE5D783CD\",\n \"bug_type\" : \"309\",\n \"pid\" : 1620,\n \"procExitAbsTime\" : 2145541609291,\n \"cpuType\" : \"X86-64\",\n \"procName\" : \"Blender\",\n \"procPath\" : \"\\/Applications\\/Blender.app\\/Contents\\/MacOS\\/Blender\",\n \"bundleInfo\" : {\"CFBundleShortVersionString\":\"3.1.2\",\"CFBundleVersion\":\"3.1.2 2022-04-01\",\"CFBundleIdentifier\":\"org.blenderfoundation.blender\"},\n \"storeInfo\" : {\"deviceIdentifierForVendor\":\"C7A317E0-1FDC-5D18-AF8A-654C6B2B54E5\",\"thirdParty\":true},\n \"parentProc\" : \"launchd\",\n \"parentPid\" : 1,\n \"coalitionName\" : \"org.blenderfoundation.blender\",\n \"crashReporterKey\" : \"2D016CFD-6DB1-C6F4-705C-18A4A9BD9448\",\n \"sip\" : \"enabled\",\n \"isCorpse\" : 1,\n \"exception\" : {\"codes\":\"0x0000000000000001, 0x0000000000000000\",\"rawCodes\":[1,0],\"type\":\"EXC_ARITHMETIC\",\"signal\":\"SIGFPE\"},\n \"termination\" : {\"flags\":0,\"code\":8,\"namespace\":\"SIGNAL\",\"indicator\":\"Floating point exception: 8\",\"byProc\":\"exc handler\",\"byPid\":1620},\n \"extMods\" : {\"caller\":{\"thread_create\":0,\"thread_set_state\":0,\"task_for_pid\":0},\"system\":{\"thread_create\":0,\"thread_set_state\":0,\"task_for_pid\":0},\"targeted\":{\"thread_create\":0,\"thread_set_state\":0,\"task_for_pid\":0},\"warnings\":0},\n \"faultingThread\" : 0,\n \"threads\" : 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Module: DIMM3, 16 GB, DDR3 ECC, 1866 MHz, 0x802C, 0x33364A534632473732505A2D314739453120\nMemory Module: DIMM4, 16 GB, DDR3 ECC, 1866 MHz, 0x802C, 0x33364A534632473732505A2D314739453120\nAirPort: spairport_wireless_card_type_wifi (0x14E4, 0x135), Broadcom BCM43xx 1.0 (7.77.111.1 AirPortDriverBrcmNIC-1710.3)\nAirPort: \nBluetooth: Version (null), 0 services, 0 devices, 0 incoming serial ports\nNetwork Service: Ethernet 1, Ethernet, en0\nNetwork Service: Wi-Fi, AirPort, en2\nPCI Card: AMD FirePro D500, Display Controller, Slot-1\nPCI Card: AMD FirePro D500, Display Controller, Slot-2\nSerial ATA Device: APPLE SSD SM0512F, 500,28 GB\nUSB Device: USB30Bus\nUSB Device: USB Keyboard\nUSB Device: GXT 101 Gaming Mouse\nUSB Device: USB20Bus\nUSB Device: hub_device\nUSB Device: BRCM20702 Hub\nUSB Device: Bluetooth USB Host Controller\nThunderbolt Bus: Mac Pro, Apple Inc., 19.2\nThunderbolt Bus: Mac Pro, Apple Inc., 19.2\nThunderbolt Bus: Mac Pro, Apple Inc., 19.2\n```\n\n", "Crash when you select Hair Type in Particle System on macOS\nOperating system: macOS 12.0.1\nGraphics card: AMD FirePro D 500 3GB (Mac Pro 2013)\n\nBroken: 2.93.5, 3.0.0\nWorked: 2.83.14\n\nWhen you select Hair Type in Particle System, Blender crashed immediately.\n\n\n - Load Factory Settings.\n - Select the Cube in the viewport and Add a Particle System.\n # Change to Hair Type and Blender crashes immediately.\n\nThis is duplicate of T75832 for later versions of Blender like 2.92.0, 2.93.5 and 3.0.0.\n\n@calutron has reported the following workaround for 2.93.5, which also works for 3.0.0:\n\n> # On default cube make new particle system.\n> # Set emission to 0.\n> # Now change it to Hair mode\n> # Change Viewport Display from \"Rendered\" to \"Path\"\n> # Change emission to any number\n> # Render one frame\n> # Change viewport display back Rendered. Done. You should be able to now add hair to any object without it crashing. You only need to do this once per session.\n", "Hair Particle System Crashes Blender\nOperating system: macOS-11.4-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon R‎9 M370X OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.5.14\n\nBroken: version: 3.0.0 Alpha\nWorked: version: 2.90.1\n\nWhen setting up a particle system, switching to \"Hair\" crashes Blender. I suspect it has to do with macOS not liking Blender drawing the hair. I don't seem to be able to get much info from the terminal or logs.\n\n- Take a mesh, add a particle system\n- Set particle system to \"Hair\"\n- Crash!\n\nEdit: I've discovered it's rendering as \"Path\" that crashes Blender.\n\n", "MAC OSX — blender crash with particle/hair\nModel: iMac18,3, BootROM 428.0.0.0.0, 4 processors, Intel Core i7, 4,2 GHz, 32 GB, SMC 2.41f1\nGraphics: kHW_AMDRadeonPro580Item, Radeon Pro 580, spdisplays_pcie_device, 8 GB\n\nProcess: Blender [492]\nPath: /Applications/Blender.app/Contents/MacOS/Blender\nIdentifier: org.blenderfoundation.blender\nVersion: 3.3.0 (3.3.0 2022-09-07)\nCode Type: X86-64 (Native)\nParent Process: ??? [1]\nResponsible: Blender [492]\n\nDate/Time: 2022-10-27 15:20:08.324 +0200\nOS Version: Mac OS X 10.14.6 (18G6020)\nReport Version: 12\nAnonymous UUID: 86C99F73-8627-02C8-BBD7-20669201C240\n\n\nTime Awake Since Boot: 2500 seconds\n\nSystem Integrity Protection: disabled\n\nCrashed Thread: 0 Dispatch queue: com.apple.main-thread\n\nException Type: EXC_CRASH (SIGABRT)\nException Codes: 0x0000000000000000, 0x0000000000000000\nException Note: EXC_CORPSE_NOTIFY\n\nApplication Specific Information:\nabort() called\n\nApplication Specific Signatures:\nGraphics hardware encountered an error and was reset: 0x00000001\n\n\nThread 0 Crashed:: Dispatch queue: com.apple.main-thread\n0 libsystem_kernel.dylib \t0x00007fff589472c2 __pthread_kill + 10\n1 libsystem_pthread.dylib \t0x00007fff58a02bf1 pthread_kill + 284\n2 libsystem_c.dylib \t0x00007fff588b1745 __abort + 144\n3 libsystem_c.dylib \t0x00007fff588b16b5 abort + 142\n4 libGPUSupportMercury.dylib \t0x00007fff47917240 gpusGenerateCrashLog + 166\n5 com.apple.AMDRadeonX4000GLDriver\t0x0000000120e47327 gpusKillClientExt + 9\n6 libGPUSupportMercury.dylib \t0x00007fff47918730 gpusSubmitDataBuffers + 490\n7 com.apple.AMDRadeonX4000GLDriver\t0x0000000120e20b7a glrATI_Hwl_SubmitPacketsWithToken + 110\n8 org.blenderfoundation.blender \t0x0000000107693a54 DRW_opengl_context_disable_ex + 52\n9 org.blenderfoundation.blender \t0x0000000107510804 wm_draw_update + 1380\n10 org.blenderfoundation.blender \t0x000000010750db50 WM_main + 48\n11 org.blenderfoundation.blender \t0x0000000106dadc4e main + 878\n12 libdyld.dylib \t0x00007fff5880c3d5 start + 1\n\nThread 1:\n0 libsystem_kernel.dylib \t0x00007fff58941256 semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff587bfbd9 _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff587c039f _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001128d0572 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001128cf06e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff58a002eb _pthread_body + 126\n6 libsystem_pthread.dylib \t0x00007fff58a03249 _pthread_start + 66\n7 libsystem_pthread.dylib \t0x00007fff589ff40d thread_start + 13\n\nThread 2:\n0 libsystem_kernel.dylib \t0x00007fff58941256 semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff587bfbd9 _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff587c039f _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001128d0572 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001128cf06e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff58a002eb _pthread_body + 126\n6 libsystem_pthread.dylib \t0x00007fff58a03249 _pthread_start + 66\n7 libsystem_pthread.dylib \t0x00007fff589ff40d thread_start + 13\n\nThread 3:\n0 libsystem_kernel.dylib \t0x00007fff58941256 semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff587bfbd9 _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff587c039f _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001128d0572 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001128cf06e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff58a002eb _pthread_body + 126\n6 libsystem_pthread.dylib \t0x00007fff58a03249 _pthread_start + 66\n7 libsystem_pthread.dylib \t0x00007fff589ff40d thread_start + 13\n\nThread 4:\n0 libsystem_kernel.dylib \t0x00007fff58941256 semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff587bfbd9 _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff587c039f _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001128d0572 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001128cf06e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff58a002eb _pthread_body + 126\n6 libsystem_pthread.dylib \t0x00007fff58a03249 _pthread_start + 66\n7 libsystem_pthread.dylib \t0x00007fff589ff40d thread_start + 13\n\nThread 5:\n0 libsystem_kernel.dylib \t0x00007fff58941256 semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff587bfbd9 _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff587c039f _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001128d0572 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001128cf06e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff58a002eb _pthread_body + 126\n6 libsystem_pthread.dylib \t0x00007fff58a03249 _pthread_start + 66\n7 libsystem_pthread.dylib \t0x00007fff589ff40d thread_start + 13\n\nThread 6:\n0 libsystem_kernel.dylib \t0x00007fff58941256 semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff587bfbd9 _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff587c039f _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001128d0572 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001128cf06e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff58a002eb _pthread_body + 126\n6 libsystem_pthread.dylib \t0x00007fff58a03249 _pthread_start + 66\n7 libsystem_pthread.dylib \t0x00007fff589ff40d thread_start + 13\n\nThread 7:\n0 libsystem_kernel.dylib \t0x00007fff58941256 semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff587bfbd9 _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff587c039f _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001128d0572 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001128cf06e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff58a002eb _pthread_body + 126\n6 libsystem_pthread.dylib \t0x00007fff58a03249 _pthread_start + 66\n7 libsystem_pthread.dylib \t0x00007fff589ff40d thread_start + 13\n\nThread 8:\n0 libsystem_kernel.dylib \t0x00007fff58941256 semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff587bfbd9 _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff587c039f _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001128d0572 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001128cf06e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff58a002eb _pthread_body + 126\n6 libsystem_pthread.dylib \t0x00007fff58a03249 _pthread_start + 66\n7 libsystem_pthread.dylib \t0x00007fff589ff40d thread_start + 13\n\nThread 9:\n0 libsystem_kernel.dylib \t0x00007fff5894121a mach_msg_trap + 10\n1 libsystem_kernel.dylib \t0x00007fff58941768 mach_msg + 60\n2 com.apple.CoreFoundation \t0x00007fff2c88e882 __CFRunLoopServiceMachPort + 328\n3 com.apple.CoreFoundation \t0x00007fff2c88ddf0 __CFRunLoopRun + 1612\n4 com.apple.CoreFoundation \t0x00007fff2c88d552 CFRunLoopRunSpecific + 455\n5 com.apple.CoreFoundation \t0x00007fff2c88d366 CFRunLoopRun + 40\n6 com.3dconnexion.driver.client \t0x000000011f7255fb -[ConnexionClientAPI clientThreadEntry] + 307\n7 com.apple.Foundation \t0x00007fff2eaea0c2 __NSThread__start__ + 1194\n8 libsystem_pthread.dylib \t0x00007fff58a002eb _pthread_body + 126\n9 libsystem_pthread.dylib \t0x00007fff58a03249 _pthread_start + 66\n10 libsystem_pthread.dylib \t0x00007fff589ff40d thread_start + 13\n\nThread 10:: com.apple.audio.IOThread.client\n0 libsystem_kernel.dylib \t0x00007fff5894121a mach_msg_trap + 10\n1 libsystem_kernel.dylib \t0x00007fff58941768 mach_msg + 60\n2 com.apple.audio.CoreAudio \t0x00007fff2c2fdeda HALB_MachPort::SendMessageWithReply(unsigned int, unsigned int, unsigned int, unsigned int, mach_msg_header_t*, bool, unsigned int) + 122\n3 com.apple.audio.CoreAudio \t0x00007fff2c2fde4f HALB_MachPort::SendSimpleMessageWithSimpleReply(unsigned int, unsigned int, int, int&, bool, unsigned int) + 45\n4 com.apple.audio.CoreAudio \t0x00007fff2c2fa39f HALC_ProxyIOContext::IOWorkLoop() + 1017\n5 com.apple.audio.CoreAudio \t0x00007fff2c2f9df4 HALC_ProxyIOContext::IOThreadEntry(void*) + 122\n6 com.apple.audio.CoreAudio \t0x00007fff2c2f9956 HALB_IOThread::Entry(void*) + 72\n7 libsystem_pthread.dylib \t0x00007fff58a002eb _pthread_body + 126\n8 libsystem_pthread.dylib \t0x00007fff58a03249 _pthread_start + 66\n9 libsystem_pthread.dylib \t0x00007fff589ff40d thread_start + 13\n\nThread 11:\n0 libsystem_kernel.dylib \t0x00007fff58941256 semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x0000000107504038 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x0000000107503fc9 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff58a002eb _pthread_body + 126\n4 libsystem_pthread.dylib \t0x00007fff58a03249 _pthread_start + 66\n5 libsystem_pthread.dylib \t0x00007fff589ff40d thread_start + 13\n\nThread 12:\n0 libsystem_kernel.dylib \t0x00007fff58941256 semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x0000000107504038 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x0000000107503fc9 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff58a002eb _pthread_body + 126\n4 libsystem_pthread.dylib \t0x00007fff58a03249 _pthread_start + 66\n5 libsystem_pthread.dylib \t0x00007fff589ff40d thread_start + 13\n\nThread 13:\n0 libsystem_kernel.dylib \t0x00007fff58941256 semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x0000000107504038 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x0000000107503fc9 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff58a002eb _pthread_body + 126\n4 libsystem_pthread.dylib \t0x00007fff58a03249 _pthread_start + 66\n5 libsystem_pthread.dylib \t0x00007fff589ff40d thread_start + 13\n\nThread 14:\n0 libsystem_kernel.dylib \t0x00007fff58941256 semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x0000000107504038 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x0000000107503fc9 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff58a002eb _pthread_body + 126\n4 libsystem_pthread.dylib \t0x00007fff58a03249 _pthread_start + 66\n5 libsystem_pthread.dylib \t0x00007fff589ff40d thread_start + 13\n\nThread 15:\n0 libsystem_kernel.dylib \t0x00007fff58941256 semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x0000000107504038 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x0000000107503fc9 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff58a002eb _pthread_body + 126\n4 libsystem_pthread.dylib \t0x00007fff58a03249 _pthread_start + 66\n5 libsystem_pthread.dylib \t0x00007fff589ff40d thread_start + 13\n\nThread 16:\n0 libsystem_kernel.dylib \t0x00007fff58941256 semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x0000000107504038 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x0000000107503fc9 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff58a002eb _pthread_body + 126\n4 libsystem_pthread.dylib \t0x00007fff58a03249 _pthread_start + 66\n5 libsystem_pthread.dylib \t0x00007fff589ff40d thread_start + 13\n\nThread 17:\n0 libsystem_kernel.dylib \t0x00007fff58941256 semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x0000000107504038 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x0000000107503fc9 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff58a002eb _pthread_body + 126\n4 libsystem_pthread.dylib \t0x00007fff58a03249 _pthread_start + 66\n5 libsystem_pthread.dylib \t0x00007fff589ff40d thread_start + 13\n\nThread 18:: com.apple.NSEventThread\n0 libsystem_kernel.dylib \t0x00007fff5894121a mach_msg_trap + 10\n1 libsystem_kernel.dylib \t0x00007fff58941768 mach_msg + 60\n2 com.apple.CoreFoundation \t0x00007fff2c88e882 __CFRunLoopServiceMachPort + 328\n3 com.apple.CoreFoundation \t0x00007fff2c88ddf0 __CFRunLoopRun + 1612\n4 com.apple.CoreFoundation \t0x00007fff2c88d552 CFRunLoopRunSpecific + 455\n5 com.apple.AppKit \t0x00007fff29e8b4a2 _NSEventThread + 175\n6 libsystem_pthread.dylib \t0x00007fff58a002eb _pthread_body + 126\n7 libsystem_pthread.dylib \t0x00007fff58a03249 _pthread_start + 66\n8 libsystem_pthread.dylib \t0x00007fff589ff40d thread_start + 13\n\nThread 19:\n0 libsystem_kernel.dylib \t0x00007fff58941256 semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x0000000107504038 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x0000000107503fc9 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff58a002eb _pthread_body + 126\n4 libsystem_pthread.dylib \t0x00007fff58a03249 _pthread_start + 66\n5 libsystem_pthread.dylib \t0x00007fff589ff40d thread_start + 13\n\nThread 20:\n0 libsystem_pthread.dylib \t0x00007fff589ff3f0 start_wqthread + 0\n\nThread 0 crashed with X86 Thread State (64-bit):\n```\nrax: 0x0000000000000000 rbx: 0x00000001214b45c0 rcx: 0x00007ffee8fda828 rdx: 0x0000000000000000\nrdi: 0x0000000000000307 rsi: 0x0000000000000006 rbp: 0x00007ffee8fda860 rsp: 0x00007ffee8fda828\n r8: 0x0000000000000000 r9: 0x0000000000989680 r10: 0x0000000000000000 r11: 0x0000000000000206\nr12: 0x0000000000000307 r13: 0x00006000026dde08 r14: 0x0000000000000006 r15: 0x000000000000002d\nrip: 0x00007fff589472c2 rfl: 0x0000000000000206 cr2: 0x00001b3f000d9000\n\n```\nLogical CPU: 0\nError Code: 0x02000148\nTrap Number: 133\n\n\nBinary Images:\n 0x106c25000 - 0x117614f4f +org.blenderfoundation.blender (3.3.0 - 3.3.0 2022-09-07) <F76C20D8-29BD-3C01-BED5-100D971F531A> /Applications/Blender.app/Contents/MacOS/Blender\n 0x11d8e8000 - 0x11d953ff3 +libomp.dylib (0) <0AE3ADB3-C01E-334A-B0BA-E9A374587E3D> /Applications/Blender.app/Contents/Resources/3.3/lib/libomp.dylib\n 0x11da97000 - 0x11da9bffb com.apple.audio.AppleHDAHALPlugIn (282.54 - 282.54) <207D25F0-B094-3569-AA6D-09B4EDD72861> /System/Library/Extensions/AppleHDA.kext/Contents/PlugIns/AppleHDAHALPlugIn.bundle/Contents/MacOS/AppleHDAHALPlugIn\n 0x11dab8000 - 0x11dc4dfff com.apple.audio.units.Components (1.14 - 1.14) <D7C7C00C-202E-3F6B-A395-129A1A69A233> /System/Library/Components/CoreAudio.component/Contents/MacOS/CoreAudio\n 0x11f6cf000 - 0x11f6d3ffb com.apple.audio.AppleGFXHDAHALPlugIn (100.1.414 - 100.1.414) <EDFFF3F6-B488-3C3A-B06D-206279A507CC> /System/Library/Extensions/AppleGFXHDA.kext/Contents/PlugIns/AppleGFXHDAHALPlugIn.bundle/Contents/MacOS/AppleGFXHDAHALPlugIn\n 0x11f723000 - 0x11f725fff +com.3dconnexion.driver.client (1.1.4 - 1.1.4) <ECE5B206-084E-3ACF-AAB1-584487DA0BA6> /Library/Frameworks/3DconnexionClient.framework/3DconnexionClient\n 0x11f72f000 - 0x11f73cfff com.apple.iokit.IOHIDLib (2.0.0 - 2.0.0) <E77B604A-8C73-382E-AC8A-62E9ADE73E9D> /System/Library/Extensions/IOHIDFamily.kext/Contents/PlugIns/IOHIDLib.plugin/Contents/MacOS/IOHIDLib\n 0x120bd6000 - 0x120bd9047 libobjc-trampolines.dylib (756.2) <5795A048-3940-3801-90CE-33D1B1AF81F4> /usr/lib/libobjc-trampolines.dylib\n 0x120e16000 - 0x120edfff7 com.apple.AMDRadeonX4000GLDriver (2.11.22 - 2.1.1) <0FD5C5AC-1006-3C8A-AB36-3048B0D6C18B> /System/Library/Extensions/AMDRadeonX4000GLDriver.bundle/Contents/MacOS/AMDRadeonX4000GLDriver\n 0x121412000 - 0x12147c70f dyld (655.1.1) <91A01B2E-622F-3FBC-8D67-AC6D5D1C0023> /usr/lib/dyld\n 0x121f0d000 - 0x121f16ff3 +math.cpython-310-darwin.so (0) <348C5960-E60B-3A82-94B0-394BFFE06FB7> /Applications/Blender.app/Contents/Resources/3.3/python/lib/python3.10/lib-dynload/math.cpython-310-darwin.so\n 0x121f24000 - 0x121f24ff7 +_opcode.cpython-310-darwin.so (0) <D112BD3D-8FCA-3522-9FAF-A5BCC47A667A> /Applications/Blender.app/Contents/Resources/3.3/python/lib/python3.10/lib-dynload/_opcode.cpython-310-darwin.so\n 0x7fff20fb5000 - 0x7fff2130efff com.apple.RawCamera.bundle (8.15.0 - 1031.4.4) <AB6E8A8F-0BFE-37EE-A135-44ABA4FCB559> /System/Library/CoreServices/RawCamera.bundle/Contents/MacOS/RawCamera\n 0x7fff21311000 - 0x7fff2141dfff com.apple.AMDMTLBronzeDriver (2.11.22 - 2.1.1) <E84F9A71-99A7-3879-A943-0B39816B7649> /System/Library/Extensions/AMDMTLBronzeDriver.bundle/Contents/MacOS/AMDMTLBronzeDriver\n 0x7fff2141e000 - 0x7fff21dc3ff3 ATIRadeonX4000SCLib.dylib (2.11.22) <D5AF3DD9-F2CA-34E9-98F1-EAA6A5528A8B> /System/Library/Extensions/AMDRadeonX4000GLDriver.bundle/Contents/MacOS/ATIRadeonX4000SCLib.dylib\n 0x7fff28c35000 - 0x7fff28c35fff com.apple.Accelerate (1.11 - Accelerate 1.11) <762942CB-CFC9-3A0C-9645-A56523A06426> /System/Library/Frameworks/Accelerate.framework/Versions/A/Accelerate\n 0x7fff28c36000 - 0x7fff28c4cff7 libCGInterfaces.dylib (506.22) <1B6C92D9-F4B8-37BA-9635-94C4A56098CE> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vImage.framework/Versions/A/Libraries/libCGInterfaces.dylib\n 0x7fff28c4d000 - 0x7fff292e6fef com.apple.vImage (8.1 - ???) <53FA3611-894E-3158-A654-FBD2F70998FE> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vImage.framework/Versions/A/vImage\n 0x7fff292e7000 - 0x7fff29560ff3 libBLAS.dylib (1243.200.4) <417CA0FC-B6CB-3FB3-ACBC-8914E3F62D20> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libBLAS.dylib\n 0x7fff29561000 - 0x7fff295d3ffb libBNNS.dylib (38.250.1) <538D12A2-9B9D-3E22-9896-F90F6E69C06E> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libBNNS.dylib\n 0x7fff295d4000 - 0x7fff2997dff3 libLAPACK.dylib (1243.200.4) <92175DF4-863A-3780-909A-A3E5C410F2E9> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libLAPACK.dylib\n 0x7fff2997e000 - 0x7fff29993feb libLinearAlgebra.dylib (1243.200.4) <CB671EE6-DEA1-391C-9B2B-AA09A46B4D7A> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libLinearAlgebra.dylib\n 0x7fff29994000 - 0x7fff29999ff3 libQuadrature.dylib (3.200.2) <1BAE7E22-2862-379F-B334-A3756067730F> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libQuadrature.dylib\n 0x7fff2999a000 - 0x7fff29a16ff3 libSparse.dylib (79.200.5) <E78B33D3-672A-3C53-B512-D3DDB2E9AC8D> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libSparse.dylib\n 0x7fff29a17000 - 0x7fff29a2afe3 libSparseBLAS.dylib (1243.200.4) <E9243341-DB77-37C1-97C5-3DFA00DD70FA> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libSparseBLAS.dylib\n 0x7fff29a2b000 - 0x7fff29c12ff7 libvDSP.dylib (671.250.4) <7B110627-A9C1-3FB7-A077-0C7741BA25D8> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libvDSP.dylib\n 0x7fff29c13000 - 0x7fff29cc6ff7 libvMisc.dylib (671.250.4) <D5BA4812-BFFC-3CD0-B382-905CD8555DA6> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libvMisc.dylib\n 0x7fff29cc7000 - 0x7fff29cc7fff com.apple.Accelerate.vecLib (3.11 - vecLib 3.11) <74288115-EF61-30B6-843F-0593B31D4929> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/vecLib\n 0x7fff29e69000 - 0x7fff2ac1effb com.apple.AppKit (6.9 - 1671.60.109) <942F1512-A819-347B-90B4-075F2367950C> /System/Library/Frameworks/AppKit.framework/Versions/C/AppKit\n 0x7fff2ac70000 - 0x7fff2ac70fff com.apple.ApplicationServices (50.1 - 50.1) <FBE56E8E-9B8A-3B04-A0C6-20CBA0E6CED6> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/ApplicationServices\n 0x7fff2ac71000 - 0x7fff2acdcfff com.apple.ApplicationServices.ATS (377 - 453.11.2.2) <A258DA73-114B-3102-A056-4AAAD3CEB9DD> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/ATS.framework/Versions/A/ATS\n 0x7fff2ad75000 - 0x7fff2ae8cff7 libFontParser.dylib (228.6.2.5) <CEDF1D5A-8897-3621-A1DC-558301F8BE05> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/ATS.framework/Versions/A/Resources/libFontParser.dylib\n 0x7fff2ae8d000 - 0x7fff2aecffff libFontRegistry.dylib (228.12.2.4) <6DDE44EC-FF6B-3893-9209-45E0955ABDD5> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/ATS.framework/Versions/A/Resources/libFontRegistry.dylib\n 0x7fff2af29000 - 0x7fff2af5bfff libTrueTypeScaler.dylib (228.6.2.5) <E17ABF05-EC1E-3042-BBE2-C2E2909D3875> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/ATS.framework/Versions/A/Resources/libTrueTypeScaler.dylib\n 0x7fff2afc0000 - 0x7fff2afc4ff3 com.apple.ColorSyncLegacy (4.13.0 - 1) <E8E9342C-47EB-359D-A373-554AC19B174A> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/ColorSyncLegacy.framework/Versions/A/ColorSyncLegacy\n 0x7fff2b05f000 - 0x7fff2b0b1ff7 com.apple.HIServices (1.22 - 628) <2BE461FF-80B9-30D3-A574-AED5724B1C1B> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/HIServices.framework/Versions/A/HIServices\n 0x7fff2b0b2000 - 0x7fff2b0c1fff com.apple.LangAnalysis (1.7.0 - 1.7.0) <F5617A2A-FEA6-3832-B5BA-C2111B98786F> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/LangAnalysis.framework/Versions/A/LangAnalysis\n 0x7fff2b0c2000 - 0x7fff2b10bff7 com.apple.print.framework.PrintCore (14.7 - 503.8) <E1D0FCBC-155E-372E-A90F-4A20B94FC114> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/PrintCore.framework/Versions/A/PrintCore\n 0x7fff2b10c000 - 0x7fff2b145ff7 com.apple.QD (3.12 - 407.2) <28C7D39F-59C9-3314-BECC-67045487229C> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/QD.framework/Versions/A/QD\n 0x7fff2b146000 - 0x7fff2b152fff com.apple.speech.synthesis.framework (8.1.3 - 8.1.3) <5E7B9BD4-122B-3012-A044-3259C97E7509> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/SpeechSynthesis.framework/Versions/A/SpeechSynthesis\n 0x7fff2b153000 - 0x7fff2b3cafff com.apple.audio.toolbox.AudioToolbox (1.14 - 1.14) <32487CB2-246B-3B80-8F60-D65DFC367DDC> /System/Library/Frameworks/AudioToolbox.framework/Versions/A/AudioToolbox\n 0x7fff2b3cc000 - 0x7fff2b3ccfff com.apple.audio.units.AudioUnit (1.14 - 1.14) <B489CFDA-DEF3-38F5-A815-23EC30B8DA03> /System/Library/Frameworks/AudioUnit.framework/Versions/A/AudioUnit\n 0x7fff2b725000 - 0x7fff2bac7fff com.apple.CFNetwork (978.4 - 978.4) <2D4EEB80-0C17-34E0-B2B5-E24308CF9359> /System/Library/Frameworks/CFNetwork.framework/Versions/A/CFNetwork\n 0x7fff2badc000 - 0x7fff2badcfff com.apple.Carbon (158 - 158) <BE5FB24D-510F-3AE6-A455-79BFDEB99AEC> /System/Library/Frameworks/Carbon.framework/Versions/A/Carbon\n 0x7fff2badd000 - 0x7fff2bae0ffb com.apple.CommonPanels (1.2.6 - 98) <1CD6D56D-8EC7-3528-8CBC-FC69533519B5> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/CommonPanels.framework/Versions/A/CommonPanels\n 0x7fff2bae1000 - 0x7fff2bdd8fff com.apple.HIToolbox (2.1.1 - 918.7) <88D7F19C-8C9D-384B-BAB5-8205CA282F2C> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/HIToolbox.framework/Versions/A/HIToolbox\n 0x7fff2bdd9000 - 0x7fff2bddcff3 com.apple.help (1.3.8 - 66) <A08517EB-8958-36C9-AEE0-1A8FEEACBE3F> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/Help.framework/Versions/A/Help\n 0x7fff2bddd000 - 0x7fff2bde2ff7 com.apple.ImageCapture (9.0 - 1534.2) <DB063E87-ED8F-3E4E-A7E2-A6B45FA73EF7> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/ImageCapture.framework/Versions/A/ImageCapture\n 0x7fff2bde3000 - 0x7fff2be78ff3 com.apple.ink.framework (10.9 - 225) <7C7E9483-2E91-3DD3-B1E0-C238F42CA0DD> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/Ink.framework/Versions/A/Ink\n 0x7fff2be79000 - 0x7fff2be91ff7 com.apple.openscripting (1.7 - 179.1) <9B8C1ECC-5864-3E21-9149-863E884EA25C> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/OpenScripting.framework/Versions/A/OpenScripting\n 0x7fff2beb1000 - 0x7fff2beb2ff7 com.apple.print.framework.Print (14.2 - 267.4) <A7A9D2A0-D4E0-35EF-A0F7-50521F707C33> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/Print.framework/Versions/A/Print\n 0x7fff2beb3000 - 0x7fff2beb5ff7 com.apple.securityhi (9.0 - 55006) <05717F77-7A7B-37E6-AB3E-03F063E9095B> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/SecurityHI.framework/Versions/A/SecurityHI\n 0x7fff2beb6000 - 0x7fff2bebcff7 com.apple.speech.recognition.framework (6.0.3 - 6.0.3) <3CC050FB-EBCB-3087-8EA5-F378C8F99217> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/SpeechRecognition.framework/Versions/A/SpeechRecognition\n 0x7fff2bfde000 - 0x7fff2bfdefff com.apple.Cocoa (6.11 - 23) <F6FA8C4A-40B6-30CB-ABD2-FDD165F3ECC4> /System/Library/Frameworks/Cocoa.framework/Versions/A/Cocoa\n 0x7fff2bfec000 - 0x7fff2c13bff7 com.apple.ColorSync (4.13.0 - 3345.6) <356BA478-76DE-3087-86BE-5E884276AB83> /System/Library/Frameworks/ColorSync.framework/Versions/A/ColorSync\n 0x7fff2c2c7000 - 0x7fff2c34dfff com.apple.audio.CoreAudio (4.3.0 - 4.3.0) <1E8E64E6-0E58-375A-97F7-07CB4EE181AC> /System/Library/Frameworks/CoreAudio.framework/Versions/A/CoreAudio\n 0x7fff2c3b1000 - 0x7fff2c3dbffb com.apple.CoreBluetooth (1.0 - 1) <4F2DDEF0-1F92-384B-8CDA-4958725D0A8E> /System/Library/Frameworks/CoreBluetooth.framework/Versions/A/CoreBluetooth\n 0x7fff2c3dc000 - 0x7fff2c761fef com.apple.CoreData (120 - 866.6) <132CB39B-8D58-30FA-B8AD-49BFFF34B293> /System/Library/Frameworks/CoreData.framework/Versions/A/CoreData\n 0x7fff2c762000 - 0x7fff2c852ff7 com.apple.CoreDisplay (101.3 - 110.18) <6DD41271-E145-3E99-9D49-7CC8AC1C65B6> /System/Library/Frameworks/CoreDisplay.framework/Versions/A/CoreDisplay\n 0x7fff2c853000 - 0x7fff2cc98fff com.apple.CoreFoundation (6.9 - 1575.300) <2ABD4A7D-6C28-3594-8584-4D7445911EAA> /System/Library/Frameworks/CoreFoundation.framework/Versions/A/CoreFoundation\n 0x7fff2cc9a000 - 0x7fff2d32afe7 com.apple.CoreGraphics (2.0 - 1265.11) <B433DE85-643A-3A48-AE01-2BE1F4E888D1> /System/Library/Frameworks/CoreGraphics.framework/Versions/A/CoreGraphics\n 0x7fff2d32c000 - 0x7fff2d64cfff com.apple.CoreImage (14.4.0 - 750.0.140) <11026E39-D2FF-3CF6-8ACE-7BA293F9853E> /System/Library/Frameworks/CoreImage.framework/Versions/A/CoreImage\n 0x7fff2d949000 - 0x7fff2da4dfff com.apple.CoreMedia (1.0 - 2290.14) <2C7A5348-7F19-3E28-97E4-6065A64B1DC9> /System/Library/Frameworks/CoreMedia.framework/Versions/A/CoreMedia\n 0x7fff2daaa000 - 0x7fff2daaafff com.apple.CoreServices (946 - 946) <FA85ED71-4375-319B-BDC8-AD6231653280> /System/Library/Frameworks/CoreServices.framework/Versions/A/CoreServices\n 0x7fff2daab000 - 0x7fff2db27ff7 com.apple.AE (773 - 773) <55AE7C9E-27C3-30E9-A047-3B92A6FD53B4> /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/AE.framework/Versions/A/AE\n 0x7fff2db28000 - 0x7fff2ddfffff com.apple.CoreServices.CarbonCore (1178.33 - 1178.33) <CB87F0C7-2CD6-3983-8E32-B6A2EC925352> /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/CarbonCore.framework/Versions/A/CarbonCore\n 0x7fff2de00000 - 0x7fff2de48ff7 com.apple.DictionaryServices (1.2 - 284.16.4) <746EB200-DC51-30AE-9CBC-608A7B4CC8DA> /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/DictionaryServices.framework/Versions/A/DictionaryServices\n 0x7fff2de49000 - 0x7fff2de51ffb com.apple.CoreServices.FSEvents (1239.200.13 - 1239.200.13) <5913F08D-4AA2-3200-B998-012E6A19A66D> /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/FSEvents.framework/Versions/A/FSEvents\n 0x7fff2de52000 - 0x7fff2e003ff7 com.apple.LaunchServices (946 - 946) <A0C91634-9410-38E8-BC11-7A5A369E6BA5> /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/LaunchServices.framework/Versions/A/LaunchServices\n 0x7fff2e004000 - 0x7fff2e0a2ff7 com.apple.Metadata (10.7.0 - 1191.58) <89DA10B4-5695-3FD9-A920-C34C33957868> /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/Metadata.framework/Versions/A/Metadata\n 