query
stringlengths
129
102k
neg
sequence
pos
sequence
Color Space in Material Slot resets to sRGB when updating the texture Operating system: Windows-10-10.0.19041-SP0 64 Bits Graphics card: NVIDIA GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.96 Broken: version: 2.93.5 This bug happens on 2.93.5 and later (tested also on the latest blender-3.0.0-beta+v30.56ee96349dce-windows.amd64-release) After I set up the material nodes, if I need to replace one of the textures, the color space goes back to the default sRGB. The images attached show the same node before and after I replaced the texture in it. Actually, the same issue happens with any texture in a displaced modifier. ![image.png](image.png) ![image.png](image.png)
[ "Wrong result mixing 2 nodes of an image texture\nOperating system: Windows 10\nGraphics card: AMD\n\nBroken: 3.3, 2.93\nWorked: unsure\n\nWhen using 2 nodes of the same texture and connecting the Color output from one and the Alpha from another, the result looks different in comparison when using both outputs from one node. Broken in EEVEE\n\n1) Open the file, switch to material preview/rendered\n2) Reconnect the color (or the alpha) link to another texture\n[Bug1.blend](Bug1.blend)", "Viewpor render includes color management, even if the view shading mode does not\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.77\n\nBroken: version: 3.1.2\n\nA viewport render should look exactly as what's seen in the viewport, especially if that viewport is set to, for example, solid shading. Right now, it does not, because color management is taken into account even in shading modes which do not use it.\n\n1. Set viewport to shaded mode\n2. Set viewport background to a white color\n![image.png](image.png)\n3. Set something in the color management panel to something crazy\n4. Observe how the viewport does not change.\n5. Make a viewport render\n\nResult:\n\nThe viewport render includes the crazy values from color management.\n\nExpected:\n\nIt should look like the viewport and nothing else. It's *technically* not a viewport render currently.", "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", "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)", "Intel Mac Metal: UV Display Stretch Angle Fault Colors\nOperating system:Mac OS 13.3.1\nGraphics card:Radeon Pro Vega 48 8GB\n\nBroken: 3.5.0 - 3.5.1 - 3.6.0 alpha\nWorked: NA\n\nUsing Intel Apple, with GPU Backend Metal enabled\nUV Editing, when you turn on Display Stretch: Angle\nCorrect angles will show faulty colors.\nWhen I switched to OpenGL and restart.\nThe Stretching shows properly as it should.\nI tested using default blender with no addons. Clean install with Default Cube and the error persisted on the versions noted above.\n\n\n\n- Activate blender with GPU Backend: Metal\n- Use a default Cube, within the UV Editing tab\n- In Overlays menu, choose Display Stretch, and pick Angle.\n- Select all the Faces. The colors will appear faulty and extremely inaccurate.\n\n\n", "Textures messed up when rendering with Cycles HIP on AMD Radeon RX 7900 XTX\nOperating system: Windows-10-10.0.22621-SP0 64 Bits (I'm actually using Windows 11 22H2 22621.1265 by winver)\nGraphics card: AMD Radeon RX 7900 XTX ATI Technologies Inc. 4.5.0 Core Profile Context 23.2.2.230217\nCPU: AMD Ryzen 9 7950X\n\nBroken: version: 3.4.1\nWorked: None. I've tried *3.3* (GPU rendering is not working, blender said like a HIP binary is missing, sorry I forgot the details), *3.4.1* (GPU rendering is working, but has this issue) and today's *3.5.0 beta v35.83f28793c0b3* (same as 3.4.1)\n\nWith Cycles HIP, when rendering a basic scene (any mesh, simple Principled material with 1 albedo and 1 normal map) on an AMD Radeon RX 7900 XTX, the rendered result is totally wrong: either 1) the mesh appears that it's wrongly colored by the normal map, the albedo is missing, or 2) has no normal maps, only base color is showed.\n\nHere's a scene I made, rendered with CPU (same result on a RTX 2060 Super GPU):\n\n![Screenshot_CPU_Render.png](attachment)\n\nHere's one possible GPU rendered result (missing albedo, case 1 above):\n\n![Screenshot_GPU_Render_case1.png](attachment)\n\nHere's another possible result (missing normal map, case 2 above):\n\n![Screenshot_GPU_Render_case2.png](attachment)\n\nBoth of the 2 cases above are possible, and may change to the other each time you start rendering.\n\nThis issue also happens when environment texture (HDRI) is used. Simply put: it seems to me that only one \"randomly chosen\" texture can be handled at a time, and all other textures in the scene are replaced by that.\n\nTurning off Smart Access Memory does not help.\n\nOn a computer with RX 7900 XTX, and with blender Cycles Render Devices > 7900XTX ticked:\n\n1. Open [project.blend](attachment)\n2. Press F12 to render the scene\n\n---\n\nWith regards,\nOasin\n\n", "Excessive Memory Usage and crash in Material Properties\nOperating system: Windows 10\nGraphics card: NVidia RTX 2060 Studio Drivers \n\nTested latest lts, latest stable, and latest daily, same result.\n\n**Description**\nI am using the UDIMS texture system for the model I am currently working on. During the rendering process, I have not encountered any issues, using approximately 20GBs of RAM. However when entering the \"Material Properties\" tab, Blender's memory usage increases. If I remove and readd a material, Blender recalculates all the materials in the scene, and the memory usage increases until my PC runs out of memory and Blender crashes. The memory usage grows this much since I have two UDIMS spaces assigned for the \"Base color,\" \"Roughness,\" and \"Normal Map\" textures, at a 4K resolution. I could understand that the size of my project or the textures are too big for my computer, but it renders without issues.\n\nThe only temporary solution I have found is to disable the image nodes in the \"Body\" material, which uses 8K images. I am unsure if this is due to an error on my part or if there is an option available to bypass this pre-calculation during work or while in the viewport.\n\n\nIf asked, I can upload a .blend file and all the necessary additional files, so you can observe the error, but it is too large to upload here.\n\nThank you very much for your attention.\n\n", "Clarify texture node inputs and outputs\nOften, shader texture nodes take a vector as input, but only use one channel from the vector. Or they output a color where the value is the same on every channel. In these cases we could rely on implicit conversions instead, and update the nodes to have inputs and outputs that are more aligned to what they actually do.", "Sphere is does not showing color in solid mode from material\nOperating system: Windows 11\nGraphics card:\n\n3.5\n\nWe have created a plugin to add multiple spheres, the plugin is attached below.\nafter adding active material to all spheres when we are adding color the sphere is at the 4096th location is does not show color\nPFA:\n![image](attachment)\n\nThe black sphere is also having color in its material but it is not showing as the sphere is at the 4096th location\nPFA for material data\n![image](attachment)\n\nAlso, the color is also visible in another mode currently it is solid panel mode. for our internal uses, we are using the solid mode \nCan we have any workaround for this fix or please fix this bug? What I presume is while displaying material in the solid mode we are not managed properly in our code as this bug continues for every sphere count of multiples of 4096(2 power 12).\n\n", "Generated texture coordinates missing when switching from solid to rendered mode\nOperating system: Windows 10 64 bit\nGraphics card: Nvidia GTX 750 Ti\n\nBroken: 2.80.0-git.14884cda1ff5-windows64\nWorked: 2.79b f4dc9f9d68b\n\nThe \"Generated\" texture coordinates make textures \"stick\" to the surface, even if the object is being deformed.\nHowever, this does not work as expected in 2.80 with the Armature Modifier, neither in Eevee nor Cycles.\nIn 2.79 in works correctly.\n\nPossibly related: #59275.\nHowever, this bug affects both Cycles and Eevee, while that report only concerns Eevee (and Cycles works correctly).\nThe difference is that here an Armature is used, while that report uses Shape Keys.\n\n[generated.blend](generated.blend)\nThe scene contains a cube with an armature modifier.\n- Open in both 2.79 and 2.80.\n- Press F12 to render.\n- See how the texture mapping differs.", "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", "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)", "GPencil: Hardlight blend issue\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 960M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.66\n\nBroken: version: 2.83.0\n\nThe semi-transparent textures of Grease Pencil material turn black when their layer is in HardLight blend mode.\n\n- open the provided blend file\n- see, wrong alpha blending\n- NB: change the blend mode and it works as expected\n\n[GP-hardlight-blend-issue.blend](GP-hardlight-blend-issue.blend)\n\n", "Creating over 2047 instances overrides object color viewport display\n[pointcloud-object-color.mp4](pointcloud-object-color.mp4)\n\n[#93245 cleaned up.blend](T93245_cleaned_up.blend)\n\n**Steps to Reproduce**\n- Open file\n- Toggle switch node or increase the \"False\" value to 2048\n\nAnother file that demonstrates the issue:\n![GIF.gif](GIF.gif)\n\n### Original Report\n\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 Beta\n\nIt seems that a geometry node scattering system created on one object can somehow change the display color of other point-cloud type objects, see gif \n![eeee.gif](eeee.gif)\nIf we change the density of a scatter system assigned to this blue object, it can somehow change the display color of the other scatter object with a point cloud type\n\n\nIn file below, enable the node \n\n[bug.blend](bug.blend)\n\n\n\n\n", "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)" ]
[ "Image Texture Node UI resets Color Space\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 398.11\n\nBroken: version: 2.81 (sub 14)\nWorked: (optional)\n\nImage Texture Node UI resets Color Space while manually updating image path or using the sidebar does not.\n\nOpen Blender\nWith the default Cube object selected, add a new material to it.\nOpen the Shader Editor to see the material node network.\nAdd an Image Texture node.\nUse the node UI browse button to navigate to any image.\nSet the Color Space to \"Non-Color\" (or \"Linear\" or anything other than sRGB)\nUse the node UI browse button to change the image being loaded.\nWatch the Color Space reset to \"sRGB\"\nChange the Color Space setting again to something other than sRGB\nNow go to the sidebar of the Shader Editor and use the browse button in the Properties section to select a different image.\nColor Space remain as it was set.\nNow manually replace the path string in the sidebar Properties section to load a different image.\nColor Space remain as it was set.\n\nThis can be replicated in the 2.80 release build and the 2.81 daily build (as reported here)\nI cannot find the same nodeUI<->sidebarUI relationship in 2.78 or 2.79, but both versions do NOT change the color space setting when using the node UI to update the image file.\n\n\n\n\n\n" ]
Eevee not exporting transparent images Operating system: Windows-10-10.0.19041-SP0 64 Bits Graphics card: Radeon RX 570 Series ATI Technologies Inc. 4.5.14736 Core Profile Context 20.8.1 27.20.2001.13001 Broken: version: 2.91.0 Alpha Worked: (Build form 11 August) When you render out a scene with transparent film, it exports it with a black background by default. Tried to mess with the compositor but the error still persists. Open the default blender scene, click on transparent film and hit render. It exports with a black background instead of a transparent one.
[ "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.", "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", "Cycles/Compositor: The denoiser returns a black image if not all requirements are fulfilled\nOperating system: Default KVM (Proxmox, Linux)\nGraphics card: None\n\nBroken: Blender 3.0\nWorked: Before Blender 3.0 the frame was just not denoised\n\nIf you enable OIDN/Optix denoising without having the needed CPU flags you will get a black frame back.\nThe desired outcome would be an aborted render with a helpful error.\n\n\n1. Set up a default KVM \n2. Enable denoising \n3. Render over the CLI one Frame\n4. It will be black\n\n**Further information**\nThe config of a default KVM:\n```\nArchitecture: x86_64\nCPU op-mode(s): 32-bit, 64-bit\nByte Order: Little Endian\nAddress sizes: 40 bits physical, 48 bits virtual\nCPU(s): 6\nOn-line CPU(s) list: 0-5\nThread(s) per core: 1\nCore(s) per socket: 6\nSocket(s): 1\nNUMA node(s): 1\nVendor ID: AuthenticAMD\nCPU family: 15\nModel: 6\nModel name: Common KVM processor\nStepping: 1\nCPU MHz: 3399.998\nBogoMIPS: 6799.99\nHypervisor vendor: KVM\nVirtualization type: full\nL1d cache: 384 KiB\nL1i cache: 384 KiB\nL2 cache: 3 MiB\nL3 cache: 16 MiB\nNUMA node0 CPU(s): 0-5\nVulnerability Itlb multihit: Not affected\nVulnerability L1tf: Not affected\nVulnerability Mds: Not affected\nVulnerability Meltdown: Not affected\nVulnerability Spec store bypass: Not affected\nVulnerability Spectre v1: Mitigation; usercopy/swapgs barriers and __user pointer sanitization\nVulnerability Spectre v2: Mitigation; Full AMD retpoline, STIBP disabled, RSB filling\nVulnerability Srbds: Not affected\nVulnerability Tsx async abort: Not affected\nFlags: fpu vme de pse tsc msr pae mce cx8 apic sep mtrr pge mca cmov pat pse36 clflush mmx fxsr sse sse2 ht syscall nx lm rep_good nopl cpuid extd_apicid tsc_known_freq pni cx16 x2apic hypervisor cmp_legacy 3dnowprefetch vmmcal\n l\n```\nThe command that I used to render one frame: \n```\n./blender -b --debug --debug-cycles --python-expr 'import _cycles;print(_cycles.with_openimagedenoise);print(_cycles.with_embree);print(_cycles.with_osl)' \"your path to the .blend\" -f 1 \n```\n\n[oidn_disabled.blend](oidn_disabled.blend)\n[oidn_disabled.txt](oidn_disabled.txt)\n![oidn_disabled_0001.png](oidn_disabled_0001.png)\n[oidn_enabled.blend](oidn_enabled.blend)\n[oidn_enabled.txt](oidn_enabled.txt)\n![oidn_enabled_0001.png](oidn_enabled_0001.png)\n[optix_enabled.blend](optix_enabled.blend)\n[optix_enabled.txt](optix_enabled.txt)\n![optix_enabled_0001.png](optix_enabled_0001.png)\n\nIf I set up the KVM to use HOST at least OIDN works\nHOST config:\n```\nVirtualization: AMD-V\nHypervisor vendor: KVM\nVirtualization type: full\nL1d cache: 384 KiB\nL1i cache: 384 KiB\nL2 cache: 3 MiB\nL3 cache: 16 MiB\nNUMA node0 CPU(s): 0-5\nVulnerability Itlb multihit: Not affected\nVulnerability L1tf: Not affected\nVulnerability Mds: Not affected\nVulnerability Meltdown: Not affected\nVulnerability Spec store bypass: Mitigation; Speculative Store Bypass disabled via prctl and seccomp\nVulnerability Spectre v1: Mitigation; usercopy/swapgs barriers and __user pointer sanitization\nVulnerability Spectre v2: Mitigation; Full AMD retpoline, IBPB conditional, STIBP disabled, RSB filling\nVulnerability Srbds: Not affected\nVulnerability Tsx async abort: Not affected\nFlags: fpu vme de pse tsc msr pae mce cx8 apic sep mtrr pge mca cmov pat pse36 clflush mmx fxsr sse sse2 ht syscall nx mmxext fxsr_opt pdpe1gb rdtscp lm rep_good nopl cpuid extd_apicid tsc_known_freq pni pclmulqdq ssse3 fma cx1\n 6 sse4_1 sse4_2 x2apic movbe popcnt tsc_deadline_timer aes xsave avx f16c rdrand hypervisor lahf_lm cmp_legacy svm cr8_legacy abm sse4a misalignsse 3dnowprefetch osvw perfctr_core ssbd ibpb vmmcall fsgsbase tsc_adjust bm\n i1 avx2 smep bmi2 rdseed adx smap clflushopt sha_ni xsaveopt xsavec xgetbv1 xsaves clzero xsaveerptr virt_ssbd arat npt nrip_save arch_capabilities\n```\n**Why it would be nice to have the bug fixed:**\nWe have a renderfarm that consist out of random machines and it is always a problem if random frames are black/not denoised/strange colored/broken/out of order. ", "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", "Can't control image transparency\nSystem:\n```\nKernel: 5.4.64-1-MANJARO x86_64 bits: 64 compiler: gcc v: 10.2.0 \nDesktop: GNOME 3.36.6 Distro: Manjaro Linux\n```\nCPU:\n```\nTopology: Dual Core model: Intel Core M-5Y10c bits: 64 type: MT MCP \narch: Broadwell rev: 4 L2 cache: 4096 KiB \nflags: avx avx2 lm nx pae sse sse2 sse3 sse4_1 sse4_2 ssse3 vmx \nbogomips: 7981 \nSpeed: 798 MHz min/max: 500/2000 MHz Core speeds (MHz): 1: 798 2: 798 \n```\n 3: 798 4: 798 \nGraphics:\n```\nDevice-1: Intel HD Graphics 5300 vendor: Hewlett-Packard driver: i915 \nv: kernel bus ID: 00:02.0 \nDisplay: x11 server: X.org 1.20.8 driver: intel unloaded: modesetting \nresolution: <xdpyinfo missing> \nOpenGL: renderer: Mesa Intel HD Graphics 5300 (BDW GT2) v: 4.6 Mesa 20.1.7 \ndirect render: Yes \n```\n\nBroken: Blender 2.90.0\n\tbuild date: 2020-09-04\n\tbuild time: 21:14:50\n\tbuild commit date: 2020-08-31\n\tbuild commit time: 11:26\n\tbuild hash: 0330d1af29c0\n\tbuild platform: Linux\n\tbuild type: Release\n\nI've also tested on 2.83 from the site, and some appimages i found on github of 2.9 and 2.83 it did not work on any of those.\n\nCan't control transparency of images on this machine, the image keeps the same transparency with every value except 0.0 where it completely disappears.\nI've used blender on a different system (with different hardware and linux distro) and this error does not occur there, just to check I was pressing the right buttons.\nI can control the transparency of the basic cube through Materials>Viewport Display>Color, so it's not problem with transparency in general\n\nSince this only happened on this system I can't give many details I just added a image (background or reference) and tried to control it's transparency\n![outBlender.png](outBlender.png)\nThanks for your time, have a nice day.", "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)", "Black outlines around animated Objects when Scrubbing/Playback.\nOperating system: Windows 10 64 Bits\nGraphics card: GTX 1080 TI.\n\nBroken: version: 2.83.8 hash: 7c027f9480a9\nWorked: version: 2.83.4 hash: `abb7364912` (commit date: 2020-02-23 23:00)\n\nThere are some weird black outlines popping out during anim playback or scrubbing. \n\n***P**\n{[F8400153](spot.jpg) size = full}\n\n\n* open the file\n* If it is not already set, set viewport shading to material preview (that's where you can easily spot them)\n* playback the animation or quickly move the object\n\nThe black outlines will appear but the moment you stop they'll disappear, so you can screen capture the moment to check their existence ***P**.\n\n[Black.blend](Black.blend)\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", "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.", "Checking the Vector Blur pass checkbox causes the most recently emitted particles to not be rendered.\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: 2.80, 2.83.8, 2.92.0 Alpha c271600101, \nWorked: 2.79b\n[T82260_2.79_Sample.blend](T82260_2.79_Sample.blend)\n\nChecking the Vector Blur pass checkbox causes the most recently emitted particles to not be rendered. This issue is visible when using a fast moving emitter.\nRendering on the GPU or CPU doesn't seem to make a difference, the issue still occurs.\n\n - Open the attached .blend\n\n[T82260_2.92.0_Alpha_Sample.blend](T82260_2.92.0_Alpha_Sample.blend)\n - F12 to render.\n - Click on the Vector Blur pass checkbox.\n - F12 to render.\n - Compare the 2 render results.\nVector Pass unchecked\n![577_NO _vector_pass.png](577_NO__vector_pass.png)\n\nVector Pass checked.\n![577_with _vector_pass.png](577_with__vector_pass.png)\n\n[Desktop 2020.10.30 - 21.14.11.01.mp4](Desktop_2020.10.30_-_21.14.11.01.mp4)\n\n\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", "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)", "EEVEE baking\n", "Using the alpha channel of an image texture corrupts RGB Channels in both EEVEE and cycles\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\nUsing the alpha channel of an image texture affects RGB Channels in both EEVEE and Cycles when connecting the alpha channel to another arbitrary node.\n![image.png](image.png)\n\n- See attached .blend files for Eevee and for Cycles\n\n|Blender file that demonstrates that behavior in EEVEE:|The same behavior manifests itself a little differently in Cycles:\n| -- | -- |\n|[Plane_test_file_EEVEE.blend](Plane_test_file_EEVEE.blend)|[Plane_test_file_cycles.blend](https://archive.blender.org/developer/F12860576/Plane_test_file_cycles.blend)\n\n\nAs it seems connecting the alpha channel somehow unpremultiplies the image.\nAll images are stored as openexr, the image alpha is therefore set as premultiplied.", "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" ]
[ "Eevee Not Rendering with Transparent Background\nOperating system: Windows 10 Enterprise\nGraphics card: nVidia Quadro RTX 8000\n\nBroken: 2.91.0 Alpha, 275f1039d22c, master, 2020-08-13 18:18\nWorked: 2.90.0 Beta, c5519d4b6f7f, master, 2020-08-13 15:53\n\nEevee does not render with transparent background\n\n\n\n - Open blender, leave default cube.\n - Change render to Eevee, set Flim to transparent.\n - Viewport should change to reflect transparent world, now press F12 to render.\n - The rendered result will incorrectly show solid black for the background. If you check the alpha channel, it should also show incorrectly as solid white.\n\n![Annotation 2020-08-14 122139.jpg](Annotation_2020-08-14_122139.jpg)\n\n![Annotation 2020-08-14 122203.jpg](Annotation_2020-08-14_122203.jpg)\n\n", "EEVEE Film transparent not working\nOperating system: Linux-5.4.0-42-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.100\n\nBroken: version: 2.91.0 Alpha\nWorked: b1bfcf9f6bc2^\nCaused by da741013a1\n\nThe render setting film-transparent option gives a black opaque background color as a result. It should be alpha in the backgound.\n\nDefault file just enable transparent option under film with EEVEE and hit F12. You should see the default cube with the alpha background but you get a black opaque BG color instead.\n\n![Screenshot from 2020-08-05 15-26-14.png](Screenshot_from_2020-08-05_15-26-14.png)", "Material Preview Icons Lost Transparency For Their Background\nOperating system: Linux-5.4.0-42-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce GTX 1660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.100\n\nBroken: version: 2.91.0 Alpha\nWorked: 55401fbb3d\nIntroduced by: da741013a1\n\nThe material icons in the material slots have a black background instead of being transparent.\nThis behavior was introduced by da741013a1 (which is the first bad commit)\nSee attachments:\n\n*General material slots:*\n![mat_preview_icon_1.png](mat_preview_icon_1.png)\n\n*GPencil material slots:*\n![mat_preview_icon_2.png](mat_preview_icon_2.png)\n\n\n\n\n1. Open Blender\n2. Select the Cube (if not already)\n3. Change to the material tab\n4. Edit a value (e.g. change the color) and wait a few seconds to update the preview icons\n\nFor Grease Pencil it is similar if you\n1. Open Blender\n2. Select *2D Animation* on the *Splash Screen*\n3. Change to the material tab\n4. Edit a value (e.g. change the color) and wait a few seconds to update the preview icon\n\n\n\n–––––––––––––––––––––––––––\n\nHave a nice mice 😅\n", "Eevee Film always opaque\nOperating system: Linux-5.4.0-42-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 450.51.06\n\nBroken: version: 2.91.0 Alpha\nWorked: Blender 2.90.0 Beta, August 09, 23:09:27- 00162e6b7b0f\n\n\nEevee always renders an opaque alpha, seems to ignore the \"Transparent\" option under \"Film\".\n\n- Open Blender and use \"Load Factory Settings\" (so you basically have an empty scene with a default cube and Eevee as a renderer).\n- Set the film to be transparent.\n![image.png](image.png)\n- Press F12 to render\n- Alpha is opaque. Same in 2.90 or 2.83.4 gives a transparent background.\n" ]
Blender crashes when rightclick on a keyframe in graph editor (keyframes are baked to audio files) Operating system: mac os 10.14.6 Graphics card:? 2.91.0 made some keyframes. then "bake sound to f-curve" in graph editor. now, every time I do a right click on a keyframe in the graph editor, blender crashes. I have three keyframes. All are baked to f-curves of three different sound files.
[ "Crash with Boolean modifier\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.13\n\nBroken: version: 3.4.0 Alpha\nWorked: 3.1.2 (appears to have been broken since 3.2.0)\n\nBlender crashes when performing an Intersection Boolean between a cube and a bunch of loose faces. (Granted, this is probably not something you should do in the first place, but at least it should be limited to producing a bad result, not a crash.)\n\nI didn't find a crash log, but it's easy to reproduce.\n\n* Load the attached .blend file.\n* Scrub the timeline to frame 209. Blender crashes.\n\n[crash.blend](crash.blend)\n", "Grease Pencil: Line Art › Light Contour causes crash\nOperating system: macOS-11.6.5-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon R9 M295X OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.6.21\n\nBroken: version: 3.6.0 Alpha\nAlso reproduced with 3.5 and 3.4.1\n\nWhile using the Grease Pencil Line Art modifier, enabling the Light Contour feature causes a crash. The problem does not appear with a very simple scene, so a certain amount of geometry may be needed, hence the 6mb sample file. While trying to reproduce with smaller scenes, I sometimes had to toggle the Light Contour checkbox on and off a few times to trigger the crash, and the number of toggles actually varied from one launch to the next.\n\n1. Open provided file, GP crash.blend\n2. Select Grease Pencil object and expand its Line Art modifier\n3. Click Light Contour checkbox to enable it\n\nThis reliably causes a crash on my Intel Mac\n\n", "Blender File Browser Freezes if folder includes an not reachable Alias | MacOS\nOperating system: 13.5.2 (22G91)\nMachine: Apple Macbook Pro M2 Max\n\n3.6.2 - This has been happening before, I'm just reporting it now.\n\nWe have been using an Alias of our flamenco root folder called \"_flamenco\" on our Desktops for a while now. This error is NOT connected to flamenco issues, but I figured I add this for completeness.\n\nAlias is at:\n`/Users/USERACCOUNT/Desktop/\n`\nAlias points to:\n`/Volumes/Files/_flamenco\n`\n\nThis Files server is only reachable in local – physical – network, so if no cable is attached to the machine the connection can not be established.\n\nEvery time I select the Blender File Browser and open the Desktop folder, Blender will hang, freeze or crash. We had quite the trouble figuring out what is happening as we thought it would be connected to the actual contents of the other elements in the folder.\n\nI wonder if it is necessary to evaluate the source of the alias at that stage, or if this can be postponed until I click on the Alias.\n\n\nNo special blend file is needed to recreate this bug.\n\n1. Create Alias to an imaginary/not connected resource to the Desktop\n2. Open default Blender install\n3. File -> Open.. -> \n4. The Blender File Browser will open\n4. The Blender File Browser will still look responsive (hovering over buttons still works) but the next interaction will trigger a freeze\n4. User clicks on anything\n5. The file Browser and Blender will freeze, either for a very long time >3minutes or crash completly\n\n", "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```", "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!", "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", "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", "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)", "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", "Motion Paths not updating when working on the graph editor\nOperating system: Windows 10\nGraphics card: 1050 TI\n\nBroken: 3.5\nWorked: Supposedly never worked due to the way the code is set up.\n\n\nMoving the F-curve for key-framed object will not update motion paths.\n\n\n- Do some location key frames on the default cube.\n- Calculate the cube's motion path in the object properties tab.\n- Move the f-curve key frames on the default cube, motion path does not update.\n - Move the object directly, only the motion path of the current frame is updated.\n\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", "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", "Crash when rendering animation in Workbench (with workbench shadows)\nOperating system: Windows 10 20H2\nGraphics card: Nvidia GTX1080\n\nBroken: 2.93.0\nWorked: 2.92.0\n\nWhen rendering the attached file as animation Blender ends without notice after the second rendered frame.[mirandaAnimNeu3.blend](mirandaAnimNeu3.blend)\n\nOpen the file mirandaAnimNeu3.blend. Click Render | Render Animation.\n\nThe animation is set to start at Frame 466 and to last until frame 4900. After rendering of frame 467 Blender crashes without notice. No crash file is created. Blender just ends.\n![grafik.png](grafik.png)\nBoth rendered images are saved. It is interesting to note that the earlier images of this animation are rendered within seconds but the render times of the last images require minutes although no noticeable content becomes visible. Yesterday I have rendered all 4900 frames at 50% size without anti-aliasing, which worked fine. Each image rendered in a second or two.\nSorry that the blend-file is so big...", "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)", "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." ]
[ "Rightclick on channel in Graph Editor after baking sound to FCurve Crashes\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: AMD Radeon (TM) `R9` 380 Series ATI Technologies Inc. 4.5.13593 Core Profile Context 20.10.00.17 27.20.1000.17016\n\nBroken: version: 2.91.0\nWorked: version: 2.83.8\n\nTitle says it all.\n\n1. Open attached Blend File or\n - Create Empty\n - Insert single key for Location_X\n - Open Graph Editor\n - do Key->Bake Sound to F-Curves (you can use attached white noise sound)\n2. Go to Curve editor\n - Select Channel_X on the left then Rightclick it\n3. Blender Crashes with an EXCEPTION_ACCESS_VIOLATION\n\n[baked_sound_fcurve_bug.blend](baked_sound_fcurve_bug.blend)\n[White.Noise.ogg](White.Noise.ogg)\n", "Crash on opening Dope Sheep Channel Context Menu of baked key from sound\nOperating system: Darwin-19.6.0-x86_64-i386-64bit 64 Bits\nGraphics card: Intel(R) Iris(TM) Graphics 6100 Intel Inc. 4.1 INTEL-14.7.8\n\nBroken: version: 2.91.2\n\nBlender clash when I make right click to open context menu of Dope Sheep Channel.\n\n- go to Outliner > Object Properties > Transform > right click on Scale X > Insert Keyframes\n- go to Graph Editor > Key > Bake Sound to F-Curves\n- on the left hand side menu Expand on channel > right click on X Scale\n\n![Screen Shot 2021-01-26 at 3.50.31 PM.png](Screen_Shot_2021-01-26_at_3.50.31_PM.png)\n\nHere video demo\n[Screen Recording 2021-01-26 at 3.20.26 PM - converted.m4v](Screen_Recording_2021-01-26_at_3.20.26_PM_-_converted.m4v)\n\nThanks!", "Crash in graph editor on right-click after baking sound to F-curve\nOperating system: win 10\nGraphics card: nvidia gtx 1080\n\nBroken: 2.91, 2.92\nWorked: 2.90.1, 2.83.9\n\nBlender crashes when trying to open a menu when a baked f curve is in the graph editor.\n\nBased on the default startup or an attached .blend file.\n- Select cube\n- Insert a location key frame\n- Open the graph editor\n- Select e.g. the X location channel of the cube\n- Use the menu *Key > Bake Sound to F-Curves*\n- Select a music file\n# Right-click on a channel in the hierarchy\n*crash*" ]
Can not add rigidbody constraint to empty in Blender 2.81 Operating system: Windows-10-10.0.18362 64 Bits Graphics card: 67EF:CF ATI Technologies Inc. 4.5.13474 Core Profile Context 22.19.162.4 Broken: version: 2.81 (sub 4) Worked: (optional) Can not add rigidbody constraint to empty in Blender 2.81
[ "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)", "No projection onto empty object types\n(This is was coming from a discussion with @ideasman42 )\n\nThere are Tools and Operators that will take empties into account, even though this is very counter-intuitive in most workflows.\nOne example of this is the 3D Cursor being projected onto image empties. In the workflow of creating characters and props it's common to import images as references, especially turntable drawings.\nIn Blender 2.8 These these need to be imported as empties and set up to be visible in the background from different angles.\n![Selection_010.png](Selection_010.png)\n\nIt is very anoying to try to place the 3D Cursor to add new objects and have it projected onto one of the empties. The empties are reference. They should not be taken into account for the tools (Except for snapping to an empty origin).\n\nAnother example is when drawing a curve and using the surface depth method for drawing. This way it will draw the curve onto surfaces instead of around the 3D Cursor.\nIf there's an empty in the way, it will take the wires & surfaces of the empty also into account, which really has no use.\n\nThis needs to be further discussed if this functionality should be completely changed or made optional if there are any workflows that benefit from this.", "Force keyframe with “insert only needed” option on\nBroken: 2.80\n\nI suppose this was intended not a bug, but from an animator perspective it seems like a bug.\n\nWhy when \"insert only needed\" options is ON I can't insert keyframes manually? I only get \"Keying set failed to insert any keyframes\" info\n\nInserting manually only works if you do it outside the current range of animation, but then it removes the key frames next to it. I know there were flat, but it's frustrating when the software deletes keys from my animation. Is it possible to disable this option?\n\nI usually put keys on all available attributes so I don't accidentally change the pose, but on the in-betweens I like to have only keys on changed attributes\n\nIs there a possibility to forcefully insert a keyframe? or just set Autokey to insert only modified attributes? \n\nI somewhat got the functionality I wanted using KeyinSets with overriding the ION option but that worked only when Target ID-Block was set for a specific object. But creating & switching specific keyingsets for all animated object is way to troublesome while animating\n\nCheck the \"insert only needed\" in Preferences > Animation.\nManually add 2 keys for an object e.g. frame 0 & 10. Then try the same keyframe on frame 5. -> Keying set failed to insert any keyframes\" \nAlso later try setting keyframe on frame e.g 15 - > Keyframe on 10 disappears ", "Blender locks into Pose Mode if rig-object or the rig's collection is hidden\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.09\n\nBroken: version: 3.0.0\nWorked: 2.9 \n\nBlender locks into Pose Mode if rig-object or the rig's collection is hidden\n\nOpen Blender, add a rig.\nGo to pose mode, hide the rig object (toggle its viewport render or deactivate the collection the rig is in).\nBlender now stays in Pose-Mode unable to leave it without restoring rig visibility.\n\nIn 2.9 Blender automatically exits Pose mode in this scenario. (Desired behavior)\n", "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", "Modifiers don't work on particle instances of a hidden object\nOperating system: Linux Mint 20.3 Cinnamon kernel 5.13.0-35\nGraphics card: 3400G\n\nBroken: 2.83\nWorking: apparently never\n\nRelated to #96367 (Crash when trying to snap to instances on an object)\nTo replicate bug, the instantiated Object (the one with a `Modifier`) has to meet the following conditions:\n* Must have a modifier (obviously)\n* Must be instantiated through a particle system. (instantiated through Geom Nodes is OK and through Dupli Verts/Faces hides the `Object` as well)\n* Must be hidden inside a collection with the `Excluded from View Layer` option enabled\n\nAnd the instantiating Object (the one with `Particle System`) has to meet the following conditions:\n* Must be referenced by a `Camera` in the \"`Focus on Object`\" field\n* In the outliner, the `Camera` object must be placed in a `Collection` before the instantiating Object\n\n|![Camera collection top.png](Camera_collection_top.png)|![Linked object collection top.png](Linked_object_collection_top.png)|\n| -- | -- |\n|Camera placed before |Camera placed after\n\n # Open the attached file\nUnhide collection or switch `Camera` and `Plane with particle system` collections order (via Drag and Drop) get around the problem.\n[Camera 'Focus on Object' - particle system issue.blend](Camera__Focus_on_Object__-_particle_system_issue.blend)", "bpy.ops.object.transform_apply no working after physics simulation\nOperating system: Windows 10 Pro\nGraphics card: 2x Nvidia 1080 GTX\n\nBroken: 2.8, b46245470f79, 2018-04-18\nWorked: 2.7x\n\nWhen running a rigid body simulation, it is not currently possible to apply transformation to freeze a specific frame. If you start scrubbing in the timeline, the object either goes back to original position or jumps to random position that was generated during the simulation.\n\n - add a plane and add a passive rigid body\n - add a suzanne and add an active rigid body\n - run the simulation\n - choose a frame\n - select the suzanne object\n - apply transformation/apply visual transformation\n # scrub in the timeline\n\n\n\n\nBased on the default startup or an attached .blend file (as simple as possible).", "Adding Clearcoat freezes Blender with error \"Execution of the command buffer was aborted due to an error during execution\"\nOperating system: macOS-13.3-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon RX 5700 XT 1.2\n\nBroken: version: 3.5.0\nWorked: Unknown\n\nAdding Clearcoat to a Surface freezes Blender, with Console logs showing only an \"Execution of the command buffer was aborted due to an error during execution. <private>\" error.\n\nOnly appears to happen when using Metal, using Blender in OpenGL mode doesn't have this issue. The issue is also present on brand-new projects with just the default cube.\n\n1. Create new file (Eevee renderer)\n2. Change the Clearcoat amount of the default cube from the Materials tab.\n3. Blender crashes usually within seconds, with the default cube I've found it freezes more easily if you use the sliding mechanism to change the Clearcoatness.\n\n", "'Transformation' constraint property between two objects does not work if the \"Target\" object is being evaluated in \"Local\" space\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Radeon (TM) RX 480 Graphics ATI Technologies Inc. 4.5.14760 Core Profile Context 20.45.37.01 27.20.14537.1000\n\nBroken: version: 2.93.0 Alpha\nWorked: 2.79\n\nWhen adding the \"Transformation\" constraint property between two objects, If the \"Target\" object is being evaluated in the \"Local\" space, only the location -> rotation combination will have any results.\nAlso, in this case, for the rotation-> rotation combination to have any effect, it is necessary to add a parent object to the \"Target\".\n[Rec 0004.mp4](Rec_0004.mp4)\n[Rec 0003.mp4](Rec_0003.mp4)\n\n- Open attached file\n- With the object named \"Cube.001\" selected, Change the constraint \"Map From\" to rotation\n- Select the object named \"Cube\" (i is the Target)\n- Rotate the object\nNothing happens. The object must have a parent.\n[Transformation_constraint_bug_simplified_file.blend](Transformation_constraint_bug_simplified_file.blend)\n\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", "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.", "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)", "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", "Parent with child containing particle emitter can't be moved on frame 1 keyframe\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: 2.93.0 Alpha\n\nEmpty in provided .blend file cannot be moved on frame 1 when it has a keyframe on frame 1. It can be moved on any other frame with or without a keyframe on that frame, or on frame 1 if it doesn't have a keyframe.\n\nSelect the Empty in the provided .blend file, and attempt to move it with `g`, transform sliders, etc. It will not move.\n\n[move_bug.blend](move_bug.blend)\n\nI'm not sure how I got my .blend file in this state, as my best effort at making a seemingly identical set of objects does not reproduce it. I'm guessing someone will have to inspect the internal state of these objects to find something amiss.\n", "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. " ]
[ "Empties no longer support Rigid Body Constraints\n![image.png](image.png)\n\nThe current experimental builds (2.81.8) do not allow the creation of Rigid Body Constraints on Empties anymore. \n\nIs that a purposeful move or an oversight? I use this for creating collider chains in conjunction with bones. It was still working in 2.81.2, so I am wondering why it is not anymore.\n\nBroken: version: 2.81 (sub 8)\nWorked in:\nversion: 2.80 (sub 74)" ]
extrusion of cycled spline has 1 normal flipped Operating system: Windows-10-10.0.19043-SP0 64 Bits Graphics card: NVIDIA GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.23 Broken: version: 3.1.0 Alpha When I extrude a closed, meshed spline the face generated from the connecting segment has its normal flipped ![image.png](image.png) the remedy (red frame) works ok, but it's hacky and I am not sure if that's the way it should behave [cyledcurveflip.blend](cyledcurveflip.blend)
[ "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)", "Crash while using the Cloth Filter brush with collisions enabled\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Radeon (TM) RX 480 Graphics ATI Technologies Inc. 4.5.14739 Core Profile Context 21.6.1 27.20.22001.14011\n\nBroken: version: 3.0.0 Alpha\n\nUsing the cloth filter brush with collisions enabled on *both* the deforming object and the non-deforming object causes Blender to crash.\n\n- Open the attached .blend file with a minimal scene where this error can be observed. Everything has been already set up.\n- With the pre-selected *Cloth Filter* brush set to *Gravity* and both *Use Collisions* and *Use Face Sets* enabled, `LMB` on the \"Skirt\" mesh, and start dragging to the left of the screen, causing the \"Skirt\" mesh to start flying upwards.\n- After a brief while, release `LMB` and repeat the above operation by dragging to the right. Note how the direction of the cloth filter brush was not reversed this time.\n- Almost as soon as this new sculpting operation is initiated, typically Blender crashes. Occasionally it might take a few more attempts.\n\n[facesets-crasher.blend](facesets-crasher.blend)\n\n**Additional notes**\nIf extensive changes are performed to the \"Collisions\" mesh, the bug will not be able to be reproduced anymore.", "panormic camera inverts the vector pass when rendering with Cycles.\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: 3.3.0 Alpha\n\n\nOpen below blend file and go to the compositor. For convenience I've included the rendered exr vector sequence, but you can recreate by rendering the animation with the pano cam and then the standard cam if you like. The panoramic/fisheye cycles render has inverted the vector pass data, whilst the standard/perspective cam is correct. \n\n[fisheye vector pass bug.zip](fisheye_vector_pass_bug.zip)\n\n", "Custom Normals: some operations that alter topology (bisect, loopcut, subdivide, knife, triangulate modifier) destroy them while other operations (e.g. Connect Vertex Path, triangulate operator) preserve them\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.65\n\nBroken: version: 3.1.2\nWorked: unknown\n\nMesh bisect generates incorrect normals when applied to a face generated using bevel with \"harden normals\" applied\n\n1. Start with the default cube\n2. In the cube properties, enable auto smooth normals (Object Data -> Normals -> Auto Smooth)\n3. Enter edit mode\n4. Select one edge and bevel it\n5. In the operator panel, ensure that \"harden normals\" is enabled\n6. Select the whole model\n7. Bisect the cube so the bevelled edge is split in half\n\nThe bad normals should now be visible. You can enable normal indicators in Overlays -> Normals -> Split face normals (the second option of the three icons). You can also go to object mode to remove the wireframe and make the bad shading more obvious.\n\n[bevel and bisect.mp4](bevel_and_bisect.mp4)\n\nNote that traditionally, topology altering operations were not expected to preserve custom normals, see for example \n- #69290 (Loop cut and knife tools makes wrong shading on the mesh)\n- #53763 (Operations that alter topology (e.g. Mirror modifier AND mirror operator, loopcut, subdivide, knife) destroy custom normals)\n\nThen there has been 93c8955a72 which was a nice improvement for some operators (but was missing others afaict).\n(check usages of `BM_custom_loop_normals_to_vector_layer`)\n\nSo this now leaves us in the situation which feels puzzling/inconsistent:\nOn the reported geometry for example `Connect Vertex Path` works as expected, whereas `Knife` doesnt:\n[#97698.webm](T97698.webm)", "Non deterministic edge order after extrude/spin on bmesh\nOperating system: Linux-4.15.0-20-generic-x86_64-with-glibc2.27 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 450.51.05\n\nBroken: version: 2.93.0 Alpha\nWorked:\n```\n Unknown. According to the Git annotation given by VS Code in bmo_extrude.c, this issue is born two years ago...\n```\n\n\nThe order (and therefore indices) of new edges created by an extrusion or a spin operator change when this operation is applied on two objects created in the same way, with same geometry (named \"reference\" and \"target\" objects in the script attached).\n\nThis becomes visible if we select some edges in the reference object and try using the selected edges's index in this object to select the corresponding ones in the target object, both selection are not the same even though the mesh elements (vertices, edges and faces) have the same order in both meshes\n\n\nOpen the attached blend file and execute the script in it\n\n\n\nMany thanks and kind regards,\n\nChristophe Mermoud\n\nP.S. Please find enclosed:\n\n[system-info.txt](system-info.txt)\n\n[non-deterministic_extrude_reproduce.blend](non-deterministic_extrude_reproduce.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 ", "Sculpt Mode: Wrong Transform pivot point when set to 3D Cursor\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 527.56\n\nBroken: version: 3.4.1\n\nWrong Transform pivot point in sculpt mode.\nIf you set transform pivot point to 3d cursor and perform a rotation after it won't take orientation pivot into account. Only works on the second input. See the videos for details.\n\n - enter sculpt mode\n - enable symmetry\n - set pivot to 3d cursor \n - enable transform tool\n - mask part of the mesh\n - set pivot\n - perform rotation\n - perform second rotation\n[Blender 2023-01-27 12-14-10.mp4](Blender_2023-01-27_12-14-10.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)", "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", "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", "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", "Subdivision surface modifier creates self-overlapping geometry on coplanar non-triangulated face\nOperating system: Linux-5.15.5-76051505-generic-x86_64-with-glibc2.33 64 Bits\nGraphics card: Mesa Intel(R) Iris(R) Plus Graphics (ICL GT2) Intel 4.6 (Core Profile) Mesa 21.2.2\n\nBroken: version: 2.93.4 -- confirmed in 3.1a 12/20/2021\nWorked: Unknown\n\nWhen set to simple, the subdivision surface modifier creates self-overlapping geometry with certain concave polygons on non-triangulated coplanar face:\n![image.png](image.png)\nCan be related to #61145. See steps for more details.\n\nThis affects the `Subdivide` node in Geometry Nodes as well. \n\nAttached file have needed objects to reproduce.\nIn image is different examples of issue, from left to right then top to bottom:\n1. Plane with `Simple` subdivision surface modifier, works as expected.\n2. Plane with top-left vertex moved so that it's edges have angle >180 degrees. When moving either right, down or towards bottom right vertex issue will show itself. In this working state sum of this vertex angle and it's neighbors is strangely close to 270 degrees (with remaining bottom-right vertex having 90 degrees).\n3. Vertex moved close to opposite one. In `Top` view it shows that this unnecessary face have back normal but if you move viewport aroung you'll see it's gliching, overlapping with another face that have forward normal.\n4. Case where top edge of a plane is subdivided and created vertex moved to center to the point of glitching. See that on the right it shows back face normal but on the left it shows different color which I don't really know what it means.\n5. Showcasing slightly different glitch. When troubled vertex moved top/right face with back normal will disappear. That might be filed as separate report.\n6. Same as - [x] but bottom-right vertex also moved close to top-left one. Notice that while top-left vertex not moved from it's \"glitchless\" position in - [x] there is still bug.\n\nIssue is gone if face is non-coplanar. That can be seen if in attached file second collection made visible:\n![image.png](image.png)\nThat is same meshes as before but with troubled vertices moved down Z axis. If view is rotate the cause for self-overlapping geometry can be seen. That's example [3]:\n![image.png](image.png)\nWith that topology it's clear that if you move vertex so that face becomes coplanar you'll get self-overlapping geometry. \n\n`Simple` mode of subdivision surface definitely doesn't befave like `Subdivide` in Edit mode. You can see that in non-coplanar example [1]:\n![image.png](image.png)\nWhen entering Edit mode transparent initial mesh without modifier is shown. If it behaved like `Subdivide` then it would not be shows because of full match with modified geometry.\n[examples subdivision coplanar non-triangulated.blend](examples_subdivision_coplanar_non-triangulated.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", "Some transform modes don't apply absolute grid snaping \nOperating system: Windows 10 \nGraphics card: GTX 1080 ti \n\nBroken:\nBlender 2.8 January 31, 01:48:40 - 8c8979067490 Beta\nBlender 2.79 (It worked)\nBlender 2.77 (It worked)\n\nAbsolut grid snaping dont work with \"Face Inset\" and neither with loop cuts. \n\nTurn on the snaping (increment) -> turn on absolut grid snaping -> spawn a plane -> try to snap while loop cutting or inseting faces.", "Vector displacement on top of adaptive subdivision breaks normal\nOperating system: Windows 10 / Ubuntu 22.04\nGraphics card: NVidia A6000 / K5100M\n\nBroken: 4.0\nWorked: never\n\n\nVector displacement on top of adaptive subdivision breaks normal.\n\n\n- Open attached file, switch to render preview in viewport.\n- It's in adaptive subdivision, where the vector displacement is connected.\n - Wrong normal in the \"hanging over\" side (in black).\n- If unmute the Geometry \"True Normal\" node, the normal seems to be correct but it lacks smooth interpolation (observable upon close inspection.\n- Add a displacement modifier (thus disabling the adaptive subdivision), and remove the displacement output link in the material.\n- Set the displacement modifier to the displacement texture (use RGB to XYZ mode).\n - Vector displacement renders normal correctly.\n\n| VD on adaptive subdiv | VD on adaptive subdiv (with true normal) | VD modifier on regular subdiv (correct) |\n|---|---|---|\n| ![图片](attachment) | ![图片](attachment) | ![图片](attachment) |\n\n" ]
[ "Flipped normal on extruded curve.\nOperating system:\nGraphics card:\n\nblender-3.1.0-alpha+master.2bf519d211b1-windows.amd64-release\n\nExtrude a curve in Z, the extrude that mesh on normal: The last face normal will be opposite the rest.\n\nMake any curve: Extrude in Z => Extrude in normal. Look at last face of curve.\n\n![image.png](image.png)\n[Bug Report.blend](Bug_Report.blend)" ]
Mix RGB node Operating system: Windows-10-10.0.19044-SP0 64 Bits Graphics card: GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 419.35 Broken: version: 3.4.0 [can not find Mix RGB node]
[ "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", "Cycles rendered 3DViewport massive performance drop, using lights with node groups. --Intel MacOS--\nOperating system: macOS-13.4-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\nSee screenrecording video! \nWhen switching to a light with nodegroups in Cycles rendered 3DView, performance drops a big time. (~50%).\n\n1. Open the performance.blend file with Intel MacOS blender 4.0, switch to cycles rendered 3DView, select the cube and rotate the view.\n2. Then switch to the caustic light and try to rotate the view again.", "Vertex Painting with data type \"Color\": Painting pure Red or Green creating non Zero in Blue Channel\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.63\n\nBroken: version: 3.5.0 Alpha\n\n**Short description of error** \nIn Geometry Nodes, I've tried scattering objects with vertex painting (data type \"Color\") using pure red (1,0,0), green (0,1,0) and blue (0,0,1). With a math node set to \"Greater than\", the different color channels are tested whether their values are bigger than 0. However, I discovered that I needed actually a \"Threshold\" value slightly bigger than 0 (I used 0.0001, just below the \"Spreadsheet's\" precision) because my objects for the blue painted areas got also displayed in red and green areas with a \"Threshold\" value of exactly 0 for testing the blue color channel. The red and green channels could be tested with a threshold of exactly 0. \n\nWith vertex painting using the data type \"Byte\", I could also set the blue channel's testing threshold to exactly 0.\n\n**Steps to Reproduce**\n- Open attached file\n- Set Threshold value exact to 0 for blue color channel\n[Geometry-Nodes_Instancing_with_Vertex-Colors_1Jan2023_7.blend](Geometry-Nodes_Instancing_with_Vertex-Colors_1Jan2023_7.blend)\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", "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.", "Drag to add node search prioritizes wrong node type\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.76\n\nBroken: version: 3.1.0 Alpha\n\nWhen using node socket drag search, the search results prioritize wrong type of the node considering the socket type it was dragged out of. When dragging out a Vector type socket, and searching for \"Combine\", the search prioritizes Combine RGB node instead of Combine XYZ node, which is more appropriate for the given socket type.\n![image.png](image.png)\n\n1. In GN editor, drag out a Vector type input out of any node\n2. Search for \"combine\"\nResult: The highlighted result is Combine RGB node\nExpected: The highlighted result is Combine XYZ node\n", "Wrong result mixing 2 nodes of an image texture\nOperating system: Windows 10\nGraphics card: AMD\n\nBroken: 3.3, 2.93\nWorked: unsure\n\nWhen using 2 nodes of the same texture and connecting the Color output from one and the Alpha from another, the result looks different in comparison when using both outputs from one node. Broken in EEVEE\n\n1) Open the file, switch to material preview/rendered\n2) Reconnect the color (or the alpha) link to another texture\n[Bug1.blend](Bug1.blend)", "Changing outputs from Separate RGB node into Displacement (using microdisplacement) does not trigger geometry update.\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 446.14\n\nBroken: version: 2.83.0\n\nChanging outputs from Separate RGB node into Displacement (using microdisplacement) does not trigger geometry update. Have to tab into edit mode to force mesh update.\n[rgb_disp_bug.blend](rgb_disp_bug.blend)\n\nAdd plane with microdisplacement enabled.\nConnect Image node to Separate RGB node and one of the channels into Displacement node.\nChange view to Rendered mode.\nChange channels from R to G to B to R and notice no geometry updates happen in the view port. (Make sure to use an image with different channels)", "Shader node float precision issue cause different results on CPU and GPU\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1070 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.86\nCPU: Intel(R) Core(TM) i7-8750H CPU @ 2.20GHz\n\nBroken: version: 2.80rc2 (2.80 (sub 74))\n\nWhen rendering a mandelbulb volumetric thing on cycles using CPU and GPU, the two have very different ideas on how the scene should look like, making the individual tiles clearly visible. \n\n**Render**\n![t3-rc2.png](t3-rc2.png) \n(most tiles are GPU-rendered, note the stray red CPU-rendered tile to the left)\n\n**Blend**\n[mandelbrot.blend](mandelbrot.blend)\n\n**Potentially useful information**\n* #50193 may be the same bug; I opened a new one because that bug doesn't report differences within a single frame, and is from 2016.\n* Since most of this object is endless math nodes, it may be some sort of floating-point thing that works differently on CPUs and GPUs. \n* I was following this tutorial: watch?v=WSQFt1Nruns\n* I noticed that some operations for which I expected single inputs (namely the sines) had two inputs. In the tutorial, the dude said the second input doesn't do anything, but then, that's from the alpha. Maybe taking a 0.5th sine of a value does something strange?", "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", "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)", "Blender Interface Does Not Respect Windows Colour Profiles\nOperating system: Windows 10 Home 1909\nGraphics card: Nvidia GTX 1080\n\nBroken: 2.83.0 on Windows\nWorked: 2.83.0 on OSX\n\nBlender's interface shows incorrect colours on high colour gamut monitors in Windows 10. Any monitor over 100% sRGB is showing colours to be incorrectly vibrant in every panel, including image viewer, 3D view and compositing.\nThis is believed to be due to Blender failing to reference the OS's installed ICC/ICM profile, or the interface entirely lacking any colour management that respects monitor profiles.\nSince OSX has system-wide colour management, this issue is not apparent. Windows does not have system-wide colour management, and apps must perform their own referencing of the installed ICC/ICM profile.\n\nOpen Blender on a high-gamut monitor in Windows 10. Compare to sRGB 100% monitor or OSX.\nError initially produced on a Dell UP2516D high-gamut monitor.", "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", "ColoRamp value change from 0.501 to higher value results in slowdown and shading error\nOperating system: Windows-10-10.0.17763 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)\nWorked: (optional)\n\n\nColoRamp value change from 0.501 to 0.502 as input to density results in slowdown and shading error for Principled Volume Shader.\n\nOpen attached .blend\nChange viewport to Rendered\nChange ColoRamp from 0.501 to a higher value\nRender speed is dramatically reduced and Volume Shader is incorrectly much brighter\n\n[ColorRamp bug.blend](ColorRamp_bug.blend)\n", "Hair BSDF\nThis is a tough topic, I need to investigate it more.\nIdea: Dual Scattering using shadowmaps.\n\nEstimate : 2 weeks\n" ]
[ "I get no results when searching for Mix Color in the shader editor.\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.02\n\nBroken: version: 3.4.1\n\nI get no results when I search for the Mix Color node in the shader editor. If I go under Add > Color I find it though.\n\nShift+A > Search > Mix Color\nBased on the default startup.\n\n", "Shader editor : Mix color missing from search list (Shift A)\nSystem Information\nOperating system: win 11, 22H2 / 32,0 Go / 12th Gen Intel(R) Core(TM) i9-12900H 2.50 GHz\nGraphics card: Nvidia geforce RTX 3080 Ti laptop GPU / driver 528.24-notebook-win10-win11-64bit-international-nsd-dch-whql\n\nBlender Version\n3.41\n\nHello,\n\nIn shader editor, the Mix color doesn't appear anymore in the search list (Shift A)\nInstead the 'mix converter' that is listed comes from converter/mix\n\n'Mix color' seems to have the same \"Mix\" name than the 'Mix' (converter) which could explain the problem.\n\nWe have to manually get it from the drop down list : Color/Mix color.\n\nThanks.\n\n", "Mix Color is not searchable\nOperating system:\nWindows 10\n\nGraphics card:\nNvidia Geforce Gtx 1070\n\nBroken: 3.4\nWorked: 3.3.2 and earlier\n\nMix Color (old name: MixRGB) is no longer searchable in the Shader Editor.\n\nOpen \"Shader Editor\".\nShift + A, click Search, type \"Mix\".\nNothing there.\nIt is however accessable from:\n\nShift + A > Color > \"Mix Color\"![blender bug.png](blender_bug.png)\n\n\nThis issue seems to apply in Geometry Nodes as well.", "\"Mix Color\" Node Not Appearing in Search in Shader Editor\nOperating system: macOS Ventura\nGraphics card: AMD Radeon Pro 5300 4 GB\n\nBroken: 3.4.0\n\nIf you search for the \"Mix Color\" node in the shader editor it doesn't appear, but it does if you manually go to the \"Color\" section of the nodes.\n\n1. Open Blender\n2. Open startup file\n3. Go to \"Shading\" tab\n4. Make a new material\n5. Shift-A, search for \"Mix Color\"\n\nNode doesn't appear.", "Mix Color Node removed from search menu. T101700 follow up.\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: GeForce GTX 470/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 391.35\n\nBroken: version: 3.4.0 Alpha, since bdb5754147\nWorked: before bdb5754147\n\nThe Mix RGB/Color Node no longer appears when using search.\nIt was removed in [D13749: Node: Mix node](D13749), added back for UX reasons in [D15887: UI: Add Mix Node to color section of add node menu](D15887), and accidentally removed again (while accidentally exposing the Legacy version) in [D15568: Nodes: Add node group assets to search menus](D15568).\nThe legacy version was removed in a1bc05b200, but the current version still remains missing.\n\nPrior to [D15568](D15568) landing, it appeared as so:\n![Search Mix Color.png](Search_Mix_Color.png)\n\n![search Mix Color GN.png](search_Mix_Color_GN.png)\n\nFactory Startup.\nGo to either the geometry node or shading node editors.\nType `shift-A, S, Mix`\nSee that only Mix appears.\n", "Mix color doesn't show up in the search.\nOperating system:windows 11 64 bit\nGraphics card:rtx 4070 ti\n\nBroken: 3.41\n\nMix color doesn't show up in the search\nWhen adding a new node in the shader editor, if we type mix in the search mix color doesn't show up in the results.\n\n", "Mix Color node doesn't appear in search in Shader tab\nOperating system: Pop!_OS 22.04 LTS\nGraphics card: RTX 3070 laptop gpu\n\nBroken: 3.4.1\nWorked: 3.3.x\n\nI am able to find the Mix Col.or node in the shader editor by going through the menus, but I am not able to find via the search in the Shift+a pop up\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\nTry to add a ne2w Mix color shader node by searching for it rather than going through the menus.\n\nThanks for all you do!\n" ]
Non-Mesh objects don't reappear after Show Overlay toggle Operating system: Windows-10-10.0.19043-SP0 64 Bits (also on Linux) Graphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.92 Broken: version: 3.0.0 Worked: version 2.93.6 Non-mesh objects (e.g. camera, armature, empty) with Viewport Display set to 'In Front' aren't always visible after toggling 'Show Overlay'. Open attached blend file: 1. open any new window (e.g. F4, Preferences) --must be seperate window-- and simply close it 2. without clicking in 3D view, toggle 'Show Overlays'. The non-mesh objects don't (re)appear until clicking in 3D view ``` ``` Notes: - this only happens with some samples set in 'Viewport Anti-Aliasing' (under Viewport in Preferences) - instead of opening and closing a window, other actions can cause the issue, but is less predictable/reproducible - seems to occur more often in heavier files (e.g. on armature of fully rigged character) [nonMesh_visibility.blend](nonMesh_visibility.blend)
[ "Fake Dependency Cycle: 'Disable in Viewport' depends on 'Disable in Renders'\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.2.2\n\nDriving hide_render from hide_viewport causes a dependency cycle\nwhile the error occurs on all objects, the driver does seem to work on some objects, but not others. In the default scene for example, the driver works with the camera, but not the cube or the light\n\n- in the outliner, edit the filter to display the `Disable in Viewport` option.\n- Right click the `Disable in Viewports` icon on any given object\n- Copy as New Driver\n- Right click the `Disable in Render` icon of the same object\n- Paste Driver\n[render visibility driver issue.blend](render_visibility_driver_issue.blend)\n\n", "Grease Pencil Onion Skin visible when disabled\nOperating system: Linux 64-bit\nGraphics card: GTX 1080 ti\n\nbroken 2.93.5 - 3.1\n\nGrease Pencil Onion Skins should not be visible in the Viewport when disabled in Viewport Overlay settings, or when Viewport Overlays are turned off. Nevertheless, they still appear in Wireframe View.\n[GP_onion_skin_bug.blend](GP_onion_skin_bug.blend)\n - Create a GP animation with Onion Skinning (example attached)\n - Disable Onion Skins in Viewport Overlay settings\n # Change Viewport Shading Method to Wireframe. The onion skins show up again!\n\n\n", "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", "GP transparent layer doesn't blend with background object \nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.30\n\nBroken: version: 3.0.0 Alpha\n\nI have a foreground grease pencil object, and a background grease pencil object (yellow blob).\nThe foreground object contains a layer set to 0 opacity.\nWhere this layer overlaps the background object in the viewport, the background object is invisible.\nExpected behaviour: the visibility of the background grease pencil object isn't affected by transparent layers in a foreground object.\n\n![100percent.png](100percent.png)\n![0percent.png](0percent.png)\n\n\n[#89286.blend](T89286.blend)\n\nForeground object \"makes hole\" in background, doesn't blend. Rotate viewport camera, suddenly it blends correctly.\nWhen foreground location is set to 0,0,0 it blends correctly too.", "Occasional render glitches when using simulation zones on an object without a material.\nThis bug has an easy workaround, mostly posting this so anyone running into the same issue knows the solution.\n\nOperating system: Linux-5.15.0-79-generic-x86_64-with-glibc2.35 64 Bits, X11 UI\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 530.30.02\n\nBroken: version: 3.6.2\nWorked: N/A, 3.6 is the first version with simulation nodes.\n\nIn Eevee, rendering an object with a simple simulation zone applied in geometry nodes and no material assigned to the object results in some rendered frames being blank or displaying odd glitches.\n\nThe workaround is to simply assign a material to the object.\n\nCheck out the attached .blend file for reproduction.\n\n", "Blender locks into Pose Mode if rig-object or the rig's collection is hidden\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.09\n\nBroken: version: 3.0.0\nWorked: 2.9 \n\nBlender locks into Pose Mode if rig-object or the rig's collection is hidden\n\nOpen Blender, add a rig.\nGo to pose mode, hide the rig object (toggle its viewport render or deactivate the collection the rig is in).\nBlender now stays in Pose-Mode unable to leave it without restoring rig visibility.\n\nIn 2.9 Blender automatically exits Pose mode in this scenario. (Desired behavior)\n", " LineArt: (Collection) Issue for Cameras in Orthographic View\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 516.94\n\nBroken: version: 3.3.1\nChecked in Blender version 3.4.0 Apha, commit date: 2022-10-08 02:26 - same issue\n\nFor orthographic Camera without any shifts - Line art modifier (for a Collection) showing lines for objects behind other objects - which otherwise should not be visible. And some lines are not visible which should be.\nHappens with contours option in the Line Art modifier. Slight rotation on z axis solves the issue.\n\nNoticed issue with some specific frames on my complete blend file.\n\nOpen attached blend file and go to front orthographic view.\n\n[BugReport01.blend](BugReport01.blend)\n\n", "Edges created by a bevel modifier are visible even for hidden items in edit mode (in wireframe display)\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 536.99\n\nBroken: version: 3.6.2\nWorked: I did not follow it back to n previous versions.\nThe Problem is also reproducable in the latest nightly e362a2f0d41f\n\n\nIn mesh editting mode, if you hide an edge that is affected by a bevel modifier, the edges created by the bevel modifier are still visible. I expect them not to be visible because the edge is hidden.\n\n\n1. Open the attached file.\n2. There is one mesh in edit mode. One of the edges is affected by a bevel modifier.\n3. One face is already selected. Press Shift+H to hide all unselected items, including the aformentioned edge.\n4. You still see the result of the bevel modifier even if the edge is hidden. I expect it not to be visible. \n\nIn practice, this caused many confusing \"ghost\" lines of invisible items.\n\n", "Mesh Cache Is Evaluated When Display Type Is Bounds or Outline Display Flag Is Off\nOperating system: Windows 7 SP1\nGraphics card: nVidia GTX 660\n\nBroken: version: 2.90 (sub 0), branch: master, commit date: 2020-05-08 16:22, hash: 6f985574b775\n\nMesh Cache Is Evaluated When Display Type Is Bounds\n\nI noticed this when I imported an animated 266GB Alembic. I wanted to work on a camera move, so I set the imported object to bounds. I noticed no improvement in performance. Blender was still pulling all the Alembic data when the frame changed. I turned off the object in the outliner and I experienced the same problem. I tracked this down to the MeshCache modifier. Even when the object is turned off and set to show bounds, the modifiers are still evaluated. This problem may affect other modifiers as well.\n\nA simple fix would be to not evaluate the MeshCache modifier if the object is not displayed or set to bounds.", "Instanced wire objects are hidden in solid mode instead wire appearance\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\n\nIf I instance wireframe (only edges) object with GN, I don`t see instances in Solid mode (except 1st).\nWireframe mode is okay.\n\n[GN Stack wire.blend](GN_Stack_wire.blend)\n[2021-03-19_12-47-47.mp4](2021-03-19_12-47-47.mp4)\n\n**Edit:** also can be reproduced without geometry nodes:\n[2021-04-28 13-23-38.mp4](2021-04-28_13-23-38.mp4)\n\n- Open attached file\n- Switch between Solid and Wireframe View\n[missing_wires.blend](missing_wires.blend)", "Unlinked/deleted objects reappear, when deleted at startup in a python script (i.e. ./blender --python delete.py)\nDebian 7.4 64bit, also occurs on OSX\n\nBroken: 2.63, 2.69.0\n\n\nUnder certain conditions objects which have been unlinked from a scene do reappear.\n\n\n\n\n - Start blender with `./blender --python delete.py` (see below for the script) (blender just shows an empty scene)\n - Once the GUI is loaded, do: **Add -> Mesh -> Plane**\n # Immediately afterwards hit **F6** and adjust one Property of the newly added object (e.g. the radius)\n\nResult: the objects from the start scene (camera, lamp, cube) reappear.\n\n**Doesn't occur when...**\n - ... A second Mesh is inserted before hitting **F6** to change its properties\n - ... The script is executed in the Blender Editor (and not at startup with option `--python`)\n\n\n**Python script `delete.py`**\n\t\n\n\n\n```\n import bpy\n \n```\n - IMPORTANT: run as: ./blender --python delete.py\n - once blender started, here is what I did in Blender GUI:\n - - add a new mesh (Add -> Mesh -> Plane)\n - - Hit F6 immediately afterwards and modify radius\n # Result: Blender start scene (cube, light & camera) is visible again\n```\n \n```\n # the described bahaviour and result is the same for deleteScene1() - deleteScene3()\n```\n \n def deleteScene1():\n bpy.ops.object.select_all(action='SELECT')\n bpy.ops.object.delete()\n \n def deleteScene2():\n bpy.ops.object.select_by_type(type='MESH')\n bpy.ops.object.delete()\n bpy.ops.object.select_by_type(type='LAMP')\n bpy.ops.object.delete()\n bpy.ops.object.select_by_type(type='CAMERA')\n bpy.ops.object.delete()\n \n def deleteScene3():\n scn = bpy.context.scene\n for obj in scn.objects:\n scn.objects.unlink(obj)\n \n```\n - deleteScene1()\n - deleteScene2()\n```\n deleteScene3()\n\n```\n\n\n\n", "Sculpting/Painting on invisible objects\nOperating system: Linux-6.5.2-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 16.0.6, DRM 3.54, 6.5.2-gentoo) AMD 4.6 (Core Profile) Mesa 23.3.0-devel (git-b492f73f87)\n\nBroken: version: 4.0.0 Alpha\nWorked: ---\n\nThis is an inconsistency that I noticed when toggling between collections of objects while working on an asset. It's most likely not a regression.\n\nIn edit mode it's impossible to operate on the selection if the object is currently hidden. This is very helpful to prevent mistakes and as feedback that you might be editing the wrong object atm.\n\nWhile in sculpt mode or any of the painting modes this is not the case. If the object is currently hidden while in sculpt or weight paint mode, it is possible to use the brushes on the geometry.\n\nIdeally any operation should be prevented if the object is hidden.\n\n1. Enter edit mode.\n2. Select everything.\n3. Hide the object or collection in the outliner.\n4. Try to move or otherwise edit the selected geometry.\n5. Show the object again (No edits should have happened).\n6. Enter sculpt mode and hid the object/collection again.\n7. Use a brush on the hidden object.\n8. Show the object/collection (See the edits that have been done).\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)", "Outliner toggle animatability\nOperating system:\tWindows 7\nGPU:\t\t\tRadeon Vega 64, Divider version: 19.12.2\nCPU:\t\t\tIntel Core i7-5960X\n\n**Blender Version(s)**\n*(listed are versions tested)*\n\nWorking:\t\t\t`blender-2.79b-f4dc9f9d68b-windows64` (official release)\nBroken: \t\t\tBlender 2.80-2.82 (official releases)\t\t\n\n\nThe animatability of objects, collection (layers) etc... are not available as they were in 2.7X \n\n| 2.7X UI (friendly) | Data | 2.8X UI (friendly) | Data |\n| -- | -- | -- | -- |\n| Exclude Render Layers from having any influence | `bpy.context.scene.render.layers[\"RenderLayer\"].layers_exclude- [x]` | Exclude from View | `bpy.context.scene.exclude` |\n| Restrict Viewport Selection | `bpy.data.objects[\"In Collection 02\"].hide_select = False` | Disable Selection | `bpy.data.collections.hide_select` |\n| ZMask Scene Layer for solid faces | `bpy.context.scene.render.layers[\"RenderLayer\"].layers_zmask[10] = False` | Holdout | `bpy.context.scene.holdout` |\n| ? (new property) | ? (new property) | Indirect Only | `bpy.context.scene.indirect_only` |\nThese properties will be printed on the info editor.\n\nTo show what I mean, I've created a .blend in 2.79b with all the things listed above.\n\n[2.79_Demo.blend](2.79_Demo.blend)\n\nOpen the .blend file in 2.79b and ues the functionality:\n\n - Restricted Viewport Selection in curtin frames\n\n - Masking until frame 4\n\n - Layer excluded completely until frame 9\n\nNone of this works in the listed broken versions... and there is seemingly no mention in the release notes of this being designed not to function anymore.\n\n___\nI'm not sure, nor can I think, of a reason why you can't animate these and other properties collection wide.\nExample: **All** these toggle are not animatable:\n![Outliner_2.83_Only_Collection_Collection.png](Outliner_2.83_Only_Collection_Collection.png)\nI don't know that would constitute a bug as there's nothing to compare the functionality to. *I'm sure it just hasn't been added (yet).*", "vertex group re-appears, after it was previously removed via the API\nOperating system: Linux-4.15.0-175-generic-x86_64-with-glibc2.27 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.103.01\n\nBroken: version: 3.3.1\n\nI have an object with 2 bevel modifiers. Each one uses it's own vertex group to control the beveling.\nI have a script that applies the first mod in the stack, and then removes its vertex group as well.\nIf you run this script 2 times, both mods, and both vertex groups should be removed. \nCuriously, while the modifiers are both removed successfully, the first vgroup will reappear after the second run of the script, so after the 2nd mod and vgroup have been removed.\n\nTo workaround this, you can toggle into edit mode and back into object mode at the beginning of the script.\n\nPossibly related to the commits mentioned here: T93896 ? \n\n[video demo ](BNwfPiyczdg)\n[bevel_vgroups.blend](bevel_vgroups.blend)\n\n* open the attached blend file\n* verify how each bevel mod is related to a vertex group sharing its name\n* run the script two times, and notice how the first vgroup reappears at the end\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" ]
obj exporter doesn't have the preset option anymore Operating system: Windows-10-10.0.19043-SP0 64 Bits Graphics card: NVIDIA GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.65 Broken: version: 3.1.0 Worked: 3.0 obj exporter, as all the other exporter used to have a field to save custom presets, now it doesn't have it anymore. thanks
[ "OBJ: Add hierarchy support by name splitting (Python patch provided)\nFrom:\nD16095\n\nGentle reminder for @aras_p regarding the enhancement I posted Python code for into that old phapricator differential. Aras said he would look into reimplementing it in C++ as the Python importer was now legacy, but that was a while ago. I suspect it has slipped off his radar.\n\nEssentially adds an optional seperator char and option so that a .obj with lots of 'o' can be split into a structured hierarchy.\n\nObviously belongs in the \"Pipeline, Assets & I/O\" project.", "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)", "Use draw manager for clip editor drawing\nCould be stalled to 2.93 as there isn't an real issue here as far as we are aware of. The compositor issues are more tangable.", "Node Tools not exposed in the Preferences > Keymap\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: AMD Radeon (TM) R9 380 Series ATI Technologies Inc. 4.5.13596 Core Profile Context 20.10.35.02 27.20.1034.6\n\nBroken: version: 3.3.1\n\n**Short description of problem**\nFor the Node Editor keymap, there are hidden Node Tool keymaps that exist within Blender (they are only visible via search filter) that override the keymaps that are exposed, and can't be customized properly.\n\n![Capture.JPG](Capture.JPG)\n\nThis report stems from this bug report:\nT102422 ", "When loading factory defaults, Render Dimensions preset dropdown menu is not reset\nOSX\n\n2.73a\n\nWhen loading factory defaults, Render Dimensions preset dropdown menu is not reset\n\n\n- Change Scene Dimensions to a preset\n- Maybe change a couple of settings like x resolution to see changes later on\n- Reset to factory default\n- Observe change of X, Y Scale etc of Scene Dimensions Resolution to default\n- Observe Preset dropdown choice still on previous setting before factory default..\n\n\nJust a little teenie weenie thingie.. I know, but thanks for looking into it!\nCheers and thanks again for developing worlds' greatest application!\n\nRoel\n", "Hairs not rendered in cycles when edit mode or particle edit mode is active\nOperating system: macOS-11.5.2-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5500M OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.6.20\n\nBroken: version: 3.0.0 Alpha\nWorked: unknown\n\nWith the attached file, when you render with F12 while edit mode or particle edit mode is active in the viewport, the hairs are not rendered. In Eevee this does not occur.\n\nOpen attached file, select the bezier curve\nPress f12 to render while in object mode -> hairs are rendered\nSwitch to edit mode or particle edit mode and press F12 -> hairs are not rendered\n\n[Feather hair bug.blend](Feather_hair_bug.blend)\n\n", "Outliner doesnt preserve selected or active state when clicking mesh twice (objectmode -> editmode -> objectmode)\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.86\n\nBroken: version: 2.81 (sub 3)\nWorked: (optional)\n\nExport selected object export empty file if object have only mesh selected in outliner.\n\nProbably this is more UX bug than exporters problem.\nCreate default object: Cube or Suzanne.\nExpand Object tree and select mesh in outliner. Blender will switch to mesh edit mode.\nClick one more time to mesh in outliner. BLender will switch to Object editing mode.\nViusually Object still looks selected because mesh still highligted but in 3D viewport object is unselected.\nNow try export as OBJ, enable Export Selected only.\nBlender correctly will export empty OBJ file because there is no any object actually selected.\n\n![image.png](image.png)\n\nThis UX bug quite confusing, and i catch it almost every time i need export files.\n", "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", "Regression: Texture slots thumbnails in Texture painting mode are missing\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.59\n\nBroken: version: 3.3.0 Alpha\nCaused by 8b7cd1ed2a\n\nTexture slots thumbnails in Texture painting mode are missing\n\nIn Texture Paint mode, create texture, begin to paint, save texture and blender file. In the active tools panel>Texture Slots, the texture appears as a generic icon and its name, in 2.90 there was a thumbnail of the created texture instead of a generic icon.\n\n\nimages for reference:\n![Bug.jpg](Bug.jpg)\n\n", "\"Make Default\" option not registering file explorer Thumbnails on Microsoft Store Blender\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 517.63\n\nBroken: version: 3.5.1\n\nWhen installing Blender 3.5 from the official Microsoft Store, attempting to \"Make Default\" installation to get Thumbnails to show on file explorer does not work, even after restarting the OS and refreshing file explorer.\n\n\n1. Download Blender 3.5 from the Microsoft Store\n2. Load Blender > Settings > System > \"Make Default\"\n3. Open any .blend with a camera and save it\n3. Open Windows File Explorer > go to the .blend path > Right Click > View > Large Icons\nOR press Ctrl + Shift + 1\n4. Click F5 to Refresh directory view\n\n", "Interpolated children on object rendered particles not working\nOperating system: Manjaro Linux\nGraphics card: AMD Radeon rx570\n\nBroken: 2.60, 2.79, 2.80, 2.81, 2.82, 2.82a, 2.83, 2.90Alpha\nWorking: Couldn't find any\n\nCan't see any particles when there set to render as an object with an object selected and interpolated children\n\n\n1. Open this file: [particle_child_interp_bug_2_79.blend](particle_child_interp_bug_2_79.blend)\n2. Play animation\n3. In the particle children settings, set Interpolate \nor \n1. Create a particle system on a uv sphere,\n2. set the render type to object,\n3. select a 2nd uv sphere as the render object\n4. set the children to interpolated\n[Daily Challenge 80(particles galore).blend](Daily_Challenge_80_particles_galore_.blend)", "Cycles: UV render pass corrupted in viewport\nOperating system: Windows-10-10.0.18363-SP0 64 Bits\nGraphics card: Intel(R) Iris(R) Plus Graphics Intel 4.5.0 - Build 27.20.100.9664\n\nBroken: version: 3.1.0 Alpha\nWorked: 2.93 LTS\n\nWhen switching the render passfrom normal to UV the UVs are not displayed correctly.\n\n\nDownload bmw demo file.\nin viewport switch to render mode\nEnable the normal render pass. After that enable the uv render pass.\n\n{[F11785393](uv_render_pass.png) width=100%}\n\n`Film::update_passes` sets `shader->need_update_uvs`. The problem is that in 3.0 this is called as part of scene update after all syncing, instead of immediately after updating the render passes. That means this information is not available when we sync the geometry.\n\nNote: you can get the proper UVs back if you click on the UVMap in the Property Editor `UV Maps` panel", "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", "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", "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" ]
[ "New 3.1+ OBJ exporter no longer has \"operator presets\" nor a way to skip modifiers\nOperating system: macOS-12.1-arm64-arm-64bit 64 Bits\nGraphics card: Apple M1Max Apple 4.1 Metal - 76.3\n\nBroken: version: 3.1.0\nWorked: 3.0\n\nOBJ file exporter in 3.0 and earlier versions had ability to have setting presets (\"Operator Presets\" field near the top right of the dialog), and had an option to not apply modifiers to meshes.\n\nThe new OBJ exporter in 3.1+ versions no longer has that functionality, which makes it more cumbersome to keep on applying some non-default settings.\n\nSee discussion about this in #pipeline-io-assets-module around [2022 Mar 9 ](pipeline-assets-io-module?msg=7G73qGzxmryS8mATw).\n\n\n1. File -> Export -> Wavefront OBJ\n2. Notice there's no \"Operator Presets\" field near top right of the dialog, and also no way to skip applying modifiers.\n\nAlso somewhat related: #96297" ]
BI stencil works for every kind of map but normal maps win7 64 gtx970 Broken: 2.77 git.4b0aeaf Blender internal material support stencil to mask textures, the only kind of texture that does not support this feature properly is the normal map channel. open the file and check. ps: I reported this bug because I use Blender Internal to bulid end export materials to external render engine via FBX, having a correct preview would be a life saver. thankyou! ![example.jpg](example.jpg) [glsl_bug.blend](glsl_bug.blend)
[ "Bevel Modifier and Normal Bevel Skews\nOperating system: Windows 10\nGraphics card: GeForce GTX 3080\n\nBroken: All Blender versions including the latest 2.92\nWorked: Probably on previous versions\n\nHello guys,\n\nThe Bevel modifier and the normal Bevel skews the higher the offset, and does not keep a similar thickness from the outside and inside wall.\nThe current \"solution\" is to bevel a plane and then add a Solidify modifier however the shape alters, which will require applying the modifier and further altering the shape, not allowing for modifier stack workflow. I asked a friend to try bevel in the same way in 3DS Max using my exported FBX and it beveled without skew.\n\nLoad up the scene and you will see the applied modifiers, some of the different offset types have less skew effect but ultimately they all skew quite extensively\n\n[Bug.blend](Bug.blend)\n\n![Screenshot_4.png](Screenshot_4.png)\n\n![Screenshot_7.png](Screenshot_7.png)\n\n![Screenshot_5.png](Screenshot_5.png)\n\n![Screenshot_1.png](Screenshot_1.png)\n\nAs you can see the right shape is only with a Bevel modifier, it keeps the top flush to the shape however gets severely skewed and does not keep a similar thickness on the more rounded off corners. The version with a Solidify is more accurate however does not keep the top part flush with the rest of the shape and requires further modifying and loosing the stack workflow.\n\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", "Texture paint Backface culling option does not work if symmetry is enabled\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.11\n\nBroken: version: 3.6.1\nWorked: never since implemented in e2d60d180ed8 afaict\n\nWhile in the texture paint mode, the backface culling option of the brush is sometimes ignored, allowing painting onto backfaces. It only seems to affect certain objects. I could not discern why. See the attached blend file.\n\n1. Open attached blend file.\n2. Paint on the backfaces of the mesh; observe bug.\n3. Select cube\n4. Paint on the backfaces of the cube; observe no bug.\n\n", "Compositor: Viewport issues when Passepartout is off\nBroken: version: 4.0.0 Alpha\nWorked: never\n\nComposition Mask is \"rendered\" wrongly in the viewport when the camera `Passepartout` is off.\nNote that the Compositor is set to Camera.\n\n\n* Open this file: [zoomed_out.blend](attachment)\n* Notice that the passepartout is disabled in this camera, but the viewport compositor is set to Camera.\n\nCurrent buggy result:\n![image](attachment)\n\nThe mask only matches when the camera has `Passepartout` on:\n![image](attachment)\n\n\nRelated: #111344\n\n", "Front Faces sometimes doesn't work with the Mask tool\nOperating system:\nGraphics card:\n\n3.5.0 beta 24/2/2023\n\n**lasso mask brush mask outside the border when symmetry enable**\n![GIF](attachment)\nThe same as #103163 but in a more extreme case\n\n- Open attached .blend file\n- (optionally) Disable `X axis` mirror\n- Use Lasso or Box Mask tool in the region indicated\n\n[untitled.blend](https://projects.blender.orgattachment)\n", "Viewport Compositor: Render passes support\n# Scope\n\nThis design task describes integration of multiple render passes of the same view layer to the viewport compositor.\n\nWhile ultimately multiple view layers would need to be supported as well, it will be handled separately as there more design considerations to be solved to keep performance and memory usage under control/\n\n# Overview\n\nThe overall overview of the proposal is quite simple:\n\n- Render engine provides GPU textures for all render passes.\n- The compositing is done by the draw manager from the Blender side.\n\n# Breakdown\n\n## GPU texture management\n\nThe render engine manages GPU textures on the engine side, and allows them to be bound for the viewport compositor shaders. This allows the engine to have full control over data management and synchronization for updates. For example, it allows engine to do proper initialization order for the graphics interoperability.\n\n## Overlays\n\nSome of the data which a render engine wants to visualize does not fit into the compositing pipeline, and is better suitable as an overlay. On example of such visualization is the `Active Pixels` (available with `Cycles Debug`).\n\nSuch overlays will be moved from \"being\" baked into the combined pass and instead will become a dedicated call in the render engine `draw_overlay()`.\n\nOn the render engine side it will behave the same way as the current `draw()`: \"just\" draw a texture(s) with overlays.\n\n## Data structures\n\nThe proposal is to base the data passed in the API on the `RenderResult`, and not to create a dedicated specialized data structures. This will allow maximum code re-usaiblity between the viewport, viewport compositor, final renders, and eventually GPU compositor for the final renders.\n\nThere are changes which needs to be done in the `RenderResult` in order to support this, with the final goal is to allow `RenderResult` to point to a GPU texture instead of CPU-side memory buffer. The proposal here is to:\n\n* Make `RenderResult` to use `ImBuf` to store passes data.\n* Make `ImBuf` to have GPU texture without CPU side buffer.\n\nConsiderations for such decision:\n\n* The `RenderResult` is heavily integrated into the image drawing (for the `Render Result` image data-block, multi-layer EXR images). If the `RenderResult` stores data as `ImBuf` then it will simplify drawing, which will no longer need to do shallow copies.\n* The `Image` data-block already uses GPU textures, which can be moved to the `ImBuf`.\n\n## Synchronization\n\nUpdate of the GPU texture and its use by the draw manager happens from different thread, . This is already the case where `DisplayDriver` takes care of synchronization.\n\nTo start with the synchronization strategy will not change:\n\n* The render engine will lock the GPU textures at the moment when it knows its internal render buffer is in a consistent state (in case of Cycles: when the entire wavefront finished sampling), and will copy data to the GPU textures.\n* From within the same lock the render engine will copy data needed for the overlays.\n* Once the data is copied, the render engine releases the textures lock.\n* When draw manager requests `RenderResult` it will lock the textures, and will hold the lock until the drawing and compositing pipeline is finished.\n\nThis potentially introduces wait-on-a-lock for the render thread: if the compositing takes longer than sampling.\n\nWhen CPU rendering is used it is relatively easy and beneficial to allow \"interleaving\": render more samples while the draw manager is still busy with compositing. In the case of Cycles it will mean that the `PathTrace` will need to take time spent in drawing into account and schedule more samples to fill it in.\n\nFor the GPU rendering the story is more complicated:\n\n* If the rendering and compositing done on the same GPU the interleaving might not be desired at all, as a lot of supported GPUs do not allow interleaving GPGPU and viewport rendering without performance impact.\n* If the rendering is happening on a different GPU than viewport rendering then interleaving is possible.\n\nFor the latter either engine could do a guess which GPU is used for viewport, or it would need to be a dedicated API call to provide this information explicitly.\n\n## Used render passes\n\nCurrently for the viewport render the used render passes are in the full control of the render engine. This needs to be changed to something:\n\n* Render engine provides list of supported render passes\n* The viewport compositor provides information which of them are actually needed for the viewport\n\nThe former is probably already covered with the render passes integration used to create sockets in the Render Layers nodes.\n\nThe latter one is needed to make it so unused passes do not take memory: for example if some passes are only used to write to file.\n\nThe render pass display option (currently available in Cycles, and allows to choose which render pass is displayed in the viewport) will behave more like it does in the Image Editor where it is possible to choose between Composite output and View Layer / Passes, can then can work for any render engine.\n\n", "DrawManager: Threading for ibo.fdots_nor/hq\nCurrently done in finish with comment that it is faster.\nWe should benchmark when it is faster and document this with the code.\nOr change it to use threading.\n\nIt could be faster, but can stall other batches.\n\nThe comment was written before the previous optimization that supports better batching. I don't see why the current structure would be faster than implementing it with poly looping.\nFile: `draw_cache_extract_mesh.c` section `Extract Facedots Normal and edit flag`.\n", "Baked Normal Map Is Not Equal To The Original Normal Map.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Radeon RX 570 Series ATI Technologies Inc. 4.5.0 Core Profile Context 22.Q4.221025\n\nBroken: version: 2.93.2\n\nThe problem that after I bake the normal it appears different than the original\n,Is this a bug ? , and why it appears different .\n\n1. Open blender\n2. Go to the shading window\n3. Select The cube \n4. Add normal map image connect it to the normal map after you add it , Then to the BSDF node \n5. create image to bake to it and select it \n6. bake the normal and see the result\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.", "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", "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)", "Normal maps appear faceted in Eevee when using Closest or Cubic interpolation \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: 2.93.0\nAlso broken in 3.0 alpha \n\nIf a normal map has its image texture set to Closest or Cubic, the result in Eevee looks incorrect. I'm not sure if this is a fundamental limitation of the method or if it's something that could be fixed in the implementation, but I've found the Closest interpolation to be really useful when heavily messing with an image's vector coordinates.\n\n1. Load up a normal map and apply it to a smooth shaded object\n2. Set the image texture's interpolation to Closest or Cubic\n\n[closest_interpolated_normal_map.blend](closest_interpolated_normal_map.blend)\n\nLinear filtering:\n![image.png](image.png)\nClosest filtering:\n![image.png](image.png)\nCubic filtering:\n![image.png](image.png)\n", "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", "GPencil: Airbrush draw tool with solid stroke has transparency artifacts\nOperating system: Win 11, GTX 3080, Wacom Tablet\n\n\n\nBroken: 2cd7e70c18a8\nWorked: ~~3.3.0~~\n\nThe airbrush tool has artifacts around the stroke during drawing. Also what is drawn during stroke has nothing to do with the final result visually. Please see the video for the issue.\n\n\n\n- New scene -> 2d Animation\n- Select Airbrush tool from the tool pane\n- Switch to `solid stroke` material from header\n- Draw\n\n[image](attachment)\n[blender_lOlSgoorkK.mp4](attachment)\n", "Improve volume render passes\nCycles volumes mostly do not write to render passes currently. Given the transparency it's not always useful or meaning to do this, but we can do better.\n\nA few known issues:\n- [ ] Cryptomatte is not written for volumes. We could accumulate cryptomatte contributions of objects while ray-marching.\n- [ ] Mist is not written, which causes the background value to be used when the volume is opaque. More useful would be to either write it based on the volume position weight by transparency, or to write mist for the object behind. (#91280)\n- [ ] There is no Volume Color pass currently, equivalent to the Diffuse/Glossy/Transmission Color passes. We do now write albedo for denoising, a similar thing could be added for volumes but it's unclear if this is useful for compositing in practice, especially with overlapping volumes.\n" ]
[ "Stencil maps ignore normal maps\n\nWin 7 64bit\nGF 560ti 2gb\n\nBroken: (example: 2.70 19e627c\nWorked: (optional)\n\nWhen using a stack of textures with painted masks (stencils), normal maps are unaffected so both are fully visible.\nExample, in the attached blend, the brick pattern is visible via the interaction of specular highlights with its normal map, even in areas that should only show moss. The other maps - diffuse, spec and gloss, appear to work correctly. \nThe bug presents in the viewport (GLSL), game engine and blender internal renderer.\n[SplatMatPaint.blend](SplatMatPaint.blend)\n\n\n1. Open .blend file.\n2 Look at screen :)\n\t\t\t\t" ]
Texture paint сrush scene Operating system: Windows-8.1-6.3.9600-SP0 64 Bits Graphics card: NVIDIA GeForce GT 1030/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12 Broken: version: 3.4.1 Blender crashes when trying to draw Try to draw a texture, the blender immediately crashes. Especially when the brush does not fall on the surface [3_hardsurf.blend1.blend1.blend1](3_hardsurf.blend1.blend1.blend1)
[ "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)", "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", "Line Art errors when rendering small details\nOperating system: Linux-5.15.5-76051505-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.86\n\nBroken: version: 3.0.1\nBroken: version: 3.1.0 Beta\nBroken: version: 3.2.0 Alpha\n\nWorked: version: 2.93.8\n\nLine art when rendering fine edge mark details now produces errors that were not present in 2.93.\n\n**Example of Error**\n{[F12864446](3.0_World_Space.png)}![3.0 Screen Space.png](3.0_Screen_Space.png)\n\n**Expected Results**\n{[F12864444](2.93_Screen_Space.png)}![2.93 World Space.png](2.93_World_Space.png)\n\n\nEXAMPLE BEND FILE: [Line Art Fine Detail Error.zip](Line_Art_Fine_Detail_Error.zip)\n1. Open Example File \n2. Ensure Line Art is enabled\n3. Render Image\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", "Sculpting - Switching stroke method with a shortcut causes a freeze\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.84\n\nBroken: version: 3.0.1\n\nWhen using E shortcut in sculpt mode to change stroke method of the brush, there is a ~5-10 second freeze every time.\nHowever, when you do the same thing from the brush UI, the switch is silky smooth. See the video for example\n\n1. Open attached file\n2. Switch to sculpt mode\n3. Do a few strokes, press E - blender will freeze for about 10 seconds\n4. Do a few strokes again, this time change stroke method from UI - no freezes here\n\nVideo:\n[blender_am0pkp0Cwy.mp4](blender_am0pkp0Cwy.mp4)\nExample File:\n[sculptbug.blend](sculptbug.blend)\n\n", "Assert when drawing annotations on surface\n- In the default scene, change to the annotate tool with surface placement.\n- Draw two strokes on the cube.\n- Blender hits the following assert.\n\n```\nBLI_assert failed: source/blender/gpu/intern/gpu_texture.cc:605, GPU_texture_read(), at 'GPU_texture_usage(tex_) & GPU_TEXTURE_USAGE_HOST_READ'\n The host-read usage flag must be specified up-front. Only textures which require data reads should be flagged, allowing the backend to make certain optimiastions.\n```\n\nAdding `GPU_TEXTURE_USAGE_HOST_READ` in `gpu_viewport_textures_create` fixes the issue.\n\n```\n* thread #1, name = 'blender', stop reason = signal SIGABRT\n * frame #0: 0x00007ffff7df564c libc.so.6`___lldb_unnamed_symbol3503 + 268\n frame #1: 0x00007ffff7da5958 libc.so.6`raise + 24\n frame #2: 0x00007ffff7d8f53d libc.so.6`abort + 215\n frame #3: 0x0000000013fa57f9 blender`_BLI_assert_abort at BLI_assert.c:46:3\n frame #4: 0x000000001279abfd blender`::GPU_texture_read(tex_=0x00007fffd2ee4b08, data_format=GPU_DATA_UINT_24_8, miplvl=0) at gpu_texture.cc:602:3\n frame #5: 0x0000000008ca0c96 blender`view3d_depths_create(region=0x00007fffe428b208) at view3d_draw.cc:2278:9\n frame #6: 0x0000000008ca0b7e blender`::ED_view3d_depth_override(depsgraph=0x00007fffd2c19b08, region=0x00007fffe428b208, v3d=0x00007fffe42f8a08, obact=0x0000000000000000, mode=V3D_DEPTH_NO_GPENCIL, r_depths=0x00007fffd2c2c340) at view3d_draw.cc:2382:19\n frame #7: 0x00000000082f5d95 blender`annotation_paint_strokeend(p=0x00007fffd2c2c308) at annotate_paint.c:1667:5\n frame #8: 0x00000000082fa307 blender`annotation_paint_cleanup(p=0x00007fffd2c2c308) at annotate_paint.c:1698:5\n frame #9: 0x00000000082f6771 blender`annotation_draw_exit(C=0x00007fffec9de248, op=0x00007fffc6f5f188) at annotate_paint.c:1868:5\n frame #10: 0x00000000082f5a80 blender`annotation_draw_modal(C=0x00007fffec9de248, op=0x00007fffc6f5f188, event=0x00007fffc6da4758) at annotate_paint.c:2715:7\n frame #11: 0x0000000006e8d888 blender`wm_handler_operator_call(C=0x00007fffec9de248, handlers=0x00007fffe4243020, handler_base=0x00007fffc14d3aa8, event=0x00007fffc6da4758, properties=0x0000000000000000, kmi_idname=0x0000000000000000) at wm_event_system.cc:2406:16\n frame #12: 0x0000000006e8c1a7 blender`wm_handlers_do_intern(C=0x00007fffec9de248, win=0x00007fffe4242f08, event=0x00007fffc6da4758, handlers=0x00007fffe4243020) at wm_event_system.cc:3311:21\n frame #13: 0x0000000006e8a60f blender`wm_handlers_do(C=0x00007fffec9de248, event=0x00007fffc6da4758, handlers=0x00007fffe4243020) at wm_event_system.cc:3361:16\n frame #14: 0x0000000006e897c2 blender`::wm_event_do_handlers(C=0x00007fffec9de248) at wm_event_system.cc:3955:17\n frame #15: 0x0000000006e79d47 blender`WM_main(C=0x00007fffec9de248) at wm.c:640:5\n frame #16: 0x000000000602869d blender`main(argc=1, argv=0x00007fffffffe9d8) at creator.c:585:5\n frame #17: 0x00007ffff7d90290 libc.so.6`___lldb_unnamed_symbol3141 + 128\n frame #18: 0x00007ffff7d9034a libc.so.6`__libc_start_main + 138\n frame #19: 0x00000000060281a5 blender`_start at start.S:115\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", "Sculpt Texture Paint: Seam Bleeding errors\nOperating system: Linux-6.1.12-gentoo-x86_64-AMD_Ryzen_Threadripper_1950X_16-Core_Processor-with-glibc2.36 64 Bits\nGraphics card: Quadro GP100/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 525.89.02\n\nBroken: version: 3.6.0 Alpha\nWorked: ---\n\n\nWith the experimental `Sculpt Texture Paint` preference there are still some seam bleeding issues.\n\n![Screenshot_20230217_144113.png](attachment)\n\nThis task is for @Jeroen-Bakker to look into.\n\n**.blend file**\n[bug.blend](attachment)\n\n", "Crash on render\n**System Information** MSI BRAVO 15\nOperating system: WINDOW 11\nGraphics card: RX 6600\n\n**Blender Version**3.6\n\nWhen attempting to render a scene in Blender, the software consistently crashes, causing frustration and hindrance to the rendering process. This issue is hindering users from efficiently creating their projects and requires immediate attention to maintain a stable and reliable rendering environment.\n\n[debug-log](https://projects.blender.orgattachment)\n[system info](https://projects.blender.orgattachment)", "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 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", "Texture Paint: Color Palette operator issues with Undo/Redo -- Vertex Paint is fine though\nOperating system: Darwin-15.6.0-x86_64-i386-64bit 64 Bits\nGraphics card: ATI Radeon HD 5770 OpenGL Engine ATI Technologies Inc. 4.1 ATI-1.42.15\n\nBroken: version: 2.83.0\n\n\nIn Texture Paint mode (contrary to vertexpaint mode or gpencil), the palette operators dont work with Undo/Redo\n\nFrom the default startup file:\n- go to vertexpaint mode\n- (a) in the Active Tool tab in the Properties Editor, under Brush Settings > Color Palette, add a palette\n- (b) add a color to the palette\n- (c) Undo --> should be working [color is removed again]\n- so far everything is working\n- go to texture paint and do the same a, b, c --> color is not removed again, Undo is not working\n\nThis is what is probably the cause for the following more specialized original report (but also there the same thing works fine in vertex paint mode)\n\n## original report\n\nWhile in texture mode users press S to activate a color picker (not sure why this isnt the GUI nor the tools palette?)\nWhen its active, we have the options menu (used to be F6 i believe) There is this option \"Add to Palette\".\nThis however always adds colors. When you uncheck it, it will enable itself the next time your use the S key and pick a color.\n\n01. Open the attached scene.\n02. Start texture paint mode\n03. Use S key to enable color picker\n04. Options menu (bottom left) shows \"Add option to palette\" > Deactivate it.\n05. Use S key again > Notice colors are still being added but option is unchecked.\n06. When you let go of the S key, its checked again\n\n![Screen Shot 2020-06-23 at 17.01.00.png](Screen_Shot_2020-06-23_at_17.01.00.png)\n![Color-picker-options-enables-itself.gif](Color-picker-options-enables-itself.gif)\n\n[IMport Palette - Blank.blend](IMport_Palette_-_Blank.blend)", "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", "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.", "Texture painting does blend modes like overlay incorrectly when using 16/32bit images\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\n[texture_paint_overlay_16F_bug-2022-09-28_15.37.38.mp4](texture_paint_overlay_16F_bug-2022-09-28_15.37.38.mp4)\nHere you can see that even though the paint color is white, the overlay blend mode results in darkening of the gray base color, when painting with a low strength/at the edge of the brush falloff. This happens only for 16/32bit images and independently of the color space of the texture. It seems like brush falloff and strength are applied before the blend mode.\n\n- create 32bit/16bit image texture\n- draw with white, set to Overlay on shade of gray\n[16F_texture_paint_overlay_bug.blend](16F_texture_paint_overlay_bug.blend)\n\n" ]
[ "Blender crashes when texture painting on model\nOperating system: Linux-5.15.0-58-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 525.78.01\n\nBroken: version: 3.4.1\n\nFor the very specific blender file provided as part of this report, attempting to texture paint the model will frequently cause blender to crash. Sometimes blender will not crash, so several brushstrokes may be required. [vendingMachine.blend](vendingMachine.blend)\n\nOpen the attached .blend file\nIn Texture Paint mode, attempt to paint the model. Several brushstrokes over different areas may be required.\n\n", "Crash on texture painting with invalid material indices attribute\nOperating system: Windows 11\nGraphics card: RTX 3060 \n\nBroken: 3.4.0, a95bf1ac01be, 2022-12-06\n\nwhile in texture painting mode. when I click to paint, blender crushes. \n- Open attached file\n- Switch to texture paint mode\n- Paint on selected mesh (retry if crash doesn't happen)\n\n[untitled.blend](untitled.blend)\n[recordedVideo.mp4](recordedVideo.mp4)", "Texture Painting Error -Anvil by Blender Guru\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.24\n\nBroken: version: 3.4.1\n\nThe texture paint crashes when I paint on a certain kind of mesh that I made. I tried it on a plane and it works just fine and also works when painting directly in the image editor. \n\nJust painting over the anvil mesh in the 3D viewport.\n\n[Anvil.blend](Anvil.blend)\n\n[blender_system_info.txt](blender_system_info.txt)\n\n[blender_debug_output.txt](blender_debug_output.txt)\n" ]
Action Actuator Child option misbehaving **Category**: Animation %%%Please look at attached file. The child option only works when the child has an active action actuator (even if the frame range is 0, 0). Blender 2.6.3 (although this is likely broken since tomato changes)%%%
[ "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", "Multi-object-Mode: EditMode transform properties\nEdit-mode buttons currently only show median values for the active edit-object.\n\nThe Mean Crease value of the N panel doesn't work for multiple objects:\nHere i have 2 objects selected\n![1.jpg](1.jpg)\nIn Edit Mode changing the Mean Crease value does change its effect only on the selected object:\n![2.jpg](2.jpg)", "Snap Increment with \"Absolute Grid Snap\" not working correctly in XY plane\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: Radeon RX 580 Series ATI Technologies Inc. 4.5.0 Core Profile Context 23.Q3.230719\n\nBroken: version: 3.6.2\n\nDescription of error\nWhen moving an object by using Increment Snapping with \"Absolute Grid Snap\" enabled and constraining the plane the object no longer moves with the mouse cursor. It is best demonstrated in the video I have captured.\n\nTo repeat follow these steps:\n1. Make a new default blender scene with an object to move.\n2. Enable Snapping, set to Increment.\n3. Select the object and then \"G\" to move it.\n4. Constrain movement to XY plane and move the object around the 3D space.\n5. Next cancel the transform and Enable in the Snapping Setting, \"Absolute Grid Snap\".\n6. Press \"G\" to move the object once again and contrain its movement to the same plane as before and move the object around.\n7. The object will no longer follow the cursors movement.\n\nAdditionally, this is a recent bug as of this version as tested both 3.4.1 and 3.5 version of blender and they both work as expected, with no Discrepancy.\n", "Rigid-Bodies Colliding Improperly\n[Basic Setup with bug 2.blend](Basic_Setup_with_bug_2.blend)\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 950M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.48\n\nBroken: version: 2.81 (sub 13)\n\nSome of the Rigid-Body objects in the included .blend go flying when animation is played, as though they were intersecting each other, but they are not.\n\nOpen the included .blend.\nPlay animation. The two objects named \"Suspension.FL will go flying off in opposite directions.", "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", "Cycles viewport rerender when changing any color management setting if a rigidbody is on any object\nOperating system: WIN 10\nGraphics card: GTX1660\n\nBroken: 3.0.0, 3.1 BETA, 3.2 ALPHA\nWorked: Never\n\nWhen changing any of the color management settings in blender, a viewport rerender will be triggered if you have a rigidbody on any object.\n\nOpen blender\nput renderer to cycles\nput a rigidbody on the default cube (or any object)\ngo into viewport rendered preview mode\nchange any setting in colormanagement (eg. exposure, gamma, false color, medium contrast to high contrast)\nwatch the viewport rerender\n\n[BugTest.blend](BugTest.blend)", "Improve UX for interaction of modifier stack and node editor\nWhen a non-nodes modifier is selected as active modifier there is no indication or way to change that in the geometry nodes editor and it's very confusing for the user, especially when the properties editor is not displaying the modifiers panel.\n\nThis is related to #84927\nA potential solution has been proposed there as well (move towards interface similar to shader editor and material slots).", "Simple ball shooting animation not working as before\nOperating system: win7\nGraphics card: gtx970m\n\nBroken: 2.80, 2.81a, 2.82a, 2.83-1239cab11ff9\nWorked: 2.79b\n\nI've tried to create a simple shooting ball and while the effect was ok with blender 2.79b it won't work the same\nway on the specified \"broken\" versions. I'm not sure if the way to make these type of animations has changed of\nif this it's really an existing bug. \n\nDemo: [Blender 2.79b vs 2.82](2020-04-09_16-14-38.mp4)\n\n\nYou'll find the .blend file ready to display the issue below.\n\n[test1.blend](test1.blend)", "Formalize Default Selection Behavior and Key-map\nSelection should behave as consistent as possible throughout Blender. There should be a formal description for that to help avoiding inconsistencies.\n\nNOTE: This task is WIP, all content is tentative.\n\nWe *may* have to draw distinctions between right-click vs. left-click and 2D vs. 3D editors. For the latter, there are rather different requirements.\n\n### 2D Editors\n\n| Key-map item | Action\n| ---------------- | --------\n| {key Click} | Select item (and activate) an item. Deselect others.\n| {key Shift Click} | Toggle selection (and activate):\n| | * Select (and activate) if item was *not* selected\n| | * (Activate it item was selected)\n| | * Deselect item (if already active, or) if selected.\n| ... | ...\n\n\n[TODO make table per-tool?]", "Update Tweak Tool behaviour on Right Click Select\nThis has been a long running known issue for the Active Tools when using right click select.\n\n## Issue\nOn RCS, the Tweak Tool in the toolbar is placing the 3D Cursor instead of tweaking elements.\nThis duplicates the behaviour of the Cursor Tool (right next to it in the toolbar).\n\nThe reason for this seemed to be that right click & drag is already using the tweak action.\nIf the Tweak Tool would tweak with left & right click then there is no way of setting the 3D cursor anymore.\n\nBut the Tweak Tool doesn't require the 3D cursor. And this workaround is breaking the tweak tools purpose.\n\n## Solution\n\nThe Tweak Tool needs to tweak with left click & drag.\nThis can be it's own keymap item in the preferences under the Tweak Tool.\nRight click & drag can still use the default tweak action in the preferences.\n\nThe benefits are:\n- The Tweak Tool can be used without a drag threshold with left click & drag, if the option \"Alt Cursor Access\" enabled in the preferences\n- There is a functional distinction between the Tweak Tool and the Cursor Tool.", "Wrong editor type saved in workspace\nOperating system: Win11\nGraphics card: AMD Radeon (TM) Graphics (Included Graphics)\n\nBroken: 3.5.1\nWorked: N/A.\n\nMy properties editor is glitched and keeps resetting to nonlinear animation editor.\n(When saving file and reopening)\n\nIdk how to repreduce it, but here are steps for my blender file:\n1. Switch editor type to properties editor.\n2. Save file.\n3. Close blender .\n4. Open the saved file.\n5. Properties editor switched to nonlinear animation editor.\n6. (When repeating 1-4 with all objects deleted, then its working normally without the switch at restart).\n7. Viedeo: EDgFd6MIzjM.\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.", "Application handler not executed when video sequencer contains a strip\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 462.59\n\nBroken: version: 2.93.4\n\nA registered handler for frame_change_post does not get executed while rendering an animation when there is a strip present in the video sequencer.\n\n1. Open the example file and turn on the system console\n2. Execute the example script present in the file\n3. Render an animation, note how you can see the handler getting called before each rendered frame in the console\n4. Add a strip to the video sequencer (for example a solid color)\n5. Render another animation, note how this time the handler doesn't get called per frame anymore\n6. Remove the strip again\n7. Render once more, note how it works again as expected\n\n**Example file**\n[bug_example.blend](bug_example.blend)\n", "Materials animation doesnt show up in animation actions editor\nOperating system: Linux-5.8.18-300.fc33.x86_64-x86_64-with-fedora-33-Thirty_Three 64 Bits\nGraphics card: GeForce GTX 970M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 450.66\n\nBroken: version: 2.92.0 Alpha\nWorked: never\n\nMaterials animation doesnt show up in animation actions editor\n\n[#82522.blend](T82522.blend)\n- Open blend\n- keyframes for nodetree actions will be visible in the Graph Editor\n- keyframes for nodetree actions will be visible in the DopeSheet\n- keyframes for nodetree actions will be visible in the NLA Editor\n- keyframes for nodetree actions will **not** be visible in the Action Editor and appropriate Action cannot be selected from the dropdown\n\njust make a base color of material animated and then see that its not in action editor\n\n![1.jpg](1.jpg)", "Most sculpt tools do not work while model is animated\nLinux 64-bit\n2.93.2\nMost sculpt tools do not work as expected when the object is spinning like it's on a pottery wheel. Some tools like the clay tool work okay, but other tools like smooth and scrape do not. I think it has to do with the stroke method; the stroke accounts for screen space but not the local transform of the object if it's moving during a stroke. Video of my attempt here:\n[pottery.mp4](pottery.mp4)\nI made this as a joke and it looks like garbage, but unfortunately it went viral and everybody thinks it's a great idea so now more people are gonna try it and complain that it doesn't work. It's a valid workflow that you have to account for now apparently. I'm really sorry.\n - Open the attached file\n - Play the animation\n # Try to sculpt the thing while it spins\n[bowl.blend](bowl.blend)\n" ]
[ "Problem with child in game engine action actuator in Blender 2.60\n**Category**: Animation\n\n\n%%%This file works differently in Blender 2.59 and 2.60. In particular in Blender 2.60 does not work properly.\nin Blender 2.60 there are two problems:\nI can not use the child in action actuator.\nI can not associate an action actuator to an object without f-curves or action.\n\nThis is a method that I use very often to drive the animation of many objects related to a single empty object.\n\nBest regards%%%" ]
Select mode not working on external display through BlackMagic eGPU, macOS. Operating system: mac OS Mojave 10.14.4 Graphics card: Radeon Pro 580 8 GB (external) , Internal Radeon Pro 4 GB Broken: (example: 2.80 2019-04-23, Hash : 40baa2e2b358, as found on the splash screen) Worked: (optional) Happens only with recent build, when using Blender 2.80 on the external screen connected via HDMI through Blackmagic eGPU Radeon Pro 580 8 GB, when switch to edit mode, i cannot select any Vertex, face or edge, when window is move to internal display select in edit mode works properly, tested with blender 2.79 it works regardless of internal or external display. Based on the default startup or an attached .blend file (as simple as possible).