0x7fff2e0a3000 - 0x7fff2e0edff7 com.apple.CoreServices.OSServices (946 - 946) <20C4EEF8-D5AC-39A0-9B4A-78F88E3EFBCC> /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/OSServices.framework/Versions/A/OSServices\n 0x7fff2e0ee000 - 0x7fff2e155ff7 com.apple.SearchKit (1.4.0 - 1.4.0) <DA08AA6F-A6F1-36C0-87F4-E26294E51A3A> /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/SearchKit.framework/Versions/A/SearchKit\n 0x7fff2e156000 - 0x7fff2e177ff3 com.apple.coreservices.SharedFileList (71.28 - 71.28) <487A8464-729E-305A-B5D1-E3FE8EB9CFC5> /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/SharedFileList.framework/Versions/A/SharedFileList\n 0x7fff2e482000 - 0x7fff2e5e4ff3 com.apple.CoreText (352.0 - 584.26.3.4) <7247EA49-9F90-3258-AABF-932C6343BD6A> /System/Library/Frameworks/CoreText.framework/Versions/A/CoreText\n 0x7fff2e5e5000 - 0x7fff2e625ff3 com.apple.CoreVideo (1.8 - 281.4) <10CF8E52-07E3-382B-8091-2CEEEFFA69B4> /System/Library/Frameworks/CoreVideo.framework/Versions/A/CoreVideo\n 0x7fff2e626000 - 0x7fff2e6b5fff 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libpcap.A.dylib (79.250.3) <97B8CE1B-3EF6-3443-95EF-5659733139C9> /usr/lib/libpcap.A.dylib\n 0x7fff57915000 - 0x7fff5792dffb libresolv.9.dylib (65.200.3) <1FB0982D-84D9-36E0-B3D8-C808891EFF50> /usr/lib/libresolv.9.dylib\n 0x7fff5797e000 - 0x7fff5797fff7 libspindump.dylib (267.3) <A584E403-8C95-3841-9C16-E22664A5A63F> /usr/lib/libspindump.dylib\n 0x7fff57980000 - 0x7fff57b5dfff libsqlite3.dylib (274.26) <6404BA3B-BCA4-301F-B2FE-8776105A2AA3> /usr/lib/libsqlite3.dylib\n 0x7fff57d76000 - 0x7fff57d79ff7 libutil.dylib (51.200.4) <CE9B18C9-66ED-32D4-9D29-01F8FCB467B0> /usr/lib/libutil.dylib\n 0x7fff57d7a000 - 0x7fff57d87fff libxar.1.dylib (417.1) <39CCF46B-C81A-34B1-92A1-58C4E5DA846E> /usr/lib/libxar.1.dylib\n 0x7fff57d8c000 - 0x7fff57e6fff3 libxml2.2.dylib (32.16) <A674480B-2218-3374-89FB-83D1D6B3DA83> /usr/lib/libxml2.2.dylib\n 0x7fff57e70000 - 0x7fff57e98ff3 libxslt.1.dylib (16.7) <EC50E503-AEEE-3F50-956F-55E4AF4584D9> /usr/lib/libxslt.1.dylib\n 0x7fff57e99000 - 0x7fff57eabff7 libz.1.dylib (70.200.4) <B048FC1F-058F-3A08-A1FE-81D5308CB3E6> /usr/lib/libz.1.dylib\n 0x7fff5868f000 - 0x7fff58693ff3 libcache.dylib (81) <1987D1E1-DB11-3291-B12A-EBD55848E02D> /usr/lib/system/libcache.dylib\n 0x7fff58694000 - 0x7fff5869eff3 libcommonCrypto.dylib (60118.250.2) <1765BB6E-6784-3653-B16B-CB839721DC9A> /usr/lib/system/libcommonCrypto.dylib\n 0x7fff5869f000 - 0x7fff586a6ff7 libcompiler_rt.dylib (63.4) <5212BA7B-B7EA-37B4-AF6E-AC4F507EDFB8> /usr/lib/system/libcompiler_rt.dylib\n 0x7fff586a7000 - 0x7fff586b0ff7 libcopyfile.dylib (146.250.1) <98CD00CD-9B91-3B5C-A9DB-842638050FA8> /usr/lib/system/libcopyfile.dylib\n 0x7fff586b1000 - 0x7fff58735fc3 libcorecrypto.dylib (602.260.2) <01464D24-570C-3B83-9D18-467769E0FCDD> /usr/lib/system/libcorecrypto.dylib\n 0x7fff587bc000 - 0x7fff587f5ff7 libdispatch.dylib (1008.270.1) <97273678-E94C-3C8C-89F6-2E2020F4B43B> /usr/lib/system/libdispatch.dylib\n 0x7fff587f6000 - 0x7fff58822ff7 libdyld.dylib (655.1.1) <002418CC-AD11-3D10-865B-015591D24E6C> /usr/lib/system/libdyld.dylib\n 0x7fff58823000 - 0x7fff58823ffb libkeymgr.dylib (30) <0D0F9CA2-8D5A-3273-8723-59987B5827F2> /usr/lib/system/libkeymgr.dylib\n 0x7fff58824000 - 0x7fff58830ff3 libkxld.dylib (4903.278.43) <6A945177-6F4E-3B2E-AF4F-FFC292182F8E> /usr/lib/system/libkxld.dylib\n 0x7fff58831000 - 0x7fff58831ff7 liblaunch.dylib (1336.261.5) <5CB1CB72-8BDD-38F4-8BE0-2C76098BD915> /usr/lib/system/liblaunch.dylib\n 0x7fff58832000 - 0x7fff58837fff libmacho.dylib (927.0.3) <A377D608-77AB-3F6E-90F0-B4F251A5C12F> /usr/lib/system/libmacho.dylib\n 0x7fff58838000 - 0x7fff5883aff7 libquarantine.dylib (86.270.1) <3F36A3D6-9606-3D90-B520-809BAEF981C3> /usr/lib/system/libquarantine.dylib\n 0x7fff5883b000 - 0x7fff5883cff7 libremovefile.dylib (45.200.2) <9FBEB2FF-EEBE-31BC-BCFC-C71F8D0E99B6> /usr/lib/system/libremovefile.dylib\n 0x7fff5883d000 - 0x7fff58854ff3 libsystem_asl.dylib (356.200.4) <A62A7249-38B8-33FA-9875-F1852590796C> /usr/lib/system/libsystem_asl.dylib\n 0x7fff58855000 - 0x7fff58855ff7 libsystem_blocks.dylib (73) <A453E8EE-860D-3CED-B5DC-BE54E9DB4348> /usr/lib/system/libsystem_blocks.dylib\n 0x7fff58856000 - 0x7fff588ddfff libsystem_c.dylib (1272.250.1) <7EDACF78-2FA3-35B8-B051-D70475A35117> /usr/lib/system/libsystem_c.dylib\n 0x7fff588de000 - 0x7fff588e1ffb libsystem_configuration.dylib (963.270.3) <2B4A836D-68A4-33E6-8D48-CD4486B03387> /usr/lib/system/libsystem_configuration.dylib\n 0x7fff588e2000 - 0x7fff588e5ff7 libsystem_coreservices.dylib (66) <719F75A4-74C5-3BA6-A09E-0C5A3E5889D7> /usr/lib/system/libsystem_coreservices.dylib\n 0x7fff588e6000 - 0x7fff588ecfff libsystem_darwin.dylib (1272.250.1) <EC9B39A5-9592-3577-8997-7DC721D20D8C> /usr/lib/system/libsystem_darwin.dylib\n 0x7fff588ed000 - 0x7fff588f3ffb libsystem_dnssd.dylib (878.270.3) <D5352ABD-0311-3327-8E64-93F29EB19BF1> /usr/lib/system/libsystem_dnssd.dylib\n 0x7fff588f4000 - 0x7fff5893fffb libsystem_info.dylib (517.200.9) <D09D5AE0-2FDC-3A6D-93EC-729F931B1457> /usr/lib/system/libsystem_info.dylib\n 0x7fff58940000 - 0x7fff58968ff7 libsystem_kernel.dylib (4903.278.43) <40D55D88-[D331](D331)-37A2-B7C0-3CD99DE39403> /usr/lib/system/libsystem_kernel.dylib\n 0x7fff58969000 - 0x7fff589b4ff7 libsystem_m.dylib (3158.200.7) <F19B6DB7-014F-3820-831F-389CCDA06EF6> /usr/lib/system/libsystem_m.dylib\n 0x7fff589b5000 - 0x7fff589dffff libsystem_malloc.dylib (166.270.1) <011F3AD0-8E6A-3A89-AE64-6E5F6840F30A> /usr/lib/system/libsystem_malloc.dylib\n 0x7fff589e0000 - 0x7fff589eaff7 libsystem_networkextension.dylib (767.250.2) <FF06F13A-AEFE-3A27-A073-910EF78AEA36> /usr/lib/system/libsystem_networkextension.dylib\n 0x7fff589eb000 - 0x7fff589f2fff libsystem_notify.dylib (172.200.21) <145B5CFC-CF73-33CE-BD3D-E8DDE268FFDE> /usr/lib/system/libsystem_notify.dylib\n 0x7fff589f3000 - 0x7fff589fcfef libsystem_platform.dylib (177.270.1) <9D1FE5E4-EB7D-3B3F-A8D1-A96D9CF1348C> /usr/lib/system/libsystem_platform.dylib\n 0x7fff589fd000 - 0x7fff58a07ff7 libsystem_pthread.dylib (330.250.2) <2D5C08FF-484F-3D59-9132-CE1DCB3F76D7> /usr/lib/system/libsystem_pthread.dylib\n 0x7fff58a08000 - 0x7fff58a0bff7 libsystem_sandbox.dylib (851.270.3) <0F89B133-8D87-3B2E-BA5A-C7138738C581> /usr/lib/system/libsystem_sandbox.dylib\n 0x7fff58a0c000 - 0x7fff58a0eff3 libsystem_secinit.dylib (30.260.2) <EF1EA47B-7B22-35E8-BD9B-F7003DCB96AE> /usr/lib/system/libsystem_secinit.dylib\n 0x7fff58a0f000 - 0x7fff58a16ff3 libsystem_symptoms.dylib (820.267.1) <03F1C2DD-0F5A-3D9D-88F6-B26C0F94EB52> /usr/lib/system/libsystem_symptoms.dylib\n 0x7fff58a17000 - 0x7fff58a2cff7 libsystem_trace.dylib (906.260.2) <12C1B9A2-39D6-3428-AE60-2303BD201A57> /usr/lib/system/libsystem_trace.dylib\n 0x7fff58a2e000 - 0x7fff58a33ffb libunwind.dylib (35.4) <24A97A67-F017-3CFC-B0D0-6BD0224B1336> /usr/lib/system/libunwind.dylib\n 0x7fff58a34000 - 0x7fff58a63fff libxpc.dylib (1336.261.5) <A1EABC2B-A88E-365C-AEA5-1543FD75BAC7> /usr/lib/system/libxpc.dylib\n\nExternal Modification Summary:\n```\nCalls made by other processes targeting this process:\n task_for_pid: 8\n thread_create: 0\n thread_set_state: 0\nCalls made by this process:\n task_for_pid: 0\n thread_create: 0\n thread_set_state: 0\nCalls made by all processes on this machine:\n task_for_pid: 2130\n thread_create: 0\n thread_set_state: 0\n```\n\nVM Region Summary:\nReadOnly portion of Libraries: Total=746.2M resident=0K(0%) swapped_out_or_unallocated=746.2M(100%)\nWritable regions: Total=2.4G written=0K(0%) resident=0K(0%) swapped_out=0K(0%) unallocated=2.4G(100%)\n \n```\n VIRTUAL REGION \n```\nREGION TYPE SIZE COUNT (non-coalesced) \n**=======**\nAccelerate framework 384K 2 \nActivity Tracing 256K 1 \nCG backing stores 2096K 2 \nCG image 152K 15 \nCoreAnimation 280K 14 \nCoreGraphics 8K 1 \nCoreImage 40K 6 \nCoreUI image data 936K 11 \nCoreUI image file 320K 4 \nFoundation 4K 1 \nKernel Alloc Once 8K 1 \nMALLOC 1.1G 70 \nMALLOC guard page 48K 9 \nMALLOC_MEDIUM (reserved) 808.0M 8 reserved VM address space (unallocated)\nMALLOC_NANO (reserved) 384.0M 1 reserved VM address space (unallocated)\nMemory Tag 242 12K 1 \nMemory Tag 249 156K 2 \nOpenGL GLSL 256K 3 \nSTACK GUARD 84K 21 \nStack 39.2M 21 \nVM_ALLOCATE 78.7M 116 \nVM_ALLOCATE (reserved) 36K 1 reserved VM address space (unallocated)\n__DATA 89.2M 274 \n__FONT_DATA 4K 1 \n__GLSLBUILTINS 5176K 1 \n__LINKEDIT 296.5M 16 \n__TEXT 449.7M 271 \n__UNICODE 564K 1 \nmapped file 77.4M 21 \nshared memory 792K 17 \n**=======**\nTOTAL 3.3G 913 \nTOTAL, minus reserved VM space 2.1G 913 \n\nModel: iMac18,3, BootROM 428.0.0.0.0, 4 processors, Intel Core i7, 4,2 GHz, 32 GB, SMC 2.41f1\nGraphics: kHW_AMDRadeonPro580Item, Radeon Pro 580, spdisplays_pcie_device, 8 GB\nMemory Module: BANK 0/DIMM0, 8 GB, DDR4, 2400 MHz, 0x802C, 0x3841544631473634485A2D324733423220202020\nMemory Module: BANK 0/DIMM1, 8 GB, DDR4, 2400 MHz, 0x802C, 0x3841544631473634485A2D324733423220202020\nMemory Module: BANK 1/DIMM0, 8 GB, DDR4, 2400 MHz, 0x802C, 0x3841544631473634485A2D324733423220202020\nMemory Module: BANK 1/DIMM1, 8 GB, DDR4, 2400 MHz, 0x802C, 0x3841544631473634485A2D324733423220202020\nAirPort: spairport_wireless_card_type_airport_extreme (0x14E4, 0x16F), Broadcom BCM43xx 1.0 (7.77.61.3 AirPortDriverBrcmNIC-1305.10)\nBluetooth: Version 6.0.14d11, 3 services, 27 devices, 1 incoming serial ports\nNetwork Service: Ethernet, Ethernet, en0\nNetwork Service: Wi-Fi, AirPort, en1\nSerial ATA Device: APPLE HDD ST2000DM001, 2 TB\nUSB Device: USB 3.0 Bus\nUSB Device: AS2115\nUSB Device: Bluetooth USB Host Controller\nUSB Device: FaceTime HD Camera (Built-in)\nUSB Device: SpaceNavigator\nThunderbolt Bus: iMac, Apple Inc., 41.1\n", "Crash when I enable items in my collection \nOperating system: macOS-13.0.1-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5500 XT OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.9.48\n\nBroken: version: 3.3.0\n\n\n\nSEE Crash report:\n\n-------------------------------------\nTranslated Report (Full Report Below)\n-------------------------------------\n\nProcess: Blender [1224]\nPath: /Applications/Blender.app/Contents/MacOS/Blender\nIdentifier: org.blenderfoundation.blender\nVersion: 3.3.0 (3.3.0 2022-09-07)\nCode Type: X86-64 (Native)\nParent Process: launchd [1]\nUser ID: 501\n\nDate/Time: 2022-11-21 07:38:41.5359 -0500\nOS Version: macOS 13.0.1 (22A400)\nReport Version: 12\nBridge OS Version: 7.0 (20P420)\nAnonymous UUID: 19C58D1D-F897-4E95-19A6-BB1AC47A13F3\n\n\nTime Awake Since Boot: 560 seconds\n\nSystem Integrity Protection: enabled\n\nCrashed Thread: 0 Dispatch queue: com.apple.main-thread\n\nException Type: EXC_CRASH (SIGABRT)\nException Codes: 0x0000000000000000, 0x0000000000000000\n\nApplication Specific Information:\nabort() called\n\n\nApplication Specific Signatures:\nGraphics hardware encountered an error and was reset: 0x00000002\n\n\nKernel Triage:\nVM - Returned success with no page\nVM - Returned success with no page\nVM - Returned success with no page\nVM - Returned success with no page\n\n\nThread 0 Crashed:: Dispatch queue: com.apple.main-thread\n0 libsystem_kernel.dylib \t 0x7ff806b0b30e __pthread_kill + 10\n1 libsystem_pthread.dylib \t 0x7ff806b42f7b pthread_kill + 263\n2 libsystem_c.dylib \t 0x7ff806a8cd3f __abort + 139\n3 libsystem_c.dylib \t 0x7ff806a8ccb4 abort + 138\n4 libGPUSupportMercury.dylib \t 0x7ff913f3b5a7 gpusGenerateCrashLog + 157\n5 AMDRadeonX6000GLDriver \t 0x128d16adc gpusKillClientExt + 9\n6 libGPUSupportMercury.dylib \t 0x7ff913f3caee gpusSubmitDataBuffers + 499\n7 AMDRadeonX6000GLDriver \t 0x128d43c43 glrATI_Hwl_SubmitPacketsWithToken + 122\n8 Blender \t 0x103b74fb3 DRW_draw_render_loop_ex + 1507\n9 Blender \t 0x10484133a view3d_main_region_draw + 138\n10 Blender \t 0x103eeabd1 ED_region_do_draw + 337\n11 Blender \t 0x1039f397c wm_draw_update + 1756\n12 Blender \t 0x1039f0b50 WM_main + 48\n13 Blender \t 0x103290c4e main + 878\n14 dyld \t 0x7ff806812310 start + 2432\n\nThread 1:\n0 libsystem_kernel.dylib \t 0x7ff806b0461e semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff8069c3efb _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff8069c43d7 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x10edb3572 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 Blender \t 0x10edb206e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff806b43259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff806b3ec7b thread_start + 15\n\nThread 2:\n0 libsystem_kernel.dylib \t 0x7ff806b0461e semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff8069c3efb _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff8069c43d7 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x10edb3572 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 Blender \t 0x10edb206e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff806b43259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff806b3ec7b thread_start + 15\n\nThread 3:\n0 libsystem_kernel.dylib \t 0x7ff806b0461e semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff8069c3efb _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff8069c43d7 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x10edb3572 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 Blender \t 0x10edb206e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff806b43259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff806b3ec7b thread_start + 15\n\nThread 4:\n0 libsystem_kernel.dylib \t 0x7ff806b0461e semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff8069c3efb _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff8069c43d7 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x10edb3572 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 Blender \t 0x10edb206e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff806b43259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff806b3ec7b thread_start + 15\n\nThread 5:\n0 libsystem_kernel.dylib \t 0x7ff806b0461e semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff8069c3efb _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff8069c43d7 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x10edb3572 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 Blender \t 0x10edb206e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff806b43259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff806b3ec7b thread_start + 15\n\nThread 6:\n0 libsystem_kernel.dylib \t 0x7ff806b0461e semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff8069c3efb _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff8069c43d7 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x10edb3572 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 Blender \t 0x10edb206e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff806b43259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff806b3ec7b thread_start + 15\n\nThread 7:\n0 libsystem_kernel.dylib \t 0x7ff806b0461e semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff8069c3efb _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff8069c43d7 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x10edb3572 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 Blender \t 0x10edb206e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff806b43259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff806b3ec7b thread_start + 15\n\nThread 8:\n0 libsystem_kernel.dylib \t 0x7ff806b0461e semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff8069c3efb _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff8069c43d7 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x10edb3572 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 Blender \t 0x10edb206e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff806b43259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff806b3ec7b thread_start + 15\n\nThread 9:\n0 libsystem_kernel.dylib \t 0x7ff806b0461e semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff8069c3efb _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff8069c43d7 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x10edb3572 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 Blender \t 0x10edb206e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff806b43259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff806b3ec7b thread_start + 15\n\nThread 10:\n0 libsystem_kernel.dylib \t 0x7ff806b0461e semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff8069c3efb _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff8069c43d7 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x10edb3572 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 Blender \t 0x10edb206e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff806b43259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff806b3ec7b thread_start + 15\n\nThread 11:\n0 libsystem_kernel.dylib \t 0x7ff806b0461e semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff8069c3efb _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff8069c43d7 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x10edb3572 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 Blender \t 0x10edb206e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff806b43259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff806b3ec7b thread_start + 15\n\nThread 12:\n0 libsystem_kernel.dylib \t 0x7ff806b0461e semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff8069c3efb _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff8069c43d7 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x10edb3572 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 Blender \t 0x10edb206e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff806b43259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff806b3ec7b thread_start + 15\n\nThread 13:\n0 libsystem_kernel.dylib \t 0x7ff806b0461e semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff8069c3efb _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff8069c43d7 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x10edb3572 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 Blender \t 0x10edb206e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff806b43259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff806b3ec7b thread_start + 15\n\nThread 14:\n0 libsystem_kernel.dylib \t 0x7ff806b0461e semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff8069c3efb _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff8069c43d7 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x10edb3572 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 Blender \t 0x10edb206e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff806b43259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff806b3ec7b thread_start + 15\n\nThread 15:\n0 libsystem_kernel.dylib \t 0x7ff806b0461e semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff8069c3efb _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff8069c43d7 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x10edb3572 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 Blender \t 0x10edb206e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff806b43259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff806b3ec7b thread_start + 15\n\nThread 16:\n0 libsystem_kernel.dylib \t 0x7ff806b0461e semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff8069c3efb _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff8069c43d7 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x10edb3572 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 Blender \t 0x10edb206e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff806b43259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff806b3ec7b thread_start + 15\n\nThread 17:: caulk.messenger.shared:17\n0 libsystem_kernel.dylib \t 0x7ff806b0461e semaphore_wait_trap + 10\n1 caulk \t 0x7ff81024a8f8 caulk::mach::semaphore::wait_or_error() + 16\n2 caulk \t 0x7ff810230664 caulk::concurrent::details::worker_thread::run() + 36\n3 caulk \t 0x7ff810230328 void* caulk::thread_proxy<std::__1::tuple<caulk::thread::attributes, void (caulk::concurrent::details::worker_thread::*)(), std::__1::tuple<caulk::concurrent::details::worker_thread*> > >(void*) + 41\n4 libsystem_pthread.dylib \t 0x7ff806b43259 _pthread_start + 125\n5 libsystem_pthread.dylib \t 0x7ff806b3ec7b thread_start + 15\n\nThread 18:: com.apple.audio.IOThread.client\n0 libsystem_kernel.dylib \t 0x7ff806b046a2 mach_msg2_trap + 10\n1 libsystem_kernel.dylib \t 0x7ff806b1267d mach_msg2_internal + 82\n2 libsystem_kernel.dylib \t 0x7ff806b0b71a mach_msg_overwrite + 723\n3 libsystem_kernel.dylib \t 0x7ff806b04989 mach_msg + 19\n4 CoreAudio \t 0x7ff808e508a5 HALB_MachPort::SendSimpleMessageWithSimpleReply(unsigned int, unsigned int, int, int&, bool, unsigned int) + 111\n5 CoreAudio \t 0x7ff808d294c1 HALC_ProxyIOContext::IOWorkLoop() + 3783\n6 CoreAudio \t 0x7ff808d28029 invocation function for block in HALC_ProxyIOContext::HALC_ProxyIOContext(unsigned int, unsigned int) + 63\n7 CoreAudio \t 0x7ff808eaf630 HALB_IOThread::Entry(void*) + 72\n8 libsystem_pthread.dylib \t 0x7ff806b43259 _pthread_start + 125\n9 libsystem_pthread.dylib \t 0x7ff806b3ec7b thread_start + 15\n\nThread 19:\n0 libsystem_kernel.dylib \t 0x7ff806b0461e semaphore_wait_trap + 10\n1 Blender \t 0x1039e7038 tbb::internal::rml::private_worker::run() + 104\n2 Blender \t 0x1039e6fc9 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff806b43259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff806b3ec7b thread_start + 15\n\nThread 20:\n0 libsystem_kernel.dylib \t 0x7ff806b0461e semaphore_wait_trap + 10\n1 Blender \t 0x1039e7038 tbb::internal::rml::private_worker::run() + 104\n2 Blender \t 0x1039e6fc9 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff806b43259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff806b3ec7b thread_start + 15\n\nThread 21:\n0 libsystem_kernel.dylib \t 0x7ff806b0461e semaphore_wait_trap + 10\n1 Blender \t 0x1039e7038 tbb::internal::rml::private_worker::run() + 104\n2 Blender \t 0x1039e6fc9 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff806b43259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff806b3ec7b thread_start + 15\n\nThread 22:\n0 libsystem_kernel.dylib \t 0x7ff806b0461e semaphore_wait_trap + 10\n1 Blender \t 0x1039e7038 tbb::internal::rml::private_worker::run() + 104\n2 Blender \t 0x1039e6fc9 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff806b43259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff806b3ec7b thread_start + 15\n\nThread 23:\n0 libsystem_kernel.dylib \t 0x7ff806b0461e semaphore_wait_trap + 10\n1 Blender \t 0x1039e7038 tbb::internal::rml::private_worker::run() + 104\n2 Blender \t 0x1039e6fc9 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff806b43259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff806b3ec7b thread_start + 15\n\nThread 24:\n0 libsystem_kernel.dylib \t 0x7ff806b0461e semaphore_wait_trap + 10\n1 Blender \t 0x1039e7038 tbb::internal::rml::private_worker::run() + 104\n2 Blender \t 0x1039e6fc9 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff806b43259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff806b3ec7b thread_start + 15\n\nThread 25:\n0 libsystem_kernel.dylib \t 0x7ff806b0461e semaphore_wait_trap + 10\n1 Blender \t 0x1039e7038 tbb::internal::rml::private_worker::run() + 104\n2 Blender \t 0x1039e6fc9 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff806b43259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff806b3ec7b thread_start + 15\n\nThread 26:\n0 libsystem_kernel.dylib \t 0x7ff806b0461e semaphore_wait_trap + 10\n1 Blender \t 0x1039e7038 tbb::internal::rml::private_worker::run() + 104\n2 Blender \t 0x1039e6fc9 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff806b43259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff806b3ec7b thread_start + 15\n\nThread 27:\n0 libsystem_kernel.dylib \t 0x7ff806b0461e semaphore_wait_trap + 10\n1 Blender \t 0x1039e7038 tbb::internal::rml::private_worker::run() + 104\n2 Blender \t 0x1039e6fc9 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff806b43259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff806b3ec7b thread_start + 15\n\nThread 28:\n0 libsystem_kernel.dylib \t 0x7ff806b0461e semaphore_wait_trap + 10\n1 Blender \t 0x1039e7038 tbb::internal::rml::private_worker::run() + 104\n2 Blender \t 0x1039e6fc9 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff806b43259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff806b3ec7b thread_start + 15\n\nThread 29:\n0 libsystem_kernel.dylib \t 0x7ff806b0461e semaphore_wait_trap + 10\n1 Blender \t 0x1039e7038 tbb::internal::rml::private_worker::run() + 104\n2 Blender \t 0x1039e6fc9 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff806b43259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff806b3ec7b thread_start + 15\n\nThread 30:\n0 libsystem_kernel.dylib \t 0x7ff806b0461e semaphore_wait_trap + 10\n1 Blender \t 0x1039e7038 tbb::internal::rml::private_worker::run() + 104\n2 Blender \t 0x1039e6fc9 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff806b43259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff806b3ec7b thread_start + 15\n\nThread 31:\n0 libsystem_kernel.dylib \t 0x7ff806b0461e semaphore_wait_trap + 10\n1 Blender \t 0x1039e7038 tbb::internal::rml::private_worker::run() + 104\n2 Blender \t 0x1039e6fc9 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff806b43259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff806b3ec7b thread_start + 15\n\nThread 32:\n0 libsystem_kernel.dylib \t 0x7ff806b0461e semaphore_wait_trap + 10\n1 Blender \t 0x1039e7038 tbb::internal::rml::private_worker::run() + 104\n2 Blender \t 0x1039e6fc9 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff806b43259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff806b3ec7b thread_start + 15\n\nThread 33:\n0 libsystem_kernel.dylib \t 0x7ff806b0461e semaphore_wait_trap + 10\n1 Blender \t 0x1039e7038 tbb::internal::rml::private_worker::run() + 104\n2 Blender \t 0x1039e6fc9 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff806b43259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff806b3ec7b thread_start + 15\n\nThread 34:: com.apple.NSEventThread\n0 libsystem_kernel.dylib \t 0x7ff806b046a2 mach_msg2_trap + 10\n1 libsystem_kernel.dylib \t 0x7ff806b1267d mach_msg2_internal + 82\n2 libsystem_kernel.dylib \t 0x7ff806b0b71a mach_msg_overwrite + 723\n3 libsystem_kernel.dylib \t 0x7ff806b04989 mach_msg + 19\n4 CoreFoundation \t 0x7ff806c1dd0e __CFRunLoopServiceMachPort + 145\n5 CoreFoundation \t 0x7ff806c1c77a __CFRunLoopRun + 1360\n6 CoreFoundation \t 0x7ff806c1bbb0 CFRunLoopRunSpecific + 560\n7 AppKit \t 0x7ff809e9e696 _NSEventThread + 132\n8 libsystem_pthread.dylib \t 0x7ff806b43259 _pthread_start + 125\n9 libsystem_pthread.dylib \t 0x7ff806b3ec7b thread_start + 15\n\nThread 35:\n0 libsystem_pthread.dylib \t 0x7ff806b3ec58 start_wqthread + 0\n\nThread 36:\n0 libsystem_pthread.dylib \t 0x7ff806b3ec58 start_wqthread + 0\n\n\nThread 0 crashed with X86 Thread State (64-bit):\n```\nrax: 0x0000000000000000 rbx: 0x00007ff84a46e4c0 rcx: 0x00007ff7bcdf6d68 rdx: 0x0000000000000000\nrdi: 0x0000000000000103 rsi: 0x0000000000000006 rbp: 0x00007ff7bcdf6d90 rsp: 0x00007ff7bcdf6d68\n r8: 0x0000000000000000 r9: 0x0000000000989680 r10: 0x00007ff84a46e4c0 r11: 0x0000000000000246\nr12: 0x0000000000000103 r13: 0x00007fc5bcab6008 r14: 0x0000000000000006 r15: 0x0000000000000016\nrip: 0x00007ff806b0b30e rfl: 0x0000000000000246 cr2: 0x000070000848c000\n\n```\nLogical CPU: 0\nError Code: 0x02000148 \nTrap Number: 133\n\n\nBinary Images:\n 0x7ff806b03000 - 0x7ff806b3cff7 libsystem_kernel.dylib (*) <0c2fd2c9-777c-3355-b70f-7b1b6e9d1b0b> /usr/lib/system/libsystem_kernel.dylib\n 0x7ff806b3d000 - 0x7ff806b48ff7 libsystem_pthread.dylib (*) <13b5e252-77d1-31e1-888d-1c5f4426ea87> /usr/lib/system/libsystem_pthread.dylib\n 0x7ff806a0b000 - 0x7ff806a93fff libsystem_c.dylib (*) <5efaf10b-2ec1-32ed-b077-80125e552c8d> /usr/lib/system/libsystem_c.dylib\n 0x7ff913f3a000 - 0x7ff913f44ff7 libGPUSupportMercury.dylib (*) <7d9c3a7b-8be1-3221-b85d-a05c3a505598> /System/Library/PrivateFrameworks/GPUSupport.framework/Versions/A/Libraries/libGPUSupportMercury.dylib\n 0x128ce1000 - 0x128e50fff com.apple.AMDRadeonX6000GLDriver (4.9.48.2) <fc7f7220-b3d2-35ba-a63c-5c1f9dad929d> /System/Library/Extensions/AMDRadeonX6000GLDriver.bundle/Contents/MacOS/AMDRadeonX6000GLDriver\n 0x103108000 - 0x113af7fff org.blenderfoundation.blender (3.3.0) <f76c20d8-29bd-3c01-bed5-100d971f531a> /Applications/Blender.app/Contents/MacOS/Blender\n 0x7ff80680c000 - 0x7ff8068a054f dyld (*) <28fd2071-57f3-3873-87bf-e4f674a82de6> /usr/lib/dyld\n 0x7ff8069c1000 - 0x7ff806a07ff3 libdispatch.dylib (*) <817339a1-d03e-3e54-9c47-acacf69f6193> /usr/lib/system/libdispatch.dylib\n 0x7ff81022e000 - 0x7ff810253fff com.apple.audio.caulk (1.0) <43ed8c13-59df-3c8d-b4d2-aee44e4939b9> /System/Library/PrivateFrameworks/caulk.framework/Versions/A/caulk\n 0x7ff808b51000 - 0x7ff80924bffd com.apple.audio.CoreAudio (5.0) <e9f27094-01cb-337a-8530-0cab0e2cc96d> /System/Library/Frameworks/CoreAudio.framework/Versions/A/CoreAudio\n 0x7ff806b9f000 - 0x7ff807037fff com.apple.CoreFoundation (6.9) <dbc459f3-81bb-398a-8f74-3f7392392bb7> /System/Library/Frameworks/CoreFoundation.framework/Versions/A/CoreFoundation\n 0x7ff809d00000 - 0x7ff80ad04ff6 com.apple.AppKit (6.9) <817d572e-eb8c-3999-b7a0-68e1c4b47266> /System/Library/Frameworks/AppKit.framework/Versions/C/AppKit\n\nExternal Modification Summary:\n```\nCalls made by other processes targeting this process:\n task_for_pid: 0\n thread_create: 0\n thread_set_state: 0\nCalls made by this process:\n task_for_pid: 0\n thread_create: 0\n thread_set_state: 0\nCalls made by all processes on this machine:\n task_for_pid: 0\n thread_create: 0\n thread_set_state: 0\n```\n\nVM Region Summary:\nReadOnly portion of Libraries: Total=926.3M resident=0K(0%) swapped_out_or_unallocated=926.3M(100%)\nWritable regions: Total=25.2G written=0K(0%) resident=0K(0%) swapped_out=0K(0%) unallocated=25.2G(100%)\n\n```\n VIRTUAL REGION \n```\nREGION TYPE SIZE COUNT (non-coalesced) \n**=======**\nAccelerate framework 640K 5 \nActivity Tracing 256K 1 \nCG backing stores 3840K 4 \nCG image 52K 4 \nColorSync 228K 26 \nCoreAnimation 64K 8 \nCoreGraphics 12K 2 \nCoreUI image data 896K 6 \nDispatch continuations 128.0M 1 \nFoundation 16K 1 \nKernel Alloc Once 12K 2 \nMALLOC 23.5G 2836 \nMALLOC guard page 48K 11 \nMALLOC_MEDIUM (reserved) 80.0M 1 reserved VM address space (unallocated)\nOpenGL GLSL 256K 3 \nSTACK GUARD 148K 37 \nStack 71.8M 37 \nVM_ALLOCATE 1.3G 2655 \nVM_ALLOCATE (reserved) 160.0M 1 reserved VM address space (unallocated)\n__CTF 756 1 \n__DATA 47.3M 483 \n__DATA_CONST 32.7M 264 \n__DATA_DIRTY 975K 135 \n__FONT_DATA 2352 1 \n__GLSLBUILTINS 5174K 1 \n__LINKEDIT 263.1M 65 \n__OBJC_RO 65.1M 1 \n__OBJC_RW 1982K 2 \n__TEXT 663.2M 494 \ndyld private memory 384K 3 \nmapped file 195.8M 30 \nshared memory 780K 17 \n**=======**\nTOTAL 26.5G 7138 \nTOTAL, minus reserved VM space 26.2G 7138 \n\n\n\n-----------\nFull Report\n-----------\n\n{\"app_name\":\"Blender\",\"timestamp\":\"2022-11-21 07:38:41.00 -0500\",\"app_version\":\"3.3.0\",\"slice_uuid\":\"f76c20d8-29bd-3c01-bed5-100d971f531a\",\"build_version\":\"3.3.0 2022-09-07\",\"platform\":1,\"bundleID\":\"org.blenderfoundation.blender\",\"share_with_app_devs\":0,\"is_first_party\":0,\"bug_type\":\"309\",\"os_version\":\"macOS 13.0.1 (22A400)\",\"roots_installed\":0,\"name\":\"Blender\",\"incident_id\":\"AFBCD737-2754-40B9-8B82-01C085B7316C\"}\n{\n```\n\"uptime\" : 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\"817d572e-eb8c-3999-b7a0-68e1c4b47266\",\n \"path\" : \"\\/System\\/Library\\/Frameworks\\/AppKit.framework\\/Versions\\/C\\/AppKit\",\n \"name\" : \"AppKit\",\n \"CFBundleVersion\" : \"2299\"\n}\n```\n],\n```\n\"sharedCache\" : {\n\"base\" : 140703237111808,\n\"size\" : 21474836480,\n\"uuid\" : \"840e528a-0c70-3c6a-b7b4-4f05f32ccc51\"\n```\n},\n```\n\"vmSummary\" : \"ReadOnly portion of Libraries: Total=926.3M resident=0K(0%) swapped_out_or_unallocated=926.3M(100%)\\nWritable regions: Total=25.2G written=0K(0%) resident=0K(0%) swapped_out=0K(0%) unallocated=25.2G(100%)\\n\\n VIRTUAL REGION \\nREGION TYPE SIZE COUNT (non-coalesced) \\n=========== ======= ======= \\nAccelerate framework 640K 5 \\nActivity Tracing 256K 1 \\nCG backing stores 3840K 4 \\nCG image 52K 4 \\nColorSync 228K 26 \\nCoreAnimation 64K 8 \\nCoreGraphics 12K 2 \\nCoreUI image data 896K 6 \\nDispatch continuations 128.0M 1 \\nFoundation 16K 1 \\nKernel Alloc Once 12K 2 \\nMALLOC 23.5G 2836 \\nMALLOC guard page 48K 11 \\nMALLOC_MEDIUM (reserved) 80.0M 1 reserved VM address space (unallocated)\\nOpenGL GLSL 256K 3 \\nSTACK GUARD 148K 37 \\nStack 71.8M 37 \\nVM_ALLOCATE 1.3G 2655 \\nVM_ALLOCATE (reserved) 160.0M 1 reserved VM address space (unallocated)\\n__CTF 756 1 \\n__DATA 47.3M 483 \\n__DATA_CONST 32.7M 264 \\n__DATA_DIRTY 975K 135 \\n__FONT_DATA 2352 1 \\n__GLSLBUILTINS 5174K 1 \\n__LINKEDIT 263.1M 65 \\n__OBJC_RO 65.1M 1 \\n__OBJC_RW 1982K 2 \\n__TEXT 663.2M 494 \\ndyld private memory 384K 3 \\nmapped file 195.8M 30 \\nshared memory 780K 17 \\n=========== ======= ======= \\nTOTAL 26.5G 7138 \\nTOTAL, minus reserved VM space 26.2G 7138 \\n\",\n\"legacyInfo\" : {\n\"threadTriggered\" : {\n \"queue\" : \"com.apple.main-thread\"\n}\n```\n},\n```\n\"trialInfo\" : {\n\"rollouts\" : [\n {\n \"rolloutId\" : \"60da5e84ab0ca017dace9abf\",\n \"factorPackIds\" : {\n```\n\n```\n },\n \"deploymentId\" : 240000008\n },\n {\n \"rolloutId\" : \"5ffde50ce2aacd000d47a95f\",\n \"factorPackIds\" : {\n```\n\n```\n },\n \"deploymentId\" : 240000223\n }\n],\n\"experiments\" : [\n```\n\n```\n]\n```\n}\n}\n\nModel: iMac20,1, BootROM 1916.40.8.0.0 (iBridge: 20.16.420.0.0,0), 8 processors, 8-Core Intel Core i7, 3,8 GHz, 64 GB, SMC \nGraphics: AMD Radeon Pro 5500 XT, AMD Radeon Pro 5500 XT, PCIe, 8 GB\nDisplay: iMac, Retina 5K (5120 x 2880), Main, MirrorOff, Online\nMemory Module: Slot 1 (Channel A / DIMM 1), 16 GB, DDR4, 2667 MHz, 8502, unknown\nMemory Module: Slot 2 (Channel A / DIMM 0), 16 GB, DDR4, 2667 MHz, 8502, 0x3236363620433138205365726965732001010101003236363620433138205365726965730032363636204331382053657269657320010101010032363636204331382053657269657300\nMemory Module: Slot 3 (Channel B / DIMM 1), 16 GB, DDR4, 2667 MHz, 8502, unknown\nMemory Module: Slot 4 (Channel B / DIMM 0), 16 GB, DDR4, 2667 MHz, 8502, unknown\nAirPort: spairport_wireless_card_type_wifi (0x14E4, 0x7BF), wl0: Sep 14 2022 18:03:20 version 9.30.489.3.32.5.84 FWID 01-8b6fe36e\nBluetooth: Version (null), 0 services, 0 devices, 0 incoming serial ports\nNetwork Service: Wi-Fi, AirPort, en1\nUSB Device: USB31Bus\nUSB Device: Rocketfish Apple Mouse\nUSB Device: USB Keypad\nUSB Device: T2Bus\nUSB Device: Headset\nUSB Device: Ambient Light Sensor\nUSB Device: FaceTime HD Camera (Built-in)\nUSB Device: Apple #2 Controller\nThunderbolt Bus: iMac, Apple Inc., 58.2\n\n\n", "Kernel panic from changing Hair particles children from none to Simple or Interpolated\nOperating system: MacOS Monterey 12.4\nGraphics card: AMD Radeon Pro 5500M / Intel UHD Graphics 630\n\nBroken: 3.2.2 \nWorked: somewhere pre-2.9. \n\nThis has been a long-standing error, starting somewhere around 2.93, that has basically stopped me from using hair at all, on this machine: adding hair and changing Children to Simple or Interpolated instantly freezes the whole computer and ultimately leads to a kernel panic. Sporadic crashes from just changing the hair options happen as well, but these have been documented in other bug reports.[startup-file.blend](startup-file.blend)\n\n1. Put particle system on default cube\n2. Change to hair\n3. Change Children to Simple or Interpolated", "Hair particle system makes Blender crash\nOperating system: macOS-11.5.2-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon R9 M370X OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.6.20\n\nBroken: version: 3.0.1\nAlso not working in 2.93\nWorked: 2.83\n\nBlender crashes/closes when creating a hair particle\n\nUsing factory default startup file\nSelect cube\nGo to particle properties panel\nClick '+'\nClick 'Hair'\nBlender crashes and disappears" ]
Setting Dynamic Paint brush as particle crashes when selecting a particle system Tested and reproduced on following: 2.80 Beta Windows 64 bit PC: Nvidia GTX 1080 December 09, 02:49:24 - e79bb957fc3 2.80 Beta Linux 64 bit PC: Nvidia GTX 1080 December 09, 00:29:31 - e79bb957fc3 2.80 Beta macOS 64 bit on macbook pro mid-2004 Intel integrated card December 04, 00:11:08 - 1b6a394d862 Crashes when selecting the particle system from the dropdown menu ![Screen Shot 2018-12-09 at 22.31.31.png](Screen_Shot_2018-12-09_at_22.31.31.png) will crash if I click on particle name - Start from scratch - select cube - add a particle system - go to physics tab, add a dynamic paint - select type "Brush" - Add Brush - in Source paint : select "Particle System" - from the "particle systems" dropdown select the particle system - should crash Here is the crashlog: 1412346
[ "rendering crashed\nOperating system:\nGraphics card:\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\n\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n", "Viscoelastic springs (particle system fluid emitter) crashes blender 2.90.1 (and probably in all versions)\nOperating system: Windows 10\nGraphics card: Nvidia GTX 1060 6gb\nCPU: Ryzen 7 3700x\n\nBroken: 2.90.1, 2.91, 2.92\nWorked: 2.83.x\n\nEnabling viscoelastic springs and try playing the simulation, or baking, it will crash at about frame 5. However when you put springs settings to 0 and turn on it doesn't happen, but doesn't have any effect either.\nThe project files I provide is for 2.90.1. the setup is default cube with particle system, below it another cube with collision with default settings.\n\n[BrokenViscoelastics.blend](BrokenViscoelastics.blend)\n\n- Open the attached file\n- Enabled Vicoelastic Springs\n- Bake", "Crash Guide during render complete 2 December 9, 2022\nOperating system: macOS-13.1-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 575 OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.9.51\n\nBroken: version: 3.4.0\n\nCrash Guide during render 2\n\nSame crash guide during render before and today.\nSee youtube: ZeCA2p5wISY\n\nHistory previous.\nT100691\n\n![image.png](image.png)\n![image.png](image.png)\n\n[Blender-2022-12-09-161546.ips](Blender-2022-12-09-161546.ips)\n\n[Horizontal Video.zip](Horizontal_Video.zip)", "Circle Select Tool Todo\n## Circle Select Tool Todo\n * - [x] {icon circle color=red} Add Radius control to the tool settings, to set the radius of the select brush\n * - [x] {icon circle color=red} There should be a brush circle size preview cursor always visible, just like a paint tool. Currently the radius is only visible while painting your selection.\n * - [ ] {icon circle color=yellow} Currently, Circle Select only selects object origins. Add enum option to select normally too.\n * - [ ] {icon circle color=yellow} Add options to create new selections, add to selections or subtract from selections.\n\n * - [x] 3D view.\n * - [x] UV editor.\n * - [ ] Action editor.\n * - [ ] Annotations.\n * - [ ] Tracking.\n * - [ ] Node.\n * - [ ] Graph.\n\n\n\n\n![Screen Shot 2018-08-27 at 14.36.15.png](Screen_Shot_2018-08-27_at_14.36.15.png)", "Particle systems on a moving emitter with particle settings start/end outside the animation frame range showing up in wrong place intermittently\nOperating system: Windows 10\nGraphics card: RTX 3080\n\nBroken: 3.0.1\nWorked: xx\n\n[Desktop 2022.02.10 - 14.44.35.08.mp4](Desktop_2022.02.10_-_14.44.35.08.mp4)\n\nRepro steps with particle_bug.blend (attached)\n[particle_bug.blend](particle_bug.blend)\n1. Press play, observe:\n - on the initial frame of the animation, a cubic volume of particles spawn at the initial position of the cube\n - when the animation loops, the trail of particles disappears\n**This is the behavior I believe is a bug.**\n\n2. Change the animation start frame from 40 to 0, and let the animation play through at least one full loop.\n3. Change the animation start frame back to 40, and observe:\n - on the start frame of the animation, no cube of particles appears at the initial position of the cube\n - when the animation loops, the trail persists with each particle seeming to remain in its existing location.\n**This is the behavior I believe is intended when using duplicate particle systems with non-overlapping timespans to create the illusion of looping particles.**\n\n4. In the particle properties tab on the right, select the 'during' particle system (instead of the currently selected 'pre' particle system), and observe:\n - the behavior from step 1 immediately resumes: the particle trail disappears and the cube of particles appears at the initial position of the cube on the first frame of the animation.\n**This is the easiest way that the bug can be reproduced predictably.**", "No \"affect alpha\" in brush settings in the Image Editor\nOperating system: Linux-5.3.0-40-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce GTX 980 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 435.21\n\nBroken: version: 2.82 (sub 7)\n(as well as the latest alpha: version: 2.83 (sub 5))\nWorked: 2.80 (Checkbox existed in Image Editor brush settings, but had NO effect on brush behavior)\n\nIn the 3D Viewport as well as the Properties Editor while in Texture Paint mode, all brushes offer the \"affect alpha\" option in the \"Advanced\" section of the Brush Settings. In the Image Editor that option is missing from the \"Advanced\" section for no apparent reason.\n![grafik.png](grafik.png)\n\nOpen Blender with factory settings. Switch to \"Texture Paint\" tab. Compare the \"Advanced\" section of the active brush's tool settings in the Image Editor to that in the 3D Viewport or Properties Editor.\n\nSurely this has to be a well-known issue and exists only due to technical limitations of some kind.\nWhat should I tell my students why this inconvenience exists and when it will be addressed?", "F12 render all 600 frames complete cause crash.\nOperating system: macOS-13.5-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 575 OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.14.1\n\nBroken: version: 3.6.3 Release Candidate\n\nF12 render all 600 frames complete cause crash.\n\n![image](attachment)\n![image](attachment)\n\nBlender 3.6.0 crash\nBlender 4.0.0 is fine\n\n", "Viewport Render crashes on macOS 12.3\nOperating system: macOS-12.3-arm64-arm-64bit 64 Bits\nGraphics card: Apple M1 Apple 4.1 Metal - 76.3\n\nBroken: version: 3.1.0 Beta\n\n\nUpdated MacOS to 12.3 (Beta) and going to Viewport Render will cause a full Mac freeze then crash. A hard reboot is the only resolution.\n\nNot sure if this is caused from the latest version of MacOS (12.3 Beta) or if it's the latest version of Blender (3.1Beta). \nI haven't tried with the latest Blender 3.1 Beta build with Monterey 12.2 Beta as this would require me to wipe the computer and reload all apps and files in the OS downgrade process.\n\nOpen default scene and toggle the Viewport Render button.\n\n", "Crash upon renaming collection or clicking on Blenderkit after creating said collection (without renaming)\nOperating system: Win 10\nGraphics card: Nvidia Quadro M5000 \n\nBroken: 3.4.1\nWorked: 3.4.1\n\nCrash upon renaming collection or clicking on Blenderkit after creating said collection (without renaming). \n\n- Download file through the link from Google Drive attached (I leave the file as it is since I don't know what caused the problem)\n- Click in the collection \"Möblierung\",\n- create some new collection in it,\n- rename the new collection (with double click)\n- hit enter - crash\n\nOr create the collection, don't rename it and then click something in the interface (Blenderkit \"eye\" symbol in my case).\n\nReload didn't do anything, just kept crashing.\n\nLoaded a recent autosave, seems to work. Already hat to kill startup file and all settings yesterday, got permanent exception access violation crashes upon file load, after enabling some addon (TrueAssets) it worked.\n\nLink to the blend: view?usp=sharing\n\n", "Hair: changing children related settings not updating in particle editmode\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 388.73\n\n\nBroken: version: 2.80 (sub 75)\nWorked: (optional)\n\n\nHair particle system children won't update/refresh in viewport when editing their parameters\n\n- Add a hair particle system on any object and enable children (Simple)\n- Go to particle edit mode and enable children from right panel (N) ->Tool -> Options -> Viewport Display\n- Choose point select mode\n- Try changing any parameters related to the particle system's children or delete a particle point and will see no change on the viewport part (update occurs only after moving point or using settings like \"Comb\") \n\n\n[bug1.blend](bug1.blend)\n\n\n", "Crash when switching to Sculpt mode\nOperating system: \nLinux bu-dvl-2 5.13.0-51-generic #58~20.04.1-Ubuntu SMP Tue Jun 14 11:29:12 UTC 2022 x86_64 x86_64 x86_64 GNU/Linux\n\nGraphics card:\n0:02.0 VGA compatible controller: Intel Corporation UHD Graphics 620 (rev 07)\n\nBroken: 3.2.0\n\ncrashed when switching to Sculpt mode\n\n- Open alien.blend (attached) \n- Switch to Sculpt mode\n\n[alien.blend](alien.blend)\n\ncrash.txt: \n[alien.crash.txt](alien.crash.txt)", "ParticleEditSettings not updating when choosing tool from toolbar\nNot working Hash 1944bca49a\n\nBranch 2.8\n\nStep to reproduce:\n\n1. Open [hair_weight.blend](hair_weight.blend) you should see weights.