[ "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", " Render Face Sets and Mask as contour lines\nFace Sets were added to control the visibility of all paint modes and currently, they are rendered as colors (which is the easiest way to debug them and work with them from sculpt mode). This won't work for vertex paint and texture paint (and any other mode that works with color), so a different rendering needs to be implemented that does not affect the color of the surface as an option these painting modes. \n\nIf possible, this should be implemented for the current sculpt mask (add an option to render it as a contour line, similar to the lasso selection) as the same mask implementation and rendering will also be used for vertex paint.", "Unable to accurately sample colors in Vertex Paint mode\nOperating system: Linux-5.10.11-arch1-1-x86_64-with-arch 64 Bits\nGraphics card: GeForce GTX 660M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.39\n\nBroken: version: 2.92.0\nBroken version: 2.83.1\nWorked: 2.79b\n\nSampling colors in Vertex Paint mode is unreliable even in flat shading or when utilizing an emission shader and standard color management (although this reports the correct color some of the time) in both Cycles and Eevee.\n\n1. With the default cube selected, enter Vertex Paint mode.\n2. Switch the viewport shading to Solid, the lighting to Flat, and the color to Vertex.\n3. Change the brush color to #000003.\n4. Go to the Paint menu and select Set Vertex Colors (or press Shift+K)\n5. Sample the color on the cube by either using the eyedropper from a color picker, or pressing S with the mouse hovering over the cube (doesn't matter if Sample Merged is checked or not)\n6. Check the brush color and see that it has changed to some other color (#010103 on my machine)\n", "Local view mode is not exited correctly when closing New Windows\nOperating system: Mac OS*\nGraphics card: Macbook pro M1 MAX, 64G ram\n\n**Blender Version** 3.41 (same issues found in 3.2)\nBroken: Local view doesn't work(/)\nWorked: \n\nit's hard to say when it will happened, I used MacBook with two monitors, (one is Mac Studio, an other one is iPad Pro), when I duplicate a new windows to my second screen, like to iPad for sculpting, some times, local view function(hot key\"/\") doesn't work and show 'no more than 16 local views\" error. I met this error 3times from version 3.2 to 3.41\n![Screenshot 2023-01-23 at 12.57.07 AM.png](Screenshot_2023-01-23_at_12.57.07_AM.png)\n\n![Screenshot 2023-01-23 at 12.56.59 AM.png](Screenshot_2023-01-23_at_12.56.59_AM.png)\n\n- Repeat the following 16 times\n - Open a new `Window`->`New Window`\n - Go into Local view in the new 3d viewport that appears\n - Close the window while still inside local view\n- Attempt to go into local view 1 more time\n- Observe failure\n\nThe issue is that local view mode is not exited when those temporary New windows are closed. Blender continues to think that those local views are still in use and runs out of available space for any new ones.\n\n[test.blend](test.blend)\n\n![Screenshot 2023-01-23 at 1.01.20 AM.png](Screenshot_2023-01-23_at_1.01.20_AM.png)", "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", "\"Input Pending\" for Loop Cut and Slide when called from menu.\nOperating system: Windows 10 64 bit\nGraphics card: Nvidia GTX 1660Ti\n\nBroken: 3.3.2\nWorked: 2.93\n\n**Caused by:** da2ba402689d7ed752b0b37ad49dce1a5851cc77\n\n**Reproducing the error:**\n\n- Ctrl+R on default cube edit mode, regardless of selection mode, loop cut slide works as usual.\n- Use search menu or header->edge menu and select loop cut slide, header bar only shows \"Input Pending\", if pressed left mouse, then operator runs correctly. If pressed right mouse, then operator is cancelled.\n\n\n\n", "Edit-Mesh \"Select Next Active\" doesn't handle a wire edge loop (vertex mode)\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 works with loop ,that surrounden by others, but can`t deal with single circle, when I am trying to select one per one.\nPlease watch video:\n[2020-01-17_19-06-34.mp4](2020-01-17_19-06-34.mp4)\n\n[untitled.blend](untitled.blend)", "Color Management / Use curves : Setting clipping option to Min = Max causes CRGB curves to go blank.\nWindows 10, GTX 1660\n\nBroken: Blender 2.82 release.\nBroken: Blender 2.83 daily update\n\nThis will recreate the black CRGB Curve display to go blank.\n\n1. In the Properties Panel, Select Color Management.\n2. Enable 'Use Curves'\n3. Select the 'Clipping Options'\n4. Set 'Max Y' to 0.00\n5. Now select anywhere in the CRGB curve display. It goes blank.\n", "Image Editor: Viewing a value buffer could use incorrect channel selector\nThis is a long outstanding issue in the image editor that should be fixed.\nWhen rendering a value based AOV and switching in the render result to the AOV would render incorrect as the wrong channel selector is selected (Still Color + Alpha).\n\nThis is also visible when reading single channel images or OpenEXR files.\n\n**Solution**\nAdd an option to view `Value` option to the channel selector and change RNA get/set/itemf + add support of this to the image engine.", "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", "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)", "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```", "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.", "3DConnexion Mouse not working in new Blender instance\nOperating system: Darwin-18.7.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon VII OpenGL Engine ATI Technologies Inc. 4.1 ATI-2.11.20\n\nBroken: version: 2.81 (sub 5)\nWorked: (optional)\n\n3dconnexion mouse works only in one instance of Blender\n\nIf I open 2nd instance of Blender 3d mouse does not work in it, only in the original file. This behaviour is same in official 2.8. I have tested this in Rhino for Mac. There Mouse works in both instances, which ever is active of course.\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)" ]
[ "macOS edit mode selection not working on second display\nIn dual-display, one of the monitors cannot be selected in edit mode, including vertex select, edge select, face select.\n\nOperating system: Darwin-17.7.0-x86_64-i386-64bit 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070 OpenGL Engine NVIDIA Corporation 4.1 NVIDIA-10.33.0 387.10.10.10.40.122\n\n\nBroken: version: 2.80 (sub 57)\nWorked: (optional)\n\n\n\n\n" ]
Objects in the 3D view have no visible outline Operating system: macOS-13.1-x86_64-i386-64bit 64 Bits Graphics card: Metal API AMD Radeon Pro 5300M 1.2 Broken: version: 3.5.0 Alpha Objects in the 3D view have no visible outline (Metal backend). The outline is only visible when switching to X-Ray view. ![BlenderBug_Outline.jpg](BlenderBug_Outline.jpg)
[ "In spreadSheet Values ​​not visible\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 522.30\n\nBroken: version: 3.5.0 Alpha\n\nMeasurements not visible\n, columns are not expanded, not sorted, not rearranged\n![image.png](image.png)\n\n- Open attached file\n[long_integer_attrs__spreadsheet.blend](long_integer_attrs__spreadsheet.blend)\n\n", "Mac (Intel) + Eeeve/Metal : Possible \"ignoring\" of the 2nd UVmap on faces\nOperating system: Macbook Pro Intel (the latest before M1)\nGraphics card: Intel Iris Plus Graphics 1536 Mo\n\nBroken: 3.6.0 (latest)\nWorked: n/a\n\n**Short Description**\nOn a Mac Intel, when using Eevee + Metal backend ; (does *NOT* happened with OpenGL backend) ;\nOn a mesh plane (mostly rectangular, representing a terrain evolution, 174 k vertices, 348 k triangles).\n\nI have 2 textures, with each its own UVmap ;\nI checked the content of the UVmap, they are correct, and I was careful to assign the correct UVmap to the correct texture.\n\nThe 2nd UVmap :\n- Eevee + Metal : seems to be \"ignored\" (and the 1st UVmap is used instead)\n- Eevee + OpenGL : works okay\n- Cycles : works okay (Cycles is not configured to use \"Metal\" since it's not a M1/M2)\n\nI think that for UVmaps, \"second\" means nothing, since there should be no particular order and/or the \"order\" is hidden from the user when using only shading \"nodes\" (except in the case of a bug being triggered...)\nEspecially since I explicitly specify the \"UVmap node\" for each \"image texture\" node.\n\nYet, the order in which I created/imported them seems to have an impact here.\n\nBy \"second\" UVmap, I mean the second material and/or second UVmap in the list of Object Data's properties UV maps.\n(Selecting another UV map in the Object Data's properties has no effect, since I explicitly specify the UV map to use in the \"nodes\").\n\n\n**Steps to Reproduce**\n- Open attached file\n- Switch to EEVEE render in viewport\n\n[bug.blend](https://projects.blender.orgattachment)\n\n| bug | no bug |\n| -- | -- |\n| ![image](https://projects.blender.orgattachment) | ![image](https://projects.blender.orgattachment) |\n\n<details>\n<summary> Original Report </summary>\n\nThe scene is the most simple : a mesh, and 2 materials + 2 UV maps.\nI then created an empty 3rd material, being careful to apply all faces to this 3rd material.\n\nThe shading \"nodes\" of this material is the most simple, in reverse order :\n- default \"material output\" node\n- default \"Principled BSDF\" node\n- a single \"Image Texture\" node\n- a single \"UV map\" node (of course linked UV<->Vector, and \"from Instancer\" disabled)\n\nThe 2 terrain textures which I have do not cover the same mesh area (partial overlap) :\n- One of the textures cover the whole mesh (no more, no less) : a satellite picture (an orthophoto)\n- One of the textures cover a small part of the mesh : an architect plan\nThe UV maps correctly reflects that ;\n\nWhatever Texture/UVmap I import first and then second, the second one seems to always be drawn with the UV map of the first, despite the fact that I explicitly select the second UV map.\n\nHint : If I link the UVmap \"UV\" output directly to the \"material output\" node, it seems to correctly draws the 2nd UV map colors (some square-y green + yellow + red texture, optionally some black if the texture does not cover the whole mesh).\n\nThe catch is that the problem only occurs with Eevee + Metal. It does not happened with Eevee + OpenGL nor Cycles.\n\nI would guess maybe some bug in the Metal implementation and/or Metal shaders?\n\n\nWell, I used blenderGIS to import a DEM (digital elevation map : a point cloud) + some trinagulation which yield a mesh.\nThen I used blenderGIS to import 2 terrain textures (one covering 1:1 the mesh, one way smaller).\n\nWhichever of the 2 textures I import 1st, it will always be the 2nd that has its UVmap seemingly ignored.\nNote : I checked the UV map content in the UVmap editor.\nNote 2 : I use QGIS since 2019, I made sure that the CRS (projection) are the same for all 3 datas (DEM + geotiff textures).\n\n***Based on the default startup or an attached .blend file (as simple as possible).***\n\n***My best guess***\n\nA bug in the Blender's Mac implementation of Eeveee Metal (and or /shaders) ?\n\nPlease note that my 2 textures have different coverage of the mesh, and so the UV map reflects that. Possibly the bug only occurs when it's the case.\n\n</details>", "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", "Grease pencil stroke partially invisible until mouse-up\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.30\n\nBroken: version: 2.93.0 Alpha\n\nWhile drawing in the attached scene the stroke is only partially visible. The full line becomes visible only on mouse-up\n\n* open the attached .blend\n* draw over the area with the 3d geometry behind it, only part of the line will show until you end the stroke (see video below)\n\nScreen recording of the problem: Jehz9YAXmE0\n\nBlend file: [gpdrawbug.blend](gpdrawbug.blend)\n\n", "Outliner displays non existing Screens.\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: Radeon (TM) RX 470 Graphics ATI Technologies Inc. 4.5.13570 Core Profile Context 19.7.3 26.20.13001.18009\n\nBroken: version: 2.80 (sub 75)\nWorked: (optional)\n\nOutliner displays non existing Screens.\n\nThey exist in default blender workspace, however opening any editor in separate window with Shift and closing that window will create same thing, they wont be removed after saving and reopening file either.\n\n![screen.png](screen.png)\n", "Missing viewport update after creating texture with canvas menu (sculpt mode, paint tool)\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: -\n\nMissing viewport update after creating texture with canvas menu (sculpt mode, paint tool)\n\n- set viewport shading to `Material Preview`\n- Select cube\n- go to sculpt mode\n- select paint tool\n- open canvas menu\n![изображение.png](изображение.png)\n- create new material slot texture with a certain color\n- result: \"Compiling Shaders 1\" in the viewport statistics top left, but this never finishes, update (incl. seeing the actual texture on the cube) only takes place after interaction with the viewport (rotating, zooming, doing an actual paint stroke)\n\n", "Artefacts when enabling shadows in solid shading viewport mode\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\nWorked: unknown\n\nEnabling shadows in solid shading mode results in flickering blocky artefacts\n\nDefaults scene, delete everything\nAdd a plane, scale up 20 times\nSwitch to solid shading and enable shadows\nMove around the viewport\n\n![Schermafbeelding 2021-12-06 om 12.24.21.png](Schermafbeelding_2021-12-06_om_12.24.21.png)\n\n[Schermopname 2021-12-06 om 12.24.41.mov](Schermopname_2021-12-06_om_12.24.41.mov)", "Z-fight with invisible face in edit mode\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1660 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.51\n\nBroken: version: 3.0.0 Alpha\nWorked: \n\nI have 2 cubes. Bigger one is set viewport display as wire. Both share the same XZ plane. In Object mode shading is fine, but if I enter in Edit mode with smaller cube artifacts are appear.\n\n[ladder_01.blend](ladder_01.blend) ![image.png](image.png)\n\n", "Normal map bug in Blender 2.9 / 3.0\nOperating system: Windows 10\nGraphics card: NVIDIA Geforce GTX 1050 Ti\n\nBroken: Blender 2.93 / 3.0 (stable version)\nWorked: Blender 2.83 (stable version)\n\nWhen applied a precedural texture (noise, Voronoi etc.) as a normal map in Node editor, the boundaries of the polygons stand out and it will look like a block. \nThere was no such problem in 2.83.\n\nCreate a mesh. Add a procedural texture on the Shading tab and apply it as a normal map.\n[#94139.blend](T94139.blend)\n\n![2.93.jpg](2.93.jpg)\n\n![2.83.jpg](2.83.jpg)", "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)", "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.", "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.", "3D Cursor & Origin overlays should be grayed out if hidden by current mode/tool\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\nThe 3D Cursor and Origins are not displayed in painting modes as well as sculpt mode. \nThe overlay popover does not give feedback on this though.\n![2021-11-30_11-16-54.jpg](2021-11-30_11-16-54.jpg)\n\nThe overlays should be grayed out in the modes and tools where it is hidden. \nIdeally there should be exceptions to this rule, like while the 3D Cursor is transformed (already implemented) and when the current Tool is using it (Annotation Tools).", "MacOS Crease Problem Back end Metal\nOperating system: Macbook Pro 14\nGraphics card: Apple M2 Pro\n\n3.6.2\n\n\nWhen the backend setting of macos is set to metal, the color change of the edge when applying blender's vertex crease. When edge crease is used, magenta color does not come out and it is processed as black color.\n\nrecording video\n\nview?usp=sharing\n\nview?usp=sharing\n\n", "Sliders not being seamless overlap by sliders UI\nBroken: 3.3.0 from 2.8\nWorked: 2.79 All visibility icons hide behind sliders\n\nIf `bpy.context.space_data.show_sliders = True` and left panel is reduced, visibility eye icon hides under the slider each three rows .\n![image.png](image.png)\n\n- Have more than two keyframes visible in Curves editor (it starts at index 1 and then it repeats its 4 loop).\n- Enable Show Sliders in {nav Graph Editor > View > - [ ] Show Sliders} (`bpy.context.space_data.show_sliders = True`)\n- Decrease the space of the the Source List Panel (Left Panel)\n\n[Sliders_Overlay_Visibility_Icon_Curves_Editor.blend](Sliders_Overlay_Visibility_Icon_Curves_Editor.blend)\n" ]
[ "3.5 Metal Backend Selected- Object selected Outline Missing\nOperating system: macOS-12.6.2-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon HD - FirePro [D500](D500) 1.2\n\nBroken: version: 3.5.0 Alpha\nWorked: 3.5 with Metal backend not selected.\n\nWhen Metal backend is selected in 3.5, the object outline is missing when selected.\n\nIn Blender 3.5, select Metal backend, restart, objects that are selected are missing yellow outline.\n\n", "Select object invisible line with GPU Back End METAL January 16, 2023\nOperating system: macOS-13.2-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: 3.5.0 Alpha\n\nSelect object invisible line with GPU Back End METAL\n\n![image.png](image.png)\n\nSee Youtube you can see which OpenGL -VS- METAL on GPU Back End problem on select object.\n-pYoE0ab4ec" ]
Weird tool header spacing Operating system: Windows Broken: 3.0 Worked: never Weird tool header spacing inbetween text and buttons. ![drag, drag action.png](drag__drag_action.png) look to the tool header
[ "Unable to zoom/scale graph editor with [ALT] middle mouse button after frame selected of lowest point\nOperating system: Linux-5.4.0-107-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce GTX 1660 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.60.02\n\nBroken: version: 3.2.0 Alpha\nWorked: Likely never\n\nGraph editor goes into locked cycle when frame selecting certain points\n\n[Bug.blend](Bug.blend)\nOn attached file. Box select lowest point of y location on frame 25. Hit Num Pad . to frame the selected point\nAttempt to scale or move graph up and down with [Alt} middle mouse button\n\n", "Regression: Extrude Tool XYZ Handles overlap on orthographic view and small world scale\nOperating system: Linux-5.15.0-43-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: Quadro GP100/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.85.02\n\nBroken: version: 3.4.0, 3.3 , 3.2\nWorked: 3.1\nCaused by 5045968f24\n\nThis bug might be related to #99670.\nWhen using the Extrude Tool, the handle type can be changed to show XYZ axes. When the object is way smaller than 1 Blender Unit, it becomes impossible to grab the Y and X handles in orthographic view.\n\n- Scale down the cube to 0.01 percent\n- Enter edit mode\n- Make the Extrude Tool active and switch the tool settings to XYZ\n- Try dragging the Z or Y handles\n\nFirst 3 steps are included in file\n[#100321.blend](T100321.blend)", "Timeline/Frame ranges inconsistencies in UI\n#39484 raised that timeline frame range representation actually show (real_length - 1) interval… So e.g. a scene having same start and end frame is shown as zero length. This is also inconsistent with how caches are drawn in same window (they start at -0.5 frame and end at +0.5 frame), which allows to represent the real length, assuming 'frame' itself as a sort of “center” value.\n\nTo fix #39484 I simply made same thing for frame range, but this was to quick in fact, we need a design decision here and make it consistent in all time-related windows (timeline, VSE, MCE, animations, etc.).\n\n@sebastian_k proposed to rather draw a [start, end+1] interval, adding a small green square of one frame width to the cursor:\n\n![Image_2014-04-12_at_3.44.20_nachm..png](Image_2014-04-12_at_3.44.20_nachm..png)", "Toolbar hotkeys can change unintentionally\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 452.06\n\nBroken: version: 2.91.0\n\n**Description**\nToolbar hotkeys can change unintentionally. This happens when you select tool that is not last in hotkey list and it uses character instead of number as hotkey.\n\n- New General template\n- Switch to UV editing workspace\n- Observe shortcuts for Grab - 7, Relax - 8 and Pinch tools - 9\n- Activate Annotate tool\n- Observe shortcuts for Grab - 8, Relax - 9 and Pinch tools - 0\n- Activate Select Box tool\n- Observe shortcuts for Grab - 7, Relax - 8 and Pinch tools - 9\n", "Shortcuts for Tools (design task)\nOne of the major issues with the tool system, is that switching tools isn't easy enough using the keyboard with the default keymap. \n\nWe would like to introduce a way to make the keyboard shortcuts switch tools, without having to click on the toolbar, or opening menus. Here's how we think we can solve it:\n\nWe want to leverage muscle memory for shortcuts users already know, such as G, R, S for the transform tools, as well as K for Knife, Alt-S for Move Along Normals, and so on. \n\n## Leader Keys\nTo do this, we use the concept of *leader keys* (also known as *chained keys*). This makes it so that tapping (but not holding) a modifier will change the following shortcut. In this case we think we will use Alt to switch tools. \n\nIn practice, this means users will tap Alt, then G to switch to the Move tool, and so forth.\n\n## Visual Feedback\nWe want to make it obvious that a leader key has been entered, so that users know that the following key stroke will differ from normal. We do this in a few ways:\n\n**Status Bar**\nHere we can see the leader key, plus the shortcuts:\n{[F7753731](Screenshot_2019-09-15_at_21.50.34.png), size=full}\n\n**Toolbar**\nAfter the leader key is pressed, we can also display the hotkeys inside the toolbar buttons. This gives a more direct association with the tools in the toolbar and their corresponding shortcut. \n{[F7753735](Screenshot_2019-09-15_at_21.43.58.png), size=full}\n\n## Implementation\n\n- Pressing Alt and releasing (without pressing another key) would prompt for input.\n - Pressing any of the mapped keys would activate the tool immediately. \n - Pressing any key not mapped - such as painting or using mouse buttons to pan the view - would cancel the prompt and perform the action (preventing unintended leader key press from Blocking other actions). Pressing escape would also cancel.\n\n## Precedents\n\n- Firefox supports accessing menu this way (Tapping Alt, then F opens the file menu).\n- Typing in accent characters on macOS uses [leader-key like functionality. ]()\n- Spacemacs relies heavily on a [leader key ](QUICK_START.html#the-leader-keys).\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", "UV Editor lacks Annotation 'Placement' option\nBroken: 2.80rc1\nWorked: 2.79b\n\nIn Blender 2.79, you had the 'View' and 'Cursor' Stroke Placement option in the left panel, under 'Grease Pencil'.\nIn 2.8 this is meant to be in the Top Bar or 'Active Tool and Workspace Settings', as it is for the 3d Viewport's Annotate tool, but this is missing for the UV Editor, meaning all annotation defaults to 'View'.\n\n - Open the blender and choose the `UV Editing` workspace\n - Compare the 3d View Annotate Tool with that of the UV Editor\n - Notice the lack of Placement options", "Modifiers header misalignment on change Resolution Scale [pixel perfect thing]\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Intel(R) HD Graphics 4000 Intel 4.0.0 - Build 10.18.10.5161\n\nBroken: version: 2.92.0; blender-2.90.0-d7c4e9649320\nWorked: don't know\n\nModifiers/Constraints header buttons misalignment on different (especially smaller) Resolution Scale value\n\nSimple as that. Tried set Resolution Scale down on a notebook, and saw the modifier name input \"jump\" out of the modifier box.\nSo checked that any value bellow 1, varnishes the \"top margin\" of it. The same on constraints, bones included.\nThan i suppose it has something to do with the dragging feature.\n\nOpen Blender.\nAdd any modifier/constraint an object.\nGo to Preferences -> Interface -> Display -> Resolution scale, and click the input's left arrow.\nSe the bug on the modifier header\n\n![Screenshot (42).png](Screenshot__42_.png)\n\n", "Scaling keys in dope sheet is different from graph editor (ignores handles, esp, noticable when scaling negative)\nOperating system:\nGraphics card:\n\nBroken: 3.4.0\n\nSeems like if handles are not auto-clamped then *Dope Sheet* messes things up.\n\n\nIn attached file duplicate and translate both keys further in timeline, also put timeline cursor between them:\n - With *Graph Editor* press **S-1** to reverse new keys -> result is OK\n - **CTRL Z** to undo and repeat reversing in *Dope Sheet* -> bezier handles are processed incorrectly\n[dopesheet_reverse.blend](dopesheet_reverse.blend)\n\n\n", "Curve draw tool: taper setting can lead to wrong handles / random tilt behavior\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.3.0\nWorked: never\n\nCurve draw tool: taper setting can lead to wrong handles / random tilt behavior.\n\n[#103879.blend](T103879.blend)\n- open .blend\n- draw quick roundish strokes (all should be good at this point)\n- change Taper Start to something non-zero (I set it to 0.05)\n- draw quick roundish strokes again\n- notice \"wrong\" handles\n\nIf I draw a curve like this\n{[F14175937](image.png) size=full}\n\nthen looking at to neighbors (and their handles)\n{[F14175942](image.png) size=full}\n{[F14175944](image.png) size=full}\n\nMakes me think that while the placement of the points are OK, their computed handles are wrong.\n\nTesting more, it seems this is caused by the `Taper Start` being non-zero:\n[#103879.webm](T103879.webm)\n\n**Original report**\n\nCurve Tilt seems to be broken when using tilt. It could be the configuration of the Tool that's being used and the object settings.\nThese may be changes that were added/ done to 3.2 to 3.4.1. Honestly, I have no idea, that's why i am here.\n\n- What I expected to happen? *Draw with the draw tool and the stroke face the viewport so I can see the thickness of the strokes*\n- What happens instead? *Stroke draws randomly miss-aligned to the view randomly giving the appearance of not drawing the stroke*\n- Why's that bad? *Because the user is forced to correct Blenders miscalculation.* \n\nThe objective is to have the 3D curve face front view without any tilt of the points when drawing using the \"Draw Tool\" in edit mode\". Zup method works best for this in the object settings in 3.2.\n\n1. Create is 3D curve \n**Curve Settings:**\n![image.png](image.png)\n\n2. Edit curve delete point.\n\n3. Front view.\n\n4. Select the drawing tool.\n**Drawing Tool Settings:**\n![image.png](image.png)\n\n5. Draw freely in any direction \n6. 3.2 should be no twisting happening with the tilt of the curve. 3.3 twist method is happening twisting is an issue on every setting when using the draw tool. The twisting happens when using the drawing capability. sometimes giving the impression the stroke is not drawing at all\n\nThings to pay attention to working between the tool and the object.\n1. Pen pressure setting on and off.\n2. The twist method seems more consistent in 3.2 working with the current tool settings. Changing this setting of corrected tilt issues that was thought previously to be 3.2 of the Twist (Curve Tilt) method of the object.\n3. in the Tool settings.\n4. The scale of the stroke when drawing.\n5. When there is a floating window the stroke misbehaves in really extreme ways.\n6. Having the stroke in a poly setting mode help the stroke behavior become more consistent\n7. Setting the stroke to bezier can be really unpredictable\n\nFinally, I am going to share this file around with a few communities to see if someone knows why this problem keeps coming up\n\n**Blend File:**\n[Curve Title Broken.blend](Curve_Title_Broken.blend)\n\n**Demo:****Audio is available** in this file. At around **2 minutes 40 seconds**, you can see the random tilt happen. It looks like i draw a stroke and nothing happens. I then rotate the camera and switch mode to **Z Up to show that it doesn't fix the twist**. This behavior seems to happen from any view. Top, bottom, left, right it doesn't matter.\n[Tilt Issue.m4v](Tilt_Issue.m4v)\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", "Make Thumbnail Dragging More Reliable\nOn some systems, the dragging is very glitchy and keeps invoking box selection instead.", "Linux todo list\nNOTE: this is a direct dump of Install-OS\n\n- [ ] Drives could be auto-mounted as they are in Ubuntu's file manager (selecting an unmounted drive mounts it). see #30518\n- [ ] Support Freedesktop clipboard management, see #38674\n- [ ] Support xkbset accessibility #39047\n- [ ] Support XINPUT matrix for cursor warping #48901 (edit: this depends on a bug-fix in xorg, see task)", "Suggestion: Move UI List filter buttons to the top\n**Motivation**\n\n* It's unusual to have filtering settings below the items. Usually you have the filter settings before the items you're searching in, inside and outside of Blender.\n* Since the list extends to the bottom, it's may be more likely that the lower boundary of the list is scrolled out of view than the upper one.\n* While entering a filter string, the number of visible items changes and the filter settings may jump around.\n* For the Asset View UI template, used for pose libraries, we enlarge the UI list so all items fit into the list, to avoid a scrolling view inside a scrolling view (rows are taller there, making this an issue). There is lots of scrolling still, especially to switch from the search button to the other settings: ![Clipboard - April 22](Clipboard_-_April_22)\n\n**Proposal**\nProposal is to simply move the filter options to the top of the list.\nScreenshots of a quick implementation ([P2100](P2100.txt)):\n| ![Screenshot 2021-04-30 at 17.07.05.png](Screenshot_2021-04-30_at_17.07.05.png) | ![Screenshot 2021-04-30 at 17.07.00.png](Screenshot_2021-04-30_at_17.07.00.png) | |\n| -- | -- | -- |\n| ![Screenshot 2021-04-30 at 17.06.43.png](Screenshot_2021-04-30_at_17.06.43.png) | ![Screenshot 2021-04-30 at 17.06.19.png](Screenshot_2021-04-30_at_17.06.19.png) | ![Screenshot 2021-04-30 at 17.06.24.png](Screenshot_2021-04-30_at_17.06.24.png) |\n\n**Downsides**\n* Takes slightly more space than the previous solution, which combined the triangle to expand the filter settings with the grip button.\n* It does feel a bit odd at first :) But I think you get used to it quickly.\n* If the list is at the top of the layout, its upper edge may still tend to be scrolled out of view. E.g. in the material properties.\n* Aesthetically not too great? The little triangle kinda fails to indicate what it's there for.", "Inset operator modal handling misses option to toggle \"Offset Even\" via shortcut\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 527.56\n\nBroken: version: 3.4.1\n\nNoticed problems when using Inset Faces tool in Edit Mode. If I'm using the select tool and I press **I** to activate the tool Inset Faces tool its menu doesn't display anywhere so I can't choose Even for example. If I click on the tool icon then it works, even if I then use **I** to activate the tool. This makes it so I can't use shortcut keys anymore. I suspect this is happening with other tools as well. Another thing worth noting is that the status bar says the Call Menu is triggered by the right mouse button but it actually just closes the tool.\n\n![Screenshot (340).png](Screenshot__340_.png)\n\n![Screenshot (341).png](Screenshot__341_.png)\n\n\nGo into edit mode with the default cube. Select a face. Hit I to activate the inset faces tool. Notice that the options for the tool aren't available.\n\n" ]
[ "UI: Odd spacing and auto colons in tool header\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\nLayout errors in autoformatting of tool header functions:\n - Odd spacing between text and widget.\n - Colons auto added too.\n - Space missing between previous widget and checkbox.\n - Texts \"inside\" value spinner.\n\n\n{[F10351532](image.png), size=full}\n\n", "Weird spacing of options in the header of some of the object and editing tools \nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.68\n\nBroken: version: 3.0.0 Alpha\n\nI think that due to the newly swapped header and tool options, some tools options have some weird spacing.\n![2.png](2.png)\n![4.png](4.png)\n![3.png](3.png)\n![1.png](1.png)\n![5.png](5.png)\nWhile it's fair to say that the spacing between the **orientation** option and its drop-down menu (which is present in all tools that have an orientation parameter) was present even before, the distance in the add cube tool between the **snap to** option and the menu looks weird. maybe this could be a good time to fix all the spacings that were considered normal even before the patch, I can't quite understand why the orientation option needed to have such a spacing compared to the other options. Also, was it meant that with the swapping there is no more an icon for the tool but a text?\n\nAdd an object and see the header options of the various object and edit tools.\n[Based on the default startup]\n\n" ]
bug in "in front" Operating system: Darwin-19.6.0-x86_64-i386-64bit 64 Bits Graphics card: Intel(R) HD Graphics 6000 Intel Inc. 4.1 INTEL-14.7.8 Broken: version: 2.83-2.9 (sub 7) Worked: (optional) When I click on viewport display "in front" the objects turns invisible in blender 2.83 and 2.9. (I'm using MacOS) I have to use x-ray mode as an alternative when doing a retopology. This problem does not happen in blender 2.82.
[ "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.", "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)", "Sculpt mode pivot ignores object transform when pivot mode is \"Active Element\"\nOperating system: macOS-10.13.6-x86_64-i386-64bit 64 Bits\nGraphics card: NVIDIA GeForce GT 750M OpenGL Engine NVIDIA Corporation 4.1 NVIDIA-10.32.0 355.11.10.10.40.102\n\nBroken: version: 3.4.0\nWorked: unknown\n\nWhen the pivot mode is set to \"Active Element,\" the sculpt mode pivot location ignores the transform of the object.\n\n- move and/or rotate default cube\n- Set `Transform Pivot Point` to `Active Element`\n- To see the pivot position, enable `Move` Object Gizmos (in popover of `Viewport Gizmos`)\n- enter sculpt mode. (note that the pivot has moved back to origin)\n- Go to {nav Sculpt > Set Pivot} and run any of the `Set Pivot Operation` operators (such as `Pivot to Origin`, `Pivot to Unmasked`, `Pivot to Mask Border`, etc)\n\nThe pivot location will be relative to the world origin, not the transformed object (which is also active).\n\n---\nTo be honest, it's strange to me that operations such as \"Set Pivot -> Pivot to Mask Border\" generate a pivot that's different for different pivot selection modes in the first place --- it's very unintuitive for the pivot location to not appear at the actual (world space, post-transform) mask border when you run an operation that's supposed to set it to that location. I haven't thought through the nuances of sculpt pivot vs 3d cursor vs pivot mode interaction, though, so maybe there's a good reason for this --- in which case take this as UX feedback that I spent an hour trying to figure out why my pivots weren't working before finding this issue :)\n\nAt any rate, the Active Element behavior seems broken", "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)", "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)", "Radius in place of Size at Empty viewport menu\nI{[F6596506](RIGHT.JPG)}\n\n![WRONG.JPG](WRONG.JPG) am new to blender and not know where to post this but plz check it.It seem wrong to me\nthanks", "Can't see wireframe (vertex, selected components) through semi-transparent object\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.19\n\nBroken: version: 2.83 (sub 10)\nWorked: c26f470cfeea is last I have by hand\n\nIn the viewport, you can't see wireframe (vertex, selected components) through a semi-transparent object\n\n[75106.blend](75106.blend)\n1 - Create 2 objects one behind the other \n2 - Make front object semi-transparent (via Object properties > Viewport Display > Color > Alpha\n3 - Select the second object in Edit mode\n![Transp.JPG](Transp.JPG)\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)", "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", "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.", "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", "Bug while moving vertices with mirror & subdivision modifier\nOperating system: Windows 10 64-bit\nGraphics card: ATI Radeon HD 5670\n\nBroken: 2.82\nWorked: at least 2.8\n\nWhen I try to move a vertice it seems like the mirror modifier gets applied in an odd way. The result even changes when moving the camera or hide one of the images I use for reference. In fact it becomes distorted when hiding the images.\nThe following link is a recording of my screen:\nview?usp=sharing\nI encountered this bug only recently. The file itself is older and I do not remember which version I used (since I use it via Steam I did not pay attention to the automatic patches).\n\n1. Open this file [Bugged Project.blend](Bugged_Project.blend)\n2. Disable visibility of Subdivision modifier for Edit Mode (which should already cause the bug)\n3. Move a vertice\n\n[system-info.txt](system-info.txt)", "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", "Regression: Visual bug when using the object gizmos\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.68\n\nBroken: version: 3.0.0 Alpha\nWorked: 2.93\nCaused by 917a972b56\n\nDifferently from using the transform tools in the toolbar, when activating the object gizmos that stay visible also with the select tools, a strange bug occurs that the e.g. moving the object on an axis keeps a grey axis where it was before, the gizmo is always present (differently again from using the transform tools), and if you switch from this to the transform tools to the selection with gizmo again, it messes the origin of the object.\n[2021-09-20 14-59-52.mp4](2021-09-20_14-59-52.mp4)\n![Screenshot_7.png](Screenshot_7.png)\n![Screenshot_6.png](Screenshot_6.png)\nI'm pretty sure that this is caused by the recent change of keeping the viewport gizmo visible when doing these operations.\n\nUse the select tool in the toolbar, activate on or more object gizmos that stay always visible, do a transform operation.\n[Based on the default startup]\n\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" ]
[ "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" ]
Curve is not visible in Edit Mode when it's generating mesh Operating system: Windows-10-10.0.19043-SP0 64 Bits Graphics card: NVIDIA GeForce GTX 860M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.79 Broken: version: 3.3.0 Alpha Worked: 3.0 Alpha Curve splines not visible in Edit Mode when curve is generating mesh. It is useful when using Offset option to see both splines and offsetted mesh. ![curves_visibility.png](curves_visibility.png) [curve_display.blend](curve_display.blend) - Open attached .blend with `3.0-3.3 Alpha` to see the issue. - Open with `2.93` to see how it worked before (it also worked in October revision of 3.0 Alpha).
[ "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)", "In spreadSheet Values ​​not visible\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 522.30\n\nBroken: version: 3.5.0 Alpha\n\nMeasurements not visible\n, columns are not expanded, not sorted, not rearranged\n![image.png](image.png)\n\n- Open attached file\n[long_integer_attrs__spreadsheet.blend](long_integer_attrs__spreadsheet.blend)\n\n", "Intersecting Meshes are not marked as overlapping anymore when selected\nOperating system: Linux-5.4.0-48-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 450.66\n\nBroken: version: 2.90.1\nWorked: 2.83.x\n\nIn blender 2.83.x Solid View intersecting objects had, if selected, the otherwise hidden parts shown in a more muted color when overlapping. with 2.90.x this is no longer the case. \nI hope this did not get removed intentional but is a missing feature.\n\nDuplicate the default Cube, move it a bit so that is still intersects with the first cube and confirm movement. \nWatch the outline in Solid View be the same color and thickness all around the mesh. \nin 2.83 while moving the white outline turned light grey when intersecting and the selected object outline turned a darker orange. This is very helpful for positioning elements.\n\n![blender.jpg](blender.jpg)", "Z-fight with invisible face in edit mode\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1660 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.51\n\nBroken: version: 3.0.0 Alpha\nWorked: \n\nI have 2 cubes. Bigger one is set viewport display as wire. Both share the same XZ plane. In Object mode shading is fine, but if I enter in Edit mode with smaller cube artifacts are appear.\n\n[ladder_01.blend](ladder_01.blend) ![image.png](image.png)\n\n", "Some areas do not use modified (by geometry nodes) curve\nOperating system: Windows 10 - Probably irrelevant.\n\nBroken: 3.0.0 (not checked earlier versions).\nWorked: (none)\n\nThe Curve modifier on mesh objects does NOT use the modified version of a curve\n\nSee attached blend file for easy example: [bug - curve with modifier.blend](bug_-_curve_with_modifier.blend)\nExample screenshot of that blender: ![bug - curve with modifier - example.png](bug_-_curve_with_modifier_-_example.png)\nThe thin line is the curve, which has geometry nodes modifying it.\nThe thick (square) line is the mesh, which targets the curve but doesn't use the modified version.\n\n - Add BezierCurve, with a few points.\n - BezierCurve: Add geometry nodes (or any other modifier, like wave or whatever) that changes the curve.\n - BezierCurve: (for visibility) add geometry.\n - Add Cube .1m \n - Cube: Add Array modifier and Curve modifier, targeting the BezierCurve\n\n**Expected result**: Mesh follows modified curve.\n**Actual result**: Mesh follows original (unmodified) curve.\n\nThe blender file shows this very easily, the modified curve is round, the mesh is in the \"old location\" that the curve would have without the modifier on the curve.\n\n\nYes, this is a duplicate of: 93702/ - Where apparently there is confusion on what the issue is. I could not find a way to un-archive a ticket.\n\n\n**Areas Affected**\n- Curve modifier\n- Spline IK", "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", "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)", "Curves edit mode radius editing\nThis consists of two features, a connection to the \"Shrink-Fatten\" transform mode and a corresponding active tool in the sidebar. \n\n![image](attachment)\n\n", "Bug with autosave in edit mode\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.93\n\nBroken: version: 3.3.0\n\nBlender creates autosave when in edit mode but doesn't save the file as in edit mode\n\n- Set `Auto save` timer to 1 minute\n- Open attached file\n- Switch to edit mode\n- Make changes until auto-save file will generate\n- Open another blender instance and open auto-saved file (you'll find default cube in there)\n[try-auto-save.blend](try-auto-save.blend)", "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", "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", "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)", "Graph Editor generator for angles works in Radians while the graph editor displays the result in degrees.\n**System Information:**\nN/A\n\nBroken: Blender 2.80 Beta (18e5540a48b6) and Blender 2.79 (e290a0b0568e)\n\n**Short description of error:**\nIf you use the \"generator\" modifier in the graph editor for an angle, the generator will work in radians while the graph editor will display the output in degrees.\n\n1. Open the startup file.\n2. Select the default cube and key frame one of the rotational axis.\n3. Open a graph editor and give the \"key framed rotation\" an \"generator\" modifier.\n4. When entering values into the modifier such as 0 and 1 so your polynomial is y=x, the result shown on the graph editor is y=57.3x. This is because the values input to the generator is read as radians while the scale in the graph editor is read in degrees.\n\n![Screenshot from 2020-05-17 17-11-35.png](Screenshot_from_2020-05-17_17-11-35.png)", "Transform Gizmos still visible when switching modal operation\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: GeForce GTX 1060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87\n\nBroken: version: 3.3.0 Alpha\n\nRecently a change has been done to make the move, rotate and scale gizmos visible while dragging them.\nBut while dragging the gizmo you can still use modal shortcuts to switch to a different operation like move, rotate, scale, or even edge/vertex slide in edit mode.\nIf that happens the gizmo freezes in the current cursor position and doesn't change anymore.\n\n- Use the move tool\n- Drag the gizmo\n- While dragging press R or S\n\n- In Edit Mode use the move tool\n- Select an edge and drag the gizmo\n- Press G while dragging\n\n", "Unable to get object to stay hidden while new mesh tool is active.\nWindows 10, 1060\n\nBroken: 2.80 master (also reproduced in a month-old daily build, so not new behavior).\n\nIf you have an active tool like Add Cylinder going, and you hide another object using the eye icon in the outliner, then as soon as you touch the cylinder parameters, the hidden object becomes unhidden.\n\n1) From the default scene, Add a Cylinder to the scene and expand the tool properties in the lower left of the 3dview.\n2) Because the cylinder is hidden inside the cube, we can't easily see the effect of changing the tool parameters, so go to the outliner and click the eyeball icon associated with the cube to hide it in the viewport.\n3) Change any parameter in the cylinder tool properties pop-up in the 3dview. The cube reappears and the eyeball indicates it is no longer hidden.\n\nBasically any changes made to the Outliner visibility icons gets reverted as soon as you change any active tool property, (at least for the Cylinder tool). This at least unexpected behavior." ]
[ "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)" ]
Font broken Operating system: Windows-10-10.0.18362-SP0 64 Bits Graphics card: GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 432.00 Broken: version: 2.82 (sub 7) Worked: (optional) Font broken when anti aliasing off In Blender 2.82 font without anti aliasing is nice and sharp. In Blender 2.83 is somehow broken. See attachments.![blender282.PNG](blender282.PNG) ![Blender283.PNG](Blender283.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", "VSE: Wrap Width different between preview and render\nOperating system: Linux-5.15.0-30-generic 64 Bits\nGraphics card: NVIDIA GeForce GTX 650 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.86\n\nBroken: 3.2, 3.3 alpha\nWorked: 3.0.1\n\nThe text doesn't wrap the same way in the VSE preview and in the actual render. This changes randomly depending on the render size\n![Screenshot from 2022-05-29 14-54-46.png](Screenshot_from_2022-05-29_14-54-46.png)\n![untitled.jpg](untitled.jpg)\n\n\n[textVSE.blend](textVSE.blend)\n\nI suppose one needs the right mix of text length, Wrap Width, and Font Size for the bug to show up. In my example file, rendering at 50% goes wrong but at 100% it's fine. When I came across this by accident, it was the opposite. \n\n", "Aliased wireframes + modifier edit mode display issue\nOperating system: Linux-4.15.0-51-generic-x86_64-with-glibc2.27 64 Bits\nGraphics card: GeForce GTX 850M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.143\n\nBroken: version: 3.4.1\n2.90\nWorked: 2.79, 2.81\n\nEdit mode aliased wireframes (selected/unselected) of a mesh with modifiers looks broken for both ortho and perspective views, even with reasonable clipping range.\n\n**Steps to reproduce**\n\n* Open file\n* Disable all anti-aliasing and smoothing in preferences > Viewport > Quality\n\nSelection looks bad, but also other edges are bit fuzzy. Disable mirror modifier visibility in edit mode and edges looks better.", "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.", "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", "VSE editor is 1 pixel off when aligning non-frame images\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 2.93.0\n\nVSE editor is 1px off when compositing with non-full frame images\n\n1) open a VSE empty project\n2) set the scene dimension resolution to 1080x1080\n3) add a 1080x900 picture and check the left side pixels\n\n", "The Object Mode drop down menu in the 3D viewports is not reactive to larger font point settings.\nOperating system: Windows 10 1803\nGraphics card: nVidia RTX 2070\n\nBroken: v 2.80 as found on the splash screen\n\nThe Object Mode drop down menu in the 3D viewports does not properly resize itself if the user picks a larger font point size in the Themes section of the preferences. Instead of resizing the control truncates the overrunning text with a square character.\n\nStart Blender\nIn Preferences \\Themes \\ Text Style change the Widget Points setting from the default of 11 to a larger value. I used 15.\n\n![Object_Mode_Text_Truncated.png](Object_Mode_Text_Truncated.png)", "Cycles: Motion blur artifacts\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.88\n\nBroken: version: 3.2.2\n\n\n**description of error**\nWhen rendering an animated rigged model on cycle **with motion blur** ; if the model has **auto smooth enable AND a subdivision modifier**, then it is possible that strange artefact will appear during the render. (doesn't happen in the viewport) \n- This bug do not happen if auto smooth is disable or doesn't have a subdivision modifier. \n- The bug also only appear during some specfic poses. So this is mainly noticiable when rendering an animation.\n- Those artefact often appear near sharp edge.\n- Only happen on Cycle, Eevee render seem fine.\n- [Edit] changing the shutter values of the blur will sometime remove the bug on some frames OR make the bug appear on frame that was fine before.\n\nHere 2 Render exemple with and without autosmooth , both has motion blur enabled :\n![AutoSmooth Enabled.png](AutoSmooth_Enabled.png) ![AutoSmooth Disable.png](AutoSmooth_Disable.png)\nAnd here an animation where you can notice the bug.\n[Animated0035-0318.mp4](Animated0035-0318.mp4)\n\n\n[MotionBlurCycleArtefact.blend](MotionBlurCycleArtefact.blend)\nIn this blender file, rendering the frame 302 will make the bug happen. \n- If you disable auto smooth on the model (the main body and not the cloth) then the render will be fine.\n- If you disable the subdivision modifier on the model then the render will be fine.\n- If you disable the subdivision modifier AND the auto smooth on the model then the render will be fine.\n\nThank\n", "(Grease pencil) Blender freezes indefinitely when drawing using stabilize stroke function. \nOperating system: Windows 10 business 64bit\nGraphics card: Intel UHD 620/630\n\nBroken: both 3.2.2 and the experimental build 3.4.0 alpha\n\n\nWhile drawing using the stabilize stroke function (in blank grease pencil object), after some times blender freezes and stop responding, tested on both an HP prodesk g5 ( I5 8500, intel IGP UHD 630 and 8 GB of RAM) and asus zenbook (I5 7200U, UHD 620, 8GB RAM).\n\nThis only happened on both PCs equipped with intel IGP, I redid the same test on my home PC (I5 9400f, GTX 1060, 16GB RAM) and everything worked fine.\n\nIs this purely a performance issue ?\n\nJust create a blank grease pencil object and directly start drawing using the stabilize stroke function, test setup must be similar or close to the two PCs equipped with Intel IGP.", "Text rendering: Add full support for complex scripts layout (like devanagari, thai, etc.)\nThere has been a (low-level) stream of reports since years now, about users wanting to write in Blender in their own language, which requires [complex script layout](Complex_text_layout).\n\nThis is currently not possible in Blender, we only have a very basic/simple layout code. Some scripts (like Arabic one) can partially work around the situation by using (pasting) some kind of 'pre-processed' strings using pre-layed-out unicode points instead of the 'raw' ones, but this means people cannot directly type in Blender in those languages either. And this is not available for other scripts, like many from South-East Asia (India, Cambodia…).\n\nMost obvious solution currently would seem to be to replace out current layout code with [HarffBuzz](http:*harfbuzz.org/), probably together with [fribidi](https:*github.com/fribidi/fribidi).\n\nThis is not a terrific amount of work, but likely not a very simple one either, and though most of it should be limited to the BLF area of the code, it could require some changes elsewhere too. First step would be to try a quick proof-of-concept, to see how well that could be going…\n\nSee also [D1809: Complex Text Layout](D1809), an old patch adding support to complex scripts.", "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)", "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", "In the VSE Preview - Text \"X & Y\" alignments are not working correctly\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce 820M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 389.12\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\nIn the VSE Preview - Text \"X & Y\" alignments are not working correctly\n\n1. Opened blender's Video Editing Workspace\n2. I added a text layer in the timeline > the text is placing by default in the bottom the VSE Preview monitor\n3. In the \"effects strip\" panel, I changed the alignment of X & Y. But, it doesn't work properly.\n(e.g. when I selected \"Top\" from the align Y dropdown - The text is aligned to \"bottom\". the same issue in the align X) \n\nPlease check the blend file :\n[vse-text-alignment-issue.blend](vse-text-alignment-issue.blend)\n\n", "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!", "Overlay: Edit-Mode: Anti-Alliasing not working with constructive modifiers\n```\nOperating system: Linux-4.15.0-50-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce 610M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.116\n\n\nBroken: version: 2.80 (sub 69)\nWorked: (optional)\n\n```\n\nthe bug is really intresting so... when you add mirror modifier to object.. and u enter edit mode and u select face or edges etc... the AA goes crazy it is so pixelised like even worse than tottaly without AA.\n\n![Zrzut ekranu z 2019-05-21 00-01-34.png](Zrzut_ekranu_z_2019-05-21_00-01-34.png)\n\n![Zrzut ekranu z 2019-05-21 00-01-38.png](Zrzut_ekranu_z_2019-05-21_00-01-38.png)\n\n\n\n" ]
[ "The UI text font in 2.90 with anti-aliasing off looks crooked and unreadable on smaller scales\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.19\n\nBroken: version: 2.90 (sub 0)\nWorked: 2.83.11\n\nI noticed that interface font in 2.90 looks really weird with anti-alias off\nIt looks specially bad if its scaled down (also ignore the black box on third image, I accidentally cut it out for the next example)\n \n![image.png](image.png) ![image.png](image.png) ![image.png](image.png) ![image.png](image.png)\n\n\n- Default blender scene\n- Go to user pereferences > Interface >Text Rendering > Anti-Aliasing = off\n- Try changing resolution scale number / zooming in or out with Numpad +/- to notice text artifacts\n\n" ]
Use Strip Name Boolean missing from the Metadata UI Operating system: Linux-5.11.0-7620-generic-x86_64-with-glibc2.33 64 Bits Graphics card: NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.57.02 Broken: version: 3.0.0 Alpha Worked: (2.83) The "Strip Name" option is missing from Output Properties > Metadata tab - Open the Output Properties > Metadata This may have happened when the "Metadata Input" was changed to an Enum property. This means if you decide to 'Burn into image' - the strip names are always burnt into the image and there is no way to enable/disable this option in the UI. Here's an image of the UI setting in 2.83 ![DeepinScreenshot_select-area_20210729194114.png](DeepinScreenshot_select-area_20210729194114.png) and here is the image from 3.0 (although I think it's the same from 2.91) ![DeepinScreenshot_select-area_20210729194140.png](DeepinScreenshot_select-area_20210729194140.png)
[ "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)", "VSE Scene strip's color profile is overridden by sequencer settings\nOperating system: win10\nGraphics card: 1050ti\n\nBroken: 3.4.1\n\nThere are two scenes:\n1. **Scene.001** is VSE sequencer with *RGB* profile in color management\n2. **Scene** is used as *Scene Strip* and has *XYZ* color profile\n\nWhen rendering **Scene** strip from **Scene.001** sequencer, it overrides original *XYZ* with its *RGB*, but OpenGL preview shows correct mode.\n\nIn attached file render separately **Scene** 3d view and **Scene.001** VSE sequencer to see the difference\n\n", "Consider using more explicit names instead of the generic 'Size' value for Empties.\nWhen creating an Empty, the pop-up window specifies the `Radius` for the Empty, presumably because the shape chosen could be a sphere, arrows, or any number of different types.\n\nHowever, when viewed in the Object Data Properties, the radius is displayed as a more generic `Size` value.\n![EmptyRadiusVsSize.png](attachment)\n\n\nThis leads to confusion, especially when comparing an Empty to a Cube. In the example below, the visual scale of these two items is identical, yet looking at their `Size` tells a different story.\n\n![CubeVsEmptySize.png](attachment)\n\nFor context, this came up as a point of confusion for a use case where I'm using non-scaled empties as a 'holder' for position/rotation/scale while applying a set of custom properties to be exported as .glb and used in threejs.\n\nMy suggestion would be to continue the use of `Radius` as the label in the Object Data Properties, instead of `Size` since that's what is actually meant by the value.\n\n", "VSE strip can't be seen with frame all\nOperating system:\t\tWindows 7\nGPU:\t\t\t\tRadeon Vega 64\nGPU Software Version:\t20.4.2 (2020.0515.1537.28108)\nCPU:\t\t\t\tIntel Core i7-5960X\n\n**Blender Version(s)**\n*(listed are versions tested)*\n\nWorking:\t\t\t\t`2.79 (sub 00), branch: master, commit date: 2018-03-22 14:10, hash: f4dc9f9d68b, type: Release, build date: 2018-03-22, 09:59 AM`\nBroken:\t\t\t\t` blender-2.90.0-ba2d1c889819-windows64` (BF Build Bot)\n\n\nChannel 32 can't been seen with Frame All\n\n\n| ![2.79.png](2.79.png) | ![2.90.png](2.90.png) |\n| -- | -- |\n\n\nHave at least 2.00 Display Scaling\n\n[Channel_32.blend](Channel_32.blend)", "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).", "Entering names in Object pointer parameter and confirming with the mouse in the right part of the button will clear user input immediately again\nWin 8.1x64, 3x gtx580\n\n2.79a\n\nIn a node's Object parameter, on entering the text manually, after pressing enter to confirm, if the mouse happened to be located where normally the \"X\" button to clear the parameter is, the field gets cleared.\nAlso applies to other object pointer fields.\n\nWhen entering names in Node Editor, (at least for me) it is common to move the mouse slightly sideways, so that the cursor is not over the field being typed in. As a result it happens to be over said clear button quite often. Given that it is currently impossible to undo a single name change #54580 , it turns into either loosing the name and having to search/type it again, or more often - by automatically pressing Undo - losing a whole row of changed fields.\n\n[rename.blend](rename.blend)\n - Click the Object parameter to type manually,\n - Move the mouse to the right side of the field, where the \"X\" was located before starting to type,\n - Enter a new object and press enter,\n - The Object parameter field is empty.", "Add modifier error message for attribute name clashes\nIf user has a UV and a vertex color groups with the same name things behave in non predictable ways.\n\nThe nodes modifier should check for this and add an error message when this happens.", "UI of Dropdown Menus : long list of EnumProperty Items (ColorSpace, Language, RemapUser ID) is partially hidden\nHi all !\nHere is a UI glitch in Dropdown Menus happening with long list of items.\n\nOriginally, this report was about the Language select list in the Preferences window but it actually occurs with every long Dropdown Menu lists.\nThis problem appears every time the Dropdown Menu is bigger than the window it is displayed inside.\n\n\nOperating system: Linux-5.3.0-2-amd64-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: Mesa DRI Intel(R) UHD Graphics 630 (Coffeelake 3x8 GT2) Intel Open Source Technology Center 4.5 (Core Profile) Mesa 19.2.4\nDisplay resolution : Full HD 1920x1080px\n\nBroken: version: 2.82 (sub 3)\n\nOpening the Preferences window (or any small sized Blender window) with Factory Settings defaults and changing the translation language (or choosing any other option in a long Dropdown Menu) displays a \"bigger than expected\" dialog that is partially hidden by the side of the window in a 1920x1080 pixels screen. The user has then to resize the Preferences window to fit, not a big problem per se but would be better if defaults were better.\nThat is because the list of supported languages is becoming quite big, specially the \"starting\" ones.\nBlender already has a few big list dialogs (e.g. the Editor Type or the Add Modifier) but those are generally dispayed correctly within the Blender window (almost full-screen).\nThat is not the case of the Preferences window.\n\nThree possibilities to solve this:\n- reordering the list so it stays into the Preferences window (e.g. \"In Progress\" below \"Complete\")\n- allowing the list to go beyond the borders of the Preferences window (do not know if technically feasible)\n- resize a bit the whole Preferences window to fit\n- redesign how Dropdown Menus behave, allowing for easy scrolling and search\n \n see illustrations below\n Thanks a lot ! =D\n\n\n\n![preferences_UI_bug.png](preferences_UI_bug.png)\n\n![BLNDR_DropdownIssue.jpg](BLNDR_DropdownIssue.jpg)", "Remap user material selection uses enum menu instead of searchable list \nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.66\n\nBroken: version: 2.81 (sub 16)\nAlso tried on 2.82 daily build 12/19\nWorked: (optional)\n\nI'm trying to remap some of my materials, but the menu that opens to allow me to choose the replacement material doesn't allow me to see all the materials available--there is no way to scroll down to see more of the list. I tried on the daily build for 12/19, and unlike the stable version, there are arrows, but they also don't open the full menu. \n\nGo to outliner>blender file>materials, right click on a material, choose remap, Outliner ID data remap opens, click on New ID to open that menu, and that's where I can't see all of the choices. I'm attaching a screenshot, because it only happens with a larger file with many materials.![Screenshot (7).png](Screenshot__7_.png) In the screenshot, the last material I can access is labelled M_Photo, and can't scroll to any beyond that. \n\n", "Gpencil: dopesheet selection issues [clicking in summary deselects corresponding ID channel, e.g. breaking \"Jump to keyframe\"]\nBroken: version: 2.92.0 Alpha\nWorked: n/a, tested with 2.91 and didn't work\n\nJump to keyframe command & shortcut doesn't work anymore when you duplicate a keyframe.\nDoesn't matter what amount of layers there are.\n\n1) Draw a keyframe\n2) Draw a nother keyframe at another time = works\n\nDuplicate 1) keyframe = doesn't work, please see the video\n\n\n[gp_duplicate_keyframe_jump.mp4](gp_duplicate_keyframe_jump.mp4)\n\nReason why this happens: clicking in the summary will deselect the corresponding greasepencil ID channel [on which the \"Jump to keyframe\" operator relies]\nClicking in the summary should not deselect every channel there is, but keep the channel representing the selected greasepencil object selected as well [same as for other object types such as meshes].\nThis goes hand in hand with selecting a grease pencil object in the 3DView or Outliner not selecting the corresponding ID channel [this should also be the case (same as for other object types such as meshes)]", "Object drop snapping should be disabled for cameras, lamps, etc\nE.g. when dragging a camera from the Outliner into the 3D View, it gets an all-0 rotation, which isn't useful. And it will always snap to an underlying surface, which is annoying because you wouldn't want a camera to snap to geometry or the grid. Think we should just bring back the old dropping behavior, even if it's a bit hard to predict which distance along the view it will use to place the object.\n\nIt wasn't intentional to have this. In review I asked to address this which I thought it was. Probably a misunderstanding.\n\nShould it be disabled for empties as well? It may be useful to have snapping for these.", "Add asset catalog selector to asset-view template (i.e. pose selector in the side-bar)\nThere is currently no way to filter assets by catalogs in the asset-view template: \n![image.png](image.png) Note how animators rely on naming still to organize poses (in practice they typically mount different asset libraries).\nThe idea is to do this with a search menu that exposes the asset catalog paths similar to the attribute search:\n\n{[F13331187](image.png), size=full}\n\n{[F13331123](image.png), size=full}", "VSE: 'Clear fade' function clears every opacity/volume keyframe and resets non-default baseline value\nOperating system: Linux-5.4.0-84-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: GeForce 9800 GT/PCIe/SSE2 NVIDIA Corporation 3.3.0 NVIDIA 340.108\n\nBroken: version: 3.0.0 Alpha\nWorked: Unsure\n\nThe 'Clear fade' function used on either a visual or audio strip does not only clear the start/end fade(s), but any other set opacity/volume keyframes as well. It will also reset the baseline value to 1, even if the fades in the strip clearly operate on a baseline set to other than 1.\n\n[clear-fade-function-clears-internal-value-changes-and-does-not-preserve-non-default-baseline-value.blend](clear-fade-function-clears-internal-value-changes-and-does-not-preserve-non-default-baseline-value.blend)\n(NOTE: In blend file, choose 'Clear fade' from the context menu for the top strip)\n\n- Add sound or visual strip\n- Change opacity/volume to 0.5\n- Choose 'Fade in and out' from the context menu, and note that the changed 0.5 baseline has been respected\n- Add a manual keyframe change/fluctuation somewhere in the middle of the strip\n- Choose 'Clear fade' from the context menu\n- Notice that all keyframes including the middle ones are now gone, as well as the 0.5 baseline value (replaced by default 1.0)\n\nIt is not expected that any fades apart from in and out will be cleared. In particular, it is quite common to have volume keyframes toyed with throughout the strip, so I do think targeting just the ins and outs is useful, certainly much more so than destroying all the keyframes (which one can achieve by choosing \"Clear keyframes\" directly on the property).\n\nAlso all the options to add fades are for adding fade-ins and fade-outs, so it's expected that the \"Clear fade\" will remove fade ins/outs as well. Either way, the description should be made clearer to reflect what will really happen.\n\nA user-set, non-default baseline should also be preserved, if it clearly exists.", "Pressing Tab while renaming in UI List doesn't scroll past the end\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.89\n\nBroken: v2.79b (`b5c3f26cba`) to v2.93.0 (`09c7c63890`)\n\nWhen navigating by TAB in a list (it's values/names inputs), the expected behaviour is go to next item, next ... until the last one\nBut on blender, if the list box don't fit'em all, so there's a scroll bar, when TABing out of the \"last visible\", instead of scroll to the list item, is gets out of list, as if that was the last item at all.\n\nIlustrative image:\n![Blender-21_01_2021-10_28_48.gif](Blender-21_01_2021-10_28_48.gif)\nwvsIUlf.gif\n\nIt does the same on any list with scroll bars, but here's an example:\n\n- Open attached file or\n - Open Blender\n - go to compositor\n - place a *Output -> File Output* node\n - In the node properties, click on *\"+ add input\"* 5+ times, so a scroll bar show up in the list\n- Double click the first list item, to start renaming it\n- Try reach the last item, by pressing TAB on your keyboard 5+ times again\n**The Bug:** When in the item Image_004, pressing tab gets you to \"File Subpath\" input (out of the list), instead of Image_005\n[tab_item_navigat_bug.blend](tab_item_navigat_bug.blend)", "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!" ]
[ "UI: Output Metadata: Strip Name no long accessible \nOperating system: Linux-5.3.0-55-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: Mesa DRI Intel(R) UHD Graphics 620 (Kabylake GT2) Intel Open Source Technology Center 4.5 (Core Profile) Mesa 19.2.8\n\nBroken: version: 2.90.0 Alpha\nWorked: 2.83\n\nIn 7fc60bff14 `use_stamp_sequencer_strip` was removed from the metadata panel in the output properties.\n\nGo into the metadata properties.\n" ]
in animation graph editor animation modifier tab missing hi guys for me in animation graph editor animation modifier tab if i press N has no modifiers i just get cursor that is all i am missing the rest that is all ty help fast need to do
[ "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", "Lattices don't display selected vertices with modifier \"Edit Mode\" enabled\nSince 2.8x, lattices have not been displaying selected vertices when the modifier option \"Edit Mode\" id enabled.\n\nThis is easy to test:\n\n- add a new lattice object\n- add a wave deform modifier.\n- enter edit-mode.\n- enable \"Edit Mode\" toggle for the modifier.\n\nThis test file shows the problem too, open it and toggle the \"Edit Mode\" modifier button.\n\n[#77184.blend](T77184.blend)\n\n----\n\nReporting this to keep track of the issue: `BKE_lattice_modifiers_calc` is making a copy of the lattice `lt_eval` which doesn't contain an edit-lattice, which is then used for drawing.", "Improve Palette management in Paint Modes (Meshes and Grease Pencil)\nThis is not a task only related to Grease Pencil, but also to any Paint mode.\n\nAs part of the Vertex Paint development in Grease Pencil, we have detected some missing features in Palettes and we have decided to fix it, because Palettes look a little outdate and without improvements for several versions.\n\nMissing features/ WishList:\n\n* There is no default palette.\n* Swatches cannot be re-arranged\n* Colors cannot be sorted\n* Colors can't be named\n* Palettes cannot be merged\n* templatePalette control UI is outdated\n* No ability to import palettes from other software\n* No ability to export palettes to other software\n* Missing easy way to create palettes from images\n\nAbout default palette, in grease pencil we have implemented a default palette similar to Krita/GImp palette. This palette is required by GPencil, but it would be good idea to set this default palette in Texture Paint and Vertex Paint for meshes too.\n\n\nCurrently, I have solved the Sorting, Moving, Join and some Import modules in Grease Pencil branch, but the list above is the initial ideas.", "Bend Tool Todo\n## Bend Tool Todo\n * - [ ] {icon circle color=green} We should add the Bend tool to the toolbar\n * - [ ] {icon circle color=green} Should work with drag-release paradigm, similar to other tools in the toolbar\n * - [ ] {icon circle color=green} We should introduce an interactive Gizmo for this tool, such as this:\n * - [ ] {icon circle color=yellow} Just like the transform gizmos, the manipulator should be visible immediately, not only *after* the initial bend operation.\n\n![bend_manipulator.png](bend_manipulator.png)", "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", "Click Inserting Keyframes in the Graph Editor should obey Automatic Time Snapping\nCurrently in the Graph Editor, ctrl-right click allows the animator to insert a new keyframe into an f-curve. The new keyframe is inserted directly under the mouse pointer.\n\nThe problem is that the inserted keyframe is almost certainly on a non-integer frame:\n\n - breaks workflow - animators are usually not trying to animate subframes (until they are), and results in a need to clean up each frame after ctrl clicking: first ctrl click, then snap to nearest frame immediately after\n - or confuses new users who might not understand why keyframing very close to the recently inserted keyframe results in discontinuity or jumps since the 'replace' part of add and replace doesn't work when the keyframe is not exactly the same.\n\nSince the Graph Editor already has a setting for auto snapping in the header, it makes sense that ctrl right click inserting should just use the current setting (which defaults to nearest frame and eliminates the previous problems in the default setting), however new issues arise:\n\n**No Auto Snap**\nNo change from current behavior, nothing to be done.\n\n**Nearest Frame**\nThe default and most often used setting. Here we should create the new inserted keyframe to the frame nearest to the mouse. This can result in one of the following situations:\n\n\n - **best case:**animator clicks close to the snapped frame - the created keyframe is only slightly off from where the mouse was, which is ideal (fig 1), and would almost always be the case when zoomed out far enough.(fig 1)\n - **middle case:** animator clicks far from an snapped frame (perhaps we're zoomed in or are using a snap option with bigger distances, e.g. nearest marker) - the keyframe jumps a lot. (fig 2)\n # **worst case:** animator clicks far from the snapped frame which is *outside the view* - the keyframe now gets created so far away that the animator doesn't see it (no visual indication) which feels like a bug. (fig 3)\n![ctrlclick.png](ctrlclick.png)\n\n**Frame Step**\nDoesn't map to inserting keyframes at all! perhaps we should just adopt / fall back to the same behavior as Nearest Frame\n\n**Second Step**\nDoesn't map to inserting keyframes at all! perhaps we should just adopt / fall back to the same behavior as Nearest Second\n\n**Nearest Second**\nThis maps well, however, since seconds are further apart than frames, it's more likely we'd run into the undesirable cases in Nearest Frame. We could also consider falling back to Nearest Frame as well, depending on the zoom level.\n\n**Nearest Marker**\nThis could work the same, but it feels weird/ likely to result in undesirable cases. We could fall back to nearest frame or nearest second, and have a sperate command for 'insert keyframe at marker'\n\n**Solving the problems for middle and worst case snapping**\n\nWe have some options:\n\n - Highlight keyframe location before clicking: While holding control, but before right clicking, highlight the nearest snap-target, and use an indicator to the left or right of the view if the keyframe is out of view (like a gradient or a glow). **problem** could result in annoying noise when the user presses control for other reasons, e.g. to select keyframes to the right or left (control left click)\n - Animated highlight after clicking: an attention grabbing glow that animates on and fades off after clicking, on the frame where the new keyframe is added, tells the user \"this is what you added\" after the fact. we can also borrow the idea of the glow to the left or right of the graph editor when the new keyframe is off screen.\n\n**Solving the problems for snapping settings that may not make sense for click insert keyframe**\n\n\n - Using 'fall backs' as suggest above\n - Having a different setting just for ctrl click (potentially a user preference)\n\n\nThe above is intended as a problem statement and start of discussion, not a final design. Once we decide on UX design, we could generate mockups for how it should look (UI)\n\n\n\n\n\n\n\n\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!", "Papercut: Snap Icon missing in Dopesheet/Graph menu\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: AMD Radeon (TM) R7 360 Series ATI Technologies Inc. 4.5.13559 Core Profile Context 26.20.12028.2\n\nBroken: version: 3.0.0 Alpha\n\nThe dopesheet and graph menu dropdown don't have snap icons, and this is inconsistent with the rest of the snap behaviour in the UI.\n![dopesheet-snap-1__w10.jpg](dopesheet-snap-1__w10.jpg)\n\nI fixed this problem with just a line of code, but I'm unsure if the fix would count as an acceptable way according to the standards, since it was done on the Python side.\n![dopesheet-snap-after1.jpg](dopesheet-snap-after1.jpg) ![dopesheet-snap-after2.jpg](dopesheet-snap-after2.jpg)\n\nShould I just commit a patch?\n(apologies if this is not the proper place, I wasn't really sure where to fit this and didn't want to just blindly commit something)\n\nOpen dopesheet/graph editor.\n\n", "The Tool Settings UI should update when holding modifier keys\nIn Sculpt Mode, users can hold Ctrl to invert the effect of the current tool. However, both the tool settings + and - buttons, as well as the color of the brush cursor, don't update to reflect that you've inverted the effect. \n\nBoth of these should update their state when the user holds Ctrl.\n\n![image.png](image.png)\n\nThe same is true for the selection tools and their modes.\n\n{[F5686801](Screenshot_2018-11-23_at_00.36.36.png), full=true}\n\nWhen holding Shift or Ctrl to add or remove, the state of these buttons should update to reflect that. ", "Applying screw modifier doesn't respect hide status of edges from edit mode.\n\n\nUPDATE: If the Unhide hotkey is used, despite no parts actaully being \"unhidden\", the uneditable parts become editable.\n\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.61\n\nBroken: version: 3.5.0\n\n\nApplying a screw modifier with parts of mesh hidden in edit mode will result in those generated mesh from hidden parts to:\n\n1. only show as edges,\n2. be still selectable in edge select mode,\n3. and becoming uneditable.\n\nwhen going back to edit mode.\n\nOriginal description:\n\nIf certain parts of a mesh with a screw modifier are hidden in edit mode (though still visible with the screw modifier, just not selectable), and then the modifier is applied to the mesh in object mode, the previously hidden parts will become uneditable, though still selectable in edit mode.\n\n\n- Add a screw modifier to an object\n- Hide parts of the object in edit mode\n- Apply the screw modifier in object mode\n- Go to edit mode, the parts that's hidden supposedly has edges on display.\n - If use edge select mode, you can actually select those ghost edges, but not editable.\n - If use alt-h, then everything is shown and behaving normal again.\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", "Bridge Faces missing from menus\nOperating system: Linux-5.3.0-29-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: Quadro GP100/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.48.02\n\nBroken: version: 2.83 (sub 4)\n\nThe \"Bride Faces\" operator for edit mode is currently only accessible in the context menu when in face selection mode.\nI would expect it to also appear in the faces menu (Ctrl + F or in the header) since Bridge Edges is also accessible in the edges menu.\n\n\n\n\n\n", "Line art modifier clips with object on (MBP 16\")\nOperating system: macOS Big Sur\nGraphics card: 5500M \n\nBroken: 2.93.0 LTS\nWorked: -\n\nLine art modifier (grease pencil) seems to clip into / z-fighting the object. \n![Screenshot 2021-06-17 at 14.52.31.png](Screenshot_2021-06-17_at_14.52.31.png)\n\nJust add a new line art modifier, possibly a mac problem?\n\nTest File:\n[line_sample.blend](line_sample.blend)", "Grease Pencil: Add eyedropper to palette popup\nInspired by this [idea]() by gakutada.\n\n## The Issue\nThe color picker popup in Grease Pencil is missing the eyedropper button:\n![Grease Pencil Palette](attachment)\n\nThat is present in regular color pickers:\n![Regular Color Popup](attachment)\n\nEven though holding the `E` key with the mouse over the color swatch works fine:\n<video src=\"attachment\" title=\"gpencil_palette_colorpicker.mp4\" controls></video>\n\n## The Solution\n\nAdd the operator to the popup. Aligned to the right-side so it's similar to the regular color popup.\n![Mockup Proposal](attachment)\n\n", "Broken curve drawing in normalized view in graph editor\nOperating system: Ubuntu 20.04\nGraphics card: Geforce MX230\n\nBroken: 3.1\nWorked: ?\n\nin the normalized mapping in the graph editor, the curve behaves strangely. In the normal display, everything is fine\n[2022-04-20 22-13-05.mp4](2022-04-20_22-13-05.mp4)\n\n- Open attached .blend file\n- In graphics editor pan view up and down\nDisable Normalized to hide the problem\n[bandit_anim.blend](bandit_anim.blend)" ]
[ "about the bug on no modifiers in animation my bad i was not selecting so sorry pls forgive me \nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 452.06\n\nBroken: version: 2.83.4\n\n\n\n" ]
Particle Edit does'nt update children num. Operating system: Windows Graphics card: Nvidia geForce RTx Blender 2.8 In particle edit if you encrease the number of particles, you have to uncheck and check the display children because it doesn't update interactively
[ "Wrong number of datablocks indicated in the outliner\nOperating system: Linux 64\nGraphics card: GTX 1080\n\n2.93.5 & 3.0\n\nIn certain areas of the Outliner, icons show a little number indicating the total number of each datablock type contained in a collection, scene, etc. But the method for calculating this number is broken! If the same object shows up in multiple places, such as when it is linked in multiple collections, it will add to the total more than once. It's not hard to reveal the error- even the default file has this problem in the Blender File display mode:\n![screen.png](screen.png)\nIt looks as though our default file has 4 mesh objects, 4 lights, and 4 cameras, but it doesn't. Those things just appear 4 times in different places.\n\n - Open the Outliner and go to Blender File display mode\n - Un-expand the Current File line to see the incorrect total\n # Link an object into multiple collections in one collection to see the same issue in the View Layer display mode\n\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", "Multi-object-Mode: EditMode transform properties\nEdit-mode buttons currently only show median values for the active edit-object.\n\nThe Mean Crease value of the N panel doesn't work for multiple objects:\nHere i have 2 objects selected\n![1.jpg](1.jpg)\nIn Edit Mode changing the Mean Crease value does change its effect only on the selected object:\n![2.jpg](2.jpg)", "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.", "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.", "The Viewport Display setting of Particles affect the Render result with Eevee \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 390.116\n\n\nBroken: version: 2.80 (sub 75)\nWorked: (optional)\n\n\nThe Viewport Display setting of Particles affect the Render result with Eevee \n\nWith Particles selected Change \"Display as\" to \"Path\" in Viewport Display setting and Render with Eevee . error : Pathes will be dislpayed in render result \n[partical_render.blend](partical_render.blend) press render\n\nFrom other reports what is also affected:\n- `Viewport Display` > `Strand Steps`\n- `Viewport Display` > `Amount`", "Modifiers don't work on particle instances of a hidden object\nOperating system: Linux Mint 20.3 Cinnamon kernel 5.13.0-35\nGraphics card: 3400G\n\nBroken: 2.83\nWorking: apparently never\n\nRelated to #96367 (Crash when trying to snap to instances on an object)\nTo replicate bug, the instantiated Object (the one with a `Modifier`) has to meet the following conditions:\n* Must have a modifier (obviously)\n* Must be instantiated through a particle system. (instantiated through Geom Nodes is OK and through Dupli Verts/Faces hides the `Object` as well)\n* Must be hidden inside a collection with the `Excluded from View Layer` option enabled\n\nAnd the instantiating Object (the one with `Particle System`) has to meet the following conditions:\n* Must be referenced by a `Camera` in the \"`Focus on Object`\" field\n* In the outliner, the `Camera` object must be placed in a `Collection` before the instantiating Object\n\n|![Camera collection top.png](Camera_collection_top.png)|![Linked object collection top.png](Linked_object_collection_top.png)|\n| -- | -- |\n|Camera placed before |Camera placed after\n\n # Open the attached file\nUnhide collection or switch `Camera` and `Plane with particle system` collections order (via Drag and Drop) get around the problem.\n[Camera 'Focus on Object' - particle system issue.blend](Camera__Focus_on_Object__-_particle_system_issue.blend)", "Driving object scale also scales its particle instances.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.92\n\nBroken: version: 2.92.0\n\nWhen scaling the object that the particles are on, everything works correctly, the particles stay at the same size they are supposed to. \n![m2.jpg](m2.jpg)\n\nBut when driving the exact same scale variable with a driver, for some reason the particles get scaled.\nThe property has to be on another object than the particle system, when it's on the object with particle system, then everything works as expected. \n![m0.JPG](m0.JPG)\n\n![m1.JPG](m1.JPG)\n\n- Open attached file\n- Change the 'prop' value (particle instances also get scaled)\n- Now select the object with the particles\n- Disable the driver\n- Scale in x direction (particles stay at the same size they are supposed to)\n\nPressing \"Update Dependencies\" fixes the scale, but in my real project that is unfeasible thing to do, I have many parameters that are driven that need to be animated and clicking them all through each time I make a tiny change is not possible. Also, rendering does not always fix the scales either. \n\n[DriverPartBug.blend](DriverPartBug.blend)", "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", "Duplicating a passive body can make the child meshes not update\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.27\n\nBroken: version: 2.93.0 Beta\n\nWhen duplicating a passive rigid body and changing that child to an active rigid body, the child's mesh will not update.\n\nSet default cube to passive. Duplicate it and set the child to active. Play and watch \"nothing\" happen.\n\n[2021-05-19 19-00-19.mp4](2021-05-19_19-00-19.mp4)", "Cannot keyframe particle count property\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: Quadro 2000M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 377.83\n\n\nBroken: version: 2.80 (sub 75)\nWorked: (optional)\n\n\n![bug.png](bug.png) clicking keyframe button next to particle count responds with *Failed to resolve path to property, try manually specifying this using a Keying Set instead*\nsee screenshot attached\n\nClick on animate property next to particle count\n", "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", "One of four edited hair systems won't simulate unless edit is deleted\nOperating system: Win10\nGraphics card: GTC 1060\n\nBroken: **2.92.0 master 2021-02-24 16:25 02948a2cab44** and **2.93.0, master 2021-06-02 11:21 84da05a8b806**\nWorked: Didn't find a working version\n\n4 particle systems, one (\"Back\") won't sim unless the edit is deleted. It stays in place and stretches towards the animated head cap.\n\n**Attempted things to fix it:**\nDelete all bakes and resim - failed\nChecked the weight painting - doesn't seem to be the source of the issue\nAppend into new files and resim - failed\nDisabled dynamics - now everything moves with the haircap, but obviously no sim\nRemoved hair edit - now it works but I loose the edit\n\nOpen the file and press space to run the sim and animation. I would not know how to make a sim from scratch which won't work though so I'm sending the file.[hair_bug.blend](hair_bug.blend)", "Particle Edit Breaks After Selecting a Mesh with Cloth Physics\nOperating system: macOS 10.13.6\nGraphics card: NVIDIA GeForce GT 650M 1024 MB\n\nBroken: at least 2.82 up to 2.92 experimental (I suspect it never worked since 2.80)\nWorked: 2.79\n\nParticle edit behaves like object edit mode, but the UI shows \"Particle Edit\" being active.\n- There is no circle typical for the comb tool around the mouse cursor.\n- No additional key points to select or black hair strands are rendered.\n- Instead of e.g. combing you will move the object around once you drag with the mouse.\nBasically everything except for the UI stays in \"Object Mode\".\n\nEffect On (broken):\n![EffectOn.png](EffectOn.png)\n\nEffect Off (works as expected):\n![EffectOff.png](EffectOff.png)\n\nBased on the default startup:\n1. Go to \"Particle Properties\"\n2. Add a particle system\n3. Set its type to \"Hair\"\n4. Add a second particle system\n5. Set its type to \"Hair\" too\n6. Add a new mesh e.g. \"Plane\"\n7. Go to \"Physics Properties\"\n8. Add \"Cloth\" physics\n9. Select the original \"Cube\" again\n10. Switch mode to \"Particle Edit\"\n\nWays to reverse the effect (make \"Particle Edit\" work properly again):\n- Either: Make a new file and append both objects of the old file\n- Or: Delete one of the particle systems on the \"Cube\" and undo the operation\n\nEven after reversing it you can restore the effect by selecting the \"Plane\" once.\nAt least two particle systems are required for the effect.\n\nThe effect can even be saved and stays the same after loading from the file again.\nThus I was able to create two files one with the effect and one without.\nThe file without the effect is a little bigger in size.\n\n[EffectOn.blend](EffectOn.blend)\n\n[EffectOff.blend](EffectOff.blend)\n\nIt took me a whole day to find the cause and boil it down so far.\nHope it helps and that it can be fixed with the provided info.", "Bug in particle system - missing particles representations\nOperating system: Linux-5.4.0-47-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce GTX TITAN X/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.44\n\nBroken: version: 2.90.1\nWorked: potentially never, does also not work with 2.80\n\nWhen creating a particle system with `instance objects` and using more than ~15.000 particles, not all particles are represented with the instance object. The more particles the particle system contains, the more instance objects are missing. \nThe following images illustrate the problem.\n\nExample with 120 x 120 = 14.400 particles. All particles are represented with the instance object (in this case a cube) - except for the first particle at the top left corner. This particle is always missing - even for small particle systems. \n\n![image.png](image.png)\n\nFor slightly bigger particle systems (e.g. 150 x 150 = 22500 particles), a few particles at random positions in the particle system do not contain an instance object (see the black dots)\n\n![image.png](image.png)\n\nFor way bigger particle systems (e.g. 200 x 200 = 40000 particles) the last particles (i.e. the particles at the bottom right with the biggest indices are missing)\n\n![image.png](image.png)\n\nThe presence of particles without instance objects also affects other particles when using specific nodes. For example, when using the `index` output of the `Particle Info Node` to compute a texture coordinate for each particle used to compute individual colors for the particles produced strange results.\n\nHere a working example for 120 x 120 particles (as reference)\n\n![image.png](image.png)\n\nAnd here a non-working example for 200 x 200 particles (zoomed on the bottom-right corner)\n\n![image.png](image.png)\n\nSide note: In all the examples, the particles are there, but the instance object representation is missing.\n\n\nExecute the following Python script within Blender's text editor. Or, when using Jacques Lucke's VSCode Plugin: execute the script (again) when Blender is already opened (since it does not work with a restricted context)\n\n[particle_sys.py](particle_sys.py)\n\nBlend file with the an incorrect particle system\n\n[particle_sys.blend](particle_sys.blend)\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", "Particle hair clumping is not updated in viewport in particle edit mode\nOperating system: Linux-5.4.10-1-vanilla-x86_64-with-glibc2.17 64 Bits\nGraphics card: Mesa DRI Intel(R) HD Graphics 2500 (IVB GT1) Intel Open Source Technology Center 4.2 (Core Profile) Mesa 20.0.4\n\nBroken: version: 2.83 (sub 15)\n\nCreate particle hair, enable children (interpolated or simple). While editing hair in particle edit mode, open N-menu, and enable Tool->Viewport Display->childern to see child particles. Then change particle children clumping curve in ParticleSettings, and notice it does not get updated in viewport. Only after I uncheck and check Tool->Viewport Display->childern again, it gets updated to correspond clumping settings.\n\n", "Crash undoing cut hairs in particle edit with interpolated hairs enabled\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.02\n\nBroken: version: 2.81 (sub 15)\nBroken: version: 2.80 (sub 75)\nWorked: version 2.79b\n\nUndoing a completely cut hair with child particles enabled in particle edit mode crashes blender.\n\nDefault factory startup.\n\n1. Add a particle system\n2. Change to hair\n3. Enable interpolated children\n4. Go into particle edit mode\n5. Enable children\n6. Switch to Cut and remove some of the hairs\n7. Undo, crash.\n\n[U6JVU7aUur.mp4](U6JVU7aUur.mp4)\n\n" ]
Geometry tagging for multi-modifier scattering When working with multiple modifiers (instead of a single node-tree) there is a need to separate the instanced geometries from the original geometry artists may re-use to scatter more elements. This came up from the latest investigation of instances and make real design: #85284 This task is to come up with a design to which nodes are required (tag, separate?) and which options to they have.