\n2. Select another tool.\n3. You should not see weights but you still see them.\n\nThe display batch is reconstructed if ParticleEditSettings->brushtype changes but this only works if you change the brush type in the toolsettings panel.\n\nMust be a missing notifier/deg update.", "Particle system baking messes particle dietime (that in turn messes up particle textures)\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.5.0\n\nIf texture with color ramp is used for animating particle size through lifetime, in ~10 last frames of simulation all particles PERMANENTLY getting smaller until totally disappear lol, and it occurs only if using BAKE.\nthis is not animation, this is 100% bug, looks like particle size animation is applied to WHOLE particle system respectively/relatively to all scene timeline, and is overriding every single particle age at the end of timeline.\n\nFile uploaded.\nParticle systems in blender are SOOOO broken, the way how it works is so facepalmable, particularly \"bake\" and \"textures\".\nlooks like in my case they met lol\n", "Multires Displacement Smear brush + Dyntopo Error\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.67\n\nBroken: version: 2.92.0\n\n[When you want to use the multires displacement smear brush with dynamic topology, blender closes.]\n\n\n1. Open Blender\n2. Enter sculpted mode\n3. Select the Multires Displacement Smear brush\n4. Activate Dynamic Topology dyntopo\n5. Pass the brush through the Bucket\n6. Blender closes\n\n[untitled.blend](untitled.blend)\n\n", "GP Fill tool crashes with maximum Precision (macOS, Metal)\nOperating system: macOS-12.6.3-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon Pro 455 1.2\n\nBroken: version: 4.0.0 Alpha\nWorked: OpenGL\n\nThe Fill tool leads to crashes when Precision is set to maximum. (macOS, Metal)\n\n- new 2D Animation\n- draw a Circle\n- select Fill tool\n- set Precision to max (8)\n- try to fill\n\n<details>\n <summary>Thread 0 Crashed:: Dispatch queue: com.apple.main-thread ...</summary>\n\n0 libsystem_kernel.dylib \t 0x7ff80c84200e __pthread_kill + 10\n1 libsystem_pthread.dylib \t 0x7ff80c8781ff pthread_kill + 263\n2 libsystem_c.dylib \t 0x7ff80c7c3dbe __abort + 139\n3 libsystem_c.dylib \t 0x7ff80c7c3d33 abort + 138\n4 libsystem_c.dylib \t 0x7ff80c7c30cb __assert_rtn + 314\n5 Metal \t 0x7ff8152fd8a4 MTLReportFailure.cold.1 + 43\n6 Metal \t 0x7ff8152e7c05 MTLReportFailure + 529\n7 Metal \t 0x7ff8152e0378 _MTLMessageContextEnd + 1278\n8 Metal \t 0x7ff815231bdf -[MTLTextureDescriptorInternal validateWithDevice:] + 3296\n9 AMDMTLBronzeDriver \t 0x7ffa28ecc4f5 -[BronzeMtlTexture initInternalWithDevice:descriptor:] + 59\n10 Blender \t 0x112db8230 blender::gpu::MTLTexture::ensure_baked() + 1280\n11 Blender \t 0x112db832f blender::gpu::MTLTexture::get_metal_handle_base() + 15\n12 Blender \t 0x112d8997f blender::gpu::MTLFrameBuffer::bake_render_pass_descriptor(bool) + 879\n13 Blender \t 0x112d7c8c0 blender::gpu::MTLCommandBufferManager::ensure_begin_render_command_encoder(blender::gpu::MTLFrameBuffer*, bool, bool*) + 112\n14 Blender \t 0x112d806b5 blender::gpu::MTLContext::ensure_begin_render_pass() + 325\n15 Blender \t 0x112bdddd7 GPU_clear_color + 71\n16 Blender \t 0x10dd4f9e8 gpencil_fill_modal + 4456\n17 Blender \t 0x10d26677d wm_handler_operator_call(bContext*, ListBase*, wmEventHandler*, wmEvent*, PointerRNA*, char const*) + 1389\n18 Blender \t 0x10d265551 wm_handlers_do_intern(bContext*, wmWindow*, wmEvent*, ListBase*) + 1841\n19 Blender \t 0x10d2647e0 wm_handlers_do(bContext*, wmEvent*, ListBase*) + 48\n20 Blender \t 0x10d263b7a wm_event_do_handlers + 2554\n21 Blender \t 0x10d259950 WM_main + 32\n22 Blender \t 0x10ca4a59e main + 878\n23 dyld \t 0x12095152e start + 462\n</details>\n\n" ]
[ "Blender crashing after adding particle system and dynamic paint (Brush)\nOperating system: Windows 10\nGraphics card:\n\nBroken: 2.80 Beta\nWorked: 2.79\n\n**Adding Particle system in dynamic paint brush crashes blender**\n\n1. Add a plane \n2. Create new particle system\n3. Add dynamic paint (brush)\n4. Under source select particle system\n5. On selecting particle system blender crashes" ]
Regression: Extrude tool settings reverted after tool switching Operating system: Linux Mint 20.2 Cinnamon Graphics card: GeForce GTX 750 Ti Broken: 3.0.0, master Worked: 2.93.6 Caused by 082ddc9379 The "XYZ" option under Extrude Tool always gets reset to "Normal" after changing the tools 1. Switch to Extrude Tool 2. Change "Normal" mode to "XYZ" 3. Switch to any other tool 4. Switch back to Extrude Tool 5. The mode is back to "Normal" Expected result (2.93.6 works this way): The mode should stay on "XYZ"[bug-2021-12-06_10.30.38.mp4](bug-2021-12-06_10.30.38.mp4)
[ "Switching Curve Shapekeys in Edit Mode go haywire if relative to one another\nOperating system:\nLinux\n\nBroken in 2.79 onwards\nWorked in 2.78\n\nPossibly caused by\n6f1493f68f\n5e1d4714fe\n\nShapekeys on curves do not reset properly when switching between them in edit mode, and one shapekey is relative to another.\n\nSelect the circle and enter edit mode. Repeatedly switch between shapekeys 'Key 1' and 'Key 2' while staying in edit mode. 'Key 2' will change over time from just this.\n[bug_report_shapekeys_curve.blend](bug_report_shapekeys_curve.blend)\n\n**How to reproduce the scene**\nCreate a Curve object. Add Basis, Key 1, Key 2 shapekeys. Set 'Key 2' relative to 'Key 1'. Select 'Key 1' and translate/scale it. ", "Sculpt mode -> Curve Stroke causes Undo to behave differently\nOperating system: Windows 10 x64\nGraphics card: Nvidia 980 GTX\n\nBroken: v 2.82 Alpha, 10-12-2019\n\nIf Brush stroke is set to Curve and some sculpt detail is added (Ctrl + Left Click), (Ctrl + Z) or Undo does not work. Instead of Undo for the sculpt detail, the curve control points are removed.\n\n1. Start with default cube and add Multi-Res modifier, subdivide a couple of times.\n2. Go to sculpt mode and with the SculptDraw brush set the stroke to Curve.\n3. Draw a curve using (Ctrl + Right Click) to add some control points.\n4. Add sculpt details using Ctrl + Left Click. \n5. Press Ctrl + Z. Instead of removing the details the control points of the curve will be removed first. \n6. Press Ctrl + Z repeatedly. When the last control point remains then the sculpt detail will be removed.", "Undoing using undo history in sulpt rendered mode won't work.\nOperating system: Linux-5.8.0-53-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: AMD RAVEN (DRM 3.38.0, 5.8.0-53-generic, LLVM 11.0.0) X.Org 4.6 (Core Profile) Mesa 20.2.6\n\nBroken: version: 3.0.0 Alpha\n\nUndoing using undo history in sculpt rendered mode doesn't work. This doesn't seem to be a problem in workbench i.e in solid and wireframe mode, bug only happens in rendered and material preview mode. In both cycles and evee \n\n1) Open default startup file.\n2)Go to sculpt mode\n3)Switch to rendered mode\n4)Make any number of brush strokes\n5)Undo to any step after the 'Original' step for example to the 'Sculpt Mode' step.\n\nIt is important that the undo history menu is used as opposed to ctrl+Z, even if you undo only one step back with the undo history menu. Also note that if you make any edits in edit mode before entering sculpt mode and making edits there and then undo back to edit mode everything looks the way it should but if you then redo to sculpt mode the same problem appears\n\n[#88330.webm](T88330.webm)", "Value of Quad Corner Type changes automatically in the Subdivide operator.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce MX150/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87\n\nBroken: version: 2.93.0 Alpha\n\nValue of `Quad Corner Type` changes automatically in the Subdivide operator.\n\n\n1) Open Default Scene.\n2) Go to Edit Mode, right click and select Subdivide.\n3) Uncheck the Create N-gons box.\nQuad Corner type is automatically set to `Inner Vert` from `Straight Cut`.\n\n(But we can still select `Straight Cut`, not like its disabled) so this doesn't look like consistent behavior?\n\n", "Factory reset does not reset data for add-ons\nSystem Information\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 750 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 532.03\n\nBlender Version\nBroken: version: 4.0.0 Alpha\n\nShort description of error\n\nConfigurations of addons are not restored when calling factory reset.\n\nSee video for demonstration:\n\n", "Transform orientation undo is inconsistent.\n\nBroken: 3.0\nWorked: ?\n\nTransform orientation undo is inconsistent. It works in object mode, but doesn't work properly in edit mode. In edit mode it sometimes won't undo, or undoes together with another different step(like changing mode, or moving vertex).\n\n- Open default startup;\n- Change the Transform Orientation from Global to something else\n- Undo/redo - it works;\n\n---\n- Reopen default file\n- Go to edit mode\n- move vertex\n- Change the Transform Orientation\n- undo multiple times - Will never undo the Transform Orientation. (now deselect cube and perform undo operation: will revert selected transform orientation)\n\n", "Bevel Tool cycling through percent mode locks numerical input\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2080 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.48\n\nBroken: version: 2.91.0 Alpha\n\nIn edit mode, if you input a precise value for a bevel (edge bevel tool), like lets say 0,5, and then cycle through the modes (M-key), after cycling past the percent mode, it resets your numerical input to 0, and you cannot change it anymore.\n\nDepending on what value you have input, and whether you have also moved your mouse or not, gives different results. Sometimes it resets to 0, sometimes to another number. In any case, it is then frozen, and you cannot change it.\n\n\nVersion 1, without mouse movement:\n- Add a cube\n- In edit mode, start the edge bevel tool (Ctrl + B)\n- Input a bevel value, like 0,1\n- Press M several times to cycles through modes.\n- The value has reset to 0.\n- Try deleting the input value (backspace) or writing any other number. It is locked. \n- Try moving the mouse. No effect.\n\nVersion 2, with mouse movement:\n- Add a cube\n- In edit mode, start the edge bevel tool (Ctrl + B)\n- Move your mouse around\n- Input a bevel value, like 0,1\n- Press M several times to cycles through modes.\n- The value has reset to some other value, probably based on the mouse position.\n- Try deleting the input value (backspace) or writing any other number. It is locked. \n- Try moving the mouse. No effect.\n", "Drivers of sub-ID properties do not get removed along with the sub-ID\nBy \"Sub-ID\" I mean things like Modifiers, Constraints (bone & object), custom properties, shape keys, bones, VSE strips, etc. Not sure how to get a complete list of these types of things.\n\nWhen one of these things, such as a modifier, is removed, drivers on its driven properties are not removed. This makes it easy to leave behind broken drivers that now target nothing. These can be cleared up in the Driver Editor UI fairly easily, but the fact that we must do so is annoying. Experienced users end up learning that you can't just remove a modifier or constraint without removing its drivers first - Just to save you a trip to the Driver Editor.\n\nForgetfulness in this habit results in console warnings, which in a production environment trickle down from assets to shot files, and contribute to the users' sense of \"console warnings aren't important, I will ignore them\".\n\nI always thought this was a known issue but @Sergey told me it's fixable and that I should make a report. Here ya go! \n\nThis would be a really, really welcome improvement for the studio and probably the whole world.\n\n", "Sculpting: Ctrl+S reverts recent progress. \nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1660 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 2.92.0,\nBroken too: b67423f806\n\nWhen saving with ctrl+S the last changes applied to sculpt with \"grab\" brush gets reverted. This should be observed by reopening the file. \n\n- Have a sculpt with dynamic topology. Disable dynamic topology for the next step.\n- Move a part of the mesh with the grab brush.\n- Save your last progress. \n- Reopen the file using file browser. All changes done with the grab brush will be undone.\n\n![grafik.png](grafik.png)\n\n[face sculpt broken.blend](face_sculpt_broken.blend)\n\nThanks, have a great day and stay healthy!", "Realize Instances lost Z rotation of Curve Line in certain situations\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 527.56\n\nBroken: version: 3.5.0 Beta\nWorked: N/A, 3.4.1 is also affected\n\n\nDiscovered in Blender.chat, Realize Instances doesn't appear to passthrough some type of curve rotation, for example Z rotation on a (0,0,0) to (0,0,1) curve line is lost during the process.\n\n\n- Download the attached blend file\n- Observe the curve line have random rotation per instances, but didn't result in rotated meshes\n- Disable Realize Instances and observe the instanced meshes are rotated as expected.\n- Enable Realize Instances, instead put an additional (0.001) rotation to X axis with the Combine XYZ node, observe this rotation are kept after Realize Instances.\n- I believe this behaviour should be consistent across all possible rotations.\n\n", "Normal Map gets inverted in Edit mode\nOperating system: Linux-5.3.0-7642-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.44\n\nBroken: version: 2.83 (sub 13)\n\nFor some reason having material shading enabled and entering edit mode inverts the normal map.\n[2020-04-14 14-01-54.mp4](2020-04-14_14-01-54.mp4)\n\n1. Open the file [bug.blend](bug.blend)\n2. Enable Material Preview\n3. Switch between Edit mode and object mode\n\n", "addon preferences changed by code (not by user in UI) are not saved\nOperating system: Ubuntu\nGraphics card: RTX\n\nBroken: master\nWorked: ?\n\naddon preferences changed by code (not by user in UI) are not saved at Blender close.\n\n- Open Blender. Load Factory Settings, close Blender. \n- Open Blender\n- In console, change an addon preferences. For example, change device of Cycles : bpy.context.preferences.addons['cycles'].preferences['compute_device_type'] = 1 (this change to CUDA)\n- Close Blender. No log saying preferences are saved.\n- Open Blender again, check that device is still None. pref save is KO\n- Change preferences to \"CUDA\" by clicking with your mouse\n- Close Blender\n- See that a log saying preferences are saved\n- Open again, you can see that preferences are set to CUDA, pref save was OK", "Tweak tool deselects previously selected items.\nOperating system: Windows\nGraphics card: 1060\n\nBroken: All 2.8 versions\n\nTweak tool deselects previously selected items.\n![Blender tweak tool.gif](Blender_tweak_tool.gif)\n\n", "Extrude Gizmo doesn't match extrusion direction\nOperating system: Linux-5.15.0-27-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: Quadro GP100/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.60.02\n\nBroken: version: 3.3.0 Alpha\n\nThis seems to be a bigger issue without an obvious solution.\nEssentially, when using the Extrude Tool it shows a handle that is oriented towards the normal Z axis. it is supposed to indicate the direction in which the extrusion will happen.\nWhen click & dragging it, it will instead use the normal Z axis of the newly created geometry.\n\nTo be clear, this is the intended and preferred behaviour! Before Blender 2.93 it used to take the original normal Z axis and it lead to a less intuitive experience.\n\nWhat this bug points out is that there is still a mismatch between the previewed direction and the direction that will be used.\n\n![Screenshot_2022-05-13_11-37-41.png](Screenshot_2022-05-13_11-37-41.png)\nIn this picture you can see how the extrusion handle and the direction arrow mismatch. This is after already extruding once, but it highlights the disconnect.\n\n- Go into edit mode on the default cube\n- Select the top face and move it to the side (To create a sheared cube shape)\n- Delete the selected top face\n- Select the open edges\n- Make the Extrude Tool active and use the yellow plus handle\n\n", "3D cursor not respecting orientation setting if other tools are active.\n**System Information:**\nNA\n\n**Blender Version:**\nBroken: Blender 2.8 Beta 0f5b53ba4dc\nRetested with Blender 2.90 c880e54a95dd (2020-05-14 22:52)\n\n**Short description of error:**\nThere are a few inconsistencies with the 3D cursor in the 3D viewport. Here are the steps to reproduce.\n1. Load up Blender. For this example I will use left click select. Right click select also experiences this issue.\n2. Select the 3D cursor from the tool bar and in the tool settings change the orientation to something other than \"View\" (I'll use \"Geometry\" in my example).\n3. Switch to any other tool on the toolbar and move the 3D cursor using `Shift-RMB`. The 3D cursor will move, but it will take on the orientation of the viewport, not the set 3D cursor orientation.\n\nHere's some interesting things to note:\n\nIf the tool you have selected is \"Tweak\" (found by cycling through the \"Box select\" tool until you get to tweak), the 3D cursor orientation will respect the orientation set in the 3D cursor settings.\n\nThis is interesting because as @lichtwerk has pointed out in the comments, there are settings in the keymap panel to control this. In the keymap there are options under the section \"3D View>3D View (Global)>Set 3D cursor\" and \"3D View>Object mode>3D View Tool (tweak)>Set 3D cursor\". Both of these options default to have the orientation as \"View\" (but gray out) which is technically the cause for the behavior I saw in the original copy of this report, but for some reason, the \"tweak\" tool doesn't follow the keymap. Or both keymaps are supposed to reference the orientation set by the user (signified by the grayed out buttons in the keymap) and \"3D View (Global)>Set 3D cursor\" isn't doing that." ]
[ "Extrude Tool Regression: Gizmo setting reverted after tool switching\nOperating system: Linux-5.4.0-91-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: Quadro GP100/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.91.03\n\nBroken: version: 3.1.0 Alpha\nWorked: Blender 2.93\n\nOne of the tool settings of the Extrude Tool is by default on \"Normal\". If changed to \"XYZ\" and then switching between a different tool, it will revert back to Normal.\n\n- Go into edit mode\n- Make the Extrude Tool in the toolbar active\n- Switch the tool setting to XYZ\n- Make another tool active and \n- Then switch back to the extrude tool" ]
The effect of Dynamic Paint is very hard to see in Blender3.2 Operating system: Windows10 Graphics card: NVIDIA GeForce GTX 1050 Ti Broken: 3.2 Worked: 2.93, 3.1 In Blender3.2, The effect of Dynamic Paint is very hard to see compaired to previous versions. [DynamicPaint.blend](DynamicPaint.blend)
[ "Baking diffuse color takes a lot of time in version 3.0\nOperating system: Windows 10 64bits\nGraphics card: NVIDIA GeForce RTX 2060\n\nBroken: 3.0, 3.0.1, 3.1\nWorked: 2.93.8\n\nIt takes longer time to complete bake diffuse color in version 3.0 compared to 2.93\n\n![Capture.JPG](Capture.JPG)\n\n[Bake 2.93.blend](Bake_2.93.blend)\n\n[Slow_Bake 3.0.blend](Slow_Bake_3.0.blend)\n", "Context Menus for Paint Modes\nThis is a follow on from a discussion on IRC with @campbellbarton.\n\nRecently, contextual menus menus were added to the paint modes. However, inside the paint modes we hardly have any useful operators to add here.\n\nInstead, we could add common brush controls here, as many painting apps do.\n\nTo start, we could just add a simple list of sliders:\n\n![Screenshot 2019-03-02 at 17.38.38.png](Screenshot_2019-03-02_at_17.38.38.png)\n\nLater on, when the brush picker is more fleshed out, we could add it here too, like so:\n\n![Screenshot 2019-03-02 at 17.39.02.png](Screenshot_2019-03-02_at_17.39.02.png)", "Invisible color picker in the preferences menu\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.36\n\n\nBroken: version: 2.80 (sub 74)\n\n**Short description of error**![Bug.jpg](Bug.jpg)\nDepending on your position in the preferences menu the colour picker becomes invisible\n\nDepending on your position in the themes menu (preferences/themes), the colour picker may be above or under the setting you want to change, but there is a specific position in which the colour picker becomes invisible. This bug only occurs if there are multiple settings above, at least one submenu open and you edit one of the settings in the middle. E.g. \"Inner\" and \"Inner selected\" in the user interface section. The colour picker is not only invisible but also not functioning. The \"RGB\" and \"HSV\" sliders work as well as the \"HEX\" section.\nClosing the picker and scrolling down the page, only by a single line (up or down) fixes the glitch, also resizing the window works. \n\nBased on the default startup\n\n", "Render problems\nOperating system: Windows 10 Pro Ameliorated\nGraphics card: RTX 3070 driver version 472.12\n\nBroken: v3.6 and v3.61\nWorked: v3.51 <- Using the same file created in v3.61\n\nWhile rendering a frames of an animated character, the current rendered animation frame usually shows in the 3D viewport in v3.51. However, in the broken version, it fails to show the current frame being rendered, nothing gets updated visually. Then eventually in the 3D viewport the character goes into its T pose for a few frames then the character starts losing visibility of its layers, at that point Blender crashes. \nI will create a .blend file if I am the only one getting this bug.\n\n", "Color management look contrasts apply the wrong gamma when the display device is set to None\nOperating system: window 11\nGraphics card: RTX 2060s\n\nBroken: 3.1 stable, 3.0 stable\n\nWhen the display device is set to None, applying a look contrast results in what looks like a double gamma correction. This doesn't happen when the Display device is set to XYZ.\n \n1. set the display device to None\n2. set the look contrast to any other setting than None or Medium", "Invert Masking behaviour for Sculpt/Paint Mode\nThis is a design related to the implementation of Paint Mode.\nIt outlines the possibility to invert the behavior & visualization of masks.\n**Current** = Masked vertices cannot be edited\n**Proposed** = Masks & Selections are the same -> They can be edited.\n\n# Current Issues\n\nThere are a few different issues that exist the with current way of how masks work.\n\n### An Inverted Workflow\n\nA typical workflow issue when using masks is that users mask a section of their mesh and then invert the mask.\nIn a lot of cases the areas you mask are the ones you DO want to edit.\nMasking is very much designed with this workflow in mind. But this leads to using `Invert` on the mask potentially hundreds of times per day.\n\n### Syncing Selections across Modes\n\nFor the implementation of Paint Mode it will be very beneficial to start syncing selections between various modes. \nSo if a selection is made in Edit Mode it will also appear as masked in Sculpt/Paint Mode (This would likely be a direct conversion every time you switch modes)\nThis will be less confusing and disconnected if both the selection in Edit Mode and the mask in Sculpt/Paint Mode are areas you CAN affect.\n\n### Masks vs Selections\n\nA current plan for the implementation of Paint Mode and the new Curves object type is to use \"Selections\". \nThe use case for sculpt mode masks and selections is essentially the same: \n**You define a temporary area that should be affected by your operations.**\n\nThe issue is that \"Masks\" also refer to the concept of for example creating an attribute (like a vertex group or color attribute)\n or a grayscale image texture and using it as a factor for shader/geometry nodes. The use case here is quite different:\n**You save an area for repeated use in materials and procedural networks.**\nFor example layering textures.\n\nReplacing the current concept of sculpt mode masks with selections would avoid confusion and make the use case of selections and masks very clear.\n\n# Proposal\n\n### Selection instead of Masking\n\nWe need to test the following behavior:\n- Rename \"Mask\" to \"Selection\" or \"Selection Mask\"\n- Unselected areas are darkened with an overlay\n- Selected areas are affected by brushes & other operations\n\nThere are use cases that are important to keep in mind with this change:\n- When entering sculpt mode, everything should already be selected.\n- Previous workflows (Mask brush) to create a deselected area and should still be accessible.\n\nOther areas of Blender will still refer to \"Masks\" like a Texture Mask in the brush settings, mask nodes, grease pencil layer masks and motion tracking masks.\n\n### Offer a preference to use the old behavior\n\nThere should be an option in the preferences to invert the selection behavior globally in sculpt/paint mode and get the old behavior back.\nTo what extend the inverted behavior would be done needs to be tested.", "Dependency graph cycles report only in the console\n**Broken:** 2.79, 2.81, ...\n\nWhen creating or loading files with dependency cycles issues there is no way of knowing of their existence without pro-actively checking the console.\n\nOpen file:\n\n[constraints_glitch.blend](constraints_glitch.blend)\n\n---\n\n**Original report**\n\n**Title**\nDynamic Paint seemingly breaks Shrinkwrap constraint\n\nBroken: 2.81, 892c3891ed0b (2019-10-24 19:00)\n\nUsing a Shrinkwrap constraint on an empty with the target mesh having Dynamic Paint enabled makes the constraint \"flicker\" on and off visually.\n\n[constraints_glitch.blend](constraints_glitch.blend)\n\nThere's a plane with Dynamic Paint enabled and a DP brush object made of 3 cubes:\n\n - A normal 1 meter cube\n\n - A 0.5 meter cube, hooked to an empty Floor-constrainted directly to the plane. This one works as normal and stays on the plane.\n\n - Another 0.5 meter cube, *but colored red.* This one is hooked to an empty which is Floor-constrained to another empty Shrinkwrapped to the plane.\n![dpglitch.gif](dpglitch.gif)\nIf you play the animation in this file, the red cube should go through the plane and maybe flicker.\nIf you remove the Dynamic Paint property from the plane and play the animation, the red cube should stay on top of the plane, like the other cube.", "Sculpt: Paint tool cavity custom curve crash\nOperating system: Windows 10\nGraphics card: NVDIA RTX 2060 Super\n\nBroken: 3.4, 3.5\n\nSteps to reproduce the issue:\n - Switch to Sculpt Mode or open default sculpting template file\n - Choose the Paint Tool\n - Click on Brush dropdown\n - Enable Cavity by clicking on Advanced >> Cavity in the \"Brush\" dropdown\n # Enable Custom Curve under Advanced >> Cavity in the \"Brush\" dropdown\n![PaintCavityCrash.png](PaintCavityCrash.png)\n\n\nResult:\nNo **Custom Curve** is shown as in other Sculpting Tools & after trying to paint with the **Paint** tool setup this way blender instantly crashes.", "Dynamic Paint sub-steps doesn't work with particles\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.51\n\nBroken: version: 2.93.0 Alpha\n\nWhen using a particle system as a dynamic paint brush, the sub-steps setting of the canvas doesn't work. The sub-steps appear to work as intended with all other brush types. Whether the painting is done with vertex or texture maps doesn't seem to have an impact on the bug.\n\n* Open attached .blend\n* Bake the dynamic paint cache with a sub-steps value > 0\n* The result shows no sub-steps\n[Bug2.blend](Bug2.blend)\n", "Texture paint: Bleedind around thin cuts do not fill texture\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.95\n\nBroken: version: 3.6.0 Alpha\nWorked: never?\n\n\n1. Wider distance allow to overlap color\n2. closer distance between faces do not\n3. closer distance between islands allow to overflow to neighbour island…\n\n![94734103.png](attachment)\n[bleeding test.blend](attachment)\nopen file, try to paint as seen in the [video 2023-03-24_05-09-32.mp4](attachment)\n\n", "Subsurface scatering does not indirectly affect diffuse.\nHello,\nI've noticed an oddity: materials with SSS are considered totally opaque, but only for the diffuse aspect, but remain visible for glossy surfaces ;\n\n![SSS_anomaly.png](attachment)\n\n\nIt looks like a limitation, but it doesn't seem to be listed anywhere :\n\n-0df9b2c715\n-sss.html\n\nMaterials, such as ivory, jade, marble, rubber or skin, will produce variable results.\n\nIf this is a limitation, it's strange that it's only on the diffuse component and not the glossy one.\n\nSo it looks like a bug.\n\nThanks for reading, and sorry about my bad English.\n\n\nOperating system: Windows 11\nGraphics card: nvidia 2080ti\n\nBroken: 3.6\nWorked: none ?\n\n\nLoad SssPasstrought.blend , render\n\n", "Cycles: Tex Coord node plugged directly in a world shader does not affect diffuse rays\nI tested and it's not supported in 2.79 so this maybe a corner case that has long been standing.\n\nThis happens also in final render.\n\n[cycles_diffuse_ray_issue.blend](cycles_diffuse_ray_issue.blend) \n- Open given file and switch to rendered view.\n- Connect the 2nd checker color socket to another of the dysfunctional texco socket.\n- Only glossy rays can now see the texco of the environment.\n\nThe issue seems to happen if the coordinate is plugged straight to the background or emission node. If the output is mixed it does work (default state of the file).\n\nMixed, working:\n![Capture d’écran du 2019-09-24 18-13-45.png](Capture_d_écran_du_2019-09-24_18-13-45.png)\n\nNot mixed, broken:\n![Capture d’écran du 2019-09-24 18-14-05.png](Capture_d_écran_du_2019-09-24_18-14-05.png)", "Preview Texture Blend\nOperating system: Arch Linux\nGraphics card: GTX 1060 6GB\n\nBroken:\n(example: 2.79b release)\n(example: 2.80, edbf15d3c044, blender2.8, 2018-11-28, as found on the splash screen)\nWorked: (optional)\n\n\nTexture gradient is not displayed correctly. Texture Blend.\nWhen you configure the texture, the preview displays the texture view.\nThe preview is more white than black.\n![Screenshot_20190102_202814.jpeg](Screenshot_20190102_202814.jpeg)\n\n![Screenshot_20190102_202738.jpeg](Screenshot_20190102_202738.jpeg)\n\nIf the texture to use as brush, you can see that the boundary particle moves wrong.\n\nIf in 2.8 open the file created in 2.7.\nThe texture is displayed differently.\nBut it works the same way as in 2.7.\n\n![Screenshot_20190103_081054.jpeg](Screenshot_20190103_081054.jpeg)\n\nRun the attached files, see how the particles behave.\n[Blend.zip](Blend.zip)\n", "Backface culling is not working for mask in edit mode\n2.80 (sub 45), 893fa598319e, 2019-02-24 22:02\n\nAnd wireframe too heavy.\n\n![140255.jpg](140255.jpg)\n\nIdk if it is bug or intended, but it will be nice, if it will work like on the 2nd or 3rd picture: much more readable.\nAnd when x-ray is on, wireframe on the background will be faded too, accordingly slider-setting.\n\n![140238.jpg](140238.jpg)\n![140205.jpg](140205.jpg)\n\n", "3D Paint Mode stencil disappears when panning viewport.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.76\n\nBroken: version: 2.93.4\n\nWhen panning viewport in 3D paint mode with stencil mask enabled, the stencil mask disappears when moving the viewport, however does not disappear when zooming it, which indicates it's not a technical limitation.\n\n1. Enter 3D paint mode\n2. Enable texture mask, select some texture and set mapping to stencil\n3. Navigate the viewport\nResult: The stencil disappears when moving the viewport, which makes it very difficult to line up stencil projection with the 3D geometry\nExpected: The stencil does not disappear when navigating the view\n\n" ]