[ "Decimate Node\nProperties can be used as they are.\n\nNot sure if this should be one node with three nodes or three different nodes.\nSlightly tendency for three separate nodes currently.\n\n![decimate-collapse.png](decimate-collapse.png)\n\n![decimate-planar.png](decimate-planar.png)\n\n![decimate-unsubdivide.png](decimate-unsubdivide.png)", "Compositor: Continously add/remove for cryptomatte.\nSource: 24223\n\nPROBLEM\n\nSometimes when using Cryptomatte the objects to isolate and divide into various passes can be a lot, and the process becomes tedious because you can only Add or Remove one object per time, then go back to the Cryptomatte node and click the + or - icon again, slowing a lot the process. Instead, it would be way more handy being able to select multiple specific objects.\n\nSOLUTION\n\nHave Add and Remove to work with multiple clicks, and then press Esc to go out of the selection mode when needed.\n\nNOTE: although categorized as good first issue, it might require more changes than expected as UI code is shared with color picker. Of course the color picker workflow should not change.", "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", "Geometry Nodes socket is not showing relevant value info for current modifier\nOperating system: win 10\nGraphics card: 1050 ti\n\nBroken: 3.3.0 beta\n\nUsing many modifiers with the same GN node tree (multiple users) has some issue with data updating.\nIf you bring cursor over socket to see its value, then it shows only data from first GN modifier, no matter what modifier is selected at the moment. Seems to be only interface problem, as internally processed data is correct.\n\nIn attached file bring cursor over orange socket (Object type) and it will show same object for both modifiers, when in fact they are different.\n[socket_info_issue.blend](socket_info_issue.blend)", "Mix Node\n# Mix Node\n\nThis task outlines a design proposal for a `Mix` function node.\n\nSimilar to `Mix RGB`, the `Mix` node performs a linear interpolation between two values. The current way to perform this for floating-point values is to either use `Mix RGB` (which implicitly converts the values to colors) or to create a custom node setup or node group comprised of low-level math nodes. Either approach is not straightforward to users.\n\n\n![Mix_Draft1.png](Mix_Draft1.png)\n\n - Factor: Controls the amount of influence the node exerts on the output value.\n\nThis node will likely live under the *Utilities* category.\n\n## Use cases\n\nThis functionality is used often to blend between two values.\n\n## Potential Issues\n\nMaybe lack of immediate foresight to see other mix possibilities in other \"Everything Nodes\" projects?\n\n## Additional Questions\n\n- Do want to include additional interpolation types?\n- Do we want to include different data types?\n - 3D Vector\n - 2D Vector (when it is added)\n - Float\n - Integer (the output would also be an integer) (Truncated?)\n - Other questionable types: Euler (perhaps separate node for Slerp?), Image (Blend node instead?)\n- Should *Factor* not be automatically clamped to allow for extrapolation?\n- ???\n", "Baking workflow revamp\n*(This design doc is work in progress)*\n\n### Goal\nBaking is hard to use and requires one map to be baked at a time. Each time configuring appropriate settings and selecting the right objects and shader nodes.\n\nBlender should natively have a baking workflow that is more efficient and powerful.\n\n### Existing Work\n\nMultiple add-ons exist to make this workflow easier.\n\nA patch for object-based baking and long discussion about various other options is here:\n[D3203: Baking system overhaul: Move baking settings from render settings into BakePasses](D3203)\n\n### Use Cases\n\n* Baking a set of maps for game assets.\n**Typically includes maps like base color, metallic, roughness, normal map, AO.** The assets may use complex procedural texture nodes, multiple blended shader nodes and multiple materials, all to be baked down to a single set of maps and material that the game engine understands.\n**Exporters like FBX or glTF would typically want to export this baked material representation.** Efficiently re-baking objects, inspecting the results in the viewport, and applying the same settings to other assets is important.\n* Baking to optimize rendering\n**Some part of a shading network may be baked down for more efficient rendering, either as a viewport approximation or final render. Maybe a complex procedural texture, static background or ray-traced AO/curvature.** Light maps may also be considered part of this, though I personally would not recommend to use them for Cycles or Eevee and not focus on this use case.\n* One-off bakes\n**Examples may be to create a base to start texture or vertex painting, to use in geometry nodes, etc.** The current workflow is reasonably well suited to this, but automatic creation of images or vertex color layers and preview of the result would be helpful.\n** Perhaps best integrated as an operator/tool in paint or edit modes.\n* Other\n**Light map baking for export: how important is this still in modern game engines?** Baking as a part of a geometry nodes network?\n**Baking to transfer attributes between objects: use Data Transfer modifier instead?** ... ?\n\n### Proposal\n\nThere is not a single workflow that is ideal for all uses cases. I suggest to have two workflows that I think will handle the most important ones well, and can work for others with some extra effort. The Bake panel in the scene render properties would be removed.\n\n**One-Off Bakes**\n\n* New operator to quickly bake to images or attribute\n* Operator pops up a dialog, with choice for bake type and relevant settings\n* No settings stored in the scene. Only operator properties, remembered for the next operator execution\n* Operator creates new images or attribute if none exists, or bake to active one\n* Likely exposed in vertex, sculpt, texture paint mode, and in the vertex colors panel\n* No selected to active baking support here\n\n**Material Based Bakes**\n\n* New Bake Texture shader node\n**Bake type and relevant settings** One bake type is an input socket with arbitrary shader nodes plugged in\n**Image or attribute to bake to** Bake/Clear button\n* New Material datablock settings\n**Bake panel in material properties shader node editor, visible when there are any Bake Texture nodes** Bake/Clear button for the entire material\n**Collection property for \"selected to active\" baking, no use of selection state.** Any other shared settings\n\nWith this system, it's possible to create a reusable shader node group for a baked material, or manually add a few Bake Texture nodes for specific cases.\n\nA big advantage of this approach is that the baked result is also immediately previewable in the viewport and usable in the final render. No need to set up bake settings in one place, and a preview shader node setup in another place.\n\nMore details to be worked out\n* Likely need an Image socket type, to make shader node groups really reusable?\n* How to handle baking multiple materials into one, special material slot that all materials bake into? \n** Potentially confusing to have two ways to bake, using either this special slot or as part of regular material slot\n* Precise workflow to clear bakes and decide if baked/unbaked is show in viewport and render\n\n### Python API\n\nWe expect add-ons will continue to be needed for more advanced use cases and automation. Currently these use the Bake operator, but a lower level Python API function could be added, which does not rely on selection state, but rather accepts specific objects, materials, attributes, etc.\n\n### Missing Features\n\n* Metallic, Base Color and possibly other types\n* Packing bakes into specific channels, and multiple maps into one image or attribute", "Geometry Nodes modifier input: Show More descriptive names in the dopesheet\nRight now animated geometry nodes modifier properties get an infamous label such as \"Input_2\". It should instead show the name that is shown in the UI, just like the other (non-geometry nodes) modifier properties.\n\n{[F13048799](image.png), size=full}\n\n[modifier.blend](modifier.blend)\n\nA proposed solution by @HooglyBoogly + @JulianEisel is to introduce \"labels\" to the UI data of ID Custom Properties.\n\n*This doesn't touch the Python API.*", "Node Group Inputs\nNode groups serve the purpose of combining multiple nodes into reusable components. To make them more useful, node groups can have a set of inputs that the \"caller\" has to provide. Currently, node groups have one Group Input and one Group Output node. This works well for many cases. However, I'd argue that there is a better way to do it (both approaches are used in multiple other pieces of software).\n\nSome motivation for implementing a new approach:\n- When a node group needs more inputs, there is usually a large node on the left side of a node tree that has links to many other nodes. I'd argue that these links add more confusion than they actually provide information to the user. At some point it becomes quite hard to follow these links through the entire node tree.\n- In the current implementation, there is no mechanism that supports grouping of inputs. \n- Important information like the min/max/default values is hidden in a panel in the sidebar.\n\nPersonally, I think it would be good to allow multiple Input Parameter nodes in a node group. Something like this:\n![image.png](image.png)\n\nSome notes on this approach:\n- For different data types, a different set of settings can be shown. Of course the node can also be collapsed when not all information is necessary.\n- The node can be placed exactly where the value is needed, providing better information when actually working on the node tree.\n- All the settings can still be shown in a side bar to have all information accessible in a single place.\n- We could also allow multiple inputs per Function Parameter node for better grouping of related settings.\n\nImplementation wise, this approach might actually be simpler than the old solution.\nAt the same it scales better when node trees get larger and when we want groups to become more powerful.", "Sculpt Mode TODO tasks\nThis task keeps a list of approved tasks related to Sculpt Mode that can be considered as TODOs or missing functionality in the current design.\n\n**Gesture tools**\n\n - Make Hide Box tool use the new sculpt API and gesture operator\n - Face Set Line Gesture\n - Color Fill Gestures\n - Line Trim Gesture\n - Normal Orientation for trimming tools\n - Poly line gestures\n - Mask Gradient Gesture tools\n - Lasso, Line and Poly line hide tools\n\n\n\n**Sculpt Vertex Colors**\n\n - Sculpt vertex colors gradient Tool\n - Combined Color Coords Undo step\n - Pick Sculpt Vertex Color from other object with the sample color operator\n\n\n**Transform tool**\n\n - Transform Tools TODO: #80392\n\n\n\n**Brush tools**\n\n - Expose minimum size and size pressure smoothness for all brushes\n - Implement area normal/center stabilizer \n - Make Grab active vertex grab from original coordinates instead of PBVH deformed coordinates\n - Pinch perpendicular mode for crease\n\n\n\n**Viewport**\n\n - Update matcaps to include a separate specular pass\n - Render Face Sets as contour lines\n\n\n\n**Elastic Deform**\n\n - Pinch elastic deform mode\n - Multi scale twist-scale-pinch for elastic deform\n\n\n\n**Filter tools**\n\n - Support textures in mesh filter\n - Unify filter strength with brush strength \n\n\n\n**Cloth Sculpting**\n\n - Expose solver properties as Sculpt properties (iterations, delta...)\n - Make use collisions options global\n - Implement SDF collisions\n - Implement collisions plasticity\n - Elastic Deform cloth brush\n - Support cloth deformation target with dynamic area in all brushes\n - Support cloth deformation target for the transform tool\n\n\n\n**Boundary brush**\n\n - Split the internal and boundary falloff into two different falloff\n - Let boundary falloff offset be smaller than 1\n\n\n\n**Sculpt Mode options**\n\n - Store radial and tiling symmetry in meshes\n - Enable \"Delay Viewport Updates\" by default\n - Add a separate property to meshes to store if they should use flat/smooth shading in sculpt mode, without modifying their normals\n\n\n\n**Multires**\n\n - Multires Delete Lower\n - Multires refit/rebase\n - Key map changes to support switching up/down subdivisions\n - Hide remeshers and Dyntopo when multires is active\n - Preview the current/total number of subdivisions in the viewport\n - Optimize Unsubdivide dissolve operation when creating the base mesh\n\n\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", "Decentralize .blend I/O for grease pencil modifiers.\nThis is a follow up task for #76372.\n\nFor normal modifiers this has been done already. Have a look at `ModifierTypeInfo.blendWrite` and `ModifierTypeInfo.blendRead` for more details.", "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).", "Exact Boolean (Union & Self Intersections -- to remove inside geometry) bad performance/memory footprint\nOperating system: Linux-5.15.0-67-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 21.2.6\n\nBroken: version: 3.5.0 Beta\n\nI have a group of nodes that gets rid of internal geometry by creating a \"mold\" of an object.\n\nBut it crashes on some meshes and not on other meshes and the crash doesn't give any real information why.\n\nIs there a work around for this?\nNodes works with certain meshes and crashes with others.\n\nWorking mesh and blend file.\n\n**Left side shows internal / overlapping geometry and Right side is free of this after using node network.**\n\n![image](attachment)\n\n[doesn't crash.blend](attachment)\n\n\nCashes when I **click the switch node to enable it** (**see red arrow**).\nCrashes in 3.4.1 and 3.5.\n\n![image](attachment)\n\n\n\n[this one crashes.blend](attachment)\n\nCrash text files attached below\n\n\nIs there a work around for this?\n\n", "Attribute Edit Mode\nThis is an extract from the now archived Vertex Color/Attribute Edit Design (#71947).\nThe design needs further investigation an discussion with the #geometry_nodes module.\n\n## Attribute Edit Mode\n\n![Attribute edit.png](Attribute_edit.png)\n\nAttribute Edit is intended to be a mode to modify and visualize any kind of data stored in mesh elements. Some use cases for it could be:\n\n- Editing IDs on face corners to modulate materials in a shader\n- Painting velocity vectors on vertices to guide a particle system\n- Editing the weights of a rig\n- Editing per face colors for low poly models without using textures\n- Setting custom values on edges for a motion graphics animation\n- Modifying mesh values for procedural modeling\n\nSome of these task could use a brush, but they don’t need a brush with artistic painting functionality. It does not make sense to edit the weights of a rig with a brush with wet paint and density noise.\n\nFurthermore, these task could take advantage of a mode with more control and precision tools than an artistic painting mode, like precise elements selection and data editing, controlled value interpolation…\n\nThe plan is to use the current Vertex Paint mode as a base implementation for this mode and start adding all necessary features during multiple releases. It already has quite some work done because most users were using it with these use cases in mind.\n\nThis task is not as detailed as the Sculpt/Paint mode, but it should be enough to have an idea of its purpose, use cases and design goal.\n\n### Tools\n\n**Simple brush tools**\n\nThe current Blender brush functionality is enough to support this kind of painting, if we consider painting changing the values of elements that are inside the cursor radius. We can reuse the current brush code for that.\n\n**Value interpolation tool**\n\nThis tool could produce controllable interpolations of an attribute between two mesh elements following the mesh topology. For example:\n - Select the base of a cone and assign the value of one \n- Select the top vertex of the cone and assign 0 \n- Let the tool generate the rest of the values across the cone surface\n\n**Mesh elements selection**\n\nAttribute paint should provide tools for selecting mesh elements and assign values directly to them. This provides much more control than a brush. This could be useful when working with low poly models, where you want to assign values like armature weights in a precise way.\n\n**Mesh element masking**\n\nWe can support a basic masking functionality for the brush that supports all mesh elements (not only vertices like the Sculpt/Paint mask). This can make easier some painting task.\n\n### Features\n\n**Data conversion operators**\n\nAttribute edit mode should provide a set of conversion tools to convert data between elements and other Blender data layers when possible. For example:\n\n- Convert a per vertex attribute to a per face corner attribute\n- Convert a per edge attribute to a vertex attribute averaging the\n```\n values\n```\n- Generate material slots from an ID attribute stored on faces\n- Generate an editable 2D vector attribute from an UV layer\n\n**Per face corner color data to sculpt/vertex color data**\n\nThis is a specific case of a conversion operator. Other conversion operators can be added in the future as we support more attribute types.\n\n**Internal attribute conversion**\n\nWe need to identify what element/attribute type conversion combinations are more frequent and design how they can work (usually averaging the values). For example\n\n- Converting an attribute from face corners to faces by averaging the\n```\n values of all the face corners in the face\n```\n- Converting from vertex to edges by averaging the value of the two\n```\n vertices of the edge\n```\n- Converting from vertex to face corners assigning the same vale of\n```\n the vertex to all the face corners that use that vertex\n```\n\n**Topology symmetry**\n\nWe could support editing operations with symmetry based on the mesh topology instead of mirroring the XYZ axis.\n\n**Attribute data type selection**\n\nThe use should be able to choose what kind of data he/she wants to edit and in which mesh element that data should be stored. For example\n\n- A float factor stored on faces\n- A vector stored on vertices\n- A color stored on face corners (Current supported MLoopCol)\n\nAll tools should be aware of the data type of the layer and behave accordingly.\n\n**Import/Export**\n\nIt should be possible to import and export meshes with different attributes in mesh elements. We need to check format compatibility.\n\n### Rendering\n\n**Attribute edit overlay**\n\nAs we can make assumptions that the attributes are colors, we need to render a configurable overlay to display the data in an appropriate way.\n\n**Attribute rendering mode selector**\n\nThe attribute rendering overlay should provide and UI to choose which rendering mode the user wants to render the data. This should include tools like a gradient editor, rendering two attributes at the same time, render vectors and randomly generated ID maps.\n\n**EEVEE/Cycles attribute node**\n\nThe current attribute nodes exposes MLoopCol and UVs to the render, which are both loop attributes. We need to investigate how to expose face, vertex and edge values.", "Can't drag and drop node from asset library if the node doesn't have geometry input\nOperating system: Windows-10-10.0.25330-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.41\n\nBroken: version: 3.6.0 Alpha\n\n![image](attachment)\nSome nodes I created don't have geometry input since they just generate completely new geometry, so I hide the geometry input.\nHowever if I want to drag and drop the node from the asset library I get the following message, it's possible to add the node if it exists in the file and I pick it through the modifier panel.\n\n* Make a GN node that doesn't have \"geometry\" in the group inputs\n* Make it an asset\n* Drag and drop from the asset library\n* Observe the message\n\n" ]
[ "Selection / Tagging in Geometry Nodes\n**Background**\nAs geometry nodes get more complicated, the need to limit operations to certain areas of the geometry is becoming more obvious. \nYou can't always split things apart into two pieces and work on them separately-- it's just not possible for some topology-changing operations.\n\nAlso, in a procedural context you want to be able to have multiple selections alive at the same time. \nThe most explicit way to refer to them is **by name**. These can be thought of the same way as selections in edit mode, with a different domain for each select mode.\n\nWe already have the idea of **boolean attributes**, which can exist on any domain. Then you can create a selection and use it just like any other attributes. \nAnd other data types can be implicitly converted to boolean as well, making the whole system quite flexible. \nThe fact that a boolean attribute, or \"selection,\" can be used like any other attribute is very powerful.\n\n**Naming**\nThe point distribute node refers to its boolean attribute input as \"Mask\", but that is probably not the word to go with here. Another idea is \"Tag\".\nI think that's a valid idea, but the word I would like to propose using is \"Selection\".\n* The idea of having multiple types of selection has precedent in Blender\n* Using the same word as in other areas simplifies language and makes it consistent\n* It enforces the idea that the data passed around by the nodes is just the same as data in other areas, and that makes it easier to think about\n\n# Explicit Selection\nEvery node to have one or more \"selection\" filter. We have this already for a few nodes (or a \"factor\" input that has the same purpose):\n* Point distribute density\n* Point separate mask\n* Point to Volume radius\n\nThe Selection attribute input only needs to be exposed by default where it is actually useful (this decision is a bit arbitrary):\n* Triangulate\n* Edge Split\n* Transform\n* etc.\n\n{[F9909454](image.png) width=600}\n{[F9908331](image.png) size=full}\n\n**Pros**\n* Storing multiple selection outputs (e.g. boolean node new faces and new edges) is possible where necessary, and easy\n * Using multiple selections in the same node is similarly simple\n* The default behavior is the same as it is currently, the entire geometry is affected, which is more intuitive\n* Selections are used only when necessary, there is no extra attribute when you aren't using them\n* The fact that a selection is just another attribute is powerful, since it ties into implicit data type and domain conversions\n * Since other data types can already be implicitly converted to boolean to use as a selection, it is consistent\n* Selections are named, to give them better context when they are used later on in the node graph\n* It allows explitly naming what will be selected with the string socket name, like \"New Edges\", which adds clarity where it is otherwise vague\n* Allows easily passing a selection (boolean) attribute into the attribute processor\n\n**Cons**\n* Requires adding another string input field to a lot of nodes\n* Requires typing / copying selection attribute names more\n\n\n# Implicit Selection\nA part of the geometry is tagged/selected so that only this part is used by the following nodes until the selection is set again.\n\n{[F9909450](image.png) width=600}\n\n**Pros**\n* Requires less interaction when you always want to use the selection\n* More like edit mode selection which is automatically set by tools\n\n**Cons**\n* It's not clear how a node would output two different selections (for example, solidify rim and new faces)\n* Requires clearing selections when you want to affect the whole geometry, since it is used implicitly\n * This means that it even the simpler interactions with nodes become more complicated\n * For example, if you had an extrude node and then a points to volume node, only the newly created vertices would be used, which is probably not desired.\n* It is hard to track why a node is not working for the entire mesh, since all of the information isn't available in each node\n* Selection attributes are not as visual as edit mode, etc, so the implicit nature is not as obvious\n* Moving the selection to and from other attributes is slow and awkward\n * Many nodes would reset the selection, so it would be necessary to move it to another attribute to carry it forward\n* Selections aren't named, which loses some information that can help readablity\n* Nodes cannot use two selections at the same time\n\n\n\n# Forking / Merging\nHave a way to explicitly separate part of the geometry based on tagging and re-join them afterwards\n* The split/join should be a bit different than mesh split.\n _Hans note: I don't know what this means_\n* The re-joined geometry would work the same as the original geometry.\n\n{[F9909456](image.png) width=600}\n\n**Pros**\n* Works well for point geometry, since there are fewer complexities to splitting and merging\n* Makes node graphs less linear\n\n**Cons**\n* Requires learning the difference between a \"real split\" (2 different geometries) and a \"fork\"\n * In other words, this breaks the idea of explicit data flow that we've been using so far\n* \"Sub-geometries\" cannot be changed without affecting the main geometry in many cases, but this relationship is hidden and not reflected visually\n* Splitting and joining a mesh and other geometry types is not a trivial operation\n * This approach would be more expensive\n * Attributes with different types and domains on a sub-geometry would have to be merged\n* Does not work at all for topology-altering operations, and even deformations raise large questions about how a \"Merge\" would work\n* A possible solution to the above problems is limiting what you can do to a sub-geometry, but that is not intuitive\n\n\n" ]
Blender leaks potentially sensitive user information. Operating system: Linux Broken: 3.3, 3.0, 2.49 Worked: Presumably never. Blender embeds a bunch of filepaths in the files it saves, usually including the user home as well as the full path to the file, which likely includes the real name of the user, and I suppose may reveal certain aspects of system configuration. 1. Save an empty/default startup file somewhere under your user home directory. 2. `$ strings BlenderFile.blend | grep /` Sometimes there's a lot of complicated paths that reveal much of my home directory structure. Sometimes there's only one or two and they're quite short. This happens even when manually invoking `save_as_mainfile()`.
[ "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", "Avoid clipping data-block name in data-block menu because of library name\nThe grayed out, right aligned library .blend name in the menu can cause space problems when the data-block name and/or the library name are long. E.g. from #77929: ![bug.jpg](bug.jpg)\n\nA few things we could do:\n* - [ ] Increase the menu width.\n* - [ ] Hide the `.blend` suffix.\n* - [ ] Hide the square brackets.\n* - [x] Show the full data-block and library name in the tooltip.\n* - [x] Clip the middle of the data-block name, not the end.\n* - [x] Clip the library path name.\n* - [ ] (Dynamically enlarge the menu width based on the item name widths.)", "Window title shows unsaved indicator while loading\nOperating system: Linux-4.15.0-45-generic-x86_64-with-glibc2.27 64 Bits\nGraphics card: GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.100\n\nBroken: version: 3.0.0 Alpha, branch: master, commit date: May 18 2021, hash: `1f9eb7e2c6`\n\nWhile Blender loads a file, the window title shows the unsaved indicator: `Blender* [/path/to/blend]`.\n\n- Create a .blend file which takes long to load. A simple example involves creating huge amounts of geometry with Array modifier, then applying the modifier.\n- Open the startup file (ctrl+N) so the window title is cleared (makes it easier to see what changes, but not required).\n- Open the .blend you created earlier, you will see the unsaved indicator in the title until loading finished.\n\n", "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", "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", "Dither affects 'File Output' image even when \"save as render\" is disabled \nThe dither option in the Post Processing tab affects images saved through the file output node in the compositioner even when \"save as render\" is disabled, when disabled it should not touch the output image, when \"save as render\" is enabled it makes sense to dither.\n\n![image.png](image.png)\nnoise in output file\n![image.png](image.png)\n\n- Open attached file\n- Optionally change the Dither in {nav Output Properties > Post Processing}\n- hit render\nIt will generate an image in the directory pointed to by the node `File Output`.\nNote that Dither also affects this image.\nMaybe the fileoutput node needs his own dither value, it really is bad when generating raw pixel data.\n\n[gradient.blend](gradient.blend)", "CMD terminal stays open after opening blender\nOperating system: Windows-10-10.0.25247-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 526.86\n\nBroken: version: 3.5.0 Alpha\n\nI'm not sure why it';s happening but it's not happening for 3.3 version\n![image.png](image.png)\n\n\n", "Importing multilayer EXRs into compositor with animated view layers creates unexpected results.\nOperating system: Linux-4.4.0-161-generic-x86_64-with-debian-stretch-sid 64 Bits\nGraphics card: GeForce GTX 770/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 384.130\n\n\nBroken: version: 2.80 (sub 75)\nWorked: (optional)\n\n\nAll passes connected to my main View layer disappear when what was a View layer with an animated \"Use for rendering\" attribute, appears. \n\nBasically I in my original scene I created a \"main\" view layer, with several passes attached, and a \"secondary\" view layer, also with several passes attached. This \"secondary\" layer had its \"use for rendering\" attribute so that it would appear on frame 41 of 210.\n\nThe render went fine and opening these files in Nuke, with a layercontactsheet node attached, I see the \"main\" layer, with all its associated passes, and after frame 41, I see the additional \"secondary\" layer and all it's passes as well.\n\nHowever, with a new scene in Blender the following happens;\nIn the compositor, add an image input and select the multilayer EXRs.\nAttach a viewer to the main image output and select the \"main\" layer on the image node.\nAll the passes sockets are visible on the image node, until I scrub to frame 41, where the \"main\" layer enumerator changes to the \"secondary\" one and all sockets are visible still for all passes. But, if I change back to the \"main\" layer, I see it, but with only an image and alpha socket. All additional pass sockets have disappeared.\n\nWithout speculating, it feels like Blender, is having a trouble when an additional layer with passes suddenly appears in a sequence.\n\n[#69898.zip](T69898.zip)", "Blender crashes when calling ArgumentParser.parse_args() if sys.argv is anything other than [\"path/to/blender.exe\"]\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 980 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.18\n\nBroken: version: 3.5.1\n\nBlender crashes when calling `ArgumentParser.parse_args()` if `sys.argv` is anything other than `[\"path/to/blender.exe\"]`\nI discovered this bug while trying to run a script using the `exec()` function. Any script that uses argparse makes blender crash.\n\nYou can run this code\n```Py\nimport argparse\nimport sys\nimport bpy\n\nsys.argv = [bpy.app.binary_path]\nsys.argv.append(\"--some_arg\") # Comment this line and everything works fine\n\nparser = argparse.ArgumentParser()\nargs = parser.parse_args()\n```\n\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", "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", "For ID blocks, move + and x buttons into popover\nWith our ID blocks in the top right of the window, the little + and x icons make the Blender UI overly busy and complex. There's also the problem that, at least on Windows and Linux, the close button is in the top right corner of the display, creating this clumsy configuration of two X's. \n\n{[F5673488](Screenshot_2018-11-22_at_01.50.52.png), size=full}\n\nWe could change these ID blocks to work as popovers instead, creating a much simpler top level interface. When opened, we can display the controls to add, remove or rename items inside the popover, similar to what we already do for the presets:\n\n![Screen Shot 2018-11-08 at 19.39.45.png](Screen_Shot_2018-11-08_at_19.39.45.png)\n\nThis would result in a cleaner top level UI, and avoid the double X on some OS's:\n\n{[F6622971](Screenshot_2019-02-16_at_01.19.50.png), size=full}", "Blender file browser replaces dot with underscore\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 466.27\n\nBroken: version: 3.0.0 Alpha\nWorked: Never\n\nThe renderfarm service I'm using decides to use a dot in the middle of naming the frames. It's stupid but it is what it is and I don't have control over it.\n\n![image.png](image.png)\n\nTry to set the render path like this\n![image.png](image.png)\nAs soon as you press enter it decides to rename like this\n![image.png](image.png)\n\nBlender keeps changing the dot for an underscore but only on windows, on linux it leaves the dot alone!\n\n\nOn a **Windows** machine:\n- Invoke file open dialog\n- Input filename `test.`\nFilename will be changed to `test_`\n", "After `save as` operation with non-default options of Image, simple `save` operation does not use previous settings, but default settings again.\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 497.29\n\nBroken: version: 3.0.0\n\n**Description**\n\nWhen re-saving a modified imaged (from Texture Painting for example), the newly saved file appears to lose all settings used during the original \"Save As\" operation. For file types such as OpenEXR that were saved as 16-bit using Zip compression, this can result in a file that was roughly 800KB becoming *64MB* in size. This wastes quite a large amount of disk space and bandwidth when using version control.\n\nImage files should remember the settings applied when loaded or from Save As. There does not appear to be a way to set global file-type defaults to reduce some of this behavior.\n\n\n* Switch to the Texture Paint workspace.\n* Click \"New\" to create a new texture. Set Width/Height: 2048x2048, 32-Bit Float: Checked\n* Switch to the \"Paint\" mode if needed and draw a circle.\n* Click Image / Save As. File Format: OpenEXR, Color: RGB, Color Depth: Float (Half), Codec: ZIP (lossless)\n* Open a File Explorer window and note the saved file size is roughly 300KB.\n* Click Image/ \"Save\" (not Save As) to re-save the file. Note the image file is now roughly 1MB. (It appears Blender has now forgot the file should be Float (Half)\n* Close Blender and Save the scene.\n* Open Blender and the saved scene.\n* Click Image/ \"Save\" to re-save the file again. Note that the image file is now roughly **50MB** as Blender appears to have lost the Codec setting and the Float (Half) setting.\n\nThis bug occurs on other file types as well such as PNG where the compression settings are lost.", "Improve unclear/broken File Browser User Preferences\nThe current File Browser settings are a mess and/or don't work.\n\n# Problems\n\n## 1) \"Show Hidden\" space parameter conflicts with user preference\nWhether to show hidden files is determined by a per-space flag, which is automatically saved (see `PARAMS_FLAGS_REMEMBERED`). But this flag also tries to get initialized with the userpref flag `USER_HIDE_DOT`.\nThe former **overrides** the latter, meaning the option does nothing when using temporary windows (which is factory default).\n\n## 2) Hidden Data-Blocks is confusing (and broken)\nFor those who don't know, this is a feature which hides dot-prefixed data-blocks not only from file browser, but also when searching in any ID selector.\nHowever, for the file browser, it's (confusingly) not tied to this user preference, but to the \"Show Hidden\" flag of the editor (the tooltip of which does not mention data-blocks at all)!\nAdditionally, this feature does not work in the file browser on Windows due to an `#ifndef WIN32`.\n\n## 3) Unnecessary \"Filter Files\" user preference\nSince the file browser already has the capability to remember its settings (see point 1), it seems reasonable to remove the explicit user preference and use `PARAMS_FLAGS_REMEMBERED`.\n\n## 4) \"Show Recent/System Locations\" are hard to discover\nOther editors (e.g. status bar sections, or Navigation Bar of the preferences editor) allow configuring directly in the editor, either via right click or in the editor's header.\nThese two file browser settings are only found in the preferences.\n\n---\n\n# Proposed Solutions\n\n## 1+2) Cut \"Show Hidden Files/Data-Blocks\" preference in half\n[D14650](D14650)\n- Rename the preference to \"Show Hidden Data-Blocks\" and put it into e.g. the Editing user preferences section.\n - Moving this setting makes it clear it doesn't only affect file browser, but also ID selectors.\n- Consequently, this user preference will no longer affect the \"Show Hidden\" flag of file browsers (this is already handled via `PARAMS_FLAGS_REMEMBERED` anyway).\n- For file browser, show dot-prefixed data-blocks if either this user preference is set *or* the file browser show hidden flag is set.\n - Update the tooltip of the file browser flag, to clarify that data-blocks can also be hidden.\n- Fix hidden data-blocks for file browser not working on Windows.\n\n## 3) Remember \"Filter Files\" automatically\n[D14650](D14650) (can be split into another commit, since it doesn't strictly belong to this patch)\n- Remove \"Filter Files\" user preference and corresponding userpref UI flag `USER_FILTERFILEEXTS`.\n- Instead remember the flag via `PARAMS_FLAGS_REMEMBERED`, making this completely transparent to the user.\n\n## 4) Add \"Show Recent/System Locations\" to file browser\n[D14649](D14649)\n- Include in either the right click menu, or the header menu, options to toggle these two user preferences.\n - It might be worth storing them as per-editor parameters at this point, though I personally don't see much of a desire to have these differ per editor." ]
[ "Path contained within .blend is may be too verbose\nLinux (Intel graphics)\nThe nature of the bug is independent of the issue reporting.\n\nTested on 2.75\n\n1. Open blender\n2. Save the file (default cube is fine)\n3. Run \"strings\" on the resulting .blend file.\n4. Notice it shows full path to the .blend file and also paths from histories.\n\n**Implications**\nThe implication of this issue is that this may pose privacy concerns in some cases when .blend file is distributed.\nPerhaps, it is not so much of concerns in general usage, but could be an issue if the particular .blend file is output from production machines in a company, which can leak sensitive project names and other information.\n\n**Suggestion**\nPerhaps there is usefulness in retaining histories within the .blend file, however, it might be great to have an setting that inhibits inclusion of private information, as well as an option on the save dialog to strip such information.\n" ]
Image Empties crash latest Blender 2.8 Windows 10 x64, GTX 1050Ti 4GB Broken: 2.80 #2c347ebbba9 Either drag&drop'ing an image into Blender or setting up image empties (only crashes after the first empty) crashes Blender. A) Drag&Drop an image into Blender B) Set-up an image empty, try adding a second one.
[ "Blender stops updating display after GPU spike\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Intel(R) Iris(R) Plus Graphics Intel 4.5.0 - Build 27.20.100.8681\n\nBroken: version: 2.92.0 Beta\nWorked: I have not found a version that works as expected on this computer. I have tried 2.79, 2.8, 2.91\n\nI was premature in saying the problem is gone for [#85061 ](T85061).\n>After a few minutes of using Blender, the window freezes. Windows does not detect that it is not responding, but Blender does not respond to any input, including clicking on the close button. All elements that are drawn by Blender remain as they were at the moment of the crash except if I resize the window smaller.\n\nIf I watch the performance tab on Windows Task Manager, the freeze coincides with a 100% spike on the GPU.\nAs long as that spike doesn't happen, there is no problem, but once it does, Blender stops responding to any input, but it does not crash.\nI have updated my graphics drivers.\n[blender_debug_output.txt](blender_debug_output.txt)\n\nI have not determined exact steps. It has occurred on multiple files doing multiple different tasks. As far as I can tell, there is no correlation between what I am working on or what task I am performing, and the error occurring.\n", "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 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)", "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", "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", "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", "Memory Leak: Render Animation Sequence\n**System Information** Mac Studio Max, 64 GB Ram\nOperating system: Mac OS Ventura 13.3.1\nGraphics card: Metal 32 core GPU\n\nBroken: 3.5.1.\nWorked: N/A\n\nWhen attempting to render out 100 frame sequence to Tiffs... after 25 to 30 renders @2K using Cycles GPU only (Metal) the Ram usage is through the roof and Blender crashes. It appears that it doesn't flush the RAM between each render... by frame 25 Blender is using all the system RAM and has a swap file of over 100GB. The scene contains a single simple character sculpt with 4 fur curve nodes applied. Average render time when applied to single frame at .1 sampling is about 25 seconds.\n\nBased on the default startup or an attached .blend file (as simple as possible).\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", "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", "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", "Excessive Memory Usage and crash in Material Properties\nOperating system: Windows 10\nGraphics card: NVidia RTX 2060 Studio Drivers \n\nTested latest lts, latest stable, and latest daily, same result.\n\n**Description**\nI am using the UDIMS texture system for the model I am currently working on. During the rendering process, I have not encountered any issues, using approximately 20GBs of RAM. However when entering the \"Material Properties\" tab, Blender's memory usage increases. If I remove and readd a material, Blender recalculates all the materials in the scene, and the memory usage increases until my PC runs out of memory and Blender crashes. The memory usage grows this much since I have two UDIMS spaces assigned for the \"Base color,\" \"Roughness,\" and \"Normal Map\" textures, at a 4K resolution. I could understand that the size of my project or the textures are too big for my computer, but it renders without issues.\n\nThe only temporary solution I have found is to disable the image nodes in the \"Body\" material, which uses 8K images. I am unsure if this is due to an error on my part or if there is an option available to bypass this pre-calculation during work or while in the viewport.\n\n\nIf asked, I can upload a .blend file and all the necessary additional files, so you can observe the error, but it is too large to upload here.\n\nThank you very much for your attention.\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 ", "Cycles destroys an existing texture image while baking to a new image\nOperating system: Windows 11\nGraphics card: rtx 2070\n\nBroken: 51bc44420b89\n\n\nBlender seems to destroy or empty an existing texture in a multi material setup while baking to a new image.\n\n\n\n\nload the attached file\n\nselect the BAKE material\n\nselect the BAKE image node\n\nRender Props -> Bake ( it is already setup)\n\nPay attention to the viewport to see that one of the textures turn black, and the BAKE texture is still black\n\nYou can try variations as in putting the BAKE node in other materials however the result seems to be the same failed bake.\n\n", "lost 90% of my progress\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\ni was 90% through my build and had forgetten to save although i havent made saving every five minutes my priority anyways i was almost done when it freezes then crashes and all of mt work is now gone this has already happened once but i didnt lose anything so i therefore didnt report it\n\n" ]
[ "Blender 2.8 Crash\nWindows 10\nBlender 2.8 (Compiled)\nBroken: See below description\n\n\nAfter compiling (11/17/18)\n\n2.8 Crash\n\nFrom Ctrl A - Add image (as empty) first image loads fine, try to add others - Crash\n\nDrag and drop images - Crash\n\nAppend (objects - images) from other files - Crash\n\nTry to open 2.8 files with Empty's (no Mesh or other objects except camera/light in scene) - Crash\n\nDownloaded latest build from build bot, same issue.\n\nRecompiled latest 2.8 via git...same issues\n\nI have several files of car blueprints (image empty's) that I had set up to model in 2.8 (no mesh/objects). As noted above these do not now open but files with models I have created in 2.8 open fine.\n\nHope this helps! Regards, Jim " ]
Blender 2.8 Crash Windows 10 Blender 2.8 (Compiled) Broken: See below description After compiling (11/17/18) 2.8 Crash From Ctrl A - Add image (as empty) first image loads fine, try to add others - Crash Drag and drop images - Crash Append (objects - images) from other files - Crash Try to open 2.8 files with Empty's (no Mesh or other objects except camera/light in scene) - Crash Downloaded latest build from build bot, same issue. Recompiled latest 2.8 via git...same issues I have several files of car blueprints (image empty's) that I had set up to model in 2.8 (no mesh/objects). As noted above these do not now open but files with models I have created in 2.8 open fine. Hope this helps! Regards, Jim
[ "Blender Crash when deleting images too fast\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: AMD Radeon(TM) Graphics ATI Technologies Inc. 4.5.14761 Core Profile Context 21.30.44 30.0.13044.0\n\nBroken: version: 3.2.0\n\nBlender crashes when deleting images in the Layer blend file libery\n(3.3 alpha is crashing also and i didnt found any report about this issue)\n\n\n* go to outliner -> select blend file\n* make sure to be in the material preview mode\n* delete the first image by right click and then click on delete image\n* (now u only need to rightclick and leftclick to delete next images, because u dont need to aim for the delete anymore)\n* delete images while blender tries to preview the last change after deleting one of the images\n blender crashes\nwhen deleting images too fast, my blender just crashes (happens on my bad pc often, because i download models and rework them)\nIf you wait for the new material preview of the model after deleting nothing happens, but if you dont blender crashes when continuing to delete images\n\nVideo: CvO9nw4qilc\n\n[pharaoh x suite.blend](pharaoh_x_suite.blend)\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", "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", "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 when updating image pixel data through python API\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 432.00\n\nBroken: version: 2.83.0, 2.90\nWorked: N/A\n\nBlender crashes with apparent memory corruption, when image pixel data and previous are updated frequently with python script.\nStack traces give no obvious answer, i have seen it happen in depsgraph eval, node graph code, imbuf, etc.\n\n*Note: i could not reproduce this issue in debug mode so far, only release or RelWithDebInfo seems to work.*\n\n 1. Open attacehd file\n - Run the script\n - Make sure the scene properties are visible (it seems to only crash when displaying image previews).\n - Grab the default cube and wiggle it around to force depsgraph updates.\n - If it doesn't want to crash, re-open Blender, it seems to be quite random.\n\nI'm using a node group to access image data blocks, so they can be displayed in a panel as pointers. The code generates data to replace the image pixels as well as the preview.\nI have also tried running a timer and deferring pixel updates using a queue as suggested [here ](bpy.app.timers.html#use-a-timer-to-react-to-events-in-another-thread), just in case the depsgraph post update is somehow not safe, but this doesn't change anything substantially. The bug happens in both cases.\n\n[crashtest.blend](crashtest.blend)", "Crash on purging orphans\nOperating system: Windows 8.1, Windows 10\nGraphics card: GTX 770, RTX 2060\n\nBroken: 3.3 LTS, 3.5\nWorked: unsure\n\nWhen browsing through material search list fast enough (with textures loaded or not [purple as shown in video]) and then deleting the object + purging orphans, blender crashes.\n\n- Open uploaded file\n- Scroll through materials from dropdown\n- Switch to object mode and delete object\n- In outliner, execute Purge operation from `Orphan Data` display mode\n[#103820.blend](T103820.blend)\n[sample.blend](sample.blend)\n[3.3.lts.mp4](3.3.lts.mp4)", "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", "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", "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", "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)", "Crash when importing a file using python from the command line with an asset browser open\nOperating system: Linux-5.15.0-40-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: AMD Radeon RX 5700 XT (navi10, LLVM 13.0.1, DRM 3.42, 5.15.0-40-generic) AMD 4.6 (Core Profile) Mesa 22.0.1\n\nBroken: version: 3.3.0 Alpha\nWorked: -\n\nBlender crashes with segfault when trying to import a model using `blender --python-expr` when the startup file or the opened file has an asset browser open.\n\nDownload [sample model ](Sponza) from KhronosGroup github.\n\nRun blender with:\n\n```\nblender <path/to/file/with/asswet/browser/open> --python-expr 'import bpy; bpy.ops.import_scene.gltf(filepath=\"/<PATH>/Sponza.gltf\")'\n```\n\nBlender crashes with the follow stack trace:\n\n```\n* thread #1, name = 'blender', stop reason = signal SIGSEGV: invalid address (fault address: 0x5c0)\n * frame #0: 0x0000000004b21c10 blender`filelist_file_ex(filelist=0x0000000000000000, index=-1, use_request=true) at filelist.c:2231:36\n frame #1: 0x0000000004b22070 blender`filelist_file(filelist=0x0000000000000000, index=-1) at filelist.c:2277:10\n frame #2: 0x0000000004b2914e blender`ED_fileselect_active_asset_get(sfile=0x00007fffdaf50988) at filesel.c:472:30\n frame #3: 0x0000000004b2f636 blender`file_listener(listener_params=0x00007fffffffe7a0) at space_file.c:467:38\n frame #4: 0x0000000003ca4f3c blender`ED_area_do_listen(params=0x00007fffffffe7a0) at area.c:163:5\n frame #5: 0x0000000003259301 blender`::wm_event_do_notifiers(C=0x00007ffff3f84388) at wm_event_system.cc:619:11\n frame #6: 0x000000000324f100 blender`WM_main(C=0x00007ffff3f84388) at wm.c:626:5\n frame #7: 0x0000000002a73fe9 blender`main(argc=4, argv=0x00007fffffffe978) at creator.c:547:5\n frame #8: 0x00007ffff7dba290 libc.so.6`__libc_start_call_main + 128\n frame #9: 0x00007ffff7dba34a libc.so.6`__libc_start_main@@GLIBC_2.34 + 138\n frame #10: 0x0000000002a73ba5 blender`_start + 37\n```\n\n**Additional information**\n\nBlender does not crash if the same command is run in the python console when blender is opened.", "Tasks after BI removal\n* Code cleanup\n * Preview render code could be simplified, not used old preview.blend** Customdata mask handling still assumes old draw types\n * Move camera matrix code out of Render and into Freestyle, the only user\n * ~~Remove BLENDER_RENDER compat engine, find better system~~\n * Simplify GLSL shader coordinates, originally designed for camera space shading\n\n* Bigger tasks\n * #54696 (Blender Internal displacement baking move to Cycles)\n * [x] #54697 (Vertex color baking for Cycles)\n * #54656 (Cycles/Eevee texture nodes for modifiers, painting and more)", "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)", "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.", "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" ]
[ "Image Empties crash latest Blender 2.8\nWindows 10 x64, GTX 1050Ti 4GB\n\nBroken: 2.80 #2c347ebbba9\n\nEither drag&drop'ing an image into Blender or setting up image empties (only crashes after the first empty) crashes Blender.\n\nA) Drag&Drop an image into Blender\n\nB) Set-up an image empty, try adding a second one.\n" ]
PYTHON API REFERENCES Operating system and graphics card Broken: (example: 2.69.7 4b206af, see splash screen) Worked: (optional) **` **Not Found The requested URL /api/blender_python_api_2_75a_release was not found on this server**`** Based on a (as simple as possible) attached .blend file with minimum amount of steps
[ "Using `bpy` module with `multiprocessing` causes `ModuleNotFoundError: No module named '_bpy'`\nOperating system: macOS Monterey (12.4)\nGraphics card: M1 Pro\n\nBroken: 3.1\nWorked: -\n\nHello, \n\nI'm using Blender through the `bpy` module and I noticed using `bpy` module with `multiprocessing` causes a ModuleNotFoundError error. I just wanted to draw Blender developers attention to this bug.\n\n## How to reproduce the crash\nCreate `bug.py` with this content, and run `python3 bug.py`:\n```Py\nimport bpy\nimport multiprocessing as mp\nif __name__ == \"__main__\":\n manager = mp.Manager()\n```\n\nYou will get the following traceback:\n```traceback\nTraceback (most recent call last):\n\nFile \"<string>\", line 1, in <module>\nFile \"/Library/Frameworks/Python.framework/Versions/3.10/lib/python3.10/multiprocessing/spawn.py\", line 116, in spawn_main\n exitcode = _main(fd, parent_sentinel)\nFile \"/Library/Frameworks/Python.framework/Versions/3.10/lib/python3.10/multiprocessing/spawn.py\", line 125, in _main\n prepare(preparation_data)\nFile \"/Library/Frameworks/Python.framework/Versions/3.10/lib/python3.10/multiprocessing/spawn.py\", line 236, in prepare\n _fixup_main_from_path(data['init_main_from_path'])\nFile \"/Library/Frameworks/Python.framework/Versions/3.10/lib/python3.10/multiprocessing/spawn.py\", line 287, in _fixup_main_from_path\n main_content = runpy.run_path(main_path,\nFile \"/Library/Frameworks/Python.framework/Versions/3.10/lib/python3.10/runpy.py\", line 269, in run_path\n return _run_module_code(code, init_globals, run_name,\nFile \"/Library/Frameworks/Python.framework/Versions/3.10/lib/python3.10/runpy.py\", line 96, in _run_module_code\n _run_code(code, mod_globals, init_globals,\nFile \"/Library/Frameworks/Python.framework/Versions/3.10/lib/python3.10/runpy.py\", line 86, in _run_code\n exec(code, run_globals)\nFile \"/Users/emadpres/Downloads/bug.py\", line 1, in <module>\n import bpy\nFile \"/Library/Frameworks/Python.framework/Versions/3.10/lib/python3.10/Resources/3.1/scripts/modules/bpy/__init__.py\", line 38, in <module>\n from _bpy import (\n\nModuleNotFoundError: No module named '_bpy'\nTraceback (most recent call last):\n\nFile \"/Users/emadpres/Downloads/bug.py\", line 4, in <module>\n manager = mp.Manager()\nFile \"/Library/Frameworks/Python.framework/Versions/3.10/lib/python3.10/multiprocessing/context.py\", line 57, in Manager\n m.start()\nFile \"/Library/Frameworks/Python.framework/Versions/3.10/lib/python3.10/multiprocessing/managers.py\", line 566, in start\n self._address = reader.recv()\nFile \"/Library/Frameworks/Python.framework/Versions/3.10/lib/python3.10/multiprocessing/connection.py\", line 255, in recv\n buf = self._recv_bytes()\nFile \"/Library/Frameworks/Python.framework/Versions/3.10/lib/python3.10/multiprocessing/connection.py\", line 419, in _recv_bytes\n buf = self._recv(4)\nFile \"/Library/Frameworks/Python.framework/Versions/3.10/lib/python3.10/multiprocessing/connection.py\", line 388, in _recv\n raise EOFError\n\nEOFError\n```\n\n\n## Why does it happen?\nA few discussion/threads have already touched on this issue and here is a summary from [here](23#issuecomment-514826760) nicely describing why this error happens in essence:\n> 1. We import bpy in the main process\n> 2. This brings in the `C:\\Users\\TGubs\\Code\\Python\\blender_test\\venvs\\3.6.832\\Scripts\\2.79\\scripts\\modules` to the top of sys.path because the Blender runtime needs it\n> 3. The `multiprocessing.Pool` instantiation grabs our bad `sys.path`\n> 4. Since modules aren't portable across the `multiprocessing.Queue` our new processes are going to try to import the modules again\n> 5. Search along `sys.path` for `bpy`: I found one at `C:\\Users\\TGubs\\Code\\Python\\blender_test\\venvs\\3.6.8-32\\Scripts\\2.79\\scripts\\modules`!\n> 6. Error: can't locate or import its dependency `_bpy` (mostly because that is a Blender runtime convention that does not apply in Python)\n\n\n\n## Hacky Workarounds\nI also found a couple of hacky workarounds:\n1. backup `sys.path` before `import bpy`. And restore it right before instantiating the multiprocessing object. Once done, revert your change. [Code](23#issuecomment-514826760), or\n2. guarding the `import bpy` to avoid re-importing it:\n\n```python\nfrom multiprocessing import current_process\nimport multiprocessing as mp\n\nif current_process().name == 'MainProcess':\n import bpy\n\n\nif __name__ == \"__main__\":\n manager = mp.Manager()\n```", "closest_point_on_mesh() freezes Blender when called from a driver\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 580/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 391.35\n\nBroken: version: 2.82 (sub 6)\nWorked: 2.79\n\nCalling closest_point_on_mesh() from within a driver causes Blender to freeze.\n\n[test2.blend](test2.blend)\nOpen the file allowing scripts -> Freeze", "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. ", "Drawing API improvement\nWe should be able to replace BGL entirely, to make the API compatible with Vulkan/... in the future.\n\n- - [x] view matrix access.\n- - [x] geometry API (GPUBatch).\n- - [ ] image drawing.\n- - [ ] push/pop attributes.\n- - [ ] enable/disable options (smooth, lighting, depth-test, blend... etc).\n", "Can't uninstall completely and clean\nwindows 7 SP1 64 bit\n\nBroken: 2.75a c27589e\n\nCan't uninstall completely when used \"Uninstall blender\" from Start menu, and need to manually delete\n\n\nthe old version (with .exe packed ) has an option that let's you select \"leave user setting\" or \"remove all things\" when you uninstall, but the new version (with .msi packed) no this option for uninstall, and will leave some files on your computer, by the way, it's have't choice for your install, e.g. create a desktop shortcut, use blender for .blend flies, and create start menu, all blender default at install, and I can't custom setting for this, although this no affect for our used, but i'm a little OCD :D\n\nsorry for my bad English :)\n", "Unlinked/deleted objects reappear, when deleted at startup in a python script (i.e. ./blender --python delete.py)\nDebian 7.4 64bit, also occurs on OSX\n\nBroken: 2.63, 2.69.0\n\n\nUnder certain conditions objects which have been unlinked from a scene do reappear.\n\n\n\n\n - Start blender with `./blender --python delete.py` (see below for the script) (blender just shows an empty scene)\n - Once the GUI is loaded, do: **Add -> Mesh -> Plane**\n # Immediately afterwards hit **F6** and adjust one Property of the newly added object (e.g. the radius)\n\nResult: the objects from the start scene (camera, lamp, cube) reappear.\n\n**Doesn't occur when...**\n - ... A second Mesh is inserted before hitting **F6** to change its properties\n - ... The script is executed in the Blender Editor (and not at startup with option `--python`)\n\n\n**Python script `delete.py`**\n\t\n\n\n\n```\n import bpy\n \n```\n - IMPORTANT: run as: ./blender --python delete.py\n - once blender started, here is what I did in Blender GUI:\n - - add a new mesh (Add -> Mesh -> Plane)\n - - Hit F6 immediately afterwards and modify radius\n # Result: Blender start scene (cube, light & camera) is visible again\n```\n \n```\n # the described bahaviour and result is the same for deleteScene1() - deleteScene3()\n```\n \n def deleteScene1():\n bpy.ops.object.select_all(action='SELECT')\n bpy.ops.object.delete()\n \n def deleteScene2():\n bpy.ops.object.select_by_type(type='MESH')\n bpy.ops.object.delete()\n bpy.ops.object.select_by_type(type='LAMP')\n bpy.ops.object.delete()\n bpy.ops.object.select_by_type(type='CAMERA')\n bpy.ops.object.delete()\n \n def deleteScene3():\n scn = bpy.context.scene\n for obj in scn.objects:\n scn.objects.unlink(obj)\n \n```\n - deleteScene1()\n - deleteScene2()\n```\n deleteScene3()\n\n```\n\n\n\n", "Add support to full commandline expressions to our 'programm paths' in User Preferences -- Edit Images Externally is unable to launch Gimp 2.10 flatpak\nOperating system and graphics card\n\nLinux Mint 18.3 Cinnammon (64 bit)\nNvidia Geforce GTX 1050 Ti\n\nBroken: (example: 2.69.7 4b206af, see splash screen)\nWorked: (optional)\n\nBlender 2.79b\n\n\nGimp 2.10 has released a flatpak version of its program .\nIn User Preferences/ File/Edit Images Externally = flatpak cannot be launched.\n\nFor this reason a bug with Gimp developers was filed, please read the detailed description here:\n\n[Gimp_Developers](1946)\n\nAlso, before filing the bug with Gimp I posted the issue on Blender Stack Exchange:\n[[ \nedit-images-externally-with-linux-mint?noredirect=1#comment201702_114828 |BlenderStackExchange ]]\n\nTo summarize, Gimp developers believe that, as the flatpak can be launched via terminal, blender should have the option to launch a command line as well.\n\n\nBased on a (as simple as possible) attached .blend file with minimum amount of steps\n\n\nDownload Gimp 2.10 flatpak\nOpen Blender 2.79b \nSet User Preferences/ File/Edit Images Externally/flatpak run org.gimp.GIMP\nUnwrap your model\nUV Map Pane Image/Edit Image Externally\n\nERROR :\n\nImage editor could not be launched, please ensure that the path in User Preferences > File is valid, and Blender has rights to launch it\n\nPlease read the above links to both Gimp Developers and Blender Stack Exchange for further details about the testing done.\n\nThank you!\n\n\n\n\n", "Crash Python API - GPUOffScreen.draw_view3d() crashes blender with draw_type = POST_VIEW but works with draw_type = POST_PIXEL\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.51\n\nBroken: version: 3.3.1\n\nWhen using [GPUOffScreen.draw_view3d() ]] in a [[ https:*docs.blender.org/api/current/bpy.types.Space.html?highlight=post_view#bpy.types.Space.draw_handler_add | draw_handler ]], blender crashes when running the [[ gpu.shader.html?highlight=gpu+shader+from_builtin#built-in-shaders | 3D_IMAGE builtin shader ](https:*docs.blender.org/api/current/gpu.types.html?highlight=draw_view3d#gpu.types.GPUOffScreen.draw_view3d) if the draw_type was set to POST_VIEW but works if the draw_type was set to POST_PIXEL.\n\n\n\n - Open CrashScriptDrawView3D.blend\n - Run the script Crash3D and blender will crash\n\n\n\n\n\n - Open CrashScriptDrawView3D.blend\n - Run the script NoCrash2D, and it will draw the camera view in the viewport without crashing\n\nAttachments:\n\n[CrashScriptDrawView3D.blend](CrashScriptDrawView3D.blend)\n[blender.crash.txt](blender.crash.txt)\n\n\n\n\n\n\n", "gpu.states.line_width_set doesn't work (on Mac Air)\nOperating system:\nGraphics card:\n(just copy pasted specs here)\n Model Name:\tMacBook Air\n Model Identifier:\tMacBookAir7,2\n Processor Name:\tDual-Core Intel Core i5\n Processor Speed:\t1,8 GHz\n Number of Processors:\t1\n Total Number of Cores:\t2\n L2 Cache (per Core):\t256 KB\n L3 Cache:\t3 MB\n Hyper-Threading Technology:\tEnabled\n Memory:\t8 GB\nIntel HD Graphics 6000:\n\n Chipset Model:\tIntel HD Graphics 6000\n Type:\tGPU\n Bus:\tBuilt-In\n VRAM (Dynamic, Max):\t1536 MB\n Vendor:\tIntel\n Device ID:\t0x1626\n Revision ID:\t0x0009\n Metal Family:\tSupported, Metal GPUFamily macOS 1\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\nBlender 3.6\n??\nOn this specific Macbook, gpu.states.line_width_set simply does nothing - Just tested also on WIndows and there it works.\n\n\nBased on the default startup or an attached .blend file (as simple as possible).\nJust try the 'Operator Modal Draw' Template in Python templates in Blender text editor - the function is used there so it's very fast to check.\n\nAnd yes, I know this is probably outdated hardware, but didn't want to not report bug if I already found one ;)\n\n", "Make Local feature is undocumented\nBroken: version: 2.83.0\nWorked: Never\n\n**Description of error**\nMake Local feature is undocumented\n\nRight click on collection -> \"ID Data\" -> \"Make Local\" <---- no action (not intuitively obvious what the action would be)\n\n", "Dae parsing issue\nOperating system:Windows 10\nGraphics card: NVidia gforce GTX660\n\n 2.79\n\n\nIt is a common error, when trying to upload an object to Second-life or Opensim, to be unable to upload a model,created in Blender, due to a \"DAE parsing issue\"\nThis object is one that is effected.\n\n[lowpol.blend](lowpol.blend)\nExport as .DAE file and upload to Opensim or Second-life", "Missing note in the documentation about contexts in application handlers\nOperating system: Linux-5.15.0-41-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: AMD Radeon RX 580 Series (polaris10, LLVM 14.0.6, DRM 3.42, 5.15.0-41-generic) AMD 4.6 (Core Profile) Mesa 22.1.4 - kisak-mesa PPA\n\nBroken: version: 3.2.0\nWorked: Could not find one\n\nWhen running `bpy.ops.render.render` with 'INVOKE_DEFAULT' as a result of a render_complete handler throws an exception, stating that `Missing 'window' in context`\n\n1. Create new file\n2. Add script to run render on render finish\n```\nimport bpy\n\ndef render_complete(a, b):\n bpy.ops.render.render('INVOKE_DEFAULT', write_still=True, use_viewport=False)\n\n\nbpy.app.handlers.render_complete.append(render_complete)\n\n```\n3. Run script and start render\n4. Exception gets thrown in Terminal:\n```\nTraceback (most recent call last):\n File \"/Text\", line 6, in render_complete\n File \"/home/richards/Documents/BlenderDev/blender-3.2.0-linux-x64/3.2/scripts/modules/bpy/ops.py\", line 113, in __call__\n ret = _op_call(self.idname_py(), C_dict, kw, C_exec, C_undo)\nRuntimeError: Operator bpy.ops.render.render.poll() Missing 'window' in context\n```\n\nI am unsure if this is intended behavior, as invoking a render in other circumstances reopens the render view. If it is intentional, it would be a useful thing to mention in the handler documentation, that inside the handler, the context does not contain 'window'", "Missing call to BMesh.update_edit_mesh causes crash in edit-mode\nRunning the following script in the default startup file crashes.\n\nUn-commenting the last line resolves the crash.\n\nThe issues is caused by triangulated loops referenced from `BMEditMesh.looptris` being freed.\n\nReporting this issue for reference, since it's a simpler test case compared to #70711, which has the same root cause.\n\n```\nimport bpy, bmesh\nbpy.ops.mesh.primitive_cube_add()\nob = bpy.context.active_object \nbpy.ops.object.mode_set(mode='EDIT')\nme = ob.data\nbm = bmesh.from_edit_mesh(me) \nbmesh.ops.subdivide_edges(bm,edges=bm.edges,use_grid_fill=True,cuts=1)\n# bmesh.update_edit_mesh(me, True)\n```", "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", "Simulation Nodes: bake UI in simulation node\n_No response_\n\n" ]
[ "Wrong URL link to Blender 2.75 Python API in both Splash and Help Menu\nWindows 7 Pro, 64 bit, 8GB RAM, NVIDIA GTS 360M 1GB VRAM\n\nBroken: Blender 2.75.3 Windows 64bit, zipped, Hash 33bac1f\n```\n Blender 2.75a Windows 64 bit, zipped, Hash c27589e (official stable release)\n```\n\nWorked: (optional)\n\nThe URL links in both the Splash screen and the Help Menu are not correct.\n\n\nThe last available online API resource seems to be: /api/blender_python_api_2_75_release/ ()\nThe issue seems to be localized in file \\2.75\\scripts\\startup\\bl_operators\\wm.py, line 990, class WM_OT_doc_view(Operator) due to the \"_a\" extension being added to the URL path (for the official release) or \"_3\" in the case of the latest build I've tested.\n" ]
group disable/re-enable(alt-click) in outliner not working correctly Operating system: Windows 10 Graphics card: NVIDIA GeForce GTX 1060 Broken: 3.1.2, 2.93.9 Working: Unknown Group re-enable/alt click on a selection of objects in the outliner not working like when shift clicking a collection icon When multiple objects are selected, in the outliner, if you alt click "Disable in render(Camera icon)", it will disable the selections, and if you alt click again it re-enables them. However when you alt click on "hide in viewport"(eye) it will neither disable or re-enable the group selection and only on the icon you clicked. While group disable works for "Disable Selection"(Cursor) and "Disable in viewport"(Monitor), group re-enable does not work. Open Default startup, create a bunch of objects. In the outliner shift or ctrl select a couple objects, and alt click on the "Disable in viewport"(monitor icon) to disable the group Alt Click again and it will only reenable the object you clicked.[2022-05-05 21-34-40.mp4](2022-05-05_21-34-40.mp4)
[ "Viewport Tools Settings panel appears after reload\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\n- 2.92 - 2.8x\nWorked: Never\n\nI don't know, if this is intended. I unchecked Header in a viewport and everything disappeared. But after reloading file, \"Tools Settings\" panel was still present, even though Header is unchecked.\n\n- Uncheck Header\n- Save file and close Blender\n- Open Blender and load that file \n\nThe header itself is still hidden, but the tool settings are back.\nTo hide the tool settings again, the header must be re-enabled and disabled.", "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", "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)", "Vertex group (memory access?) change after applying modifier \nOperating system: Linux-4.15.0-159-generic-x86_64-with-glibc2.27 64 Bits\nGraphics card: GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.91.03\n\nBroken: version: 3.0.0\nWorked: 2,93\n\nLooks like this came with 263fa406cd: Fix #90087: Assigning object data doesn't copy vertex groups / 99738fbfdc: Fix memory leak from 263fa406cd\n\nI have an object with an existing vertex group.\nI then run a script, that creates a new vertex group and stores it in a variable accordingly.\nThe script then creates a modifier - any kind I think - and applies it using the `object.modifier_apply()` op.\n\nIn 3.0 the vgroup variable now references the existing vertex group instead of the newly created one, that was assigned to it.\nThe memory address remains unchanged however - at least on linux.\nRemoving the vgroup referenced by the variable will then remove the existing one, instead of the new one.\nI think on windows, it may cause an exception but I need confirmation of that from a Windows user.\n\nIn 2.93, everything works as expected, the vgroup assigned to the variable never changes and is removed properly\n\nSee this [video demo ](WMGjQKEgNco).\n\n[vgroup_changs_after_applying_modifier3.blend](vgroup_changs_after_applying_modifier3.blend)\n\n\n* open the attached blend file in 2.93 and 3.0\n* go to the Scripting workspace and run the script\n* note how in 3.0 the print out of the vgroup variable changes after the modifier is applied\n\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", "Geometry Node boolean input socket broken when recursive linked file is reloaded in the Outliner\nOperating system: Windows 10 19044.1645\nGraphics card: GeForce RTX 3070\n\nBroken: 3.6.1, 8bda729ef4dc, branch: blender-v3.6-release, 2023-07-17\nWorked: none\n\nGeometry Node with boolean group input socket will show error \"Property type does not match input socket (socket name)\" and the input socket will not get evaluated if the recursively linked source file is reloaded in the Outliner 'Blender File' view mode.\n\nBrief description of the file linking structure\n\"01_source_GN-bool-Input.blend\" is the blend file that contains the source geometry node.\n\n\"02_GN_linked_level1.blend\" linked the \"01_source_GN-bool-Input.blend\" geometry node and using it on a local object.\n\n\"03_GN_linked_level2.blend\" linked \"02_GN_linked_level1.blend\" \"GN Cube\" object.\n\nTested with Integer input socket, works as expected in the above file linking condition.\n\n1. Open the attached blend file \"03_GN_linked_level2.blend\"\n2. In the Outliner 'Blender File' view mode (on the middle right of the UI from file), right click on the file \"//02_GN_linked_level1.blend\" and click \"Reload\"\n3. Noticed that the boolean input 'Switch' checkbox is now showing error \"Property type does not match input socket \"(Switch)\"\"\n\n", "Asset browser group nodes within group nodes duplicates when the mode is \"Append(Reuse Data)\"\n{[F13045686](Screen_Recording_2022-05-02_at_6.51.42_pm.mov)}Operating system: macOs\nGraphics card: Intel HD Graphics 6000 1536 MB\n\nBroken: 3.2.0 Alpha \nWorked: None\n\nUsing asset browser, if you append a group node \nwhen that node is already inside a group node *that you already appended* it make a duplicate with the .001 in the end\ninstead of just reusing the asset when the mode is set to \"Append (Reuse Data)\"\n\n\n>Make a group node, mark that as asset\n>Make another group node, put the previous group node inside, mark it as asset\n>Make a new blend file, link the file of the group node assets \n>Change asset browser mode to \"Append (Reuse Data)\"\n>Drag the second group node inside your file\n>Save the file\n>Drag the first group node inside your file\n>You'll see that it's a duplicate with .001 in the end rather than a reused node.", "Buffering of nodeGroups is not working correctly\nOperating system: Fedora 31 (5.3.16-300.fc31.x86_64)\nGraphics card: Intel Corporation UHD Graphics 620 (rev 07)\nNVIDIA Corporation GP108M [GeForce MX150] (rev a1)\n\nBroken: 2.81\nWorked: (optional)\n\nIn compositing mode, when connecting output of a Value node to Y input of Translate node, every thing works as expected.\nBut when putting the Value node to a group and enables the `Buffer Groups`, connecting the output of group (which is output of Value node inside it) to Y input of Translate node does not works as expected!\n\n\nOpen:\n[problem.blend](problem.blend)\n* F12 to update.\n* Note that the `Buffer Groups` option is enabled (SideBar).\n* Note that by disabling this option and updating the tree, node group will work again.", "Instancing a collection with an object that has been Disabled in Viewport fails to correctly link in disabled objects breaking \"Make Instances Real\" operator\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.38\n\nBroken: version: 2.91.0\n\nInstancing a collection into a scene fails to properly link in objects that have been disabled in viewport (henceforth disabled object) using either the \"Disable in Viewport\" icon in the outliner or by setting obj.disable_viewport = True in a script or console. This bug doesn't appear when you hide an object using the H key or obj.hide_set(True)\n\nThis means that if you instance a collection and then \"Make Instances Real\" that the disabled objects will not be transformed with the parent object even if they have been parented to it in the original file and Keep Hierarchy is checked. \n\nThis is a problem because if you have used the disabled object as the operand in e.g. a boolean modifier then as soon as you make a collection real your collection breaks. This is doubly a problem since the default behaviour in the new asset browser is to instance collections into the scene rather than appending them. This bug also affects instancing a collection in the same scene as well as instancing in a collection from an external file. \n\nStart from default file. \nAdd a second cube.\nTransform second cube and place on corner of default cube.\nMake second cube a child of default cube.\nAdd a boolean difference modifier to default cube.\nSet second cube as Object in boolean modifier\nDisable second cube in viewport in the outliner\nInstance collection into scene by dragging and dropping collection from outliner somewhere which isn't the origin.\nEverything appears as it should.\nSelect instanced collection\nSelect Object > Apply > Make Instances Real\nWhile the none disabled cube has been made real the second cube hasn't and if we look in the modifier you can see that the boolean object is still set to the original second cube.\n\nIf instead of disabling the second cube we instead hide it and then instance the collection into the scene the second cube is linked in (although it's also unhidden which is annoying). If we the make this collection real everything works as it should (i.e. the second cube used as a boolean is also made real)\n[link bug.blend](link_bug.blend)", "\"Disable in Viewport\" option results in UI for \"Disable in Render\" not updating properly when it is keyframed\nOperating system: Linux-5.10.0-8-amd64-x86_64-with-glibc2.31 64 Bits\nGraphics card: NA\n\nBroken versions: 2.82-3.4\nWorked: Unsure\n\n**Short description of error:**\n\"Disable in Viewport\" option results in UI for \"Disable in Render\" not updating properly when it is keyframed.\n\n**Exact steps for others to reproduce the error:**\nFollow the steps shown in the video above or follow the steps below:\n1. Start with a new file.\n2. Select an object.\n3. In the `Object Properties` tab of the `Properties Editor`, expand the `Visibility` panel.\n4. Inside the `Visibility panel`, animate the the `Show in -> Renders` property. You can do this by inserting a keyframe for it being enabled on frame 1, then go to frame 2 and disable it and keyframe it again.\n5. Once the `Show in -> Renders` property is animated, disable `Show in -> Viewports`. Now if you scrub through your time line, you will notice that the UI for `Show in -> Renders` does not update the `Tick` as you go back to a frame you had keyframes to be enabled. This can also be observed in the `Outliner` as the `Camera` icon does not change from disabled to enabled or vice-versa.\n6. If you enable `Show in -> Viewports`, you will notice the `Tick` and `Camera` icon start updating again as you scrub through the time line.\nHere is a video demonstrating the issue:\n[Disable in viewport breaking disabled in render.mp4](Disable_in_viewport_breaking_disabled_in_render.mp4)", "Regression: Multires Unsubdivide destroys the vertex groups\nOperating system: Windows 10\n\n\nBroken: 3.0 release, 3.0 (b42354672e)\nWorked: 2.93LTS, 3.0 (cec103d5a9) \n\n\nIt seems like unsubdividing using the Multires Modifier destroys the vertex groups, interesthingly enough other kind of mesh data stays intact (like the vertex colors) after the same operation.\n\nThe Decimate modifier's Unsubdivide does not destroy the data, but using the Decimate modifiers not option in these kinds of usage because the multires one is about getting the prior subd levels for sculpting purposes.\n\n[byUQjUlY19.mp4](byUQjUlY19.mp4)\n\n\nLoad the .blend file\nSelect the torus\nMultires->Unsibdivide\nMove your mouse to the 3d viewport to get the UI update properly\nThe Vgroups are gone\n\n[multires_09122021_1051_52.blend](multires_09122021_1051_52.blend)\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)", "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.", "Click selecting a keyframe in the Dope Sheet deselects all channels\nOperating system: Linux Mint\nGraphics card: RTX 3070\n\nBroken: latest master\nWorked: checked until 2.93 and it still was broken\n\nWhen click selecting a keyframe on a summary channel in the Dopesheet (and the Timeline which is basically a Dopesheet),\nit deselects all channels.\nIf you drag select it, all channels of the keys are selected.\n\nClick selecting a keyframe that is not on a summary channel does select the channel as well.\n\nI would expect click and drag select to behave the same on summary channels.\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n* open the provided blend file (channels are already selected)\n* click select a keyframe on a summary channel in either the Timeline or the Dope Sheet\n* note the channels are all deselected\n\n", "Keyframed group inputs bound to index not property\nOperating system: Windows 10\nGraphics card: GTX 1070 (Laptop)\n\nBroken: 2.80.0 009dbc2bc9fb\n\nKeyframing a property on the group input stack, maintains the keyframe at the stack index rather than the mapped property. This means when the ordering of group inputs is changed the keyframe is maintained at the previous position/index rather than moving with the initial property.\n\n\nBased on the default startup\n\n1. Create node group with multiple inputs\n2. Keyframe 2nd property\n3. Push this group input up or down the input stack (while inside node group)\n4. 2nd property will stay keyframed rather than moving up/down stack with the correct property.\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" ]
GPU tiles no longer get denoised Operating system: Linux Mint 19.1 Graphics card: GTX 1080ti Broken: All 2.79 and 2.80 builds since [this commit ](rBe5a1a9288c66ce218a03abf7666336a39ba03b8f) Worked: All current builds before When rendering in hybrid mode tiles rendered by the GPU aren't denoised any more. CPU tiles are fine. If I render in CPU mode all tiles are fine, in pure GPU mode all are noisy. Here's a result when using hybrid mode: ![Denoiser_Problem.png](Denoiser_Problem.png) - Load this scene: [Denoiser_Problem_v01.blend](Denoiser_Problem_v01.blend) - Press F12 - See the noisy tiles inside the concave part of the cube
[ "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", "Artefacts with volume motion blur\nOperating system: Linux-5.15.0-25-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070 Super/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.47.03\n\nBroken: version: 3.2.0 Alpha\n\nWhen rendering VDBs with motion blur, I get a lot of artefacts in the shadows (?), especially when rendering with the GPU.\nThese artefacts look the same on Windows and Linux with different nVidia cards (RTX 2070 and GTX 1080ti).\nHere's an example MP4 of how they look in an animation (watch the dark splotches on the floor plane):\n\n[VB_GPU_MB.mp4](VB_GPU_MB.mp4)\n\n- Unpack and open the attached blend file\n[Volume_MB_Bug_v01.zip](Volume_MB_Bug_v01.zip)\n- Press F12 to render, by default it should use GPU + motion blur:\n![VB_GPU_MB.png](VB_GPU_MB.png)\n- Switch off motion blur:\n![VB_GPU_noMB.png](VB_GPU_noMB.png)\n- Switch to CPU and turn motion blur back on:\n![VB_CPU_MB.png](VB_CPU_MB.png)\n- And finally CPU without motion blur:\n![VB_CPU_noMB.png](VB_CPU_noMB.png)\n\n", "PyGPU: Deprecate shader creation through direct GLSL code input\nWith new backends implemented (Metal, Vulkan), an alternative for creating shaders that is compatible with them was required.\n\nFor this we have [gpu.shader.create_from_info](gpu.shader.html#gpu.shader.create_from_info) and [gpu.types.GPUShaderCreateInfo](gpu.types.html#gpu.types.GPUShaderCreateInfo).\n\nBut we need to make this clear to users. So it's important:\n- [ ] a deprecate message\n- [ ] a better documentation\n\nRefs:\ngpu.html#examples\n#106304\n#107332\n\n", "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", "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", "Dither affects 'File Output' image even when \"save as render\" is disabled \nThe dither option in the Post Processing tab affects images saved through the file output node in the compositioner even when \"save as render\" is disabled, when disabled it should not touch the output image, when \"save as render\" is enabled it makes sense to dither.\n\n![image.png](image.png)\nnoise in output file\n![image.png](image.png)\n\n- Open attached file\n- Optionally change the Dither in {nav Output Properties > Post Processing}\n- hit render\nIt will generate an image in the directory pointed to by the node `File Output`.\nNote that Dither also affects this image.\nMaybe the fileoutput node needs his own dither value, it really is bad when generating raw pixel data.\n\n[gradient.blend](gradient.blend)", "Selected Objects render state (hidden in renders) causes baking of black images (also these are visible in renders after baking, setting is not as it was before)\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 497.09\n\nBroken: version: 3.1.0\nWorked: Cannot find any - tested back to 2.81\n\nIf rendering of the selected object is not enabled, then the baking will fail with a black image created.\nStrangely the rendering icon for this object will be automatically turned-on in the outliner - if you hover your mouse over.\nBaking will still fail - even though the icon now shows that rendering is enabled.\nTurning off render, then turning it back on again will fix the problem so that baking will now work.\n\nLoad the blend file attached (or use your own scene set-up for baking).\n[Bake selected to active has black image.blend](Bake_selected_to_active_has_black_image.blend)\nClick on Bake to confirm that the baking is successful.\n![image.png](image.png)\nDisable render for the Selected object.\n![image.png](image.png)\nClick on Bake again, and a black image will be created.\n![image.png](image.png)\nNote that the Selected object still has rendering disabled.. Move your mouse into the Outliner above the render icon, and observe that rendering for the Selected object automatically becomes enabled.\n![image.png](image.png)\nClick on Bake again and observe a black image is still created.\nDisable rendering for the Selected object, then enable it again.\nClick on Bake again and the baking will be successful.\n\n\nObservations:\n1) If rendering is disabled for the active object, then this error is shown.\n![image.png](image.png)\n2) The bake duration is the same whether the rendering is enabled for the selected object or not. (Mine was taking a 2.5 minutes, and it took a long time to figure out what the problem was.)\n3) Saving the blend file and reloading fixes the problem - the state is persisted as render==enabled.", "Cycles GPU rendering is broken on Apple M1/macOS Ventura\nOperating system: macOS-13.0-arm64-arm-64bit 64 Bits\nGraphics card: Apple M1 Max Apple 4.1 Metal - 83\n\nBroken: version: 3.3.0 Release Candidate\nWorked: 3.2.2\n\nCycles GPU rendering is broken, CPU rendering works as expected.\n\nCycles - CPU:\n![cpu.png](cpu.png)\n\nCycles - GPU Compute:\n![gpu.png](gpu.png)\n\n1. Create any scene\n2. Switch Cycles to GPU Compute\n[simple_test.blend](simple_test.blend)\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)", "GPencil: Airbrush draw tool with solid stroke has transparency artifacts\nOperating system: Win 11, GTX 3080, Wacom Tablet\n\n\n\nBroken: 2cd7e70c18a8\nWorked: ~~3.3.0~~\n\nThe airbrush tool has artifacts around the stroke during drawing. Also what is drawn during stroke has nothing to do with the final result visually. Please see the video for the issue.\n\n\n\n- New scene -> 2d Animation\n- Select Airbrush tool from the tool pane\n- Switch to `solid stroke` material from header\n- Draw\n\n[image](attachment)\n[blender_lOlSgoorkK.mp4](attachment)\n", "Dissolving edge doesn't work as expected\nOperating system: Windows 10\nGraphics card: RTX 2070 SUPER\n\nBroken: 3.2.1\nWorked: not sure\n\n\nDissolving edges doesn't work as expected.\n\n![Screenshot (23).jpg](Screenshot__23_.jpg)\n\n![Screenshot (24).jpg](Screenshot__24_.jpg)\n\n[untitled.blend](untitled.blend)", "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)", "Regression: black seams in my Cycles bakes (caused by denoising) due to margin pixel extension darkening\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.92\n\nBroken: version: 3.0.0\nWorked: 2.93.7\n\nI get black seams when I bake textures that I never used to have before upgrading to 3.0. They occur on any corner that I UV as shown here: 4773f8c541316a64af42092a919c3e64.png\n\n[Black Seams.rar](Black_Seams.rar)\nUV a mesh with only 1 split on the corners leaving the other sides still attached. Bake a combined texture to 2048x2048 resolution with Cycles. Apply to mesh. Observe the black seams on the corners.\nNow open that same file and bake that same mesh in 2.93.7. No black seams. Re-save file in 2.93, and re-open that file in Blender 3.0, and it now bakes without a black seam too.\n\n", "Optix denoising is not working everywhere.\nOperating system:\nLinux : 5.6.0-0.bpo.2-amd64 #1 SMP Debian 5.6.14-2~bpo10+1 (2020-06-09) x86_64 GNU/Linux\nNvidia : Driver Version: 440.82 CUDA Version: 10.2\nCPU :AMD Athlon 2 with 8Gio RAM\nGPU: Nvidia Gtx 750 2Gio VRAM\n\nBroken: 2.90 dev master\n\nThe Nvidia optix denoising does not work on the entire frame. It just makes a circle denoised; the rest is denoised strangely. This results in a not efficient render.\n![bug.png](bug.png)\n\nOpen Blender 2.90 master with startup config. In settings, change to device Optix, then in the scene, go into Cycles). Replace the cube by a plane. Add a material to the plane with 0.2 Roughness. Then remove the light and put the camera near the plane. Then, put the samples to 2 for render and view-port. Activate denoising with optix, and start a render preview in the view-port.\n[bug.blend](bug.blend)", "Hair particles: 'Use modifier Stack' option with simple children leads to texture disappearing in cycles [interpolated children are fine]\nOperating system: Mint Tara\nGraphics card: GTX 1080ti\n\nBroken: 2.79 latest, 2.80 latest\n\nThe render engine can't read a texture while using the \"use modifier stack\" checkbox with simple children. Works fine with Interpolated or None.\n \nOpen the attached blend file.\nSet the viewport to render.\nActivate the \"use modifier stack\" checkbox.\nTexture disappears.\n\n[hair_use_modifier_stack_texture_bug.blend](hair_use_modifier_stack_texture_bug.blend)" ]
[ "After denoising tiles rendered by GPU turn black (regression)\nOperating system: Ubuntu 18.10\nGraphics card: NVidia GeForce GTX 680\n\nBroken: After e5a1a9288c66ce218a03abf7666336a39ba03b8f (\"Fix #60320: Cycles OpenCL denoising filter errors on some drivers\")\nWorked: Before e5a1a9288c66ce218a03abf7666336a39ba03b8f\n\n![cycles-black-gpu-tiles.png](cycles-black-gpu-tiles.png)\nEvery tile rendered by GPU is black after denoising. Tiles rendered by CPU remain visible after denoising.\n\nWithout denoising, everything is OK. If denoising is enabled, every tile rendered by GPU turns black after denoising. Even default cube scene is affected." ]
Graph Editor: Curve channel colour Problem: the curve colour is shown in the same button as the visibility eye. Since the eye is drawn in white, this can make it hard to see when the curve colour is bright. ![image.png](image.png) **Proposal**: show the curve colour in a separate little strip on the side, and put the visibility button next to it. Some examples: ![image.png](image.png) ![image.png](image.png) Note that it's important to keep the colour well-visible; moving the eye icon away from it shouldn't detriment from the visibility of the colour.
[ "Channel Group Color in the Action Editor is difficult to change\nversion 2.71 (sub 0), branch b'master', commit date b'2014-06-25' b'18:36', hash b'9337574', b'Release'\nbuild date: b'2014-07-08', b'20:27:39'\nplatform: b'Darwin:64bit'\n\n[system-info.txt](system-info.txt)\n\nIn the action editor, I have a set of related influence channels. So I put them in a group with ctrl-g, and gave the group a name. I wanted to change it's color to make it stand out from my bone channels, but I couldn't find a way to do it. Eventually, I looked in the datablock outliner, and found it can be changed via \"Blendflile Data/Actions/<Action Name>/Groups/<Group Name>/Color Set\".\n\nIt would be nice if this were in the UI somewhere. Best place I can think of would be in the N sidebar of the F-Curve editor, in a \"Group\" panel, or something. Name could also be edited there, perhaps. It would also fit well in the N sidebar of the DopeSheet or Action Editor, if they had an N sidebar", "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 ", "EEVEE: Add support for area light beam spread\nThis feature is already present in Cycles and should be fairly easy to implement as part of `light_attenuation` function.\n\nIt is still unknown if the cycles code can be reused or if we require a different approach.\n\n", "Mark vertices of the active vgroup \nThis is a Follow up Design task for #38573\n\nIdea: When weight-paint colors are enabled with vertex selection (both editmode and weight paint mode), then show vertices in the active vgroup with a different color, even in wireframe mode. this way we can quickly step over vgroups and immediately see which vertices use that group.\n\nExample (mockup):\n\n![vgroup_indicator.png](vgroup_indicator.png)\n\nAll vertices of the active vgroup are marked in dark pink (just an example). this allows to see in this case there are some stray vertices with zero on the right side of the mesh. \n\nThe markup color for 'vertices in active vgroup' could also be customized in the team settings.", "Selected object color is weird in wireframe mode if the object color isn't single.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 465.89\n\nBroken: version: 3.0.0 Alpha\n\nOutline overlay seems to be drawn under wireframe.\n\n[#91619.blend](T91619.blend)\n\nImmediately visible in provided file.", "Sculpt Mode Simplify Tool\n * - [ ] {icon circle color=red} This tool should be renamed to 'Detail' because it can both add or remove detail. 'Simplify' is not a good name here\n * - [ ] {icon circle color=red} This tool only works when Dyntopo is enabled. Hide this tool when Dyntopo is disabled, otherwise we are displaying a tool that simply doesn't work.\n * - [ ] {icon circle color=yellow} The main tool setting for this tool is the Detail Size property in the Dyntopo popover. However, this is not easy to know, and cumbersome to change. We should add this property to the main tool settings in the top bar and Tool Settings Properties for this tool. ", "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", "GP/Annotation UI: The Annotation options are both exposed as a Tool panel and as a View panel\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.30\n\nBroken: version: 3.0.0 Alpha\n\nAs I was asked to make a new report on these GP UI issues in [D11347](D11347), here they are:\nThe Annotation options are both exposed as a Tool panel and as a View panel(in the VSE). Could the one in the View sidebar be removed?\n{[F10134961](double_exposure.gif),size=full}\n\nIs Onion Skin missing from the tool settings?\n{[F10134979](image.png),size=full}\n\nIf is is, should Onion Skin also be exposed in the Tool header?\n\n", "Byte vertex colors are sometimes interpolated in sRGB, sometimes linear\nOperating system: Linux\nGraphics card: Intel Integrated\n\nBroken: 2.93.0, 3.0.0 Alpha at 8c21667\nWorked: \n\nA Data Type: Byte Color color attribute is interpolated in sRGB space when subdividing or using the knife, but in linear space when interpolating across a tri in the viewport. I expect it to be consistent.\n\nThis is different than Data Type: Color (FLOAT_COLOR) attributes, which are always interpolated in linear, and vertex colors in pre-2.8 versions, which are always interpolated sRGB.\n\nAdd a plane, paint one corner white, the others, black. Add a Subdivision/Simple modifier and turn up the levels. Look at the result.\n\n![QuadComparison.jpg](QuadComparison.jpg)\n\nI expect it to approach the ideal bilinear result in linear space, but it's clearly approaching the ideal bilinear result in sRGB space. Same thing for manually subdividing with the knife.\n\n**Addition after 3.2**\nIMO since there is a new way to get linear vertex colors, it would be nice if FLOAT_COLOR attributes always interpolated in linear space and BYTE_COLOR attributes always interpolated in sRGB. 2.8 removed the ability to get sRGB interpolation and it would be nice to have both options (pre-2.8 files would also be viewable with the intended interpolation).", "UV Editor rendering enhancements\nMultiple ways the UV Editor rendering could be improved. This is an omnibus issue to track them, they may eventually be split apart or moved into seperate issues later.\n\n* Draw island boundary edges in a different color/style\n* Color each UV Island a different color in UV Editor\n* Color each UV Island a different color in 3D Editor\n* Render faces different color based on winding in UV Editor\n* Render faces/islands which cross UDIM boundaries a different color\n* Render overlapping faces a different color\n* Render overlapping islands a different color\n* Show unselected edges in the uv editor a different color if any of their other edges in 3D space are UV selected\n* Highlight any faces which have zero UV area in UV Editor.\n* Highlight any faces which have zero UV area in 3D Editor.\n* Highlight any edges which have zero UV length in UV Editor.\n* Highlight any edges which have zero UV length in 3D Editor.\n* Change display stretch (area), instead of absolute, show relative to visible islands only.\n* Change display stretch (area), instead of absolute, show relative to selected islands only.\n* Change display stretch (area), instead of global, show relative to island's UDIM.\n\nThanks @BlenderBob and @Omer-Almadani for the suggestions !\n\n", "Paint Mode: Color Fill Tools\nNOTE: This design is still under discussion and is incomplete.\n\n# Issue\n\nCurrently there are different implementations of filling a solid color while in a mode:\n- Fill Tool (Texture Painting)\n- Fill operator (Vertex Paint Mode)\n- Color Filter (Sculpt Mode)\n\nThis needs to be reworked for consistency and to ensure more convenient and efficient workflows.\n\n# Requirements\n\nThere are certain broader features that will be required, no matter how the design of color filling looks like:\n- Fill everything that is not masked\n- Gradual Fill (Not full strength)\n- Fill via gestures (Box, Lasso, Line, Polyline)\n- Fill entire UV-islands, mesh-islands, face sets\n- Fill faces instead of pixels\n\nThere is also the common use of gradients and expand. This should be further notes down in #99770.\n\n# Goal\n\n### Key Problem\n\nThere are many different ways to give all of these tools to the user.\nWhat we should avoid is to have a large set of tools or tool settings scattered throughout the UI.\nThis is already an observable problem with the existing gesture and filter tools in sculpt mode:\n- None of the tools have shortcuts\n- Picking the tool, tool-type and adjusting the settings is time consuming\n- Each tool has their own disconnected settings\n\n### Conclusion\nWe should aim for a more systematic approach.\nAll of the requirements need to be easy to understand and access.\nThat is easier to accomplish if there are fewer tools that are not specifically just for a single purpose.\n\n# Proposal\n\nInstead of adding a lot of new tools/brushes and settings for filling in colors, we can rely on the current and planned masking features.\n\n### Mask -> Fill\n\nFilling should be as instant as possible. But first you need to define what to fill.\nBlender often has a strong design of \"Selecting -> Operation\". By strengthening the masking features via #97955 we could rely on this for color filling operations too.\n\n### Fill Operator\n\nThe most important part as a baseline is a simple operator that immediately fills in everything that is unmasked.\nCurrently this is implemented in Vertex Paint Mode with the shortcut `Shift + K`.\nThis could get a more convenient shortcut on the left of the keyboard.\n\nIt needs to be always clear what color will be used for the operator.\nThe easiest answer would be the primary color of the currently used tool/brush.\nIf the current brush/tool doesn’t have a primary color, then the primary color of the scene color should be used.\nIn that case it becomes very important that this color is somehow exposed. Otherwise there will be too much unnecessary switching between masking and painting tools.\n\n### Auto-Masking\n\nThis way of targeting specific areas is useful for any brush or tool. It already proved itself essential in Sculpt Mode.\nThe aim should be to use auto-masking for the fill operator as well.\n\nIt will be vital to add auto-masking support to the image editor for painting. Topology auto-masking in this case could mask UV islands instead.\n\nOpen question:\n- Is a “UV-island” auto-masking in the 3D Viewport needed or is it more convenient to initialise face sets from UV seams?\nThis could save us space in the auto-masking pie menu.\n\n### Masking Modes\n\nWe also need to allow filling by faces instead of pixels.\n\nWe are already aiming to implement three masking modes in Paint Mode (#97955) and an inverted masking approach (#97903) that could also cover this use case.\nWith this feature it would be as easy as pressing `2` on the keyboard and using any masking tool/operator to mask faces.\nThe fill operator can then fill all unmasked areas, or they can be painted in more detail with any painting tool.\n\n### Gradual Filling\n\nFor this the Color Filter, fill type should still be used. \nBut the fill operator could also get a strength input in the adjust last operation panel.\n", "Grease pencil strokes are partially/fully hidden behind reference image until released\nOperating system: Windows 10 Pro 19043.2130\nGraphics card: GTX 980\n\nBroken: 3.3.1\n\nDrawing over a reference image does not always show the stroke as it is being drawn, making it difficult to draw above reference. Using the images as planes addon as a temporary workaround.\n\nThe strange triangle shape shown in the video is pretty consistent. E.i. I can move the camera around slightly and as long as it's relatively head-on the exact same triangle shape appears while drawing. The shape is relative to the reference image. Panning the camera does not pan the glitched triangle area. Moving too much to the side makes it go from partial visibility in front of the ref until the stroke is finished, to no visibility at all in front of the ref until the stroke is finished.\n[untitled.bug_report.blend](untitled.bug_report.blend)\n[2022-11-26 20-52-01.mp4](2022-11-26_20-52-01.mp4)", "Design: Graph Editor Curve Display\nThere are a few issues with the display of curves in the Graph Editor mentioned in the Paper Cuts devtalk thread. However while technically simple to change the drawing, it needs to stay consistent and clear, which is why this Design task exists.\n\n**Issues**\n* Locked Curve keyframes look like they are active\n* Curves are drawn in the same thickness even outside the range they can be edited in ?sorting=hot#\n* Location/Rotation/Scale curves are not distuingishable at first glance 27?u=christophlendenfeld\n\n## Current State\n\nNormal\n![image](attachment)\n\nDisabled\n![image](attachment)\n\nLocked\n![image](attachment)\n\n## Proposed Solution\n\n* Locked curves have crosses instead of keyframes to indicate that they can't be selected. [#106052](106052)\n* Locked curves are always drawn as if they were unselected since you can do nothing with them even though they are selected.[#106052](106052)\n* Increase the dash length and spacing to reduce visual noise [#106052](106052)\n* Add preferences to modify the colors of FCurves based on their type. Will default to the current standard to not confuse existing users.\n![image](https://projects.blender.orgattachment)", "Proposal: New Bone Color Presets\n\n\n| | Edge Shapes Deselected | Edge Shapes Selected | Polygon Shapes Deselected| Polygon Shapes Selected | Theme UI |\n|---|---|---|---|---|---|\n| Before | ![Deselected](attachment) | ![Selected](attachment) | ![Deselected](attachment) | ![Selected](attachment) | ![Theme UI](attachment) |\n| After | ![Deselected](attachment) | ![Selected](attachment) | ![Deselected](attachment) | ![Selected](attachment) | ![Theme UI](attachment) |\n\nMost rigs are forced to use Custom Colors very often, because not enough of the preset colors feel nice to use. This is a shame, because Custom Colors cannot be customized on a user-level, via the theme settings. I think if the Preset Colors were better, Custom Colors wouldn't even be necessary; The 20 slots that we have are plenty enough to cover the entire color wheel with distinct enough colors. At that point, even if you wanted to add a custom color, you'd be hard pressed to find a color that isn't very similar to one of the presets.\n\n### Issues with current bone color presets:\n- Slots 16-20 are blank, immediately not useful.\n- Most colors are too dark, and do not contrast well against Blender's default viewport background color, which is a dark gray in the case of all shipped themes.\n\n### The colors in this proposal:\n- Base colors are much brighter, with a minimum value of 0.75.\n- Colors are spread out sort of evenly across the color wheel.\n- Hues are fairly similar to the old ones, so the color language of existing rigs that used presets shouldn't change much.\n- Proposal is for **ALL themes**. Previously, lighter and darker themes had slightly different presets, but they all had the issues described above. The Modo theme had the additional issue of no visual distinction between selected and active bones.\n\nThe file I used to create the screenshots, with the script to place bones based on their theme color, and to output the code for the [PR](112639): [bone_colors.blend](attachment)\n\n### Questions: \n- Are the colors... good?\n- Should we re-order the presets by hue?\n - Pro: Helps avoid cases where you assign 2 colors that were far from each other in the preset list, but are actually quite similar, so you don't get the contrast you were hoping for.\n - Con: Would make existing rigs using the old presets look very different, potentially with less distinct colors (although still much brighter!).\n- Anti-Versioning: Julian Eisel tells me `do_versions_theme()` can be used to force reset theme colors, but I may need some help with that part.", "Add visual warning for links between incompatible node sockets\n# Add visual warning for links between incompatible node sockets\n\n## Motivation\nCurrently, if a node link is between two sockets that are not compatible with each other, the link has no effect without making the user aware of it.\n\n## Proposal\nDraw node links between incompatible sockets red. Additionally, a warning could appear after connecting the node.\n\n![invalid_link_lines.png](invalid_link_lines.png)\n\n----\nBasic implementation for the red colored node links: [P244](P244.txt)" ]
[ "Graph Editor Channel colors conflict with eye icons\nThe source list inside the Graph Editor currently combines the curve color with the show/hide toggle.\n\nThis causes a visual clash, making the eye icons hard to read:\n\n{[F7104894](Screenshot_2019-05-26_at_20.16.02.png), size=full }\n\nTo solve this, we could move the color indicator away from the show/hide toggle, as illustrated above. " ]
bpy.ops.object.duplicates_make_real() duplicates curve objects with geometry Sorry, submited this accidentally while still typing, editing it ATM. Operating system: Windows 10 Graphics card: RTX 3090 Broken: 3.3, 3.2, 3.1 Worked: --- When using bpy.ops.object.duplicates_make_real() on curve or text objects with mesh geometry, the object gets duplicated. * create a curve * in geometry -> bevel -> depth give it a size greater 0.0 to give it geometry * `Object -> Apply -> Make instances Real` creates a copy of the curve object.
[ "crash when i try to make instances real for nodes\nhi , in attached files all info about the crash , its when i try to make instances real for nodes modifier addon scifi pro + flex\nso can i fix it ?\n\n", "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", "Visual glitches With adaptive domain enabled when object is duplicated or transformed\nOperating system: windows 10\nGraphics card: 3080ti\n\n**Blender Version** 3.3 lts\n\nVisual glitches With adaptive domain enabled when object is duplicated or transformed\n\n- Open default scene\n- Add quick smoke on cube\n- enable `adaptive domain`\n- play animation\n- move domain around or duplicate it (snaps back to original place)\n- play animation again (will move to transformed position)", "Duplicating a passive body can make the child meshes not update\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.27\n\nBroken: version: 2.93.0 Beta\n\nWhen duplicating a passive rigid body and changing that child to an active rigid body, the child's mesh will not update.\n\nSet default cube to passive. Duplicate it and set the child to active. Play and watch \"nothing\" happen.\n\n[2021-05-19 19-00-19.mp4](2021-05-19_19-00-19.mp4)", "Some areas do not use modified (by geometry nodes) curve\nOperating system: Windows 10 - Probably irrelevant.\n\nBroken: 3.0.0 (not checked earlier versions).\nWorked: (none)\n\nThe Curve modifier on mesh objects does NOT use the modified version of a curve\n\nSee attached blend file for easy example: [bug - curve with modifier.blend](bug_-_curve_with_modifier.blend)\nExample screenshot of that blender: ![bug - curve with modifier - example.png](bug_-_curve_with_modifier_-_example.png)\nThe thin line is the curve, which has geometry nodes modifying it.\nThe thick (square) line is the mesh, which targets the curve but doesn't use the modified version.\n\n - Add BezierCurve, with a few points.\n - BezierCurve: Add geometry nodes (or any other modifier, like wave or whatever) that changes the curve.\n - BezierCurve: (for visibility) add geometry.\n - Add Cube .1m \n - Cube: Add Array modifier and Curve modifier, targeting the BezierCurve\n\n**Expected result**: Mesh follows modified curve.\n**Actual result**: Mesh follows original (unmodified) curve.\n\nThe blender file shows this very easily, the modified curve is round, the mesh is in the \"old location\" that the curve would have without the modifier on the curve.\n\n\nYes, this is a duplicate of: 93702/ - Where apparently there is confusion on what the issue is. I could not find a way to un-archive a ticket.\n\n\n**Areas Affected**\n- Curve modifier\n- Spline IK", "Cycles: overlapping VDBs cause rendering artifacts\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 511.79\n\nBroken: version: 3.1.2\nWorked: version: 3.0.1\n\nFirst reported here: #97062\nOverlapping VDBs cause black rendering artifacts.\nThis is likely a known issue or related to a known issue.\nFrom the release notes for 3.1: [Ray Tracing Precision](Cycles#Ray_Tracing_Precision)\n>Many artifacts from rendering small, large and far away objects have been eliminated. There will always be object scales where numerical precision becomes a problem, but it's further out now.\n>\n>There can still be artifacts with rendering overlapping geometry, in some cases more severe than before. Such overlapping geometry should be removed, or have a small distance added in between.\n\n\n|3.0.1|3.1.2 CPU|3.1.2 GPU|\n| -- | -- | -- |\n|![Smoke_3.0.1.png](Smoke_3.0.1.png)|![Smoke_CPU_3.1.2.png](https://archive.blender.org/developer/F12977045/Smoke_CPU_3.1.2.png)|![Smoke_GPU_3.1.2.png](Smoke_GPU_3.1.2.png)|\n\n1) Import a VDB volume.\n2) Duplicate the volume without moving it.\n3) Render with Cycles.\n\nHere is the test file:\n[#97094.zip](T97094.zip)", "Duplicating hair particles from one file to another is not working\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: 3.3.0\nWorked: I don't know. And at least, v3.2.1 is also affected.\n\nFor Eevee rendering, duplicating the hair particles within the same file is working as expected, because the duplication and the original hair look exactly the same. \nHowever, duplicating the hair particles from one file to another is not working for Eevee rendering, because they do not look identical. \nMoreover, under the Eevee rendering, the duplicated hair can no longer be controlled by the particle system. (In comparison, Cycles rendering is not affected by this problem.)\n\nThe video to reproduce the error:\n[Duplicate hair under Eevee.mkv](Duplicate_hair_under_Eevee.mkv)\n\n**Steps to reproduce**\n[eevee hair test3.blend](eevee_hair_test3.blend)\n\n- Open file\n- Copy objects `LLonglash` and `LLonglash.001`\n- Open new file\n- Paste objects\n# Inspect hair shape\n\n", "Materials linked to the object's data are lost when removing attributes from instances in geometry nodes\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 4090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.24\n\nBroken: version: 3.5.0 Alpha\n\nMaterials linked to the object's data are lost when removing attributes from instances in geometry nodes.\n![Screenshot 2023-01-30 155635.png](Screenshot_2023-01-30_155635.png)\n1.Instance a collection using geometry nodes.\n2.Remove an attribute from the instances (the attribute doesn't need to exist).\n3.Materials stored on the object data are now lost.\n\n\n[BugExample.blend](BugExample.blend)\n\n\n", "Regression: 2D Curve -> 3D Curve keeps 2D Curve fill\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.59\n\nBroken: since 3.0.0\nWorked: 2.93.3\n\nCurves have the 2D mode, where points all points are on the same plane and fills are done similar to a 2D vector program like Inkscape and the 3D mode, where the fills are placed along the curve.\nBy switching a Curve to 2D and then undoing, you can (temporarily) get the 2D fill behavior in 3D.\n\n1. Add a Curve like the circle\n2. Go into edit mode and select a single point\n3. In the properties, switch the Curve type from 3D to 2D\n4. Change the Curve fill type so that the Curve has a fill\n5. Switch the Curve back into 3D\n6. Switch the Curve back into 2D\n7. Undo\n8. The Curve will now be 3D, but still have its 2D fill. You can now move your selected point around and see the fill persisting.\n\n[blender_2022-07-18_18-58-12.mp4](blender_2022-07-18_18-58-12.mp4)", "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.", "Normals generated by Curve to Points node aren't always perpendicular to the curve\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 497.09\n\nBroken: version: 3.1.0 Alpha\n\nFor curves with sharp corners, like poly splines or bezier splines with vector handles, the normals are not perpendicular to the straight curve segments, but bend around corners. This makes it impossible to properly align instances to the curve.\n\n![instance_rotate.jpg](instance_rotate.jpg)\n\n\n\n - Create curve with sharp corners\n - Add Geometry nodes modifier and use Curve to Points node to generate points\n - Use either Normal or Rotation output to drive the rotation of instances, like in the example\n\n\n", "Indices order is inconsistent with duplicate operation\nOperating system: win10\nGraphics card: 1050ti\n\nBroken: 3.2.0\n\nIndices on copied geometry (in edit mode) are sometimes reversed (verts) or misplaced (edges). Not sure when it happens exactly, but it can happen, if you duplicate and delete new geo couple times.\n\n\n\n\n - Enable *indices* overlay to see results\n - Create clockwise mesh loop (for example draw it in *Edit mode* from single vert via *ctrl + mouse click*)\n - Select mesh and press *shift + D* and *Enter*\n - Check verts indices order, it should match initial clockwise direction\n # Delete copied geometry and repeat steps 3 & 4 -> indices should be reversed. (Interesting thing that if you change *Mode* option in operation's menu from 1 to 0 it preserves original order)\n\nOr in attached file perform steps from 3 to 5\n\n[indices_order.blend](indices_order.blend)\n\n", "Boolean Modifier is evaluated if an object linked to the cutter object is link-duplicated\nOperating system: Linux-5.4.0-58-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 455.38\n\nBroken: version: 2.91.0\n\n\nSuppose ObjectA has a boolean modifier, the target object of which is CutterA. CutterA shares the same mesh datablock as CutterB. If CutterB is link-duplicated (Alt-D), ObjectA 's boolean modifier is re-evaluated. In large technical scenes with many linked cutters this means Blender frequently stalls, re-evaluating *every boolean in the scene every time you duplicate a cutter.*\n\nExpected behaviour: boolean modifier should only be evaluated if the cutter object datablocks *change*, and adding a user to a datablock should not count as a change.\n\n", "EXCEPTION_ACCESS_VIOLATION when baking between linked objects\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.59\n\nBroken: version: 2.82 (sub 7)\nWorked: (optional)\n\nWhen experimenting with the idea of having linked duplicate objects and bake materials between them I found a reproducible crash.\n```\nError : EXCEPTION_ACCESS_VIOLATION\nAddress : 0x00007FF63BB28F6E\nModule : C:\\Program Files\\Blender Foundation\\Blender 2.82\\blender.exe\n```\n\n- Oppen attached file\n- Try to bake the textures (blender crashes)\nSometimes it doesn't crash the first time but always atleast on the second or third attempt.\n\n[mushroom.blend](mushroom.blend)\n", "Exact Boolean (Union & Self Intersections -- to remove inside geometry) bad performance/memory footprint\nOperating system: Linux-5.15.0-67-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 21.2.6\n\nBroken: version: 3.5.0 Beta\n\nI have a group of nodes that gets rid of internal geometry by creating a \"mold\" of an object.\n\nBut it crashes on some meshes and not on other meshes and the crash doesn't give any real information why.\n\nIs there a work around for this?\nNodes works with certain meshes and crashes with others.\n\nWorking mesh and blend file.\n\n**Left side shows internal / overlapping geometry and Right side is free of this after using node network.**\n\n![image](attachment)\n\n[doesn't crash.blend](attachment)\n\n\nCashes when I **click the switch node to enable it** (**see red arrow**).\nCrashes in 3.4.1 and 3.5.\n\n![image](attachment)\n\n\n\n[this one crashes.blend](attachment)\n\nCrash text files attached below\n\n\nIs there a work around for this?\n\n" ]
[ "Regression: When making a collection real, curves with depth in the collection are instantiated twice\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.77\n\nBroken: version: 3.2.0\nBroken: 3.0\nWorked: 2.93\n\nCaused by b9febb54a4\n\nwhen making a collection real, curves where geometry/bevel/depth is not zero are created twice.\ncurves that do not have this property set are only created once.\n\n- open the attached file\n[curves_file.blend](curves_file.blend)\n- select the collection instance\n- object -> apply -> make instances real\n\n**What should happen**\n- every object of the collection appears once\n\n**What happens**\n- the \"BezierCurveWithDepth\" appears twice in the hierachy\n\n\nthis also is the case, when exporting the instanced collection, without making it real\n" ]
Opening file browser by clicking a button initiates drag operation Operating system: Windows-10-10.0.17134 64 Bits Graphics card: GeForce GTX 660/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 419.67 Broken: version: 2.80 (sub 71) Worked: (optional) If a shader editor is open with an image texture node, clicking node's "open image" button, opens file browser and the file item that happens to be under the cursor immediately goes into dragging mode. Apparently, the file browser receives the mouse button release event meant for the shader editor and initiates a dragging operation. 1. Open shader editor and add an image texture node 2. Click "open image" button 3. Change file browser to thumbnail view, navigate to a folder with many images and open one. 4. Click "open image" button again 5. If the cursor happens to land over an image item in the file browser, the item immediately starts being dragged (most of the time)
[ "File browser buttons disappear on undo in another window\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\n- All versions since the new file browser was introduced are affected by this\nWorked: Never\n\nI've tried to save file with CTRL+S and by accident pressed my LMB on a viewport. Because of that mistake, I pasted object in my scene, instead of pasting file name in \"Blender File View\" window. So I tapped CTRL+Z (while still being active in a viewport) and whole panel with buttons \"Save file\", \"Cancel\" in \"Blender File View\" window disappeared. I've tested this on a completely new empty blender file. Pressing on a viewport didn't recreate that effect (probably, because nothing was there). But pressing on outliner or timeline have the same issue.\n\n- Open Blender\n- CTRL+S\n- Press LMB on an Outliner\n- CTRL+Z\n\n[UI bug.blend](UI_bug.blend)", "Rewrite File Browser UI to use views\nViews were introduced to simplify and unify UIs with common functionality to display and interact with (possibly large) sets of data. More info:\n- Views\n- #98560 (UI Views: General ToDo's)\n- #95653 (Split Asset and File Browser frontend, implement Grid View)\n\nThe Asset Browser should be split off from the File Browser and the file-list backend for a number of important reasons. As part of that a grid view is being developed.\n\nOnly doing this and not doing this together with rewriting the File Browser UI raised some concerns for @mont29. So together with him it was decided that both should be looked at. At some point we have to prioritize addressing technical debt too, and not just work on shiny new things. Otherwise we let the code paths diverge significantly, with no plans to address the effective duplication. So both browsers should be ported short-term.\n\n----\n\n**Thumbnail display mode Todo's:**\n- - [ ] Use grid view for drawing thumbnail mode (initial work done in 3a97c4056f)\n- - [ ] Selection in views (click-select, box select, walk select, etc.)\n- - [ ] Double click to open\n- - [ ] Dragging files\n- - [ ] Context menu\n- - [ ] Renaming\n- - [ ] Remove old code (selection, operators, drawing, ...)\n- - [ ] \"Composed\" icons as buttons/widgets ![image.png](image.png) Current code just draws them in-place, but views use the button/widget system. Alternatively, an overlapping layout can be used, but then there needs to be a way to get the exact preview image size for \n- - [ ] Superimposed file type icon for previews. Similar problem to the above.\n\nThe other display modes should also be ported to views, since otherwise interaction code (selection, renaming, context menu, ...) would have to be duplicated. So:\n- - [ ] Add new table view\n- - [ ] Use for Vertical List display mode\n- - [ ] Use for Horizontal List display mode\n\nWe could add an experimental feature flag for this, so development can happen mostly in master. This way the legacy code can stay for a while.", "Sometime when using color picker, Cursor will snap to middle of the screen.\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: Radeon RX Vega 64 ATI Technologies Inc. 4.5.0 Core Profile Context 22.11.2.221130\n\nBroken: version: 3.5.1\nWorked: 3.4.1 work normal\n\nWhen click drag to select color on color picker sometime cursor snap into middle of the screen\nIt happened everywhere that you can use color picker\n\nOccurred on 3.5 and 3.5.1 \n\nJust click drag on color picker it randomly happened \n\n[Snap Demo - Factory Setting.mp4](attachment)\n\n", "File Browser resort and select at the same time\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 497.29\n\nBroken: version: 3.0.0\n\nWhen opening any file browser and you click between the first listed file or folder and then area to change the order by name you change the order and select the file/folder right after that even though you clicked only once.\n\n1. Go to any file browser, for example File > Save\n2. Navigate to any directory where at least 1 file or folder is listed\n3. Move the cursor to the point between the listed file/folder and the area above to change the listing order and click\n4. You will with only one click, change the listing order and after that select the first listed item\n\n[2022-02-11 10-15-59.mp4](2022-02-11_10-15-59.mp4) ", "Pixel Smearing in Compositor when using image node (image node lacks interpolation setting [in comparison to texture nodes])\nOperating system: Windows 10\nGraphics card: NVIDIA Quadro RTX 4000\n\nBroken: 2.79b , v2.83.8\nWorked: none known\n\nWhen an image is brought into the compositor and mixed with the scene, the result can be \"half pixel smeared\" depending on the even/odd pixel relationship between the image and the scene. It appears that some interpolation is happening on the image node's result in order to reconcile it with the center of the scene size, but this is undesirable as it breaks images that are intended to be pixel-perfect. \n\nAttached is a very simple, lightweight example .blend file (2.8) that contains 4 small example images (these images have dimensions 16x16 pixels, 15x16, 16x15, and 15x15).\nThese images exist as image nodes in the compositor.\nRender the scene, and then move the viewer node to the various outputs indicated to see how the resulting images have been smeared.[PixelError.blend](PixelError.blend)\nWhen these images are mixed with the scene, the resulting pixels from the small images will be smeared if there is a mismatch between the even-ness and odd-ness of the number of pixels in the image, and the number of pixels in the scene.", "Clicking on empty space in editors creates undo step\nBroken: version: 3.0.0\nBroken: version: 2.80\nWorked: 2.79b\n\nWhen clicking in certain Editors (doesn't matter if it's not selecting/doing anything) undo step is created. It does make sense to do in certain cases when selecting objects (for example, when selecting objects via outliner undo to previous selection is logical) but definitely not when there are nothing to select.\nAffected Editors/modes:\n- [x] Outliner (3775615aea)\n- [x] Video Sequencer Editor: `Sequencer` and `Sequencer & Preview` modes (clicking on image) (5d30c3994e)\n- [ ] Dope Sheet: `Dope Sheet`, `Grease Pencil`, `Mask`, `Cache File`\n- [ ] Timeline\n- [ ] Graph Editor\n- [ ] Drivers: only when clicking on left area, \n- [ ] Nonlinear Animation\n\nWhere to click:\n![image.png](image.png)\n\n- Open default scene\n- open any editor listed above\n- Click on area of an editor several times (See above image).\n- Notice undo step is created for selection (in reality, we've selected nothing)", "Eyedropper picker Afected by retopology overlay\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: \n\nBroken: version: 4.0.0 Alpha\n\n\nUsing the Eyedropper Data-Block wouldn't pick visible objects if edit mode and retopology overlay are active\n\n1. Enter edit mode with the default cube.\n2. Activate retopology overlay\n3. Enter in the view tab in the n-panel\n4. Use the Eyedropper Data-Block and you won't be able to pick the object, only if you are at the origin of the object.\n\n", "Asset browser: Collection position offset on toggling instance option\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: AMD Radeon(TM) 535 ATI Technologies Inc. 4.5.14831 Core Profile Context 21.5.2 27.20.21003.8013\n\nBroken: version: 3.3.0, 3.2\n\nAssets imported with link option offsets position when `Instance` option is toggled\n\n- Create collection asset and save it in user library\n- Open default scene\n- Change timeline to asset browser (and in asset browser select library where asset collection is present)\n- Change import type to link\n- Drag collection to viewport\n- toggle `Instance` option (notice collection instance moves from its original position)\n\n[Blender 2022-06-16 10-26-03.mp4](Blender_2022-06-16_10-26-03.mp4)\n", "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.", "Interface. Sculpt mode, checkbox title not react to click\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: since 2.83.9, checked with version: 2.93.0\n3.0 alpha broken too\n{[F10178598](изображение.png) size=full} — here\n\n\n[2021-06-18_00-08-00.mp4](2021-06-18_00-08-00.mp4)\n", "Creating a new image texture in shader editor does not appear among the texture slots\nWindows 10 Pro 64bit, AMD Ryzen 5 2600, 16Gb RAM\nNVidia GTX 1060 6Gb\n\nWindows 10 Pro 64bit, AMD Ryzen 5 1600, 8Gb RAM\nNVidia GTX 1050Ti 4 Gb\n\nBlender 2.8 Beta 91a155833e59\n\nIf you are texture painting in one window and you modify the shader by adding/removing an image texture to it in another, it won't appear/disappear from the texture slot list until you change to edit mode (or anything else) and back. Another issue is that this way you can paint onto an image texture that is no more connected to the shader and it doesn't disappear even if you do the \"edit mode and back\" (TAB x2) trick.\n\nSteps: Add an image texture to the shader in the attached file, connect to the roughness for example, create a new texture for. It won't be in the texture slots list. Now TAB x2 in the 3D view, slot appears. Paint on it, delete the node from the shader. It is still in the list. TAB x2. It is no more in the list, but the 3D view still shows the texture.\n\n[test1.zip](test1.zip)", "Set Active UV - new node\n![image.png](image.png)\n\n---\n\nSee also: #98851 (Active UV - new node)", "UI: File Browser System Root View\nCurrently the File Browser can allow you to easily browse to any location on any of your drives. I propose adding a new area: the root of all your drives and shares.\n\nUsing Windows locations for examples, I can be browsing in folders on my \"D\" drive, and I can hit the \"parent directory\" button on the header until it am in the root of the \"D\" drive. I propose that hitting that button one more time will take me to the System Root. This has been something I have wanted since 2.8, and is the reason that we have large versions of some icons in the project:\n\n![image](attachment)\n\nThe System Root would include all items that you currently have in the sidebar \"Volumes\" list, followed by the items in the \"System\" list, then (possibly) your \"Bookmark\" items. Like other File Browser views you could choose to see them as a vertical list, horizontal list, or with large icons.\n\nThe primary reason for this is that it allows use of File Browser when space is constrained, so that you can browse anywhere without needing the left-side Sidebar. For a great example of this need select File / New / Video Editing. In this layout there is very little room for the File Browser and you can't get to all your files without opening the side panel.\n\nThis shouldn't be considered until File Browser is separated from Asset Browser. I have made some attempts at implementing this over the years but have had little luck so far for various reasons and so would need some assistance.\n\n", "EEVEE/Cycles discrepancy in how image texture node's alpha is managed.\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 511.79\n\nBroken: version: 3.2.0 Alpha\nWorked: ?\n\nWorkbench and EEVEE perform an unpremultipy calculation when premultiplied alpha mode is selected and the image texture node's alpha socket has a connection.\nWorkbench and EEVEE ignore the image alpha when straight alpha mode is selected and the image texture node's alpha socket has a connection.\nSee: [node_shader_tex_image cc](node_shader_tex_image.cc$125-153)\n\nIn Cycles, there is no apparent difference between the straight and premultiplied alpha modes and the alpha socket's connection status does not change how the alpha is managed.\nSee:\n[shader_nodes cpp](shader_nodes.cpp$200-250)\n[image cpp](image.cpp$471-566)\n[image_oiio cpp](image_oiio.cpp$154-204)\n\nExample:\n![Alpha Mode Discrepancy.png](Alpha_Mode_Discrepancy.png)\nExample 2:\n![Alpha Mode Discrepancy2.png](Alpha_Mode_Discrepancy2.png)\n\n**Test File**\n[Alpha_Image_Test_3.1.0.blend](Alpha_Image_Test_3.1.0.blend)\n", "Add Asset Browsers to Default Workspaces\nThe Asset Browser should become a crucial editor for many tasks. Therefore it should become part of our default workspaces, wherever reasonable.\n\nIn some workspaces we may run into space issues. In fact the Asset Browser is a good example of why we should have editor tabs, but that is a separate topic and unlikely to be a thing anytime soonish.\n\n### Workspaces to be Updated\n\nThese workspaces should contain the Asset Browser in 3.0:\n* - [ ] ... TBD\n\n" ]
[ "Blender starts dragging file with no reason when opening file browser\nOperating system: Ubuntu 18.04 Linux-4.15.0-47-generic-x86_64-with-debian-buster-sid 64 Bits \nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.116\n\n\nBroken: version: 2.80 (sub 72)\nWorked: version: 2.80 (sub 51) i didn't catch this in this version, but maybe just because file browser in this version didn't remember its state \n\n\nBlender starts dragging file with no reason when opening file browser. If:\n1. File browser in Thumbnails display mode\n2. After pressing select file cursor will hover one of the files.\n\n\n1. Chose folder full of files. \n2. In blender find UI element to select files (for example font selector or image file selector)\n3. Press select file, and in file browser set it to Thumbnails display mode.\n4. Then close file browser and press select file again. If mouse position (right after the pressing) will be over the one of the file, it will drag without pressing on them \n![Peek 2019-05-29 11-32.gif](Peek_2019-05-29_11-32.gif)\n\n\n\n", "Picture gets preselected when opening from image node\nWindows 10 x64\nGTX 950M\n\nBroken:\nDate: 2018-12-28\nHash: 370019204316\n\nPicture gets preselected when selecting \"Open image\" on image node. You have to right click to clear the selection.\n\nThe selection is on the right side of picture.\n![picture_selected.jpg](picture_selected.jpg)\n\n1: Open shader editor and add a image texture node\n2: Select \"Open Image\" on the image node, go to a folder with a bunch of photos and select one.\n3: Duplicate the object with this material\n4: Select \"make a single-user copy\" on material\n5: Select the \"Open image\" button on the image texture node to select a new picture\n\nThis should trigger the preselection.\n\n" ]
Properties window I am not sure if blender it meant to do this When I pin the Data tab in the properties panel I can only see ``` ``` Unpined Pined - Normal - Normal - Texture Space - Texture Space - Vertex Groups - - Shape Keys - - UV Maps - UV Maps - Vertex Colors - Vertex Colors - Geometry data - Geometry data - Custom Properties - Custom Properties
[ "Add Asset Browser to Animation Workspace?\nShould the Asset Browser, or at least the 3D View Sidebar with the pose library asset view be added to the default *Animation* workspace?", "Default theme: Data types corresponding with modes\nFor the release of Blender 2.83, we have removed the use of the crosshair cursor for Edit Mode, because it was conflicting with tool cursors. \n\nInstead, we can use other things to help clarify to users which mode is active. \n\n{[F8383208](Screenshot_2020-03-02_at_11.07.10.png), size=full}\n\nCurrently, selection in all modes is orange. But, as you can see above, we already color code different kinds of data in Blender. Object data (mesh, curve etc) is set to green, so we could use that as the edit mode selection color.\n\n\n## Examples:\n\nVertex:\n{[F8383329](theme_vertex.png), size=full}\n\nEdge:\n{[F8383332](theme_edge.png), size=full}\n\nFace:\n{[F8383334](theme_face.png), size=full}", "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 ", "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)", "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", "Wrong particle tool properties displayed when using Select or Cursor tools\nOperating system: Darwin-18.2.0-x86_64-i386-64bit 64 Bits\nGraphics card: Intel(R) Iris(TM) Plus Graphics 640 Intel Inc. 4.1 INTEL-12.4.7\n\nBroken: version: 2.80 (sub 50)\n\nIn Particle Edit mode, when using the Cursor or Select tools, you can still see particle tool properties for the brushes.\n\n\nOpen this blend file:\n[particle_toolprops_bug.blend](particle_toolprops_bug.blend)\n\nIf you select the Comb tool, you just see the Comb tool properties;\n![Screenshot 2019-03-18 at 21.34.37.png](Screenshot_2019-03-18_at_21.34.37.png)\n\nBut, if you select the Box Select or Cursor tool, the comb tool properties aren't cleared, and you see settings for both at the same time.\n![Screenshot 2019-03-18 at 21.34.26.png](Screenshot_2019-03-18_at_21.34.26.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", "\"Add Modifier\" menu gets cut off inside narrow windows\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 526.47\n\nBroken: version: 3.5.0\n\nWhen the properties window is floated the modifier selection menu gets cut off\n\nShift click-drag the corner of an area type to float the properties area. \nGo to modifiers select a modifier menu is cut off.\n\n", "Regression: panels in the properties panel lose their place when scrolling one of the other property panels.\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\nBroken: 2.91\nWorked: 2.90\n\nThis is caused by 940b239ad4\n\nWhen we scroll down in any panel and switch to another panel then changing back to previous panel will reset its position (i.e. to the top)\n\n\n[2022-10-18 22-54-24.mp4](2022-10-18_22-54-24.mp4)\n\n", "Bone's Custom Properties are invisible in the Bone Properties Editor if bone in hidden layer\nOperating system: Linux 64-bit\nGraphics card: GTX 1080 ti\n\n3.0.0\n\nWhen a bone is selected in the Outliner, but is not on a visible bone layer, its Bone Properties are accessible, but it will not appear to have any Custom Properties.\n\n[BoneBug.blend](BoneBug.blend)\n\n - Open attached file. \n - Select \"Bone B\" in the Outliner.\n - View the properties of Bone B in the Properties Editor. The Custom Properties panel is empty!\n - Go to Armature Properties and enable the hidden layer.\n # Bone B's Custom Property has magically re-emerged.\n\nThis is very misleading!\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", "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", "Overridden properties colors (teal blue) is quite close to the blue color of enabled boolean properties. \nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.68\n\nBroken: version: 2.93.3\nWorked: N/A\n\nThe X-Axis Mirror for Poses is Library Overridable which makes it turn blue when activated. The colour is too similar to it's normal activation colour making it difficult to tell if on or off.\n\n\n - Link in a character rig\n - Make Library Override\n - Enter Pose Mode\n - Enable X-Axis Mirror under Pose Mode or Click the X-icon\n - A library override is applied to this option\n\nMy suggestions are either to make this not library overrideable as it is not something that is able to be keyframed or to change the colour quite a bit. \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n", "Preset icon overlaps panel header text\nOperating system: Mac 10.9.5\nGraphics card: Macbookpro NVIDIA GeForce GT 750M 2048 MB\n\nBlender 2.8 downloaded today\n\nIn movie editor\nthe text tracking settings is somehow mixed up with a button.\nI can sent a pic if you want.\n\nI am a amateur and English is not my first language, so i'm very sorry if i've wasted your time.\n\nGreetz \nLes", "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" ]
[ "Blender v2.74 missing menue\nI have tested this on alot of computers now\n\nClick on\n- the properties window\n- Data tab (where you would create shape keys)\n- then click on the paper pin icon in the top left hand corner just below the properties icon and pin the \"Data tab\"\n\nWhen this tab is pinned some properties go missing out of the tabbed window\nie. shape Keys menu vanishes" ]
UI: In sculpt, pressing modifier keys for opposite/smooth action doesn’t change the cursor color until the mouse button is pressed Broken: version: 2.80 (sub 74) Worked: (optional) A hint to what action will be taken should be shown as soon as a user presses one of the modifier keys: ctrl, alt, shift, cmd. At the moment the color is changed when the modified tool is engaged by the mouse click which is not very predictable and requires an undo action if it wasn’t intended. A more detailed feedback while pressing the mod keys in the status bar will also help. At the moment it states only Sculpt, which is true, but if you show: Sculpt (Opposite), or Sculpt (Smooth), it’ll benefit the UX a lot. - Go to sculpt mode - Select Draw # Press and hold Ctrl or Shift The cursor should turn Blue (for Crease which is opposite to Draw) or White (for Smooth) respectively BEFORE you press the mouse button and start using the tool. As a reference for this UI/UX guideline you can take: - Photoshop. When using Brush and pressing Alt, the brush is changed to the eyedropper tool. - macOS menus (e.g., top menu toolbar), when pressing modifier keys (Alt) changes some of the menu items (Close Window to Close all [application windows]), which is very handy.
[ "Color picker undo adds step when cursor exist\nRun blender, logging undo events:\n\n```\n blender --log \"bke.undosys.*\" --log-level -1 --log-show-basename\n```\n\n\n\nClick on the object color swatch and move pointer away from the popup.\n\nEven though no changes have been made, an undo step is added.\n\n----\n\nIsn't high priority, reporting so it's not forgotten.", "Grease Pencil - A corrupt Sculpt > Push brush is created when undoing a mode change\nOperating system: Darwin-19.5.0-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: 2.90.0 Alpha\n\nA corrupt Push brush is created when I undo a Draw -> Sculpt mode change.\n\n* File > New > 2D animation\n* Change from draw to sculpt mode\n![image.png](image.png)\n* Edit > Undo (the mode changes back to draw mode)\n* Change again to sculpt mode as before\n* A new corrupt Push brush has appeared called F Push (instead of F Push Stroke), and is selected. It has no thumbnail. It is missing the usual UI elements of the Push brush, like strength. See screenshot.\n![Screenshot 2020-07-16 at 20.34.57.png](Screenshot_2020-07-16_at_20.34.57.png) \n\n", "Mistranslated Modifier Option on MacOS using Logitech Mouse\nOperating system: MacOS 12.6\nHardware: Mac Studio M1\nBlender Version: 3.3.0\n\nI use a Logitech M500s corded mouse (FW 53.00.0011) and I programmed the 4th and 5th buttons (on the side) using Logi Options (version 9.70.29) to Modifiers, Shift on one, and either Ctrl or Cmd (I have not settled on which is better) on the other. This has worked fine on all my software until Blender.\n\nAlso, since the Middle button on the mouse is critical in Blender, and since the M500s defaults to side scrolling (which I never use) when you tilt the wheel and these activate way too easily, I re-programmed both the tilts to emulate a Middle mouse button click. I left the normal wheel scrolling untouched. This allows me to click or tilt the wheel to get a Middle mouse click without worrying if I hit it correctly. This has worked great in Blender, both the normal scrolling and middle mouse clicks work as expected.\n\nWhat does not work in Blender is my using buttons 4 and 5 as modifiers when I combine them with other mouse actions. I was getting unexpected results, so I used Keymap to find out what was happening, and discovered the following:\n\nPressing button 4 (or 5) alone works: I see the appropriate \"Ctrl\" (or \"Shift\") appear but it does not map, of course, as I am only providing a modifier. I see the same effect on the status bar when I press the buttons in the editors. I see the guides correctly change for each modifier press.\n\nPressing button 4 (or 5) with a keyboard key works: Blender correctly maps the appropriate modifier (Shift, etc.) with the selected key. Same happens in the editors, e.g. when I use the modified mouse button for \"Shift\" and hit \"A\" on the keyboard, the Add menu pops up correctly.\n\nPressing button 4 (or 5) with mouse Left or Right buttons fails: Blender maps the appropriate modifier (Shift, etc.) but with button 4 (or 5) instead of with the pressed Left or Right button. If Blender is doing this elsewhere, it would explain why I am not getting expected results in the Editors.\n\nPressing button 4 (or 5) with a Middle mouse button (any as programmed) fails: Blender maps the appropriate modifier (Shift, etc.) but with \"Wheel Up\" instead of with the Middle button. Again, this could explain my unexpected results in the Editors.\n\nBy the way, when I press button 4 (or 5) and move the wheel, I get the same map, the appropriate modifier with the appropriate \"Wheel\" direction, although I can get \"Wheel Down\" with the actual wheel.\n\nAlso, when I press a Middle mouse button alone (any three): Blender correctly maps the Middle mouse button as pressed. As it does with any other mouse action except the buttons modified to be Modifiers.\n\nI tested for this problem on my Windows 11 system. Different mouse, G502, and different options software (G Hub vice Logi Options) but same Modifier settings (Shift and Ctrl) for buttons 4 and 5. It worked fine on my Windows system.", "Shortcuts for Tools (design task)\nOne of the major issues with the tool system, is that switching tools isn't easy enough using the keyboard with the default keymap. \n\nWe would like to introduce a way to make the keyboard shortcuts switch tools, without having to click on the toolbar, or opening menus. Here's how we think we can solve it:\n\nWe want to leverage muscle memory for shortcuts users already know, such as G, R, S for the transform tools, as well as K for Knife, Alt-S for Move Along Normals, and so on. \n\n## Leader Keys\nTo do this, we use the concept of *leader keys* (also known as *chained keys*). This makes it so that tapping (but not holding) a modifier will change the following shortcut. In this case we think we will use Alt to switch tools. \n\nIn practice, this means users will tap Alt, then G to switch to the Move tool, and so forth.\n\n## Visual Feedback\nWe want to make it obvious that a leader key has been entered, so that users know that the following key stroke will differ from normal. We do this in a few ways:\n\n**Status Bar**\nHere we can see the leader key, plus the shortcuts:\n{[F7753731](Screenshot_2019-09-15_at_21.50.34.png), size=full}\n\n**Toolbar**\nAfter the leader key is pressed, we can also display the hotkeys inside the toolbar buttons. This gives a more direct association with the tools in the toolbar and their corresponding shortcut. \n{[F7753735](Screenshot_2019-09-15_at_21.43.58.png), size=full}\n\n## Implementation\n\n- Pressing Alt and releasing (without pressing another key) would prompt for input.\n - Pressing any of the mapped keys would activate the tool immediately. \n - Pressing any key not mapped - such as painting or using mouse buttons to pan the view - would cancel the prompt and perform the action (preventing unintended leader key press from Blocking other actions). Pressing escape would also cancel.\n\n## Precedents\n\n- Firefox supports accessing menu this way (Tapping Alt, then F opens the file menu).\n- Typing in accent characters on macOS uses [leader-key like functionality. ]()\n- Spacemacs relies heavily on a [leader key ](QUICK_START.html#the-leader-keys).\n\n", "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", "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", "Unnecessary Proportional editing in Sculpt Mode.\nOperating system: Windows-10-10.0.1709 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.30\n\nBroken: version: 2.81 and 2.82 (sub 1)\nWorked: (optional)\n\nthis is probably not a bug but more of a design since Sculpt mode now has regular transform tools.\n\nI accidentally found out that if you enable Proportional editing then going to Sculpt mode the Transform tools will show Proportional editing & it's hotkeys in the Status bar.\n\n * Enable Proportional editing in Object mode.\n * Enter Sculpt mode.\n * Use any tool of the Transform tools.\n", "Color attributes difference between vertexpaint and sculpt modes\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.2.0 Beta\n\nColor attributes difference between vertexpaint and sculpt modes\n\n[vertex_paint_geo_nodes.blend](vertex_paint_geo_nodes.blend)\n\n- open the included blend file and try to remove the instance objects from the geo nodes (The objects are linked to a color attribute. Using white color to add the objects and black to remove them)\n- when using vertexpaint mode, several pure black strokes are required\n- when using sculptmode paint tool, trees vanish on the first black stroke stroke- when i open blender 3.1 it works fine. \n\n\n\n", "Flip the Render\nI proposed this idea to Campbell via email and he said it sounded reasonable enough to add here...\n\nThe idea: In the image editor, when the Rendered Result is displayed, pressing F will flip the render horizontally. This is a common action that many digital painters use in Photoshop to refresh their eyes and see new flaws in their work.\n\nSome notes:\n - It will should only work in the Rendered Result, not on regular images\n - All tools that normally work in Rendered Result, should work here as well. (rendered border, sampling image color, painting)\n - Only Flip X. I've tried Flipping Y before, but I haven't found it to be that helpful in the artistic process. Could be added later though if people want it?\n - Should apply the Flip state to all Slots. Eg. If flipped in Slot 1, when you change to slot 2 it will also be flipped. If you turn Flip off in Slot 2, it will also be off in Slot 1 and all slots.\n - To remove the potential confusion for users who flipped it by accidentally pressing F but don't know the hotkey, a new button should display in the toolbar. Here: ![new button location.png](new_button_location.png)", "Sculpt with Perspective mode. Changing brush size is impossible with closups\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\n\nAs title says. This behavior prevents to use {key F} as size modifier on closeups.\n\n[2021-03-20_10-32-46.mp4](2021-03-20_10-32-46.mp4)\n\n[brushsize.blend](brushsize.blend)", "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 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", "Gizmo position is wrong for meshes with modifiers\nWin10, Win7, Mac OS Sierra\nGTX970, GTX750\n\nBroken: 2.78a e8299c8 , 2.66.0 r54697\n\n![Screen Shot 2017-02-05 at 12.59.39.png](Screen_Shot_2017-02-05_at_12.59.39.png)\nWhen a joint (for example, an arm) is bent, paint weight is not enough to express deformation around the joint. So it's a common practice to add a shape key for the bent shape and edit it.\nBut when you enter edit mode and select polygons to edit it, the manipulator is on wrong position. \n\nJust select faces. Manipulator is supposed to sit on the selected faces but it's not.\n\n[manipulator bug.blend](manipulator_bug.blend)", "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", "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..." ]
[ "The Tool Settings UI should update when holding modifier keys\nIn Sculpt Mode, users can hold Ctrl to invert the effect of the current tool. However, both the tool settings + and - buttons, as well as the color of the brush cursor, don't update to reflect that you've inverted the effect. \n\nBoth of these should update their state when the user holds Ctrl.\n\n![image.png](image.png)\n\nThe same is true for the selection tools and their modes.\n\n{[F5686801](Screenshot_2018-11-23_at_00.36.36.png), full=true}\n\nWhen holding Shift or Ctrl to add or remove, the state of these buttons should update to reflect that. " ]
Selection in edit mode is still appear when overlays is off Operating system: Linux-5.3.11-1-MANJARO-x86_64-with-arch-Manjaro-Linux 64 Bits Graphics card: GeForce GTX 950/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.31 Broken: version: 2.82 (sub 4) Worked: (optional) Selection in edit mode is still appear when overlays is off in blender 2.82. It is different with blender 2.81 ![bug.png](bug.png) on the left is blender 2.81, and on the right is blender 2.82. I use the toogle overlays to check the surface quality a lot in edit mode, and now i should go to object mode to be able to see my mesh without wire overlays on top of it open blender enter edit mode then turn off the overlays [untitled.blend](untitled.blend)
[ "Add \"Island\" mode to UV-Sync-Selection\nIn the UV Editor, it would be nice to have UV-Island Selection mode still be available, even when UV-Sync-Selection is active.\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", "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)", "Intersect (Boolean) in edit mode produces inconsistent selection\nBroken: 2.92 master\nWorked: N/D\n\n\nThis is how selection looks like after performing a Difference operation in edit mode using an enlarged copy of the same cube:\n\n![image.png](image.png)\n\n4 verts and edges selected, yet 0 faces (should be 1). The operation was performed in vertex mode. If you do it in edge mode, again 4 verts and 4 edges, 0 faces (should be 1). In face mode though - nothing gets selected at all.\n\n\n1. Enter edit mode on the cube.\n2. Duplicate the geometry, move it to the side and scale it slightly.\n3. Invoke a Face -> Intersect (Boolean).", "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.", "wireframe still displayed in hidden edges \nOperating system: Linux-5.15.5-76051505-generic-x86_64-with-glibc2.34 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.86\n\nBroken: version: 3.0.0\nWorked: (2.80) \n\nwireframe still displayed in hidden edges that are created by Solidify Modifier \n\nAttach tow Planes in one mesh\nAdd Solidify Modifier \nActivate Wireframe geometry in Overlays\nEdit mode and isolate one face (shift+h)\n\n[wireframe&solidify.blend](wireframe_solidify.blend)\n", "Many Grease Pencil operations cannot be performed without an \"Active Layer\", though it shouldn't be needed\nOperating system: Linux 64-bit\nGraphics card: GTX 1080 ti\n\n2.93.5 and also 3.1 alpha (Nov 19th build)\n\nWhen working in a scene with more than one GP object, it's easy to go into edit mode for one GP object while having selected the layer of another in the dope sheet. Selecting a GP stroke may automatically select a layer for a different GP object. When the active GP object in edit mode has no active layer, a lot of operations are disabled, and it makes no sense as to why they should need an active layer at all.\n[GP_bug.blend](GP_bug.blend)\n - Open the attached file, which is in Edit Mode for the Suzanne GP object on the left\n - With no active layer belonging to Suzanne selected in the Dope Sheet, not a single operator in the \"Stroke\" menu can be performed. Selected strokes can be transformed and extruded, but they cannot be assigned materials or subdivided. This is odd because none of these operators seem like they should need any particular layer to be selected\n # Deselect all layers in the Dope Sheet and select a stroke. A layer is automatically selected, but it belongs to Suzanne.001, which is also baffling.\n\n", "Working sliders are faded in the overlays panel\nBroken: 3.0\n\n**Short description of error** \nthe wireframe and wireframe opacity sliders are faded in the overlays panel even when they're working.\n\nFor better visibility, delete the cube, add a suzanne, press ctrl+3 to subdivide it, then apply the modifier.\nIn the Object Properties, under viewport display, turn on \"show edges\" OR set the object to \"Display As: Wire\".\nIn the viewport's Overlays panel, drag the wireframe threshold and wireframe opacity sliders. Make sure that you are in solid shading and the wireframe option is off in the overlays panel. \nThe sliders are faded even though they are working.", "Regression: unhide now is global even in local mode\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: 3.0.0 Alpha\nWorked: 2.79b\n\nAlt+H in local view unhides objects all over the scene instead only local context, as it work in 2.79\nPlease fix. It is very handy feature and we have lost it.\n\n**Step to Reproduce**\n- Open .blend file\n- Select a sphere and Hide: {key H}\n- Select all three cubes and enter in Local view: {key /}\n- Hide cubes\n- Now unhide cubes in Local view: {key Alt H}\n- sphere is also visible (Either check outliner or Switch back from Local view)\n\nTest File:\n[#92527.blend](T92527.blend)\n[2021-10-27_12-23-23.mp4](2021-10-27_12-23-23.mp4)", "Overlay in Curve Sculpt mode to display the actual editable geometry (e.g. guide curves)\nAs we are moving along with developing the grooming feature set and adding more native procedural operations to edit hair, it gets more important to have visual feedback on what is the actual geometry that can be sculpted in sculpt mode.\n\nThe solution is to add a viewport overlay displaying the curves that are used for the interaction with the scultping tools.\n\nOpen questions are:\n- Where is that overlay toggled?\n- How exactly does this overlay look like/is drawn?", "Sculpt Mode Border Mask Tool Todo\n## Sculpt Mode Border Mask Tool Todo\n * - [x] {icon circle color=red} When this tool is selected, it currently shows the wrong tool settings which affect the brushes, not this tool. These should not be visible when this tool is active.\n * - [ ] {icon circle color=yellow} We should add a tool setting to add/remove the mask as you drag. Currently, the only way to remove from mask, is very hidden: You drag with RMB. This could become more consistent and more discoverable if we added the same Add/Remove buttons as with other Sculpt tools", "Annotations is rendering in off Overlays\nOperating system: Linux-5.11.0-44-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.86\n\nBroken: version: 3.0.0\n\nWhen I toggle off Overlays and make Viewport Render, Annotations are stored in render result.\n\n\n\n - Draw Annotations \n - toggle off Overlays \n - click Viewport Render\n\n\n[Screencast-2022-01-11_20.56.29.mp4](Screencast-2022-01-11_20.56.29.mp4)\n", "Sculpting/Painting on invisible objects\nOperating system: Linux-6.5.2-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 16.0.6, DRM 3.54, 6.5.2-gentoo) AMD 4.6 (Core Profile) Mesa 23.3.0-devel (git-b492f73f87)\n\nBroken: version: 4.0.0 Alpha\nWorked: ---\n\nThis is an inconsistency that I noticed when toggling between collections of objects while working on an asset. It's most likely not a regression.\n\nIn edit mode it's impossible to operate on the selection if the object is currently hidden. This is very helpful to prevent mistakes and as feedback that you might be editing the wrong object atm.\n\nWhile in sculpt mode or any of the painting modes this is not the case. If the object is currently hidden while in sculpt or weight paint mode, it is possible to use the brushes on the geometry.\n\nIdeally any operation should be prevented if the object is hidden.\n\n1. Enter edit mode.\n2. Select everything.\n3. Hide the object or collection in the outliner.\n4. Try to move or otherwise edit the selected geometry.\n5. Show the object again (No edits should have happened).\n6. Enter sculpt mode and hid the object/collection again.\n7. Use a brush on the hidden object.\n8. Show the object/collection (See the edits that have been done).\n\n", "Bevel gizmo is hidden when disabling Active Object gizmos\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: 2.91.0 Alpha\nWorked: N/A\n\nThe bevel gizmo is hidden when disabling Active Object gizmos, even though the bevel gizmo is an *active tool* gizmo\n\n\n - Enter Edit Mode\n - Switch to the Bevel tool by clicking on the Bevel icon in the toolbar\n - Go to the Gizmos popover and disable Active Object gizmos\n - The Bevel gizmo disappears\n\n\n\n\n\n", "Bridge Faces missing from menus\nOperating system: Linux-5.3.0-29-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: Quadro GP100/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.48.02\n\nBroken: version: 2.83 (sub 4)\n\nThe \"Bride Faces\" operator for edit mode is currently only accessible in the context menu when in face selection mode.\nI would expect it to also appear in the faces menu (Ctrl + F or in the header) since Bridge Edges is also accessible in the edges menu.\n\n\n\n\n\n" ]
[ "Edit mode orange overlay visible when 'Show overlays' is OFF\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 750 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.48\n\nBroken: version: 2.82 (sub 3)\nWorked: 2.81 and some builds of 2.82\n\nOn the latest build, Edit mode orange overlay is visible when 'Show overlays' is turned OFF\n\nthis feature was extremely useful for live previewing of big UVs on on high density models as seen below\n\n\n\n> 'Editmode' in 2.82 beta with 'Show overlays' OFF\n\n\n![2.82.png](2.82.png)\n\n\n\n> 'Editmode' in 2.81a with 'Show overlays' OFF\n\n\n\n![2.81a.png](2.81a.png)\n\n\n\n\n" ]
Object Mode - Box select, no option to disable "select through" While in Object Mode most of the time I just want to select objects that are in front of my view, using Box select. This is especially important in scenes with lots of objects scattered all over the scene, behind other objects. As demonstrated in the video the "Box select" also selects everything behind the objects in front. In Edit Mode we have X-ray mode option to select through, but in Object Mode no such thing, as if x-ray is always on. [out1.mp4](out1.mp4)
[ "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.", "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.", "The alpha channel set in Viewport Display settings for an object's material appears as if it's set to 0 when a background image is behind it\nOperating system: Linux x64 (Debian-based)\nGraphics card: NVIDIA Corporation GP107 [GeForce GTX 1050 Ti] (rev a)\nNvidia drivers, version: 440.31\nKernel: 4.19.0-6-amd64\n\nBroken: v2.81a and v2.80, downloaded from blender.org as a tar.gz\n\nWhen you change the Viewport Display color for an object to have an alpha channel < 1.0 but > 0.0, then manipulate the scene so that there's a reference or background image behind that geometry, the overlapping area will appear completely transparent (alpha 0.0).\n\n\n1. New scene\n2. Add a cube: Shift a -> Mesh -> Cube\n3. Add an image: Shift a -> Image -> Reference (or background)\n4. Select an image\n5. Position the image behind the cube in the viewport. Select the cube.\n6. In the properties panel, select Material Properties\n7. In the Material Properties panel, select Viewport Display\n8. Change the Color to have an alpha between 0.0 and 1.0, exclusive\n\n**Observed behavior**\nLike the screenshots, the overlapping area allows the background image to completely shine through.\n\nQQxLCpv\n\n**Expected behavior**\nThe object will become uniformly translucent and allow the background/reference image to be partially visible, not make the image fully transparent in the overlap.\n\n", "Stronger binding of Active and Selected\n**Context**\n\nFor many things that can be *Selected*, there is also a state called *Active*. There can be 0..∞ *Selected* things, and 0..1 *Active* things. This applies to objects, bones, fcurves, fcurve keys, mesh elements, and more. These will just be referred to as *thing* in this task to avoid having to repeat that entire list.\n\nThe *Selected* and *Active* states are independent, so there are four states a thing can be in:\n\n| | Not Selected | Selected |\n| -- | -- | -- |\n| Not Active | x | x |\n| Active | x | x |\n\n**Problem**\n\nThere are two states possible that can cause issues:\n1. **There are *Selected* things, but none of them is *Active*:** a sidebar/numerical/properties panel will not show information, and generally be empty without explanation why.\n2. **There is an *Active* thing, but it is not *Selected*:** this is not shown in the UI, as there is no separate color for this situation; all *Active* things are shown the same way regardless of them being *Selected* or not. This causes confusion and unexpected behaviour, and also doesn't allow for an actual clear use of this possibility.\n\n**Related Reports**\n\nThese reports are examples of confusing situations where the disconnect between *Active* and *Selected*. The list is not exhaustive, and may be expanded later.\n\n- #14429 (selected bone is not active)\n- #65219 (Objects don't become active object if they are selected by a box)\n- #68647 (objects selected using box select cannot be moved to collection if there is no active object)\n- #81922 (The Graph Editor doesn't show any curve of the Armature (if in Pose mode, but armature unselected, with box/circle/lasso tools))\n\n**Proposal**\n\nThis design task proposes linking *Active* and *Selected* such that:\n1. If there are *Selected* things, there is always one of those that is the *Active* thing.\n2. If a thing is *Active*, it is also always *Selected*.\n\n**Hurdles to Overcome**\n\nRule 1. above requires that one of the selected things is marked active. There is not always a unique, obvious choice here, for example when box-selecting multiple things at the same time. In this case the choice should at least be consistent so that users know what to expect after a while. The thing closest to the mouse cursor (when using the mouse to select) could be a reasonable choice.\n\nRule 2. above can be dealt with in various ways:\n- Create a function that returns the *Active* thing, and make it return nil when that thing is not also *Selected*. This is what was implemented for the Active Keyframe (983ad4210b). This has the downside that now nothing is active, breaking rule 1 and forcing the selection-changing code to pick another thing to become *Active*.\n- Refuse deselection of the *Active* thing.\n- ... something more elegant.\n\n**Goal of this Design Task**\n\nThe goal of this design task is to answer the following questions:\n- Is there an agreement that the current situation causes issues, and that having a stronger correlation between *Active* and *Selected* is a good thing?\n- Is there an agreement that the proposed two rules are the way to go?\n- How do we implement these rules in a way that makes sense to artists?\n- Can we implement this in a way that can be reused by all the affected parts? Some unified selection/activation API that can be implemented for different data types?\n", "After opening File explorer with export shortcut the window doesn't ignore the first click from selecting something behind it\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87\n\nBroken: version: 2.90 (sub 0)\nBroken: version: 2.82 (sub 7)\n\n\nAfter you open the file explorer and the first click you do will select an object behind the window if there is any. Annoying if you use selected objects to export. Seems to only happen if you use a shortcut to export to any file type. Couldn't reproduce with selecting file -> export -> any file type.\nEdit: If there is no objects behind where you click you will deselect everything.\n\nWith default scene. Short cut some export file type. File -> export -> filetype -> assign shortcut. hit the shortcut and if you click in the file explorer window where the default cube is you will select it.\n\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", "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)", "Allow View Navigation within Modal Operators\nExcept when there's a good reason to block navigation (such as modal transforms) all modal operators should allow user to navigate the viewport. This includes panning, rotating, zooming, and changing to direct view (top, front, side, etc).\n\nFor example, neither Box Select or Circle Select allow viewport navigation. This severely limits the tools use, often requiring the user to activate the operator multiple times from different angles. \n\n**Operators that need navigation events passed through**:\n - Circle Select\n - Box Select\n - Mesh Bisect\n - Mesh Loopcut and Slide\n", "material_slot_remove_unused operator cannot operate on a specific object(s) using a context override\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.11\n\nBroken: version: 2.91.0, (also 2.93.7, 3.2.0, 3.3.0 Alpha (branch: master, commit date: 2022-06-07 18:08, hash: `173a15bcda`))\nWorked: 2.90.1\n\nPreviously, the context override `{'active_object': my_object}` could be used to override the object that `bpy.ops.material_slot_remove_unused` would operate on to `my_object`.\nI'm thinking this may have stopped working in 1a650fdcb2, in particular, the change of using `object_array_for_shading_edit_mode_disabled` which calls `object_array_for_shading_impl` (now appears to be `ED_object_array_in_mode_or_selected` in `source/blender/editors/object/object_edit.c`) to get the objects to operate on instead of using `CTX_data_active_object`.\nAs far as I can tell, `ED_object_array_in_mode_or_selected` now gets the objects to operate on directly from the `view_layer` of the context.\nI could not find any context attributes that I could override to change the object(s) the operator operates on (besides overriding `view_layer` with a newly created view layer where I've selected only the objects I want to operate on).\n\nGiven the default startup .blend file:\n - Select the default cube as the active object\n - Add a new material slot to the default cube\n - Open the Python Console and run `default_cube = bpy.context.object`\n - Duplicate the default cube\n - Deselect the default cube\n - Select the duplicate cube as the active object\n - In the Python Console used earlier, run `bpy.ops.object.material_slot_remove_unused({'object': default_cube})`\n - Note that on 2.90.1 and older, the context override must instead be `{'active_object': default_cube}`, (attempting to use this override on 2.91.0 and newer will result in `RuntimeError: Operator bpy.ops.object.material_slot_remove_unused.poll() failed, context is incorrect`)\n # Note that on 3.2 and newer, you can alternatively use `with bpy.context.temp_override(object=default_cube): bpy.ops.object.material_slot_remove_unused()`\n\nOn 2.91.0 and newer, the selected duplicate cube will have its unused material slots removed instead of the default cube specified in the context override.\n(On 2.90.1 and older, the default cube will have its unused material slots removed and the selected duplicate cube will remain unchanged)\nReplacing the `material_slot_remove_unused` operator with `material_slot_remove` or `material_slot_add` in all of these steps (though, also using the override `{'object': default_cube}` on 2.90.1 and older) will cause the operator to operate on the default_cube as expected.", "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)", "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)", "Orbit around selection not working with modifers in edit mode\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 2.92.0\n\n\nWhen \"orbit around selection\" is turned on in the preferences the viewport usually rotates around the selected object - for example a selected vertex.\nIf the objects geometry is influenced by a modifier, though, the viewport does not rotate around the modifieds position of the vertex but still around the original position of the vertex. This can be very limiting, esspecially when using heavily deformed meshes which is often the case when using lattices.\n\n1. Preferences -> Navigation -> check \"Orbit Around Selection\"\n2. create Cube\n3. put simple Deform Modifier on Object\n4. In the modifier next to the Camera and Viewport Display icons press the \"Edit Mode\" icon and the \"On Cage\" icons. (see image)\n5. Select a single vertex of the Cube and rotate the viewport\n6. The viewport does not rotate around the vertex.\n\n![OrbitProblem.PNG](OrbitProblem.PNG)\n\n\n", "Context override of bpy.ops.object.mode_set does not work\nOperating system: Ubuntu 18.04.5 LTS\nGraphics card: GeForce GTX 1070 Ti/PCIe/SSE2 440.100\n\nBroken: version: 2.93.0 Beta, branch: master, commit date: 2021-05-04 23:07, hash: 96abe5ebbc55\n\nSetting the object whose edit mode you want to enter via context overrides does not work.\n\nAlthough the active object is changed via the context override, the following line still switches into edit mode of the object selected in the UI:\n\n\n\n```\nbpy.ops.object.mode_set({\"active_object\": bpy.context.scene.objects[\"Cube\"]}, mode='EDIT')\n```\n\nI also tested:\n```\nbpy.ops.object.mode_set({\n\"active_object\": bpy.context.scene.objects[\"Cube\"]\n\"object\": bpy.context.scene.objects[\"Cube\"]\n\"selected_objects\": [bpy.context.scene.objects[\"Cube\"]]\n\"selected_editable_objects\": [bpy.context.scene.objects[\"Cube\"]]\n}, mode='EDIT')\n```\n\nAnd \n\n\n```\ncontext = bpy.context.copy()\ncontext[\"active_object\"] = bpy.context.scene.objects[\"Cube\"]\ncontext[\"object\"] = bpy.context.scene.objects[\"Cube\"]\ncontext[\"selected_objects\"] = [bpy.context.scene.objects[\"Cube\"]]\ncontext[\"selected_editable_objects\"] = [bpy.context.scene.objects[\"Cube\"]]\nbpy.ops.object.mode_set(context, mode='EDIT')\n```\n\nBoth do not work.\n\nThe only thing that works is:\n\n\n```\nbpy.ops.object.select_all(action='DESELECT')\nbpy.context.view_layer.objects.active = bpy.context.scene.objects[\"Cube\"]\nbpy.context.scene.objects[\"Cube\"].select_set(True)\nbpy.ops.object.mode_set(mode='EDIT')\n```\n\nBut it would be great to be able to do that simply via context overrides, as it also can be done for other operators.\n\n- Open Startup Scene\n- Duplicate Cube\n- Select Cube.001\n- Enter \"bpy.ops.object.mode_set({\"active_object\": bpy.context.scene.objects[\"Cube\"]}, mode='EDIT')\" in console\n- > The edit mode of Cube.001 is activated, however it should be the one of Cube", "Boolean modifier - Intersect option - not working / artifacts while doing 3D Sectioning\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\nWorked: in Blender 2.92\n\nStrange artifacts using 3D sectioning using Boolean modifier - Intersect (see sectioning animation issues below)\n\nExpected behavior:\n3D slice working correctly in Blender 2.92 (to view internal section of object)\n```\n-Create Mesh Plane (larger than object)\n-Select Plane - Add Boolean Modifier \n\tOptions - Intersect\n\tObject - STL or Object\n\tSolver - Exact\n\n```\n![3d_section.gif](3d_section.gif)\n\nActual behavior:\n3D slice issues using Blender 2.93 beta (to view internal section of object)\n1) Not showing object as a 3D section like in 2.92 (see animation above)\n2) Artifacts Showing up when moving cutting plane back and forth (see animation below) \n\n![Sectioning_issues.gif](Sectioning_issues.gif)\n\n\nIn the blend file, move the `Plane_xy` along the z axis, or move the `Plane_xz` along the y axis.\n[section.blend](section.blend)\n\n", "Bisect Tool Todo\n## Bisect\n * - [ ] {icon circle color=yellow} We should add an updated Gizmo here ![bisect_manipulator](bisect_manipulator)\n\n *Comment: should this gizmo's plane be an outline (design looks opaque), also, it's quite different to the previous design, see: #54661 ~ ideasman42*\n\n *Answer: This design is more similar to what we have now, but makes it easier to rotate and move the bisect plane along specific axes. The blue plane here should be transparent, not opaque. ~ billreynish*\n\n * - [x] {icon circle color=yellow} We should add these options to the tool settings: Fill, Clear Outer, Clear Inner. Otherwise, users have to keep setting these settings for every bisect operation.\n * - [ ] {icon circle color=yellow} We should add an option called 'Only Selected' just like the Knife tool. Currently it always only applies to selected elements, but that makes many successive bisects annoying because you constantly have to select all. \n" ]
[ "3D View Selection Occlusion (Select Through) \nCreating this design task as there are unresolved issues with [D6322: Mesh: Select through](D6322) which are more design issues.\n\nThis is a place holder, some topics to address:\n\n- Where this option is stored, accessed?\n- Which selection tools/operators should use this?\n- Which modes this should be supported in (edit, pose, grease pencil... etc)\n- How to display this option when in wire-frame display (when the user will always select-through)\n- How to access this from both active-tools & key-bindings?\n- How to make it obvious selecting-trough is enabled *(draw style, cursor - this might help avoid confusion)*.\n- Should this be supported in object mode too?(the reverse since objects already select-through), IIRC we discussed having this option for box select too.\n\n\n### Related Topics\n\nNote that there are topics being raised which relate to select-through, but might be best treated as separate topics since we could change behavior here with or without select-through.\n\n- Current behavior of X-ray.\n- Current usability toggling X-ray (Z-drag or Alt-Z).\n- Selecting faces by their centers.\n- Lasso select using object centers #64281 (Option to lasso-select using geometry instead of object centers.).\n" ]
UI parts missing (e.g. icons in T-panel) Operating system: Windows-10-10.0.18362-SP0 64 Bits Graphics card: GeForce GTX 550 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 376.54 Broken: version: 2.91.0 Alpha Worked: (newest version of Blender that worked as expected) commit date: 2020-08-28 16:58, hash: `8f5b9fb519` Icons missing T-panel As you can see in the image below ![t-panel_missing.png](t-panel_missing.png) better pic ![t-panel_missing icons.png](t-panel_missing_icons.png)
[ "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", "Collection usability\n- [ ] Viewport UI\n- [ ] Shortcuts to toggle visibility?\n[ ] . . .\n\nNeed a clear design on what to do.", "System UI Freeze and blender UI blinks\nOperating system: Linux-6.4.12-zen1-1-zen-x86_64-with-glibc2.38 64 Bits, WAYLAND UI\nGraphics card: Mesa Intel(R) HD Graphics 630 (KBL GT2) Intel 4.6 (Core Profile) Mesa 23.1.6-arch1.4\n\nBroken: version: 3.6.2\n\nblender often freezes (with the entire UI of the System), sometimes blender comes back to control, but, there are times when doesn't, the blender UI blinks to come entirely black and unresponsive.\n\nThis happens when I was using a graphic tablet to sculpt something.\nJust opened blender and started to sculpt, eventually the situation occur.\n\n", "UI BUG: Icons in the property editor \"flicker\" when you hover them or click on them\nOperating system: Windows 10, 64 bits\nGraphics card: Geforce 1080 8gb, Geforce 1070 8gb\n\nBroken: blender-2.90.0-874af5301cdf-windows64\nWorked: 2.83.0 LTS\n\n\nIcons in the property editor annoyingly flicker, they change border thickness 1-2 pixels upon hovering over or clicking on them.\n\nThin:\n![image.png](image.png)\n\nThen they get thicker:\n![image.png](image.png)\n\nIt's very visible if you use Icon border settings in your theme and many monochrome themes dop use that setting, because not everyone wants to see distracting rainbow colors in their UI.\n\n\nGo to Blender Preference, Themes.\nOpen Icon colors tab and set icon border to 1.\nEssentially use any bright theme as it is very visible when your theme is bright and icons have borders.\n![image.png](image.png)\n\nHover over icons in the property editor, see the flickering.\n\nHere's the video of the bug:\n\n[2020-06-22 01-18-44.mp4](2020-06-22_01-18-44.mp4)\n\n\n", "Node Tools not exposed in the Preferences > Keymap\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: AMD Radeon (TM) R9 380 Series ATI Technologies Inc. 4.5.13596 Core Profile Context 20.10.35.02 27.20.1034.6\n\nBroken: version: 3.3.1\n\n**Short description of problem**\nFor the Node Editor keymap, there are hidden Node Tool keymaps that exist within Blender (they are only visible via search filter) that override the keymaps that are exposed, and can't be customized properly.\n\n![Capture.JPG](Capture.JPG)\n\nThis report stems from this bug report:\nT102422 ", "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", "User Interface Policies\nDesign task to coordinate user interface policies before including them in the [human interface guide-lines (HIG) ](Human_Interface_Guidelines).\n\nThis is a curated list of items agreed on by module owners.\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----\n\n### Under Discussion\n\n- {icon circle color=green} #76212 (Avoid Dynamic Menu Contents)\n- {icon circle color=green} #76213 (Avoid Dynamic Menu Text)\n- {icon circle color=green} #76227 (Make All Operators Accessible from Menus)\n- {icon circle color=green} #76261 (Tooltip Guidelines)\n\n----\n\n### Accepted\n\n- <none>\n\n### Rejected\n\n- [D7515: UI: Comma as Decimal Separator](D7515)", "Changes to the asset catalog UI\n- - [x] Nest real catalogs under \"All\" item. (e38532773b)\n- - [x] Remove `'HOME'` icon. (fca6a9fe3f)\n- - [ ] Improve layout to make relationships more clear.\n- - [x] Expand the selected item on click. (56ff954030)\n- - [x] Don't expand all top-level catalogs. (c0122cc888)\n- - [ ] Add hierarchy lines.\n- - [ ] Asset catalog icon for each row?", "Freestyle Lines Stopping Short of Vertices & Partially Failing\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Intel(R) HD Graphics 620 Intel 4.5.0 - Build 27.20.100.8682\n\nBroken: version: 2.92.0\n\nSee attached PNG file: Freestyle lines sometimes do not reach vertices - sometimes by a long way; and on some edges they are completely absent when they should be present.\n\n[The PNG file also shows a shadow problem which has been submitted separately: T88013 ]\n\nOpen the attached .blend file and press F12 ('Render').\n\n[BUG_FreestlyeLinesStoppingShort-of-Vertices-01.blend](BUG_FreestlyeLinesStoppingShort-of-Vertices-01.blend)\n\n![BlenderFreestyleBugs-1.png](BlenderFreestyleBugs-1.png)\n\n", "Layout tabs disapear after switching layouts\nOperating system: Win10\nGraphics card: 2070 super\n\nBroken: 2.83.3, 2.83.2\nWorked: probably never\n\n\nMy screen layout is as follow:\n![ApplicationFrameHost_d834aWEV5N.png](ApplicationFrameHost_d834aWEV5N.png)\n\n2 is the main display set at 3840x2160 - 100% scale. \n1 and 3 are both set to 3840x2160 - 125% scale.\nI will refer to these displays by their ID shown in the image above.\n\nMy blender workflow is spread on two monitors (two blender windows, one main, one \"new window\" (as opposed to having two \"main windows\")\n(Note and possible other minor bug: My start up file (and projects where saved with this 2nd window on the 3rd monitor. For some reason, it always open on the 1st monitor but I move it down. This doesn't seem to affect the current issue here)\n\nThe layout tab bar is on the main blender window on the main display 2 set at 100%. But changing layout will also affect the content of the 2nd blender window that is displayed on monitor 3.\n\nMy conclusions:\n\n - The issue only occurs in my normal work setup as described above. Here I am listing other observations\n - It seems the extra display has no impact on the issue. To save you time, I've troubleshot everything below after disconnecting display 1.\n - When I set both displays to 100%, the bug is gone.\n - When I set both displays to 125%, the bug is gone.\n - When I set display 2 with the main blender window to 125% and display 3 to 100%, the bug is gone. But when set to 150% or above, the bug occurs.\n\nSee video, change layout to recreate the issue.\n[scSWKq3gAj.mp4](scSWKq3gAj.mp4)\n\nComplete description of what can be seen in the video:\n\n - I switch over to the Shading Layout by clicking the tab (note that the issue occurs no matter which layout is clicked)\n - The tabs and the whole menu bar disappear and we see a blank bar.\n - I move the blender window a place it back to where it was, the tabs are \"refreshed\".\n - I repeat the same steps a second time with a different layout.\n\n\n", "Console warning \"ToolSettings\"/ \"snap_node_element\"\nOperating system: Windows 10\nGraphics card: Geforce GTX 970\n\nBroken:\n2.80, 8c8979067490, blender2.7, 2019-01-31\n\nI was importing a file from an older blender version and I noticed this error in the console:\n![image.png](image.png)\nIt appears when you hover over the node editor and when toggling edit mode.\n\nThe reason I think it's not an issue which appears because of the different blender version is that I recently released an addon for managing nodes with layers and a few people noticed similar errors when editing a mesh with KitOps or similar addons and then trying to change the nodes.\nI also don't think it's an issue with my addon as I didn't change the file (included) with the addon and I tried it with a clean blender version as well.\n\n[warning_message.blend](warning_message.blend)\n- Open the file\n- Open blender console to see error messages\n- Hover over node editor with the cursor\n- > Warning message should appear", "Texture Paint - bad behaving operator \"Save All Images\"\nGo to Texture Paint Mode with some Textures loaded. In T-Panel go to the Slots Tab. There you will find a Button labeled \"Save All Images\". However, do not push this Button !\nThis Button overwrites all involved/edited Textures in the Texture Paint Slots at once and instantly, without further inquiry, to the directory of the origins.\n\nIt's not a bug, it's working pretty well !\n\n \n", "Lost hotkey with save preset\n2.80\n\n\nI finally can replicate problem from 2.7x and it is still problem in 2.80. When you change some combination of hotkeys and save it to the preset. You lose some of them. On my GIF example Numpad 1 dissapear.\n\nSometimes it come back after restart Blender, but sometimes it is just gone.\n\n![lostKeyBug.gif](lostKeyBug.gif)\n\n", "Asset Browser don't show my asset's and crash Blender\nOperating system: Windows-10-10.0.18363-SP0 64 Bits\nGraphics card: Radeon RX 560 Series ATI Technologies Inc. 4.5.0 Core Profile Context 22.11.2.221130\n\nBroken: 3.4, 3.5.0\nWorked: \n\n\nI created my asset browser and at first it worked well. But after it's worked strange. Then i opened asset browser i don't see my assets, but after refreshing Blender was crashed. I tried to re-specify the path to the library, but was changed nothing. I tryed to install new Blender (3.5) and it take change but don't fix it. I can't see assets in asset browser, but then a refresh it, Blender don't crash.\n\n\n- Download and extract the attached .zip file\n- In Preferences -> File Paths -> Asset Libraries, add the directory of the unzipped file\n- Go to Asset Browser an look for the assets in the added library - You cannot find then\n- Refresh - crash", "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" ]
[ "Missing UI parts at first startup\n\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.48\n\nBroken: version: 2.91.0 Alpha\n\nAt first start after rebooting my PC Blender is missing parts of the UI and the splash image.\n\n\nNot sure how to reproduce this. Here it happens reproduceable after a reboot and starting Blender the first time. The second time starts up as it should.\n\n![glitch1.jpg](glitch1.jpg)\n\n![glitch2.jpg](glitch2.jpg)\n\n" ]
Multires Modifier Causes Mesh Topology to become invisible in Sculpt Mode with Cloth Brush. Operating system: Windows-10-10.0.19045-SP0 64 Bits Graphics card: No Broken: 3.4.1, Worked: 3.0 Using the Multires Modifier with the Sculpt Cloth Brush causes the mesh topology to become invisible in sculpt mode. Apply a Multires Modifier to any object. Enter Sculpt Mode. Attempt to use the Cloth Brush.
[ "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", "Sculpt, Mask extract with certain mesh produces broken mesh (hidden geometry)\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\nMesh made as «mask extract» from sculpt, then I fill and triangulated top.\nIt looks like mesh contains non-selectable geometry, that prevents to make proper operation Origin to geometry.\nTry to do it. Origin will stay at the same place.\n\nAfter exporting obj and importing back bug gone. After remesh too.\nIt is the second time, I`ve encountered such issue.\nMay be related to #82209 (Blender hanging with «separate selection» in particular model/file (svg imported).)\n\n[mesh.blend](mesh.blend)\n\n[2021-03-24_11-40-49.mp4](2021-03-24_11-40-49.mp4)\n\n\n\n", "Sculpt Mode Border Hide Tool Todo\n## Sculpt Mode Border Hide Tool Todo\n * - [x] {icon circle color=red} When this tool is selected, it currently shows the wrong tool settings which affect the brushes, not this tool. These should not be visible when this tool is active.\n * - [ ] {icon circle color=yellow} We should add a tool setting to add/remove the mask as you drag. Currently, the only way to remove from border hide, is very hidden: You drag with RMB. This could become more consistent and more discoverable if we added the same Add/Remove buttons as with other Sculpt tools", "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 slows down in Sculpt mode, Weight paint mode.\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 522.30\n\nBroken: version: 3.3.1\n\nGPU Subdivision slows down the work in Sculpt mode and Weight paint mode\n\n1. Turn on the GPU Subdivision.\n2. Enable the subdivision surface modifier on the model.\n3. Try to do something in Sculpt mode, Weight paint mode.\n4. Turn off the GPU Subdivision and follow step 3.\n\nWith GPU Subdivision enabled, the Sculpt mode and Weight paint mode tabs work much slower.\nIf it can't be fixed, then it would be logical for GPU Subdivision not to be enabled on these tabs.\n\nAt the same time, the GPU Subdivision works correctly in Object mode.\n", "Rebuilding multires subdivisions sometimes puts some vertices at the origin\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: Quadro K2200/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 385.54\n\nBroken: version: 2.90.0\n\n1. Add multires modifier\n2. Rebuild subdivisions. \n3. Some vertices end up at the origin. \n\nIf you apply the multires modifier, the problem vertices are [60074, 60075, 60076, 60081, 60082, 60083, 60088, 60089, 60090]. Applying the modifier apparently changes vertex numbers, since those vertices were located in the shaft area in the original HD mesh.\n\n![multires-problem.png](multires-problem.png)\n\n[multires-problem.blend](multires-problem.blend)\n\n", "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", "Sculpting Has Unexpected behavior when Saving work\n**Broken**: 2.83.4, 2.90 beta 97dc370c50ed\n**Worked**: 2.82\n\n\nGlitches in the non-active mesh after sculpting the active mesh, saving, and updating the viewport.\n\n\n[Ogre.blend](Ogre.blend)\n\n* Sculpt\n* Save\n* Refresh viewport (e.g., continue sculpting)\n\nThe artifacts should be visible immediately.\n\n**Original message**\n\nWhen I am sculpting and I go to save my work, after a successful save I get weird artifacts in the mesh that I havent made edits on in sometime. And it seems to be the same mesh every time. This has happened over 5 times so i figure its just a visual bug.\n\nGet 2 seperate meshes ready to sculpt, then sculpt on one and save your work. This is all i did to see the bug arise.![Blender bug.PNG](Blender_bug.PNG)\n\n\n", "Crash on sculpt mask brush when Multiresolution modifier is copied from another object\nOperating system: Windows 11\nGraphics card: GTX 1060\n\nBroken: 3.3.0 / 3.2.0 / 2.93.10\nWorked: (First time trying multires hasn't worked on any of the versions I've tested on)\n\n\nCrash on sculpt mask brush when Multiresolution modifier is copied from another object.\n\n\nReplicate problem 1:\n\n - Add a Cube (#1)\n - Add Multiresolution modifier to Cube (#1)\n - Subdivide 4 times\n - Add a Cube (#2)\n - Copy Cube (#1)'s modifier onto Cube (#2) through the use of Link/Transfer Data > Copy Modifier\n - Select Cube (#2) and enter sculpt mode\n - Select Mask Brush\n - Use Mask Brush (Should crash blender)", "Symmetry in sculpt mode weird behavior with mask and face set\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: AMD Radeon RX 5700 XT ATI Technologies Inc. 4.5.13587 Core Profile Context 20.4.2 26.20.15029.27017\n\nBroken: version: 2.90.0 Alpha\nWorked: --\n\nWhen sculpting a non-symetric object with symmetry on, using shift+a or shift+w creates a weird behavior\n\n\n\n[bug.blend](bug.blend)\n- Open the file above.\n- use shift+a in the second finger like this:\n![image.png](image.png)\n- Turn symmetry off and try it again:\n![image.png](image.png)\n\nThe origin is far off those two fingers and also all the transformations are applied, so I don't think its an expected behavior,\n![image.png](image.png)\n\nBesides, it doesn't happen when you try using brushes on the mesh. \n![image.png](image.png)\n", "Adding Skin to Single Vert in editmode object causes black vertices\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.89\n\nBroken: version: \n- 2.92.0 Alpha\n- 2.82a\nWorked: 2.81a\n\nWhen adding the Single Vertex object from the 'Add Mesh: Extra Objects' add-on, adding a Skin modifier in Edit Mode causes the mesh to display harsh black vertices, visually cluttering the mesh display. This becomes worse when you add a Subdivision modifier and activate X-Ray mode for easier working with the Skin modifier.\n\nOnce you switch from Edit Mode to Object Mode, then switch back to Edit Mode, the vertex display issue is gone. Toggling to Object Mode and back is always necessary, causing inconvenience.\n\nNote that right after creating the single vertex, the solution of switching to Object Mode and then returning to Edit Mode doesn't make a difference in the display issue. The mode switch trick only works once you've extruded a vertex.\n\n- Start Blender and delete all objects for clarity.\n- Activate the 'Add Mesh: Extra Objects' add-on in the Preferences.\n- Press Shift + A ➔ Mesh ➔ Single Vert ➔ Add Single Vert.\n- Press '1' for vertex mode, and press 'E' to extrude the vertex.\n- Without exiting Edit Mode, add a Skin modifier and a Subdivision modifier.\n- Press Alt + Z to activate X-Ray display mode. More and more black vertices become visible, causing visual clutter.\n- Switch from Edit Mode to Object Mode, then switch back to Edit Mode. The black vertices will be gone, and mesh display is as it should be.", "Sculpt Mode Multires Design\nThe purpose of this task is to describe the main uses cases and functionality that should be provided by a Multires sculpting system, as well as to discuss a plan on how to implement that in Blender.\n\n\n## The main use case of Multires\n\n### The problem Multires solves\n\nWhen you are working on any art medium (this also applies for painting), you should always try to work from the general shapes to the details. In case of digital sculpting, this means that you should always try to work with the minimum number of vertices that represent the level of detail you are trying to add to the model.\nThis is also true for the current workflow we have implemented (The Voxel remesher). By default, it provides a low poly mesh (about 10K vertices), that you should deform trying to get main shape of the object you want. After that, you increase the resolution of the remesher until you have enough vertices to represent the next level of detail you want to work on, and you continue from there.\nThe reasons you want to work this way are:\n\n- Performance: It is faster (more responsive, without lag) to deform a mesh with 10K vertices than a mesh with 25M vertices. If you use a big brush size needed to modify the object proportions on 25M vertices at the same time, it is going to lag. (Unrelated note, but we should not try to optimize Sculpt Mode to support these kind of operations as they don’t make any sense with a Multires system in place).\n\n- (Most important) Noise: If you sculpt with more vertices than needed for the size of details and shapes you are trying to get, you are going to end with a lot of uncontrolled shape noise produced by the tools. This is not a specific problem with Blender brushes and tools, this happens in any software and in every sculpting system. If you use the Draw brush to add some volume on a big area directly onto a 25M vertices mesh, you are going to need need to clean manually all small uncontrolled imperfections that big stroke stroke produced if you want that to be the final surface. If you start sculpting from a sphere with 1M vertices, you are going to spend more time cleaning shape noise than sculpting or the sculpt is just going to look bad. This is why nobody works this way. You don’t generate unintended shape noise if there aren’t enough vertices to represent it.\n\n\nThat is the main problem Multires sculpting solves. With Multires, you are able to choose at any moment the level of detail that is appropriate for the change you want to make in you model, solving both the performance and the noise issues. This gives an artist a huge amount of freedom as you know you can always go back to tweak low frequency details (proportions, general volumes) after sculpting mid/high frequency details (wrinkles, skin alphas...) if you consider that they don’t look right, without loosing any work.\n\nWithout this, the rest of the sculpting workflows (the Voxel remesher, Dyntopo) are the same as sculpting with real clay or marble, you can only sculpt bigger first shapes, then mid details and them the small details. If it does not look right, there is not way to fix it, you need to delete what looks wrong and start again. This is why those workflows are often used for concepting general shapes, and you want two switch to Multires as soon as you can. Sculpting a complex model without using Multires, on any software, is extremely (and unnecessarily) hard and it requires an insane amount of skill from the artist to workaround the limitation. It is like sculpting without using undo. It is too risky to create a high poly sculpt with projected alphas without this feature.\n\nIn order to solve this problem, the main thing Multires needs to guarantee is that when you sculpt shapes on your model in the appropriate resolution level, all the other levels are updated accordingly to reflect the changes you did. This is what people often refer as ¨detail propagation¨.\n\n### Multires Design\n\nWhen designing a sculpting Multires system that provides the previously mentioned functionality, We need to take the following points into consideration:\n\n1. All Multires subdivision levels contain valid information (sculpted shapes, mask, colors...) that should never be lost or damaged. \n\n2. The user wants to modify any subdivision level, at any time, without restrictions (there should not be limits of how much the mesh should be deformed or “not allowed modifications”).\n\n3. The user wants to delete and rebuild higher/lower subdivision levels in he/she considers that the shape information that level contains is not longer relevant. \n\nFor example, if the user wants to do a high poly sculpt, he/she switches to the higher level subdivision possible that the computer allows to create the high frequency detail projecting alphas. When that is done, the user may want to switch to a lower level to tweak proportions, or to a mid level to tweak small volumes with a soft brush. All the work the user put into applying the alphas should be propagated with the lower subdivision level changes with the Multires functionality and the model should look fine.\n\nIf, for some reason (a bug or an design issue in the implementation that did not consider point 1), switching and modifying lower levels may introduce mesh artifacts in the higher ones (the ones that contains the alpha projections and high frequency details), it will destroy all the work done previously by the user in that levels. \n\nIn that case, the user is again limited to not going back to select the mesh resolution needed for the modifications he/she wants to make in the mesh. A Multires system like this is not solving the intended problem and there is no reason to use it. It provides the same functionality as any of the other sculpting workflows (Voxel, Dyntopo), but even more limited as the user can’t modify the base topology to adapt it to a new shape. It does not have any reason to exist.\n\nIf you project requires you to use a fixed predefined topology in your model (for animation, for example), subdividing the mesh manually and deforming it with a cage or a datatransfer provides the same functionality. You can also get a lower subdivision level by duplicating the model and using unsubdivide if you need it for texture baking or animation. This is not the main problem Multires should be trying to solve.\n\n \n**Any unwanted mesh artifact in the detail propagation, no matter how small it is, invalidates all Multires sculpting features and makes it not functional for its intended use case, as it leads to irreparable data corruption.**\n \n\n### Current Multires Modifier\n\nConsidering the previously design and use case description as valid Multires sculpting system:\n\n1. Multires in 2.81 does not support switching levels. This invalidates the feature completely and makes it not functional, but prevents the users to corrupt the mesh data if they use it. This is like not having Multires sculpting at all.\n2. Multires in 2.80 creates artifacts and vertex explosions when modifying any level, creating irreparable mesh data corruption. Releasing Blender with Multires in this state and without any visible UI warning could have destroyed the projects of many users in an irreparable way. Luckily, most users were not using it to create their models in the previous versions because it was also not working as intended. \n3. Multires in 2.79 and before creates a visible grid pattern on higher levels when modifying lower ones. This introduces unwanted shape noise and effectively destroys valid sculpted information, making it not functional for its intended use case. Users are limited to work considering of how much they can deform lower levels by the amount of noise they are predicting Multires will produce in the higher ones. This is not something that should be happening in a production ready implementation of the feature.\n\nThe most advances tools Blender has right now that were added in the last releases (Quadriflow, Elastic deform, IK Pose brush...) are designed to work with a Multires system:\n\n- The main purpose of Quadriflow is to produce subdividable geometry for a Multires. When you are done sculpting with Dyntopo/Voxel remesher, where you can’t have the freedom to choose the level of detail you want to work on, you can quickly generate a base mesh, subdivide it and reproject the details back. That way you can tweak again general proportions and low frequency detail.\n\n- These brush tools are designed to tweak proportions/big shapes of models, which is something you most likely want to do after sculpting more detail to have an idea of how your model looks like. Multires solves that problem.\n\n- These brushes can’t be used directly on high poly meshes. These tools needs to have disabled some sculpt mode optimizations in order to work, so they are much slower than regular brushes. In fact, if you try to use the IK pose brush directly on a high poly mesh, most likely you are going to run out of memory. If you don’t, it is going to create terrible artifacts between each segment. In order for these brushes to work as intended on high poly meshes, you need to use Multires to switch to a lower level, use the brush, and then switch to a higher level again to get the intended result.\n\n## Multires implementation reference\n\nSculptGL contains a valid and functional Multires sculpting implementation. You can try it by sculpting different details at different levels and switching between them, as well as creating and deleting subdivision levels:\n\nsculptgl/\n\nThis implementation of Multires provides:\n\n- Detail propagation that works across all levels. You can choose the desired level you want to sculpt on and that deformation is propagated correctly to all subdivision levels. There are not visible artifacts of any kind.\n\n- You can both create and delete levels in both directions (higher levels and lower levels) with subdivide/delete higher and reverse/delete lower. \n\nThese features are the minimum and required a Multires implementation in Blender should provide, as they are pretty much the definition of a Multires sculpting system. Any other Multires related feature or optimization (being part of the modifier stack, baking, shape keys, layers, exporting, reprojection, tool compatibility, Quadriflow...) should always come later. There should not be a design decisions that prioritize any other Multires feature or optimization without having those minimums perfectly working, bug free and functional.\n\n\n## Proposal\n\nGiven the fact that, as described here, Multires was never a functional feature for its intended purpose and:\n\n- The code is extremely hard to read and maintain. I still can’t understand what it is doing in some places or what was the reasoning to make it work that way in the first place. \n- New features are planned that require Multires support (masking tools, vertex colors, visibility operators). Adding Multires support for those features should not be a project bigger than the feature itself. This was the case with most of the 2.81 tools, and probably with the future planned features (Sculpt vertex colors or visibility management, for example)\n- We already have and sculpt tools abstraction layer in place. Making changes on the underlying data structures of sculpt mode should be easier than before\n- The original Multires comes from before 2.5. The basics of how it should works were never correct and a lot of features and modifications were added during the years. We are now trying to build state of the art sculpting features on top of a broken foundation that has more than 10 years. \n\nSome options are:\n\n\t- Replace Multires modifier with a simple implementation based on the SculptGL code (something we know it works) and start again from there. We can keep the current Multires modifier for compatibility, but we need to evaluate if supporting the features and fixes described in this task on the current code (and make it work exactly as the SculptGL Multires) is going to take more time than implementing something based on the SculptGL code from scratch. We also need to look that the new features that are planned and evaluate how hard they are going to be to add to the current Multires code (colors, per face data...) knowing that the SculptGL implementation already supports them.\n\t\n\t- Try to add this functionality to the current Multires modifier. In that case, the priority should always be supporting the functionality described in this task first, and the bring all the rest of the features back. In that case, it would be needed better documentation and code organization to be able to integrate new features into it easily. ", "Subdivided surface preserves mesh UVs and vertex colors when not needed\nThis code causes UVs and vertex colors to always be preserved through the modifier stack.\n\n```\n /* this wasn't in 2.63 and is disabled for 2.64 because it gives problems with\n * weight paint mode when there are modifiers applied, needs further investigation,\n * see replies to r50969, Campbell */\n#if 0\n CustomData_set_only_copy(&dm->loopData, mask->lmask);\n CustomData_set_only_copy(&dm->polyData, mask->pmask);\n#endif\n```\n\nFor simple solid shading these are not needed, and `ED_view3d_datamask` should take care of requesting them when needed, taking up memory and CPU time.\n\nHowever, there is currently an issue where switching shading modes does not reevaluate the dependency graph to add these data layers, so just re-enabling this code is not enough to fix this. See also #63595 (Generated texture coordinates missing when switching from solid to rendered mode).", "Cycles: Banding when using SSS Random walk and SS Anisotropy\nOperating system: Windows 10\nGraphics card: RTX 2070 Super\n\nBroken: Blender 3.3.0\n\nHello,\n\nI'm getting render artifacts when render a small object with a low SSS value and SS Anisotropy greater than 0. It seems like the edges of the mesh are visible in the SSS effect.\nI've tried to increase render samples and turn off denoise and no luck. If a remove SSS it works fine, setting anisotropy to zero they become barely visible.\nI uploaded an example scene file and a screenshot of the artifacts.\n\nThanks\n\n![SSSArtifact.png](SSSArtifact.png)\n\n[system-info.txt](system-info.txt)\n\nA simple scene for reproduction. Just a sun light on top and an area light behind.\n \n![Screenshot 2022-09-15 090551.png](Screenshot_2022-09-15_090551.png)\n \n[ArtifactsExample_v2.blend](ArtifactsExample_v2.blend)", "Z-fight with invisible face in edit mode\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1660 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.51\n\nBroken: version: 3.0.0 Alpha\nWorked: \n\nI have 2 cubes. Bigger one is set viewport display as wire. Both share the same XZ plane. In Object mode shading is fine, but if I enter in Edit mode with smaller cube artifacts are appear.\n\n[ladder_01.blend](ladder_01.blend) ![image.png](image.png)\n\n" ]
[ "Regression: Disappearing mesh with cloth brush fresh multires modifier\nPossibly related to #83040, though that is closed.\n\n\nOperating system: macOS-10.13.6-x86_64-i386-64bit 64 Bits\nGraphics card: NVIDIA GeForce GT 750M OpenGL Engine NVIDIA Corporation 4.1 NVIDIA-10.32.0 355.11.10.10.40.102\n\nBroken: version: 3.4.0 Alpha\nThe behavior is different but also broken: version: 3.4.0 Alpha\nWorked: version: 3.4.0 Alpha\n\nSeems like this was caused by b5f7af31d6\n\nWhen using the cloth brush on a freshly multires'd object, the touched part of the mesh disappears.\n\n1) create object (tested with UV sphere)\n2) add multires modifier\n3) subdivide several times\n4) enter sculpt mode and use the cloth brush\n\nIf you use a different brush (e.g. grab), then subdivide, then cloth brush works as expected. So I suspect some data structure is being populated when another brush is used and subdivide is done.\n\nInterestingly, if you trigger the bug (disappearing part of the mesh), then subdivide again, then the cloth brush works on _other_ parts of the mesh, but doing it near the deleted portion causes more mesh to be deleted.![Screen Shot 2023-01-07 at 5.19.21 PM.png](Screen_Shot_2023-01-07_at_5.19.21_PM.png)" ]
Weight Paint and sculpt mode issues on objects with both mirror modifier and armature modifier in 2.81 Operating system: Windows-10-10.0.17763 64 Bits Graphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.66 Broken: version: 2.81 (sub 16) Worked: (optional) Weight Paint and sculpt mode operates on the rest pose vertex positions rather than the deformed pose if a mirror modifier is above the armature modifier in 2.81 Attach a mirror modifier to any model. Attach an armature modifier to that model with weights established. Deform or move the object in pose mode. Attempt to weight paint or sculpt the model while the pose is still in effect. In 2.8 this will work as expected and the vertices can be affected by their deformed positions. in 2.81 you will be unable to affect the weights by clicking the visual deformed location of the vertices, and instead, they must be affected by clicking the theoretical rest pose locations of the vertices. (options on the modifiers like OnCage and edit mode have no effect) (this problem only occurs if there is a mirror modifier in the modifier stack) See in attached blend file. in 2.81 if you attempt to weight paint or sculpt on the cube in it's deformed position, you cannot affect it unless you click where the vertices would be in their rest pose. Open in 2.80 and there are no issues. [BlenderMirrorModWeightPaintIssue.blend](BlenderMirrorModWeightPaintIssue.blend)
[ "Blender 2.80 Canceling of visibility actions during opened panel with object default parameters.\nwin 10 - 64 bit\nNVIDIA GeForce GTX 560\n\n2.80 beta, 1df6a98b176f, blender2.8, 2019-03-05\n\n**Error description**\nLooks like a small flaw. Panel with default parameters(radius, etc..) of standard objects if objects just created - will be canceling your actions with outliner panel (visibility actions) if you dont close it and continue changing parametrs after that\nDemo: 0876b975cd74ce4d9400b6556e5cbe14.mp4\n\n**Steps to reproduce**\n\n- Open new general template\n- Add mesh - circle\n- Hide cube in outliner\n- In Adjust Last Operation panel change radius\n\nCube is no longer hidden", "Nonfunctional \"Vertex Weight Proximity\" Modifier's Influence Mask Inversion\nOperating system: Linux-5.4.0-66-lowlatency-x86_64-with-glibc2.31 64 Bits\nGraphics card: GeForce GTX 680/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.39\n\nLast Broken: version: 2.93.0 Alpha\nFirst Broken: version: 2.90.0\nWorked: version: 2.83.13\n\nButton for inversion of Influence Mask (modifiers[\"VertexWeightProximity\"].invert_mask_vertex_group) in \"Vertex Weight Proximity\" Modifier doesn't work.\n\n\n* Open the attached .blend file.\n* Click Invert button of \"Mask Vertex Group\" in \"Vertex Weight Proximity\" modifier (Influence section).\n* Mask is not inverted on the model & Face button of Geometry proximity mode gets wrongly highlighted. (Its highlighting seems to be linked with the Invert button.)\n\n* Another thing I observed is that any change of Geometry Proximity mode (ie. Vertex / Edge / Face) clears both Falloff inversion and Mask Vertex Group inversion if they are switched on. Which was the case in Blender versions 2.83.x too.\n\n[Vertex Weight Proximity Bug.blend](Vertex_Weight_Proximity_Bug.blend)\n\nP.S.: This issue might be connected with the issue:\nT83863\n\nThanks and have a good day!\n", "Blender crash in bmesh.to_mesh() while using it to modify weights\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.70\n\nBroken: version: 2.82 (sub 1)\nWorked: (optional)\n\nCrash in bmesh.to_mesh() if using it to modify weights in weightpainting while playing animation\n\n*Remove any lights or cameras, keep just one cube in the scene (for the simple script to work).\n*Subdivide it 5 times and apply the modifier.\n*Add the script below to the script editor and run it\n*Go to weight paint mode for the cube\n*Run the animation and try to paint. If you just click the left mouse button it will paint a dot and the script will work, but if you hold and drag, Blender crashes.\n\n\n```\nimport bpy, bmesh\n\n\ndef add_handler():\n # remove existing handlers\n old_handlers = []\n for h in bpy.app.handlers.frame_change_post:\n if \"paint_test\" in str(h):\n old_handlers.append(h)\n for h in old_handlers: bpy.app.handlers.frame_change_post.remove(h)\n # add new handler\n bpy.app.handlers.frame_change_post.append(paint_test)\n\ndef paint_test(scene):\n for ob in scene.objects:\n me = ob.data\n \n print(str(scene.frame_current) + \": Creating Bmesh\")\n bm = bmesh.new()\n bm.from_mesh(me)\n \n group_index = ob.vertex_groups.active_index\n dvert_lay = bm.verts.layers.deform.active\n \n for vert in bm.verts:\n dvert = vert[dvert_lay]\n try: dvert[group_index] -= 0.1\n except: pass \n \n print(str(scene.frame_current) + \": Writing Bmesh\")\n bm.to_mesh(me)\n bm.free()\n \nadd_handler()\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).", "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", "Modifier re-evaluation makes editing dimensions unreliable\nCurrently editing dimensions uses the bounding box that's recalculated while dragging.\n\nThis can cause a feed-back loop as the objects scale is used by some modifiers which calculate a new bounding based on the scale which is then used in dimensions.\n\nIn the case of armature modifier - any zero scaled axis makes causes the mesh to scale into a single point, making any further changes to the dimensions not have any effect.\n\n----\n\nOriginal report:\n\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GT 620/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 391.35\n\n\nBroken: version: 2.80 (sub 74)\nWorked: Blender 2.79\n\n\nIf object is rigged scrolling its dimension value toward zero causes object to disappear, even if right mouse button has been clicked in order to cancel a scaling. So blender accepts a scale of zero even if left mouse button hasn't been released yet, Is it an expected behavior in Blender 2.8?\n\n\n\n\n - Select the cube.\n - Scroll any of its dimensions value toward zero without releasing the left mouse button\n - Cancel scrolling by right mouse button click.\n\n\n\n[Bug_report.blend](Bug_report.blend)\n\n", "Most sculpt tools do not work while model is animated\nLinux 64-bit\n2.93.2\nMost sculpt tools do not work as expected when the object is spinning like it's on a pottery wheel. Some tools like the clay tool work okay, but other tools like smooth and scrape do not. I think it has to do with the stroke method; the stroke accounts for screen space but not the local transform of the object if it's moving during a stroke. Video of my attempt here:\n[pottery.mp4](pottery.mp4)\nI made this as a joke and it looks like garbage, but unfortunately it went viral and everybody thinks it's a great idea so now more people are gonna try it and complain that it doesn't work. It's a valid workflow that you have to account for now apparently. I'm really sorry.\n - Open the attached file\n - Play the animation\n # Try to sculpt the thing while it spins\n[bowl.blend](bowl.blend)\n", "Split up pose mode keymap to avoid weight-paint conflicts\nCurrently the \"Pose\" keymap us used in combination w/ weight paint.\n\nThis means we can't add key bindings for animation that conflict with weight painting for eg. F-Key. See: #63667 (Keymap: Weight Painting using the Pose Mode keymap)\n\n----\n\nProposal:\n\n- \"Pose Generic\" for basic selection operations.\n- \"Pose\" for more advanced animation actions.\n\n\"Pose Generic\" would co-exist with weight paint mode when weight painting is mixed with pose mode.", "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", "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", "Gizmo position is wrong for meshes with modifiers\nWin10, Win7, Mac OS Sierra\nGTX970, GTX750\n\nBroken: 2.78a e8299c8 , 2.66.0 r54697\n\n![Screen Shot 2017-02-05 at 12.59.39.png](Screen_Shot_2017-02-05_at_12.59.39.png)\nWhen a joint (for example, an arm) is bent, paint weight is not enough to express deformation around the joint. So it's a common practice to add a shape key for the bent shape and edit it.\nBut when you enter edit mode and select polygons to edit it, the manipulator is on wrong position. \n\nJust select faces. Manipulator is supposed to sit on the selected faces but it's not.\n\n[manipulator bug.blend](manipulator_bug.blend)", " Elastic deform brush won't work with lower scene unit scale.\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 425.31\n\nBroken: version: 2.81 (sub 14)\n\n Elastic deform brush won't work with lower scene unit scale.\n\n*Set scene units to Metric, scale to 0.01m\n*Scale the cube by 100 to compensate, apply all transforms\n*Enter sculpt mode\n*Use the elastic transform brush with the options **Grab, Twist or Scale**, the others appear to work", "Multiresolution Issues\nThis is a temporary parent task to gather long standing and highly problematic issues with the Multiresolution modifier.\nThis mostly concerns bugs, known issues and badly supported existing features and gives an overview of the most pressing issues.\nNew features are not part of this task and don't need to be discussed.\n\n# Goal\nThe intent behind the task is to incrementally fix long standing issues to fix the current experience of subdivision based sculpting.\n\n# List of Issues\n\n## Crashes\n\n- [ ] #99887 - Multires Unsubdivide freezes Blender with hidden geoemtry\n- [ ] #84551 - Multiresolution - Crash when Linear Subdivision level is above 1\n- [ ] #100985 - Crash on sculpt mask brush when Multiresolution modifier is copied from another object\n- [ ] #85065 - Sculpt Mode - Using Mask while Multiress active = Crash\n- [ ] #86114 - Multires Displacement Smear brush + Dyntopo Error\n\n## Long Standing Issues\n\n### Visibility\nOne of the most important badly supported features is face visibility. \n\n- [ ] #87821 - Sculpt mode: annotation and unhide conflicts with Multiresolution modifier\n- [ ] #92372 - Sculpt mode: hide masked do not work when modifier enabled, but hidden part works with modifier\n- [ ] #95419 - sculpt mode: invert visible hides all faces with Multires modifier\n\n### Propagation\nAlso a high prioprity. Spikes and artefacts of details is making switching levels a bad experience.\n\n- [ ] #76374 - Multires: Artefacts from lower subdiv level changes\n- [ ] #94769 - Multires spikes\n\n### Undo\nBroken sculpted levels and other undo issues are very severe, since they are easy to trigger and cannot be easily recovered from. This also makes switching levels worse.\n\n- [ ] #93511 - Unable to undo subdivision with Multiresolution modifier\n- [ ] #79487 - Multires Level switching undo bug\n- [ ] #76311 - Redo causes pointy mesh artifacts in Multires\n- [ ] #76313 - Redo in Multires doesn't bring back stroke made after a subdivide\n\n### Rebuilding Subdivs\nA vital feature that is not reliable and surprisingly destructive.\n\n- [ ] #99857 - Rebuilding subdivisions with multiresolution deletes vertex groups\n- [ ] #81645 - Rebuilding multires subdivisions sometimes puts some vertices at the origin\n- [ ] #85792 - unsubdivide of Multires bug\n- [ ] #95022 - Using \"Rebuild Subdivisions\" in Multires modifier on hires mesh returns an error: Not valid subdivisions found to rebuild lower levels\n\n### Face corner inaccuracies\nVisibility and masking can lead is having different results in multires.\n\n- [ ] #79319 - Transform Tools influence on Hidden Face Sets with Multires Modifier\n- [ ] #79317 - Hidden Face Set Boundaries unmasked after inverting the mask on Multires Modifier\n\n### Grids consistency\nSome common workflows operators lead to severe issues with the multires grids.\n\n- [ ] #76682 - Applying negative scale inverts multires displacement\n- [ ] #76735 - Sculpt: Artifact in Multires when mirror modifier is applied\n\n### Smooth Normals\nSmooth faces is overall a worse expereince and is often avoided as a result.\n\n- [ ] #80641 - Sharp normals along base mesh wires in multires sculpting with smooth shading\n\n### Performance\nSome performance issues were investigated but never fixed.\n\n- [ ] #79488 - Multires clay brushes performance issue\n\n### Other\nVarious issues, arranged by importance.\n\n- [ ] #63581 - Textures not displayed in sculpt mode due to missing UVs (PBVH rendering, Multires)\n- [ ] #94631 - Multires: Duplicating objects sets the viewport level to sculpt level\n- [ ] #107102 - No visible mesh on Viewport Screenshot in sculpt mode with Multires\n- [ ] #73355 - Multires: Missing updates are not communicated in the UI\n- [ ] #90089 - Multires the Apply Base add to Quick Favorites can't change mesh\n- [ ] #76769 - MultiRes cannot \"Apply Base\" when ShapeKey have been added\n- [ ] #81497 - Multires: Editing base mesh creates random results on higher subdiv levels\n- [ ] Reshape is unreliable (Needs report)\n\n## Unsupported\n\n- [ ] Geodesic & Diagonals Expand (Needs report)\n- [ ] Fairing operators (Needs report)\n- [ ] Mask Extract (Needs report)\n- [ ] #95665 - Grab Silhouette broken with Multires \n- [ ] #88999 - Sculpt mode: Pose brush with Face sets FK mode do not work with Multiresolution\n\n## UI\n\n- Graying out/disabling intentionally unsupported features (Like with Remesh)\n - Dyntopo\n - Trimming operators/tools\n - Mask Slice\n\n## Needs Investigation\n\n- [ ] #95557 - Multiresolution sculpting broken after change in base geometry\n\n", "Texture paint Backface culling option does not work if symmetry is enabled\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.11\n\nBroken: version: 3.6.1\nWorked: never since implemented in e2d60d180ed8 afaict\n\nWhile in the texture paint mode, the backface culling option of the brush is sometimes ignored, allowing painting onto backfaces. It only seems to affect certain objects. I could not discern why. See the attached blend file.\n\n1. Open attached blend file.\n2. Paint on the backfaces of the mesh; observe bug.\n3. Select cube\n4. Paint on the backfaces of the cube; observe no bug.\n\n", "Sculpt mode: Pose brush with Face sets FK mode do not work with Multiresolution\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: 3.0 fresh alpha, 2.93.0\n\nAs title says. It produces weird results even with simpliest model.\n\n[face set FK multires.blend](face_set_FK_multires.blend)\n[2021-06-09_13-32-46.mp4](2021-06-09_13-32-46.mp4)\n\n" ]
[ "Issue trying to weight paint if object has mirror+armature.\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\nBroken: version: 2.82 (sub 1)\nBroken: hash: 2.81 `95f020c853d6`, build date: 2019-10-14, 00:11:29\n\nWorked: `f88022b96f3a` build date: 28/08/2019, 01:48\n\nIf an object has an armature its normal to move bones to see the effect and paint on the deform mesh, this always worked. \nIn the lastest builds it seems that adding a mirror modifier after the armature modifier mess up how the object its read and the stroke doesn't register that the mesh its deformed. \n\n[Mirror afects vertex paint, error.blend](Mirror_afects_vertex_paint__error.blend)\n1-Open the blend file \n(it was tested using default factory settings too but it was created with my normal set up, you may see some addons active, as i said i also tested in a default settings)\n2-try to paint in the blue circle(1), nothing should happen. \n3-try painting in the red square(2) it should paint, as if the cylinder wasn't deformed.\n4-Reload the .blend file \n5-delete the mirror modifier and repeat step 2 and 3 " ]
VSE - Prefetch checkbox crashes Blender 2.83 Operating system: Windows-10-10.0.18362-SP0 64 Bits Graphics card: GeForce GTX TITAN X/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.19 Broken: version: 2.83 (sub 5) Worked: (optional) Checking Prefetch frames crashes blender instantly. Arm 2 different scenes to animate (camera and still subject, for example), Create a "Master edit" scene where you open a CSE window. Mix the scene strips. Switch to Preview shading "Rendered" and select Prefetch frames checkbox. Blender crashes instantly. File: index.php?id=52962 [Prefetch crashes VSE.blend](Prefetch_crashes_VSE.blend)
[ "MacOS: Eevee render crashes with GPU hang occurred\nLaptop: 2019 Macbook Pro 16\" \nOperating system: Mac OS Big Sur 11.1\nGraphics card: AMD Radeon Pro 5300M / Intel UHD Graphics 630 1536 MB\nProcessor: 2.6 GHz 6-Core Intel Core i7\nMemory: 16 GB 2667 MHz DDR4\n\nBroken: \n2.91.0 and 2.91.1 \n\nRender engine: eevee \nBlender crashes in rendered view or after hitting F12 (Render Image)\n> GPU hang occurred, msgtracer returned -1\n\n\nlast step taken in this file before crashing:\nMath node > function power > right side render tab > render: 64 *sample: 256* distribution: 1000\n\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n- \"Render image\" with render engine Eevee.\n[nebula.blend](nebula.blend)\n\nI'm completely new to blender, so I hope I wrote this down correctly! \n\n\n- adding crash report file \n[crashreport.docx](crashreport.docx)\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 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 when scrubbing the timeline when using the line art modifier\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 531.41\n\nBroken: version: 3.5.0\nWorked: 3.4.1\n\nWhen scrubbing the timeline, blender will crash. This happens frequently when I have a project of sufficient complexity that uses the line art modifier. The provided blend file has been simplified as much as possible while still reproducing the crashing behavior.\n\n1. Open line_art_crash.blend\n2. Scrub the timeline. Jumping between frames makes it less likely to crash, but holding onto the playhead and slowly moving should have it crash in a few seconds.\n\n", "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", "Blender crash in bmesh.to_mesh() while using it to modify weights\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.70\n\nBroken: version: 2.82 (sub 1)\nWorked: (optional)\n\nCrash in bmesh.to_mesh() if using it to modify weights in weightpainting while playing animation\n\n*Remove any lights or cameras, keep just one cube in the scene (for the simple script to work).\n*Subdivide it 5 times and apply the modifier.\n*Add the script below to the script editor and run it\n*Go to weight paint mode for the cube\n*Run the animation and try to paint. If you just click the left mouse button it will paint a dot and the script will work, but if you hold and drag, Blender crashes.\n\n\n```\nimport bpy, bmesh\n\n\ndef add_handler():\n # remove existing handlers\n old_handlers = []\n for h in bpy.app.handlers.frame_change_post:\n if \"paint_test\" in str(h):\n old_handlers.append(h)\n for h in old_handlers: bpy.app.handlers.frame_change_post.remove(h)\n # add new handler\n bpy.app.handlers.frame_change_post.append(paint_test)\n\ndef paint_test(scene):\n for ob in scene.objects:\n me = ob.data\n \n print(str(scene.frame_current) + \": Creating Bmesh\")\n bm = bmesh.new()\n bm.from_mesh(me)\n \n group_index = ob.vertex_groups.active_index\n dvert_lay = bm.verts.layers.deform.active\n \n for vert in bm.verts:\n dvert = vert[dvert_lay]\n try: dvert[group_index] -= 0.1\n except: pass \n \n print(str(scene.frame_current) + \": Writing Bmesh\")\n bm.to_mesh(me)\n bm.free()\n \nadd_handler()\n```", "Crash when change material on render with python\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.79\n\nBroken: version: 2.8+, 2.9 - 2.93.0 Alpha\n\nHey :)\nI’m trying to change material on a few objects during \"frame change\" with python.\nIn a viewport everything works fine but during Animation Rendering(cycles or eevee) it crashes immediately or a few frames later.\nMy system can’t handle more than 500 cubes.\n![change_mat.gif](change_mat.gif)\n\n- Open \"change_mat.blend\"\n- Run script \"change_mat\" from Text Editor\n- Change Frame in Time-Line (0,1,2) // All cubes in the scene/viewport change their active material (Red, Green, Blue)\n- Press \"Render Animation\" => Crash // If it does not crash then duplicate more cubes\n\n[change_mat.blend](change_mat.blend)\n[change_mat.crash.txt](change_mat.crash.txt)\n\nMany Thanks!\n", "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```", "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", "Blender is crashing instantly to the desktop randomly (solid viewport)\n\nOS: Windows 10 Pro 64bit (Version 21H2, OS Build 19044.2006)\nGPU: Nvidia GeForce RTX 2070 (Driver: Version 517.48 (released 27th September 2022))\nCPU: AMD Ryzen 7 2700\nRAM: 64GB\n\n\nBroken: version: 3.3 (and versions for the last couple of years)\nWorked: none since 2020 approx.\n\n\nBlender crashes seemingly randomly when performing modelling actions such as moving vertices, clicking sliders or buttons, switching to wireframe view, or moving the viewport camera in any way. There may be other actions that cause crashes. Crashes cause Blender to instantly close to desktop, leaving no crash dumps. Crashes occurring over multiple versions since 2020, multiple reinstallations of the OS, and clean reinstallations of graphics driver.\n\nUsing blender_debug_gpu.cmd, I was able to retrieve a log from a crash that has some differences to a normal log:\n\n\"*INFO (gpu.debug): Notification : Buffer usage warning: Analysis of buffer object 82 (bound to GL_SHADER_STORAGE_BUFFER (1)) usage indicates that the GPU is the primary producer and consumer of data for this buffer object. The usage hint supplied with this buffer object, GL_STATIC_DRAW, is inconsistent with this usage pattern. Try using GL_STREAM_COPY_ARB, GL_STATIC_COPY_ARB, or GL_DYNAMIC_COPY_ARB instead.*\"\n\nCurrently, have no way to reproduce the crashes at will, they just seem to happen during my normal work. Load tests using OCCT do not cause crashes.\n\n**Debug log from crash**:\n[blender_debug_output2.txt](blender_debug_output2.txt)\n\n**Normal debug log**:\n[blender_debug_output_normal.txt](blender_debug_output_normal.txt)", "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)", "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", "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 crashes with Noise Texture Node + Hair Particle System + Eevee\nOperating system: Darwin-19.6.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon RX 480 OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.10.18\n\nBroken: 8dc95f61f3\nBroken: version: 2.92.0\nBroken: version: 2.91.2\nWorked: version: 2.83.12\n\nBlender 2.92 with AMD crashes with **Noise Texture Node**and **Hair Particle System** with render engine Eevee.\nWith Blender 2.91.2 with AMD it doesn't crash but colors are incorrect.\n\nWith 8dc95f61f3 with Intel GPU, there's no crash but colors are incorrect in the same way as in AMD - 2.91.2.\n\n1. Open attached .blend file\n2. Viewport shading to: Render \n3. Play animation by tapping space bar\n\n[particle_loop.blend](particle_loop.blend)\n[blender_2_92_crash.txt](blender_2_92_crash.txt)\n\n**Blender 2.92**\n[blender_2_92.mp4](blender_2_92.mp4)\n\n**Blender 2.91**\n[blender_2_91_2.mp4](blender_2_91_2.mp4)\n\n**Blender 2.83.12**\n[blender_2_83_12.mp4](blender_2_83_12.mp4)", "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." ]
[ "Video Sequencer Crash on enabling Prefetch frames with Scene strips\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.48\n\nBroken: version: 2.81 (sub 14)\n\nIn the video sequencer, when there a Scene strip, the Prefetch frames toggle crashes Blender when it's turned on.\n\n[prefetch_frames_crash.blend](prefetch_frames_crash.blend)\n- Open the file\n- Enable \"Prefetch frames\"\n- Blender crashes" ]
Persistent data doesnt work with animation Operating system: Windows-10-10.0.19041-SP0 64 Bits Graphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.30 Broken: version: 2.93.0 Alpha Worked: Animated objects dont update during render, when "Persistent Data" checked [preview ](hc2G2E1F_nA) Create animated object, check "Persistent Data" and render.