[ "Regression: Dynamic Paint displacement do not update normals in 3.2\nOperating system: Windows10\nGraphics card: NVIDIA GeForce GTX 1050 Ti\n\nBroken: 3.2\nWorked: 2.93, 3.1\n\nCaused by 6a3c3c77b3\n\nIn Blender3.2, The effect of Dynamic Paint is very hard to see compaired to previous versions.\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n[DynamicPaint.blend](DynamicPaint.blend)" ]
Moving objects with gizmo crashes blender Operating system: Windows-10-10.0.18362-SP0 64 Bits Graphics card: GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87 Broken: version: 2.90 (sub 1) Worked: 2.83 You can move it only with shortcuts - Open blender press T for the tools panel - Select move # Move the default cube
[ "Crash when modifing materials after using BMesh in Depsgraph-Pre event\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.49\n\n\nBroken: version: 3.0.0\nBroken: version: 3.0.1 Release Candidate\nBroken: version: 3.1.0 Alpha\n\nI wrote a script with a function that copies a mesh via BMesh to another object and then changes it's materials. When I want to export the scene as an alembic, Blender crashes when the function gets called via the Depsgraph_Pre event. Depsgraph_Post and Frame_changed_Pre & Post all work fine.\n\n\n- Open the attached Depsgraph_Pre_Crash.blend file in Blender\n- Run the script\n- (Optional) Scroll on the timeline between frames 1 & 2 to check that the script works\n- Set the active frame on the timeline to 1\n- Export as alembic with default settings\n- Blender crashes\n[Depsgraph_Pre_Crash.blend](Depsgraph_Pre_Crash.blend)\n\n[Depsgraph_Pre_Crash.crash.txt](Depsgraph_Pre_Crash.crash.txt)\n\nHere is the callback registered in `depsgraph_update_pre`:\n```lines=10,lang=python\ndef updateFrame(scene): \n```\n emptyObject = bpy.data.objects[\"EmptyObj\"]\n firstOBJ = bpy.data.objects[\"Frame1\"]\n secondOBJ = bpy.data.objects[\"Frame2\"]\n```\n\n```\n if(scene.frame_current == 1):\n bmNew = bmesh.new()\n bmNew.from_mesh(firstOBJ.data) \n bmNew.to_mesh(emptyObject.data)\n bmNew.free()\n```\n\n #Doing anything with the materials crashes blender on alembic export\n```\n emptyObject.data.materials.clear()\n```\n\n```\n if(scene.frame_current == 2):\n bmNew = bmesh.new()\n bmNew.from_mesh(secondOBJ.data) \n bmNew.to_mesh(emptyObject.data)\n bmNew.free()\n \n emptyObject.data.materials.clear()\n```\n", "Hair particle system altering display percentage crashes Blender.\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 760/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.36\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\nChanging the percentage value in the Viewport Display section causes Blender to instantly crash.\n\nSet the display percentage with the currently active particle system\n[field_3400_autosave.blend](field_3400_autosave.blend)", "Can't move collections and objects to another collection at the same time\nOperating system: Linux-5.13.0-7614-generic-x86_64-with-glibc2.33 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.63.01\n\nBroken: version: 3.0.0 Alpha\n\ncant move collections and objects to another collection in the same time\n\nNew file\nCreate a cube\nIn the Outliner \nCreate tow collections\nSelect the Cube and one Collection and move them to the other Collection by dragging \nJust the last selected before dragging will be moved\n", "Slow and laggy transforms using the tool pop-up box after clicking the transform gizmo\nOperating system: Windows 10 \nGraphics card: Geforce GTX 1650 Super\n\n3.5.0 (also same issue in 3.4.1)\n\nWhen I move/rotate the gizmo in the viewport with the mouse it is nice and responsive. However, when I use the rotate and move transform value sliders in the transform pop-up box the values are very slow to update and the viewport object being transformed lags quite drastically. Not only when using the mouse to slide value but using the increment arrows too. This seems to only be when using the TRANSFORM_OT_translate.value / TRANSFORM_OT_rotate.value / TRANSFORM_OT_resize.value \nAs a note the viewport side panel Item-Transform (Object.location, Object.rotation_euler, Object.scale) doesn't seem to have this problem and updates as it should, allowing nice responsive viewport updates as the value slider is dragged.\n\n- Unzip attached file\n- Open .blend file\n- Select any object\n- Rotate it with the help of viewport gizmo\n- Now change values from redo panel (notice slowdown).", "Incorrect gizmo orientation \nOperating system: MacOS Monterey v12.3.1\nGraphics card: AMD Radeon Pro 5300M 4 GB Intel UHD Graphics 630 1536 MB\n\nBroken: 3.1.2, cc66d1020c3b, master, 2022-03-31\nWorked: ?\n\nWhen changing orientation of gizmo, previous (incorrect) orientation is used with select tool.\n\n1. New General project\n2. Rotate object/cube so local orientation is different to global (say, rotate 45 degrees on x-axis).\n3. In Gizmo dropdown, under Object Gizmos section:\n - Activate 'Move' checkbox\n - Select Local orientation\n4. Activate Select tool on the toolbar - the gizmo will appear using Local orientation (expected)\n5. Select Move tool on toolbar\n4. Change gizmo orientation to Global\n11. Click Select tool on toolbar\n\nObserve the gizmo orientation is Local, while it should be Global", "Blender becomes unstable/crashes after using \"Reload Scripts\" if using any \"ShaderNodeCustomGroup\" nodes.\nOperating system: Windows 10\nGraphics card: NVIDIA\n\nBroken: 2.81\n\nIf you manipulate a \"ShaderNodeCustomGroup\" node after having used the \"Reload Scripts\" operator (F8) Blender will become unstable.\n\nAttached is a small addon that implements a minimal custom node group.\n1. Enable the addon and switch to the shader editor.\n2. Create the custom node (Add->Test Category->TestNodeCustomGroup)\n3. Trigger 'Reload Scripts' (F8 key).\n4. Adjust the color input of the custom node.\n5. Repeat steps 3/4 until you crash (usually crashes on first or second try for me)\n[node_custom_test.py](node_custom_test.py)", "Particle instance modifier can crash when create from Children is checked and Normal is not\nOSX 10.11.6, xeon w3680 6core 12thread \n[system-info.txt](system-info.txt)\n2.69.7 5bd8ac9\nalso Nightly 2.79 34fe3f9c069\n\n\nUsing a particle instance modifier with Children checked and Normal not checked and then attempting to change certain parameters of the particle system such as in the velocity or children tabs causes a crash. Enabling Normal in the particle instance modifier prevents this from happening.\nCreate a Plane with a hair type particle system.\nCreate a cube with a particle instance modifier and set the object to the Plane with the particle system.\nCheck the box for Children and uncheck the box for Normal.\nGo to the particle system on the Plane and check Advanced. \nDrag any of the values in Velocity or Children and soon it will crash.\n[Crash_ParticleInstance.zip](Crash_ParticleInstance.zip)", "Crash while using several rigid bodies and some force fields.\nOperating system: Darwin-18.7.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon R9 M370X OpenGL Engine ATI Technologies Inc. 4.1 ATI-2.11.20\n\n\nBroken: version: 2.80 (sub 75)\nWorked: (optional)\n\n\nThe scene is pretty simple, a house with some elements used as rigid bodies and some force field, vortex and wind force are applied.\n\nWhen I play the animation, it starts and around frame 140-200 it crashes.\n\nAttached blend file. The only thing to do is to play the animation and wait for the crash.\nAttached crash report.[Blender_2019-08-26-215345_MacBook-Pro-de-Kote.crash](Blender_2019-08-26-215345_MacBook-Pro-de-Kote.crash)\n\n[casaFalla.blend](casaFalla.blend)\n\n", "object monitor and menu bar flickers when i move move my cursor\nOperating system: Windows-11-22H2\nGraphics card: NVIDIA GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.92\n\nBroken: version: 3.6.2\n\n\n\n", "UI: activate_init doesn't work with Int and Float type properties\nOperating system: Windows & Linux\n\nBroken: 3.2\nWorked: Unknown\n\nUsing activate_init to allow users to directly edit a property doesn't seem to work when the property is of type IntProperty or FloatProperty.\n\n1. Open the attached script in blenders text editor\n2. Run the script\n3. Go to the 3d viewport\n4. Ensure an object is selected/active\n5. Run the simple operator, either through the menu or operator search\n6. Notice that the property in the popup is not directly editable\n\n[test_activate_init.py](test_activate_init.py)", "Blender crashes with certain geometries (e.g. tweaked Jiggly Pudding simulation demo file)\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 4090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.79\n\nBroken: version: 4.0.0 Alpha\nWorked: Unsure\n\nWith certain geometries, Blender will freeze then crash. I have included a demonstration in the video attached below:\n<video src=\"attachment\" title=\"Jiggly Pudding Crash.mp4\" controls></video>\n\n1. Download the Jiggly Pudding demo from demo-files/\n2. Follow the steps outlined in the video attached above. The steps in the video are as follows:\n a. Open the Jiggly Pudding file.\n b. Select the Pudding and open a geometry node editor.\n c. Inside the Simulation zone there is a node with the title \"Scale\". Change the Scale from 0.85 to 10 or something higher.\n d. Open a 3D viewport (if you haven't already) and press play in the time line.\n e. Blender will freeze and crash.\n\n", "Non-keyboard shortcuts allowed to be set via context menu, but cannot be unset without going to user-preferences\nBroken: 2.79 or latest 2.80 (fa59346c13).\n\nAlthough I can easily (and often accidentally) assign non-keyboard shortcuts to menu items, I cannot easily undo it.\n\nFrom the viewport: View > Frame All [RMB] > Change Shortcut.\n\nAlthough the UI says \"Press a Key\", if you mouse click it (e.g., LBM) will register as the new shortcut.\nNow if you try to change the shortcut again it says it is a Non-Keyboard shortcut and cannot be changed.\n\nTooltip: *\"Only keyboard shortcuts can be changed that way (...)\"*", "Crash after linked object is edited then switched to another scene (object origin scene)\nOperating system: Window10\nGraphics card:\n\n\nBroken: 2.90.1 ( hash: 3e85bb34d0d7 )\nWorked: unknown\n\n\nBlender simply crash and close the window directly after editing the \"linked\" object from 2nd screen and switched back to 1st screen.\n\n\n\nThis error can be reproduced with 2 scenes setup.\n\n- First scene contains a simple mesh object. Let's say a \"Cube\" object\n- Create a second scene.\n- In the first scene, select the \"Cube\" object then \"Make Links\" {key Ctrl L} to 2nd scene.\n- Now, we switch to 2nd scene. The 2nd scene now should contains the same \"linked\" Cube object from 1st scene.\n- Okay, this is important step. In this 2nd scene, we select this \"linked\" Cube object and set the Relations to: *Object > Relations > Make Single User > Object*\n- After that, we go to \"Edit Mode\" for this \"linked\" Cube object.\n- In \"Edit mode\", make a simple change to this \"linked\" Cube object.\n- Once simple change is done, don't do anything else. You just directly switch back to \"First scene\". CRASH here.\n\n", "Blender 3.4 Random Crashing Since GPU Replacement\nOperating System: Windows-10-10.0.19044-SP0\nGPU: NVIDIA GeForce RTX 3060/PCIe/SSE2 4.5.0 NVIDIA 527.56\n\nBroken: version: 3.4.0, branch: blender-v3.4-release\n\n**Short Description**\nI have replaced my RX580 with an RTX3060 earlier and ever since that replacement, I have been having constant crashes whenever I attempt to use Blender, do note that I've been in edit/object mode during these crashes as I'm working on a subd model, I have tried a handful of fixes such as upping TDR values but it didn't seem to fix the issue.\n\nRyzen 5 2600, RTX3060, 16gb RAM, no temperature exceeds 60 degrees Celsius and nothing is active besides Blender 3.4 along with addons I have installed.\n\nHere are the logs I get when I run Blender via the gpu debug cmd: \n\nEdit: I did try disabling UV Packmaster as per the error logs, but that didn't stop the crashing.\n\n[blender_system_info.txt](blender_system_info.txt)\n[blender_debug_output.txt](blender_debug_output.txt)\n[gunflipped.crash.txt](gunflipped.crash.txt)", "Missing categories for gizmos in keymap hierarchy\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.30\n\nBroken: version: 2.90.0 Alpha, affects all previous 2.8x versions as well\nWorked: Never\n\nThere are keymap entries that can only be found through the search function, but not in the hierarchy. The reason for this is that their entries are missing from the `_km_hierarchy` in [[ keymap_hierarchy.py | keymap_hierarchy.py\n ]]. For instance this affects the shortcuts in the \"Generic Gizmo\", \"Generic Gizmo Maybe Drag\", \"Generic Gizmo Drag\", \"Generic Gizmo Click Drag\" and \"Generic Gizmo Select\" categories (see [blender_default.py ](blender_default.py))\n\nThis issue was originally reported on [StackExchange ](149532#comment305024_149532).\n\n - Open Blender's keymap preferences (*Edit > Preferences > Keymap*)\n - Look through all categories, there are no entries for \"Gizmo Tweak\"\n # Type \"gizmo\" in the search box a find the such entries in the keymap do exist. \n\n\n\n" ]
[ "crash by moving an object with gizmos\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87\n\nBroken: version: 2.90 (sub 1)\n\ntry to move an object with the axis gizmo crashes blender\n\nHappens with the default cube\n\n[2020-05-11 19-30-06.mp4](2020-05-11_19-30-06.mp4)\n[system-info.txt](system-info.txt)\n\n" ]