[ "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.", "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", "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", "Treat object & object data the same for preview generation\nIt shouldn't matter if an object, or an object's data is marked as asset, the same preview should be generated. If the object data ID is passed, a wrapping object can be created if needed, so it's treated as object.", "Removing Effectors (from a Collection, or deleting corresponding object) does not refresh physics, hair properly\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: 2.83.8\n\n**Desription**\nHairs do not react to force deleting.\n\n**To reproduce**\nOpen file, delete force field object.\nHair system will keep it`s deformed shape, despite force do not exist anymore.\n\n[2020-11-08_22-34-26.mp4](2020-11-08_22-34-26.mp4)\n[late responce.blend](late_responce.blend)\n\n- in `build_effector_relations` the relation is properly **not** built anymore, but there is no way to detect if this actually changed compared to the previous state. \nAnd since nothing else changed in participating objects (e.g. it doesnt even refresh if you have two forcefields and remove one of them), no \"proper\" update happens.", "Affects only origins does not work for Point Cloud, Curves, Text objects\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\nAffects only origins does not work for Point Cloud, (new hair) Curves and Text objects.\n\n- Add Point Cloud (experimental), Curves or Text object\n- Set Affect Only: Origins\n- Try to move\n\n[AffectOnlyOrigin.mp4](AffectOnlyOrigin.mp4)", "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", "Compositor doesn't update when \"render region\" is used\nOperating system: Windows-10-10.0.16299-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.86\n\nBroken: version: 2.83 (sub 2)\nAlso any previous version.\n - Open file:\n[border_render_comp_bug.blend](border_render_comp_bug.blend)\n - Render frame (F12)\n - Red background is confined to \"render region\":\n![obraz.png](obraz.png)\n - If you refresh the compositor it will work. For example if you reconnect nodes or check and uncheck a box.\n![obraz.png](obraz.png)", "Statistic doesn't update if object deleted due to object data deletion with RMB\nBroken: version: 3.0.0\nBroken: version: 2.80 (sub 75)\nWorked: unsure (didn't find scene statistics in 2.79...)\n\nScene statistic (both in footer and 3D viewport) does not update correctly if object data is deleted with RMB\n\n1. Open default scene.\n2. Make sure you enable scene statistic either in 3D viewport or footer.\n3. In outliner unroll object to show it's object data, i.e. default cude.\n4. Click on object data, i.e. cube mesh, with RMB and delete it.\nObject will be deleted since it doesn't have mesh/camera/light object data. Notice that scene statistic is not updated (number of objects, vertices, selected status etc.). To update it you can select any object or click on outliner (doesn't matter on object or not).\n\nThat works correctly if object is not deleted, i.e. adding subdivision modifier (statistic will update) and then deleting it with RMB in outliner (statistic updated again).", "Persistent Base of Layer brush resets when selecting another object\nOperating system: gentoo ~amd64\nGraphics card: 1060\n\nBroken: all\nWorked: none\n\nPersistent Base resets in local mode\n1 select default cube\n2 subdivide it (Edit mode > W> Subdivide to 100 > Object mode)\n3 go to sculpt mode\n4 select layer brush\n5 select \"Persistent\" chbox\n6 Push Set Persistent Base\n7 Draw\n8 Draw with CTRL (it now worked like undo brush)\nNow all good works, and i can change anu brush - super useful\nbut\n9a select any other object/collection\n9b go to other mode ant went tot sculpt mode\n9c go to local mode (hotkey /) and went back\n10 Draw with CTRL (now it don't work right - it draw without Persistent Base)\n\nPlease see my screencast\n[2020-05-26 09-58-50.mp4](2020-05-26_09-58-50.mp4)\nIn global mode all works perfect\nIn local mode Persistent Base was gone\nThank you for great opensource sculpt tool!\n\nUpdate\n[2020-05-26 10-09-57.mp4](2020-05-26_10-09-57.mp4)\nBug happend If object has been selected agane too", "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.).", "Modifiers after physics ones shouldn't invalidate cache\nOperating system: macOS-10.14.6-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 560 OpenGL Engine ATI Technologies Inc. 4.1 ATI-2.11.21\n\nBroken: version: 2.93.0\n\nIn current Blender, any change on modifiers invalidates.\nModifiers *after* physics modifiers won't affect the result of physical simulation, therefore they shouldn't invalidate the cache. \n\n\n1. Create a plane\n2. Give it Cloth and Subdivision modifiers, in this order\n3. Set the end frame to 10\n4. Play animation until the end\n5. Stop animation\n\nNow the simulation is cached.\n\n6. Change the viewport division level on Subdivision modifier\n\nNow the cache is invalidated.\n\n", "Spreadsheet does not count changes by GPU Subdivision\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 (never worked as far as I can see)\n\nSpreadsheet does not count changes by GPU Subdivision.\n\nSee very similar issue with viewport stats: #98339\n\n\n- Add Subdivision Surface modifier. Make sure that GPU Subdivision is enabled\n- See spreadsheet does not count changes by the modifier\n\n[SpreadsheetGPUSubdiv.mp4](SpreadsheetGPUSubdiv.mp4)\n", "Rendering animation freezes with particle system\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 2.91.2\nWorked: 2.83LTS (not sure, this is said in most of the comments)\n\nI am trying to render out an animation based on the CGBoost Blender Launchpad Tutorial. Every time I try to render, it will render around 50-400 frames and then it will just stop rendering new frames. My CPU usage goes straight up to 100% when that happens and my GPU usage drops down to 0%. The Blender UI is still responsive, it is just that the render seems to get stuck on a frame. If I cancel the render, then Blender becomes totally unresponsive and I have to force quit via the Task Manager.\n\nIssue happens in both EEVEE and Cycles\n\n**Workarounds (picked up from comments)**\n- Render animation from command line\n- Check lock interface: {nav Render > Lock interface}\n\n1. Open attached Blend file \n2. Press Ctrl-F12 to render out animation.\n3. Wait for render to freeze on a frame. This can happen within the first few frames or after 400-500 frames. It seems random.\n4. Examine CPU and GPU usage.\n\n[Blender Launchpad.blend](Blender_Launchpad.blend)\n[ING BG.blend](ING_BG.blend) (File provided by @Megaseppl: #85267#1122053)", "driver expression not updated in command line rendering and render with lock interface\nOperating system: Macos\nGraphics card: M1\n\nBroken: 3.1.0 release version\nWorked: don't know\n\n\nWhen assign a property with driver expression (such as `#frame`), then write a script to print out the property value at each frame in `bpy.app.handers.frame_change_post`, then render animation with `lock interface`, or command line rendering (which needs to register the script), then the value printed from python code is not updated, it always prints the same value.\n\n- Open attached file\n- Run the script\n- Render animation (check output in console: frame numbers stays 0)\n[untitled.blend](untitled.blend)\n- - -\nTo repro from scratch:\n- Use the default cube, then change its `location.x` to `#frame`, then write a script\n```\nimport bpy\n\ndef fun(scene, despgraph):\n print(\"from python: \"+str(bpy.data.objects['Cube'].location.x))\n \n \nbpy.app.handlers.frame_change_post.append(fun)\n```\n- then render animation with `lock interface`\nThe value printed from python code is **incorrect** and always the same value\n\nFrame value can be **correctly printed**, when render without `lock interface`. \n\nBecause I mostly need it to work in command line rendering, but I found it has the same problem when render with `lock interface`\n\nThe file `untitled.blend` does the same thing as I talked above, once you open it, run the script, then render the animation, you can see the output in console." ]
[ "Persistent Data ignores animation\nOperating system: Linux-5.11.8-arch1-1-x86_64-with-glibc2.33 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.67\n\nBroken: version: 2.93.0 Alpha\n\nCaused by 9676a1f61e\n\nWhile camera animations work fine, simple object animations seem to be ignored (or treated as persistent) when the new Persistent Data option is enabled.\n\nSee attached blend-file.\nThere are two animations present: The empty that drives the texture offset, as well as the sphere should move. (Easy to see in the viewport when scrubbing in Material Preview or Rendered View.\n\nIt renders fine with Persistent Data disabled, but with the option enabled, all the frames are identical.\n\n[persistent_data_bug.blend](persistent_data_bug.blend)\n\n" ]
Blender 2.8 won't render Freestyle lines when a collection is selected Operating system: Windows 10 x64 Graphics card: Nvidia GTX 1060 Broken: 2.80, dd3f5186260e, 2019-01-21 BEHAVIOR When you have Freestyle enabled and have enabled Selection by "Collection" in the "Freestyle Line Set" module, render result won't include any freestyle lines. Disabling "Collection" option in the "Freestyle Line Set > Selection by" section fixes this and freestyle renders fine. 1. Create a new blend project (generic) 2. In render settings, enable "Freestyle" 3. Create a new collection, then move default cube into that collection 4. In "View Layer" settings, Add a new Freestyle Line Set, then enable "Collection" in the "Selection by" section 5. Under the "Collection field" in "Freestyle Line Set", choose the new collection that you had recently created (make sure it is set to inclusive) 6. Enter into camera perspective, then press F12 to render out image and view result Based on the default startup or an attached .blend file (as simple as possible): ![screenshot-freestyle-bug-settings.png](screenshot-freestyle-bug-settings.png) ![screenshot-example-freestyle-bug.png](screenshot-example-freestyle-bug.png) [freestyle bug sample project.blend](freestyle_bug_sample_project.blend)
[ "Some particles do not appear in the render when the 'Vector' pass is enabled\nOperating system: Linux-5.19.17-2-MANJARO-x86_64-with-glibc2.36 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.141.03\n\nBroken: 3.2.2 - 3.3.1\nWorked: 2.79\n\nParticles in Render don't match particles in viewport. Some particles do not appear. When they move very fast the issue is more visible.\nIt happens when we enable the pass `Vector`\n\n- Open attached file or:\n - In the default scene (with the Cube), add a Plane\n - Add a ParticleSettings toe the plane\n - In {nav Particle Properties > Render} set `Render As` to `Object`\n - For the `Instance Object` choose the Cube\n - In {nav Particle Properties > Field Weights} set `Gravity` to `0.0`\n - Optionally bake for cache\n - Set `Render Engine` to `Cycles`\n - In {nav View Layer Properties > Passes > Data} enable `Vector`\n - Move Cube out of camera view\n- Choose a frame in the middle and render\nNote that the particles closest to the plane disappear\n\n[particles displaced.blend](particles_displaced.blend)\n\n", "Collection visibility animated\nI need to recap with @brecht and @Sergey why we didn't push for this in 2.80. If it is doable and doesn't break our design, we should support this.\nBasically only the datablock settings (global viewport visibility, and renderability).", "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", "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", "Loop Cut preview not showing\nBroken: 2.80 \nWorked: all prior releases\n\nThe cut preview only shows the centre line of the cut, if the number of cuts has been increased then the preview used to show all the cuts.\n\n", "Frame Selected does not respect GN output if it has different type from input\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\nI think this is an old known issue but I can't find this documented here.\n\nFrame Selected does not respect the output geometry by Geometry Nodes if its type is different from the input type.\n\nFor example, if the input is mesh and the output is curve, Frame Selected works on the original input mesh. (The same if the output has multiple types of geometry including the original type.) If the output is mesh it respects the output geometry even if it has noting to do with the input and has a wildly different bounding box.\n\nOn the other hand, a curve object converted to a mesh by Solidify modifier is still respected as the final output mesh.\n\n(Maybe related? #104738)\n\n[FrameSelectedWithGN.mp4](attachment)\n\n[FrameSelectedWithGN.blend](attachment)\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", "Freestyle parameter_editor.process crashes Blender if trying to render without any Line Style defined\n2.93.1\n(2.93.2 doesn't have any relevant changes in that file though so I don't expect it to be fixed there either)\n\nFreestyle parameter_editor.process crashes Blender if trying to render without any Line Style defined.\n\n- Open .blend file\n- Enable `Properties ‣ Render ‣ Freestyle`.\n# Try rendering an image.\n\n```\n# Blender 2.93.1, Commit date: 2021-06-22 05:57, Hash 1b8d33b18c2f\nPython: Traceback (most recent call last):\n File \"<string>\", line 1, in <module>\n File \"/snap/blender/206/2.93/scripts/freestyle/modules/parameter_editor.py\", line 1329, in process\n if linestyle.use_chaining:\nAttributeError: 'NoneType' object has no attribute 'use_chaining'\n```\n\n**Suggested workaround**\n\nA simple solution could be something along the lines of\n```\nif linestyle is None:\n return\n```\nbut I'm not sure if just `return` is enough there to cleanly stop early. Adding some warning could also be beneficial.\n\n[lib_32px.blend](lib_32px.blend)\n[lib_32px.crash.txt](lib_32px.crash.txt)", "`Object().users_collection` and `Object() in Collection().objects.values()` don't work in drivers.\nOperating system: Linux\nGraphics card: Intel\n\nBroken: 2.92\n\n\n`self.id_data.users_collection` always reads out to an empty `tuple` in drivers.\n\n`self.id_data in bpy.data.collections- [x].objects.values()` always evaluates out to `False` in drivers, even when the equivalent expression evaluates as `True` in the interactive terminal.\n\n* Add a driver to any property of the default cube.\n* Enable \"Use self\" on the driver.\n* Set the driver code as follows: `[print(self.id_data.users_collection),0][-1]`\n\nThe empty `tuple` will be printed out to the console.\n\n* Set the driver code as follows: `[print(next(iter(c for c in bpy.data.collections if self.id_data in c.objects.values()))),0][-1]`\n\nA `StopIteration` exception will be raised.", "Animation: Replacing bone layers + groups with bone collections\nThis design describes the replacement of armature _bone layers_ & _bone groups_ with a new _bone collections_ system.\n\nImplementation is in #109976 and #112271.\n\n## Goals\n\n- Named collections, instead of numbered layers, should give a better indication as to what the collection contains / is for.\n- Increased flexibility in number of collections.\n- More similarity to the scene object collections, including features like 'not selectable' which can increase clarity of how to use a rig by animators.\n- Compatibility with library overrides, so that new shot-specific bone collections can be added.\n- Unification of numbered bone layers (for organisation) and named bone groups (for coloring).\n\n## Properties of the System\n\n- Armatures have one or more bone collections.\n - If there is only one collection it cannot be removed.\n- Every bone is in zero or more bone collections.\n- Bone collections **cannot be nested**. At least not for 4.0, can be added later.\n- Bone collections must have a **unique name** within the armature.\n- Library Overrides:\n - New bone collections can be added.\n - Existing ones cannot be reordered / removed.\n- Bone collections have the following properties:\n - Name\n - Selectable: 'set' wins over 'cleared'\n - Visible: 'set' wins over 'cleared'\n - `IDProperties` (aka Custom Properties) for use by add-ons.\n- Bones will get individual color properties.\n - The color system of bone groups will be used, which allows selection of 'default', 20 theme-defined colors, and a custom RGB value.\n - Bones have a color defined as part of the armature data. Here 'default' is the default grey color.\n - Pose Bones have a color defined as part of the object/pose data. Here 'default' means 'uncolored', and will thus show the edit bone color.\n\n## Operations\n\nThese operations can be performed on/with bone collections:\n\n- (De)select one or more collections themselves\n- (De)select all bones in active collection\n- (De)select all bones in collections containing the currently selected bones\n- Create a new collection\n- Delete a collection. Bones in the collection that are now 'orphaned' are assigned to the 'default' collection.\n- Move collection up/down in the list.\n- Move selected bone(s) to a collection.\n- Select Bones of Same Color.\n\n## User Interface\n\nFor Blender 4.0 the UI is kept intentionally simple. I'm thinking of reusing the Bone Groups interface, with the addition of a few per-collection icons (visible, selectable, color palette) as well as an indicator of which collection(s) contain the selected bone(s).\n\n## Conversion from Old to New\n\n- Layers converted to `Layer {NUM}` collections.\n- Bone groups converted to `{name}` collections.\n- Selection Sets converted to `SelSet {name}` collections.\n- Maybe even automatically merge these when they contain the same bones?\n\n## Uses of the Current System\n\n### Bone Layers\n\n- Visibility\n- Logical grouping\n\n### Bone Groups\n\n- Coloring of logical groups\n- Set by rigger\n\n### Edit Mode vs. Pose Mode\n\nThis describes Blender's **current** behavior:\n\n| Property / Action | Edit | Pose |\n|---------------------------------------|------|------|\n| Name Bone | ✅ | ✅ |\n| Set Bone Layers | ✅ | ✅ |\n| See Bone in Group Color | ❌ ¹⁾ | ✅ |\n| Create / Assign Bone Group | ❌ ¹⁾ | ✅ |\n| Select Bones in Group | ❌ ¹⁾ | ✅ |\n| Set Bone Group Color | ✅ | ✅ |\n| Set Armature Viewport Display options | ✅ | ✅ |\n| Set Bone Viewport Display options | ❌ ²⁾ | ✅ |\n\n¹⁾ The new system should allow these in Edit mode too.\n²⁾ Bones can only be hidden, which is separated between edit mode & pose mode.\n\n## Future Work\n\nThese are ideas for future improvements / extensions:\n\n- Nestable bone collections.\n- Integration with the Outliner.\n- Per-collection option whether bones are deforming or not (rather than setting that per bone)\n- Per-collection viewport display mode (octo, line, bbone, etc)\n- Possibly unification of Selection Sets as well.\n\n## Code Location\n\nThis work will kickstart a new module in `source/blender/animrig`. This will become the place for new animation/rigging related code. The intention is that also a subset of the already-existing animation-related code from both `blenkernel` and `editors` is going to move there, to help clean up the API and make it more consistent.\n\n-------------------------\n\n## Ongoing Work\n\n**Targets for 4.0-bcon1: tracked in #109976**\n\n**Targets that could be pushed back to 4.0-bcon2:**\n\n- [x] Add ID Properties support to bone collections, including a UI.\n- [x] Removal of bone group RNA access & UI\n- [x] Ensure that library overrides can add new bone collections & assign bones to them (#112271)\n- [x] Removal of bone groups from the UI, including the Ctrl+G menu\n- [x] Add bone collections to the outliner (replacing the current list of bone groups)\n- [x] Operators to move/add selected bones to a collection:\n - [x] move to collection (similar to 'm' for objects & collections, from viewport)\n - [x] add to collection (similar to 'shift+m' for objects & collections, from viewport)\n- [x] Select Similar operator (by collection, by color) / Shift+G menu\n- [ ] Fixing the Collada I/O, as that also handles bone layers.\n- [x] Make bone collections on linked-but-not-overridden armatures usable. The object itself may be overridden, so changing the active bone collection should work (even when it cannot be saved), and then 'Select Bones' and 'Deselect Bones' operators should work.\n\n**Potential push back to later:**\n\n- [ ] Add selectability toggles to bone collections (only for pose mode)\n- [ ] Add armature-global override to selectability, so that a rigger can still opt to select all the bones, then lock them down for animators.\n- [ ] Managing bone assignments to collections from the outliner.\n", "Grease Pencil ripped line when rendering in EVEE\nOperating system: Windows 10\nGraphics card: GeForce 1050 ti\n\n3.62\n\nGrease pencil object is displayed normally in the viewport, but when rendering the line becomes jagged, not like in the viewport. In Cycles all is good.\n\n![image](attachment)\n\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)", "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)", "Asset Browser - Current File doesn't place objects in active collection\nOperating system: Windows 11\nGraphics card: RTX 4070ti\n\nBroken: 3.5.0\nWorked: Supposedly never (tested 3.0-3.6)\n\nWhen adding an object into the scene from the Current File category in the Asset Browser, objects are placed into the same collection as the assets they originate from instead of the collection you are currently working in.\n\n- Move default cube into a new collection\n- Mark as asset\n- Ensure the scene collection is active, not the cube collection\n- Drag cube asset from Asset Browser Current File category into the scene\n- It will appear in the same collection as the asset reference object\n", "Copying scene unhides hidden collections\nWindows-10-10.0.16299 64 Bits\nGeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 419.67\n\nBlender 2.80 (sub 53)\n\n[hidden_collections_copy_scene_bug.blend](hidden_collections_copy_scene_bug.blend)\n\nOpen attached file. There are two hidden collections.\nMake a copy of the scene using either \"Link Object Data\" or \"Full Copy\".\nCollections in the newly created scene will be set to visible." ]
[ "Cannot exclude/include specific collection for freestyle\nOperating system: Arch Linux\nGraphics card: GTX 1060\n\nBroken:\n(example: 2.80, 2757469824bb\n\n1. Create a new collection called \"Collection2\"\n2. Add a new cube to Collection2\n3. Enable Freestyle\n4. Go to the view layer in the properties window, in the \"Selection By\" area, enable \"Collection\"\n5. In the \"Collection\" area, select one of your 2 collections and set it to Inclusive or Exclusive\n6. Render the scene\n\nYou will notice that either both cubes will have freestyled edges or neither of them will. Selecting a collection to include or exclude does not appear to be working.\n\n[demo.blend](demo.blend)" ]
macOS Eevee Render Crash macOS 10.13.5 GTX1080 | Blender 2.8.20 b5811bccf8a *macOS Eevee Render Crash* blender startup Select Eevee render ,F12 Crash and Out Blender
[ "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```", "Blender 3.6.3 SegFault Crash at startup on MacOS Ventura 13.5.2\nOperating system: MacOS Ventura 13.5.2 (22G91)\nGraphics card: Intel Iris Plus Graphics 650 1536 Mo\n\nBroken: 3.6.3 (3.6.3 2023-09-21)\nWorked: None tried on this machine\n\nCrash on startup with `Segmentation fault: 11`\n\nEither:\n- Double-click on Blender application icon\nOr:\n- command line : `/Applications/Blender.app/Contents/MacOS/Blender` with or without option `--gpu-backend`\n\n", "2.8: Python API: Changing area type on frame change crashes Blender\nOperating system: Windows 10\nGraphics card: Quadro P4200/PCIe/SSE2\n\nBroken: 2.81a (also crashes in 2.79 and 2.80)\n\nI am attempting to sample the individual frames of an image on frame change, using a solution similar to the one described here: 5. I cannot seem to set the viewer area, however, from this context, as `bpy.context.screen` is `None`, and `bpy.context.window_manager.windows- [x].screen` seems to crash Blender in some situations.\n\nFrom the default startup file, run the following basic code:\n\n```\nimport bpy\n\ndef on_frame_change(scn):\n bpy.context.window_manager.windows[0].screen.areas[0].type = \"IMAGE_EDITOR\"\n\nbpy.app.handlers.frame_change_pre.append(on_frame_change)\n```\n\nRun the `Render Animation` operator to crash Blender.\n\nNote: This code runs fine when playing the animation in the 3D Viewport. It seems that this bug relates to the render context only.", "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.", "persisting issue: MacOS, Blender's system device usage rights (info.plist) add camera & mic usage descriptions\nOperating system: MacOS (13.2.1) \nGraphics card: any\n\nBroken: (All Blender addons that would need external peripheral like camera or microphone access, will cause Blender to CRASH, because of MacOS)\nWorked: (it's a MacOS dependent issue (since maybe macOS 12?)\n\n*\n\"Termination Reason: Namespace TCC, Code 0\nThis app has crashed because it attempted to access privacy-sensitive data without a usage description. The app's Info.plist must contain an com.apple.security.device.camera key with a string value explaining to the user how the app uses this data.\"*\n\n\nInstall an anddon that would need camera / microphone access. After checking the checkbox in blender addon menu, Blender crashes (or at the point that addon is running code that would need such peripheral. Nowadays you cannot add it manually and this needs to be addressed globally.\n\nFIX:\nglobally add info.plist usage rights for camera, mic and other widely used peripherals for blender's MacOS version, since the current state of MacOS, doesn't allow addon's to access any of those, and it really hinders the blender as a core, those of course aren't used if not needed, but at the moment addon developer cannot have any modules that use any of those without MACOS causing the blender to literally crash. I hope this could be corrected asap. Before it was still possible to manually grant access to applications via macos settings, but alas, its not anymore possible.\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)", "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)", "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", "Crash when selecting object on Mac\nOperating system: macOS-12.5.1-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5700 XT OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.8.101\n\nBroken: version: 3.3.0\n\nSystem crash trying to open einar_hair.blend file\n\nDownload einar_hair.blend fle from ?asset=6072\nSelect any object.\n\nBlender will crash. Also hair is not visible. It's possible, that OS will crash as well. ", "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 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 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", "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", "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", "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" ]
[ "f12 render crash eevee\nwindows10 nvdia GeForce GT 610/PCIe/SSE2'\n\nBroken: blender2.8 alpha a6340a5068f\nWorked: blender2.8 alpha 53c63db\n\neevee render crash\n\nError : EXCEPTION_ACCESS_VIOLATION\nAddress : 0x00007FF72011D8E2\nModule : c:\\blender-git\\build_windows_Full_x64_vc14_Release\\bin\\Release\\blender.exe\n\n1.open blender \n2.press f12\n3. crash\n", "Crashes Clicking Material Tab in Properties Editor with Eevee Selected\nWindows 10 Pro x64 - 1703\nGTX 970 (398.36 WHQL)\n\nBroken: 2.8 Alpha a6340a5\n\n**Eevee** selected as renderer, clicking **Material** tab in Properties Editor **Crashes** Blender to desktop.\n\n1. Default Scene\n2. Eevee Selected as renderer\n3. Click **Material** tab in Properties Editor\n4. Crash to Desktop\n\nNotes:\n\nRender Modes Tested: Solid, LookDev, Rendered\nLighting Modes Tested: Flat, Studio, MatCap\nColor Modes Tested: All\n\nCrashes in all/any combination of the above modes. As long as 'Eevee' is selected as main render engine, the moment you click on the 'Materials' tab, it crashes.\n\nDoes **not** crash in Cycles or Workbench. - Tested.\n\nHope this helps. Would be glad to provide more info if required.\n", "[2.8] Crash when selecting materials\nWindows 10 x64\nIntel i5 7600k\nEVGA 970 SC 4gb.\n\nBroken: 2.80 a6340a5\nWorked: 2.80 3e0920c\n\nCrash when materials tab is selected on cycles and eevee\n\nOpen blender.\nSelect the cube.\nSelect the materials tab.\nCrash.", "Sudden close\nWin 8 Gtx 66Ti\n\n2.8\n\nSudden close\n\nTry to render the default cube (ctl F12) and it closes many other things I have tried closes as well. Wish I could tell you more but it just keeps closing with no error message.", "Crash when Render F12 or use Preview Materials\nWindows 10 - Last source code compiled with VS2017 at 07-Jul 12:00\n\nTo reproduce:\n\n1) Start default scene.\n2) Press F12 or use material tab with preview.\n\nI have doing debug and the error is in DRW_render_object_iter() function in draw_manager.c\n\nthe line with error is:\n\n```\n const int object_type_exclude_viewport = draw_ctx->v3d->object_type_exclude_viewport;\n```\n\n\nThe problem is v3d is NULL. All draw_ctx pointers are not initializated at this moment.", "Eevee crash on render (F12)\nWindows 7 64-bit\nGeForce GTX 745\n\n\nBroken: 2.80 Alpha Hash: a6340a5\n\nWhen Eevee render engine is selected, it crashes on attempting to just render the default scene (cube, camera and lamp).\nIt will render fine with Cycles selected as render engine.\nIt does not matter if CPU or CUDA GPU is selected. Either setting works fine in cycles. Either setting crashes in eevee.\n\n1. Open blender\n2. With eevee selected as render engine, press F12 to render. \n3. Witness crash.\n\n", "Blender 2.8 crashes when opening materials tab\npiCKIvPspX0DBAw5ZwfEDhU\n\nJbbCVQL.png\n\nBlender 2.8 crashes when attempting to open the materials tab in the properties window. Happens every time.\n\nWRfVxgN.png\n\nError : EXCEPTION_ACCESS_VIOLATION\nAddress : 0x000000014016E282\nModule : W:\\blender-2.80.0-git.b5811bc-windows64\\blender.exe" ]
bones "viewport display" option doesn't work Operating system: Graphics card: Broken: git.9390b2e645a6-windows64 Worked: 2.7x under object properties of the armature there is the "viewport display" panel, under display as you can choose Wire, but it actually does nothing. Please check the attached file thanks [bones02.blend](bones02.blend)
[ "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.", "Grease Pencil Onion Skin visible when disabled\nOperating system: Linux 64-bit\nGraphics card: GTX 1080 ti\n\nbroken 2.93.5 - 3.1\n\nGrease Pencil Onion Skins should not be visible in the Viewport when disabled in Viewport Overlay settings, or when Viewport Overlays are turned off. Nevertheless, they still appear in Wireframe View.\n[GP_onion_skin_bug.blend](GP_onion_skin_bug.blend)\n - Create a GP animation with Onion Skinning (example attached)\n - Disable Onion Skins in Viewport Overlay settings\n # Change Viewport Shading Method to Wireframe. The onion skins show up again!\n\n\n", "Self-referencing driver works in viewport, but not in render.\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: GeForce GT 730/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 391.35\n\nBroken: version: 2.82 (sub 6)\nWorked: (optional) 2.79b\n\nRotation property of object is updated in viewport, but not in render.\nIf run same script in 2.79 - all works fine both in viewport and render.\n\n```\ndef rotator():\n var1=bpy.data.objects[\"Suzanne\"].rotation_euler.z\n var3=bpy.data.scenes[\"Scene\"].render.fps\n\n new_value=var1+math.radians(var3)\n\n return new_value\n```\n\n\n[Script_bug_2.8.2.blend](Script_bug_2.8.2.blend)\n\n- run the file Script_bug_2.8.2 ('Run script', 'Update Dependecies')\n- play in the viewport - the animation works correctly\n- render (Ctrl + F12) - the animation does not work;\n\nViewport:\n[bug_video_render0001-0050.mkv](bug_video_render0001-0050.mkv)\n\nRender:\n[bug_video_render_20001-0050.mkv](bug_video_render_20001-0050.mkv)\n\n2.79 file:\n[Script_work_2.79.blend](Script_work_2.79.blend)\n\n", "Python API support for element picking (matching selection picking)\nCurrently there is no convenient way to pick the object under the mouse cursor.\n\n### Motivation\n\nPicking an item (typically an object), under the cursor is useful for interactive tools,\nfor selecting a target... etc. as is already done in Blender's C code.\n\nCurrently methods of doing this are insufficient.\n\n- Ray-cast only works for mesh, geometry types and isn't useful for mesh elements, bones... etc.\n- Selection picking changes the selection, is awkward to access the result and doesn't allow to filter elements (if you only want certain object types for example).\n\nThis limits the kinds of interactive tools that can be written (at least easily).\n\n### Proposal\n\nFor space types that support picking elements, add a method for picking items, example usage:\n\n```\nlocation = event.mouse_region_x, event.mouse_region_y\nob = context.region.find_on_screen_object(location)\n```\n\nSince it's common to filter items based on type, or other properties, a filter function should be supported.\n\n```\nob = context.region.find_on_screen_object(location, filter=lambda ob: ob.type == 'GPENCIL')\n```\n\nBMesh elements could be supported too.\n\n\nNote that returning multiple values is needed in some cases if the element on it's own doesn't provide enough information. For example, a bone or vertex doesn't give access to the object, which is needed for multi-edit mode support.\n\n```\nresult = context.region.find_on_screen_mesh_edge(\n location,\n filter=lambda candidate: candidate.object.get(\"my_property\") == 1 and candidate.vert.co.x > 1.0,\n)\nif result:\n print(result.object, result.vert)\n```\n\nOther space types can support this too.\n\n```\nnode = context.region.find_on_screen_node(location, filter=lambda node: node.type != 'OUTPUT_MATERIAL')\n```\n\n\n### Open Topics\n\n- Would we support a returning multiple hits (callers might be able to use the filter function for this if they really wanted).\n- Should this be a generic function for all types of objects:\n\n```\nTypes could be passed in as an argument. e.g.\n```\n\n```\n`context.region.find_on_screen_item(location, type={'EDIT_MESH_EDGE', 'EDIT_MESH_FACE'})`\n```\n\n- Why limit this to picking? Why not support passing in a bounding box & return it's result, or a polygon and return the lasso result?\n\n *This could be handled as a separate step, mentioning it here to note that it's a possibility but not part of this proposal.*\n\n- We could return an object that stores multiple values, this means if we need to add additional context to the result, it wont break scripts.\n\n```\ne.g: \n```\n\n```\n result = context.region.find_on_screen_node(location)\n if result:\n print(\"Found\", result.node, result.node_group)\n\n```\n\n\n### Scope\n\nWhile this need not implement all data-types initially, these are data-types that could be supported.\n\n- 3D View\n\n - Objects (all types)\n - Armature Edit Mode: Bone, Head/Tail\n - Armature PoseBones: Bone (only)\n - MetaBall: Inner / Outer rings.\n - Mesh Elements: (Vert/Edge/Face)\n - Curve: Vertices & Handles\n - Lattice: Vertices\n - Grease Pencil: Vertices\n - Particle Edit Mode: Vertices\n - Stroke path bezier handles.\n - Gizmos? *(not sure about this one)*\n\n- Image View\n\n - UV Elements: Vertex, Loop, Face\n - Mask: Vertices & Handles\n\n- Node Editor\n\n - Nodes\n - Node Sockets\n - Node Links? (not sure about this one)\n\n- Sequencer\n\n - Sequence: strip, handles\n\n- Movie clip editor\n\n - Track: Center, corners, rotation handle.\n - Mask: Vertices & Handles\n\n- Dope Sheet\n\n - Channels: ID's & individual channels\n - Keyframes.\n - Markers\n\n- Graph Editor\n\n - Channels: ID & individual channels.\n - F-Curves: Whole curves & bezier handles\n \n- NLA\n\n - Channels: ID & individual tracks.\n - NLA strips.\n - Markers.\n\n- Text Editor\n\n - Line and cursor offset (low priority).\n\n- Python Console\n\n - Line and cursor offset (low priority).\n\n- Info\n\n - Report (low priority).\n- Outliner:\n\n - Scene, ID data-block + data *(needs investigation, the hierarchy of data could be returned: e.g. scene, view_layer, collection, object, mesh, modifier)*\n\n- File browser\n\n - File name.\n\n\n----\n\n### Implementation Details\n\n- This should share functionality with selection picking (for predictable results and to avoid code duplication).\n- This would need to be implemented in the C/Python API directly (not the RNA API), as it uses callbacks & non RNA types (in the case of BMesh).", "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", "Action Editor: Animations no longer work after renaming bones.\n**Information & Blender version**\nWindows 10, 64 bit, CPU integrated/no graphics card [doubt it's relevant but: AMD A8-7600 Radeon R7]\nBroken Blender Version: 3.3.0, master, 2022-09-06, hash: 0759f671ce1f\nNo idea if it worked in a previous Blender version.\n\n**Description**\nThis happens while using Action Editor and creating several actions to store different animations.\nIf at some point you rename bones, the action that is currently active will automatically update it's paths and continue to work, but any previous actions will not update their path and the animation will no longer play. \n\nFixing it requires either:\n1) manually changing the name of each affected path through the graph editor.\n2) Select the bone, select the affected channel under the action summary, temporarily change the name back to what it used to be, then change it again to the new name. This way the path gets updated.\n\n\n**Reproduce Error & File**\nYou'll need to create at least 1 bone first.\nCreate an action [dope sheet/action editor] and make an animation.\nCreate a new action, make a new animation, and change the name of the bone. The action that is currently active continues to work, but any previous actions now have a broken path and no longer work.\n\nIn this file I made 2 actions with different animations, I had \"Action 1\" active while I renamed the bone form \"Box\" to \"Bone\". Now \"Action 1\" continues to work, while \"Action 2\" no longer plays.\n\nFor this test I changed the name of the bone while in pose mode through Bone Properties.\n\n**Important note: This seems to not happen all the time, I'm not sure why.**\nWhile making this file to recreate the issue, I first created both actions actions and animations, and I had \"Action 2\" active when I changed the bone's name from \"Bone\" to \"Box\". This seemed to create the error for a moment, but when I changed from \"Action 2\" to \"Action 1\" and back to \"Action 2\" it resolved itself and I was able to see both animations.\nI then had \"Action 1\" active while I changed the name of the bone from \"Box\" to \"Bone\", and now the error persisted. [even after closing and reopening the file]\n\nI made the test again with a new file [not attached] and the error persisted, I saved the file, closed it, and after re-opening the file the error was gone.\nSo it seems sometimes the paths get updated automatically and other times they don't.\n\n[BrokenActionTest.blend](BrokenActionTest.blend)", "Armature layers can be put into an invalid state via the Python API\nThis is the Blender-side issue corresponding to [this addon report](104535).\n\nBroken: at least 3.6, and also latest main.\nWorked: unknown.\n\n\nUsing the Python API it seems to be possible to put armature layers into an invalid state. For example, here you can see that the layer buttons indicate that the bones are supposedly on a hidden layer, and yet they are visible:\n\n![weird_armature_layers.png](attachment)\n\nAdditionally, they *behave* as if they are on the currently visible layer. E.g. hiding and showing that layer hides/reveals those bones.\n\n\nCurrent reproduction steps involve Rigify and an external Rigify feature set:\n\n1. Enable the Rigify add-on.\n2. Install the Rigify feature set [\"Experimental Rigs\" by Alexander Gavrilov](angavrilov-rigs).\n3. Create an empty armature (by e.g. adding a single-bone armature and then deleting that bone).\n4. In edit mode on that armature, go to the Rigify samples and add the sample for `body_ik.leg`\n\n\n**Expected result:** armature layers are in a valid state.\n**Actual result:** armature layers are in the afore-described weird and seemingly invalid state.\n\n", "Bone's Custom Properties are invisible in the Bone Properties Editor if bone in hidden layer\nOperating system: Linux 64-bit\nGraphics card: GTX 1080 ti\n\n3.0.0\n\nWhen a bone is selected in the Outliner, but is not on a visible bone layer, its Bone Properties are accessible, but it will not appear to have any Custom Properties.\n\n[BoneBug.blend](BoneBug.blend)\n\n - Open attached file. \n - Select \"Bone B\" in the Outliner.\n - View the properties of Bone B in the Properties Editor. The Custom Properties panel is empty!\n - Go to Armature Properties and enable the hidden layer.\n # Bone B's Custom Property has magically re-emerged.\n\nThis is very misleading!\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", "Collections.hide_viewport needs Visibility user interface\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.4.0 Alpha\n\n[Collection.hide_viewport ](bpy.types.Collection.html#bpy.types.Collection.hide_viewport) disables a Collection without a Visibility user interface: an inconsistency with Objects.\n\nObjects whose visibility have been disabled by Python can be re-enabled from the Visibility panel:\n```\ncube = bpy.data.objects.get(\"Cube\")\ncube.hide_viewport = True\n```\n![image.png](image.png)\n\nCollections do not:\n```\nimport bpy\ncoll = bpy.data.collections.get(\"Collection\")\ncoll.hide_viewport = True\n```\n![image.png](image.png)\n\nIn order to re-enable a collection disabled using `hide_viewport`, the user must context-click the Collection > Visibility > Enable in Viewports which is very confusing and inconsistent with Objects.", "Metal: Display of bones in stick mode wrong\nOperating system: macOS M2 Ventura 13.2.1\nGraphics card: M2 GPU\n\nBroken: 3.5.1 and newer\nWorked: with OpenGL backend (see #109389, #108620)\n\n\nBones in Edit mode are displayed wrong when bone display type is set to Stick. In Blender 3.3.7 it looked as usual (see first image). In Blender 3.5.1 and in branch 'blender-v3.6-release' (after calling git pull and rebuilding) it seems broken (second image).\n\nBased on the default startup:\n1. Create a new Armature.\n2. Enter Edit mode.\n3. Set bone display mode to Stick.\nBones are displayed in black (second image).", "Only Selected display option in animation editors keeps displaying unused fcurves\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1080 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.75\n\nBroken: version: 2.83 (sub 12)\n\nUnused fcurves within an action (result from deleted bones) are not filtered out by the Only Selected option in \"animation editors\". They keep being displayed even when their parent bones are obviously not selected (since they do not exist)\n\nWhat you see in both animation editors are unused fcurves, even when both have the Only Selected option on.\n\nI assume it is just failing to filter that case.\n\n[OnlySelected.blend](OnlySelected.blend)\n\n", "depsgraph.view_layer.name driver expression doesn't work correctly\nOperating system: Windows 11\nGraphics card: Geforce RTX 3090\n\nBroken: 3.3.5 LTS\nBroken: 3.5\n\nI use a driver expression to control modifiers visibility or shader values depending on a view layer name. If the needed view layer is active, then values change. All works well when switching viewlayers manually inside the viewport of my scene. But as soon as I render the scene, the expression is ignored and nothing happen.\n\n* Open attached file\n* Change view layer few times\n\nDriver will change only once. This also doesn't work when rendering.\n\n![image](attachment)", "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", "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)" ]
[ "Armature Wireframe display doesn't work\nOperating system: Windows 10\nGraphics card: gtx 1070 and gtx 1080ti\n\nBroken: 2.8 c1f6ecdfabf\n\nThe armatures doesn't appear on wireframe mode. In Object mode they don't appear in xray mode\n\nAdd a bone or armature\ntoggle in xray mode or wireframe mode\n\nor\n\nswitch in Viewport Display/ Display As to Wire \n\nbest regards\n![Armature Wireframe.PNG](Armature_Wireframe.PNG)\n[armature_wireframe.blend](armature_wireframe.blend)\n", "opening Rigify from b2.79 into 2.8, wire on object tab (display as) doesn't apply to custom shape bone\nOperating system: windows 10\nGraphics card: AMD R9 390\n\nblender-2.80.0-git.4b7596ec914e-windows64 \n(blender 2.79 works nicely)\n\nArmature/Rig wire on object tab (display as) doesn't apply to to custom shape bone, which rig created by Rigify\n\nCreate Rig with Rigify in Blender 2.79, then open the file in blender 2.8,\nsome custom shapes are not visible, the reason is in object tab of rig the \"Display As 'wire' \" not working and one should select every bone and check the \"Display > wireframe\" on Bone tab.", "2.8 Wire Display For Bone Armature Not Functional\nOS: Manjaro 17.1.12 Hakoila\nKernel: x86_64 Linux 4.16.18-rt12-MANJARO\nResolution: 1920x1080\nDE: KDE 5.50.0 / Plasma 5.13.5\nCPU: Intel Core i5-2400S @ 4x 3.3GHz [55.0°C]\nGPU: AMD TURKS (DRM 2.50.0 / 4.16.18-rt12-MANJARO, LLVM 6.0.1)\nRAM: 2228MiB / 3925MiB\n\nBroken: 779860d34e26\n\nSetting bone display to wireframe in viewport display doesn't affect Octahedrals, B-bones and Envelopes. \nDoesn't change in Object, Pose or Edit mode. \n\nEmpty Scene,\nAdd armature,\nProperties window -> object -> viewport display -> switch to wire with armature selected", "Bone Wire Display not working \nOperating system: Ubuntu 18.04\nGraphics card: 2x GTX 1060\n\nBroken: 2.80 beta\nWorked: 2.79\n\nBones not displaying wire \n\nBased on the default startup or an attached .blend file (as simple as possible).\n- Add a single bone\n- Go to the Properties->object->Viewport Display -> Display AS = Wire\n- Bone Display doesn't change to wire frame.\n- Same steps in 2.79 displays bone in wire mode." ]
Crash when switching to the UV Editing workspace Operating system: Darwin-18.5.0-x86_64-i386-64bit 64 Bits Graphics card: Intel(R) Iris(TM) Plus Graphics 640 Intel Inc. 4.1 INTEL-12.8.38 Broken: version: 2.80 (sub 74) Worked: (optional) Switch to UV Editing workspace -> crash - Default startup - Switch to the UV Editing workspace - Crash with segfault 11 **Crashlog** Blender 2.80 (sub 74), Commit date: 2019-07-15 17:55, Hash d061154b9320 bpy.ops.object.editmode_toggle() # Operator backtrace 0 Blender 0x000000010e2dcd27 BLI_system_backtrace + 55 1 Blender 0x000000010e00fef9 sig_handle_crash + 361 2 libsystem_platform.dylib 0x00007fff6db9cb5d _sigtramp + 29 3 ??? 0x0000000000000000 0x0 + 0 4 Blender 0x000000011202ba0a draw_image_main + 106 5 Blender 0x00000001120363e5 image_main_region_draw + 741 6 Blender 0x00000001120cf141 ED_region_do_draw + 353 7 Blender 0x000000010e502e56 wm_draw_update + 1878 8 Blender 0x000000010e500a80 WM_main + 48 9 Blender 0x000000010e00c756 main + 934 10 libdyld.dylib 0x00007fff6d9b73d5 start + 1 11 ??? 0x0000000000000001 0x0 + 1
[ "Intel GPUs: 3.6.2 crash on initializing Eevee rendered view\nOperating system: Linux-6.5.3-300.fc39.x86_64-x86_64-with-glibc2.38 64 Bits, WAYLAND UI\nGraphics card: Mesa Intel(R) Arc(tm) A770 Graphics (DG2) Intel 4.6 (Core Profile) Mesa 23.2.0-rc3\n\nBroken: version: 3.6.2\nWorked: 6 months ago :)\n\nBlender crashes when you opened the attached project and switch to rendered view.\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", "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", "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 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 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 : 00004090\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 : 00005f20\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 : 000029a4\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 : 000047b8\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 : 00005718\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 : 00003ba0\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 : 00002ae4\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 : 00006820\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 : 00001738\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 : 00003c44\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 : 00004984\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 : 00006c48\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 : 0000389c\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 : 00002d68\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 : 00002f90\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 : 00007248\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 : 00005010\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 : 000027d8\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 : 00002668\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 : 0000571c\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 : 000017f0\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 : 000060a4\nntdll.dll :0x00007FFDEFFF05F0 ZwWaitForAlertByThreadId\nntdll.dll :0x00007FFDEFFB3EF0 RtlSleepConditionVariableSRW\nKERNELBASE.dll :0x00007FFDEDB3C8A0 SleepConditionVariableSRW\nMSVCP140.dll :0x00007FFDD2CEBA70 _crtSetThreadpoolWait\nMSVCP140.dll :0x00007FFDD2CC2650 std::_Winerror_message\nMSVCP140.dll :0x00007FFDD2CC2650 std::_Winerror_message\nOpenAL32.dll :0x00007FFDC8FF5670 alcGetInteger64vSOFT\nOpenAL32.dll :0x00007FFDC8FE0080 alGetError\nOpenAL32.dll :0x00007FFDC8FE0080 alGetError\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00006c64\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nOpenAL32.dll :0x00007FFDC8FF5670 alcGetInteger64vSOFT\nOpenAL32.dll :0x00007FFDC8FF5670 alcGetInteger64vSOFT\nOpenAL32.dll :0x00007FFDC8FE0080 alGetError\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00001d08\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nOpenAL32.dll :0x00007FFDC8FE0080 alGetError\nOpenAL32.dll :0x00007FFDC8FE0080 alGetError\nOpenAL32.dll :0x00007FFDC8FE0080 alGetError\nucrtbase.dll :0x00007FFDEDE21B20 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)", "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", "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.", "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)", "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)", "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)", "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)", "Crash when deleting one rigidbody from constraint during simulation\nOperating system: Windows 11\nGraphics card: NVIDIA GeForce RTX 3080 Laptop GPU\n\nBroken: master branch\nWorked: Don't know if it ever worked\n\nDeleting one rigidbody that is part of a constraint during simulation causes a crash.\n\n**Steps to Reproduce**\n- Add two cubes to a scene. Add a rigidbody to both cubes.\n- Add an empty object to the scene. Add a fixed rigidbody constraint to the cube. Set the cubes as the first and second object in the constraint.\n- Play the simulation for a few frames and then pause the simulation.\n- Delete either cube, then continue playing the simulation.\n- Crash", "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", "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", "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" ]
[ "Workspaces crashing (segmentation fault)\nOperating system: Linux-5.0.0-20-generic-x86_64-with-Ubuntu-19.04-disco 64 Bits\nGraphics card: GeForce GTX 980 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.26\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\nTexture paint, shading and UV editing workspaces are crashing blender with segmentation fault message on the terminal.\n\nWith the default scene change to one of this workspaces and \"boom\", blender closed." ]
Geometry node Modifier panel Color input: color picker behaves erratically Operating system: Windows-10-10.0.19042-SP0 64 Bits Graphics card: NVIDIA GeForce GTX 680/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12 Broken: version: 3.1.0 Alpha Worked: broken since added in 3.0 Geometry node input type:Color. When using the color picker for a color type input in the geonode modifier panel, certain values have incorect ranges that make the color picker wrong. R, G, B, and also V from hsv range from -10000 to 10000 instead of 0 to 1. The hsv Value slider to the right of the wheel behaves differently with a range from about 0 to 41 and the visual dot doesn't reflect the current value and stays stuck in the middle. [Bug_GeoNodeModifier_ColorPicker.blend](Bug_GeoNodeModifier_ColorPicker.blend)
[ "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", "Compositor : improve Viewer node behavior\nSome issue with the current design:\n* The backdrop only shows the output of the viewer node. This means that for simple cases, users need to manage multiple nodes.\n* It's not obvious when seeing the results of the viewer node that this is not what final rendering will actually output, which leads to mistakes and having to re-render.\n* Viewer nodes work differently in geometry, shading and compositing nodes, mainly for historical rather than good design reasons.\n\nTo address these problems, I propose to make the Viewer node behave more like the one in geometry nodes.\n* If there are no Viewer nodes, then image editor, 3D viewport and node editor backdrop and will show the (active) Composite output.\n* Like geometry nodes, the Viewer node will have a button to enable and disable it. When enabling, editors by default will show the viewer output with some visual indicator that it is a viewer.\n* The editors should have an overlay option to disable showing the viewer node, so it's possible to configure an editor to always show the final output with others showing the viewer output.\n* The \"Viewer Node\" image datablock will be removed.\n\n", "Theme: Inconsistent solid color for the background in the 3D viewport\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.75\n\nBroken: version: 2.90 (sub 0)\nWorked: 2.79b\n\nThe color of the 3D viewport background set to theme seems to not match with the color set in the theme setting.\n\nCheck the examples below with the color #36393F\n\n2.79b: color is exactly like in the theme setting.\n![2.79.png](2.79.png)\n\n2.80 to 2.82: color looks good but seems grainy.\n![2.82.png](2.82.png)\n\n2.83 to 2.90: color is slightly changed, when sampled not the expected theme color.\n![2.90.png](2.90.png)\n\n- Open blender\n- In the initial layout change the Outliner editor to Preferences\n- Go to background color option\n- Use the colorpicker to get a sample of the background color\nThe color shouldn't change, but it does", "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", "Geometry Nodes: Curve primitives issues with object material\nBroken: version: 3.2.0 Beta, 3.3.0 Alpha\nWorked: n/a\n\nMaterials assign to the object don't work in some cases for curve primitives created in the geometry nodes tree.\n\nOpen file, you will see that the star doesn't get the red object material.\n\n[curve_object_material.blend](curve_object_material.blend)\n\nUnhiding any of the hidden nodes (Grid or Set Material) will make the object material show up.", "Can't drag and drop node from asset library if the node doesn't have geometry input\nOperating system: Windows-10-10.0.25330-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.41\n\nBroken: version: 3.6.0 Alpha\n\n![image](attachment)\nSome nodes I created don't have geometry input since they just generate completely new geometry, so I hide the geometry input.\nHowever if I want to drag and drop the node from the asset library I get the following message, it's possible to add the node if it exists in the file and I pick it through the modifier panel.\n\n* Make a GN node that doesn't have \"geometry\" in the group inputs\n* Make it an asset\n* Drag and drop from the asset library\n* Observe the message\n\n", "Geometry Nodes Mesh Boolean unexpected difference result\nOperating system: macOS-13.1-arm64-arm-64bit 64 Bits\nGraphics card: Apple M1 Apple 4.1 Metal - 83\n\nBroken: version: 3.5.0 Alpha\nWorked: none\n\nGeometry Nodes Mesh Boolean Difference does not work as expected.\nNode setup:\n![nodeSetup.png](nodeSetup.png)\n\nUnexpected boolean difference:\n![incorrectBoolean.png](incorrectBoolean.png)\n\n- Open the attached .blend file\n- Press G to move the selected Cube.001 and the small cubes will flicker.\n# At certain positions of Cube.001 some of the small cubes will disappear when they should not.\nThanks!\n[test06.blend](test06.blend)\n", "Geometry Node Crash\nOperating system: macOS-11.6-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon HD - FirePro D500 1.2\n\nBroken: version: 3.6.2\n\nGeometry Node crash when I try to add a node to the default Cube.\n| Node Setup: | Crash Log: |\n| --- | --- |\n|![Screen Shot 2023-09-12 at 2.00.57 PM.png](attachment)|![Screen Shot 2023-09-12 at 2.01.43 PM.png](attachment)|\n\n- open blender\n- open the geometry node workspace\n- With the default cube selected, add a new Geo Node setup\n- add a node using the menu or Shift A\n\nBlender crashes.\n\nIf I delete the cube, add a plane, and add the geo node to the plane, blender does not crash.\n\n", "\"Reset to Default Value\" sets alpha incorrectly in [Material Properties > Viewport Display > Color]\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.09\n\nBroken: version: 3.5.0\n\nRight-clicking \"Reset to Default Value\" on [Material Properties > Viewport Display > Color] sets both the color's \"value\" and \"alpha\" bars to 0.8, when the alpha one specifically should reset to 1. Alpha resets incorrectly.\n\nRight-click \"Reset to Default Value\" on [Material Properties > Viewport Display > Color] on any material.\n\n", "boolean node in geometry nodes seems to work wrong\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: 3.0.0 Alpha\n\n\n\nI have made this node tree in geometry nodes and i am getting this result, which - for me - looks like a bug.\n\n![image.png](image.png)", "Geometry Nodes: Color mix nodes don't effect the alpha\nOperating system:\nGraphics card:\n\nBroken: 3.4.1\n\nwhenever I try doing any math with colors, the alpha isn't affected when I use the color mix node in any blend mode. \n\n1. Open blender geometry nodes.\n2. Add 2 combine color, color or whatever node with different different values for the alpha's.\n3. Use a mix color node with any operation like add, subtract etc.\n4. See that the alpha didn't change (use the spreadsheet or the hover over).", "Geometry Nodes: Crashes when the curve resampling node length is 0\nOperating system: macOS-13.4.1-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M2 Pro 1.2\n\nBroken: version: 3.6.0\n\n\n\n\nThis is an irregular operation, but I hope it is not a crash but a warning.\nI don't know if this is a bug or a feature request. \nThere is also a possibility that if the length is close to zero, it will cause the computer to have 100% CPU.\n\n", "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", "Geometry Nodes does not work with Rigid Body correctly\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Intel(R) UHD Graphics 630 Intel 4.5.0 - Build 26.20.100.7925\n\nBroken: version: 3.5.1\n\nI have seen that Geometry Nodes does not work with Rigid Body correctly.\n\nI join you and example with two flags and two dominoes pieces.\n[Bug Gemoetry Nodes and Rigid Body 1.blend](attachment)\n\nA flag traditionally rotates on the \"Z\" axis and pushes the domino piece.\nThe other flag uses the geometry nodes to rotate and instead of pushing the domino, it through it.\n![Captura 1.PNG](attachment)\n\nThe Geometry Nodes only did a 'Transform Geometry' to rotate the flag.\n\nI opened the issue on https://blender.stackexchange.com/ and no one could did it work. \nI don't know if is a bug or that it still not deployed.\n\nI hope this is helpful and that you can fix it.\n\n", "Node editor: zoom is affected by DPI\nOperating system: macOS-12.5-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 460 OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.8.101\n\nBroken: version: 3.2.2\nSame on 3.3.0 beta and 3.4.0 alpha\n\nGeometry nodes panel does not re-scale when Blender window is moved to a display with a different DPI (e.g. retina to non-retina display, in Apple's parlance). Everything else in the GUI gets re-scaled correctly.\n\nSee attached screen-shots.\n\nHave 2 displays - one with a higher DPI.\nOpen Geometry Nodes panel.\nMove Blender window from one display to another.![Blender 3.4.0 retina dpi.png](Blender_3.4.0_retina_dpi.png)\n\n![Blender 3.4.0 starnard dpi.png](Blender_3.4.0_starnard_dpi.png)" ]
[ "GeoNode color attribute swatch on modifier frontend behaves wrong\nOperating system: Linux-5.4.0-91-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: 3.1.0 Alpha\n\nThe colorwheel that gets passed from the GN nodetree to the modifier frontend shows alpha values with 4 digits before the dot, and the value picker next to the swatch is at 50%, but the output is black. It allows only values above 50%, or no color at all.\n\nOpen the file and try to create say a dark brown.\n![Bildschirmfoto zu 2021-12-08 21-06-12.png](Bildschirmfoto_zu_2021-12-08_21-06-12.png)\n[color attribute bug.blend](color_attribute_bug.blend)" ]
Triangulated wireframe in sculptmode Operating system: windows 10 Graphics card: nvidia 1060 **Blender Version** 2.8 RC2 Triangulated wireframe in sculptmode 1-Add - Mesh - UVsphere 2-Activate wireframe in viewport overlays popover menu - geometry -wireframe 3-Sculpt mode
[ "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", "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", "Aliased wireframes + modifier edit mode display issue\nOperating system: Linux-4.15.0-51-generic-x86_64-with-glibc2.27 64 Bits\nGraphics card: GeForce GTX 850M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.143\n\nBroken: version: 3.4.1\n2.90\nWorked: 2.79, 2.81\n\nEdit mode aliased wireframes (selected/unselected) of a mesh with modifiers looks broken for both ortho and perspective views, even with reasonable clipping range.\n\n**Steps to reproduce**\n\n* Open file\n* Disable all anti-aliasing and smoothing in preferences > Viewport > Quality\n\nSelection looks bad, but also other edges are bit fuzzy. Disable mirror modifier visibility in edit mode and edges looks better.", "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", "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", "Wireframe opacity slider does not work.\nOperating system: Windows 10\nGraphics card: gtx1060\n\nBroken: 3.1\nWorked: \n\nWireframe opacity slider does not work if smooth wires is turned off.\n\nopen preferences>viewport\ndisable smooth wire overlay\nsave preference\nset viewport to wireframe shading\nin the overlay panel in viewport drag the wireframe opacity slider, the wire color will fade to black, the opacity won't change.", "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.", "Mesh is not being deformated correctly via Mesh Deform Modifier (quads, tris behave better)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.41\n\nBroken: version: 2.93.4\n\nI have an Object 1 that I use as a Mesh Deformer target to on Object 2. Both are meshes, of course. Object 1 is parented to an Armature with just 1 Bone.\nWhen I rotate the bone, the Object 2 is deformed incorrectly. It looks like \"waves\" are going through it.\n\nBind Object 2 to and Object 1 with Mesh Deform Modifier. I use Precision of 6 which I think must be enough for such a simple construction. Then Rotate the Main Bone.\nI also added the Camera parented to the Bone, so that you could use view from camera to see changes, relative to the rotation movement itself.\n\nNote: triangulating the cage mesh with a modifier during bind seems to eliminate most of the wiggeling.\n\n[Mesh_Deform_Bug.blend](Mesh_Deform_Bug.blend)\n\n[Mesh_Deform_Bug.mp4](Mesh_Deform_Bug.mp4)", "Selected object from hidden collection can be sculpted on\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: Intel(R) HD Graphics 530 Intel 4.4.0 - Build 21.20.16.4542\n[system-info.txt](system-info.txt)\n![Captura2.PNG](Captura2.PNG)\n\nSelected object from hidden collection can be sculpted on. I think it shouldn't allow you to enter sculpt mode on a object which is not visible,\n\n- Create any base mesh.\n- Put that mesh in a new collection.\n- Hide that collection (clicking the eye in the outliner).\n- In the outliner select the object created, in the hidden collection.\n- Go to Sculpting tab. It will enter sculpting mode, although the object itself is not visible.\n\nObject will be invisible, but it can be sculpted.\n\n", "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)", "Mask paint is invisible in Sculpt Mode.\nOperating system:Mac OS 12.3.1\nGraphics card: 24-core GPU (?)\n\n**Blender Version** 3.2.1\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\n\nThe mask in sculpt mode is invisible. I have the overlay turned on and I don't have any unapplied modifiers. I also don't have any physics or particle systems turned on. \n\nThank you for your help.\n\nBased on the default startup or an attached .blend file (as simple as possible).\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", "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...", "Selected object color is weird in wireframe mode if the object color isn't single.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 465.89\n\nBroken: version: 3.0.0 Alpha\n\nOutline overlay seems to be drawn under wireframe.\n\n[#91619.blend](T91619.blend)\n\nImmediately visible in provided file.", "Crash on sculpt mask brush when Multiresolution modifier is copied from another object\nOperating system: Windows 11\nGraphics card: GTX 1060\n\nBroken: 3.3.0 / 3.2.0 / 2.93.10\nWorked: (First time trying multires hasn't worked on any of the versions I've tested on)\n\n\nCrash on sculpt mask brush when Multiresolution modifier is copied from another object.\n\n\nReplicate problem 1:\n\n - Add a Cube (#1)\n - Add Multiresolution modifier to Cube (#1)\n - Subdivide 4 times\n - Add a Cube (#2)\n - Copy Cube (#1)'s modifier onto Cube (#2) through the use of Link/Transfer Data > Copy Modifier\n - Select Cube (#2) and enter sculpt mode\n - Select Mask Brush\n - Use Mask Brush (Should crash blender)" ]
[ "Sculpt: wireframe shows triangulated\nI mean not physically triangulating but only in viewport\naba287453ba938bdb5523871bce15942\n\nIn 2.79 I can see polygons without triangulating in sculpt mode\n9b815afa3c411b460e6015a462226d7e\n", "Sculp Mode in Wireframe show the mesh in triangles\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: Quadro [P620](SSE2 NVIDIA Corporation 4.5.0 NVIDIA 391.35\n\n\nBroken: version: 2.80 (sub 53)\nWorked: (optional)\n\n\n[Sculp Mode in Wireframe show the mesh in triangles]\n\n[Sculp Mode in Wireframe show the mesh in triangles]\n\n", "Triangles in Sculpt Mode without Dyntopo\nOperating system: Windows Pro 10 x64\nGraphics card: GTX 970\n\nBroken: v 2.80 Release Candidate 3\n\nIn Sculpt Mode the viewport shows a triangulated version of the mesh while Dyntopo is off:\n![Triangles_SculptMode.png](Triangles_SculptMode.png)\n\n1. Create Mesh\n2. Go in Sculpt Mode" ]
Workbench engine doesnt render properly GP depth. Operating system: Windows-10-10.0.18362-SP0 64 Bits Graphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.66 Broken: version: 2.82 (sub 6) Worked: no idea. When you're using the workbench engine to render (f12), grease pencil strokes dont occlude with geometry As you can see here the human that has grease pencil drawn on top is clear ![Capture-Blender_ [D__Dropbox_001_Current_Projects_Elsalto_elsalto_v001.blend]-2020-01-09 08_27_44.png](Capture-Blender___D__Dropbox_001_Current_Projects_Elsalto_elsalto_v001.blend_-2020-01-09_08_27_44.png) in this example same file, just rendered with f12, the lines that should be covered by the cg character are on top of it, i tried several different configurations and still the same result, but if you switch the render engine to eevee or cycles, it works with no extra setup. ![Capture-Blender_ [D__Dropbox_001_Current_Projects_Elsalto_elsalto_v001.blend]-2020-01-09 08_27_37.png](Capture-Blender___D__Dropbox_001_Current_Projects_Elsalto_elsalto_v001.blend_-2020-01-09_08_27_37.png) open the attached file, hit f12 you'll see a secret message that is actually supposed to be behind the cube. [demofile.blend](demofile.blend) if you want to reproduce it from scratch: create a new scene, create a new camera create a new grease pencil object draw something in the grease pencil object place the grease pencil object behind a mesh object swich render engine to workbench render. ta-da the drawing that should be behind the mesh object, isnt! thank you guys!
[ "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 ", "(Grease pencil) Blender freezes indefinitely when drawing using stabilize stroke function. \nOperating system: Windows 10 business 64bit\nGraphics card: Intel UHD 620/630\n\nBroken: both 3.2.2 and the experimental build 3.4.0 alpha\n\n\nWhile drawing using the stabilize stroke function (in blank grease pencil object), after some times blender freezes and stop responding, tested on both an HP prodesk g5 ( I5 8500, intel IGP UHD 630 and 8 GB of RAM) and asus zenbook (I5 7200U, UHD 620, 8GB RAM).\n\nThis only happened on both PCs equipped with intel IGP, I redid the same test on my home PC (I5 9400f, GTX 1060, 16GB RAM) and everything worked fine.\n\nIs this purely a performance issue ?\n\nJust create a blank grease pencil object and directly start drawing using the stabilize stroke function, test setup must be similar or close to the two PCs equipped with Intel IGP.", "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)", "Grease Pencil Blur makes a tight white line beteween to diferent GP Objects.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.6.0 Alpha\n\nWhen I use Blur effects on a GP object, it makes a tight white line between to different GP Objects. But, depends on which angle you look at, and this bug disappears.\n![image](attachment)\n\njust added a blur effect on a grease pencil on render preview mod.\n\n", "GPencil: Buffer stroke is only visible in the area that originated the drawing\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: Radeon RX 580 Series ATI Technologies Inc. 4.5.13587 Core Profile Context 20.2.1 26.20.15019.1003\n\nBroken: version: 2.90 (sub 0)\n\nWhen creating two viewport, you can't watch the lines drawn at the same time\n\nCreate two viewport and move a little on the screen. Then start drawing. You will notice that the lines are not visible at the right time\n[bandicam 2020-04-21 14-03-29-287.mp4](bandicam_2020-04-21_14-03-29-287.mp4)", "environment pass is occluded by geometry making it unusuable with a shadowcatcher\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 1)\nWorked: unsure if ever\n\nenvironment pass is occluded by geometry making it unusuable with a shadowcatcher\n\n\nopen attached .blend, go to compositing workspace, hit f12, when finished use the split viewer factor to slide between the image and the environment pass. \n\nPerhaps the transparency section needs an additional 'shadow catchers are transparent'.......although that wouldn't make much sense as shadow catchers should always be transparent. Regardless, the environment pass definitely shouldn't contain any geometry information. Is there ever a scenario where you'd want the environment AOV to be jet black where the 3d objects are located?\n\n[environment alpha bug.blend](environment_alpha_bug.blend)", "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", "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", "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!", "Greasepencil z fighting alpha issue\nHi,\nnot too sure if this is known issue or any fix but I am getting this alpha issue from certain angle when I have 2 different grease object. \n\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", "Gpencil: dopesheet selection issues [clicking in summary deselects corresponding ID channel, e.g. breaking \"Jump to keyframe\"]\nBroken: version: 2.92.0 Alpha\nWorked: n/a, tested with 2.91 and didn't work\n\nJump to keyframe command & shortcut doesn't work anymore when you duplicate a keyframe.\nDoesn't matter what amount of layers there are.\n\n1) Draw a keyframe\n2) Draw a nother keyframe at another time = works\n\nDuplicate 1) keyframe = doesn't work, please see the video\n\n\n[gp_duplicate_keyframe_jump.mp4](gp_duplicate_keyframe_jump.mp4)\n\nReason why this happens: clicking in the summary will deselect the corresponding greasepencil ID channel [on which the \"Jump to keyframe\" operator relies]\nClicking in the summary should not deselect every channel there is, but keep the channel representing the selected greasepencil object selected as well [same as for other object types such as meshes].\nThis goes hand in hand with selecting a grease pencil object in the 3DView or Outliner not selecting the corresponding ID channel [this should also be the case (same as for other object types such as meshes)]", "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", "Volumetric object not taking into account by cycles depth/mist pass\nOperating system: Linux-4.15.0-52-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 410.104\n\n\nBroken: version: 2.80 (sub 75)\n\n\nNo matter what \"Alpha Threshold\" is set to, cycles depth pass does not include volumes.\n\n**Expected behavior**\nIn the same way that Alpha Threshold is compared with the alpha transparency of each object, it (or another parameter like Density Threshold) should be compared with the density of each volume in the scene (for the purposes of inclusion in depth passes)\n\n[depth-pass.blend](depth-pass.blend)\nRendering this file yields a (normalized) depth pass that is missing the cube with the volume shader (but it does include the cube with the 0 alpha principled BSDF)\n![image.png](image.png)\n\n", "Grease Pencil problem in drawing short lines\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: Radeon RX 580 Series ATI Technologies Inc. 4.5.13587 Core Profile Context 20.2.1 26.20.15019.1003\n\nBroken: version: 2.83 (sub 10)\n\nThere is a problem with drawing short lines in this version\n\nDraw a very short line and then zoom in on it\n" ]
[ "Workbench Render always paints Grease Pencil objects above the rest.\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.86\n\nBroken: version: 2.82 (sub 2)\nWorked: (optional)\n\n\nThis does not happen in Eevee or Cycles, or even in the Viewport Shading in Solid Mode, which is the same render engine.\nIt is a great inconvenience when mounting sequences in Sequence Editor, since this always shows the scenes from the properties of the Workbench render.\nThis happens in version 2.80, 2.81 and 2.82.\n\n\nCreate Grease Pencil Monkey crossing the default cube and render the scene with Workbench Render.\nThe preview looks good, the final render does not.\n\n![Workbench.png](Workbench.png)\n\n" ]
Workbench Render always paints Grease Pencil objects above the rest. Operating system: Windows-10-10.0.17763 64 Bits Graphics card: GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.86 Broken: version: 2.82 (sub 2) Worked: (optional) This does not happen in Eevee or Cycles, or even in the Viewport Shading in Solid Mode, which is the same render engine. It is a great inconvenience when mounting sequences in Sequence Editor, since this always shows the scenes from the properties of the Workbench render. This happens in version 2.80, 2.81 and 2.82. Create Grease Pencil Monkey crossing the default cube and render the scene with Workbench Render. The preview looks good, the final render does not. ![Workbench.png](Workbench.png)
[ "Viewport render still cannot render \"non-antialiased\" Outline overlay.\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: 3.0.0 Alpha\n\nHi, I'm trying to get a non anti-aliased image out of the viewport render option, but the final image is still anti-aliased.\n\n![image.png](image.png)\n\nUsing these settings in the preferences:\n\n![image.png](image.png)\n\n\n", "GPencil: Low hardness values always draws yellow\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: 2.91.0 Alpha\n\nGrease Pencil creates yellow transparency with lower hardness values on brush.\n\n - Open in 2D Animation mode\n - Set to a \"Dots\" brush (eg. Dots Brush) its most noticeably shown there. It happens for the other ones too but this one is most noticeable\n - Set the Radius to something largish so we can see whats happening (eg 2000px), or zoom in \n - Draw a circle and you'll be able to see it\n\nIt looks like there's a faint yellow tinge transparency which builds up when putting the grease pencil strokes on top of each other.\nWhat it looks like:\n![Annotation 2020-08-23 204811.png](Annotation_2020-08-23_204811.png)\n\nExample blend\n[yellowtransparency.blend](yellowtransparency.blend)\n\nBasic repro gif\n![basicyellow.gif](basicyellow.gif)\n\nMe shading a ball\n![yellowball.gif](yellowball.gif)\n\n\n\n\n", "Crash (Seg Fault) When Rendering Grease Pencil Stroke on Render Farm\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: 2.83.1\n\nOur render farm of 70 iMacs has been running for 3 years through the 2.7x series up till 2.81a.\nWhen we switched to 2.83 last week it started crashing consistently when rendering Grease Pencil strokes.\nThe crash occurs when using Blender to do command line rendering via an SSH session on a machine without the user physically logged in. (Crashes on Mac and Linux)\n\nCommand Line Rendering on my own machine works fine.\nCommand Line Rendering on a remote machine via SSH works fine if I'm also logged into that machine.\nBut as soon as I log out of the machine so that the SSH session is the only active user on the machine, then the error shows up.\n\nI tested this on 2.81a and the error (below) shows up there too, but in 2.81a it doesn't also lead to the Segmentation Fault that crashes Blender.\nIt's only in 2.83 (and 2.83.1) that the error is followed by the Seg Fault 11\n\n\n**_RegisterApplication(), FAILED TO establish the default connection to the WindowServer, _CGSDefaultConnection() is NULL.\nWriting: /var/folders/jk/7b488ncn6c13t515bnt6q_8w68xcj1/T/test.crash.txt\nSegmentation fault: 11**\n\non Linux the error message is slightly different, but still a crash:\nUnable to open a display\nAborted (core dumped)\n\nContents of test.crash.txt (from the Mac crash)\n# Blender 2.83.1, Commit date: 2020-06-25 09:47, Hash 8289fc688b3e\n\n# backtrace\n0 Blender 0x00000001079eb9d7 BLI_system_backtrace + 55\n1 Blender 0x000000010159ddb8 sig_handle_crash + 392\n2 libsystem_platform.dylib 0x00007fff5db5fb3d _sigtramp + 29\n3 ??? 0x00007f8594802010 0x0 + 140211698802704\n4 Blender 0x0000000101a39da2 DRW_opengl_context_create + 66\n5 Blender 0x00000001018f47d5 WM_init_opengl + 37\n6 Blender 0x0000000101a374ff DRW_render_gpencil + 127\n7 Blender 0x0000000105de5ef4 RE_engine_render + 1156\n8 Blender 0x0000000105df06d3 do_render_all_options + 387\n9 Blender 0x0000000105df2a14 RE_RenderAnim + 2260\n10 Blender 0x000000010159c9dd arg_handle_render_animation + 141\n11 Blender 0x000000010797880d BLI_argsParse + 173\n12 Blender 0x000000010159a497 main + 855\n13 libdyld.dylib 0x00007fff5d974ed9 start + 1\n14 ??? 0x000000000000000a 0x0 + 10\n\n\n\n1) Make a new default file.\n2) Delete the Cube\n3) Add->Grease Pencil->Monkey\n4) Save as test.blend\n5) Copy test.blend onto a remote machine\n6) Make sure the machine is at the login prompt (showing the username password boxes).\n7) ssh into the remote machine\n8) command line render one frame from test.blend something like:\nBlender -b /test.blend -s 1 -e 1 -a\n\n", "Polishing the Painting Experience\nThere are a few tasks that would enhance the texture painting pipeline that could be prioritized before advanced features like layered textures is even considered.\n\n## Existing Painting System\n\n### Small Tasks (e.g., bug fixing)\n- [ ] Graphics Tablet Lag when in Texture Paint mode in Blender 3.0 #93796\n- [ ] Undo bugs\n - [ ] Undo eliminates brush texture #88592\n - [ ] Texture paint undo can changes texture slot #62520\n - [ ] Texture Paint mode tools swap when exiting maximized area #98014\n- [ ] Color space support for texture painting #95797\n- [ ] Sync Image Sequence options (Frames, Start Frame, Offset, Cyclic, Auto Refresh) #109769\n- [ ] Texture paint: Bleedind around thin cuts do not fill texture #106066\n- [ ] Add support for \"Channels\" to the Images & Color Attributes #108404\n- [ ] 8/16 bit textures have different strength behavior (premultiplied problems) #101436\n- [ ] UDIM bugs [need report]\n- [ ] 3D mirroring in Image Editor\n- [ ] Other bugs (by Daniel Bystedt) [need report]\n\n### Bigger Tasks (e.g., re-designs) - need design\n- [ ] Image syncing between Editors via active image canvas #103636\n- [ ] Multi-object painting\n- [ ] Multi-object uv editing\n- [ ] Support \"viewport\" face sets in Image Editor\n- [ ] Square brush\n\n## 3D Brush\n\nRelated to #96225\n\n### 3D brush vital\n- [ ] Color sampling\n- [ ] Erase blend mode\n- [ ] Affect only visible (Show/Hide)\n- [ ] Affect Alpha option\n- [ ] Masking\n- [ ] (2D) Fill operation\n\n### 3D brush additional\n- [ ] Feature parity\n - [ ] Blur & Smear brushes\n - [ ] Clone brush\n - [ ] Sync masks and edit mode selection\n - [ ] Paint modified geometry instead of base mesh\n - [ ] Missing brush settings\n - [ ] Stencil masking\n- [ ] Image editor syncing\n- [ ] Dedicated paint mode\n- [ ] Performance\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)", "Particle system behaves inconsistently in viewport and render when instance object visibility is disabled\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: Quadro [P2200](SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.20\n\nBroken: version: 2.91.0 Beta\nWorked: The behavior was different in 2.80\n\nWhen the instance object of a particle system is disabled in the viewport the particles are also disabled in the viewport. However when the instance object is disabled in render they still appear in the render.\n\n1. Open the default scene.\n2. Create another object (B).\n3. Create a particle system modifier on the default cube (A).\n4. Set Particle Settings to Hair (A).\n5. Set Render -> Render As to \"Object\" (A)\n6. Set the Instance Object to the other object (B).\n7. Disable the object (B) in viewport and render\n8. Render the scene, observe that the object has particles rendered\n[particle_visibility_bug.blend](particle_visibility_bug.blend)\n", "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.", "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 Arrange Stroke operator does not function with Curve Editing\nOperating system: Linux 64-bit\nGraphics card: GTX 1080 ti\n\n2.93.5 and 3.0.0 alpha\n\nIn edit mode, \"Arrange Stroke\" operator does not work when use_curve_edit is enabled.\n\n[GP_arrange_bug.blend](GP_arrange_bug.blend)\n\n - Open attached file\n - Use any of the Arrange Stroke operators on the selected stroke\n # Disable Curve Editing and try again to see that it otherwise works as intended\n\n", "Texture painting with mirroring and viewport clipping does not mirror\nOperating system: Linux-5.8.4-200.fc32.x86_64-x86_64-with-fedora-32-Thirty_Two 64 Bits\nGraphics card: GeForce GTX 970M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 450.66\n\nBroken: version: 2.91.0 Alpha\nWorked: never, 2.79 also did not do this\n\nTexture painting with mirroring and viewport clipping does not mirror\n\n[texturepaint_mirror_clipping.blend](texturepaint_mirror_clipping.blend)\n- Open .blend\n- Do a stroke on the right side --> updates on the left as well because x-mirroring is turned ON\n- (Undo)\n- {key Alt B} a clipping region in the viewport\n- Do a stroke again on the right side --> updates on the right side\n- {key Alt B} to clear the clipping region in the viewport, see no updates have taken place on the clipped left side\n\nExpected: stroke should update the clipped area as well [as we do for vertexpaint, weightpaint and sculpting], everything else would be inconsistent\n\n", "Workspace tabs click-dragging only works when starting from current tab.\nSystem Information\nOperating system: Windows 10\nGraphics card: Geforce GTX 1070\n\nBlender Version\nBroken: 2.80 2019-02-20 20:10\n\nShort description of error\nClick-dragging on tabs works fine in the Preference's tabs now, but fails to work on the Workspace tabs *unless*you start from the current one (so to rephrase, for clarity: if you start on one that's not the currently selected one, it will simply not go through the tabs)\n\n- Create workspace (either duplicate or append) so there's more than one\n- Click on one of the workspaces that isn't currently displayed\n- Drag left and right, you'll notice nothing happens.\n- Click on the currently selected workspace's tab\n- drag left and right: this should switch between workspaces as you pass over their tabs", "GPencil: Hardlight blend issue\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 960M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.66\n\nBroken: version: 2.83.0\n\nThe semi-transparent textures of Grease Pencil material turn black when their layer is in HardLight blend mode.\n\n- open the provided blend file\n- see, wrong alpha blending\n- NB: change the blend mode and it works as expected\n\n[GP-hardlight-blend-issue.blend](GP-hardlight-blend-issue.blend)\n\n", "Grease pencil. Artefacts at beginning of strokes\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.30\n\nBroken: version: 3.0.0 Alpha\n\nGrease pencil strokes drawn with a stylus have unwanted artefacts at their beginning. Especially noticeable at high radius settings. Related to this, the start of a stroke is often narrower than the artist's intention.\n\n![image.png](image.png)\n\n* Open new document, 2d animation\n* Set brush strength to 1 (not using pressure)\n* Set brush radius to 200 (using pressure)\n* draw several lines with a stylus\n* zoom in to inspect the start of the lines. There are artefacts, a 'lumpy' line close to the beginning of the stoke (see screenshot)\n\n**Notes**\nWhen you draw with deformable physical natural media (e.g. a paint brush, felt-tip) adding pressure increases the size of the mark, even when the tip is not moving over the paper. Other drawing programs also work this way. Currently blender doesn't work this way.\n\nI looked at the source code (gpencil_paint.c). Here's what i think is going wrong with the grease pencil strokes:\n\nWhen the pressure difference between two close adjacent vertices is large this can cause ugly 'lumps' in the line.\n\nCurrently, stylus pressure can be very different between the first and second vertex recorded in a grease pencil stroke. This is because there can be a large time difference between the recording of the two points; The first vertex stores a record of the pressure only at the moment the stylus first touches the tablet, subsequent changes of pressure before the stylus begins to move across the tablet are not recorded in the stroke. Only after the stylus starts moving is the second point recorded with the current pressure.\n\n**Proposed solution**\nAny time the stationary stylus tip is touching the tablet, the drawing routine polls the changing tablet pressure continuously. When the detected pressure is higher than the pressure of the last recorded point, the pressure of the last recorded point is overwritten by the newly detected (higher) pressure. This way, the pressure of the first and second points in a stroke is much more likely to be similar, the width of the start of the line will more closely match the artists intention, and the likelihood of artefacts is reduced.", "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", "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)" ]
[ "Workbench engine doesnt render properly GP depth.\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.66\n\nBroken: version: 2.82 (sub 6)\nWorked: no idea.\n\nWhen you're using the workbench engine to render (f12), grease pencil strokes dont occlude with geometry\n\nAs you can see here the human that has grease pencil drawn on top is clear\n![Capture-Blender_ [D__Dropbox_001_Current_Projects_Elsalto_elsalto_v001.blend]-2020-01-09 08_27_44.png](Capture-Blender___D__Dropbox_001_Current_Projects_Elsalto_elsalto_v001.blend_-2020-01-09_08_27_44.png)\n\nin this example same file, just rendered with f12, the lines that should be covered by the cg character are on top of it, i tried several different configurations and still the same result, but if you switch the render engine to eevee or cycles, it works with no extra setup.\n![Capture-Blender_ [D__Dropbox_001_Current_Projects_Elsalto_elsalto_v001.blend]-2020-01-09 08_27_37.png](Capture-Blender___D__Dropbox_001_Current_Projects_Elsalto_elsalto_v001.blend_-2020-01-09_08_27_37.png)\n\n\nopen the attached file, \nhit f12\nyou'll see a secret message that is actually supposed to be behind the cube.\n\n[demofile.blend](demofile.blend)\n\nif you want to reproduce it from scratch:\ncreate a new scene, \ncreate a new camera\ncreate a new grease pencil object\ndraw something in the grease pencil object\nplace the grease pencil object behind a mesh object\nswich render engine to workbench\nrender.\n\nta-da the drawing that should be behind the mesh object, isnt!\n\nthank you guys!" ]
Crash when switching between scenes and then playing and stopping Operating system: Windows-10-10.0.19045-SP0 64 Bits Graphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.09 Broken: version: 3.4.0 Worked: 3.3.2 I have encountered a strange bug that causes a crash if you switch Scenes and then Play -> Stop. I can't reproduce this crash from the first state, but I have reduced the size of the .blend file as much as possible. it works fine when opened with 3.3.2. - Open attached .blend file - Switch Scene - Play -> Stop - Crash [crash_015.blend](crash_015.blend) [crash_015.crash.txt](crash_015.crash.txt)
[ "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.", "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", "Blender crashes when click on shading tab \nOperating system: Windows 10, 64-bit\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 4.5.0 NVIDIA 445.87\n\nBroken: \n - version: 2.81 (sub 16), branch: v2.81_octane2019 (modified), commit date: 2020-02-11 11:57, hash: 81ff79b8cdb7, type: build date: 2020-02-11, 12:22:28\n - version: 2.90 (sub 0), branch: master, commit date: 2020-04-18 16:48, hash: 1f1520a04503, type: Release\n\nBlender crashes when clicking on the shading tab. It closes and goes back to the desktop.\n\nSee short description.\n\n[blender_system_info.txt](blender_system_info.txt)\n[blender_debug_output.txt](blender_debug_output.txt)", "Intel GPUs: 3.6.2 crash on initializing Eevee rendered view\nOperating system: Linux-6.5.3-300.fc39.x86_64-x86_64-with-glibc2.38 64 Bits, WAYLAND UI\nGraphics card: Mesa Intel(R) Arc(tm) A770 Graphics (DG2) Intel 4.6 (Core Profile) Mesa 23.2.0-rc3\n\nBroken: version: 3.6.2\nWorked: 6 months ago :)\n\nBlender crashes when you opened the attached project and switch to rendered view.\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", "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", "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)", "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", "MacOS crash when opening a second rendered 3dview window --MacOS 13.0.1--\nOperating system: macOS-13.0.1-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5700 XT OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.9.48\n\nBroken: version: 3.5.0 Alpha\n\n\nWhen in rendered 3dview and open a second window also in rendered 3d view, blender hangs for 20 sec. and then MacOS becomes unresponsive and finally crashes.\nNo way to 'force quit' or any other trick to stop blender. or the MacOS crash.\nThis happened now 5 times in a row, always when opening a second new window also in rendered 3dview.\n\nOpen blender 3.4 /3.5 in MacOS 13.01 & switch to rendered 3dview. Then after a minute open another rendered 3dview window.\n![System.jpg](System.jpg)\n", "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 LdrAccessResource\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 000069cc\nntdll.dll :0x00007FFF41D2F9F0 ZwWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFF41CA0E20 LdrAccessResource\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 000054bc\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 : 000026c0\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 : 00008788\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 : 0000aa4c\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 : 0000608c\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 : 0000ad7c\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 : 00009c7c\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 : 00008d78\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 : 000029c4\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 : 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 RtlUserThreadStart\n\n\nThread : 0000162c\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 : 00001478\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 : 00009a78\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 : 000067cc\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 : 000040b4\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 : 000036d0\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 : 00003468\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 : 00007444\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 : 00005208\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 : 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 :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 : 0000ad94\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 : 000067e0\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 : 0000401c\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 : 0000b360\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 : 00008b38\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 : 00005884\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 : 00003334\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 : 00008c60\nntdll.dll :0x00007FFF41D2F9F0 ZwWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFF41CA0E20 LdrAccessResource\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 0000a2e8\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nnvoglv64.dll :0x00007FFE81C3A540 DrvValidateVersion\nnvoglv64.dll :0x00007FFE819D057C Symbols not available\n\n\nThread : 00009be0\nntdll.dll :0x00007FFF41D2CAF0 ZwWaitForMultipleObjects\nKERNELBASE.dll :0x00007FFF3F690C50 WaitForMultipleObjectsEx\nKERNELBASE.dll :0x00007FFF3F690C30 WaitForMultipleObjects\nnvoglv64.dll :0x00007FFE81C6EF90 DrvPresentBuffers\nnvoglv64.dll :0x00007FFE81C6EF90 DrvPresentBuffers\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00003f9c\nwin32u.dll :0x00007FFF3FCCA0F0 NtUserMsgWaitForMultipleObjectsEx\nUSER32.dll :0x00007FFF411906F0 MsgWaitForMultipleObjectsEx\nnvoglv64.dll :0x00007FFE81C3A540 DrvValidateVersion\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00007978\nntdll.dll :0x00007FFF41D2F9F0 ZwWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFF41CA0E20 LdrAccessResource\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 0000ace0\nntdll.dll :0x00007FFF41D2CAF0 ZwWaitForMultipleObjects\nKERNELBASE.dll :0x00007FFF3F690C50 WaitForMultipleObjectsEx\ncombase.dll :0x00007FFF41539AA0 RoGetServerActivatableClasses\ncombase.dll :0x00007FFF41539AA0 RoGetServerActivatableClasses\ncombase.dll :0x00007FFF41539AA0 RoGetServerActivatableClasses\ncombase.dll :0x00007FFF41539AA0 RoGetServerActivatableClasses\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 0000ada4\nwin32u.dll :0x00007FFF3FCCA0F0 NtUserMsgWaitForMultipleObjectsEx\nUSER32.dll :0x00007FFF411906F0 MsgWaitForMultipleObjectsEx\ndirectmanipulation.dll:0x00007FFF3012457B Symbols not available\n\n\nThread : 00009dbc\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 : 00005f9c\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 : 00009dac\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 : 0000405c\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 : 0000834c\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 : 000099e8\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 : 00006284\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 : 00005ec8\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 : 0000a8fc\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 : 00003240\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 : 00000a10\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 : 000082dc\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 : 0000196c\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 : 00004374\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 : 00007dec\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 : 00004294\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 : 0000559c\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 : 00009a90\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 : 00004cc8\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 : 000029cc\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 : 000055f8\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 : 000069a4\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 : 00005c40\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 : 00001a80\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 : 00004308\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 : 000081c8\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 : 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. -----------------------------------------------------------", "Viewports should go out of localview when switching scenes\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\n\nBroken: version: 2.80 (sub 60)\nWorked: (optional)\n\n\nI don't know what the purpose of it.. but it seems like bug. Because I can't find any usefull explonation to this \"fuatures\".\nWhen you have few scenes and going into isolate mode in one of them, and then decided to change scene (and will forget turn off isolate mode) - you will see: nothing :D \nI think in this case more usefull to: a) auto-skip isolate mode when you chanhe SCENES (easy) b) auto-skip isolate mode to all SCENES exept those where you turn on (local storage of isolate mode for each SCENE) (harder)\n\nDefault. Create in scene 2 cubes. Create another one scene and put there few monkeys heads. Then select one of them and o to isolate mode (press \"/\"). Then change scene to another and you will see nothing :)\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 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.", "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.", "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" ]
[ "Stopping Animation in Some Scenes Immediately Crashes Blender\nOperating system: Linux-5.15.0-52-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.65.01\n\nBroken: version: 3.4.0\nCaused by 42b51bf6a9\n\nI have a particle animation in one scene, that is using other scenes as background. When I switch to another scene, starting then stopping the animation player crashes blender every time.\n\n[Based on the default startup or an attached .blend file{[F14044147](HouseSprites.blend)}\nFrom the Attached file, switch to another scene, ex Bushes.\nStart the animation player, then stop. Blender crashes.\n\n", "crashing when replay animation\nOperating system: win10 latest updates\nGraphics card: rx5700xt\n\n**Blender Version** the latest 3.4.0\n\n\nRandom crash of Blender (fully closed) when making inputs into rigged animation.\n\nI have rigged model by armature. Mesh is single Object, used empty vertex group to link armature.\nOn previous version of Blender everything worked fine. Didnt observe any crashing.\n\nTwo days ago I installed version 3.4.0\nSInce that I have many crashes.\n\nI press play animation. It works fine. Than I wanna pause it by pressing Shift Space and it crashes.\nOr when I wanna jump to the first frame, it suddenly crashes.\n\nHappens randomly, every time in different frame nr. position. In moments when acting (like pause, or reload to the first frame, to start animation again)\n\nTried more files, Happens randomly but keeps crashing.", "Crash when pausing timeline playback due to view layers\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 4090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 527.56\n\nBroken: version: 3.4.0\nWorked: 3.3.2\n\nPausing the timeline playback crashes Blender after switching scenes, as long as there is at least one scene with more than one view layer. Happens in 3.5, 3.4, but not 3.3.2.\n\n**Exact steps to reproduce**\n1.Create a fresh Blender file.\n2.Add a new scene.\n3.Add a new view layer to the new scene.\n4.Save the file and reopen it.\n5.Switch the scene.\n6.Start the timeline playback (space), and then pause it (space) -> Blender crashes." ]
Outliner: two linked objects selected, instead of one Operating system: Windows 10 Broken: Blender 3.4.1, 3.5.0 (2023-03-23) This changed in b077de086e14291fe5f7cdf6d3564a8f1cfb9cb3 Selected two linked objects, instead of one 1. Create multiple collections, link the default cube into these collections 2. Delete any linked object 3. Undo delete (Ctrl+Z) 4. Select any linked object in outliner 5. Two objects are selected, but there should be one ![Blender - Selected two objects.png](attachment)
[ "Missing visual representation of multiple selected color channels (`Blender Light` theme)\nOperating system: win10 64\nGraphics card: 1050ti\n\nBroken: (example: 2.91, default light theme)\nWorked: (2.79b)\n\nThis is how it was in 2.7x when selecting multiple RGB channels:\n![select.jpg](select.jpg)\n In recent versions it misses visual representation of how many channels are selected until changing values to see if slider has been updated (left - nonselected, right - all channels are selected):\n![non_sel.jpg](non_sel.jpg)\n\n\n - Open default scene\n - Go to material tab\n - Left mouse click any color slot\n - Left mouse click first color channel and hold it\n # While holding, slide cursor below to cover all channels\n\n\n", "\"Make Single User\" does not unlink object from other scenes when creating Scene using \"Linked Copy\"\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 2.93.6 Release Candidate\nWorked: 2.90.1 (according to [description by user DAG here ]], who lists his software version in a [[ https:*blender.stackexchange.com/questions/74460/how-to-unlink-remove-an-object-from-a-scene/227238#comment383264_74486 | comment higher in the same question, here ](https:*blender.stackexchange.com/questions/74460/how-to-unlink-remove-an-object-from-a-scene/227238#227238).\n\nScenes created using the \"Linked Copy\" option do not allow objects to be unlinked via \"Make Single User\".\nAdditionally, in my testing, I have not found any way to make single user objects in a scene created using the \"Linked Copy\" option or in the original scene (i.e. creating a new object in either scene always creates a **linked** object). Objects deleted from one scene are also deleted in the other. Because of this, I have not been able to find a way to change a Scene created via \"Linked Copy\" independently of the original scene, making the \"Linked Copy\" option functionally useless.\n\n\n - Open a new default file\n - Create a new scene using the \"Linked Copy\" option\n - Select the default cube in the new scene (will likely be already selected)\n - \"Option\" menu -> \"Relations\" -> \"Make Single User\"\n - Delete the cube in this Scene\n - Switch to the first Scene\n\nExpected Result: The default cube is still in the first Scene\nObserved Result: The default cube has been deleted from the first Scene\n\n\n\n", "The X or Delete button does not work in the outliner (Blender File)\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.68\n\nBroken: version: 2.93.6\n\n[The X or Delete button does not work in the outliner (Blender File)]\n\n- Open default startup file\n- {nav Outliner >Display Mode > Blender File}\n- In outliner {nav Brush > RMB > Delete > RMB > Assign Shortcut > X}\n- Attempt to delete any brush with hotkey (will not delete brush)\n- Change hotkey (eg {key Shift X}) and now attempt to delete brush with hotkey\n\nwhen you press X items in:\n| Broken | Brushes, Cameras, Images, Lights, Line Styles, Materials, Meshes, Palettes, Workspaces, Worlds |\n| -- | -- |\n| worked | Collections, Objects, Scenes |\n\n\n![X Button.png](X_Button.png)\n\n[Delete _X_ Button.blend.py](Delete__X__Button.blend.py)\n\n{[F12271213](Delete__X__Button.blend)}]\n\n", "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.", "outliner visibility not binded to bpy.context.object.hide_viewport\nOperating system: Linux-5.7.2-zen1-1-zen-x86_64-with-glibc2.29 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.82\n\nBroken: version: 2.83.0\n\noutliner visibility not binded to bpy.context.object.hide_viewport\n\nclicking the \"eye\" icon of an object in the Outliner shows \"bpy.context.object.hide_viewport = True\" in the info panel.\nBut in PythonTerminal the output is:\n>>> bpy.context.object.hide_viewport\n\nFalse\n\nAlso not possible to make it visible again with bpy.context.object.hide_viewport = False.\nSeems like bpy.context.object.hide_viewport is not connected to the Outliner icon at all.\n\n\n", "Wrong number of datablocks indicated in the outliner\nOperating system: Linux 64\nGraphics card: GTX 1080\n\n2.93.5 & 3.0\n\nIn certain areas of the Outliner, icons show a little number indicating the total number of each datablock type contained in a collection, scene, etc. But the method for calculating this number is broken! If the same object shows up in multiple places, such as when it is linked in multiple collections, it will add to the total more than once. It's not hard to reveal the error- even the default file has this problem in the Blender File display mode:\n![screen.png](screen.png)\nIt looks as though our default file has 4 mesh objects, 4 lights, and 4 cameras, but it doesn't. Those things just appear 4 times in different places.\n\n - Open the Outliner and go to Blender File display mode\n - Un-expand the Current File line to see the incorrect total\n # Link an object into multiple collections in one collection to see the same issue in the View Layer display mode\n\n\n", "Splitting the \"Object Info\" node, access to object original geometry\nFor various use cases (like implementing the \"Deform Curves on Surface\" node as a group),\nwe need access to the original geometry of an object. One proposal was to break apart the\n\"Object Info\" node into separate nodes with more clear purposes:\n\n{[F13561065](image.png) size=full}\n\n{[F13561067](image.png) size=full}\n\nThe general \"Info\" nodes are generally not scalable, and their purpose is vague\nenough that they aren't as intuitive to use. This design means there are separate\nnodes for different use cases. \n\nThe \"Object Transform\" node could have a matrix output in the future.", "linked objects un-parent after save and load.\nwindows 8.1, Geforce 660\n\nBroken: #5ebae1c\nWorked: i couldn't test as how far this existed as old versions won't compile against the current SVN.\n\nlinked objects un-parent after save and load.\n\ni included 3 files:\nfile 1: the parented objects.\nfile 2: the objects linked.\nfile 3: the parent object changed to local, everything is fine till it is saved it will un-parent!\n\n[1.blend](1.blend)\n\n[2.blend](2.blend)\n\n[3.blend](3.blend)", "Outliner doesnt preserve selected or active state when clicking mesh twice (objectmode -> editmode -> objectmode)\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.86\n\nBroken: version: 2.81 (sub 3)\nWorked: (optional)\n\nExport selected object export empty file if object have only mesh selected in outliner.\n\nProbably this is more UX bug than exporters problem.\nCreate default object: Cube or Suzanne.\nExpand Object tree and select mesh in outliner. Blender will switch to mesh edit mode.\nClick one more time to mesh in outliner. BLender will switch to Object editing mode.\nViusually Object still looks selected because mesh still highligted but in 3D viewport object is unselected.\nNow try export as OBJ, enable Export Selected only.\nBlender correctly will export empty OBJ file because there is no any object actually selected.\n\n![image.png](image.png)\n\nThis UX bug quite confusing, and i catch it almost every time i need export files.\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)", "GPU: Design topic for displaying outline for instances\nSee 2 for discussion on devtalk\nWe might have technical reasons, but we don't need to distract users with drawing an outline around each instance.\n\nDesign topic could be should we group the outlines per original object (when using multiple objects to instance) or should we outline the object that creates the instances (eg contains the node group).\n\nPersonally I think we should have a single outline for an object. Not taking into account that it draws instances or not.\n", "Mixing sequencer and preview regions causes logical problems\nWith the addition of many editing operations to the sequencer preview,\nthere are an increasing number of logical problems with parts of the\nUI that operate on the area, not the region.\nMainly menu items and the tool-system.\n\nNote that this is only a problem with both are enabled at once.\n\nTo pick some examples:\n\n- Delete from a menu (should this delete the selection in the preview or the sequencer?)... same for select-all... and in the future copy/paste.\n- Transform (Move for e.g. is a different operation for the sequencer and preview).\n- Box select from the menu currently can't run in both sequencer and preview regions.\n\nIf the code-base is left in it's current state I'm concerned users will run into glitches/bugs (finding the mixed preview/sequencer to be broken).\nFor the most part these won't be things that can be resolved in isolation, so I think it's worth considering a solution now.\n\n----\n\n**Supporting Mixed Preview/Sequencer**\n\nTechnical solutions for this are possible but impractical in my opinion, for example the operator_context could support multiple items:\n\n```\n layout.operator_context = {'INVOKE_REGION_PREVIEW', 'INVOKE_REGION_WIN`}\n```\n\nFor the sake of argument we could have 2x menu items for Delete, Select-All... etc.\n\nOther options include introducing an \"Active Region\" concept or having a header for each region.\n\nThis amounts supporting functionality in separate regions that areas already handle.\n\n---\n\n**Proposed Solutions**\n\nNote that I don't have a strong opinion on the exact solution,\nonly that it should not over complicate the current code-base\n*(unless we wish to support larger changes to Blender's windowing in general).*\n\nWhen mixing preview/sequencer:\n\n* Remove the preview region interactive behavior.\n\n```\nThis would make it view-only, any interactions, menu items, tools etc\nwould only apply to the sequencer.\n```\n\n* Remove support for mixing preview/sequencer at once.\n\n```\nWe could handle this with versioning (splitting the area).\n```\n\n", "Linked data-block has \"pointer\" property still active\nBroken: version: 3.4.0 Alpha, branch: Unknown, commit date: Unknown Unknown, hash: `rBUnknown`\nWorked: Probably never\n\n\n\n[torus.zip](torus.zip)\n\nOpen torus.blend. It has a linked collection containing the selected object `Torus`.\n\nAs you can see in the image, the \"Object\" rna properties (parent, and the array modifier one) are both active:\n\n{[F13627034](image.png), size=full}\n\nIn fact you can even click on the property to change it (the popup show up, but clicking on it at least doesn't change it):\n\n{[F13627039](image.png), size=full}", "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)", "Auto keyframing causes Duplicate Linked object to change location \nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.30\n\nBroken: version: 3.1.0\nWorked: Never (2.8+)\n\n- Open new general animation template,\n- Turn on auto keyframing\n- Add a mesh object\n- Alt+D create few Duplicate Linked objects,\n# Change frame\n\nDuplicate Linked objects will change location.\n" ]
[ "Outliner selection not working correctly after undoing object deletion\nOperating system: Linux-5.17.15-1-MANJARO-x86_64-with-glibc2.35 64 Bits\nGraphics card: AMD VERDE (LLVM 13.0.1, DRM 2.50, 5.17.15-1-MANJARO) AMD 4.5 (Core Profile) Mesa 22.1.2\n\nBroken: 2.91.2, 3.2.0, version: 3.3.0 Alpha\nWorked: prior to b077de086e\n\nAn object that is linked in another collection can usually be removed from just that collection by using unlink, while using delete removes it from both collections. But if you delete the object and undo, unlink does delete the object in both collections. \nRenaming the cube or creating a new object \"breaks\" the cubes apart so they can be selected/unlinked individually again.\n\nIn the default scene,\n- create a new collection\n- in the outliner, ctrl-drag the default cube object to that collection to link it\n- delete the cube\n- undo\n- in the outliner, it is now impossible to select the cube in the new collection separately and using unlink will delete both cubes" ]
can't move or rotate area light or camera with gizmo using mouse right click Operating system: Windows-10-10.0.19043-SP0 64 Bits Graphics card: NVIDIA GeForce GTX 1650 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.79 Broken: version: 3.2.0 Beta can't move or rotate area light or camera with gizmo using mouse right click defult file , convet light to area light , selet move tool you will not be able to move it with mouse , camera too
[ "Transform gizmo disappears when up very close\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 465.89\n\nBroken: version: 3.0.0\n\nWhen your camera zooms in a lot because of very low near plane the transform gizmo disappears and when trying to zoom out just a bit you jump quite a lot back.\n[transformGizmoDisappearsNear.mp4](transformGizmoDisappearsNear.mp4)\n\n1. Create cube\n2. Set the near plane to 0.0001 m or lower\n3. Select any vertex and press the button to frame the object(for Industry Compatible it is **F**)\n4. The transform Gizmo disappears, when moving the camera it jitters strangely and when trying to zoom out a bit the camera jumps back a lot", "Viewroll doesn't respect QuadView's 'Lock Rotation'\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.2.0 Alpha\n\n\nA bit of an inconsistency.\n\n- In the viewport, press Ctrl + Alt + Q to enter Quad view.\n- In one of the axis aligned views, F3 Search -> View Roll.\n- The view rolls even though \"Lock Rotation\" is enabled in the side panel.", "Problem with mouse walk navigation\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.90\n\nBroken: version: 2.91.2\n\nWalk navigation breaks when key map is changed for Up and Down operation.\n\n- Load blender with factory settings\n- Open keymap from `Edit -> Preferences`\n- `3D View -> View 3D Walk Modal`\n- Change key value for Up and Down\n- In viewport `View -> Navigation -> Walk Navigation`\n- Use updated keys to move Up and down\n\n![problem.jpg](problem.jpg)\n\nAs far as i could see, the problem happens when instead of the q down and e keys we put the midle mouse roll up or down. As you can see in the picture. I have tried with other keys and each time there is a problem with the middle mouse button. Simply the middle mouse button goes up, but when it turns so rool down it doesn't work?\nDoes it fix it or do you have an idea how to fix it?\n", "Transform & Drag Action \nWhen switching the transform tools in the toolbar, there are times when you would still like to be able to box select while gizmos are active.\n\nWe can solve this by adding a Drag Action tool option to all the transform tools:\n\n![image.png](image.png)\n\nWhen set to Box Select, you can still drag in the viewport to select, while using the gizmo to move, rotate or scale.\n\nDetails:\n - This option should ideally be shared between all tools with gizmos, I think. If you set one tool to work this way, you likely want them all to\n - This works best if we add back the Transform tool\n\n", " LineArt: (Collection) Issue for Cameras in Orthographic View\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 516.94\n\nBroken: version: 3.3.1\nChecked in Blender version 3.4.0 Apha, commit date: 2022-10-08 02:26 - same issue\n\nFor orthographic Camera without any shifts - Line art modifier (for a Collection) showing lines for objects behind other objects - which otherwise should not be visible. And some lines are not visible which should be.\nHappens with contours option in the Line Art modifier. Slight rotation on z axis solves the issue.\n\nNoticed issue with some specific frames on my complete blend file.\n\nOpen attached blend file and go to front orthographic view.\n\n[BugReport01.blend](BugReport01.blend)\n\n", "Ability to cancel viewport operations (rotate/pan/zoom)\nSince most transforming view-port operations can be cancelled, it would be useful if viewport operations such as rotate/pan/zoom could be cancelled by pressing Escape. [See request ](showthread.php?392619-Call-for-Quick-Hack-ideas-(for-beginner-students-to-complate-in-a-day)&p=3010312&viewfull=1#post3010312).\n\nWhile not high priority, this is nice to support for consistency with other parts of Blender.", "Parent with child containing particle emitter can't be moved on frame 1 keyframe\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: 2.93.0 Alpha\n\nEmpty in provided .blend file cannot be moved on frame 1 when it has a keyframe on frame 1. It can be moved on any other frame with or without a keyframe on that frame, or on frame 1 if it doesn't have a keyframe.\n\nSelect the Empty in the provided .blend file, and attempt to move it with `g`, transform sliders, etc. It will not move.\n\n[move_bug.blend](move_bug.blend)\n\nI'm not sure how I got my .blend file in this state, as my best effort at making a seemingly identical set of objects does not reproduce it. I'm guessing someone will have to inspect the internal state of these objects to find something amiss.\n", "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", "Touchscreen 'Continuous Grab'\nOperating system: Linux-4.15.0-54-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: Mesa DRI Intel(R) Haswell Mobile Intel Open Source Technology Center 4.5 (Core Profile) Mesa 19.0.2\n(bug also tested on Windows 10)\n\n\nBroken: version: 2.80 (sub 74)\nWorked:\n\n\n* Activate a gizmo using the **touchscreen** on a computer. (The 3D navigation gizmo for example)\n* Drag your finger outside the original editor\n* The gizmo is manipulated incorrectly\nThis bug disappears if \"*continuous grab*\" is disabled in the User Preferences.\nI think it's a matter of auto-disabling *continuous grab* while receiving touch input, like how pen tablets are handled.", "Selection problem on new 'add modifier' menu\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 850M/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 537.13\n\nBroken: version: 4.0.0 Alpha\n\nin new 'add modifier menu' which introduced in Blender 4.0 if you hover your mouse over a main menu items like 'edit' to open edit's submenu then move your mouse diagonally from top right to bottom left on main menu, other main menu items not highlighting or selecting.\nI attach a video take look at it, in this video I move my mouse from edit(while it's open) to physics , non of menus open, not even physics which I stop mouse there no matter how much time my mouse stay there it will not open.\nalso I moved my mouse from edit to generate and also menu did not open.\n\n", "EEVEE viewport error when using volume and lights (with animation)\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 425.25\n\n\nTested with the following two versions:\nBroken: version: 2.80 (sub 75)\nBroken: version: 2.81 (sub 11)\nWorked: (optional)\n\n\nWhen enabling a Volume Scatter shader in the World Settings with anisotropy set to 1.0, a simple point light is emitting a streak of light when the camera is animated. This does not show when the animation is rendered.\n![blender_display_glitch.png](blender_display_glitch.png)\n\n\n[eevee_volumetric.blend](eevee_volumetric.blend)\n\nWith the attached .blend file:\n - Open the attached .blend file\n - Switch to rendered view (renderer should be Eevee)\n # Play the animation\n\nTo reproduce from scratch (just for info on what I did)\n\n - Default scene, delete cube, renderer should be Eevee \n - set intensity of point light to high intensity (1000W or so should be enough to see the effect)\n - add Volume Scatter BSDF to Volume output of the world shader with low intensity (0.010) and Anisotropy set to 1.0\n - Place the light so that it can be seen in camera view somewhere on the right side and animate two keyframes for the camera so that the light moves from right to left. (Test file anmiates for 40 frames)\n # switch to Rendered view and play animation\n\n\n**Note 1**\nHas been reported as second issue in #58023 with the system info below, so reporting it separately here to be able to close #58023 as the primary issue there is solved.\n\nSystem Information\nOperating system: Darwin-18.7.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 575 OpenGL Engine ATI Technologies Inc. 4.1 ATI-2.11.20\nBlender Version\nBroken: version: 2.81 (sub 11)\n\n**Note 2**\nI wasn't sure if #53588 could be same underlying cause, feel free to de-duplicate this report if it is.\n\n**Note 3**\nI checked that it also happens when using scene lights and world in 'Material Preview' (LookDev) mode\n\n\n\n", "Tooltip for the Drag tool setting\n## Issue\nRecently for Blender 3.0 the \"Drag\" option in the header tool settings was included for most active tools. This allows right click select users to make use of this feature by using the option \"Right Mouse Selection Action = Selection Tool\" in the keymap preferences.\nThe issue is that these options still have no tooltip so it can be hard to understand how or why to use this feature.\n\n![Screenshot_2021-10-25_12-47-05.png](Screenshot_2021-10-25_12-47-05.png)\n\n### Proposal\nWe need a simple tooltip with the following information:\n\n- General information\n- Sub Tooltip (From what it is currently set to)\n- Shortcut of the Pie Menu for quick access\n- Context sensitive information based on keymap settings (right or left click select)\n\nSo this would be:\n\n> Action when dragging anywhere in the editor with left click: Select Box\n> Select items using box select.\n> *Shortcut: Alt + W*\n\n\nOr when right click is used in the keymap preferences:\n\n> Action when dragging anywhere in the editor with right click: Select Box\n> Select items using box select.\n> *Shortcut: Alt + W*.\n\n\n## Related issues\n\nThe tooltip for the setting \"Active Tool\" needs to be changed. \nIt currently says:\n> Action when dragging in the viewport: Active Tool\n\n\nIdeally this would be changed to something that fits the other options.\n\nAnother thing to keep in mind is that the tooltip Tweak for tweak on right click select is still \"Set the location of the 3D Cursor\".\nThis is since recently wrong and needs to be updated. \n\nAlso there are never shortcuts for pie menus mentioned in tooltips so far, even though they are heavily used.\nPie menu shortcuts that also aren't mentioned are for example: `Tab` for modes, `Z` for shading, `.` for Pivot Point and `,` for Orientation.\nThis can be handled as a separate task: #92478", "Tracking: Selecting camera maker in 3D-View with other active camera\nWhen fixing #72162 (Crash when selecting camera maker in 3D-View when different camera is active) we came into uncharted territory. This task is for the expedition to this territory.\n\nIn the setup where you have a track connected to a camera, but have activated another camera, the selection logic is not working.\nIt is expected that when selecting a marker in this case, it would select the camera where the marker belongs to and select the marker that is under the mouse button.\n", "Keymap changes are not reflected for the local view setting\nOperating system: Linux-5.18.10-arch1-1-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.57\n\nBroken: version: 3.3.0 Alpha, branch: Unknown, commit date: Unknown Unknown, hash: `rBUnknown`\nWorked:\n\nWhen I turn off frame selected in keymap -> local view and restore it to its default it keeps the old behavior until blender is restarted.\n\nI tested changing delete in object mode (x) key to disable confirm and when I restored it it worked as expected so I think it is related to local view specifically.\n\n- Open default scene\n- In Preferences > Keymap: search for local view and uncheck `Frame selected` checkbox\n- use the shortcut in viewport. Notice frame select operation is not performed (which is expected)\n- In keymap, restore changes\n- Again use shortcut to switch to local view (frame selected operation is expected to execute but it doesn't)\n![bug.gif](bug.gif)\n\n", "Improve visualisation and manipulation of lights in the viewport\nThe idea is to better control/visualize light parameters in the viewport. Currently we can only control the spot angle of spot lights, the size of area lights and the light direction. \nConcept drawings by @eyecandy for reference, not the final design.\n**Tasks**\n- [ ] visualize light color (translucent filled? opaque outline? center circle?)\n![light_color_viewport_explorations.png](light_color_viewport_explorations.png)\n- [ ] register gizmo undo\n- [x] make scaling transform follow the cursor exactly\n\nAdd gizmos to\n- [ ] spot light\n - [x] radius\n ![image.png](image.png)\n - [x] make scalable even when radius is zero?\n - [x] blend ![image.png](image.png)\n - [ ] spot angle via new gizmo type instead of arrow ![image.png](image.png)\n- [ ] area light\n - [x] constraint scaling in X/Y directions ![image.png](image.png)\n - [ ] beam spread (only supported in Cycles) ![image.png](image.png)\n - [ ] clip end/custom distance (only in Eevee) ![image.png](image.png)\n- [ ] sun lamp\n - [ ] angular diameter \n- [x] point light\n - [x] size ![image.png](image.png)" ]
[ "Light/Camera Widget Gizmo clicking \"Track to Cursor\" is broken\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 462.59\n\nBroken: version: 3.2.0 Beta\nWorked: 2.9.3 LTS\n\nLight Widget Gizmo: \nInteractively point Camera/Lights to a Location doesn't work when hovering over control point and clicking on it. It only works via shortcut (Shift + T) In this regard, Transform Tool is also missing tool tips. Other controls work fine (resize, angle...)\n\nVanilla version. Default settings. \n1. Add Area Light.\n2. Select, Click to point...", "Regression: light gizmos not working (Windows + NVidia)\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\nWorked: 3.1\n\nThe \"Interactive Light Track to Cursor\" gizmo for aiming the light and the move and rotate gizmos cannot be interacted with.\n\n[2022-05-02 17-24-42.mp4](2022-05-02_17-24-42.mp4)\n\n[2022-05-03 14-28-28.mp4](2022-05-03_14-28-28.mp4)\n\n- Add an area light\n- Attempt to use the *Interactive Light Track to Cursor* gizmo\n# Attempt to use the move or rotate gizmo\n\n" ]
External particles cache bug Operating system: Windows-7-6.1.7601-SP1 64 Bits Graphics card: AMD Radeon HD 7560D ATI Technologies Inc. 4.5.13399 Core Profile Context 15.200.1062.1004 Broken: version: 2.81 (sub 16) Worked: (optional) Particles are not loaded into the scene from the external cache. The number of particles is less than it should be. create an empty scene save the blend file open and run the script that I attached [particle_system_bug.py](particle_system_bug.py)
[ "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", "Rendering animation freezes with particle system\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 2.91.2\nWorked: 2.83LTS (not sure, this is said in most of the comments)\n\nI am trying to render out an animation based on the CGBoost Blender Launchpad Tutorial. Every time I try to render, it will render around 50-400 frames and then it will just stop rendering new frames. My CPU usage goes straight up to 100% when that happens and my GPU usage drops down to 0%. The Blender UI is still responsive, it is just that the render seems to get stuck on a frame. If I cancel the render, then Blender becomes totally unresponsive and I have to force quit via the Task Manager.\n\nIssue happens in both EEVEE and Cycles\n\n**Workarounds (picked up from comments)**\n- Render animation from command line\n- Check lock interface: {nav Render > Lock interface}\n\n1. Open attached Blend file \n2. Press Ctrl-F12 to render out animation.\n3. Wait for render to freeze on a frame. This can happen within the first few frames or after 400-500 frames. It seems random.\n4. Examine CPU and GPU usage.\n\n[Blender Launchpad.blend](Blender_Launchpad.blend)\n[ING BG.blend](ING_BG.blend) (File provided by @Megaseppl: #85267#1122053)", "Improve performance for Render Engines Addons\n**Status:** Ideas from this thread: 7 to improve speed and ease for external render engines to work with Blender\n\n---\n\n**Team**\n**Commissioner:** @brecht \n**Project leader:** @BrianSavery \n**Project members:** `-` *Optional other developers, can be in multiple projects at once.*\n\n**Description**\n**Big picture:** There are certain issues external renderers working with Blender have that Cycles does not due to it's access to the blender C data structures. Render Engine Addons have to work through the Python API and thus have limited performance. This \"TODO\" will include various subtasks for improving the render engine interface.\n\n**Use cases**: Or possible things that could be improved\n* Faster reading of mesh vertices (as numpy array?)\n* Faster reading of hair or paritcles rather than using particle_system.co_hair(...)\n* Pre-load image data so that image.pixels.foreach_get() is not blocking. (see 9)\n* Detecting deleted objects? \n\n**Branch**: `-` *Existing patches or branches.*\n\n---\n\n**Relevant links**:\n* `-` 19251/", "Particles : Obstacles for particles no longer work from 50m from the origin of the world.\nOperating system: windoows 10 \nGraphics card: nvidia gtx 1070\n\nBroken: Blender 2.92 last release\nWorked: Don't know\n\nObstacles for particles no longer work from 50m from the origin of the world. The permeability of the obstacle does not work at all beyond 100 m. This is a big problem for landscapes. (see blend and play)\n\n- Open attached file\n- run simulation\n[particles_obstacle2.blend](particles_obstacle2.blend)\n\n---\nOther file to check: [particle_obstacle.blend](particle_obstacle.blend)", "Adjust Last Operation: Other changes outside that panel are reverted back automatically\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: 2.90.0 Alpha\n\nHere the demo and file\n[2020-06-23_20-30-11.mp4](2020-06-23_20-30-11.mp4)\n[Scene state reset.blend](Scene_state_reset.blend)\n\n1. Add some objects, add last one\n2. Change visibility for other objects via outliner\n3. Change property in adjustment popup\n4. Scene settings resetted to previous", "Alembic animation import missing dynamically spawned objects\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 531.79\n\nBroken: version: 3.3.1\nWorked: ?\n\n\nHi ! :) I'm trying to import a rigid body sim from houdini, where smalls spheres are spawning during time by wave, the first wave appear in the viewport but the other no. BUT blender still recognize them because i can see the other objects in the Object Path in MeshSequenceCache. The video i attached explain the probleme well. Someone know how to make the other object appearing ? Thanks :D\n\n?\n\n", "Particle system with collision modifier hangs on baking\nOperating system: Linux-5.8.0-55-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.80\n\nBroken: version: 2.93.0\nWorked: 2.81a\n\n[#88965.blend](T88965.blend)\n\n- Open file\n- Bake particles on LRG_Submarine_Propeller object\n\nIt fails. When you disable collision modifier on LRG_Submarine_Hull object or simplify it considerably, it works.", "Replay cache type guides bug\nOperating system: Darwin-19.6.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 575 OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.10.18\n\nBroken: version: 2.91.0\n\nGuide objects don't calculate with simulations if \"Replay\" cache type is chosen. Broken for gas and liquid simulations. If choose \"Modular\" type without changing anything – everything works fine. \n\n\n[replay-guides_bug.blend](replay-guides_bug.blend)\n\n", "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", "API returns wrong particle position\nOperating system: Linux-5.4.0-48-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 450.66\n\nBroken: version: 2.90.0\n\n\nHello, \n\nMy team and I are working on a game prototype with Godot and Blender. We use Blender as our DCC of course but also as the level editor. I'm responsible of the export tool to Godot. One critical point is the vegetation generation and to do so we use Blender hair particle system to place instances of grass onto the terrain. We use a Black and White map to drive the density of the growing areas. Nothing fancy here, It is just a particle system with a texture plugged to the density channel.\n\nI then have a python script that loops through each particle and export its world position and rotation into a json file. \n\nTo better understand the problem, here what I have in Blender : \n\n![image.png](image.png)\n\nNotice how there are no particle on the mud part of the trail, thanks to the density mask in the particle system settings. \n\nHowever, when I loop trough the particles and export to godot , I have this result in the editor : \n\n![image.png](image.png)\n\nThe terrain is covered in particles ! \n\nAnd if I deactivate the mask in Blender, I get exactly the same as in godot with my importer : \n\n![image.png](image.png)\n\nThis simply means, that when I looped through the evaluated particle system in python, it didn't take into account the given mask\n\nTo access the particle system I have : \n\n\n\n```\n result = []\n objects = get_all_objects_in_collection([], col)\n degp = context.evaluated_depsgraph_get()\n for obj in objects:\n if obj.type != 'MESH':\n continue\n for particle_system in obj.evaluated_get(degp).particle_systems:\n result.append(get_particle_system_info(particle_system))\n```\n\nand :\n\n\n```\ndef get_particle_system_info(particle_system):\n \"\"\"Return a dictionary containing particle system and all\n particles and children particles position and rotation\"\"\"\n system = {}\n system['name'] = particle_system.settings.name\n system['mesh_collection'] = particle_system.settings.instance_collection\n system['scale'] = particle_system.settings.particle_size\n system['scale_random'] = particle_system.settings.size_random\n system['particles'] = []\n\n for part in particle_system.particles:\n pa_dict = {}\n pa_dict['location'] = swizzle_yup_location(part.location)\n pa_dict['rotation'] = swizzle_yup_rotation(part.rotation)\n system['particles'].append(pa_dict)\n return system\n```\n\n\nLoad the attached blend file, and run the script. It contains a simple particle system with an image texture as density map with only the top right corner in white. \nThe script outputs the particle positions and by default we easily see that particle position is correct, with only particles found on the top right corner. \n\nNow, change the particle system drawing from Path to Collection and run the script again. Now the API returns all particles, even the ones we don't want....\nFurthermore the position given by the api is the tip of the particle and not the root, which is not really a bug but not really intuitive value. \n\nThanks a lot,\n\nHenri\n\n[bug particles.blend](bug_particles.blend) \n\n\nFurther findings:\n- each time the Render As type is changed, the evaluated objects particlesystem particle count increases\n\nAs a workaround, iterating depsgraph object instances is a much more reliable way of getting object instances for export (see also bpy.types.Depsgraph.html#dependency-graph-iterate-over-all-object-instances)\n\n\n```\nimport bpy\n\ndegp = bpy.context.evaluated_depsgraph_get()\nobj = bpy.data.objects['Plane']\nobj_evaluated = obj.evaluated_get(degp)\n\ninstance_count = 0\nfor object_instance in degp.object_instances:\n # This is an object which is being instanced.\n obj = object_instance.object\n - `is_instance` denotes whether the object is coming from instances (as an opposite of\n - being an emitting object. )\n if object_instance.is_instance and object_instance.parent == obj_evaluated:\n - Instanced will additionally have fields like uv, random_id and others which are\n - specific for instances. See Python API for DepsgraphObjectInstance for details,\n print(f\"Instance of {obj.name} {object_instance.parent} at {object_instance.matrix_world}\")\n instance_count += 1\n\nprint(instance_count)\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", "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)", "Particles reset their position when using time stretching\nMinimal reproduction steps:\n- Add a particle system to the default cube and make it renderable.\n- Set the old time stretching setting to 20 and leave the new at 100.\n- Play the animation until frame 90 and render.\n- Find that the particles are sticking on the object as opposed to their correct position in the viewport.\n- Render again. They now have their correct position.\n- Play another 5 frames.\n- Render again, they are now sticking to the object again.\n\n[timeStretchingBadRender.blend](timeStretchingBadRender.blend)\n\n**Original Report**\n\nHello,\n\ni am using blender-3.1.0-linux-x64 and working on particles with time stretching but the viewport display is correct.\n\nattached is the blend file. [experiment with text.blend](experiment_with_text.blend) \n\nproblem seen in cpu/gpu/cycles/evee.\n\nregards,\nYaju", "Wrong particle tool properties displayed when using Select or Cursor tools\nOperating system: Darwin-18.2.0-x86_64-i386-64bit 64 Bits\nGraphics card: Intel(R) Iris(TM) Plus Graphics 640 Intel Inc. 4.1 INTEL-12.4.7\n\nBroken: version: 2.80 (sub 50)\n\nIn Particle Edit mode, when using the Cursor or Select tools, you can still see particle tool properties for the brushes.\n\n\nOpen this blend file:\n[particle_toolprops_bug.blend](particle_toolprops_bug.blend)\n\nIf you select the Comb tool, you just see the Comb tool properties;\n![Screenshot 2019-03-18 at 21.34.37.png](Screenshot_2019-03-18_at_21.34.37.png)\n\nBut, if you select the Box Select or Cursor tool, the comb tool properties aren't cleared, and you see settings for both at the same time.\n![Screenshot 2019-03-18 at 21.34.26.png](Screenshot_2019-03-18_at_21.34.26.png)", "Particle Edit Breaks After Selecting a Mesh with Cloth Physics\nOperating system: macOS 10.13.6\nGraphics card: NVIDIA GeForce GT 650M 1024 MB\n\nBroken: at least 2.82 up to 2.92 experimental (I suspect it never worked since 2.80)\nWorked: 2.79\n\nParticle edit behaves like object edit mode, but the UI shows \"Particle Edit\" being active.\n- There is no circle typical for the comb tool around the mouse cursor.\n- No additional key points to select or black hair strands are rendered.\n- Instead of e.g. combing you will move the object around once you drag with the mouse.\nBasically everything except for the UI stays in \"Object Mode\".\n\nEffect On (broken):\n![EffectOn.png](EffectOn.png)\n\nEffect Off (works as expected):\n![EffectOff.png](EffectOff.png)\n\nBased on the default startup:\n1. Go to \"Particle Properties\"\n2. Add a particle system\n3. Set its type to \"Hair\"\n4. Add a second particle system\n5. Set its type to \"Hair\" too\n6. Add a new mesh e.g. \"Plane\"\n7. Go to \"Physics Properties\"\n8. Add \"Cloth\" physics\n9. Select the original \"Cube\" again\n10. Switch mode to \"Particle Edit\"\n\nWays to reverse the effect (make \"Particle Edit\" work properly again):\n- Either: Make a new file and append both objects of the old file\n- Or: Delete one of the particle systems on the \"Cube\" and undo the operation\n\nEven after reversing it you can restore the effect by selecting the \"Plane\" once.\nAt least two particle systems are required for the effect.\n\nThe effect can even be saved and stays the same after loading from the file again.\nThus I was able to create two files one with the effect and one without.\nThe file without the effect is a little bigger in size.\n\n[EffectOn.blend](EffectOn.blend)\n\n[EffectOff.blend](EffectOff.blend)\n\nIt took me a whole day to find the cause and boil it down so far.\nHope it helps and that it can be fixed with the provided info." ]
[ "External Particle Cache Playback Is Broken (2.8)\nOperating system: windows 7 sp1\nGraphics card: gtx660\n\nversion: 2.80 (sub 74), branch: blender2.7, commit date: 2019-06-09 21:43, hash: 030c7df19da9, type: Release\nbuild date: 09/06/2019, 17:18\nplatform: Windows\n\n\n\nIt is simple to recreate, open blender, save the file, assign a psys to the default cube and write it to disk.\nCreate another cube, add a psys and set it to external cache playback.\nBrowse to the external cache and Blender can't read the particles it just wrote to disk, or Blender reads only the particles cached on the first frame.\n\n[28_ok_2_delete.blend](28_ok_2_delete.blend)", "particles disk cache/external\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: 2.83.17 Release Candidate\n\nHi,\ndoing a particle disk cache and reloading it as an external input on an other scene doesn't seems to work anymore.\n\n- new blender scene\n- on the default cube create a default particle system\n- save the scene (to bake the particle on disk)\n- add a new cache (name it \"test\")\n- activate, in the particle system, disk cache\n- bake all dynamics\n\n- open a new blender\n- select the default cube\n- add a particle system\n- save the scene\n- add a new cache (name it \"test\")\n- activate, external\n- select your previous folder particle bake\n\nand you don't have all the particles\n\nI tested on 2.83 2.93 same wrong result, on 2.70 works perfectly\n\n", "cannot use external cache in particule system\n{[F10165451](test.blend)}Operating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 462.59\n\nBroken: version: 2.93.0\n\nI want to bake an Emitter particule animation with the option \"Disk cache\" enabled, so I could use the External storage to run it later.\nWhen I check \"external\" and select the folder where the bake is, it does not work. Blender detect the points but I have only a single spread of particules emitted, but they last till the end of the animation. \n\nCreate new Blender file.\nAdd a plane. \nAdd a particule system and set it to \"Emitter\".\nLeave the defaut parameters and go to \"Cache\" section.\nSave the file.\nRename the cache with for example \"test\".\nSelect \"Disk cache\" and then Bake all dynamics.\nOnce the bake is finished, check \"External\" and select the folder. *\nCheck the cache step and run the animation\n\n", "Unable to read back in external baked physics cache\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 416.34\n\n\nBroken: version: 2.80 (sub 75)\nWorked: (optional)\n\n\nWhen baking a simple physics particle cache to file, it appears to bake correctly, but then when attempting to read it back in it either reports as no valid file found, or only identifies 1 or 2 points instead of hundreds. Sample file with bake attached,\n\n\n", "External Particle caching deeply broken in 2.8\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.36\n\n\nBroken: version: 2.80 (sub 75)\nWorked: (optional)\n\n\n[using an external cache in 2.8 is broken, cached system nothing like what was baked]\n\n[Bake the attached scene to a disk cache, it should still work so far, then chose 'external' option in cache panel & load what you just baked: bingo!\nIf it's anything like my result you'll get 3 particles, rather than the 20 in the original.\nImages of this process attached.\nI first noticed this when trying to get particles from a 2.79 scene to 2.8 *(blame the latest Fracture Modifier tutorial!)*;\na particle system emitted from one static mesh, living longer than the total scene frame range, and all borne over 3 or 4 frames from 2.79 (which read the cache as external perfectly), then tried to load it in 2.8: all over the place! Popping in and out of existence, totally different timing & dying way before the end of the frame range (and a different number of particles as well, as in the attached).\nI am getting this in Blender 2.8, 2.81 & the Mantaflow 2.81 version as well]\n\nPre Baking-\n![PreBaking.JPG](PreBaking.JPG)\n\nPost Baking-\n![PostBaking.JPG](PostBaking.JPG)\n\nTrying to use the cache as 'external'-\n![BakedCacheLoaded.JPG](BakedCacheLoaded.JPG)\n\n\n\n[{[F7763491](ParticleCacheingBroken.blend)}]\n\n" ]
File Browser options minor UI improvements I had a few ideas on some re-organization for the file browser options Here is the proposed changes (just the section highlighted in green) ![file-browser-options.jpg](file-browser-options.jpg) Right now, every section is separated with panels. Is this needed? I am curious to see what other people's file browser looks like. Does it really get that long for some people? Panels create a lot of stuff ( lines, corner sorting thing, triangle), so I thought removing them would make it a little cleaner. People can always scroll if they happen to have a ton of stuff. Scrolling is easier than clicking in my opinion. The system and system bookmarks list can't be edited (to my knowledge). Combined them to show their relationship better. Moved section operations to the bottom and made them a little more descriptive. The goal is just to simplify this a little. Nothing too major. Thoughts?
[ "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)", "UI: Image/UV Editor\nThe UI of the Image and UV Editor can be improved.\n\n* Move smooth edges option to user pref\n* Move overlays to an overlay popover\n![Screenshot 2019-11-20 at 00.59.39.png](Screenshot_2019-11-20_at_00.59.39.png)\n\n![Screenshot 2019-11-27 at 13.33.26.png](Screenshot_2019-11-27_at_13.33.26.png)\n\n* Move display settings to a popover\n* Change the Pixel Coordinates toggle into an enum to choose between Pixels or Normalized\n![Screenshot 2019-11-20 at 00.59.09.png](Screenshot_2019-11-20_at_00.59.09.png)\n\n* Slightly re-arrange the header:\n![Screenshot 2019-11-20 at 01.00.12.png](Screenshot_2019-11-20_at_01.00.12.png)\n* Move th UV Vertex panel away from the Image Sidebar category and into Item, and include Coordinates option here too:\n![Screenshot 2019-11-20 at 01.00.48.png](Screenshot_2019-11-20_at_01.00.48.png)\n", "Avoid AssetHandle hacks in BPY\nThe asset handle is exposed directly as the file it wraps to BPY via `context.asset_file_handle`. This is bad design and should not go into the release if possible. Instead the limitations that don't allow us to return `AssetHandle`objects directly to BPY should be resolved. I think this can just be done by allocating the `AssetHandle` and letting the `FileDirEntry` own this. Then we can return the handle safely to BPY. There may be some pitfalls involved with that though.", "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. ", "File selector dialog: long file extension filtering does not work\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Intel(R) HD Graphics 615 Intel 4.5.0 - Build 27.20.100.8854\n\nBroken: \nversion: 3.0.0 Beta\nversion: 2.93.5\nWorked: probably never\n\nIf you try to filter files inside the file selector with filter_glob, this only works for extensions with a max. length of 15 chars including `*.`\n\nBecause today some file extensions are much longer, I would suggest to increase the maximum allowed file extension length.\n\nCreate a file with the extension `.12345678901234567890`\nLoad the attached script and navigfate to the folder where you created the file.\nIt will not displayed in the file selector.\n![Screenshot.PNG](Screenshot.PNG)\n[operator_file_import_test.py](operator_file_import_test.py)\n\n**Solution**\nIn [path_util.c ](path_util.c) in the function `BLI_path_extension_check_glob` the search pattern is limited to 16 chars.\nI would suggest to increase this value to 33 chars.\n", "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", "Fast Blend File Compression\n**Motivation:**\n\nReduce size of saved files, without the slow file writing of zlib.\n\nAllowing compression to be enabled by default.\n\n**Description:**\n\nRecently there have been multiple fast compression algorithms, while some more investigation can be done (especially regarding multi-threaded compression), it looks like [LZ4 ]() would be a good candidate for our purposes.\n\n**Estimated Time:** 2..4 days *(maybe a day if there are no complications)*", "New Icons: Global Menus & Animation Editors\n**Big Picture**\nThese 37 new icons provide functionality and visual feedback for menu commands primarily found in the Graph Editor, but some of the icons would be used in other parts of Blender. They adhere to the visual language of the current icons and are pixel-perfect where possible for greater UI contrast & clarity at small sizes.\n\n**Use cases**\n* Users trying to understand text-only commands (e.g. Jump to Keyframes, Sample Keyframes)\n* Commands can be identified by one symbol as opposed to long strings (e.g. Bind Cameras to Markers, Revive Disabled F-Curves)\n* Disambiguating commands (e.g. Duplicate [Keyframe] / Duplicate Marker)\n* Providing Blender community & Add-On developers more icon options\n* With Blender-wide icons, users can quickly understand tools' functionality (e.g. Box Select, Circle Select)\n\n**Design**\nHere is the latest design with User Interface feedback incorporated\n![New_Icons.jpg](New_Icons.jpg)\n\nAnd here they are in context:\nGraph Editor - View\n![Graph_Editor_View.jpg](Graph_Editor_View.jpg)\n\nGraph Editor - Select\n![Graph_Editor_Select.jpg](Graph_Editor_Select.jpg)\n\nGraph Editor - Marker\n![Graph_Editor_Markers.jpg](Graph_Editor_Markers.jpg)\n\nGraph Editor - Channel\n![Graph_Editor_Channels.jpg](Graph_Editor_Channels.jpg)\n\nGraph Editor - Key\n![Graph_Editor_Keys.jpg](Graph_Editor_Keys.jpg)\n\n3D Viewport - Select\n![View3D_Select.jpg](View3D_Select.jpg)\n\nImplementation patch:\nD14662", "Allow changing the active modifier on linked objects\nUnzip the files from [active-modifier-linked.zip](active-modifier-linked.zip)\n\nOpen `linked.blend` and try to change the active modifer. You can't because it is linked.\n\nIn order to allow users to inspect their nodetrees (and eventually see the evaluated result of the modifier) I suggest we treat this as UI data and allow users to change that even for linked objects.\n\nWe do something similar already for the modifier \"Realtime - Display in viewport\" option.\n", "Splash Screen: \"Updated Preferences\" Infobox\nFor Blender 4.0 there will be various default keymap updates (#105298) that users should be aware of when loading their 3.6 preferences.\nThis task will become necessary once those patches are merged.\n\nThe idea is to add a popup to make users aware and point them towards resources to inform themselves. This will avoid frustration and many invalid bug reports.\n\n### Mockups\n\nThe addition of an info icon to the operator button that loads the previous preferences (As an indication that this will open a popup with more info).\n\n![splash_info.png](attachment)\n\nA possible layout for the main popup.\nThis info might be very important for some users, so the popup can only be closed with an explicit button press.\n\nThis also includes a an operator button \"Read more...\" that links to the relevant release notes page without closing the popup itself. An added border would make this more recognisable as a button.\n\n![splash_info.png](attachment)\n\nThis popup could then be used for future releases and other important changes (only if absolutely needed).\n\n", "Redesign Graph editor Header and Menus to 2.80 Blender UI standards\nThe current graph editor menus have slowly evolved and not been evaluated carefully. As a result, the header menus are a bit of a mess:\n![viewmenu_graph_editor.png](viewmenu_graph_editor.png)\nHere some options are really hard to parse and arranged oddly (for intance, Show Handles and Show \"Only Selected Keyframe Handles\" are related, but seperated from each other, and it is really hard to parse what they do, some options like \"AutoMerge Keyframes\" don't belong at all in View.\nThis design task is to work towards making the header area in the graph editor match blender design, so that options are found in an expected place, similar to e.g. the 3D View header which has received more attention:\n\n\n - Reorganize the header so that similar items are in similar places, e.g. pivot and snapping options should be centered\n - Add an overlay menu and organize some of the clutter in the view menu so it makes more sense, and fits a (Blender) users expectations of where things should be\n - Reorganize all the menus if needed, and move items that don't belong (e.g. the aforementioned AutoMerge Keyframes) to a logical place\n - Potentially upgrade the editor to use the tool system and have two lines in the header for options, etc.\n\n", "Cleanup: Explicit Colors\nAnnotating colors in `BLI_color.hh` with the goal that it becomes more clear in the code what color and alpha association is used.\n\nSee proposal-explicit-colors/\n\n- Changes to BLI_color.h + migration of existing code (Function + Geometry nodes): [D10978: Blenlib: Explicit Colors.](D10978)\n- Compostor: Is already CPP and some operations use color space conversions.\n- Color picker: There is an effort to move more UI code to CPP Color picker is one that would benefit in readability.\n- Draw manager: Although this is in limited places.\n- Blenkernel: blenkernel (colorband, gpencil, image_gen, studiolight) seems like small tweaks.\n", "Using a File Picker element in a popup window causes the popup to go away\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 471.96\n\nBroken: version: 2.93.4\nWorked: Not sure if it has, at least not for a while.\n\nIf I put a string property with a subtype of \"DIR_PATH\" or \"FILE_PATH\" to have the folder/file picker show up for a user to easily select a folder/file in an operator's props and then call it with a window manager invoke_props_dialog (or any of the other popup panel ops), after the user has selected a folder/file the file window goes away but so does the panel without executing the operator.\n\n1. Open included blend file\n2. Run 'Popup File Picker Test' script in text editor\n3. In the Object section of the Properties area, under \"Popup File Picker Test Panel\" click 'Test Popup'\n4. In the popup window use the folder picker button to select a folder and hit \"Accept\"\n5. If it worked, the popup should still be there for you to continue to change other props. If it ran execute instead there should be a statement in the info area and in the console window saying \"Ran execute\". Otherwise it most likely made the popup to disappear without running the operator\n\n[popup_file_pick_test.blend](popup_file_pick_test.blend)\n\n", "Pen input UI/UX issues\nThis task keeps track of the UI/UX related design issues in all Blender mode that don't work as intended or can greatly improved with pen input devices. \nIf we consider that most pen input devices have at least one button in the pen, this will mostly include feature that rely on mouse wheel events. \n\n\n## Edit mode\n\n- ##Number of Cuts## of loop cut and slide can't be controlled during modal operation, needs to be adjusted with the redo panel.\n- Proportional editing size can only be adjusted incrementally with keyboard shortcuts instead of with pen gestures (like brushes in all modes)", "Loop Cut at Point\nHere it would be a nice improvement to make it so you can create cuts anywhere along a loop, not just in the center. This would be a tool setting.\n\n![Screen Shot 2018-08-27 at 14.51.13.png](Screen_Shot_2018-08-27_at_14.51.13.png)" ]
[ "File Browser UI\nThis follows on from #37982 (all the way back in 2013!) which included several plans and UI designs for updating the File Browser layout and interface.\n\nAs discussed with @JulianEisel on IRC, we were going to follow on from that old topic, but decided to create a fresh File Browser design task instead.\n\n## Issues\nCurrently, the File Browser has a number of issues:\n\n - The general layout doesn't communicate the hierarchy well\n - The execution button (Open/Save etc) is in the top right\n - The header is overcrowded and not easy to read\n - The operator settings take up too much room, even when it's not needed\n - The sorting is separate from the data-view columns\n\n## References\n\nAs it turns out, the three main platforms we support use a surprisingly similar layout for Open/Save dialogs:\n\nMac:\n![Screenshot 2019-04-05 at 11.19.29.png](Screenshot_2019-04-05_at_11.19.29.png)\n\nWindows:\n![OpenDialog.png](OpenDialog.png)\n\nLinux:\n![ZhBdRij-1.png](ZhBdRij-1.png)\n\nThings they have in common:\n - Execute buttons in bottom right\n - Ability to sort items by clicking on the category headers\n - File path at the top, file name along the bottom\n - Source list on the left\n - Display buttons at the top\n - Search in top right\n\nBy following the basic common design and layout, Blender will fit in more nicely with all three platforms.\n\n## Mockups & Diagrams\nBack in 2013, we made these mockups, to visualise what an updated File Browser could look like:\n\n![image.png](image.png)\n\n![image.png](image.png)\n*(Disregard the UI styling here, it's not related to this task)*\n\n\nWith recent work related to the Asset Browser, we made updated UI diagrams:\n\n![Screenshot 2019-03-21 at 13.05.39.png](Screenshot_2019-03-21_at_13.05.39.png)\n\n\n\n## Notes\n\n 1. We could make it open as a new window by default, which makes it easier to close again, and is more consistent with the Preferences window\n - Currently, using the File Browser takes over the whole window, with a small 'Back to Previous' button.\n - In this state, you still see the active scene and the active view layer, as well as tool settings, all of which make no sense\n - This could be made a single, consistent option that applies to all temporary windows (File Browser, Preferences, Render window)\n 2. Might be a good time to remove the '..' buttons to go to the parent directory\n - It's no longer a convention in any of the OS's we support\n - We are still emulating [Windows 3.1 ](win95uidesgn-3.gif?w=412&zoom=2) here, which is... yikes.\n 3. We could make shift-clicking select all items in-between\n - Same thing is needed for the Outliner, could be solved similarly\n 4. We should handle deleting data better\n - Deleting files or folders via the File Browser currently hard deletes it without even using the system Trash\n - This is highly error-prone and dangerous - better to just remove the ability to delete from the File Browser, or use the system Trash for Mac, Windows & Linux.\n 5. The operator settings region in the bottom left often has the wrong size, and is way too big.\n - We could make the area size dynamic, based on the number of options:\n\n![Screenshot 2019-03-21 at 13.15.09.png](Screenshot_2019-03-21_at_13.15.09.png)" ]
Blender erorr System Information Operating system: Windows-10-10.0.18362-SP0 64 Bits Graphics card: AMD Radeon(TM) Vega 8 Graphics ATI Technologies Inc. 4.5.13558 Core Profile Context 26.20.11008.4009 Blender Version Broken: version: 2.90.0 Alpha, branch: master, commit date: 2020-07-02 22:21, hash: 5a13f682ee Short description of error [It says nothing is selected, but something is selected] Exact steps for others to reproduce the error Delete all your objects Create 2(Or more) Mesh Objects. Make sure that in the edit mode of all your objects nothing is selected Select any vertex,edge or Face in any of your objects. Select all objects of your scene and make sure that the object with the selected vertex,face or edge is NOT the active one Switche to edit mode look under the N-penel>Item>Transform Thanks for reading this(I've written it before, but I'm not sure you got it)[Error.blend](Error.blend)
[ "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", "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", "Scripting: undo after mesh.separate causes crash\nOperating system: Linux\n\nLatest tested: blender-3.5.0-beta+v35.f23e3c7f04f3-linux.x86_64-release\nEarliest tested: blender-3.1.2-linux-x64\n\nTrying to undo `bpy.ops.mesh.separate(type='MATERIAL')` in a script crashes Blender.\n\n1. Create a cube and two materials. Go to edit mode and assign some faces to both materials. Go back to object mode.\n\n ![A cube with white and red materials](attachment)\n\n2. Open the Text Editor and run this script\n\n ```py\n import bpy\n bpy.ops.ed.undo_push( message = \"temp\" )\n bpy.ops.mesh.separate( type = 'MATERIAL' )\n bpy.ops.ed.undo()\n ```\n\n3. Crash (segmentation fault).\n\nSomewhat mysteriously if I save just before running the script, close Blender, then reopen the .blend and then run the script, I get non-determinstic results (sometimes the undo does nothing, sometimes the white part is gone). The only consistent way I found to get a crash was to create the cube from scratch every time. So no .blend is attached to this issue.\n\n", "Attribute Editing in Edit Mode (design pending)\nThis is a proposal for adding basic attribute editing functionality to Mesh Edit Mode, or another way to put it, is that it generalizes the existing workflow of adjusting bevel weights, creases and marking/clearing seams to generic attributes. Although out of scope for this document, this paves the road forward for the possibility of eventually replacing bevel weights, creases and seams with generic attributes (#95966, #89054).\n\nOperator: Transform Attribute\n---------------------------------\n\n{[F12932543](Blender___C__forsvinna_trunk_forsvinna_mdlsrc_set_seam_node.blend__2022-03-16_00-37-30_Trim.mp4), loop, autoplay}\n\nAvailable from the Vertex, Edge and Face menus in Edit Mode, this new operator will adjust the active float attribute on the selected points or edges, similar in function to the existing Edge Crease ({key shift E}) and Bevel Weight operators. If the active attribute is not a float attribute, an error will be shown and the operator will be cancelled.\n\n(NOTE) Open question: The value is clamped between `0.0` and `1.0` because of how the transform operation is defined. Mouse position towards the selection maps to `-1.0` and away from the selection maps to `1.0`. Should we instead define another transformation operation that behaves differently, that is clamped to the attribute bounds instead of between `0.0` and `1.0`? Moving the mouse to the left of the screen would decrease the value and moving the mouse to the right of the screen will increase the value, which may be thought of similarly as dragging on a float input field.\n\nThis operator will be available for attributes in the Point, Edge and Face domains. If the active attribute is not in any of these domains, an error will be shown and the operator will be cancelled.\n\n(NOTE) Open question: What would this look like for Face Corner domain attributes? Determine the face corner at the selected vertex, and set the value on that?\n\nWe can imagine similar functionality for vector attributes. We can look at the existing tools for inspiration, namely the \"Rotate Normals\" and \"Point Normals to Target\" operators for custom split normals. I think \"Point Normals to Target\" has kind of a convoluted interface, and the same functionality could be achieved by an operator that always points the vector towards the 3D cursor.\n\nOperator: Set Attribute\n-------------------------\n\n{[F12932545](Blender___C__forsvinna_trunk_forsvinna_mdlsrc_set_seam_node.blend__2022-03-16_17-01-11_Trim_Trim.mp4), loop, autoplay}\n\nAvailable from the Vertex, Edge and Face menus in Edit Mode, this new operator will set the active attribute to a user-specified value on the selected elements. If the attribute is not in a domain that matches the selection, an error will be shown (e.g. can't set a Face domain attribute on points). This operator provides an input field for the value matching the type of the attribute in the operator options.\n\nThis operator can be thought of as a generic version of the \"Mark Seam\" operator.\n\nOperator: Clear Attribute\n---------------------------\n\nThis new operator will reset the active attribute to its default value on the selected vertices, edges or faces. This operator will work on any attribute type. If the attribute is not in a domain that matches the selection, an error will be shown (e.g. can't set a Face domain attribute on points).\n\nThis operator can be thought of as a generic version of the \"Clear Seam\" operator.\n\nViewport: Attribute Overlay\n------------------------------\n\n{[F12932547](image.png), size=full}\n\nThere will be a new viewport overlay for visualizing attributes on points, edges and faces in Edit Mode. The existing Edit Mode visualization of seams, creases and bevel weights is trivially extended to visualize attributes on vertices and edges. Each visualized attribute is automatically assigned a unique color. The alpha channel is mapped to the value of the attribute converted to a float, that is to say, values greater or equal to `1.0` will be fully opaque, and values less or equal to `0.0` will be fully translucent.\n\n(NOTE) Open question: How do we visualize values outside the `0.0` to `1.0` range? Should there be a separate, per-attribute, user-specified \"visualization range\", or should the visualization range be inferred from the user-specified minimum and maximum bounds of the attribute? If we choose to use the minimum and maximum bounds of the attribute, the behaviour may not be intuitive if they are left to their default values (`-inf`, and `inf` for floats). Perhaps we could make the minimum and maximum bounds more prominent in the UI?\n\nVector attributes can be visualized like how normals are currently visualized.\n\n(NOTE) Open question: The above assumes that vector always specifies a direction. What if the vector specifies a position? I propose an additional visualization mode that draws a dot at the vector coordinate. This visualization mode may be chosen from a drop down in Attributes panel of the Property Editor (visible only for Vector attributes).\n\nColor attributes on points and faces can be visualized like how vertex colors are currently visualized. As for edges, instead of using the attribute color, we can use the color value for the outer edge color.\n\nWhen visualizing multiple attributes, there is a problem of not being able to tell which color maps to which attribute, to which I propose that a default color will automatically be picked for attributes, but the user can also pick their own. This is done in the Attributes panel in the Property Editor.\n\nThere is also a problem of when the element has multiple attributes assigned to it. Which one should be visualized? Again, we can let the user dictate the visibility from the Attributes panel. I propose that the user should be able to pick which attributes to visualize from the Attributes panel in the Property Editor. Attributes are shown by default. There should be an unique icon for the button that toggles the visualization, and it should not use the viewport visibility icon, to make it clear that it's for toggling the visualization, and as not to confuse it with *disabling* the attribute (which is not an operation that we have anyway).\n\nIf multiple attributes are visualized on an element, ones later in the list have priority over ones earlier in the list. For example, if there is a red attribute earlier in the list and a green attribute later in the list, the green attribute will be the one visualized.\n\n(NOTE) Open question: If multiple attributes are visualized on an element, we could also combine the colors of the attributes, using their values as a factor. A red and green attribute with equal values would be visualized as yellow. Would this be what the user expects?\n\nIn the long term, it is desirable to make these same visualizations also available outside of Edit Mode, but not necessary with regards to making basic attribute editing operations available in Edit Mode. In other words, \"nice to have\".\n\nOperator: Select Similar\n--------------------------\n\nThe existing \"Select Similar\" operator that can be used to select elements by comparing the value of a property to the selected element will receive a new \"Active Attribute\" property, which will compare the value of the active attribute.\n\n(NOTE) Open question: It is not immediately obvious what the \"greater\" and \"less\" comparisons should do for Vector and Color attributes. We could choose to make these comparisons disabled in the UI when such types are chosen, or we could choose to define them component-wise.\n\nOperator: Unwrap\n--------------------\n\nThe existing \"Unwrap\" operator for generating UV maps will receive a new \"Seam Type\" dropdown with the options \"Seam\" and \"Active Attribute\". The \"Active Attribute\" will cause the operator to treat edges with a truthy (that is, non-zero) attribute value as seams, instead of edges with the seam flag.\n\n(NOTE) Open question: How is \"Seam\" a \"Seam Type\"? That is not a terribly intuitive name, unless you know what it means internally.\n\n(NOTE) Open question: There's also an option of adding an attribute search field (similar to the search fields for outputs of the Geometry Nodes modifier) to choose what attribute to operate on, but this wouldn't be consistent with other operators that operate on the active attribute. There's also the question of how the seam flag would be specified in such a case. Would it become a built-in attribute, or do we make it visible in this attribute list here, even though it's not actually an attribute? How do we distinguish it visually? Should we distinguish it visually?\n\nThe \"Smart UV Project\", \"Lightmap Pack\", \"Cube Projection\", \"Cylinder Projection\", \"Sphere Projection\" and \"Project from View\" operators ignore seams, and don't require changes.\n\n(NOTE) Open question: The \"Follow Active Quads\" operator seems to look at seams.\n\nOperator: Seams from Islands\n---------------------------------\n\nAs above, the existing \"Seams from Islands\" operator for marking seams from UV islands will receive a new \"Seam Type\" dropdown with the options \"Seam\" and \"Active Attribute\". The \"Active Attribute\" will cause the operator to set the value of the attribute to an user-specified value on the boundary edges of UV islands. The user can specify this value in the operator options with an input field that matches the attribute type. The input field is only visible when \"Seam Type\" is set to \"Active Attribute\".", "Texture Paint: Color Palette operator issues with Undo/Redo -- Vertex Paint is fine though\nOperating system: Darwin-15.6.0-x86_64-i386-64bit 64 Bits\nGraphics card: ATI Radeon HD 5770 OpenGL Engine ATI Technologies Inc. 4.1 ATI-1.42.15\n\nBroken: version: 2.83.0\n\n\nIn Texture Paint mode (contrary to vertexpaint mode or gpencil), the palette operators dont work with Undo/Redo\n\nFrom the default startup file:\n- go to vertexpaint mode\n- (a) in the Active Tool tab in the Properties Editor, under Brush Settings > Color Palette, add a palette\n- (b) add a color to the palette\n- (c) Undo --> should be working [color is removed again]\n- so far everything is working\n- go to texture paint and do the same a, b, c --> color is not removed again, Undo is not working\n\nThis is what is probably the cause for the following more specialized original report (but also there the same thing works fine in vertex paint mode)\n\n## original report\n\nWhile in texture mode users press S to activate a color picker (not sure why this isnt the GUI nor the tools palette?)\nWhen its active, we have the options menu (used to be F6 i believe) There is this option \"Add to Palette\".\nThis however always adds colors. When you uncheck it, it will enable itself the next time your use the S key and pick a color.\n\n01. Open the attached scene.\n02. Start texture paint mode\n03. Use S key to enable color picker\n04. Options menu (bottom left) shows \"Add option to palette\" > Deactivate it.\n05. Use S key again > Notice colors are still being added but option is unchecked.\n06. When you let go of the S key, its checked again\n\n![Screen Shot 2020-06-23 at 17.01.00.png](Screen_Shot_2020-06-23_at_17.01.00.png)\n![Color-picker-options-enables-itself.gif](Color-picker-options-enables-itself.gif)\n\n[IMport Palette - Blank.blend](IMport_Palette_-_Blank.blend)", "EXCEPTION_ACCESS_VIOLATION error when trying to change object viewport color with the viewport compositing enabled in depsgraph_update_post\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 680/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.27\n\nBroken: version: 3.5.0\nWorked: 3.4\n\nThis error occurs only if the viewport compositor is enabled - rendered mode of the viewport and Compositor = Always.\nWhen trying to change the viewport color of the object by script on depsgraph update event, this error occurs.\n\nThe short script example:\n```\nimport bpy\n\ndef on_depsgraph_update_post(scene, depsgraph):\n if depsgraph.id_type_updated('SCENE'):\n for obj in depsgraph.updates:\n if isinstance(obj.id, bpy.types.Object):\n print('change object color')\n bpy.data.objects[obj.id.name].color = (1, 0, 0, 0)\n\nbpy.app.handlers.depsgraph_update_post.append(\n on_depsgraph_update_post\n)\n```\nAfter executing this script in the Text editor, switching to the \"Rendered\" mode of the 3D Viewport and enabling viewport compositing - when adding or copying the object - Blender throws an error.\n\nThis occurs only if the viewport compositing is enabled, if it is not used - code works as expected.\n\nError occurs on 3.5 and 3.6 alpha.\n\n1. I attached .blend file with the example\n2. Open .blend file\n3. Switch the viewport to the \"Rendered\" mode (z - Rendered)\n4. Execute script in the Text editor\n5. Try to copy cube (shift + d)\n6. Error throws\n\n", "Sculpt, Mask extract with certain mesh produces broken mesh (hidden geometry)\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\nMesh made as «mask extract» from sculpt, then I fill and triangulated top.\nIt looks like mesh contains non-selectable geometry, that prevents to make proper operation Origin to geometry.\nTry to do it. Origin will stay at the same place.\n\nAfter exporting obj and importing back bug gone. After remesh too.\nIt is the second time, I`ve encountered such issue.\nMay be related to #82209 (Blender hanging with «separate selection» in particular model/file (svg imported).)\n\n[mesh.blend](mesh.blend)\n\n[2021-03-24_11-40-49.mp4](2021-03-24_11-40-49.mp4)\n\n\n\n", "Crash when trying to delete particle system or undo CTRL+Z\nBroken: version: 2.82 (sub 7)\nWorked: 2.79\n\nAfter updating from 2.79 to 2.8 this file file crashes when I try to delete the Plane. When I go to Edit mode, trying to rotate, grab or do anything it crashes. Plane has a particle system on it. When i try to delete it crashes too. Basically if i touch the Plane in any way it will crash and there is no way to get rid off it. Cannot delete the particle system either. Also, when i try to undo the last step CTRL it also makes it crash.\n\n- Open the attached file\n- Try to delete the plane or its particle system \nCrash.\n\n[T74786_2-83.blend](T74786_2-83.blend)\n\n\n\n", "Particle 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: 3.1.2\n\nHair particles in particle edit mode cannot add new particles if emit is set to vertices. When you try to change emit to faces - all previously created particles disappear.\n![image.png](image.png)\n\n[test.blend](test.blend)\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)", "`user_remap` fails silently when object is in edit mode\nBlender 3.6\n\nWay to reproduce:\n1) Create new empty blender project\n2) Select cube\n3) Enter edit mode\n4) Run the code below\n\nResults - mesh wasn't replaced and no errors occured. Expected - to either mesh to change or get some warning/error.\n\n```python\nimport bmesh\nimport bpy\n\nobj = bpy.context.active_object\n\ndata = bpy.data.meshes.new('test')\nbm = bmesh.new()\nbmesh.ops.create_monkey(bm)\nbm.to_mesh(data)\nbm.free()\n\nobj.data.user_remap(data)\nassert obj.data == data\n```\n\n", "Intersecting Meshes are not marked as overlapping anymore when selected\nOperating system: Linux-5.4.0-48-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 450.66\n\nBroken: version: 2.90.1\nWorked: 2.83.x\n\nIn blender 2.83.x Solid View intersecting objects had, if selected, the otherwise hidden parts shown in a more muted color when overlapping. with 2.90.x this is no longer the case. \nI hope this did not get removed intentional but is a missing feature.\n\nDuplicate the default Cube, move it a bit so that is still intersects with the first cube and confirm movement. \nWatch the outline in Solid View be the same color and thickness all around the mesh. \nin 2.83 while moving the white outline turned light grey when intersecting and the selected object outline turned a darker orange. This is very helpful for positioning elements.\n\n![blender.jpg](blender.jpg)", "Bevel when part of mesh is hidden results sometimes in wrong selection of vertices\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.67\n\nBroken: version: 3.2.0 Alpha\nalso broken in the latest official release of version 3.1.2, also broken in 2.93.\n\nBevel when part of the mesh is hidden and the selected points are not all connected results sometimes in the wrong selection of vertices and lines. I have noticed that the selection is wrong if the number of segments in the bevel attrributes is odd.\n\nOn the default startup file do the following:\n1. Edit the default cube, inset the top and bottom face \n2. Inset again, but only 0.001 \n3. Scale the selection in the Z by 0, \n4. Expand the selection (CTRL++)\n![Capture0.PNG](Capture0.PNG)\n5. Shift+H to hide everything currently not selected\n6. Only select the top and bottom \n7. Try beveling, play a little with the segments and switch between vertex and line selection, you will see that not all the lines and not all the vertices that should be selected are selected. It seems to be wrong when you try odd number of segments\n![Capture1.PNG](Capture1.PNG)\n\n![Capture2.PNG](Capture2.PNG)\n\n\n\n\n", "When Object is not selectable it can still be switched to edit mode\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.24\n\nBroken: version: 3.5.0\nWorked: dont know\n\nWhen a object is disabled for selection in the outliner and the object is then selected in the outliner its possible to enter any of the interaction modes. \nI would assume if a object is not selectable this should not be happening. \nNote: it only happens with single object selections. \nMaybe this is by design, it just felt like a strange thing and i thought i report it just in case.\n\n1. Create a object\n2. disable the object selection in the outliner ![Screen Shot 04-20-23 at 10.08 PM 001.PNG](attachment)\n\n3. Choose your interaction mode ![Screen Shot 04-20-23 at 10.07 PM.PNG](attachment)\n\n4. The mode changes to the one you selected ![Screen Shot 04-20-23 at 10.08 PM.PNG](attachment)\n\n", "Node Operators: Add Selection input node\n_No response_\n\n" ]
[ "Transform panel shows \"Nothing selected\" but something is selected \nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: AMD Radeon(TM) Vega 8 Graphics ATI Technologies Inc. 4.5.13558 Core Profile Context 26.20.11008.4009\n\nBroken: version: 2.90.0 Alpha\nWorked: I didn't find one\n\n(couldn't squeeze it in the title)\nThe Transform panel shows \"Nothing selected\"but something is selected.\n\n\n1.Delete all your objects(at least all not mesh objects)\n2.Create 2(Or more) Mesh Objects(unless you have it already). \n3.Make sure that in your objects no vertex,edge or face is selected\n4.Select any vertex,edge or Face of one(or more, but not all) of your objects.\n5.Go back to Object Mode\n6.Select all your objects and make sure that the one/those with the selected vertex,edge or face is/are NOT the active one.\n7.Go to editmode\n8.look under the N-penel>Item>Transform\nAdditional things about the bug\nIf you also select some vertex,edges or faces in the object that will be the active one (step 6.) and deselect some in the not active objects(s)(after step 7) it will have no influence on the Median coordinates.\nIf you select something after step 7. with a normal click in a not active object it will influence the Median coordinates but if you do it with a circle select not.\nThanks for reading this.\n[Error.blend](Error.blend)" ]
Hidden Hair Particles hard to separate from non-hidden [2.79 draws them with les opacity] Operating system: Windows-10-10.0.19041-SP0 64 Bits Graphics card: GeForce GTX 950M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 398.35 Broken: version: 2.90.0 Alpha Worked version: 2.79 Сhose particles and hid them, but they are still visible. Imposible to work! In 2.8 was this problem, and again! ![image.png](image.png)
[ "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)", "Hairs not rendered in cycles when edit mode or particle edit mode is active\nOperating system: macOS-11.5.2-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5500M OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.6.20\n\nBroken: version: 3.0.0 Alpha\nWorked: unknown\n\nWith the attached file, when you render with F12 while edit mode or particle edit mode is active in the viewport, the hairs are not rendered. In Eevee this does not occur.\n\nOpen attached file, select the bezier curve\nPress f12 to render while in object mode -> hairs are rendered\nSwitch to edit mode or particle edit mode and press F12 -> hairs are not rendered\n\n[Feather hair bug.blend](Feather_hair_bug.blend)\n\n", "MNEE shadow/caustic do not respect transparency (dark spots)\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: 3.2.0 Beta\n\n**Short description**\nIf refractive shader mixed with transparent and body is mostry transparent, MNEE still produce very dark spots of shadow.\nLike this:\n![изображение.png](изображение.png)\n\nFile:\n[test caustic.blend](test_caustic.blend)", "Using Sculpt Collision clips some of the hair curves in Rendered viewport shading\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.49\n\nBroken: version: 3.5.0 Alpha\n\nEnabling the new Sculpt Collision, combing some hair and then switching to render mode clips parts of the hair.\n![Screenshot_2.png](attachment)\n\n- Open attached file\n- Select CUDA device\n- Disable cage opacity property\n- Enable viewport rendering and comb curve hairs\n[Add hair curves, add some hair, activate Sclupt Collisions, comb the hair, hit render viewport shading]\n[attached .blend file (as simple as possible)]\n\n", "Object drivers driven by outliner visibility not updating automatically\nOperating system: Windows 10\nGraphics card: GTX 1060 6gb\n\nBroken: 2.90.0-874af5301cdf (June 20)\n\n\nDrivers on object modifiers that are driven by outliner settings (Hide in viewport, hide in render, etc.) won't work when toggling said outliner settings and has to be forced manually with Update Dependencies.\n\n\n\n\n\n\n - Have 2 cubes in a scene, Cube 1 and Cube 2.\n - Add a modifier on Cube 2 (In my case, a mask, in which Cube 2 is subdivided twice and has a vertex group)\n - Add a driver on the Realtime button on said mask modifier.\n - Have it be driven by Cube 1's \"Disable in Viewports\" button with the following settings:\n\n\nSingle Property\nProperty: Object Cube 1\nPath: hide_viewport\n\n\n\n 6. Disabling Cube_1 from the viewport in the Outliner will not enable the driver on Cube_2's mask modifier.\n 7. Updating Dependencies in the driver editor will correct this.\n\n\n\nAfter updating dependency, enabling Cube_1 will disable the mask in the viewport, although the mask is still enabled in the modifier tab. Clicking once in the viewport will correct this.\n\nExample .Blend File \n[BrokenDriverTest.blend](BrokenDriverTest.blend)", "Hair display error in blender 3.0.1\nHello, when I add new hair in the Particle Edit mode. Then the hair does not come from the mesh itself, but as if it weighs above it. What's the problem, maybe I'm doing something wrong?\n\n{[F12865495](Безымянный.png)}Operating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: AMD Radeon R7 200 Series ATI Technologies Inc. 4.5.148202 Core Profile Context 21.3.1 27.20.15003.1004\n\nBroken: version: 3.0.1\n\n\n\n", "Particle Emitter - Particles collisions not accurate\nOperating system: Linux-5.11.0-40-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.82.00\n\nBroken: version: 3.1.0 Alpha\nWorked: This has been an ongoing problem since starting with Blender from 2.8\n\n\nParticles are not respecting collision system in every case.\n\n- Create plane and add particle system\n- Give emitted particles a positive or zero gravity value in field weights\n- Add wind force field running roughly parallel to plane.\n- Add turbulence.\n- Add collision system to plane\n\nExpected behaviour is for the particles to bounce off the plane as they are emitted in a positive Z direction and blown by turbulence against the plane. Instead they often break through. In the past this has meant that particles are bypassing the collision system such that emitted bubbles break through the hull of a submarine, and in my current case, half my sand particles to be hidden from view in a desert scene.\n\nNote attached file which shows the behaviour. Watch the simulation side on and particles can clear be seen breaking through the mesh.\n\n[Sand Wind Test.zip](Sand_Wind_Test.zip)\n\n\n\n", "Force field + hair dynamics not working in (linked) instanced collections\nOperating system: Windows 10 64 bit\nGraphics card: GeForce GTX 1070\n\nBroken: 2.80 3d8cbb534f82 (2019-01-25)\nWorked: 2.79b release\n\nA surface force field does not affect hair dynamics when it is part of a collection that is linked into another file.\n\nSteps to reproduce:\n1. Create a hair particle system, with hairs along x axis. \n2. Enable hair dynamics on hair\n3. Create a surface force field underneath it.\n4. Press play button to verify hair is affected by force field.\n5. Save file\n6. Link the collection from the first file into another file. (I have 'Instance Collections' turned on)\n7. Press play. hair will fall and not be affected by the force field.\n\nExample blend file attached.\n[hair_force_test.blend](hair_force_test.blend)\n", "Mantaflow grid visible in spray, foam and bubbles particles\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.67\n\nBroken: version: 2.91.0 Alpha\n\nSpray, foam and bubbles particles take the shape of the grid when simulated.\n\n[mantaflow_bug.blend](mantaflow_bug.blend)\n- Open the file\n- Bake\n- Display spray, foam or bubbles particles\nFoam and bubble particles are very blocky and unnatural\n\n", "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", "In Face-select Mode, Hiding unselected doesn't hide loose edges\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: Intel(R) HD Graphics 400 Intel 4.4.0 - Build 20.19.15.5070\n\nBroken: version: 2.83 (sub 0)\nWorked: (optional)\n\nI don't really know if it is a bug or a limitation but Loose edges are not hidden when hiding unselected in face select mode.\n\nOpen the attached blend file and hit Shift+H with the selected face. It doesn't hide the loose edges.\n[Bug test.blend](Bug_test.blend)", "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", "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.", "Particle Edit mode for non hair particles - Not working\nOperating system: Linux-5.6.0-050600-lowlatency-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.64\n\nBroken: version: 2.90 (sub 3)\nWorked: can not find one\n\n\nCan not edit a baked particle simulation's particle paths in Particle Edit mode\n\n\n- Delete all object from the original scene\n- Create a plane\n- Add a particle system. For the sake of testing with 20 particles,\n- Bake the simulation (not in disk)\n- Switch to Particle Edit mode\n- Select Point select mode\n\n- > There is no particle path in the view-port to be edited.[path not showing in particule edit .blend](path_not_showing_in_particule_edit_.blend)\n", "Hair with negative clumping floats above emitter\nOperating system: Linux\nGraphics card: RTX2060\n\nBroken: 2.93.0 beta\nWorked: ?\n\nParticle_System Hair with a negative Clumping value \"floats\" above the emitting surface. Positive Clumping values remain anchored on emitter.\n\nsee attached .blend file. Further details in text-block \"notes\".[test028_grassNegClump.blend](test028_grassNegClump.blend)\n\n[system-info.txt](system-info.txt)\n\n" ]
[ "Hidden Particle paths draw solid [2.79 draws them half transparent]\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 15)\nWorked: (optional)\n\nComparison of particle hiding Blender 2.81 beta and 2.79. I wrote earlier that the particles are not hiding, and this is so fixed?\n![blender_2019-10-13_01-23-32.jpg](blender_2019-10-13_01-23-32.jpg)\n" ]
Pose bone: clearing transformations in pose mode does not affect the mirrored bones even when the X-axis mirror is activated. Operating system: Windows-10-10.0.18362-SP0 64 Bits Graphics card: GeForce GTX 550 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 376.54 Broken: version: 2.90 (sub 2) clearing transformations in pose mode does not affect the mirrored bones even when the X-axis mirror is activated. - Open the .blend file move the last bone "antenna_3.L" - Move it downward so that other bones move along ( auto IK and X-axis mirror are enabled ) - Now select all the bones on your right side ( .L bones) clear the rotation with Alt+R Notice that only bones from your right side will clear their transformations but bones on your left side ( .R bones ) are still on the same pose.[clear-x-mirror.blend](clear-x-mirror.blend)
[ "Spin / Screw Adjust Last Operation: using the slider after having reset the axis will constantly pop up `Invalid/unset axis` [hard to escape]\nWindows 10\nNvidia mx 150\n\nBlender 2.9\n\nBlender starts to loose control in some functions when i press make some values to \"Zero\".\n\n1. Make a plane. goto edit mode and select face.\n2. Press \"Alt+E\" and select \"Spin\" option.\n3. Goto Last action menu, hover over the axis X value and press \"Backspace\" to make all values to zero. Error popup `Invalid/unset axis` comes up (which is correct)\n3. note here that Backspace seems broken [or intentionally disabled in recent builds], so it might be neccessary to set axis to zero \"by hand\"\n4. Now try to change the spin \"Steps\" using the slider (arrow keys are OK) and it will \"hang\" (as in: Error popup will follow the mouse) and you will have to hit ESC multiple times or force close blender.\n\n[#81042.webm](T81042.webm)", "Clearing parents keep transform changes children's position and rotation.\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 537.34\n\nBroken: version: 3.6.2\nWorked: Never\n\nClearing parents keep transform changes children's position and rotation. Watch the attached gif\n\nOpen attached .blend file, clear parent while keeping transformation\n\n", "Overlay: Edit-Mode: Anti-Alliasing not working with constructive modifiers\n```\nOperating system: Linux-4.15.0-50-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce 610M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.116\n\n\nBroken: version: 2.80 (sub 69)\nWorked: (optional)\n\n```\n\nthe bug is really intresting so... when you add mirror modifier to object.. and u enter edit mode and u select face or edges etc... the AA goes crazy it is so pixelised like even worse than tottaly without AA.\n\n![Zrzut ekranu z 2019-05-21 00-01-34.png](Zrzut_ekranu_z_2019-05-21_00-01-34.png)\n\n![Zrzut ekranu z 2019-05-21 00-01-38.png](Zrzut_ekranu_z_2019-05-21_00-01-38.png)\n\n\n\n", "Lagging out when using pose brush\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 517.48\n\nBroken: version: 3.5.0\nWorked: (also had issue on 3.4)\n\nlags out when trying to use the pose brush, particularly after unchecking \"connected only\" getting rid of the multires modifier seems to fix the issue but I'd like to be able to use the pose brush while preserving my resolution.\n\n\"connected only\" is already unchecked in the attached file, so to see the error just try to move the mouse/use the pose brush and you will see the lag. This is a majorly cut down version of the file so it is much worse in the full version to the point where the file is completely unusable.\n\n", "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\".", "Mirror select doesn't select appropriate vertices where there are overlapping verts\nOperating system: Windows 10 Pro\nGraphics card: GTX 1070 + GT710 for extra outputs\n\nBroken: 2019-03-10 22:28\nHash 6fd11a21f5c5\n\n\nCtrl-Shift-M (or using the menu to select mirrored) doesn't select all mirrored verts where there are overlapping verts.\n\n\n[63Stingray.zip](63Stingray.zip)\n\nOpen blend file, hopefully it'll already be in edit mode with the appropriate vertices selected.\n\nShould look like this;\n![image.png](image.png)\n\nFrom there select mirrored from either the select menu, or Ctrl-Shift-M, doesn't matter, and enable the following settings;\n\n![image.png](image.png)\n\nObserve incomplete selection;\n\n![image.png](image.png)\n\nThe area's of incomplete selection are here, where the overlapping underbody verts are in the same location as the verts for the body;\n\n![image.png](image.png)\n\n", "Bone's Transformation constraint numbers won't be symmetrized correctly.\nOperating system:Windows 10\nGraphics card:RTX 2070\n\nBroken: 3.3.1\n\n[Use this file](https://projects.blender.orgattachment)\n\nThis will break:\n\n- open the blend file\n- delete the selected Left bone\n- select Right bone and symmetrize it\n- check both Right and Left bones' Transformation constraint setting. Numbers on the Left one will be messed up.\n\nBut this works:\n\n- delete the selected Left bone\n- go to pose mode\n- select the Right bone\n- go to edit mode again and symmetrize it\n- Transformation numbers are both fine. \n\n------\n\nOriginal description:\n\nWhen Bones have Transformation constraint and are symmetrized in edit mode, its numbers are symmetrized correctly too.(Map from numbers like Location X min , Location X max and Map to numbers like Location min max etc) but if Transformation constraint's Target and Owner space are set as not Local those numbers are totally messed up and broken.\n\n", "Armature Symmetrize silently does nothing when no bones are selected\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: Intel(R) UHD Graphics Intel 4.5.0 - Build 27.20.100.8729\n\nBroken: version: 3.5.0 Alpha\nWorked: never AFAIK\n\nArmature Symmetrize does nothing when there are no bones selected.\n\n1. Open the attached blend file\n2. In the Armature menu, choose Symmetrize.\n3. See nothing happening. This is what this report is about.\n4. Press {key A} to select all bones.\n5. Run the Symmetrize operator again.\n6. See that the armature is now symmetrized. This is what I'd expect to happen when no bones are selected.\n\nExpected behaviour would be that when nothing is selected the armature gets symmetrized as if all bones are selected.\n\n[symmetrize-bugreport.blend](symmetrize-bugreport.blend)", "Camera can acquire skew that propagates to render\nWin10, Nvidia 1070\nTested in Blender 2.80, 2.79b, true in both.\n\nRelatively minor bug.\n\nThe camera can acquire skew from parenting relationships that lead to it inheriting scale that lies outside of its basis vectors. This skew affects renders. This is inconsistent with how the camera handles basis vector scaling, which it removes for render. That inconsistent behavior is why I consider this a bug.\n\nTo reproduce, create a camera, parent it to something, scale the camera's parent non-uniformly (different amounts in different axes), make sure that the camera has local rotation, but not local rotation at exactly 90 degree intervals, render.\n\nSuggested fix: either cancel out skew by recreating camera basis vectors on the basis of Z, average X+Y vectors, or allow even uniform scale to affect the render. I would prefer the latter personally, as it would allow greater artistic freedom.\n\nWorkaround: give the camera a limit rotation constraint (no axes have to be enabled, and limits of -180,180 are fine.) Which could be it's own bug report, but even more minor-- copy/limit rotation/scale constraints don't seem designed around the possibility for skew, and seem to instead just rewrite the matrix components they assume rotation and scale to have affected without recognizing that inherited non-uniform scale can affect other components of the matrix.", "Fix Animation Channel Selection Sync\nThere are several issues with the selection synchronisation mechanism between pose bones (and shader nodes) and animation channels (in the dope sheet etc.). This task aims to provide an improved implementation of this sync to address these reports:\n\n* #48145 (All bone drivers selected when reselecting bone)\n* studio/blender-studio#58718 (Clicking on Dope Sheet deselects all bones)\n* #62463 (Skeleton rig with keyframes prevents selection of Shader Nodetree channels in Dope Sheet and Graph Editor)\n* #71615 (Select key in dopesheet deselect bone in the viewport)\n* #73215 (Blender autokeying deselects objects channels but not Armatures.)\n\n@Hjalti mentioned that it's probably better to synchronise less, that is, have the selections more separate. I'll talk with him, @PabloFournier, and @Mets in the Blender studio to come up with an initial proposal, which can then be fine-tuned here.\n\nFor me the trigger to start working on this was #62463 (Skeleton rig with keyframes prevents selection of Shader Nodetree channels in Dope Sheet and Graph Editor); in that situation it's really impossible to select certain channels.", "Sculpt: masks / face sets invisible in X-ray mode\nOperating system: Windows 10\n\nBroken: 2.91.0\n \nSculpt mask is invisible in X-ray view mode, but you can still paint the mask while in Xray.\nThis makes it hard to trace the background image when masking.\n\n ![1.jpg](1.jpg)\n\n", "Scaling an edit bone negatively rolls the bone by 90° instead of 180°\nOperating system: Windows 10\nGraphics card: GTX 1080\n\nBroken: 2.80, 700c69as08ab, master, 2019-05-08\n\nWhen scaling an edit bone negatively (or moving the tail below the head along its Y axis), the bone rolls by 90° instead of 180°\nHere's a video showing the issue:\n[mQCe0lT8CR.mp4](mQCe0lT8CR.mp4)\n\nCreate a new armature, enter edit mode, scale the bone by -1\n\n**Notes:**\nI'm working on a add-on that lets you add constraints in edit mode and this breaks the behavior of my \"Child Of\" constraints as you can see below.\nThe small bone is constrained to the larger one. Instead of sliding along the Y axis, the \"child\" slides along X when its \"parent\" is scaled negatively.\n[c76JRZLBds.mp4](c76JRZLBds.mp4)\n", "Some bone animations break upon performing unrelated actions\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.79\n\nBroken: version: 3.2.0\nWorked: Unsure\n\nI have noticed that sometimes, doing random actions will break existing working animations in a blender project, but only for some bones. I'm not even sure what random actions will cause this - I've always had to resort to just loading from the last saved version. However, I do have a way to reproduce this issue almost 100% of the time really easily:\n\n*Open this blender file:\n*Select the armature (It's called \"Armature\")\n*Open the action \"Reload\" in the action editor\n*Play the animation, see that it is working\n*Now, turn on or off the fake user save toggle button (the shield icon)\n*Play the animation again, notice how the wrists no longer move, but everything else still moves.\n\n[template.blend](template.blend)\n\nThis can also be prevented by:\n- open file\n- select the armature (It's called \"Armature\")\n- go to posemode\n- select all bones\n- go back to objectmode \n- continue with the steps above (\"*Open the action \"Reload\" in the action editor\")\n- bug does not occur\n\nNote this does not have to be the the fake user save toggle button (the shield icon), e.g. toggling Manual Frame Range in the Action Editor triggers this, too\n\nworkaround (until this is fixed for good):\n\n- go to posemode\n- select all bones\n- change any setting that triggers re-evaluation of the action (this might be clicking the fake user save toggle button (the shield icon) again, or toggling Manual Frame Range in the Action Editor, or changing a keyframe or curve visibility in the Graph Editor\n- Action is working again\n", "Bug while moving vertices with mirror & subdivision modifier\nOperating system: Windows 10 64-bit\nGraphics card: ATI Radeon HD 5670\n\nBroken: 2.82\nWorked: at least 2.8\n\nWhen I try to move a vertice it seems like the mirror modifier gets applied in an odd way. The result even changes when moving the camera or hide one of the images I use for reference. In fact it becomes distorted when hiding the images.\nThe following link is a recording of my screen:\nview?usp=sharing\nI encountered this bug only recently. The file itself is older and I do not remember which version I used (since I use it via Steam I did not pay attention to the automatic patches).\n\n1. Open this file [Bugged Project.blend](Bugged_Project.blend)\n2. Disable visibility of Subdivision modifier for Edit Mode (which should already cause the bug)\n3. Move a vertice\n\n[system-info.txt](system-info.txt)", "When you clear measurements through View > Annotations, they don't vanish immediately\nOperating system: Windows\nGraphics card: GTX-2080\n\nBroken: 3.4.1\n\n\nDeleting measurement annotations appears to be broken because the UI is not refreshed until you change tool.\n\n\n1. Create some measurements\n2. Open View settings Tab\n3. Remove ruler Annotations\n\nExpected behavior: Measurements are removed and action can be undone.\n\nCurrent behavior: The Annotation is no longer visible in the annotation list, but still shown in edit view.\n\nHere is a screen recording: 185530\n\n" ]
[ "Pose Mode: Clearing transform doesn't respect Mirror X\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 457.51\n\nBroken: version: 2.92.0 Alpha\n\nWhen animating and posing with X mirror. One performs many actions and some of them don't transfer to the other side and they should, simple operations like: Resetting Transforms, Breakdowner, \n\nopen rain rig from the cloud.\nturn on x mirror\nmove a hand\nboth move.\nnow press alt r / g / s to get it back to its place,\nthe other hand doesnt respond.\n\n" ]
Image Texture nodes cause a hard crash with OSL enabled Windows 8.1 Pro x64 GTX 780 Ti Broken: 2.71 Worked: 2.70a With the OSL enabled, adding an Image Texture node to a shader produces a hard crash at render time, in the viewport Rendered shading mode or when displaying the material preview. 1. Open default scene 2. Enable Open Shader Language 3. Edit the cube material 4. Add an Image Texture node and hook it up to a shader (any shader) 5. Hit Render (or change the Viewport Shading to Rendered or wait for a material preview refresh) Sometimes just hooking up the node (step 4) is enough to provoke a crash (due to it triggering a refresh of the material preview). The image itself is not important, a crash occurs even with no actual image loaded. Example scene: [OSL_crash2.blend](OSL_crash2.blend) **NOTE:** This bug is quite likely exactly the same as T40971
[ "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", "Ambient Occlusion node with image texture\nOperating system: macOS 12.6.8 – 16GB\nGraphics card: Apple M1 8/4-4\n\nBroken: 3.6.3 RC\n\nWhen I mix an image texture (here a PNG) with Ambient Occlusion node, its not working, or results a weird render at least.\nIn the render-preview the image is disappearing, but in the final render is there but partially and broken (i think).\n\nAttached a screenshot and a very simple blend file.\n\nI hope I am the idiot and doing something wrong, but after a full week I didn't find the answer to this strange behavior.\n\n**Edit: it seems an earlier resolved problem is back:** [#94050](94050)\nIf I switch to CPU-rendering, its working fine... :(\n\n", "Improvement ideas for using Driver Context Properties to access scene custom properties\nThe #105132 pull request introduces access to properties of the current scene and view layer via an implicit rather explicit reference.\n\nThe existing implementation is perfectly fine for built-in properties, but I have some additional ideas aimed at making it easier and more convenient to allow scene-global custom settings via custom properties.\n\nBasically, since the properties have to be added by the user, it would be convenient to support the case when it doesn't exist. It also may be nice to allow setting overrides at several different levels of abstraction.\n\nThus:\n\n* Allow an optional default value that would be returned by the variable if the referenced property doesn't exist, instead of failing with an error.\n\n* Allow fallback from Layer to Scene, and then World: one World can be used by multiple Scenes, which can have multiple Layers.\n\nSince this all only makes sense for *custom* properties, maybe it can be a new mode specifically aimed at them, e.g. some kind of \"Layer/Scene/World Custom Property\", which has options for the custom property name (without the `[\"...\"]` quoting), channel index (for vectors), and default value.\n\nThese are things missing for the new driver things to fully cover the features of the View Layer mode of the Attribute material node.", "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", "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", "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", "Intel GPUs: 3.6.2 crash on initializing Eevee rendered view\nOperating system: Linux-6.5.3-300.fc39.x86_64-x86_64-with-glibc2.38 64 Bits, WAYLAND UI\nGraphics card: Mesa Intel(R) Arc(tm) A770 Graphics (DG2) Intel 4.6 (Core Profile) Mesa 23.2.0-rc3\n\nBroken: version: 3.6.2\nWorked: 6 months ago :)\n\nBlender crashes when you opened the attached project and switch to rendered view.\n\n", "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", "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.", "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", "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 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", "3.5 Alpha: OSL GPU \"Displacement and Bump\" broken / not implemented\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 4090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.24\n\nBroken: version: 3.5.0 Alpha\n\nIf displacement maps are used via OSL the result differs from what we get as an image node\n\n\nThis is how the displacement looks like via an image node:\n![disp correct.png](disp_correct.png)\n\nAnd this when loaded via OSL OPTIX:\n![disp broken.png](disp_broken.png)\n\n\nDemo file:\n[displacement.zip](displacement.zip)\n\nDon't forget to adjust the image path in the OSL file to test:\n![grafik.png](grafik.png)\n\n@pmoursnv\nThis is a follow up to #104240 \n\n\n\n", "Pixel Smearing in Compositor when using image node (image node lacks interpolation setting [in comparison to texture nodes])\nOperating system: Windows 10\nGraphics card: NVIDIA Quadro RTX 4000\n\nBroken: 2.79b , v2.83.8\nWorked: none known\n\nWhen an image is brought into the compositor and mixed with the scene, the result can be \"half pixel smeared\" depending on the even/odd pixel relationship between the image and the scene. It appears that some interpolation is happening on the image node's result in order to reconcile it with the center of the scene size, but this is undesirable as it breaks images that are intended to be pixel-perfect. \n\nAttached is a very simple, lightweight example .blend file (2.8) that contains 4 small example images (these images have dimensions 16x16 pixels, 15x16, 16x15, and 15x15).\nThese images exist as image nodes in the compositor.\nRender the scene, and then move the viewer node to the various outputs indicated to see how the resulting images have been smeared.[PixelError.blend](PixelError.blend)\nWhen these images are mixed with the scene, the resulting pixels from the small images will be smeared if there is a mismatch between the even-ness and odd-ness of the number of pixels in the image, and the number of pixels in the scene.", "Geometry nodes crash involving point translation and points to volume\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: AMD Radeon RX 5700 XT ATI Technologies Inc. 4.5.14830 Core Profile Context 21.4.1 27.20.21002.112\n\nBroken: version: 3.0.0 Alpha\nWorked: Unknown.\nCannot open reference file in stable (crashes immediately). \nMy oldest 3.0 from 2021-08-01 (`836aeebf7077`) also has the issue.\n\nBlender crashes in certain setups involving point translation and points to volume.\n\n- Open .blend file\n- Connect \"Crash\" node with Reroute\n\nUpon some more testing I found that there are more specific values or ranges that cause the problem, when using the power node one is around 2 to the power of 24.003.\nKnowing values that crash, the attribute fill node can be used:\n\n![image.png](image.png)\n[attribute-fill.blend](attribute-fill.blend)\n[attribute-power.crash.txt](attribute-power.crash.txt)" ]
[ "Environment maps cause a hard crash with OSL enabled\nWindows 8.1 Pro\n\nBroken: 2.71 final, 2.71 RCs\nWorked: unknown\n\nAssigning World an Environment Texture results in a hard crash at render time (no crash log, no debug information in the console).\n\n1. Open default scene\n2. Enable Open Shader Language\n3. Add shader nodes to World Surface\n4. Assign Background to World Surface shader\n5. Assign an Environment Texture to Background\n6. Hit Render (or change the Viewport Shading to Rendered)\n\nTested and confirmed to occur with EXRs and JPGs.\nNot tested with TIFFs.\n\nTest scene: [OSL_crash.blend](OSL_crash.blend)\n" ]
Only half face displayed Windows 7 Ultimate 64-bit, Intel(R) HD Graphics 3000 Broken: 2.69 Hash 2aeb492 Worked: (optional) I was modeling a horse when i found than one face was only half filled. I deleted and refilled the face several times but still was half displayed. I solved it deleting all the vertices and filled the hole again I searched and found a way to reproduce the error 1. Delete the default cube 2. Add a new cube, and see the left face. Is half filled!!! But in this case delete and refill the face will solve it. But even so, every new cube will have a half filled face.
[ "Particles not visible in render\nOperating system: Windows 10 Home 21H1 v. 19043.1466\nGraphics card: PowerColor RX 6600 XT OC\nCPU: AMD Ryzen 7 2700 Pro\n\nBroken: version: 3.0.0 LTS\nWorked: 2.93\n\n**Short description of the error**\nWhile rendering Spring demo with Blender 3.0, the grass is missing for some reason, only flowers is left\n\n**Exact steps to reproduce:**\n\n1. Download and run Blender 3.0 LTS: download/\n2. Download and open Spring demo (Blender 2.8): 5d2607ee6b3001d49bab798a\n3. Render as-is (this impacts both CPU and GPU rendering)\n\nPossibly this can be fixed by manipulating the original file's node system, I just want to know if this is a bug or just some hair/particle systems are no longer supported.\n![bl30psissue.png](bl30psissue.png)\n", "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", "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", "Object.display_type \"Solid\" behaves the same as \"Textured\"\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: Radeon RX 580 Series ATI Technologies Inc. 4.5.13570 Core Profile Context 19.8.1 26.20.13001.29010\n\nBroken: version: 2.81 (sub 12)\nWorked: 2.79b\n\nIn a viewport set to \"Textured\" mode (either on Cycles or Eevee), setting Object.display_type = \"SOLID\" still shows a textured object.\nOn Blender 2.79 this property was called \"Maximum Draw Type\" and was behaving as expected.\n\n1.-Set the viewport to Textured mode.\n2.-Select a textured object and set its property \"Display As\" to Solid.\nIt will stil be shown as Textured so theres no difference between the two modes (Solid, Textured)\n\nBlender 2.81\n![screenshot_20190920_233932.jpg](screenshot_20190920_233932.jpg)\n\nBlender 2.79b\n![screenshot_20190920_234046.jpg](screenshot_20190920_234046.jpg)\n\nExample blend.\nThe viewport is set to \"Textured\", the monkey set to \"Solid\" but is shown as Textured.\n[solid_object_display_type.blend](solid_object_display_type.blend)\n", "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", "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", "Multiresolution Issues\nThis is a temporary parent task to gather long standing and highly problematic issues with the Multiresolution modifier.\nThis mostly concerns bugs, known issues and badly supported existing features and gives an overview of the most pressing issues.\nNew features are not part of this task and don't need to be discussed.\n\n# Goal\nThe intent behind the task is to incrementally fix long standing issues to fix the current experience of subdivision based sculpting.\n\n# List of Issues\n\n## Crashes\n\n- [ ] #99887 - Multires Unsubdivide freezes Blender with hidden geoemtry\n- [ ] #84551 - Multiresolution - Crash when Linear Subdivision level is above 1\n- [ ] #100985 - Crash on sculpt mask brush when Multiresolution modifier is copied from another object\n- [ ] #85065 - Sculpt Mode - Using Mask while Multiress active = Crash\n- [ ] #86114 - Multires Displacement Smear brush + Dyntopo Error\n\n## Long Standing Issues\n\n### Visibility\nOne of the most important badly supported features is face visibility. \n\n- [ ] #87821 - Sculpt mode: annotation and unhide conflicts with Multiresolution modifier\n- [ ] #92372 - Sculpt mode: hide masked do not work when modifier enabled, but hidden part works with modifier\n- [ ] #95419 - sculpt mode: invert visible hides all faces with Multires modifier\n\n### Propagation\nAlso a high prioprity. Spikes and artefacts of details is making switching levels a bad experience.\n\n- [ ] #76374 - Multires: Artefacts from lower subdiv level changes\n- [ ] #94769 - Multires spikes\n\n### Undo\nBroken sculpted levels and other undo issues are very severe, since they are easy to trigger and cannot be easily recovered from. This also makes switching levels worse.\n\n- [ ] #93511 - Unable to undo subdivision with Multiresolution modifier\n- [ ] #79487 - Multires Level switching undo bug\n- [ ] #76311 - Redo causes pointy mesh artifacts in Multires\n- [ ] #76313 - Redo in Multires doesn't bring back stroke made after a subdivide\n\n### Rebuilding Subdivs\nA vital feature that is not reliable and surprisingly destructive.\n\n- [ ] #99857 - Rebuilding subdivisions with multiresolution deletes vertex groups\n- [ ] #81645 - Rebuilding multires subdivisions sometimes puts some vertices at the origin\n- [ ] #85792 - unsubdivide of Multires bug\n- [ ] #95022 - Using \"Rebuild Subdivisions\" in Multires modifier on hires mesh returns an error: Not valid subdivisions found to rebuild lower levels\n\n### Face corner inaccuracies\nVisibility and masking can lead is having different results in multires.\n\n- [ ] #79319 - Transform Tools influence on Hidden Face Sets with Multires Modifier\n- [ ] #79317 - Hidden Face Set Boundaries unmasked after inverting the mask on Multires Modifier\n\n### Grids consistency\nSome common workflows operators lead to severe issues with the multires grids.\n\n- [ ] #76682 - Applying negative scale inverts multires displacement\n- [ ] #76735 - Sculpt: Artifact in Multires when mirror modifier is applied\n\n### Smooth Normals\nSmooth faces is overall a worse expereince and is often avoided as a result.\n\n- [ ] #80641 - Sharp normals along base mesh wires in multires sculpting with smooth shading\n\n### Performance\nSome performance issues were investigated but never fixed.\n\n- [ ] #79488 - Multires clay brushes performance issue\n\n### Other\nVarious issues, arranged by importance.\n\n- [ ] #63581 - Textures not displayed in sculpt mode due to missing UVs (PBVH rendering, Multires)\n- [ ] #94631 - Multires: Duplicating objects sets the viewport level to sculpt level\n- [ ] #107102 - No visible mesh on Viewport Screenshot in sculpt mode with Multires\n- [ ] #73355 - Multires: Missing updates are not communicated in the UI\n- [ ] #90089 - Multires the Apply Base add to Quick Favorites can't change mesh\n- [ ] #76769 - MultiRes cannot \"Apply Base\" when ShapeKey have been added\n- [ ] #81497 - Multires: Editing base mesh creates random results on higher subdiv levels\n- [ ] Reshape is unreliable (Needs report)\n\n## Unsupported\n\n- [ ] Geodesic & Diagonals Expand (Needs report)\n- [ ] Fairing operators (Needs report)\n- [ ] Mask Extract (Needs report)\n- [ ] #95665 - Grab Silhouette broken with Multires \n- [ ] #88999 - Sculpt mode: Pose brush with Face sets FK mode do not work with Multiresolution\n\n## UI\n\n- Graying out/disabling intentionally unsupported features (Like with Remesh)\n - Dyntopo\n - Trimming operators/tools\n - Mask Slice\n\n## Needs Investigation\n\n- [ ] #95557 - Multiresolution sculpting broken after change in base geometry\n\n", "Issues with HDRIs and render result pixel values that exceed half float limits\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.1.2\n(Also tested in latest 3.3 Alpha)\n\nSome lookdev HDRI's give the scene a colored tint, that also does not disappear after lowering the strength\n\nI imported this HDRI to preview lighting in my Eevee scene: lenong_2\n\nAt first, this looks okay in blender:\n![Normal_bright.png](Normal_bright.png)\n\nBut after lowering the strength, you will notice that there is a yellow light that should not be there, as well as a white spot from where the sun used to be, even if strength=0\n![Normal_dark.png](Normal_dark.png)\n\nI found a workaround by adjusting the exposure of the HDRi in advance by -1 in affinity photo. This makes the image only a tiny bit darker, but the end result is as you would expect it.\nNo yellow light, no sun.\n![Fixed_dark.png](Fixed_dark.png)\n\nI tried this with another HDRi from HDRIhaven (from another creator, this one specifically ehingen_hillside) and the issue also existed there. \n\nHere is the blend file for testing:\n[HDRI_Test.blend](HDRI_Test.blend)\nAnd the HDRI fixed by me\n[lenong_2_1k_fixed.hdr](lenong_2_1k_fixed.hdr)", "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)//", "Polishing Correct Face Attributes\n- [ ] Initialize operators options based on the \"correct face attribute\" value (e.g., edge slide).\n- [ ] Unify naming of the option and the operator options.\n\nThe way we do Proportional Editing seems to be a good example to follow. These issues have been raised on 4387aff", "Can't see wireframe (vertex, selected components) through semi-transparent object\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.19\n\nBroken: version: 2.83 (sub 10)\nWorked: c26f470cfeea is last I have by hand\n\nIn the viewport, you can't see wireframe (vertex, selected components) through a semi-transparent object\n\n[75106.blend](75106.blend)\n1 - Create 2 objects one behind the other \n2 - Make front object semi-transparent (via Object properties > Viewport Display > Color > Alpha\n3 - Select the second object in Edit mode\n![Transp.JPG](Transp.JPG)\n", "Auto smooth smooths triangulated faces despite faces beeing set to flat shading/EEVEE smooths faces when it shouldn't\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.07\n\nBroken: version: 3.1.0\n\nWhen using cycles after enabling auto smooth it smooths the faces after triangulation despite setting faces to flat shading, meaning that a quad will still have flat shading compared to it's neighbors but instead of showing 2 flat tris it will show 1 smoothed quad.\nWhen using EEVEE it always smooths the faces after triangulation despite setting faces to flat shading even if auto smooth is turned off, so depending on whether or not this is intentional behvior, the title might also be \"triaglulated faces not smoothed correctly in cycles when auto smooth disabled.\"\n\nTest file:\n[Test.blend](Test.blend)\n\n2 almost identical Suzannes. Both are set to shade flat, but the left one has auto smooth enabled while the right one does not.\nNote that the triangulation is not visible for the left suzanne.\nSwitching to EEVEE shows that the triangulation is not visible for either of them.\n\nThank you and have a great day!", "Zero area meshes lacking an outline (even if selected)\nOperating system: Linux-5.10.12-200.fc33.x86_64-x86_64-with-fedora-33-Thirty_Three 64 Bits\nGraphics card: GeForce GTX 970M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 455.45.01\n\nBroken: version: 2.93.0 Alpha\nWorked: 2.79\n\nZero area meshes lacking an outline (even if selected)\n\nThis came up in a special case in #85461 (Mesh. Skin modifier shows nothing in viewport, when mesh do not have root.), reporting the general case here\n[zero_area_mesh_missing_outline_when_selected.blend](zero_area_mesh_missing_outline_when_selected.blend)\n\n- Open file\n- Cube (scaled to zero in two axis) is selected but has no representation in the viewport (outline)\n- open the same file in 2.79 and observe the outline\n\nThis might very well be a Known Limitation, just bringing this up here so we have a task we can refrence if this comes up again.\n\n", "Stereoscopic - right side has incorrect render (Eevee)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.92\n\nBroken: version: 2.93.4\nWorked: unknown\n\nStereoscopic creates an incorrect image for the rendered Right side (Eevee).\nThe right side seems to be a mix of the correct render and a render with low samples (1?). This is clear on the soft shadows and AO.\n ![stereo_left_right.jpg](stereo_left_right.jpg)\nIt can only be resolved by enabling Screen Space Reflections, which isn't always desirable obviously. \n\nOpen attached blend file and render. \nCompare left and right render.\n\n[stereoscopic_rightSide_difference.blend](stereoscopic_rightSide_difference.blend)\n", "State of hidden geometry not synced between edit mode and vertex paint/weight paint mode\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\nWhen vertex selection (or face selection) is used in either vertex paint or weightpaint mode the state of hidden geometry is not synchronized but overwritten by some specific state on this object. That makes it impossible to paint on using vertex selection. Joining the mesh into a new object did not fix the issue.\n[hidden_geo-2021-04-29_20.57.11.mp4](hidden_geo-2021-04-29_20.57.11.mp4)\n\nSee file:\n[hidden_geo.blend](hidden_geo.blend)\n\n" ]
[ "Half of a Face is Missing on Newly Created Cubes or Cylinders.\nUbuntu 12.04 64 bits NVIDIA quadro FX 3500\n\nBroken: 2.69.9 4503f82\nWorked: 2.69\n\nWhen we add a Mesh (Cube or Cylinder), one triangle of a quad face is missing. The face with the missing triangle is the face with the index=0 or it is an adjacent face of the one which has index=0. \nIn edit mode, the face is fully displayed but not in object mode and it is not rendered.\n\nAdd a Mesh Cube or Add a Cylinder.\n![tri.jpg](tri.jpg)\n" ]
Blender 3.1.0 Alpha crashes at starting on Mac M1 MAX Operating system: OSX Graphics card: M1 MAX Broken: 3.1.0 Alpha Worked: 3.0.1 Release Candidate Blender crashes during start up [Blender-crash.txt](Blender-crash.txt) Launch Blender
[ "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 render\n**System Information** MSI BRAVO 15\nOperating system: WINDOW 11\nGraphics card: RX 6600\n\n**Blender Version**3.6\n\nWhen attempting to render a scene in Blender, the software consistently crashes, causing frustration and hindrance to the rendering process. This issue is hindering users from efficiently creating their projects and requires immediate attention to maintain a stable and reliable rendering environment.\n\n[debug-log](https://projects.blender.orgattachment)\n[system info](https://projects.blender.orgattachment)", "No space mouse support in --debug mode\nOperating system: macOS 12.6.7\nGraphics card: Apple M1 Max GPU\n\nBroken: 3.6.1\n\nConnexion Space Mouse does not work if Blender is launched with --debug.\nNormal launch works.\nIs this related to #93170 ?\n\nLaunch Blender with --debug\nTry to use Space Mouse\n\n", "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", "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", "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", "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) ", "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", "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", "Crash handling collections in a timer\nOperating system: Mac OS Monterey version 12.0.1\nGraphics card: Radeon Pro 555X 4 GB\n\nBroken 3.0.1\nbroken blender-3.2.0-alpha+master.d3b1cce4000b-darwin.x86_64-release.dmg \n\nBuilding Nodes add-on causes Blender to crash consistently when editing nodes in Building Style Editor window. I've been in communication with the author off the add-on (user name Durman on GitHub), and he has provided the script and instructions to reproduce the crash below.\nCrash log [blender.crash.txt](blender.crash.txt)\nAsan report [F12872713](T95861_asan.txt)\n\n[#95861.blend](T95861.blend)\n\n1. Open the attached file\n4. Push execute button of the text editor\n5. Wait until the crush\n\n", "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", "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 Freezes and Crashes on AMD Laptops with White and Black boxes\nOperating system: Windows 10 & 11\nGraphics card: Radeon RX 6600M ATI Technologies Inc. 4.5.14800 Core Profile Context 22.4.2 30.0.15021.7000\n\nI've been using Blender with many versions. From 2.8, to 3.1 and the laptops have issues with all of them.\n\nBlender will freeze, white and black boxes will appear, and then Blender will crash and Windows will close it.\n\nI don't have exact steps, because it happens infrequently. It can happen as quickly as opening Blender, or take an hour of work.\n\nI am a teacher using HP Omen laptops with AMD CPU's and graphics cards. I have 21 laptops, and about 5-7 of them have issues with Blender. I have done a clean install of the graphics drivers, updated Blender to the most recent version, and tried everything I can think of. My personal laptop rarely ever crashes, so it's hard for me to replicate the issue.\n\nI have attached log files from crashes from multiple laptops. Half the laptops have been upgraded to Windows 11, and that doesn't seem to make it more or less likely to crash. My hope is these logs can pinpoint what's happening so I can fix it. I\n\nLog files created with `blender_debug_gpu_glitchworkaround.cmd`\n\n[blender_debug_output.txt](blender_debug_output.txt)\n\n[blender_system_info.txt](blender_system_info.txt)\n\nLog files created with `blender_debug_gpu.cmd`\n\n[blender_debug_output (1).txt](blender_debug_output__1_.txt)\n\n[blender_system_info (1).txt](blender_system_info__1_.txt)\n\nWarning and errors:\n```lines=10\nWARN (gpu.shader): GPU_SHADER_2D_WIDGET_BASE_0 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): GPU_SHADER_2D_WIDGET_BASE_0 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): gpu_shader_2D_image_multi_rect_color VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): gpu_shader_2D_image_multi_rect_color FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): gpu_shader_text VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): gpu_shader_text FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): gpu_shader_2D_uniform_color VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): gpu_shader_2D_uniform_color FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): GPU_SHADER_2D_WIDGET_BASE_INST_0 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): GPU_SHADER_2D_WIDGET_BASE_INST_0 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): gpu_shader_2D_image_rect_color VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): gpu_shader_2D_image_rect_color FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): gpu_shader_2D_flat_color VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): gpu_shader_2D_flat_color FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR_0 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR_0 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): gpu_shader_3D_uniform_color VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): gpu_shader_3D_uniform_color FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): gpu_shader_2D_image_color VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): gpu_shader_2D_image_color FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): gpu_shader_2D_image_desaturate_color VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): gpu_shader_2D_image_desaturate_color FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_mesh_tex_none_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_mesh_tex_none_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_mesh_tex_single_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_mesh_tex_single_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_mesh_tex_tile_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_mesh_tex_tile_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_hair_tex_none_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_hair_tex_none_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_hair_tex_single_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_hair_tex_single_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_hair_tex_tile_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_hair_tex_tile_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_ptcloud_tex_none_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_ptcloud_tex_none_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_ptcloud_tex_single_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_ptcloud_tex_single_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_ptcloud_tex_tile_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_ptcloud_tex_tile_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_composite_studio VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_composite_studio FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_merge_infront VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_merge_infront FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_mesh_tex_none_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_mesh_tex_none_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_mesh_tex_single_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_mesh_tex_single_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_mesh_tex_tile_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_mesh_tex_tile_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_hair_tex_none_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_hair_tex_none_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_hair_tex_single_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_hair_tex_single_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_hair_tex_tile_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_hair_tex_tile_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_ptcloud_tex_none_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_ptcloud_tex_none_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_ptcloud_tex_single_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_ptcloud_tex_single_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_ptcloud_tex_tile_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_ptcloud_tex_tile_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transparent_resolve VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transparent_resolve FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_effect_outline VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_effect_outline FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_taa VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_taa FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_smaa_stage_0 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_smaa_stage_0 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_smaa_stage_1 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_smaa_stage_1 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_smaa_stage_2 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_smaa_stage_2 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_antialiasing_263 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_antialiasing_263 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_sphere_414 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_sphere_414 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_shape_449 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_shape_449 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_sphere_401 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_sphere_401 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_shape_439 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_shape_439 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_shape_439 GeomShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n | \n 6 | #define DFDY_SIGN 1.0\n | ^\n | (#310) Inputs that are integers should be qualified with the interpolation qualifier \"flat\"\n\nWARN (gpu.shader): OVERLAY_shader_armature_shape_wire_469 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_shape_wire_469 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_degrees_of_freedom_wire_538 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_degrees_of_freedom_wire_538 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_degrees_of_freedom_solid_559 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_degrees_of_freedom_solid_559 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_stick_518 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_stick_518 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_envelope_499 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_envelope_499 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_envelope_489 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_envelope_489 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_wire_579 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_wire_579 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_background_276 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_background_276 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_uniform_color_1465 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_uniform_color_1465 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_extra_grid_905 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_extra_grid_905 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_extra_885 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_extra_885 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_extra_groundline_924 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_extra_groundline_924 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_extra_wire_962 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_extra_wire_962 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_extra_wire_962 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_extra_wire_962 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_extra_loose_point_983 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_extra_loose_point_983 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_extra_point_1004 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_extra_point_1004 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_facing_1022 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_facing_1022 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_grid_1055 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_grid_1055 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_motion_path_line_1151 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_motion_path_line_1151 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_motion_path_line_1151 GeomShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_motion_path_vert_1170 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_motion_path_vert_1170 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_outline_prepass_1204 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_outline_prepass_1204 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_outline_prepass_pointcloud_1257 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_outline_prepass_pointcloud_1257 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_outline_prepass_gpencil_1230 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_outline_prepass_gpencil_1230 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_outline_detect_1272 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_outline_detect_1272 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_particle_dot_1410 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_particle_dot_1410 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_particle_shape_1429 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_particle_shape_1429 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_wireframe_1589 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_wireframe_1589 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nERROR (gpu.debug): : GL_INVALID_VALUE : generated before glGenTextures\n```\n\nStack trace:\n```lines=10\nblender.exe :0x00007FF6F22F7D90 bli_windows_system_backtrace_stack_thread\nblender.exe :0x00007FF6F22F7010 BLI_system_backtrace\nblender.exe :0x00007FF6F228C530 blender::gpu::debug::debug_callback\nblender.exe :0x00007FF6F228C3F0 blender::gpu::debug::check_gl_error\nblender.exe :0x00007FF6F220EE50 blender::gpu::GLTexture::GLTexture\nblender.exe :0x00007FF6F21F8420 blender::gpu::GLBackend::texture_alloc\nblender.exe :0x00007FF6F21F2E20 GPU_texture_create_2d\nblender.exe :0x00007FF6ED267400 DRW_texture_create_2d\nblender.exe :0x00007FF6ED267810 DRW_texture_ensure_fullscreen_2d\nblender.exe :0x00007FF6ED2A4F90 workbench_cache_finish\nblender.exe :0x00007FF6ED25E4D0 DRW_draw_render_loop_ex\nblender.exe :0x00007FF6ED25F5A0 DRW_draw_view\nblender.exe :0x00007FF6EDBC7820 view3d_main_region_draw\nblender.exe :0x00007FF6ED56D940 ED_region_do_draw\nblender.exe :0x00007FF6ED1660C0 wm_draw_window_offscreen\nblender.exe :0x00007FF6ED165F10 wm_draw_window\nblender.exe :0x00007FF6ED165A10 wm_draw_update\nblender.exe :0x00007FF6ED1488F0 ghost_event_proc\nblender.exe :0x00007FF6EDCB1E10 GHOST_CallbackEventConsumer::processEvent\nblender.exe :0x00007FF6EDCFD680 GHOST_EventManager::dispatchEvents\nblender.exe :0x00007FF6EDCFE2E0 GHOST_System::dispatchEvents\nblender.exe :0x00007FF6ED14A980 wm_window_process_events\nblender.exe :0x00007FF6ED140110 WM_main\nblender.exe :0x00007FF6ECDA03C0 main\nblender.exe :0x00007FF6F246FE74 __scrt_common_main_seh\nKERNEL32.DLL :0x00007FFF7DCC7020 BaseThreadInitThunk\nntdll.dll :0x00007FFF7E582630 RtlUserThreadStart\n```\n\n----\n\n[blender_system_info_1.txt](blender_system_info_1.txt)\n\n[blender_system_info_2.txt](blender_system_info_2.txt)\n\n[blender_system_info_3.txt](blender_system_info_3.txt)\n\n[blender_debug_output_2.txt](blender_debug_output_2.txt)\n\n[blender_debug_output_1.txt](blender_debug_output_1.txt)\n\n[blender_debug_output_3.txt](blender_debug_output_3.txt)", "Blender 3.6.3 SegFault Crash at startup on MacOS Ventura 13.5.2\nOperating system: MacOS Ventura 13.5.2 (22G91)\nGraphics card: Intel Iris Plus Graphics 650 1536 Mo\n\nBroken: 3.6.3 (3.6.3 2023-09-21)\nWorked: None tried on this machine\n\nCrash on startup with `Segmentation fault: 11`\n\nEither:\n- Double-click on Blender application icon\nOr:\n- command line : `/Applications/Blender.app/Contents/MacOS/Blender` with or without option `--gpu-backend`\n\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 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\":64805,\"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\":64806,\"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\":64807,\"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\":64808,\"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\":64809,\"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\":64810,\"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\":64811,\"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\":64812,\"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\":64813,\"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\":64814,\"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\":64817,\"name\":\"caulk.messenger.shared:17\",\"frames\":[{\"imageOffset\":5662,\"symbol\":\"semaphore_wait_trap\",\"symbolLocation\":10,\"imageIndex\":0},{\"imageOffset\":116984,\"symbol\":\"caulk::mach::semaphore::wait_or_error()\",\"symbolLocation\":16,\"imageIndex\":6},{\"imageOffset\":9828,\"symbol\":\"caulk::concurrent::details::worker_thread::run()\",\"symbolLocation\":36,\"imageIndex\":6},{\"imageOffset\":9000,\"symbol\":\"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*)\",\"symbolLocation\":41,\"imageIndex\":6},{\"imageOffset\":25177,\"symbol\":\"_pthread_start\",\"symbolLocation\":125,\"imageIndex\":5},{\"imageOffset\":7291,\"symbol\":\"thread_start\",\"symbolLocation\":15,\"imageIndex\":5}]},{\"id\":64872,\"frames\":[{\"imageOffset\":5662,\"symbol\":\"semaphore_wait_trap\",\"symbolLocation\":10,\"imageIndex\":0},{\"imageOffset\":9510408,\"symbol\":\"tbb::internal::rml::private_worker::run()\",\"symbolLocation\":104,\"imageIndex\":2},{\"imageOffset\":9510297,\"symbol\":\"tbb::internal::rml::private_worker::thread_routine(void*)\",\"symbolLocation\":9,\"imageIndex\":2},{\"imageOffset\":25177,\"symbol\":\"_pthread_start\",\"symbolLocation\":125,\"imageIndex\":5},{\"imageOffset\":7291,\"symbol\":\"thread_start\",\"symbolLocation\":15,\"imageIndex\":5}]},{\"id\":64873,\"frames\":[{\"imageOffset\":5662,\"symbol\":\"semaphore_wait_trap\",\"symbolLocation\":10,\"imageIndex\":0},{\"imageOffset\":9510408,\"symbol\":\"tbb::internal::rml::private_worker::run()\",\"symbolLocation\":104,\"imageIndex\":2},{\"imageOffset\":9510297,\"symbol\":\"tbb::internal::rml::private_worker::thread_routine(void*)\",\"symbolLocation\":9,\"imageIndex\":2},{\"imageOffset\":25177,\"symbol\":\"_pthread_start\",\"symbolLocation\":125,\"imageIndex\":5},{\"imageOffset\":7291,\"symbol\":\"thread_start\",\"symbolLocation\":15,\"imageIndex\":5}]},{\"id\":64874,\"frames\":[{\"imageOffset\":5662,\"symbol\":\"semaphore_wait_trap\",\"symbolLocation\":10,\"imageIndex\":0},{\"imageOffset\":9510408,\"symbol\":\"tbb::internal::rml::private_worker::run()\",\"symbolLocation\":104,\"imageIndex\":2},{\"imageOffset\":9510297,\"symbol\":\"tbb::internal::rml::private_worker::thread_routine(void*)\",\"symbolLocation\":9,\"imageIndex\":2},{\"imageOffset\":25177,\"symbol\":\"_pthread_start\",\"symbolLocation\":125,\"imageIndex\":5},{\"imageOffset\":7291,\"symbol\":\"thread_start\",\"symbolLocation\":15,\"imageIndex\":5}]},{\"id\":64875,\"frames\":[{\"imageOffset\":5662,\"symbol\":\"semaphore_wait_trap\",\"symbolLocation\":10,\"imageIndex\":0},{\"imageOffset\":9510408,\"symbol\":\"tbb::internal::rml::private_worker::run()\",\"symbolLocation\":104,\"imageIndex\":2},{\"imageOffset\":9510297,\"symbol\":\"tbb::internal::rml::private_worker::thread_routine(void*)\",\"symbolLocation\":9,\"imageIndex\":2},{\"imageOffset\":25177,\"symbol\":\"_pthread_start\",\"symbolLocation\":125,\"imageIndex\":5},{\"imageOffset\":7291,\"symbol\":\"thread_start\",\"symbolLocation\":15,\"imageIndex\":5}]},{\"id\":64876,\"frames\":[{\"imageOffset\":5662,\"symbol\":\"semaphore_wait_trap\",\"symbolLocation\":10,\"imageIndex\":0},{\"imageOffset\":9510408,\"symbol\":\"tbb::internal::rml::private_worker::run()\",\"symbolLocation\":104,\"imageIndex\":2},{\"imageOffset\":9510297,\"symbol\":\"tbb::internal::rml::private_worker::thread_routine(void*)\",\"symbolLocation\":9,\"imageIndex\":2},{\"imageOffset\":25177,\"symbol\":\"_pthread_start\",\"symbolLocation\":125,\"imageIndex\":5},{\"imageOffset\":7291,\"symbol\":\"thread_start\",\"symbolLocation\":15,\"imageIndex\":5}]},{\"id\":64877,\"frames\":[{\"imageOffset\":5662,\"symbol\":\"semaphore_wait_trap\",\"symbolLocation\":10,\"imageIndex\":0},{\"imageOffset\":9510408,\"symbol\":\"tbb::internal::rml::private_worker::run()\",\"symbolLocation\":104,\"imageIndex\":2},{\"imageOffset\":9510297,\"symbol\":\"tbb::internal::rml::private_worker::thread_routine(void*)\",\"symbolLocation\":9,\"imageIndex\":2},{\"imageOffset\":25177,\"symbol\":\"_pthread_start\",\"symbolLocation\":125,\"imageIndex\":5},{\"imageOffset\":7291,\"symbol\":\"thread_start\",\"symbolLocation\":15,\"imageIndex\":5}]},{\"id\":64878,\"frames\":[{\"imageOffset\":5662,\"symbol\":\"semaphore_wait_trap\",\"symbolLocation\":10,\"imageIndex\":0},{\"imageOffset\":9510408,\"symbol\":\"tbb::internal::rml::private_worker::run()\",\"symbolLocation\":104,\"imageIndex\":2},{\"imageOffset\":9510297,\"symbol\":\"tbb::internal::rml::private_worker::thread_routine(void*)\",\"symbolLocation\":9,\"imageIndex\":2},{\"imageOffset\":25177,\"symbol\":\"_pthread_start\",\"symbolLocation\":125,\"imageIndex\":5},{\"imageOffset\":7291,\"symbol\":\"thread_start\",\"symbolLocation\":15,\"imageIndex\":5}]},{\"id\":64879,\"frames\":[{\"imageOffset\":5662,\"symbol\":\"semaphore_wait_trap\",\"symbolLocation\":10,\"imageIndex\":0},{\"imageOffset\":9510408,\"symbol\":\"tbb::internal::rml::private_worker::run()\",\"symbolLocation\":104,\"imageIndex\":2},{\"imageOffset\":9510297,\"symbol\":\"tbb::internal::rml::private_worker::thread_routine(void*)\",\"symbolLocation\":9,\"imageIndex\":2},{\"imageOffset\":25177,\"symbol\":\"_pthread_start\",\"symbolLocation\":125,\"imageIndex\":5},{\"imageOffset\":7291,\"symbol\":\"thread_start\",\"symbolLocation\":15,\"imageIndex\":5}]},{\"id\":64880,\"frames\":[{\"imageOffset\":5662,\"symbol\":\"semaphore_wait_trap\",\"symbolLocation\":10,\"imageIndex\":0},{\"imageOffset\":9510408,\"symbol\":\"tbb::internal::rml::private_worker::run()\",\"symbolLocation\":104,\"imageIndex\":2},{\"imageOffset\":9510297,\"symbol\":\"tbb::internal::rml::private_worker::thread_routine(void*)\",\"symbolLocation\":9,\"imageIndex\":2},{\"imageOffset\":25177,\"symbol\":\"_pthread_start\",\"symbolLocation\":125,\"imageIndex\":5},{\"imageOffset\":7291,\"symbol\":\"thread_start\",\"symbolLocation\":15,\"imageIndex\":5}]},{\"id\":64881,\"frames\":[{\"imageOffset\":5662,\"symbol\":\"semaphore_wait_trap\",\"symbolLocation\":10,\"imageIndex\":0},{\"imageOffset\":9510408,\"symbol\":\"tbb::internal::rml::private_worker::run()\",\"symbolLocation\":104,\"imageIndex\":2},{\"imageOffset\":9510297,\"symbol\":\"tbb::internal::rml::private_worker::thread_routine(void*)\",\"symbolLocation\":9,\"imageIndex\":2},{\"imageOffset\":25177,\"symbol\":\"_pthread_start\",\"symbolLocation\":125,\"imageIndex\":5},{\"imageOffset\":7291,\"symbol\":\"thread_start\",\"symbolLocation\":15,\"imageIndex\":5}]},{\"id\":64882,\"frames\":[{\"imageOffset\":5662,\"symbol\":\"semaphore_wait_trap\",\"symbolLocation\":10,\"imageIndex\":0},{\"imageOffset\":9510408,\"symbol\":\"tbb::internal::rml::private_worker::run()\",\"symbolLocation\":104,\"imageIndex\":2},{\"imageOffset\":9510297,\"symbol\":\"tbb::internal::rml::private_worker::thread_routine(void*)\",\"symbolLocation\":9,\"imageIndex\":2},{\"imageOffset\":25177,\"symbol\":\"_pthread_start\",\"symbolLocation\":125,\"imageIndex\":5},{\"imageOffset\":7291,\"symbol\":\"thread_start\",\"symbolLocation\":15,\"imageIndex\":5}]},{\"id\":64883,\"name\":\"com.apple.audio.IOThread.client\",\"frames\":[{\"imageOffset\":5794,\"symbol\":\"mach_msg2_trap\",\"symbolLocation\":10,\"imageIndex\":0},{\"imageOffset\":63101,\"symbol\":\"mach_msg2_internal\",\"symbolLocation\":82,\"imageIndex\":0},{\"imageOffset\":34586,\"symbol\":\"mach_msg_overwrite\",\"symbolLocation\":723,\"imageIndex\":0},{\"imageOffset\":6537,\"symbol\":\"mach_msg\",\"symbolLocation\":19,\"imageIndex\":0},{\"imageOffset\":3143845,\"symbol\":\"HALB_MachPort::SendSimpleMessageWithSimpleReply(unsigned int, unsigned int, int, int&, bool, unsigned int)\",\"symbolLocation\":111,\"imageIndex\":7},{\"imageOffset\":1934529,\"symbol\":\"HALC_ProxyIOContext::IOWorkLoop()\",\"symbolLocation\":3783,\"imageIndex\":7},{\"imageOffset\":1929257,\"symbol\":\"invocation function for block in HALC_ProxyIOContext::HALC_ProxyIOContext(unsigned int, unsigned int)\",\"symbolLocation\":63,\"imageIndex\":7},{\"imageOffset\":3532336,\"symbol\":\"HALB_IOThread::Entry(void*)\",\"symbolLocation\":72,\"imageIndex\":7},{\"imageOffset\":25177,\"symbol\":\"_pthread_start\",\"symbolLocation\":125,\"imageIndex\":5},{\"imageOffset\":7291,\"symbol\":\"thread_start\",\"symbolLocation\":15,\"imageIndex\":5}]},{\"id\":64909,\"frames\":[{\"imageOffset\":16894,\"symbol\":\"__psynch_cvwait\",\"symbolLocation\":10,\"imageIndex\":0},{\"imageOffset\":26593,\"symbol\":\"_pthread_cond_wait\",\"symbolLocation\":1243,\"imageIndex\":5},{\"imageOffset\":3347615,\"symbol\":\"blas_thread_server\",\"symbolLocation\":207,\"imageIndex\":8},{\"imageOffset\":25177,\"symbol\":\"_pthread_start\",\"symbolLocation\":125,\"imageIndex\":5},{\"imageOffset\":7291,\"symbol\":\"thread_start\",\"symbolLocation\":15,\"imageIndex\":5}]},{\"id\":64910,\"frames\":[{\"imageOffset\":16894,\"symbol\":\"__psynch_cvwait\",\"symbolLocation\":10,\"imageIndex\":0},{\"imageOffset\":26593,\"symbol\":\"_pthread_cond_wait\",\"symbolLocation\":1243,\"imageIndex\":5},{\"imageOffset\":3347615,\"symbol\":\"blas_thread_server\",\"symbolLocation\":207,\"imageIndex\":8},{\"imageOffset\":25177,\"symbol\":\"_pthread_start\",\"symbolLocation\":125,\"imageIndex\":5},{\"imageOffset\":7291,\"symbol\":\"thread_start\",\"symbolLocation\":15,\"imageIndex\":5}]},{\"id\":64911,\"frames\":[{\"imageOffset\":16894,\"symbol\":\"__psynch_cvwait\",\"symbolLocation\":10,\"imageIndex\":0},{\"imageOffset\":26593,\"symbol\":\"_pthread_cond_wait\",\"symbolLocation\":1243,\"imageIndex\":5},{\"imageOffset\":3347615,\"symbol\":\"blas_thread_server\",\"symbolLocation\":207,\"imageIndex\":8},{\"imageOffset\":25177,\"symbol\":\"_pthread_start\",\"symbolLocation\":125,\"imageIndex\":5},{\"imageOffset\":7291,\"symbol\":\"thread_start\",\"symbolLocation\":15,\"imageIndex\":5}]},{\"id\":64912,\"frames\":[{\"imageOffset\":16894,\"symbol\":\"__psynch_cvwait\",\"symbolLocation\":10,\"imageIndex\":0},{\"imageOffset\":26593,\"symbol\":\"_pthread_cond_wait\",\"symbolLocation\":1243,\"imageIndex\":5},{\"imageOffset\":3347615,\"symbol\":\"blas_thread_server\",\"symbolLocation\":207,\"imageIndex\":8},{\"imageOffset\":25177,\"symbol\":\"_pthread_start\",\"symbolLocation\":125,\"imageIndex\":5},{\"imageOffset\":7291,\"symbol\":\"thread_start\",\"symbolLocation\":15,\"imageIndex\":5}]},{\"id\":64913,\"frames\":[{\"imageOffset\":16894,\"symbol\":\"__psynch_cvwait\",\"symbolLocation\":10,\"imageIndex\":0},{\"imageOffset\":26593,\"symbol\":\"_pthread_cond_wait\",\"symbolLocation\":1243,\"imageIndex\":5},{\"imageOffset\":3347615,\"symbol\":\"blas_thread_server\",\"symbolLocation\":207,\"imageIndex\":8},{\"imageOffset\":25177,\"symbol\":\"_pthread_start\",\"symbolLocation\":125,\"imageIndex\":5},{\"imageOffset\":7291,\"symbol\":\"thread_start\",\"symbolLocation\":15,\"imageIndex\":5}]},{\"id\":64992,\"name\":\"com.apple.NSEventThread\",\"frames\":[{\"imageOffset\":5794,\"symbol\":\"mach_msg2_trap\",\"symbolLocation\":10,\"imageIndex\":0},{\"imageOffset\":63101,\"symbol\":\"mach_msg2_internal\",\"symbolLocation\":82,\"imageIndex\":0},{\"imageOffset\":34586,\"symbol\":\"mach_msg_overwrite\",\"symbolLocation\":723,\"imageIndex\":0},{\"imageOffset\":6537,\"symbol\":\"mach_msg\",\"symbolLocation\":19,\"imageIndex\":0},{\"imageOffset\":519438,\"symbol\":\"__CFRunLoopServiceMachPort\",\"symbolLocation\":145,\"imageIndex\":9},{\"imageOffset\":513914,\"symbol\":\"__CFRunLoopRun\",\"symbolLocation\":1360,\"imageIndex\":9},{\"imageOffset\":510896,\"symbol\":\"CFRunLoopRunSpecific\",\"symbolLocation\":560,\"imageIndex\":9},{\"imageOffset\":1697430,\"symbol\":\"_NSEventThread\",\"symbolLocation\":132,\"imageIndex\":10},{\"imageOffset\":25177,\"symbol\":\"_pthread_start\",\"symbolLocation\":125,\"imageIndex\":5},{\"imageOffset\":7291,\"symbol\":\"thread_start\",\"symbolLocation\":15,\"imageIndex\":5}]},{\"id\":65215,\"frames\":[{\"imageOffset\":16894,\"symbol\":\"__psynch_cvwait\",\"symbolLocation\":10,\"imageIndex\":0},{\"imageOffset\":26593,\"symbol\":\"_pthread_cond_wait\",\"symbolLocation\":1243,\"imageIndex\":5},{\"imageOffset\":48178,\"symbol\":\"std::__1::condition_variable::wait(std::__1::unique_lock<std::__1::mutex>&)\",\"symbolLocation\":18,\"imageIndex\":11},{\"imageOffset\":46537637,\"symbol\":\"ccl::Session::wait()\",\"symbolLocation\":101,\"imageIndex\":2},{\"imageOffset\":34702102,\"symbol\":\"ccl::BlenderSession::render(BL::Depsgraph&)\",\"symbolLocation\":3526,\"imageIndex\":2},{\"imageOffset\":34664672,\"symbol\":\"ccl::render_func(_object*, _object*)\",\"symbolLocation\":176,\"imageIndex\":2},{\"imageOffset\":201848146,\"symbol\":\"cfunction_call\",\"symbolLocation\":130,\"imageIndex\":2},{\"imageOffset\":201556405,\"symbol\":\"_PyObject_MakeTpCall\",\"symbolLocation\":373,\"imageIndex\":2},{\"imageOffset\":202562766,\"symbol\":\"call_function\",\"symbolLocation\":974,\"imageIndex\":2},{\"imageOffset\":202549834,\"symbol\":\"_PyEval_EvalFrameDefault\",\"symbolLocation\":30570,\"imageIndex\":2},{\"imageOffset\":202518961,\"symbol\":\"_PyEval_Vector\",\"symbolLocation\":145,\"imageIndex\":2},{\"imageOffset\":202562223,\"symbol\":\"call_function\",\"symbolLocation\":431,\"imageIndex\":2},{\"imageOffset\":202549834,\"symbol\":\"_PyEval_EvalFrameDefault\",\"symbolLocation\":30570,\"imageIndex\":2},{\"imageOffset\":202518961,\"symbol\":\"_PyEval_Vector\",\"symbolLocation\":145,\"imageIndex\":2},{\"imageOffset\":14934565,\"symbol\":\"bpy_class_call\",\"symbolLocation\":1029,\"imageIndex\":2},{\"imageOffset\":14160849,\"symbol\":\"engine_render\",\"symbolLocation\":113,\"imageIndex\":2},{\"imageOffset\":26252684,\"symbol\":\"engine_render_view_layer(Render*, RenderEngine*, ViewLayer*, bool, bool)\",\"symbolLocation\":572,\"imageIndex\":2},{\"imageOffset\":26251466,\"symbol\":\"RE_engine_render\",\"symbolLocation\":954,\"imageIndex\":2},{\"imageOffset\":26274174,\"symbol\":\"do_render_full_pipeline(Render*)\",\"symbolLocation\":334,\"imageIndex\":2},{\"imageOffset\":26273126,\"symbol\":\"RE_RenderFrame\",\"symbolLocation\":406,\"imageIndex\":2},{\"imageOffset\":34303631,\"symbol\":\"render_startjob(void*, short*, short*, float*)\",\"symbolLocation\":127,\"imageIndex\":2},{\"imageOffset\":9663224,\"symbol\":\"do_job_thread\",\"symbolLocation\":40,\"imageIndex\":2},{\"imageOffset\":25177,\"symbol\":\"_pthread_start\",\"symbolLocation\":125,\"imageIndex\":5},{\"imageOffset\":7291,\"symbol\":\"thread_start\",\"symbolLocation\":15,\"imageIndex\":5}]},{\"id\":65354,\"frames\":[{\"imageOffset\":5662,\"symbol\":\"semaphore_wait_trap\",\"symbolLocation\":10,\"imageIndex\":0},{\"imageOffset\":9510408,\"symbol\":\"tbb::internal::rml::private_worker::run()\",\"symbolLocation\":104,\"imageIndex\":2},{\"imageOffset\":9510297,\"symbol\":\"tbb::internal::rml::private_worker::thread_routine(void*)\",\"symbolLocation\":9,\"imageIndex\":2},{\"imageOffset\":25177,\"symbol\":\"_pthread_start\",\"symbolLocation\":125,\"imageIndex\":5},{\"imageOffset\":7291,\"symbol\":\"thread_start\",\"symbolLocation\":15,\"imageIndex\":5}]},{\"id\":65355,\"frames\":[{\"imageOffset\":5662,\"symbol\":\"semaphore_wait_trap\",\"symbolLocation\":10,\"imageIndex\":0},{\"imageOffset\":9510408,\"symbol\":\"tbb::internal::rml::private_worker::run()\",\"symbolLocation\":104,\"imageIndex\":2},{\"imageOffset\":9510297,\"symbol\":\"tbb::internal::rml::private_worker::thread_routine(void*)\",\"symbolLocation\":9,\"imageIndex\":2},{\"imageOffset\":25177,\"symbol\":\"_pthread_start\",\"symbolLocation\":125,\"imageIndex\":5},{\"imageOffset\":7291,\"symbol\":\"thread_start\",\"symbolLocation\":15,\"imageIndex\":5}]},{\"triggered\":true,\"id\":65357,\"threadState\":{\"r13\":{\"value\":5099135016},\"rax\":{\"value\":0},\"rflags\":{\"value\":582},\"cpu\":{\"value\":0},\"r14\":{\"value\":6},\"rsi\":{\"value\":6},\"r8\":{\"value\":0},\"cr2\":{\"value\":5099134976},\"rdx\":{\"value\":0},\"r10\":{\"value\":123145627947008},\"r9\":{\"value\":10000000},\"r15\":{\"value\":22},\"rbx\":{\"value\":123145627947008},\"trap\":{\"value\":133},\"err\":{\"value\":33554760},\"r11\":{\"value\":582},\"rip\":{\"value\":140703464268558,\"matchesCrashFrame\":1},\"rbp\":{\"value\":123145627936752},\"rsp\":{\"value\":123145627936712},\"r12\":{\"value\":182023},\"rcx\":{\"value\":123145627936712},\"flavor\":\"x86_THREAD_STATE\",\"rdi\":{\"value\":182023}},\"frames\":[{\"imageOffset\":33550,\"symbol\":\"__pthread_kill\",\"symbolLocation\":10,\"imageIndex\":0},{\"imageOffset\":24443,\"symbol\":\"pthread_kill\",\"symbolLocation\":263,\"imageIndex\":5},{\"imageOffset\":531775,\"symbol\":\"__abort\",\"symbolLocation\":139,\"imageIndex\":1},{\"imageOffset\":531636,\"symbol\":\"abort\",\"symbolLocation\":138,\"imageIndex\":1},{\"imageOffset\":528318,\"symbol\":\"__assert_rtn\",\"symbolLocation\":314,\"imageIndex\":1},{\"imageOffset\":1298226,\"symbol\":\"MTLReportFailure.cold.1\",\"symbolLocation\":43,\"imageIndex\":12},{\"imageOffset\":1146361,\"symbol\":\"MTLReportFailure\",\"symbolLocation\":529,\"imageIndex\":12},{\"imageOffset\":136122,\"symbol\":\"-[_MTLCommandBuffer addCompletedHandler:]\",\"symbolLocation\":87,\"imageIndex\":12},{\"imageOffset\":35359800,\"symbol\":\"ccl::MetalDeviceQueue::enqueue(ccl::DeviceKernel, int, ccl::DeviceKernelArguments const&)\",\"symbolLocation\":3352,\"imageIndex\":2},{\"imageOffset\":47190923,\"symbol\":\"ccl::ShaderEval::eval_gpu(ccl::Device*, ccl::ShaderEvalType, ccl::device_vector<ccl::KernelShaderEvalInput>&, ccl::device_vector<float>&, long long)\",\"symbolLocation\":267,\"imageIndex\":2},{\"imageOffset\":47189320,\"symbol\":\"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*&&)\",\"symbolLocation\":680,\"imageIndex\":2},{\"imageOffset\":35104943,\"symbol\":\"ccl::Device::foreach_device(std::__1::function<void (ccl::Device*)> const&)\",\"symbolLocation\":31,\"imageIndex\":2},{\"imageOffset\":35145536,\"symbol\":\"ccl::MultiDevice::foreach_device(std::__1::function<void (ccl::Device*)> const&)\",\"symbolLocation\":64,\"imageIndex\":2},{\"imageOffset\":47188330,\"symbol\":\"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&)\",\"symbolLocation\":154,\"imageIndex\":2},{\"imageOffset\":45516703,\"symbol\":\"ccl::GeometryManager::displace(ccl::Device*, ccl::Scene*, ccl::Mesh*, ccl::Progress&)\",\"symbolLocation\":511,\"imageIndex\":2},{\"imageOffset\":45033321,\"symbol\":\"ccl::GeometryManager::device_update(ccl::Device*, ccl::DeviceScene*, ccl::Scene*, ccl::Progress&)\",\"symbolLocation\":3305,\"imageIndex\":2},{\"imageOffset\":45674769,\"symbol\":\"ccl::Scene::device_update(ccl::Device*, ccl::Progress&)\",\"symbolLocation\":1745,\"imageIndex\":2},{\"imageOffset\":45682035,\"symbol\":\"ccl::Scene::update(ccl::Progress&)\",\"symbolLocation\":163,\"imageIndex\":2},{\"imageOffset\":46540515,\"symbol\":\"ccl::Session::run_update_for_next_iteration()\",\"symbolLocation\":1395,\"imageIndex\":2},{\"imageOffset\":46537844,\"symbol\":\"ccl::Session::run_main_render_loop()\",\"symbolLocation\":100,\"imageIndex\":2},{\"imageOffset\":46541843,\"symbol\":\"ccl::Session::thread_render()\",\"symbolLocation\":259,\"imageIndex\":2},{\"imageOffset\":46532808,\"symbol\":\"ccl::Session::thread_run()\",\"symbolLocation\":168,\"imageIndex\":2},{\"imageOffset\":128435219,\"symbol\":\"ccl::thread::run(void*)\",\"symbolLocation\":19,\"imageIndex\":2},{\"imageOffset\":25177,\"symbol\":\"_pthread_start\",\"symbolLocation\":125,\"imageIndex\":5},{\"imageOffset\":7291,\"symbol\":\"thread_start\",\"symbolLocation\":15,\"imageIndex\":5}]},{\"id\":65398,\"frames\":[{\"imageOffset\":7256,\"symbol\":\"start_wqthread\",\"symbolLocation\":0,\"imageIndex\":5}]},{\"id\":65417,\"frames\":[{\"imageOffset\":7256,\"symbol\":\"start_wqthread\",\"symbolLocation\":0,\"imageIndex\":5}]},{\"id\":65494,\"frames\":[{\"imageOffset\":7256,\"symbol\":\"start_wqthread\",\"symbolLocation\":0,\"imageIndex\":5}]},{\"id\":65525,\"frames\":[{\"imageOffset\":16894,\"symbol\":\"__psynch_cvwait\",\"symbolLocation\":10,\"imageIndex\":0},{\"imageOffset\":26593,\"symbol\":\"_pthread_cond_wait\",\"symbolLocation\":1243,\"imageIndex\":5},{\"imageOffset\":48178,\"symbol\":\"std::__1::condition_variable::wait(std::__1::unique_lock<std::__1::mutex>&)\",\"symbolLocation\":18,\"imageIndex\":11},{\"imageOffset\":35322245,\"symbol\":\"ccl::ShaderCache::compile_thread_func(int)\",\"symbolLocation\":165,\"imageIndex\":2},{\"imageOffset\":35335677,\"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> >, ccl::ShaderCache::load_kernel(ccl::DeviceKernel, ccl::MetalDevice*, ccl::MetalPipelineType)::$_1> >(void*)\",\"symbolLocation\":45,\"imageIndex\":2},{\"imageOffset\":25177,\"symbol\":\"_pthread_start\",\"symbolLocation\":125,\"imageIndex\":5},{\"imageOffset\":7291,\"symbol\":\"thread_start\",\"symbolLocation\":15,\"imageIndex\":5}]},{\"id\":65526,\"frames\":[{\"imageOffset\":16894,\"symbol\":\"__psynch_cvwait\",\"symbolLocation\":10,\"imageIndex\":0},{\"imageOffset\":26593,\"symbol\":\"_pthread_cond_wait\",\"symbolLocation\":1243,\"imageIndex\":5},{\"imageOffset\":48178,\"symbol\":\"std::__1::condition_variable::wait(std::__1::unique_lock<std::__1::mutex>&)\",\"symbolLocation\":18,\"imageIndex\":11},{\"imageOffset\":35322245,\"symbol\":\"ccl::ShaderCache::compile_thread_func(int)\",\"symbolLocation\":165,\"imageIndex\":2},{\"imageOffset\":35335677,\"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> >, ccl::ShaderCache::load_kernel(ccl::DeviceKernel, ccl::MetalDevice*, ccl::MetalPipelineType)::$_1> >(void*)\",\"symbolLocation\":45,\"imageIndex\":2},{\"imageOffset\":25177,\"symbol\":\"_pthread_start\",\"symbolLocation\":125,\"imageIndex\":5},{\"imageOffset\":7291,\"symbol\":\"thread_start\",\"symbolLocation\":15,\"imageIndex\":5}]},{\"id\":65529,\"frames\":[{\"imageOffset\":16894,\"symbol\":\"__psynch_cvwait\",\"symbolLocation\":10,\"imageIndex\":0},{\"imageOffset\":26593,\"symbol\":\"_pthread_cond_wait\",\"symbolLocation\":1243,\"imageIndex\":5},{\"imageOffset\":48178,\"symbol\":\"std::__1::condition_variable::wait(std::__1::unique_lock<std::__1::mutex>&)\",\"symbolLocation\":18,\"imageIndex\":11},{\"imageOffset\":35322245,\"symbol\":\"ccl::ShaderCache::compile_thread_func(int)\",\"symbolLocation\":165,\"imageIndex\":2},{\"imageOffset\":35335677,\"symbol\":\"void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, ccl::ShaderCache::load_kernel(ccl::DeviceKernel, ccl::MetalDevice*, ccl::MetalPipelineType)::$_1> >(void*)\",\"symbolLocation\":45,\"imageIndex\":2},{\"imageOffset\":25177,\"symbol\":\"_pthread_start\",\"symbolLocation\":125,\"imageIndex\":5},{\"imageOffset\":7291,\"symbol\":\"thread_start\",\"symbolLocation\":15,\"imageIndex\":5}]},{\"id\":65530,\"frames\":[{\"imageOffset\":16894,\"symbol\":\"__psynch_cvwait\",\"symbolLocation\":10,\"imageIndex\":0},{\"imageOffset\":26593,\"symbol\":\"_pthread_cond_wait\",\"symbolLocation\":1243,\"imageIndex\":5},{\"imageOffset\":48178,\"symbol\":\"std::__1::condition_variable::wait(std::__1::unique_lock<std::__1::mutex>&)\",\"symbolLocation\":18,\"imageIndex\":11},{\"imageOffset\":35322245,\"symbol\":\"ccl::ShaderCache::compile_thread_func(int)\",\"symbolLocation\":165,\"imageIndex\":2},{\"imageOffset\":35335677,\"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> >, ccl::ShaderCache::load_kernel(ccl::DeviceKernel, ccl::MetalDevice*, ccl::MetalPipelineType)::$_1> >(void*)\",\"symbolLocation\":45,\"imageIndex\":2},{\"imageOffset\":25177,\"symbol\":\"_pthread_start\",\"symbolLocation\":125,\"imageIndex\":5},{\"imageOffset\":7291,\"symbol\":\"thread_start\",\"symbolLocation\":15,\"imageIndex\":5}]},{\"id\":65535,\"frames\":[{\"imageOffset\":7256,\"symbol\":\"start_wqthread\",\"symbolLocation\":0,\"imageIndex\":5}]}],\n\"usedImages\" : [\n{\n \"source\" : \"P\",\n \"arch\" : \"x86_64\",\n \"base\" : 140703464235008,\n \"size\" : 237560,\n \"uuid\" : \"0c2fd2c9-777c-3355-b70f-7b1b6e9d1b0b\",\n \"path\" : \"\\/usr\\/lib\\/system\\/libsystem_kernel.dylib\",\n \"name\" : \"libsystem_kernel.dylib\"\n},\n{\n \"source\" : \"P\",\n \"arch\" : \"x86_64\",\n \"base\" : 140703463219200,\n \"size\" : 561152,\n \"uuid\" : \"5efaf10b-2ec1-32ed-b077-80125e552c8d\",\n \"path\" : \"\\/usr\\/lib\\/system\\/libsystem_c.dylib\",\n \"name\" : \"libsystem_c.dylib\"\n},\n{\n \"source\" : \"P\",\n \"arch\" : \"x86_64\",\n \"base\" : 4396425216,\n \"CFBundleShortVersionString\" : \"3.4.0\",\n \"CFBundleIdentifier\" : \"org.blenderfoundation.blender\",\n \"size\" : 279887872,\n \"uuid\" : \"de78ac19-6469-3e44-ab08-627697965862\",\n \"path\" : \"\\/Applications\\/Blender.app\\/Contents\\/MacOS\\/Blender\",\n \"name\" : \"Blender\",\n \"CFBundleVersion\" : \"3.4.0 2022-12-07\"\n},\n{\n \"source\" : \"P\",\n \"arch\" : \"x86_64\",\n \"base\" : 140703461126144,\n \"size\" : 607568,\n \"uuid\" : \"28fd2071-57f3-3873-87bf-e4f674a82de6\",\n \"path\" : \"\\/usr\\/lib\\/dyld\",\n \"name\" : \"dyld\"\n},\n{\n \"source\" : \"P\",\n \"arch\" : \"x86_64\",\n \"base\" : 140703462916096,\n \"size\" : 290804,\n \"uuid\" : \"817339a1-d03e-3e54-9c47-acacf69f6193\",\n \"path\" : \"\\/usr\\/lib\\/system\\/libdispatch.dylib\",\n \"name\" : \"libdispatch.dylib\"\n},\n{\n \"source\" : \"P\",\n \"arch\" : \"x86_64\",\n \"base\" : 140703464472576,\n \"size\" : 49144,\n \"uuid\" : \"13b5e252-77d1-31e1-888d-1c5f4426ea87\",\n \"path\" : \"\\/usr\\/lib\\/system\\/libsystem_pthread.dylib\",\n \"name\" : \"libsystem_pthread.dylib\"\n},\n{\n \"source\" : \"P\",\n \"arch\" : \"x86_64\",\n \"base\" : 140703622746112,\n \"CFBundleShortVersionString\" : \"1.0\",\n \"CFBundleIdentifier\" : \"com.apple.audio.caulk\",\n \"size\" : 155648,\n \"uuid\" : \"43ed8c13-59df-3c8d-b4d2-aee44e4939b9\",\n \"path\" : \"\\/System\\/Library\\/PrivateFrameworks\\/caulk.framework\\/Versions\\/A\\/caulk\",\n \"name\" : \"caulk\"\n},\n{\n \"source\" : \"P\",\n \"arch\" : \"x86_64\",\n \"base\" : 140703498108928,\n \"CFBundleShortVersionString\" : \"5.0\",\n \"CFBundleIdentifier\" : \"com.apple.audio.CoreAudio\",\n \"size\" : 7319550,\n \"uuid\" : \"e9f27094-01cb-337a-8530-0cab0e2cc96d\",\n \"path\" : \"\\/System\\/Library\\/Frameworks\\/CoreAudio.framework\\/Versions\\/A\\/CoreAudio\",\n \"name\" : \"CoreAudio\",\n \"CFBundleVersion\" : \"5.0\"\n},\n{\n \"source\" : \"P\",\n \"arch\" : \"x86_64\",\n \"base\" : 5211590656,\n \"size\" : 63488000,\n \"uuid\" : \"10431d8f-5e3b-3bbc-abd5-81f6a73a5269\",\n \"path\" : \"\\/Applications\\/Blender.app\\/Contents\\/Resources\\/3.4\\/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\" : 140703464873984,\n \"CFBundleShortVersionString\" : \"6.9\",\n \"CFBundleIdentifier\" : \"com.apple.CoreFoundation\",\n \"size\" : 4820992,\n \"uuid\" : \"dbc459f3-81bb-398a-8f74-3f7392392bb7\",\n \"path\" : \"\\/System\\/Library\\/Frameworks\\/CoreFoundation.framework\\/Versions\\/A\\/CoreFoundation\",\n \"name\" : \"CoreFoundation\",\n \"CFBundleVersion\" : \"1953.1\"\n},\n{\n \"source\" : \"P\",\n \"arch\" : \"x86_64\",\n \"base\" : 140703516651520,\n \"CFBundleShortVersionString\" : \"6.9\",\n \"CFBundleIdentifier\" : \"com.apple.AppKit\",\n \"size\" : 16797687,\n \"uuid\" : \"817d572e-eb8c-3999-b7a0-68e1c4b47266\",\n \"path\" : \"\\/System\\/Library\\/Frameworks\\/AppKit.framework\\/Versions\\/C\\/AppKit\",\n \"name\" : \"AppKit\",\n \"CFBundleVersion\" : \"2299\"\n},\n{\n \"source\" : \"P\",\n \"arch\" : \"x86_64\",\n \"base\" : 140703463780352,\n \"size\" : 364532,\n \"uuid\" : \"06015868-b157-3745-889b-69e23c5034fd\",\n \"path\" : \"\\/usr\\/lib\\/libc++.1.dylib\",\n \"name\" : \"libc++.1.dylib\"\n},\n{\n \"source\" : \"P\",\n \"arch\" : \"x86_64\",\n \"base\" : 140703620857856,\n \"CFBundleShortVersionString\" : \"306.2.4\",\n \"CFBundleIdentifier\" : \"com.apple.Metal\",\n \"size\" : 1888252,\n \"uuid\" : \"4ac8bfa1-153f-3c2d-8f98-6831b7c643f8\",\n \"path\" : \"\\/System\\/Library\\/Frameworks\\/Metal.framework\\/Versions\\/A\\/Metal\",\n \"name\" : \"Metal\",\n \"CFBundleVersion\" : \"306.2.4\"\n}\n```\n],\n```\n\"sharedCache\" : {\n\"base\" : 140703460519936,\n\"size\" : 21474836480,\n\"uuid\" : \"840e528a-0c70-3c6a-b7b4-4f05f32ccc51\"\n```\n},\n```\n\"vmSummary\" : \"ReadOnly 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 VIRTUAL REGION \\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\"legacyInfo\" : {\n\"threadTriggered\" : {\n```\n\n```\n}\n```\n},\n```\n\"trialInfo\" : {\n\"rollouts\" : [\n {\n \"rolloutId\" : \"5fb4245a1bbfe8005e33a1e1\",\n \"factorPackIds\" : {\n```\n\n```\n },\n \"deploymentId\" : 240000021\n },\n {\n \"rolloutId\" : \"62b4513af75dc926494899c6\",\n \"factorPackIds\" : {\n \"COREOS_ICD\" : \"62fbe3cfa9a700130f60b3ea\"\n },\n \"deploymentId\" : 240000014\n }\n],\n\"experiments\" : [\n```\n\n```\n]\n```\n}\n}\n\nModel: Macmini8,1, BootROM 1916.40.8.0.0 (iBridge: 20.16.420.0.0,0), 6 processors, 6-Core Intel Core i7, 3.2 GHz, 32 GB, SMC \nGraphics: Intel UHD Graphics 630, Intel UHD Graphics 630, Built-In\nDisplay: ASUS VG32V, 2560 x 1440 (QHD/WQHD - Wide Quad High Definition), Main, MirrorOff, Online\nGraphics: AMD Radeon RX 6800, AMD Radeon RX 6800, PCIe, 16 GB\nMemory Module: BANK 0/ChannelA-DIMM0, 16 GB, DDR4, 2667 MHz, SK Hynix, HMA82GS6CJR8N-VK\nMemory Module: BANK 2/ChannelB-DIMM0, 16 GB, DDR4, 2667 MHz, SK Hynix, HMA82GS6CJR8N-VK\nAirPort: spairport_wireless_card_type_wifi (0x14E4, 0x7BF), wl0: Sep 14 2022 18:10:05 version 9.30.489.3.32.5.84 FWID 01-31bf0e8d\nBluetooth: Version (null), 0 services, 0 devices, 0 incoming serial ports\nNetwork Service: Ethernet, Ethernet, en0\nNetwork Service: Wi-Fi, AirPort, en1\nPCI Card: pci8086,15f0, USB eXtensible Host Controller, Thunderbolt@13,0,0\nPCI Card: pci144d,a808, NVM Express 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```" ]
[ "Blender quitting on startup (macos)\nOperating system: macOS-12.1-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5700 XT OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.7.101\n\nBroken: version: 3.1.0 Alpha, branch: master, January 19, 02:20:34 - 2e5aecf557fb - dmg - 209.92MB Intel and from the day before...\nDownloaded and selft compiled Version.\n\nWorked: last version that worked: version: 3.1.0 Alpha\n\nQuitting on startup.\n\nDownload or compile for macos 12.1, xcode 13.2 and try to launch blender.\n\nPS: Nothing changed on my system and worked till compile of : Version: 3.1.0 Alpha", "Crash on startup apple silicon\nOperating system: macOS X Monterey\nGraphics card: Apple silicon M1 max MPB16\n\nBroken: 3.1.0 Alpha January 19, 02:35:08 - 2e5aecf557fb\nWorked: 3.0.0\n\nCrash on startup, \n\nOpen the app\nBased on the default startup or an attached .blend file (as simple as possible).\n\n\nProcess: Blender [22522]\nPath: /Applications/blender-betas/Blender.app/Contents/MacOS/Blender\nIdentifier: org.blenderfoundation.blender\nVersion: 3.1.0 (3.1.0 2022-01-19)\nCode Type: ARM-64 (Native)\nParent Process: launchd [1]\nUser ID: 501\n\nDate/Time: 2022-01-19 19:18:51.2210 +0200\nOS Version: macOS 12.1 (21C52)\nReport Version: 12\nAnonymous UUID: C3B08A97-4494-9E3F-D89E-415F55B13515\n\nSleep/Wake UUID: 0722B593-585B-4EB5-9EBB-EF08F49DFDC0\n\nTime Awake Since Boot: 70000 seconds\nTime Since Wake: 593 seconds" ]
Outliner scrolls up when you resize the editor panel Operating system: Windows 10 Graphics card: 1080ti Broken: 2.91 Worked: ? ![outliner.gif](outliner.gif) Open a sufficiently large .blend file and just drag around on the separation a bit (example video was made in the Shading workspace).
[ "Transform Node Messes Up Alpha Channel Manipulation\nArch Linux\nNvidia 750ti\n\nBroken: 2.79 (Tried 2.8 as well and I have the same issue)\n\nAs referenced here:\n4\n\nWhen I take an image in the compositor and scale it up 2x or whatever and then separate the RGBA and dilate/erode the alpha and use that to set the alpha on the image, it only works within the size of the original image and not the scaled up image. Also even if I use the R, G, or B, it still only uses the size of the original image and not that of the scaled up one.\n\n![problem1.png](problem1.png)\n\nCropped if I try to mess with the alpha after a transform.\n![problem2.png](problem2.png)\n\nUncropped if I mute my changes to the alpha.\n![problem3.png](problem3.png)\n\nAlso I believe that if you scale down\n\n[dilatecropissue.blend](dilatecropissue.blend)\n", "Wireframe opacity slider does not work.\nOperating system: Windows 10\nGraphics card: gtx1060\n\nBroken: 3.1\nWorked: \n\nWireframe opacity slider does not work if smooth wires is turned off.\n\nopen preferences>viewport\ndisable smooth wire overlay\nsave preference\nset viewport to wireframe shading\nin the overlay panel in viewport drag the wireframe opacity slider, the wire color will fade to black, the opacity won't change.", "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", "Black outlines around animated Objects when Scrubbing/Playback.\nOperating system: Windows 10 64 Bits\nGraphics card: GTX 1080 TI.\n\nBroken: version: 2.83.8 hash: 7c027f9480a9\nWorked: version: 2.83.4 hash: `abb7364912` (commit date: 2020-02-23 23:00)\n\nThere are some weird black outlines popping out during anim playback or scrubbing. \n\n***P**\n{[F8400153](spot.jpg) size = full}\n\n\n* open the file\n* If it is not already set, set viewport shading to material preview (that's where you can easily spot them)\n* playback the animation or quickly move the object\n\nThe black outlines will appear but the moment you stop they'll disappear, so you can screen capture the moment to check their existence ***P**.\n\n[Black.blend](Black.blend)\n", "Panel 'HIDE_HEADER' option collapses right margin making scrolling difficult\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.39\n\nBroken: version: 3.1.0 Alpha\n\nWhen using the HIDE_HEADER option, the right margin of the panel collapses, which causes the scrollbar to appear on top of content. Most noticeable with UILists that have small right-hand-side buttons (such as a list of materials with add/remove buttons).\n\nRun the included min-repro script and observe the issue in the VIEW_3D panel.\n\nWith HIDE_HEADER:\n![image.png](image.png)\n\nWithout HIDE_HEADER:\n![image.png](image.png)\n\n\n```\nimport bpy\n\n\nclass HeaderBugPanel(bpy.types.Panel):\n bl_category = \"TEST\"\n bl_label = \"Header Bug\"\n bl_idname = \"OBJECT_PT_header_bug\"\n bl_space_type = 'VIEW_3D'\n bl_region_type = 'UI'\n bl_options = {'HIDE_HEADER'}\n\n def draw(self, context):\n layout = self.layout\n col = layout.column(align=True)\n col.label(text=\"This bug isn't very obvious unless you\")\n col.label(text=\"have enough content to activate the scrollbar.\")\n col.separator()\n col.label(text=\"With HIDE_HEADER the right margin is collapsed\")\n col.label(text=\"and the scollbar will appear on top of content\")\n col.label(text=\"making clicking on buttons and fields very\")\n col.label(text=\"difficult. For example:\")\n col.separator()\n row = layout.row(align=True)\n row.operator('object.select_all', text=\"Button 1\").action='SELECT'\n row.operator('object.select_all', text=\"Button 2\").action='SELECT'\n row.operator('object.select_all', text=\"Button 3\").action='SELECT'\n row.operator('object.select_all', text=\"Button 4\").action='SELECT'\n row.operator('object.select_all', text=\"Button 5\").action='SELECT'\n \n col = layout.column(align=True)\n col.label(text=\"Working with a UIList with small right-side buttons\")\n col.label(text=\"is virtually impossible:\")\n \n \n ob = context.active_object\n\n if ob:\n is_sortable = len(ob.material_slots) > 1\n rows = 3\n if is_sortable:\n rows = 5\n\n row = layout.row()\n\n row.template_list(\"MATERIAL_UL_matslots\", \"\", ob, \"material_slots\", ob, \"active_material_index\", rows=rows)\n\n col = row.column(align=True)\n col.operator(\"object.material_slot_add\", icon='ADD', text=\"\")\n col.operator(\"object.material_slot_remove\", icon='REMOVE', text=\"\")\n\n col.separator()\n\n col.menu(\"MATERIAL_MT_context_menu\", icon='DOWNARROW_HLT', text=\"\")\n\n if is_sortable:\n col.separator()\n\n col.operator(\"object.material_slot_move\", icon='TRIA_UP', text=\"\").direction = 'UP'\n col.operator(\"object.material_slot_move\", icon='TRIA_DOWN', text=\"\").direction = 'DOWN'\n \n \n layout.separator(factor=25)\n layout.label(text=\"more content to stretch the panel....\")\n layout.separator(factor=25)\n layout.label(text=\"more content to stretch the panel...\")\n layout.separator(factor=25)\n layout.label(text=\"more content to stretch the panel...\")\n layout.separator(factor=25)\n layout.label(text=\"more content to stretch the panel...\")\n layout.separator(factor=25)\n layout.label(text=\"more content to stretch the panel...\")\n layout.separator(factor=25)\n layout.label(text=\"more content to stretch the panel...\")\n\n\n\ndef register():\n bpy.utils.register_class(HeaderBugPanel)\n\n\ndef unregister():\n bpy.utils.unregister_class(HeaderBugPanel)\n\n\nif __name__ == \"__main__\":\n register()\n\n```\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", "API: Drawing artifact when drawing inside Gizmo and blend mode is enabled\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.96\n\nBroken: version: 3.2.0 Release Candidate\n\nDrawing artifact when drawing inside Gizmo.draw and blend mode is enabled.\nLook at the line across each graphic/rectangle.\n![image.png](image.png)\n\n[GizmoDrawingIssueBlendAlpha.blend](GizmoDrawingIssueBlendAlpha.blend)\n1. Open the provided .blend file.\n2. Run the script\n3. Look at the simple rectangle and the transparent line across the rectangle\n4. Now try again but remove both 'gpu.state.blend_set' lines\n5. Rectangle is ok\n\nNote: the same drawing code from a [draw callback ](bpy.types.Space.html?highlight=draw_handler#bpy.types.Space.draw_handler_add) works fine without artifact.\n", "Move the transform info away from the header, into the viewport.\nCurrently, when you transform any item in Blender, we take over the header while the transform is happening:\n\n![Screen Shot 2018-11-08 at 17.21.22.png](Screen_Shot_2018-11-08_at_17.21.22.png)\n\nThis makes for a vey flashing/blinking UI, where both the header and the viewport gizmo disappears and re-appears in a jarring way. \n\nInstead, the header and viewport gizmos should stay untouched, and the transform info can be moved to the viewport along the bottom.", "Strange background grid pattern appears on the compositor panel\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Intel(R) Iris(R) Plus Graphics Intel 4.5.0 - Build 27.20.100.9079\n\nBroken: version: 2.93.5\nWorked: 2.91.2\n\nStrange grid pattern appears on the compositor background when zooming in (when backdrop is on).\n\nThis is what it should looks like:\n![image.png](image.png)\n\nThis is what it actually looks like:\n![image.png](image.png)\n\nAnd this only happens when I zoom in. At a very far-away view the background gradually becomes normal:\n![image.png](image.png)\n![image.png](image.png)\n![image.png](image.png)\n\nThis does not happen on my other devices, so I think it might be a hardware compatibility problem. Also, I had the latest graphic driver installed and the graphic card supports OpenGL 4.6:\n![image.png](image.png)\n\n- Open blender\n- Switch to the compositor workspace,\n- Enable backdrop\n- zoom in.\n\n", "View Pan not working for smaller clip start value\nOperating system: win 10 pro\nGraphics card: rtx 2060\n\nBroken: 3.5, 2.83\nWorked: never?\n\nFor smaller `clip start` value when we zoom out, `View pan` does not work\n\n- Open .blend file\n- Pan around by any method\nIncrease `clip start` value, this will fix panning problem\n[Sand_003.blend](Sand_003.blend)", "UI: Sequencer/Preview jumps to cover entire preview area\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.30\n\nBroken: version: 3.0.0 Alpha\n\n\n- In the Sequencer Preview, select Sequencer/Preview.\n- Adjust regions so both Preview and Sequencer are visible.\n- Adjust the height of the area.\n- Notice that when the area height meets the region height, the Sequencer region jumps to fill the entire area.\nExpected behaviour: that the sequencer region doesn't jump to cover the entire area, but is scaled with the change of the area height. Or in other words that the sequencer region height is scaled to the area height, instead of being fixed. \n{[F10144522](sequencer-preview-jump.gif),size=full}\n\nAn additional annoyance is when changing the area height:\n{[F10144525](sequencer-preview-jump2.gif),size=full}\n", "Animation Editors main regions lets you scroll away your channels (e.g. hiding keys in the timeline)\nOperating system: macOS 12.2\nGraphics card: Intel Iris Pro\n\nWorked: 3.0.1\n\nAnimation Editors main regions lets you scroll away you channels (e.g. hiding keys in the timeline).\nThe same scrolling is not possible in the channels area (which is sane) and should be like that in the main regions as well (except for the graph editor probably)\nA lot of new users are unknowingly scrolling down in the keyframe section and then having issues finding their keyframes (which appear at the very top of the keyframe section).\nSame is true for Dopesheet, NLA, ...\nFor those \"list-based\" editors, the \"free\" scrolling in the main region makes no sense.\n\nHere is a short youtube video demonstrating the problem:\nwatch?v=FyF3ct8posQ&ab_channel=JBBlenderBreakdown\n\n- When in the Layout Workspace, insert a keyframe,\n- hover the mouse cursor over the timeline section main region and {key MMB} scroll downward. \n- The newly created keyframe will go out of view. \n\nThere is a vertical scroll bar to indicate to the user that they are scrolling downward, but that only aapears when you approach the right editor border\n", "VSE Transform Tools: Images moved outside the preview area disappear\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\n\nImages moved outside the preview area disappear when unselected.\n\nWhen moving elements outside the visible area, they're drawn under the dark area, so they simply disappear if you deselect them. They should be drawn on top of the dark area instead. In the 3d view elements are not covered by black, so this is also inconsistent behaviour. \n\n{[F10405609](outside.gif), size=full}\n\nD12105#326398\n\n", "Weird behavior of collapsed area in the preferences editor.\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.47\n\nBroken: version: 3.0.1\nWorked: \n\nIf you open the Preferences editor NOT with edit menu but by changing editor type, there has always been a weird behavior with a collapsed \"area\" in the bottom left of the editor, where a cut scrollbar appears but doesn't lead to anything. Wouldn't be better to make this editor exactly the same way of opening it with Edit, with the 3 lines with saving options and without the \"Preferences\" menu in the top left?\n\n- Open Blender\n- change any editor with the Preferences editor.\n- Expand collapsed header from the bottom\n\n[2022-02-04 13-14-26.mp4](2022-02-04_13-14-26.mp4)", "Regression: VSE: Copy-Paste of strips from one scene to another offsets the data\nOperating system: Linux-6.3.2-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: 4.0.0 Alpha\nBroken: 3.3.0\nWorked: 3.2.2\n\nCaused by 302b04a5a3fc0e767ac784424f78ce2edf5d2844\n\nLike the title says. \n\n1. Add another scene.\n2. Add any video with audio to the sequencer.\n3. Add some cuts. delete some cut strips and remove the gaps between them.\n4. Select and copy-paste the strips into the other scenes sequencer.\n\n" ]
[ "Resizing Outliner and Properties editor windows makes the outliner view go up if its long enough.\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.86\n\nBroken: version: 2.81 (sub 16)\nWorked: (optional)\n\nResizing Outliner and Properties editor windows makes the outliner view go up if its long enough.\n\n\n - Make the scene have enough objects in it so you need to scroll down to see the end in the outliner.\n - Resize the Outliner/Properties windows while you are not seeing the top of the list of objects in the outliner.\n\nTest File:\n[#89056.blend](T89056.blend)\n![dqGd2BScva.gif](dqGd2BScva.gif)", "List of elements being scrolled automatically when resizing\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\nWorked: Never (2.8+)\n\nList of elements being scrolled automatically when resizing\n\n* Open the file “ResizeScrollingIssue.blend” attached here.\n* You should have the Outliner already resized in the Modeling tab ready to reproduce the problem.\n* Basically, there is a list of elements longer than the available space to show them all.\n* Scroll down to the end of the list with the mouse over and using the mouse wheel.\n* Resize the Outliner downward, but not completely. We need to leave many elements still hidden at the top of the list.\n* Resize the Outliner upward.\n* As the Outliner is being resized upward, the list of elements is being scrolled down.\n\nNormally, we expect the list to stay aligned with the top visible element unless the last element is being dragged down by resizing downward. This problem is minor, but certainly not the standard way that user interfaces are created with the default controls (at least on Windows). Just resizing the Outliner upward and downward very slightly back and forth makes the list scroll up completely.\n\nThis problem seems the behavior of all lists. To be sure that it was not specifically the Outliner, I also tried to reproduce the problem in the “Blender File View” (menu File | Open). If there is a list of files and folders longer than the visible part, it is possible to reproduce the problem with the steps described above.\nI also included the screenshots showing what I got with the example file here.\n\nResizing the whole Blender application window also reproduces this problem as the controls are also resized.\n\n[ResizeScrollingIssue.blend](ResizeScrollingIssue.blend)\n\n{[F9111180](1_Outliner_Before_Resizing_Downward.jpg) size=full}\n\n{[F9111182](2_Outliner_After_Resizing_Downward.jpg) size=full}\n\n{[F9111184](3_Outliner_After_Resizing_Upward.jpg) size=full}\n" ]
Connecting a new group input to the Join Geometry node crashes Operating system: Windows-10-10.0.19041-SP0 64 Bits Graphics card: AMD Radeon RX 5700 XT ATI Technologies Inc. 4.5.14830 Core Profile Context 21.4.1 27.20.21002.112 Broken: version: 3.0.0 Alpha Worked: 2.93 Connecting a new group input to Join Geometry crashes. - Add geometry nodes modifier - Add a new group with a Join Geometry node - Connect the socket for new inputs to the Join Geometry input socket [connect-geometry-input.blend](connect-geometry-input.blend) ![image.png](image.png)
[ "Region overlap crashes when interacting with action zones\nEnable region overlap user preference.\n\nIn the default 3D viewport, press NKey, then drag on the corner widget. -> Blender crashes.\n\nAttached asan output: [region_overlap_azone.txt](region_overlap_azone.txt), [region_overlap_azone_2020_01_28_update.txt](region_overlap_azone_2020_01_28_update.txt) (found while investigating #46764).\n\nUpdated asan output\n\n\n----\n\nNote: Blender internals aren't well suited of handling regions being manipulated like this while the rest of Blender is being used. We could either prevent interaction during the fade, or disable it since its not really needed.", "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", "Node Operators: Show node group inputs in redo panel\n_No response_\n\n", "Geometry Nodes: Mismatching data types connections work differently from other node editors\nOperating system: win10\nGraphics card: 1050ti\n\nBroken: 3.5.0\n\nFloat math node overrides color data, even though it is muted. Same setup works in shader editor without problems.\n\nOpen file and activate *Viewer* in GN. Expected result: colored output (judging by shader area behavior)\n\n", "Fillet Curve Node: Merge points with limit radius mode\nWhen \"Limit Radius\" is turned on, the new points often meet in the middle and end up in the same location. This creates curves that are harder to work with in later nodes.\nAs a new option, these points could be merged by the node.\n\nThe point merges should be calculated before `calculate_result_offsets` so the new curves only need to be created/resized once.", "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)", "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", "Exact Boolean (Union & Self Intersections -- to remove inside geometry) bad performance/memory footprint\nOperating system: Linux-5.15.0-67-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 21.2.6\n\nBroken: version: 3.5.0 Beta\n\nI have a group of nodes that gets rid of internal geometry by creating a \"mold\" of an object.\n\nBut it crashes on some meshes and not on other meshes and the crash doesn't give any real information why.\n\nIs there a work around for this?\nNodes works with certain meshes and crashes with others.\n\nWorking mesh and blend file.\n\n**Left side shows internal / overlapping geometry and Right side is free of this after using node network.**\n\n![image](attachment)\n\n[doesn't crash.blend](attachment)\n\n\nCashes when I **click the switch node to enable it** (**see red arrow**).\nCrashes in 3.4.1 and 3.5.\n\n![image](attachment)\n\n\n\n[this one crashes.blend](attachment)\n\nCrash text files attached below\n\n\nIs there a work around for this?\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", "Add modifier error message for attribute name clashes\nIf user has a UV and a vertex color groups with the same name things behave in non predictable ways.\n\nThe nodes modifier should check for this and add an error message when this happens.", "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)", "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```", "Geometry Nodes: simulation crashes when \"Cache\" option is disabled\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, branch: Unknown, commit date: Unknown Unknown, hash: `Unknown`\n\nDisabled \"Cache\" option causes a crash when jumping back to start frame.\n\nAdd a simulation zone, output the geometry result.\n![image](attachment)\nGo to the Physics tab and disable the __Cache__ option in the Simulation Nodes\n![image](attachment)\nSimulation a few frames, then jump back to the start frame.\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", "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" ]
[ "Crash when a multi-input Geometry socket has at least one uninitialized noodle in 3.0 alpha\nOperating system: Linux-5.8.0-55-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: Quadro K1000M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.143\n\nBroken: version: 3.0.0 Alpha\nWorked: 2.93 does not crash\n\nThis also crashes on an older version of the 3.0.0 Alpha -- `blender-3.0.0-alpha+master.f5d14e36e8a0-linux.x86_64-release` -- although I was also getting some unreachable code warnings in some cases.\n\nSome geometry nodes accept multiple Geometry inputs in one socket. If such a multi-input socket has two or more noodles going into it, and at least one of the noodles is uninitialized (from a Group Input where an instance of the group doesn't have anything plugged in), Blender crashes.\n\n1. Go into the *Geometry Nodes* tab\n2. Create a new Geometry Nodes modifier on the starting cube\n3. Create a Boolean node. Don't connect it to anything.\n4. Press ctrl-g to make a new group out of this node.\n5. Press ctrl-tab to exit the group view. Connect the *Geometry* output of the group to the Group Output\n6. Press tab to re-enter the group view.\n7. Drag from *Geometry 1* on the Group Input node to *Geometry 1* on the Boolean node\n8. Crash\n\n*alternatively*\n\n7. Drag from *Geometry 1* on the Group Input node to *Geometry 2* on the Boolean node\n\n*alternatively*\n\n7. Create a new node that outputs Geometry, and plug it into *Geometry 2* on the Boolean node\n\nThe output of the Boolean mode must be plugged into the Group Output node of the modifier. If it's disconnected, nothing happens, presumably because it isn't evaluated.\n\nI've attached a file that ends at step 6. You should be able to immediately crash Blender with it. I've also attached the crash logs.\n\n[geometry-crash.blend](geometry-crash.blend)\n\n[geometry-crash.crash.txt](geometry-crash.crash.txt)\n" ]
Major animation baking issue with Blender 2.92 Operating system: Windows 10 Version 10.0.19042 Build 19042 Graphics card: RTX 2080 Broken: 2.92 Worked: All version except 2.92 ** Baking animation just dont work properly in blender 2.92, it give incorrect baking starting at frame 2 ( even if you clean curves and clear parents and constraint). baking works perfectly and smoothly in blender 2.91 [bakeproblem2.92.blend](bakeproblem2.92.blend) ![2.91.jpg](2.91.jpg) {[F10123420](2.92.jpg)}** **Try to bake this animation blender 2.91 and in blender 2.92.** Attached .blend file
[ "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", "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", "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", "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)", "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.", "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", "Bake of the second particle system after duplication and making it unique makes mess.\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.86\n\n\nBroken: version: 2.80 (sub 74)\nWorked: version: 2.79 (sub 7), branch: blender2.7, commit date: 2019-05-23 08:19, hash: 054dbb833e15, type: Release\nbuild date: 24/06/2019, 17:18\n\nIf you duplicate particle settings, make them unique, and tune, bake of dynamica will broken.\n[2019-07-16_10-03-29.mp4](2019-07-16_10-03-29.mp4)\n\nFinally I found how to reproduce it.\n\nCreate plane, \nCreate particle system that emits cubes (color A) from -50 to 50 frame with short lifetime (20).\nDuplicate particle settings, make settings unique, rename it.\nChange instance to another cube (color B), change working period to 50 — 100 frames.\nCheck work in the viewport. Bake all dynamics, Revert file.\n\nMessed:\n[duplicated particle settins.blend](duplicated_particle_settins.blend)\n\nBug is not appere only if you create separate fully independent settings in the fresh file.\nWith independently created particles systems\n[fresh separate created.blend](fresh_separate_created.blend)\n\n\nPerhaps it can be connected with #61963\nLooks like some data just stucks\n\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", "Blender baking's margin overlap if multiple meshes are selected\nBasically just a duplicate of T51134 that Aaron Carlisle asked me to send as a new report.\n\n\nOperating system: Linux-5.4.0-58-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: AMD RAVEN (DRM 3.35.0, 5.4.0-58-generic, LLVM 10.0.0) X.Org 4.6 (Core Profile) Mesa 20.0.8\n\nBroken: version: 2.90.1\nWorked: never with Cycles as far as I know.\n\nCycles overlap the region margin on other islands in the final result.\n\nCycles will bake an object/island, apply the margin, then proceed to do the same to the next one on top of the previous and they will overlap if the margin is bigger than the distance of the UVs, instead of applying to the finished bake and having the margins having an equal distance between islands, as Blender Internal used to do.\n\nJust press bake on the file. Or any multiple objects with a margin bigger than the UV islands.\n\nAs far as I know this has always been a problem with the Cycles baking implementation, besides some other issues of performance and usability. For instance if baked with multiple objects selected it is much, much slower than if I collapse them and merge, as I mentioned in the previous bug report.\n\nI understand it should be slower if they are separated, but I don't imagine it should be that much slower.\n\n\n\n", "Action editor key frames not displaying sometimes\nSometimes when working with multiply animations and switching through them in the action editor. The Keyframes stop displaying for certain action. \nWhen the Panel with the action editor View is removed and added again, the displaying is working again.\nThis bug was seen in Version 2.76 and daily Build from 10/30/2015.\n\nError:\n![action_editor_display_missing_error.png](action_editor_display_missing_error.png)\nFixed after closing and opening action editor view\n![action_editor_display_missing_error_after_panel_recreate.png](action_editor_display_missing_error_after_panel_recreate.png)\n\nMy Project without Mesh. Bug is seen in walk_back_cycle action.\n[animation_editor_error_project.blend](animation_editor_error_project.blend)\n\nThis bug is very annoying in my workflow.\n\nGreetings and thank you for your work!", "Particle collisions aren't simulated before frame zero for negative frame simulations\nBroken: 2.79, 2.81\nWorked: (optional)\n\nMaking particles simulation start from negative frames don't allow for those particles to have collisions with meshes. Unless I set the initial frame to be negative.\n\n\nOpen the file and look at the already baked simulation. The first particles went through while the later ones collide perfectly. You can also rebake the cache and see the same result\n\n[ParticleBug.blend](ParticleBug.blend)\n\n**Known workaround**\nChange initial frame to match the first simulated frame before baking the simulation.\n\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)", "4090 has problem with texture in render preview\nOperating system: Windows 11\nGraphics card: Nvidia Geforce 4090\n\nBroken: (3.4 and 3.5.1)\nWorked: none.\n\n**Short description of error** \nThis only started recently, has been fine up till today. My preferences are set to use both the CPU (AMD Threadripper 32) and the GPU (geforce 4090) in OptiX (or CUDA, doesnt seem to matter). Once the file opens, material preview works fine. (refer to \"materialpreview.png\") but when i click render preview (refer to renderprevier.png) all i see is my rig. Anything with a texture is a similar dark grey as the default blender background. I can move the camera around fine, but no textures are visible. If i click material preview again to switch back, blender freezes and must \"end task\" in task manager. If i turn off the GPU assistance and only have the CPU enabled, everything works as it should. \n\nYesterday i updated to latest windows 11 update. I also updated my gameready drivers for my 4090. When the issue started, i thought it might have something to do with gameready drivers so switched to Studio drivers. This did not fix it. \nAssuming that these updates may have broken my file, i rolled back windows 11 drivers to most recent previous version, and did the same with the nvidia studio drivers (uninstalled 5.35.... installed 5.31). This fixed nothing.\n\nI would love to know why my GPU can't be used with Blender suddenly. Games work fine. Furmark 3d app works fine, no issues. Heat is fine. Very frustrating to have such expensive gear suddenly stop working.\n\n", "Normal Baking Inconsistence\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 526.98\n\nBroken: version: 3.5.0 Alpha\nWorked: unknown\n\nNormal baking result is different from original.\nAs below, a texture is baked to be used as normal map. Using \"Normal\" bake type the result is inconsistent with the original normal. A baking result using \"Emit\" type is used for comparison.\n\nDiffuse shader :\n[Correct (Diffuse).mp4](Correct__Diffuse_.mp4)\n[Incorrect (Diffuse).mp4](Incorrect__Diffuse_.mp4)\n\"Emit\" bake type has identical result to the original one, while \"Normal\" bake type has a little dimmer color.\n\nGlossy shader :\n[Correct (Glossy).mp4](Correct__Glossy_.mp4)\n[Incorrect (Glossy).mp4](Incorrect__Glossy_.mp4)\nDue to image resolution, the result of \"Emit\" type has acceptable differences at the edges of the squares. The result of \"Normal\" type has areas that shouldn't be brighter/dimmer (check from multiple view angles in the file below).\n\n[Bug Report.7z](Bug_Report.7z)\n![image.png](image.png)\n\n - This is the node setup to generate the texture : ![image.png](image.png)\nThese nodes simulate the kind of texture that will connect into \"Normal Map\" node so that it can also be baked using \"Emit\" type.\n![image.png](image.png)\n\n\n - Use the \"Material Output\" nodes to view the differences : \n![image.png](image.png)\n\n\n - If re-bake, use 16-bit color depth can help to get the similar result from original nodes.", "Blender segfault if Bake Line Art\nOperating system: Debian Linux Stable 11\nGraphics card: Intel internal UHD Graphics 630 (driver: i915)\n\nBroken: 3.2.2 - 3.6.1 official releases\n\nBlender segfault if Bake Line Art.\n\nConsole:\n```\nWriting: /tmp/blender.crash.txt\nSegmentation fault\n```\n\nFile /tmp/blender.crash.txt:\n```\n# Blender 3.2.2, Commit date: 2022-08-02 18:15, Hash bcfdb14560e7\nbpy.ops.object.delete(use_global=False, confirm=False) # Operator\nDeleted 1 object(s) # Info\nbpy.ops.object.gpencil_add(align='WORLD', location=(0, 0, 0), scale=(1, 1, 1), type='MONKEY') # Operator\nbpy.context.space_data.context = 'MODIFIER' # Property\nbpy.ops.object.gpencil_modifier_add(type='GP_LINEART') # Operator\n\n# backtrace\n./blender(BLI_system_backtrace+0x20) [0xc1619d0]\n./blender() [0x11da18d]\n/lib/x86_64-linux-gnu/libc.so.6(+0x38d60) [0x7f97f7664d60]\n./blender(MEM_lockfree_allocN_len+0x7) [0xc16e1e7]\n./blender(MEM_lockfree_dupallocN+0x14) [0xc16e624]\n./blender(BKE_gpencil_stroke_duplicate+0x1a) [0x11f926a]\n./blender(BKE_gpencil_frame_copy_strokes+0x42) [0x11f94c2]\n./blender() [0x1207d97]\n./blender(BKE_gpencil_prepare_eval_data+0x1b7) [0x1208b07]\n./blender(BKE_object_handle_data_update+0x2fe) [0x12af9ae]\n./blender(BKE_object_eval_uber_data+0x2f) [0x12afc7f]\n./blender() [0x1913f22]\n./blender() [0x19140f2]\n./blender() [0xc16574d]\n./blender() [0x1796a35]\n./blender() [0x1796ceb]\n./blender() [0x1783d27]\n./blender() [0x1790720]\n./blender() [0x179275c]\n./blender() [0x1792959]\n/lib/x86_64-linux-gnu/libpthread.so.0(+0x7ea7) [0x7f97f807aea7]\n/lib/x86_64-linux-gnu/libc.so.6(clone+0x3f) [0x7f97f7727a2f]\n\n# Python backtrace\n```\n\n1. Open Blender\n2. Click to default box and delete it (press del)\n3. Press Shift+A\n4. Select \"Grease Pencil\" - \"Monkey\"\n5. At right area select \"Modifier Properties\"\n6. Click \"Add Modifier\"\n7. Select \"Line Art\"\n8. At bottom of this area click \"Bake\" - \"Bake Line Art\"\n9. Segfault here\n\n" ]
[ "Bake action result unexpected since 2.92\nOperating system:\nwin10\nGraphics card:\ngtx1050ti\n\nBroken: 2.92 stable, 2.93.0-c4ef90f5a0b1 master\nWorked: 2.83 stable, 2.91 stable\nBehavior changed in 0e85d701c6\n\nthere are 2 error from this issue.\n1, the bake action handle bone's rotation as euler, then the bake result are not as expected, in frame 1 to 2 will have a large rotation.\n2, change bone or armature's rotation mode from euler to quaternion then bake will cause error (this has still to be reproduced)\n\n1, open file, bones already selected\n2,bake the action use visual keying, then the action will have a incorrect rotation in 1-2 frame.\n3, change mode from euler to quaternion\n4, bake again and will give an error \" ValueError: Matrix.to_euler(): invalid euler order 'QUATERNION' \", but this has its own report in #88359\n\n\nBased on the default startup or an attached .blend file (as simple as possible).\n[daz_test.blend](daz_test.blend)\n\nfrom #88378:\n\n** Baking animation just dont work properly in blender 2.92, it give incorrect baking starting at frame 2 ( even if you clean curves and clear parents and constraint). baking works perfectly and smoothly in blender 2.91\n[bakeproblem2.92.blend](bakeproblem2.92.blend)\n\n![2.91.jpg](2.91.jpg)\n\n![2.92.jpg](2.92.jpg)" ]
(GN) Default collection input type Operating system: Linux-5.15.0-40-generic-x86_64-with-glibc2.35 64 Bits Graphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.73.05 Broken: version: 3.2.0 Doesn't break Blender, only a Bug Collection input connected to Group Input node to able to change it depending the object "saves" this collection to default although you reuse the same GN in other object (the default collection field remains the same) Create a GN modifier and inside a "Collection Info" node Select any collection in the node and connect the input to "Group Info" node to outsource it. In any other object create a new GN modifier and put the previous node made. The default collection in the field is the collection that had been selected inside the GN map. This keeps happening although disconnect the collection node, remove the current collection and connect empty again. ![screen3.png](screen3.png) ![screen1.png](screen1.png) ![screen2.png](screen2.png)
[ "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.", "Collection holdout on grease pencil objects\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 750/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 2.93.4\nWorked: unknown\n\nHoldout option on collection doesn't work, if objects it is containing are grease pencil objects. Alpha of contained GP objects remains on 1 / solid in viewport as well as in render.\n\nPS: This behavior would help a lot with compositing linework made with \"linework modifier\" of grease pencil. In shots where characters are obscured by objects linework should obscure them as well but if in the same shot character comes in front of the object suddenly the opposite is needed.\n\nsample .blend file (steps included):\n[collection holdout grease pencil bug.blend](collection_holdout_grease_pencil_bug.blend) \n1. create GP drawing (GP Suzanne will work fine)\n2. create collection for it and move it in the colection\n3. repeate first two steps but move the new GP object in front of the first one (Default GP stroke might be mor suitable in this case)\n4. in collection settings of the collection made for second object (the stroke) check the holdout option.\n5. render image and you should see the second gp object remaining opaque.\n\n**given result**\n\n![given result.png](given_result.png)\n**expected result**\n[achieved by converting GP stroke to curve and extruding the curve]\n![expected result.png](expected_result.png)\n\n", "Cloning materials with too smart ShaderNodeCustomGroup breaks user counters of both source and target nodes\nOperating system: Linux-5.0.0-37-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce GT 730/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 418.56\n\nBroken: version: 2.82 (sub 4)\nWorked: (optional)\n\nSome of my shader nodes need to have separate node trees for each their copies.\n\nIt seems quite legal to do like this:\n```\n def copy(self, node):\n self.node_tree = bpy.data.node_groups.new('newtree', 'ShaderNodeTree')\n```\nWhen the material is cloned (via `ops.material.new`), it makes the original tree.users == 0, and new tree.users == 2\nSource node becomes zombie and dies after reloading or orphan cleaning.\nTarget node becomes undead and cannot die because of zero users.\n\n\n1. run attached script from command line: `blender --factory-startup --background --python test_op_mat_clone.py`\n2. observe output: all trees are expected to have 1 users\n\n[test_op_mat_clone.py](test_op_mat_clone.py)", "Keyframed group inputs bound to index not property\nOperating system: Windows 10\nGraphics card: GTX 1070 (Laptop)\n\nBroken: 2.80.0 009dbc2bc9fb\n\nKeyframing a property on the group input stack, maintains the keyframe at the stack index rather than the mapped property. This means when the ordering of group inputs is changed the keyframe is maintained at the previous position/index rather than moving with the initial property.\n\n\nBased on the default startup\n\n1. Create node group with multiple inputs\n2. Keyframe 2nd property\n3. Push this group input up or down the input stack (while inside node group)\n4. 2nd property will stay keyframed rather than moving up/down stack with the correct property.\n", "Geometry node group input for \"Single Value Only\"\nAdd a new \"Single Value Only\" option to node group inputs, only for geometry nodes.\n\nThis would hard-code the non-field status of that input, and remove the \"Use attribute\" toggle in modifier and tool inputs.\n\n", "depsgraph.object_instances does not respect collection visibility\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 860M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.48\n\nBroken: version: 2.83 (sub 5)\nWorked: 2.80 release\n\nCollection visibility (Hide in Viewport) does not affect object appearance in `depsgraph.object_instances`.\nWhile hiding objects individually or excluding collection from view layer or Disable in Viewports does hide them from `depsgraph.object_instances`.\n\nIn 2.80 release collection visibility did affect `depsgraph.object_instances`.\n\n\n - Open attached blend file: [dep_visibility.blend](dep_visibility.blend)\n - Run the script > console output lists all three objects.\n - Use collection `Hide in Viewport` visibility options and run script > console output has the same objects regardless of collection visibility state.\n - Use `Hide in Viewport` on an individual object > console output remose this individual object\n", "Frame Selected does not respect GN output if it has different type from input\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\nI think this is an old known issue but I can't find this documented here.\n\nFrame Selected does not respect the output geometry by Geometry Nodes if its type is different from the input type.\n\nFor example, if the input is mesh and the output is curve, Frame Selected works on the original input mesh. (The same if the output has multiple types of geometry including the original type.) If the output is mesh it respects the output geometry even if it has noting to do with the input and has a wildly different bounding box.\n\nOn the other hand, a curve object converted to a mesh by Solidify modifier is still respected as the final output mesh.\n\n(Maybe related? #104738)\n\n[FrameSelectedWithGN.mp4](attachment)\n\n[FrameSelectedWithGN.blend](attachment)\n\n", "Collection don't change text color\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\nActive object's text is not visible if the selected object is collection (in the outliner).\n![image.png](image.png) ![image.png](image.png)\n\n**Steps to Reproduce**\n- Open the directory where blender.exe is\n- Place the `test.xml` file inside `\\blender_version\\scripts\\presets\\interface_theme\\`\n- Run Blender\n- Change the theme to `test` from preferences tab\n- Select the collection in outliner (Collection name is not clearly visible because of changed `active Highlight` color)\n\n[test.xml](test.xml)", "Support Scenes Overrides\nCurrently Scenes liboverrides are not really working, changes to its master collection will be lost, resync of scene itself is not possible when the override is the active scene, etc.\n\nSee e.g. #89963 (crash when library override is applied to an object)", "Alpha Blend material has inconsistent behavior with Geometry nodes\nOperating system: win 10\nGraphics card: 1050ti\n\nBroken: 3.4.1\n\nAlpha Blend material renders differently on the object, which is referenced inside Geometry Nodes tree of another object, despite this another object is already hidden and has muted GN modifier.\n\nIn attached file:\n* Remove/Select *Shell* object inside GN tree of object *Mesh*\n* Activate/Deactivate *Viewport Disable* for *Collection* or object *Mesh*\nIn both cases material becomes transparent or not\n\n", "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", "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", "Visibility differences when hiding from layer and object level properties\nOperating system: Windows-10-10.0.18363-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1650 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.77\n\nBroken: version: 3.1.0 Alpha\n\nHiding collection/object from outliner with layer level property (eye icon) and object level property (screen icon) in nested releation\ngives inconsistent results\n\n**Steps to Reproduce**\n- Open attached file\n- Hide `Collection A2` with eye icon\n- Now hide `Collection A2` with screen icon\n\nRefer video: r6yA5iDHdn\n[collections_bugs.blend](https://projects.blender.orgattachment)\n\n<details>\n<summary> Original Report </summary>\n\n**Short Description**\nThere are 2 cases where:\n1. Watching viewport in rendering mode give different view in view-port and final render image or video\n\n a ) it's happening due some **not refreshed states from outliner on hide/show object and disable/enabled in render on `vieport`**\n\n b) it's especially observed problem around:\n\n - collections\n\n - moved collection to other\n\n - parent object from other collections\n\n\n2. Watching viewport and animation\n a) user operating object and all looks ok, then ruining animation and blender doing broken whole objects, relations and movements\n\n\n I can't save file that showing this, coz is unpredictable case for me when:\n1. Refresh states not working automatically from outliner in some cases, save/open file again solving problem.\n - also suggestion is to hide all child objects in parent when parent status is changed to hide to not child one per one, or give to hide just this object (eg. contex menu by RMB)\n - this management can solve problems around operation as in point 1,b) issye\n\n2. When refresh states not working on timeline and when just animation refreshing coordination **not when objects are moved,**etc. (just play changing eg. x,y,z on this same frame in case operations as move, scale, rotate not doing this - so backing to main frame when was operation, update etc. not giving effect, just play)\n - for both solution is suggestion to **give option for viewport rendering** as this same like final render, regarding the states and depth levels of parents/child/collections \n\n\nMaybe is know issue, maybe some on meet this and can explain better than me, or some part of code can be checked to see relations for this type issues.\n\n</details>", "Instancing a collection with an object that has been Disabled in Viewport fails to correctly link in disabled objects breaking \"Make Instances Real\" operator\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.38\n\nBroken: version: 2.91.0\n\nInstancing a collection into a scene fails to properly link in objects that have been disabled in viewport (henceforth disabled object) using either the \"Disable in Viewport\" icon in the outliner or by setting obj.disable_viewport = True in a script or console. This bug doesn't appear when you hide an object using the H key or obj.hide_set(True)\n\nThis means that if you instance a collection and then \"Make Instances Real\" that the disabled objects will not be transformed with the parent object even if they have been parented to it in the original file and Keep Hierarchy is checked. \n\nThis is a problem because if you have used the disabled object as the operand in e.g. a boolean modifier then as soon as you make a collection real your collection breaks. This is doubly a problem since the default behaviour in the new asset browser is to instance collections into the scene rather than appending them. This bug also affects instancing a collection in the same scene as well as instancing in a collection from an external file. \n\nStart from default file. \nAdd a second cube.\nTransform second cube and place on corner of default cube.\nMake second cube a child of default cube.\nAdd a boolean difference modifier to default cube.\nSet second cube as Object in boolean modifier\nDisable second cube in viewport in the outliner\nInstance collection into scene by dragging and dropping collection from outliner somewhere which isn't the origin.\nEverything appears as it should.\nSelect instanced collection\nSelect Object > Apply > Make Instances Real\nWhile the none disabled cube has been made real the second cube hasn't and if we look in the modifier you can see that the boolean object is still set to the original second cube.\n\nIf instead of disabling the second cube we instead hide it and then instance the collection into the scene the second cube is linked in (although it's also unhidden which is annoying). If we the make this collection real everything works as it should (i.e. the second cube used as a boolean is also made real)\n[link bug.blend](link_bug.blend)", "Collada: Lost all instances of collections when exporting from .blend to .dae\n\nOperating system: Ubuntu Mate 19.04 - Linux-5.0.0-13-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: Mesa DRI Intel(R) HD Graphics 400 (Braswell) Intel Open Source Technology Center 4.5 (Core Profile) Mesa 19.0.2\n\n\nBroken: version: 2.80 (sub 57)\nWorked: (optional)\n\n\nLost instances of collections in Collada export\n\nI use the collections instances a lot. Unfortunately when I go to export the project from Blender to Collada format the instances are not converted. If there is no direct conversion, is it possible to convert the instances of collections into objects? ![Istances of collections.png](Istances_of_collections.png)\n\nThis bug is similar to this one: T54441\n\n![Collada-Export-Lost-all-Instances.png](Collada-Export-Lost-all-Instances.png)\n\n\n" ]
[ "Group input sockets of type Object/Collection/Image have an implicit uncontrollable default value in GN\nGroup input sockets of type Object don't have an option to set their default value. Yet, if the group input socket was created by connecting a socket with an assigned object, it will be considered its default value whenever the node group is used, and it follows that the default is not controllable or removable, which is the issue in this report..\n\n**Original Report**\n\nOperating system: Windows 11\nGraphics card: GeForce RTX 2070\n\nBroken: 3.2.0\nWorked: missing\n\nMissing \"Default\" field for \"Object type\" in Geometry nodes input. \n![Screenshot_114.png](Screenshot_114.png)\n\nIt's more missing features than the bug, but I have some problems. But if you copy geonodes system to another object, 'defaults' a saved in properties. In my case, I expect that I will have empty fields.\n![image.png](image.png)\nThere is a workaround, I can create empty object input and after connect where I need to. But a good user frendly interface doesn't work that way.\n\n1. Create new Geo Node/\n2. Add \"object info\" and pick some object into it.\n![image.png](image.png)\n3. Connect the yellow socket to the \"group input\" empty gray socket, to create a new input value.\n![image.png](image.png)\n4. Go to 'Group Input'--Side N panel-->Group-->inputs--> select 'object' from the list. Change default value.\n\nBased on the default startup or an attached .blend file (as simple as possible)." ]
Armature bones do not recieve anti-aliasing. Operating system: Windows 10 Graphics card: NVIDIA Broken: 2.80 Armature bones do not receive anti-aliasing. This is especially noticeable in 'STICK' display mode. Compare any armature in 2.80 to the same in 2.79 ![AliasingComparison.PNG](AliasingComparison.PNG)
[ "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", "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)", " Elastic deform brush won't work with lower scene unit scale.\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 425.31\n\nBroken: version: 2.81 (sub 14)\n\n Elastic deform brush won't work with lower scene unit scale.\n\n*Set scene units to Metric, scale to 0.01m\n*Scale the cube by 100 to compensate, apply all transforms\n*Enter sculpt mode\n*Use the elastic transform brush with the options **Grab, Twist or Scale**, the others appear to work", "Object Data Properties, Normals, Auto Smooth Angle not working in Sculpt\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: AMD Radeon RX 6800 ATI Technologies Inc. 4.5.0 Core Profile Context 22.11.2.221130\n\nBroken: version: 3.4.1\n\nNormals, Auto Smooth Angle not working in Sculpt, is this an bug or why is this not working?\n[2023.01.14-21.18.36.mp4](2023.01.14-21.18.36.mp4)\n\n1. On default cube set Shade Smooth.\n2. Object Data Properties -> Normals -> ON.\n3. Go to sculpt mode\n\n", "Transparent Object intersecting shows artefacts in Render, but not in VP preview render\nOperating system: Win10\nGraphics card: GeForce980\n\n\nBroken: 2.93, 2.93, only in Cycles\nNote this was always visible, but there seems to be a change between 0f61b27e93 (where this was a lot less noticable) and then e14894aad2 (which already shows the current behavior).\n\n2 Objects imported from a CAD via .PLY, they intersect slightly. Gave one of them a fully transparent material, it shows up in render in the form of shadows (or dark reflections?) on the other one. Solving the intersection, disabling ray visibility for camera both solves this, but it still feels like a bug.\n\n\nOpen .blend, press render. Move up solid2_solid2, disable its ray visibility or use vp preview render for comparison.\nNormal Render (object is fully transparent)\n![grafik.png](grafik.png)\nobject hidden for camera (still some artefacts)\n![grafik.png](grafik.png)\nobject excluded from render - no artefacts\n![grafik.png](grafik.png)\n\n[OverlapBug.blend](OverlapBug.blend)", "Only Selected display option in animation editors keeps displaying unused fcurves\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1080 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.75\n\nBroken: version: 2.83 (sub 12)\n\nUnused fcurves within an action (result from deleted bones) are not filtered out by the Only Selected option in \"animation editors\". They keep being displayed even when their parent bones are obviously not selected (since they do not exist)\n\nWhat you see in both animation editors are unused fcurves, even when both have the Only Selected option on.\n\nI assume it is just failing to filter that case.\n\n[OnlySelected.blend](OnlySelected.blend)\n\n", "Some bone animations break upon performing unrelated actions\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.79\n\nBroken: version: 3.2.0\nWorked: Unsure\n\nI have noticed that sometimes, doing random actions will break existing working animations in a blender project, but only for some bones. I'm not even sure what random actions will cause this - I've always had to resort to just loading from the last saved version. However, I do have a way to reproduce this issue almost 100% of the time really easily:\n\n*Open this blender file:\n*Select the armature (It's called \"Armature\")\n*Open the action \"Reload\" in the action editor\n*Play the animation, see that it is working\n*Now, turn on or off the fake user save toggle button (the shield icon)\n*Play the animation again, notice how the wrists no longer move, but everything else still moves.\n\n[template.blend](template.blend)\n\nThis can also be prevented by:\n- open file\n- select the armature (It's called \"Armature\")\n- go to posemode\n- select all bones\n- go back to objectmode \n- continue with the steps above (\"*Open the action \"Reload\" in the action editor\")\n- bug does not occur\n\nNote this does not have to be the the fake user save toggle button (the shield icon), e.g. toggling Manual Frame Range in the Action Editor triggers this, too\n\nworkaround (until this is fixed for good):\n\n- go to posemode\n- select all bones\n- change any setting that triggers re-evaluation of the action (this might be clicking the fake user save toggle button (the shield icon) again, or toggling Manual Frame Range in the Action Editor, or changing a keyframe or curve visibility in the Graph Editor\n- Action is working again\n", "Schrodinger's Animation errors\nOperating system: Windows 10\nGraphics card: GTX 760\n\nBroken: 2.80, Hash: d30f72df8ac, 2019-06-19\n\nIf you filter the action editor by errors it will not show any unless you have seen them. This makes it very tedious to find errors with my keyframes. I've added a gif to show the problem better.\n\nMake an armature with several bones and create an action with keyframes for all of the bones. \n\nDelete one of the bones. \n\nIf you don't have enough space to show all the channels in the action editor then the filter by error thing will not correctly show you the keyframes for the missing bone.\n\nIf you scroll down and see the errors with your own eyes, the filter will work.\n\n![GIF.gif](GIF.gif)", "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.", "Cycles: Banding when using SSS Random walk and SS Anisotropy\nOperating system: Windows 10\nGraphics card: RTX 2070 Super\n\nBroken: Blender 3.3.0\n\nHello,\n\nI'm getting render artifacts when render a small object with a low SSS value and SS Anisotropy greater than 0. It seems like the edges of the mesh are visible in the SSS effect.\nI've tried to increase render samples and turn off denoise and no luck. If a remove SSS it works fine, setting anisotropy to zero they become barely visible.\nI uploaded an example scene file and a screenshot of the artifacts.\n\nThanks\n\n![SSSArtifact.png](SSSArtifact.png)\n\n[system-info.txt](system-info.txt)\n\nA simple scene for reproduction. Just a sun light on top and an area light behind.\n \n![Screenshot 2022-09-15 090551.png](Screenshot_2022-09-15_090551.png)\n \n[ArtifactsExample_v2.blend](ArtifactsExample_v2.blend)", "Bones displayed as stick don't have an active color\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.68\n\nBroken: version: 2.93.2\n\n![bild.png](bild.png)\nBoth bones in the image above are selected, but which one is active?\n\n1. Set a rig to display their bones as stick.\n2. Select two bones.\n\nTest File:\n[#90923.blend](T90923.blend)", "Moving cloth with bone in pose mode does not resets cache\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.50\n\nBroken: version: 2.83 (sub 6)\nWorked: 2.79\n\nMoving cloth with bone in pose mode does not resets animation cache\nThe same applies when pin empties:\n[2020-04-14 01-39-39.mp4](2020-04-14_01-39-39.mp4)\n\n- open attached file\n- play animation\n- move bottom bone in pose mode while animation is playing to see cloth moving and cancel bone movement\n- let animation loop\nsee that cloth still keeps moving while bone is in place. moving bone (the same bottom one for example) in pose mode at this stage results in no reaction from cloth (cloth keeps old cache)\nmoving the entire armature resets cache\n[MoveClothWithBone.blend](MoveClothWithBone.blend)", "Some transform modes don't apply absolute grid snaping \nOperating system: Windows 10 \nGraphics card: GTX 1080 ti \n\nBroken:\nBlender 2.8 January 31, 01:48:40 - 8c8979067490 Beta\nBlender 2.79 (It worked)\nBlender 2.77 (It worked)\n\nAbsolut grid snaping dont work with \"Face Inset\" and neither with loop cuts. \n\nTurn on the snaping (increment) -> turn on absolut grid snaping -> spawn a plane -> try to snap while loop cutting or inseting faces.", "alpha does not contribute to adaptive sampling noise treshold\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.51\n\nBroken: version: 2.91.0\nWorked: i dont think it ever worked\n\nwhen rendering with adaptive sampling enabled, the noise treshold does not seem to be affected by a noisy alpha channel.\n\nthis is most visible on shadow catchers: since their rgb is always black, they are always rendered with \"Min Samples\", as soon as adaptive sampling is enabled.\neven though the alpha channel is still very noisy, it stops rendering additional samples.\n\n[shadowCatcherNoise.blend](shadowCatcherNoise.blend)\n- open file\n- render samples at 64-512 samples\n- when adaptive sampling is enabled, the shadow will remain very noisy. when adaptive sampling is disabled, the shadow will be smooth\n\n", "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)" ]
[ "Armature Objects with \"In Front\" enabled are not being anti-aliased.\nOperating system: Windows 10 64 bit\nGraphics card: Nvidia GTX 750 Ti\n\nBroken: (2.80, 98f00a3eb526, blender2.7, 2019-03-30)\n\nArmature objects, which have \"In Front\" (formerly \"X-Ray\") enabled in the object properties do not receive anti-aliasing.\nFor regular mesh objects, this does not affect the anti-aliasing.\n\n[bug.blend](bug.blend)\nThe file shows, from left to right:\n(1) armature object\n(2) armature object with \"In Front\" enabled\n(3) mesh object\n(4) mesh object with \"In Front\" enabled\n\n1, 3, 4 are anti-aliased.\n2 is not.\n" ]
Snap not working in proportional editing Operating system: Windows-10-10.0.16299-SP0 64 Bits Graphics card: Intel(R) UHD Graphics 620 Intel 4.5.0 - Build 26.20.100.7262 Broken: version: 2.90.0 Snapping not working in proportional editing Make a cylinder and insert some loops in edit mode. now enable proportional editing with vertex snap and there is no snap happening,
[ "Geometry Nodes does not work with Rigid Body correctly\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Intel(R) UHD Graphics 630 Intel 4.5.0 - Build 26.20.100.7925\n\nBroken: version: 3.5.1\n\nI have seen that Geometry Nodes does not work with Rigid Body correctly.\n\nI join you and example with two flags and two dominoes pieces.\n[Bug Gemoetry Nodes and Rigid Body 1.blend](attachment)\n\nA flag traditionally rotates on the \"Z\" axis and pushes the domino piece.\nThe other flag uses the geometry nodes to rotate and instead of pushing the domino, it through it.\n![Captura 1.PNG](attachment)\n\nThe Geometry Nodes only did a 'Transform Geometry' to rotate the flag.\n\nI opened the issue on https://blender.stackexchange.com/ and no one could did it work. \nI don't know if is a bug or that it still not deployed.\n\nI hope this is helpful and that you can fix it.\n\n", "if multiple splines on the same place... no selection is visable\nOperating system: Linuxmint 19.0\nGraphics card:Geforce GTX1050\n\nBlender Version\n81ea815dcb6, blender2.8, 2018-12-12\n\nI created a spline for modelling.\nThen I converted the spline into a mesh.\n\nI want to delete some vertices, but I could not select any.\nBy clicking an moving I saw there is 1 vertice selected.\n\nBut any other selection is blind.\n\nBy the way: I don't even know how these >10 splines were created...\nsuddenly they where there...\n\n\n[Bug-Multiple Objects.blend](Bug-Multiple_Objects.blend)\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)", "Snapping issue while rotating and 'Align Rotation to Target' is ON - can't set correct origon rotation for simple object \nOperating system: Windows 10\n\n\nBroken 2.81 new feature of origon \n\nsnaping rotation origon bug - can't set correct origon rotation for simple object \n\nrotation snaping of origon is tha same important as moveing origon to spec place\n \nI need to specyfy Z direction also x and y direction. To working with this propably I need to have 2 directions snaping z and x or z and y to work with this.\nso for example Z with snaping and then hold shift seting Y snaping... \n\nThis will help with orientation objects in space by orientation of another objects like aligment rotation object to another object ect. \n\nThanks for great work.\n\n\n[origon snaping rotation video.mp4](origon_snaping_rotation_video.mp4)", "Blender 2.90/ 2.91 Sculpt Vertex Paint - Stencil not working\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 750 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 446.14\n\nBroken: version: 2.90.0 Beta, branch: master, commit date: blender-2.90.0-0e280b96ca82-windows64\nWorked: I think this last work in 2.83.2 or 2.83.1\n\nSculpt Vertex Paint - Stencil not working\n\n\n[BlenderBug.blend](BlenderBug.blend)\n\nAdded colored image to texture\nChange texture mapping to stencil\nImage is coming out as black and white on the screen and image is not being transferred on the object.\n\nI have tried changing Blender Mode and Color Space but it didn't work.\n\nAlso I am not sure if this suppose to happen but the image for stencil disappears when I tick Color Ramp under Color in Texture Panel.\n\n", "Unsubdivide support for non-grid topology\nOperating system:mac os mojave 10.14.5\nGraphics card:intel iris 550\n\nBroken: d62a749fcf48\nWorked: never\n\nUnsubdive either from the edge menu or under the decimate modifier not giving expected result with many production models. This never worked well so I figured I put in a report since I haven't seen an active one.\n\nAttached blend file, unsibdivide fails more often than not, producing triangles with unsubividealbe geometry. Works in other packages though, so it's not a problem with the geo.\n\n![Screen Shot 2019-06-12 at 9.31.20 PM.png](Screen_Shot_2019-06-12_at_9.31.20_PM.png)\n[unsubdivide.blend](unsubdivide.blend)", "Solidify (Complex, Constraints) - very rare glitch\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.02\n\nBroken: version: 3.5.1\nWorked: 3.1.2\n\nbehavior changed in c2e8e68b6517b91eb14270707d7182c1727861c4\n\nSolidify modifier creates a weird glitch at a specific vertex.\n\nI have a model with about 40000 verticies that I wanted to solidify. Everything works fine, except the surroundings of a single vertex. The topology does not seem any particular there. The model is made out of triangles, but the glitch also appears if I convert it to quads. I copied the vertex and the surrounding faces to a sperarate blender file and recorded how the glitch appears depending on moving one of the verticies:\n![blender_bug.gif](attachment)\n(the glitch looks exactly the same when the vertex is part of the larger object)\n\nSolidify Modifier Settings:\nMode: Complex\nThickness Mode: Constraints\n(other settings does not affect the glitch)\n\n", "Mulitres: Grab brush + 'Grab Active Vertex' option seems not intuitive or broken 3.2\nOperating system: Windows-11-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.95\n\nBroken: version: 3.2.0\nWorked: (In 3.1 sort of?)\n\nI am not sure if its a bug but here we go:\nWhen you add a mulitres modifier to an object and try to sculpt on it with the grab brush it works.\nIf you enable Grab active vertex in the Brush settings it looks broken to me. Even in 3.1 the vertex are displaced from the original and impossible to grab. \n\n1. Start blender\n2. Add a sphere\n3. Add a multires on lvl 1 or 2\n4. Using the grab brush in sculpt mode works until you enable the grab active vertex option.\n\nThe blend file has the setup just try in sculpt mode the grab brush and the options.\n\n\nOn a side note the bug report said win 10 but i run win 11. It seems not to recognized my system.[GrabActiveVertexBUG.blend](GrabActiveVertexBUG.blend)", "GPencil: Tint modifier in Fill mode, don't get restricted by vertex group influence\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.4.1\n\nTint modifer in Fill mode, don't get restricted by vertex group as influence. in other hand, it works well on stroke mode,i really need this to be fixed really soon as possible please, see video\n\n", "VSE: Snap to the 'Hold Offset' of strips being transformed\nA strip does not snap to itself, but `Hold Offset` is something whose position may remain unchanged in some cases:\n{[F10243791](hold_snap.gif),size=full}\n\n**Proposal**\nThe idea is to track those cases where the `Hold Offset` of transformed strips doesn't change and allow snapping for them.\n\n", "Knife Tool. No preview dot of where the cut will start.\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\nBroken: version: 2.80 (sub 75)\nWorked: (optional)\n\nWhen activating a knife tool, the preview dot of where the cut will begin does not show up. So i do not know if the cut will begin on a face, or on an edge, and i can't see if it snaps to a vertex, etc. I can see all of this only when i actually begin a cut. \nA desirable behavior is when i activate a knife operation with \"k\" key. \n\nCreate a cube. Enter edit mode. Select a knife tool. Point it on a mesh. There is no green dot projected on mesh, indicating where the cut will start.\nOn the other hand, when in edit mode, press \"k\" and you immediately see where the cut will start, and if ctrl is pressed - to which place it snaps.[Knife_Tool_cube.blend](Knife_Tool_cube.blend)\n\n", "Snap Increment with \"Absolute Grid Snap\" not working correctly in XY plane\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: Radeon RX 580 Series ATI Technologies Inc. 4.5.0 Core Profile Context 23.Q3.230719\n\nBroken: version: 3.6.2\n\nDescription of error\nWhen moving an object by using Increment Snapping with \"Absolute Grid Snap\" enabled and constraining the plane the object no longer moves with the mouse cursor. It is best demonstrated in the video I have captured.\n\nTo repeat follow these steps:\n1. Make a new default blender scene with an object to move.\n2. Enable Snapping, set to Increment.\n3. Select the object and then \"G\" to move it.\n4. Constrain movement to XY plane and move the object around the 3D space.\n5. Next cancel the transform and Enable in the Snapping Setting, \"Absolute Grid Snap\".\n6. Press \"G\" to move the object once again and contrain its movement to the same plane as before and move the object around.\n7. The object will no longer follow the cursors movement.\n\nAdditionally, this is a recent bug as of this version as tested both 3.4.1 and 3.5 version of blender and they both work as expected, with no Discrepancy.\n", "Simple ball shooting animation not working as before\nOperating system: win7\nGraphics card: gtx970m\n\nBroken: 2.80, 2.81a, 2.82a, 2.83-1239cab11ff9\nWorked: 2.79b\n\nI've tried to create a simple shooting ball and while the effect was ok with blender 2.79b it won't work the same\nway on the specified \"broken\" versions. I'm not sure if the way to make these type of animations has changed of\nif this it's really an existing bug. \n\nDemo: [Blender 2.79b vs 2.82](2020-04-09_16-14-38.mp4)\n\n\nYou'll find the .blend file ready to display the issue below.\n\n[test1.blend](test1.blend)", "ShaderToRGB Node plugged to alpha does not work with Alpha Clip or Alpha Hashed mode in 2.90\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.86\n\nBroken: version: 2.90.0\nWorked: 2.83\n\nIf ShaderToRGB Node is plugged to alpha socket of another princepled BSDF, it does not work if blend mode is alpha clip or alpha hashed in blender 2.90.\nThis combination worked in 2.83\n\nI attached a snapshot image in both cases 2.90 and 2.83.\n\n![ShaderToRGB_AlphaClip.png](ShaderToRGB_AlphaClip.png)\n\nLeft image is 2.90, and Right image is 2.83.4.\nThe object becomes fully transparent in 2.90 case.\n(Though, It works if blend mode is alpha blend. \nThe problem is only in alpha clip or alpha hashed mode.)\n\n- Open the attached file in blender 2.83 and 2.90\n- Compare the viewport of both\n[ShaderToRGB_Problem.blend](ShaderToRGB_Problem.blend)" ]
[ "snap don't worting with proportional edit\nSystem Information\nwindows7 64\nASUS ATI Radeon HD6870\n\nBlender Version\nBroken: (All)\nWorked: (None)\n\n![1.png](1.png)\n![2.png](2.png)\n![3.png](3.png)\n![4.png](4.png)\n[object mode.blend](object_mode.blend)\nopen, press G and try to snap to 2nd obgect\n[edit mode.blend](edit_mode.blend)\nopen, press G and try to snap onto itself - don't working\ntry to snap to 2nd object - working normal\n\"snap onto itself\" button will not working if we switch on proportional edit\n", "Snap not working properly\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce MX150/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 419.71\n\n\nBroken: version: 2.80 (sub 75)\nWorked: (optional)\n\n\nSnap is not working with proportional edit\n\n[\n1. Select the object and go to edit mode.\n2. toggle on the proportional editing option and also the snap.\n3. Now try to move the vertices and you will find that snap is not working.\n]\n\n" ]
Absolute Grid Snapping doesn't work in Vertex Slide Mode. Operating system: Win7 64 Graphics card: GTX 960 Broken: 2.93.4 Worked: none Absolute Grid Snapping doesn't work in Vertex Slide Mode. - Go to "Edit Mode" - Turn "Snap" on, switch it to "Increment" and "Absolute Grid Snap". - Select a Vertex, hit Shift+V to turn in Vertex Slide Mode and do slide. The vertex snaps to each 1/10th of the edge length (just as it does if "Absolute Grid Snap" is off) but not to the grid. ```
[ "Cycles: Pointiness has artefacts on extremely small mesh size\nOperating system:\nGraphics card:\n\nBroken: version: 3.6.0 Alpha\nWorked: Never\n\nPointiness has artefacts on extremely small mesh size. \n\n| Normal size | Small size | Smaller size |\n| -- | -- | -- |\n| ![image](attachment) | ![image](attachment) | ![image](attachment) |\n\n1. Create cube with beveling edges. Create small copies on vertices (as on example pictures).\n2. Set shader to cube. Shader with:\n a. Inputs: Geometry -> Pointiness.\n b. Map range: From Min: 0.5, From Max: 0.54.\n c. Material Output.\n3. Render that cube with applied different sizes.", "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", "Vertex Paint ➔ Paint menu ➔ Smooth Vertex Colors could be improved\nOperating system: Windows 10 Pro 64-bit\nGraphics card: NVIDIA GeForce RTX 2080 Ti\n\nTested: Blender 2.81 Alpha, September 18, 14:29:45 - b962aca8003d\nWorked: never\n\nVertex Paint ➔ Paint menu ➔ Smooth Vertex Colors tool does not smooth other than direct loop neighbors.\n\n1. Divide the default cube a few times (apply if subdivision is done with modifier).\n2. Enter Vertex Paint mode.\n3. Paint an area with black.\n4. Apply Paint menu ➔ Smooth Vertex Colors.\n5. The vertex paint is not smoothed other than direct loop neighbors.\n\n\nHere is some clarification as the descriptions above are not very clear (I work with vertex colors very regularly and still came out confused by reading this post).\n\n- The Smooth Vertex Colors command will have visible results *if* it is run on vertex colors that have been applied per-face (by first selecting the desired faces in Edit mode, and then filling them with colors in Vertex color mode with the face filter enabled). Think of these as \"harsh\" vertex colors. When such vcols exist, then the smooth operation will indeed smooth out the vcol data so that the harsh separation between painted faces will be smoothed out, blending it with the surrounding faces.\n- But if the command is run on vcol data that has been painted on using the paint brush or on vcol generated by the \"dirty vertex colors\" command then nothing will happen as the vcols will already be point-based.\n\nTherefore there is no bug here, just some very confusing naming of the command and a lack of clarity when the command is run but nothing happens. For any user working with painted-on vertex colors, it will indeed seem like nothing is happening at all since one would expect some sort of global smoothing to be applied.\n\nPart of the confusion is also coming from the fact that this command sits just below \"Dirty Vertex Colors\" in the menu, which generates smooth, per-vertex vcol data. Meaning that for a user exploring vcol mode by trying one feature after the next, \"smooth vertex colors\" will almost always feel like it is doing nothing at all (unless the user first applied some vcol using face masking, which is extremely unlikely).\n\nIf anything the tooltip and/or the menu entry could be changed for clarity :\n\n- The menu item name could be renamed from \"Smooth vertex colors\" to \"Smooth harsh per-face vertex colors\"\n- The tooltip could be changed from \"Smooth colors across vertices\" to \"Smooth colors across vertices. Only operates on harsh, per-face vertex colors\".\n\nAnd then of course it would be great to have a new feature altogether to blur vcols globally, similarly to what the blur brush does.", "Texture Mapping issues on large brush radius\nOperating system: Linux-6.4.6-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, 6.4.6-gentoo) AMD 4.6 (Core Profile) Mesa 23.3.0-devel (git-50c29e1ffa)\n\nBroken: version: 4.0.0 Alpha\nWorked: --\n\n\nWhen a large brush radius for textured brushes in sculpt mode, the outer-most affected geometry doesn't apply the texture fully. This is especially noticeble on the Clay Strips and Paint brushes when the stroke method is set to anchored.\n\n![image](attachment)\n\n![image](attachment)\n\nBlend file = [bug.blend](attachment)\n\n- Open the File\n- Use the provided paint brush and clay strips brush on a subdivided cube or suzanne head like shown\n- Notice how the outer edges of the falloff is not updating the geoemtry fully\n\n", "(Grease pencil) Blender freezes indefinitely when drawing using stabilize stroke function. \nOperating system: Windows 10 business 64bit\nGraphics card: Intel UHD 620/630\n\nBroken: both 3.2.2 and the experimental build 3.4.0 alpha\n\n\nWhile drawing using the stabilize stroke function (in blank grease pencil object), after some times blender freezes and stop responding, tested on both an HP prodesk g5 ( I5 8500, intel IGP UHD 630 and 8 GB of RAM) and asus zenbook (I5 7200U, UHD 620, 8GB RAM).\n\nThis only happened on both PCs equipped with intel IGP, I redid the same test on my home PC (I5 9400f, GTX 1060, 16GB RAM) and everything worked fine.\n\nIs this purely a performance issue ?\n\nJust create a blank grease pencil object and directly start drawing using the stabilize stroke function, test setup must be similar or close to the two PCs equipped with Intel IGP.", "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", "Vertex Paint Viewport Overlays stencil mask not working\nplatform: Windows-10-10.0.19042-SP0\nGraphics card: 1080\n\nBroken: 3.1.0 Alpha \n```\n commit date: 2021-11-14 00:26 hash: 7e82c840b7a4\n build date: 2021-11-15, 00:51:48\n```\n\nWorked: Has'nt worked for ages\n\nGo to vertex paint mode, select some polys on a model.\nGo to overlay options/vertexpaint/stencil mask opacity the slider does nothing to unselected polys overlay.\n\n\n![Overlays_Notworking.jpg](Overlays_Notworking.jpg)\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", "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", "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", "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", "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)", "Mulitres: Grab brush + 'Grab Active Vertex' option seems not intuitive or broken 3.2\nOperating system: Windows-11-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.95\n\nBroken: version: 3.2.0\nWorked: (In 3.1 sort of?)\n\nI am not sure if its a bug but here we go:\nWhen you add a mulitres modifier to an object and try to sculpt on it with the grab brush it works.\nIf you enable Grab active vertex in the Brush settings it looks broken to me. Even in 3.1 the vertex are displaced from the original and impossible to grab. \n\n1. Start blender\n2. Add a sphere\n3. Add a multires on lvl 1 or 2\n4. Using the grab brush in sculpt mode works until you enable the grab active vertex option.\n\nThe blend file has the setup just try in sculpt mode the grab brush and the options.\n\n\nOn a side note the bug report said win 10 but i run win 11. It seems not to recognized my system.[GrabActiveVertexBUG.blend](GrabActiveVertexBUG.blend)", "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", "Trim tools doesn't work with Dyntopo enabled\nBroken: blender-2.92.0-ef5d6e9c457a-windows64\n\nEnable the experimental \"tools with missing icons\"\nFile ´/ New / Sculpting\nEnable Dyntopo\nChoose the box or trim lasso tool and try to trim the mesh\nDoesn't work" ]
[ "Snapping: Make 'Absolute Grid Snapping' a new Snap Mode\nHaving `Absolute Grid Snapping` as an option for `Increment` does not seem ideal.\n\nIncremental Snapping means to snap to values that increment the current position.\n\nGrid Snapping means snap to grid.\n\nHaving `Grid Snapping` as an option also limits its use because `Increment` does not use a pivot or base point for transformation." ]
Opening a certain file and splitting the main editor results in a crash **System Information:** Operating system: Linux-5.14.0-3-amd64-x86_64-with-glibc2.32 64 Bits Graphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 495.44 **Blender Version:** Broken version: 3.1.0 Alpha Worked: Bisecting points to `5bfe09df2244` as the first bad commit **Short description of error:** Opening a certain file and then trying to split the main editor (3D viewport) results in Blender crashing. I have no idea why the culprit commit is causing this issue. And I have no idea how to recreate this issue from scratch. The file I have provided is my default startup file and attempting to recreate my startup file from scratch does not show this bug. **Exact steps for others to reproduce the error:** 1. Download the file below and open it. 2. Select one of the corners of the 3D viewport and pull on it to split the the editor. 3. Blender should crash. [Crash on viewport split.blend](Crash_on_viewport_split.blend) Here's a video demonstrating the issue: [Crash on viewport split video.mp4](Crash_on_viewport_split_video.mp4)
[ "Action Editor Name/Title field causing crashes, which further causes total loss of all stashed action data.\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: 3.4.1\nWorked: Never\n\nThis is happening in a very specific file (I have similar files with similar models, which this does NOT happen for) - I have 2 monitors: one has a window for the layout & timeline, and the other monitor has a single, docked window for the Action editor, the graph editor, and NLA editor. So in the ACTION editor, I try to set a name in the in the title field for a new action (to be \"stashed\" for later use) - and the moment I hit enter or click out of the field, Blender crashes immediately. I don't even have to change the default name for this to occur. This happened a dozen or so times, and somewhere in that series of crashes, all the actions I had made and \"stashed\" were deleted from the file entirely, and as far as I can tell, are completely lost. Upon closing the docked windows, and again separating windows from within the blender window on my MAIN monitor, opening up the action editor again and going through the same process, this problem does NOT persist. So the crashing can be addressed with work-arounds, but the total loss of the existing action data is a big concern, as I cannot predict when this issue will happen again. See videos linked in the google drive file below. (Honestly not sure if the google drive file will replicate this issue, but I redownloaded it from google drive, and it opened the graph/nla/action editor in a separate docked window, and the bug persists - so it SHOULD be repeatable on your end too). In any event, the dumping of stashed action data I believe is the biggest issue to address here, since the crash problem can be worked around, although the crashing in and of itself is obviously a concern, since it seems to have been the cause of the loss of action data.\n\nIn the below Gdrive folder there are: 2 videos, 2 images, and the original .blend file that this problem persists within.\n\n1Gi62lbXBRlkQxFB2m7E5t5pjkqeQQrPY?usp=share_link\n\n[#104293.blend](T104293.blend)\n- Open file\n- In window with action editor, rename the action\n\nBlender should crash.\nIt doesn't crash if asset browser window is activated or if file is saved to different location.\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", "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", "Blender 2.92 crashing when editing fractured mesh\nOperating system: Linux-5.4.0-58-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 450.80.02\n\nBroken: version: \n- 2.92.0 Alpha\n- 2.91.0\n- 2.90.1\n- 2.83.10\nWorked: ?\n\nI have used cell fracture to fracture a UV sphere. I did separate the parts using P. I tried to edit a part and it is where the crash happens.\n\n\n```lines\n/home/yves/Downloads/blender291/blender(BLI_system_backtrace+0x20) [0x84ba490]\n/home/yves/Downloads/blender291/blender() [0xe5293a]\n/lib/x86_64-linux-gnu/libc.so.6(+0x46210) [0x7fa720a5e210]\n/home/yves/Downloads/blender291/blender(DRW_mesh_batch_cache_create_requested+0x5a9) [0x1364e89]\n/home/yves/Downloads/blender291/blender() [0x1311158]\n/home/yves/Downloads/blender291/blender(DRW_draw_render_loop_ex+0x35d) [0x131232d]\n/home/yves/Downloads/blender291/blender(view3d_main_region_draw+0x8f) [0x1afb15f]\n/home/yves/Downloads/blender291/blender(ED_region_do_draw+0x7e1) [0x16b43f1]\n/home/yves/Downloads/blender291/blender(wm_draw_update+0x52e) [0x11c181e]\n/home/yves/Downloads/blender291/blender(WM_main+0x30) [0x11bf740]\n/home/yves/Downloads/blender291/blender(main+0x30d) [0xd8d12d]\n/lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0xf3) [0x7fa720a3f0b3]\n/home/yves/Downloads/blender291/blender() [0xe4f0b3]\n```\n\n{F9530087}\n\n{F9530088}\n\n- Open the attached file and select `Sphere_cell.055`.\n- Try to switch to edit mode.\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)", "Remove and re-add the rigid body world causes Blender to crash.\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 517.48\n\nBroken: version: 3.3.1\nWorked: I dont know.\n\nWhen the physical world is removed and added again, playback will cause the program to crash.\n\n\n1. Download the 2.blend and open it.\n2. Play 5 frame.\n3. Click the Remove Rigid Body World button.\n4. Click the Add Rigid Body World button.\n5. Click the rigid body world setting Collection. Then select RigidBodyWorld .\n6. Click the rigid body world setting Constraints. Then select RigidBodyConstraints .\n7. Move to 1 frame.\n8. Play 5 frame. Blender will crash immediately.\n\n[2.blend](2.blend)", "Blender saves malformed png files that can't be opened by exiv2 library\nOperating system: Windows-7/10\n\nBroken: version: 3.6.0 - 3.6.2\nWorked: 3.4.1 for sure, most probably 3.5\n\nBlender saves malformed png files that can't be opened by exiv2 library.\nMore in-depth analysis: 2745\n\n> There are actually 2 (identical!) eXIf chunks in this PNG file, but very short so might not carry any significant metadata:\n\n>Btw, exiftool -v3 also warns about overlapping TIFF directories, so at least that should be reported to Blender as well\n\n>Ok, so the TIFF signature 4d 4d 2a 00 is invalid for this eXIf chunk. For big-endian encoding, it must be 4d 4d 00 2a.\n>This is a Blender (or whatever library they use to write PNGs) bug.\n\n1. Render image\n2. Save as png\n\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", "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", "2x RTX 3090 Bugg\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.84 x2\n\nBroken: version: 3.0.0\n\n[PHello so u just got my secound rtx 3090 card its and msi geforce, got the gigabyte rtx 3090 before so now i have 2 cards. When rendering with optix denoising in the viewport i get a light bleed even if i have no lights on. \n\nWhen i open a file from 2.92 and open it in 3.0 and hit viewport render and only have one card active it works fine, if i activate both cards it crashes everytime. ]\n\n[When rendering with optix denoising in the viewport i get a light bleed even if i have no lights on. \n\nWhen i open a file (kate) from 2.92 and open it in 3.0 and hit viewport render and only have one card active it works fine, if i activate both cards it crashes everytime. using optix denoiser ]\n\n\n[Kate.blend](Kate.blend)\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)", "File dialog operator doesn't completely block focus/event to main window\nOperating system: Ubuntu 22.04.1 LTS x86_64 (X11 session, XFCE) AND Windows 11\nGraphics card: NVIDIA Quadro K5100M\n\nBroken: 2.9~3.6\nWorked: assuming none\n\n`alt-tab` to Blender main window while a file dialog is opening seems to give focus on main window, and if you press `S` then you will be invoking the scaling operator but no way to actually do anything except pressing `esc`, and then the file dialog confirm row is gone (I assume it exits the file selection operator), while the scaling operator is still running.\n\nYou could right click on a blank place in the 3d viewport to exit that operator, but continuous grab makes it harder since the file dialog is quite big on my screen.\n\n\n- Open Blender\n- Menu->File->Open\n- `alt+tab` to another application\n- `alt+tab` to Blender's main window (The file dialogue should be on top of it)\n - Or simply clicking the main window's title bar.\n- Press `S`, you can see you actually invoked scaling operator on the object (well any other key should also do it I guess).\n- Click inside the file dialogue, seems to be registering.\n- Press `esc`, you now exited the file opening operator, if you didn't click inside the file dialogue, you will exit the scaling operator, but if you did:\n - The dialogue is still there\n - The scaling operator is still running\n- If you can move your mouse to a blank place in the 3d viewport, right clicking it can exit the scaling operator.\n\nNote if you click blender from \"minimized window bar\" place to activate the window, it will not work.\n\nCould be a problem with X11 or XFCE as well, just want to see if any linux guys could reproduce the issue.\n\n", "Crash on forcing laptop to sleep when rendering animation\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1650 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.78\nCpu AMD Ryzen 7 4800h\n\nBroken: version: 3.3.1\nWorked: Maybe never? (able to reproduce in 2.83)\n\nblender crash when I wake up my laptop , I lost my unsaved file\n\n- Open .blend file\n- Start render animation\n- Force laptop to sleep {nav Start -> Power -> Sleep}\n[test1.blend](test1.blend)\n[test1.crash.txt](test1.crash.txt)\n[blender_debug_output.txt](blender_debug_output.txt)\n", "Remesh modifier causes splitting wrongly\nWindows 7 Professional Service Pack 1 64-bit\nIntel Core i7-2600 3.40GHz\n8GB RAM\nNVIDIA GTX560\n\nBroken: 2.77 22a2853\n\nRemesh modifier causes splitting wrongly.\nIt happens when remesh modifier's scale value is 3/4, 1/2, 3/8, 1/4, 3/16 etc.\n\n[RemeshGlitch.blend](RemeshGlitch.blend)", "Blender crashes when I try to subdivide my model\nOperating system: Windows 11 Pro 64-bit, 12th Gen Intel(R) Core(TM) i9-12900KF (24 CPUs), ~3.2GHz\nGraphics card: NIVIDIA GeForce RTX 3070 Ti\n\nBroken: 3.6, latest version\n\n\n\n- Open Blender, Open File\n- Go to Preferences, Turns off GPU Subdivision\n- Change to CUDA and tick Graphics Card Box\n- Goes to Modifier, Click Subdivision Surface, Processing, Crashes\n\nTo give a bit more context, my current model only has 160000 vertices which I think is quite little? But still it cannot subdivide and crashes whenever I click the subdivide option in modifiers.\n\n" ]
[ "3.0b crash after splitting area\nOperating system: Linux\nGraphics card: AMD\n\nBroken: 3.0 Hash fcf1ba18f0c4\nWorked: 2.93.5\nCaused by 5bfe09df22\n\nStart blender `blender3 --factory-startup`\nOpen the attached .blend file and e.g. try to horizontal split the left 3D-Viewport.\n\n```cat /tmp/crash-test.crash.txt\n# Blender 3.0.0, Commit date: 2021-10-29 18:17, Hash fcf1ba18f0c4\n\n# backtrace\nblender3(BLI_system_backtrace+0x20) [0xb08b6b0]\nblender3() [0x10b636b]\n/lib/x86_64-linux-gnu/libc.so.6(+0x46210) [0x7ff74e712210]\nblender3() [0x9047cb7]\nblender3(BKE_spacedata_copylist+0x54) [0x11957d4]\nblender3(ED_area_data_copy+0xb3) [0x1c13cb3]\nblender3(area_split+0x173) [0x1c1b4a3]\nblender3() [0x1c245dd]\nblender3() [0x1c2507b]\nblender3() [0x14b5a8a]\nblender3() [0x14b6d8f]\nblender3() [0x14b743d]\nblender3(wm_event_do_handlers+0x42e) [0x14b7bae]\nblender3(WM_main+0x20) [0x14ad760]\nblender3(main+0x31e) [0xf9f3fe]\n/lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0xf3) [0x7ff74e6f30b3]\nblender3() [0x10b2ccc]\n\n# Python backtrace\n```" ]
Workbench: stack-buffer-overflow after recent lighting evaluation changes Debian Buster 64bit, GTX1080 390.87 Broken: 640eb00670 Worked: anything prior to 7bb512594c Stack buffer overflow happens due to either wrong size or wrong indexing, very easy to see with ASAN. Compile with ASAN, run `blender --factory-startup simple_file.blend` and observe the following: [P827: (An Untitled Masterwork)](P827.txt) ``` ================================================================= ==42019==ERROR: AddressSanitizer: stack-buffer-overflow on address 0x7fffd6dff040 at pc 0x561b7bad08aa bp 0x7fffd6dfef60 sp 0x7fffd6dfef58 READ of size 4 at 0x7fffd6dff040 thread T0 #0 0x561b7bad08a9 in mul_v3_v3fl /home/sergey/src/blender/blender/source/blender/blenlib/intern/math_vector_inline.c:436 #1 0x561b7bad72bf in studiolight_spherical_harmonics_apply_band_factors /home/sergey/src/blender/blender/source/blender/blenkernel/intern/studiolight.c:643 #2 0x561b7bad741a in studiolight_calculate_diffuse_light /home/sergey/src/blender/blender/source/blender/blenkernel/intern/studiolight.c:659 #3 0x561b7bada340 in BKE_studiolight_ensure_flag /home/sergey/src/blender/blender/source/blender/blenkernel/intern/studiolight.c:1137 #4 0x561b7bad7973 in studiolight_calculate_irradiance_equirect_image /home/sergey/src/blender/blender/source/blender/blenkernel/intern/studiolight.c:780 #5 0x561b7bada39b in BKE_studiolight_ensure_flag /home/sergey/src/blender/blender/source/blender/blenkernel/intern/studiolight.c:1148 #6 0x561b7bad48fd in studiolight_create_equirect_irradiance_gputexture /home/sergey/src/blender/blender/source/blender/blenkernel/intern/studiolight.c:297 #7 0x561b7bada370 in BKE_studiolight_ensure_flag /home/sergey/src/blender/blender/source/blender/blenkernel/intern/studiolight.c:1144 #8 0x561b7b118f37 in EEVEE_lookdev_cache_init /home/sergey/src/blender/blender/source/blender/draw/engines/eevee/eevee_lookdev.c:126 #9 0x561b7b11efb7 in EEVEE_materials_cache_init /home/sergey/src/blender/blender/source/blender/draw/engines/eevee/eevee_materials.c:967 #10 0x561b7b0e9585 in eevee_cache_init /home/sergey/src/blender/blender/source/blender/draw/engines/eevee/eevee_engine.c:119 #11 0x561b7b07985e in drw_engines_cache_init /home/sergey/src/blender/blender/source/blender/draw/intern/draw_manager.c:939 #12 0x561b7b07b9f3 in DRW_draw_render_loop_ex /home/sergey/src/blender/blender/source/blender/draw/intern/draw_manager.c:1423 #13 0x561b7b07b59f in DRW_draw_view /home/sergey/src/blender/blender/source/blender/draw/intern/draw_manager.c:1367 #14 0x561b793ff41a in view3d_draw_view /home/sergey/src/blender/blender/source/blender/editors/space_view3d/view3d_draw.c:1319 #15 0x561b793ff512 in view3d_main_region_draw /home/sergey/src/blender/blender/source/blender/editors/space_view3d/view3d_draw.c:1340 #16 0x561b79ff3d54 in ED_region_do_draw /home/sergey/src/blender/blender/source/blender/editors/screen/area.c:529 #17 0x561b790e9d56 in wm_draw_window_offscreen /home/sergey/src/blender/blender/source/blender/windowmanager/intern/wm_draw.c:572 #18 0x561b790ea893 in wm_draw_window /home/sergey/src/blender/blender/source/blender/windowmanager/intern/wm_draw.c:698 #19 0x561b790eb2d9 in wm_draw_update /home/sergey/src/blender/blender/source/blender/windowmanager/intern/wm_draw.c:852 #20 0x561b790e35f3 in WM_main /home/sergey/src/blender/blender/source/blender/windowmanager/intern/wm.c:433 #21 0x561b790d8d8d in main /home/sergey/src/blender/blender/source/creator/creator.c:525 #22 0x7f75269ecb16 in __libc_start_main ../csu/libc-start.c:310 #23 0x561b790d8169 in _start (/home/sergey/src/blender/build/cmake-debug/bin/blender+0x39e3169) ``` [simple_file.blend](simple_file.blend)
[ "Cycles GPU Out of memory in viewport Metal Backend\nOperating system: macOS-13.4.1-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon Pro 560X 1.2\nAdditional Hardware : eGPU Razer Core X with AMD Radeon 5700 XT\n\nBroken: version: 3.6.0\nWorked: version 3.3.8 \n\nGPU Out of Memory in cycles with a simple scene one object and one Sun Light\n\nLoad Scene \nSwitch to render mode \nNavigate in the scene in rendered mode changing the view, after some pan and zoom the error gpu memory error is showed and blender crash. \n\nSame scene in blender 3.3.8 is working fine.\n\nBlender 3.6.0 is using 11.55 GB of Memory\nBlender 3.3.8 is using 566 MB of Memory with the same scene in rendered mode.\n\n", "Region Overlap does not work on VSE editors\nOperating system:\t\tWindows 7\nGPU:\t\t\t\tRadeon Vega 64\nGPU Software Version:\t20.4.2 (2020.0515.1537.28108)\nCPU:\t\t\t\tIntel Core i7-5960X\n\n**Blender Version(s)**\n*(listed are versions tested)*\n\nWorking:\t\t\t\t`2.79 (sub 00), branch: master, commit date: 2018-03-22 14:10, hash: f4dc9f9d68b, type: Release, build date: 2018-03-22, 09:59 AM`\nBroken:\t\t\t\t` 2.80 (sub 75), branch: master, commit date: 2019-07-29 14:47, hash: f6cb5f54494e, type: Release, build date: 2019-07-29, 09:44 AM`\nBroken:\t\t\t\t` 2.81 (sub 16), branch: master, commit date: 2019-11-20 14:27, hash: 26bd5ebd42e3, type: Release, build date: 2019-11-20, 16:33:00`\nBroken:\t\t\t\t` 2.82 (sub 07), branch: master, commit date: 2020-02-12 16:20, hash: 77d23b0bd76f, type: Release, build date: 2020-02-13, 01:56:46`\nBroken:\t\t\t\t` 2.83.3 LTS, branch: master, commit date: 2020-07-22 06:01, hash: 353e5bd7493e, type: Release, build date: 2020-07-22, 04:04:56`\nBroken:\t\t\t\t` blender-2.90.0-4f59e4bddcb0-windows64` (BF Build Bot)\nBroken:\t\t\t\t` blender-2.91.0-21fec9513969-windows64` (BF Build Bot)\n\n\n| ![2.79.png](2.79.png) | ![2.90.png](2.90.png) |\n| -- | -- |\n\n\n[No Overlap.blend](No_Overlap.blend)", "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", "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", "Cycles: Light leaks through objects in certain situations.\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 4090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 532.03\n\nBroken: version: 4.0.0 Alpha\nWorked: I don't know\n\nUnder certain circumstances, light will leak through objects. This might be a precision issue and thus might be related to the ray offsetting changes made in version 3.1.\n\n![Light Leaking through cube.png](attachment)\n\n1. Change the render engine to Cycles.\n2. Remove all lights from the scene.\n3. Add a cube to the scene.\n4. Make the top face on the cube a high strength emissive.\n5. Underneath the cube add a plane.\n6. Render the scene, notice how some light is leaking through the cube and lighting up the plane.\n7. If you change the rendering backend (E.G. CPU vs GPU) the pattern/brightness that the light leaks in is different. Also if you adjust how the top face of the cube is constructed (E.G. Subdivide it), then that also changes the pattern. This is why I believe it is a precision issue.\n\nHere is a file with steps 1-5 done:\n[Light Leaking through cube.blend](attachment)\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", "Weird artefacts from emission surface\nOperating system: MacOS 12.6.5\nGraphics card: AMD Radeon Pro 5500M (but this occurs also on CPU)\n\nBroken: 3.6.2\nWorked: don't know\n\n\nIn the attached .blend file I have set up an emission shader to emit light from one end of a long thin surface. The screenshot illustrates the problem: a bunch of weird artefacts appear.\n\nIf I change it to emit from the other end of the surface, by swapping the 'Map Range' node in the screenshot for the disconnected one, the problem goes away.\n\n![image](attachment)\n\n\nLoad the attached .blend file and switch the view to rendered.\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", "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", "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)", "VSE: UI suggests greater than 32 channels are usable\nOperating system: Linux-5.4.0-81-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: GeForce 9800 GT/PCIe/SSE2 NVIDIA Corporation 3.3.0 NVIDIA 340.108\n\nBroken: version: 3.0.0 Alpha\nWorked: Unsure\n\nMore than 32 VSE channels are visible (seemingly infinite, I stopped after scrolling past 256), even though only 32 are usable. Honestly it would be good to have greater than 32 channels usable (I found out about the limit while working on a current project), but if not, then at least showing the true state of its limit would mean the behaviour could no longer be said to be buggy.\n\nAlso a couple of long-unsolved bugs related to channel display problems:\nT79783\nT57976\n\n- Drag timeline canvas down until channels 33+ are exposed (all unusable)", "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)", "Tweaking redo values in extend vertices operator causes extended vertex to dissolve\nBroken in 2.80 (1d908bffddb4 from 2019-01-24) as well as 2.79b release\n\nTweaking redo values in extend vertices operator causes extended vertex (the one from which the operator is executed) to dissolve", "Boolean - Animation - Viewport works correctly render view doesnt\nUbuntu 18.04, Win 7 x64\n\nBroken: d53093953f8\n\nBooleans dont match between Viewport and Render\n\n1. Open attached blend file\n2. Preview render (shift z)\n3. Notice the green on top\n4. F12 Render\n5. Notice how the green is no longer there\n\n[booleansBug.blend](booleansBug.blend)", "Render artefacts with GPU / motion blur\nOperating system: Linux-5.4.0-48-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 450.80.02\n\nBroken: version: 2.91.0 Alpha + official releases and master from build bot.\nWorked: none that I tried so far\n\nI get weird rendering artefacts where some buckets render different than others. This only seems to happen when:\nRendering with motion blur AND rendering with GPU AND rendering under a Linux OS AND the shutter position is set to \"start\" or \"center on frame\". \"end of frame\" renders fine.\nIt's completely weird as it doesn't happen under Win10 (at least in my case). I completely reduced a production scene to the point where some basic geometry and particles with a sky shader show the problem.\n\n- Open the attached blend file:\n[SHOT060_MPS_v33.blend](SHOT060_MPS_v33.blend)\n- Press F12 to render\n- If you're under Windows (and maybe Mac) or render with CPU you should be fine. Otherwise you should get something like this:\n![MPS_GPU_MB_cof.png](MPS_GPU_MB_cof.png)\n- Switch the motion blur position from \"center on frame\" to \"end on frame\" and render again:\n![MPS_GPU_MB_eof.png](MPS_GPU_MB_eof.png)\nEverything fine\n- Now switch back to \"center on frame\" and switch the render engine to CPU and render again:\n![MPS_CPU_MB_cof.png](MPS_CPU_MB_cof.png)\nFine again.\n\nSo it only affects Linux, \"start or center on frame\" and GPU rendering.\n\nP.S.: Might be somehow related to T76792 although I can't reproduce his problems. But the description sounds similar and he's on Linux, too.\n\n" ]
[ "Crash in 2.8x lookdev\nLookdev currently has a stack overflow reading past the end of an array,\n\n```\n==18646==ERROR: AddressSanitizer: stack-buffer-overflow on address 0x7fff0784df50 at pc 0x559812eaf147 bp 0x7fff0784de30 sp 0x7fff0784de20\nREAD of size 4 at 0x7fff0784df50 thread T0\n - 0 0x559812eaf146 in mul_v3_v3fl /src/blender/source/blender/blenlib/intern/math_vector_inline.c:436\n - 1 0x559812eba617 in studiolight_spherical_harmonics_apply_band_factors /src/blender/source/blender/blenkernel/intern/studiolight.c:643\n - 2 0x559812eba828 in studiolight_calculate_diffuse_light /src/blender/source/blender/blenkernel/intern/studiolight.c:659\n - 3 0x559812ebee4a in BKE_studiolight_ensure_flag /src/blender/source/blender/blenkernel/intern/studiolight.c:1137\n - 4 0x559812ebb1dd in studiolight_calculate_irradiance_equirect_image /src/blender/source/blender/blenkernel/intern/studiolight.c:780\n - 5 0x559812ebeea5 in BKE_studiolight_ensure_flag /src/blender/source/blender/blenkernel/intern/studiolight.c:1148\n - 6 0x559812eb5de0 in studiolight_create_equirect_irradiance_gputexture /src/blender/source/blender/blenkernel/intern/studiolight.c:297\n - 7 0x559812ebee7a in BKE_studiolight_ensure_flag /src/blender/source/blender/blenkernel/intern/studiolight.c:1144\n - 8 0x559812027bf6 in EEVEE_lookdev_cache_init /src/blender/source/blender/draw/engines/eevee/eevee_lookdev.c:126\n - 9 0x559812032008 in EEVEE_materials_cache_init /src/blender/source/blender/draw/engines/eevee/eevee_materials.c:967\n - 10 0x559811fcd1bd in eevee_cache_init /src/blender/source/blender/draw/engines/eevee/eevee_engine.c:119\n - 11 0x559811f10fea in drw_engines_cache_init /src/blender/source/blender/draw/intern/draw_manager.c:939\n - 12 0x559811f14feb in DRW_draw_render_loop_ex /src/blender/source/blender/draw/intern/draw_manager.c:1423\n - 13 0x559811f1470e in DRW_draw_view /src/blender/source/blender/draw/intern/draw_manager.c:1367\n - 14 0x55980f8855b5 in view3d_draw_view /src/blender/source/blender/editors/space_view3d/view3d_draw.c:1319\n - 15 0x55980f885756 in view3d_main_region_draw /src/blender/source/blender/editors/space_view3d/view3d_draw.c:1340\n - 16 0x559810c2f7ca in ED_region_do_draw /src/blender/source/blender/editors/screen/area.c:529\n - 17 0x55980f3411a3 in wm_draw_window_offscreen /src/blender/source/blender/windowmanager/intern/wm_draw.c:572\n - 18 0x55980f34247f in wm_draw_window /src/blender/source/blender/windowmanager/intern/wm_draw.c:698\n - 19 0x55980f34356e in wm_draw_update /src/blender/source/blender/windowmanager/intern/wm_draw.c:852\n - 20 0x55980f335173 in WM_main /src/blender/source/blender/windowmanager/intern/wm.c:433\n - 21 0x55980f325cb7 in main /src/blender/source/creator/creator.c:525\n - 22 0x7fb63974c222 in __libc_start_main (/usr/lib/libc.so.6+0x24222)\n - 23 0x55980f324e8d in _start (/src/cmake_debug/bin/blender+0x872ae8d)\n\nAddress 0x7fff0784df50 is located in stack of thread T0 at offset 80 in frame\n #0 0x559812eba6bb in studiolight_calculate_diffuse_light /src/blender/source/blender/blenkernel/intern/studiolight.c:651\n\n This frame has 1 object(s):\n [32, 80) 'sh_coefs' <== Memory access at offset 80 overflows this variable\nHINT: this may be a false positive if your program uses some custom stack unwind mechanism or swapcontext\n```\n\nEnable lookdev with asan enabled, this shows the error immediately." ]
File browser doesn't save with Enter key Operating system: Windows-7-6.1.7601-SP1 64 Bits Graphics card: GeForce GTX 550 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 376.51 Broken: version: 2.81 (sub 11) Worked: (optional) File browser doesn't save with Enter key - With default settings save the file but leave your mouse cursor on the text field, the place you write the name of the file. And then press Enter key. Blender doesn't save it.
[ "It is not possible to set a hotkey to Transfer Sculpt Mode\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 3.0.0 Alpha\n\nIt is not possible to set a hotkey to Transfer Sculpt Mode. Neither using the right-click menu nor via the Settings (including using the Python command)\n\n- Open default scene\n- Switch to Sculpt mode\n- {nav Sculpt > Transfer Sculpt Mode > Right click > Remove Shortcut}\n- Now try to assign shortcut\n\nThe shortcut wasn't saved.", "Autokey function hinders execution of drivers\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.77\n\nBroken: version: 3.0.1\nWorked: Never (2.80+)\n\n- Open General template\n- Enable auto-keyframing in preferences for new scenes\n- Create new scene\n- Add cube\n- To Location X type `#frame`\n- Scrub timeline\n\nDriver won't update\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).", "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", "UI: File Browser System Root View\nCurrently the File Browser can allow you to easily browse to any location on any of your drives. I propose adding a new area: the root of all your drives and shares.\n\nUsing Windows locations for examples, I can be browsing in folders on my \"D\" drive, and I can hit the \"parent directory\" button on the header until it am in the root of the \"D\" drive. I propose that hitting that button one more time will take me to the System Root. This has been something I have wanted since 2.8, and is the reason that we have large versions of some icons in the project:\n\n![image](attachment)\n\nThe System Root would include all items that you currently have in the sidebar \"Volumes\" list, followed by the items in the \"System\" list, then (possibly) your \"Bookmark\" items. Like other File Browser views you could choose to see them as a vertical list, horizontal list, or with large icons.\n\nThe primary reason for this is that it allows use of File Browser when space is constrained, so that you can browse anywhere without needing the left-side Sidebar. For a great example of this need select File / New / Video Editing. In this layout there is very little room for the File Browser and you can't get to all your files without opening the side panel.\n\nThis shouldn't be considered until File Browser is separated from Asset Browser. I have made some attempts at implementing this over the years but have had little luck so far for various reasons and so would need some assistance.\n\n", "Windows Lock Screen (Windows+L) writes a single character 'l' in the Text Editor\nOperating system: Windows 10 Pro 64-bit (10.0, Build 18363)\nGraphics card: NVIDIA GeForce 920M\n\nBroken: 2.83.3\n\nWindows Lock Screen (Windows+L) writes a single character 'l' in the Text Editor.\n\n- Open Blender.\n- Open a Text Editor.\n- Create a new text by pressing the \"+ New\" button.\n- Move your mouse on the Text Editor area.\n- Press Windows + L\n- Login by entering your password if you have.\n- Check that there is a letter l (lowercase of L) in the Text Editor.\n\nI'm a coder with python script and I can no longer use Windows + L, it's dangerous. The thing that makes me confuse is I used Blender Script since a few years, I always press Windows+L all the time, since Blender 2.79 which also have the bug, but I've never remark that bug, but I remark it today. If I understand, my code is full of letters 'l'. I tried to restart Windows but the bug is still there. I updated Windows recently about a couple weeks ago.", "Splash Screen: \"Updated Preferences\" Infobox\nFor Blender 4.0 there will be various default keymap updates (#105298) that users should be aware of when loading their 3.6 preferences.\nThis task will become necessary once those patches are merged.\n\nThe idea is to add a popup to make users aware and point them towards resources to inform themselves. This will avoid frustration and many invalid bug reports.\n\n### Mockups\n\nThe addition of an info icon to the operator button that loads the previous preferences (As an indication that this will open a popup with more info).\n\n![splash_info.png](attachment)\n\nA possible layout for the main popup.\nThis info might be very important for some users, so the popup can only be closed with an explicit button press.\n\nThis also includes a an operator button \"Read more...\" that links to the relevant release notes page without closing the popup itself. An added border would make this more recognisable as a button.\n\n![splash_info.png](attachment)\n\nThis popup could then be used for future releases and other important changes (only if absolutely needed).\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)", "shift+key with option click\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: Intel(R) HD Graphics 630 Intel 4.5.0 - Build 26.20.100.7262\n\nBroken: version: 2.90.0 Alpha\n\n[problem with a key set to 'CLICK' and with shift=True]\n\nIf I do a shortcut with e.g: km.keymap_items.new('wm.call_panel', 'S', 'CLICK', shift=True)\nI need to press and hold Shift and then press and release S. \nI mean if you do a click on a key without shift or ctrl or alt, the option is respected. but adding a Shift for example the property is not working the same anymore.\napparently in the programing of this click option the presence or not of another key has not been considered.\nthe interest of a click as it is explained in the blender help is when you add another key with the same shortcut but with the option 'CLICK_DRAG'\n\n\n", "Split Asset and File Browser frontend, implement Grid View\nHaving the Asset Browser be a sub-editor of the File Browser turned out to cause a whole number of issues. These are not easy to fix in the existing code, which is hard to work with additionally. The Asset Browser shouldn't be based on the File Browser's file-list design, but on the asset system.\n\nIn context, this works towards this architecture: ![Architecture Design - Planned Design (WIP).jpg](Architecture_Design_-_Planned_Design__WIP_.jpg)\nEssentially, this task covers the following:\n- Split the Asset and File Browser into separate editors\n- Introduce a new grid view system (similar to the new [tree-views ](Tree_Views)) providing general UI functionality and optimized display of big data-sets.\n- The grid view would support features like activating, selecting (including box select, walk select, etc.), drag & drop controllers, custom context menus, filtering, sorting, ...\n- Use and improve performance of custom previews/icons\nThe File Browser can be ported to the new [view ](Views) based design as well, some initial work is done for that already.\n\nWork on this is ongoing in the `asset-browser-grid-view` branch.\n\n----\n\n- [x] New Asset Browser space type\n- [x] Basic grid view\n- [x] Support reading and writing the editor\n- [x] Support active item\n- [ ] Selection\n - [x] Select all\n - [x] Mouse (incl ctrl)\n - [ ] Mouse range select (shift)\n - [ ] Walk select\n - [ ] Box select\n- [x] Add metadata sidebar\n- [ ] Asset import method toggle\n- [x] Fix too bright mouse hover highlight\n- [x] Add Editor pulldown menus back\n- [ ] Show fallback previews/icons for assets without preview\n- [ ] Asset dragging\n- [ ] Add filtering\n- [ ] Useful operators (period to jump to active, etc.)\n- [ ] Context menu\n- [ ] Catalog filtering per asset list user (per asset browser/view)\n- [ ] Preview size toggle\n- [ ] Update industry compatible keymap\n- Performance:\n - [x] Preview icon loading from OS thumbnail cache (731c1be92a, [D14144](D14144))\n - [ ] Initial preview icon loading (not yet in OS cache)\n - [ ] Prioritize icons that are currently in view, or don't generate icons that are not in view anymore (e.g. when just scrolling over assets)\n - [x] Avoid O(n^2) comparisons of grid-view items in `AbstractGridView::update_from_old()` (9ae2259db5)\n- [ ] Polish:\n - [x] Scrollbars (hide horizontal one for grid view)\n - [ ] Reduce drawing size of view-item tiles (leave more space between them)\n\nNice-to-have:\n- [x] Improved preview lazy-loading (UI level) -- (done I think? 16ab6111f75)\n- [ ] Show loading icon for previews while loading\n\nBugs:\n- [x] UI doesn't redraw/refresh(?) while loading library (878477f250)\n- [ ] Some previews don't load sometimes\n- [ ] Disabled hints missing in tooltips (catalog tree view, \"All\" library).\n\n----\n\nAddresses the following:\n- #89783 (Files don't appear in File Browser while Asset Browser loads assets)\n- #93726 (Fix preview flickering when using \"Adjust Last Operation\")\n- Blender becoming unresponsive (pretty much unusable) when loading big asset library (~3000 assets)\n- Blender becoming unresponsive for seconds when changing catalogs of a big asset library.", "Hitting 'Escape' while editing a shortcut enters that key on Windows, while on linux it cancels edition\nWindows 7 64bits, nvidia gt540m CUDA 2GB, Intel i7 2GHz, 8GB ram\n\nBroken: 2.75 c6b042b\n\n\nWhen i do a search of a shortcut, and then if i want to assign a new value and then cancel, the tab disappear.\n\nBlender User Preferences > Input > Search by key-binding \"Ctrl Tab\" > Show key map and property of any tab > Clic on \"type of event\" to change the value > Press Esc to cancel > the tab disappear.\n", "Blender File Browser Freezes if folder includes an not reachable Alias | MacOS\nOperating system: 13.5.2 (22G91)\nMachine: Apple Macbook Pro M2 Max\n\n3.6.2 - This has been happening before, I'm just reporting it now.\n\nWe have been using an Alias of our flamenco root folder called \"_flamenco\" on our Desktops for a while now. This error is NOT connected to flamenco issues, but I figured I add this for completeness.\n\nAlias is at:\n`/Users/USERACCOUNT/Desktop/\n`\nAlias points to:\n`/Volumes/Files/_flamenco\n`\n\nThis Files server is only reachable in local – physical – network, so if no cable is attached to the machine the connection can not be established.\n\nEvery time I select the Blender File Browser and open the Desktop folder, Blender will hang, freeze or crash. We had quite the trouble figuring out what is happening as we thought it would be connected to the actual contents of the other elements in the folder.\n\nI wonder if it is necessary to evaluate the source of the alias at that stage, or if this can be postponed until I click on the Alias.\n\n\nNo special blend file is needed to recreate this bug.\n\n1. Create Alias to an imaginary/not connected resource to the Desktop\n2. Open default Blender install\n3. File -> Open.. -> \n4. The Blender File Browser will open\n4. The Blender File Browser will still look responsive (hovering over buttons still works) but the next interaction will trigger a freeze\n4. User clicks on anything\n5. The file Browser and Blender will freeze, either for a very long time >3minutes or crash completly\n\n", "Shape keys for surface not working - no active option\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\nBroken: version: 3.6.0\nWorked: don't know any version where this working, but last time no option for use this doing hard work\n\nShape keys for surface not working - no active option. \n\nThis not working like expected as typical object have verts. See screen.\n\n", "Regression: Blender text editor lost support for dead keys\nOperating system: Linux-4.19.0-11-amd64-x86_64-with-glibc2.31 64 Bits\nGraphics card: Quadro RTX 5000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.91.03\n\nBroken: version: 2.93.0\nWorked: 2.92\n\nCaused by cafd6b519c\n\n\nOn any text input field, on the Python Console, on the text editors, I cannot type any of the characters that need dead keys (I use English International with dead-keys to type English, Spanish, and German).\nI cannot, for example even type quotes, which makes Python expressions hard - let alone accents, etc. \n\nThis used to work on previous versions of Blender. The latest I found it working on is on a 2.92 release candidate I had somewhere on my hard drive.\n\n\n1. On a computer configured with dead-keys input, open the default scene\n2. Switch the main display to be a Text Editor.\n3. Press \"New\" to create a new file.\n4. Try to type \"é\" (by pressing 'e) or \"'' by typing (' space).\n\nExpected behaviour: Blender accepts the typed-in characters.\nActual behaviour: Blender ignores the typed-in characters.\n\nSomething like this gets printed to the console:\n\n```\nBad keycode lookup. Keysym 0x0 Status: XLookupNone\n'' 0x7f80237f2980 0x7f804905d0c0\n```", "Add Asset Browsers to Default Workspaces\nThe Asset Browser should become a crucial editor for many tasks. Therefore it should become part of our default workspaces, wherever reasonable.\n\nIn some workspaces we may run into space issues. In fact the Asset Browser is a good example of why we should have editor tabs, but that is a separate topic and unlikely to be a thing anytime soonish.\n\n### Workspaces to be Updated\n\nThese workspaces should contain the Asset Browser in 3.0:\n* - [ ] ... TBD\n\n" ]
[ "File Browser Shortcut \"Enter\" not working when mouse is in filename field\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.02\n\nBroken: version: 2.81 (sub 10)\nWorked: in old FileBrowser\nFile Browser Shortcut \"Enter\" not working when mouse is in filename field\n\nOpen File Manager (save .blend), click into filename text field to change filename. Pressing Enter twice should first take the new name and then accept/save & close window. However, you have to first move the mouse cursor out of the text field again to Accept via Enter button. \n\n" ]
[Crash] Cycles: Split kernel error: failed to load kernel_path_init / kernel_indirect_background Operating system: Windows 10 Graphics card: Radeon RX 570 Series 2.91.0, branch: master, commit date: 2020-11-25 08:34, hash: 0f45cab862b8, type: Release `Split kernel error: failed to load kernel_path_init` or `kernel_indirect_background` when switching to Cycles and selecting GPU Compute Then can freeze and crash Based on the default startup Render tab => Render Engine: Cycles => Device: GPU Compute Viewport Shading: Rendered ![image.png](image.png)
[ "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)", "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)", "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```", "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", "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 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", "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", "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", "Cycle gpu rendering crashes randomly\nOperating system: Win11\nGraphics card: Nvidia RTX 3070 Ti\n\nbroken: all 3.0 versions\n\nRenders keep crashing randomly when I’m using my gpu with cycles, I updated my drivers, my memory use is okay, I tried to not use denoiser, lower my samples, resolution etc but nothing works, sometimes it render 10 frames sometimes 100 but it can't render my whole animation without crashing (also for animations with low poly count and small textures tiles) \nDon't know how to read the crash log file.\n\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```", "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", "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)", "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 crashes when using an EnumProperty to set Space\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.4.0 Alpha\n\nIn this script, I'm using `context.area.type` with a property to change the Space type. It caused Blender to crash.\n\n1. Running this script from the Text Editor (below)\n2. Switch to Graph Editor or Dope Sheet\n3. Click new property buttons on right of Header\n\n```\nimport bpy\nfrom bpy.types import PropertyGroup\nfrom bpy.props import EnumProperty\n\ndef set_space(self,value):\n context = bpy.context\n\n for area in context.screen.areas:\n if area != context.area:\n break\n\n override = {'region': area.regions[0]}\n\n if value == 0:\n context.area.type = \"GRAPH_EDITOR\"\n elif value == 1:\n context.area.type = \"DOPESHEET_EDITOR\"\n\nclass SWITCH_PG_switcher_props(PropertyGroup):\n space: EnumProperty(\n name=\"Space Target\",\n description=\"Switch to space\",\n items=(\n ('GRAPH_EDITOR', \"\", \"Graph Editor\", \"GRAPH\", 0),\n ('DOPESHEET_EDITOR', \"\", \"Dopesheet Editor\", \"ACTION\", 1),\n ),\n default='GRAPH_EDITOR',\n set = set_space\n )\n\ndef draw_enum(self, context):\n layout = self.layout\n scene = context.scene\n layout.prop(scene.switcher, \"space\", icon_only=True, expand=True)\n\ndef register():\n bpy.utils.register_class(SWITCH_PG_switcher_props)\n bpy.types.Scene.switcher = bpy.props.PointerProperty(type=SWITCH_PG_switcher_props)\n bpy.types.DOPESHEET_HT_header.append(draw_enum)\n bpy.types.GRAPH_HT_header.append(draw_enum)\n\ndef unregister():\n del bpy.types.Scene.switcher\n bpy.types.DOPESHEET_HT_header.remove(draw_enum)\n bpy.types.GRAPH_HT_header.remove(draw_enum)\n bpy.utils.unregister_class(SWITCH_PG_switcher_props)\n\nif __name__ == \"__main__\":\n register()\n```\n\nSetting the `context.area.type` in Python seems to cause others' scripts to crash:\n[Performing a Translate Operation after switching the context area crashes Blender ](1164763)\n", "Crash using get_devices_for_type() to choose cycles device with python\nOperating system: Ubuntu 20.04.1 LTS\nGraphics card: GTX 1070 + GTX 1070 + GTX 1050 Ti, NVIDIA 440.100\n\nBroken: 2.91.0 nightly, Commit date: 2020-10-19 22:48, Hash ea4d28aea034\nWorked: 2.83.7\n\nThis is a follow-up of #81520. Commit 1001adb500 fixes get_devices() but get_devices_for_type() remains broken. As previously something about the combination of OPTIX and OPENCL messes up the CUDA devices. Also I have since discovered that by changing the order getting OPTIX devices can mess with OPENCL devices.\n\nThis may be an issue specific to multi-gpu systems. I am willing to reconfigure hardware to help test if needed.\n\n\n```\nblender --factory-startup --python-expr \"import bpy; \\\n cuda_devices = bpy.context.preferences.addons['cycles'].preferences.get_devices_for_type('CUDA'); \\\n optix_devices = bpy.context.preferences.addons['cycles'].preferences.get_devices_for_type('OPTIX'); \\\n opencl_devices = bpy.context.preferences.addons['cycles'].preferences.get_devices_for_type('OPENCL'); \\\n cuda_devices[0].use = True\"\n```\n\nor\n```\nblender --factory-startup --python-expr \"import bpy; \\\n cuda_devices = bpy.context.preferences.addons['cycles'].preferences.get_devices_for_type('CUDA'); \\\n opencl_devices = bpy.context.preferences.addons['cycles'].preferences.get_devices_for_type('OPENCL'); \\\n optix_devices = bpy.context.preferences.addons['cycles'].preferences.get_devices_for_type('OPTIX'); \\\n cuda_devices[0].use = True\"\n\n```\n\n**More information:**\nIt seems like something is overwriting something else. Are these device locations supposed to be inter-related across types? Perhaps this can help. Consider the _different_ CUDA and OPENCL devices for the CPU at 0x7fa3700c8088 and 0x7fa370412188 respectively in the first example. In the second example below the single device at 0x7f72950c8088 is both the **CUDA and OPENCL** device. Which behavior is correct? (And does any of this potentially indicate other issues?)\n\nMy output (formatted)\n```\nblender --factory-startup --python-expr \"import bpy; \\\n cuda_devices = bpy.context.preferences.addons['cycles'].preferences.get_devices_for_type('CUDA'); \\\n print('CUDA devices before getting anything else', cuda_devices); \\\n optix_devices = bpy.context.preferences.addons['cycles'].preferences.get_devices_for_type('OPTIX'); \\\n print('CUDA devices before getting OPENCL devices', cuda_devices); \\\n print('OPTIX devices before getting OPENCL devices', optix_devices); \\\n opencl_devices = bpy.context.preferences.addons['cycles'].preferences.get_devices_for_type('OPENCL'); \\\n print('CUDA devices after getting OPENCL devices', cuda_devices); \\\n print('OPTIX devices after getting OPENCL devices', optix_devices); \\\n print('OPENCL devices', opencl_devices); \\\n cuda_devices[0].use = True\"\n\nCUDA devices before getting anything else [\n <bpy_struct, CyclesDeviceSettings(\"GeForce GTX 1070\") at 0x7fa3700c7f08>,\n <bpy_struct, CyclesDeviceSettings(\"GeForce GTX 1070\") at 0x7fa3700c7f88>,\n <bpy_struct, CyclesDeviceSettings(\"GeForce GTX 1050 Ti\") at 0x7fa3700c8008>,\n <bpy_struct, CyclesDeviceSettings(\"AMD Ryzen 9 3900X 12-Core Processor\") at 0x7fa3700c8088>\n]\nCUDA devices before getting OPENCL devices [\n <bpy_struct, CyclesDeviceSettings(\"GeForce GTX 1070\") at 0x7fa3700c7f08>,\n <bpy_struct, CyclesDeviceSettings(\"GeForce GTX 1070\") at 0x7fa3700c7f88>,\n <bpy_struct, CyclesDeviceSettings(\"GeForce GTX 1050 Ti\") at 0x7fa3700c8008>,\n <bpy_struct, CyclesDeviceSettings(\"AMD Ryzen 9 3900X 12-Core Processor\") at 0x7fa3700c8088>\n]\nOPTIX devices before getting OPENCL devices [\n <bpy_struct, CyclesDeviceSettings(\"GeForce GTX 1070\") at 0x7fa370412208>,\n <bpy_struct, CyclesDeviceSettings(\"GeForce GTX 1070\") at 0x7fa370412288>,\n <bpy_struct, CyclesDeviceSettings(\"GeForce GTX 1050 Ti\") at 0x7fa370412308>\n]\nCUDA devices after getting OPENCL devices [\n <bpy_struct, CyclesDeviceSettings(\"\") at 0x7fa3700c7f08>,\n <bpy_struct, CyclesDeviceSettings(\"\") at 0x7fa3700c7f88>,\n <bpy_struct, CyclesDeviceSettings(\"\") at 0x7fa3700c8008>,\n <bpy_struct, CyclesDeviceSettings(\"\") at 0x7fa3700c8088>\n]\nOPTIX devices after getting OPENCL devices [\n <bpy_struct, CyclesDeviceSettings(\"GeForce GTX 1070\") at 0x7fa370412208>,\n <bpy_struct, CyclesDeviceSettings(\"GeForce GTX 1070\") at 0x7fa370412288>,\n <bpy_struct, CyclesDeviceSettings(\"GeForce GTX 1050 Ti\") at 0x7fa370412308>\n]\nOPENCL devices [\n <bpy_struct, CyclesDeviceSettings(\"AMD Ryzen 9 3900X 12-Core Processor\") at 0x7fa370412188>\n]\nWriting: /tmp/blender.crash.txt\nSegmentation fault (core dumped)\n```\nand\n```\nblender --factory-startup --python-expr \"import bpy; \\\n cuda_devices = bpy.context.preferences.addons['cycles'].preferences.get_devices_for_type('CUDA'); \\\n print('CUDA devices before getting anything else', cuda_devices); \\\n opencl_devices = bpy.context.preferences.addons['cycles'].preferences.get_devices_for_type('OPENCL'); \\\n print('CUDA devices before getting OPTIX devices', cuda_devices); \\\n print('OPENCL devices before getting OPTIX devices', opencl_devices); \\\n optix_devices = bpy.context.preferences.addons['cycles'].preferences.get_devices_for_type('OPTIX'); \\\n print('CUDA devices after getting OPTIX devices', cuda_devices); \\\n print('OPENCL devices after getting OPTIX devices', opencl_devices); \\\n print('OPTIX devices', optix_devices); \\\n cuda_devices[0].use = True\"\n\nCUDA devices before getting anything else [\n <bpy_struct, CyclesDeviceSettings(\"GeForce GTX 1070\") at 0x7f72950c7f08>,\n <bpy_struct, CyclesDeviceSettings(\"GeForce GTX 1070\") at 0x7f72950c7f88>,\n <bpy_struct, CyclesDeviceSettings(\"GeForce GTX 1050 Ti\") at 0x7f72950c8008>,\n <bpy_struct, CyclesDeviceSettings(\"AMD Ryzen 9 3900X 12-Core Processor\") at 0x7f72950c8088>\n]\nCUDA devices before getting OPTIX devices [\n <bpy_struct, CyclesDeviceSettings(\"GeForce GTX 1070\") at 0x7f72950c7f08>,\n <bpy_struct, CyclesDeviceSettings(\"GeForce GTX 1070\") at 0x7f72950c7f88>,\n <bpy_struct, CyclesDeviceSettings(\"GeForce GTX 1050 Ti\") at 0x7f72950c8008>,\n <bpy_struct, CyclesDeviceSettings(\"AMD Ryzen 9 3900X 12-Core Processor\") at 0x7f72950c8088>\n]\nOPENCL devices before getting OPTIX devices [\n <bpy_struct, CyclesDeviceSettings(\"AMD Ryzen 9 3900X 12-Core Processor\") at 0x7f72950c8088>\n]\nCUDA devices after getting OPTIX devices [\n <bpy_struct, CyclesDeviceSettings(\"\") at 0x7f72950c7f08>,\n <bpy_struct, CyclesDeviceSettings(\"\") at 0x7f72950c7f88>,\n <bpy_struct, CyclesDeviceSettings(\"\") at 0x7f72950c8008>,\n <bpy_struct, CyclesDeviceSettings(\"\") at 0x7f72950c8088>\n]\nOPENCL devices after getting OPTIX devices [\n <bpy_struct, CyclesDeviceSettings(\"\") at 0x7f72950c8088>\n]\nOPTIX devices [\n <bpy_struct, CyclesDeviceSettings(\"GeForce GTX 1070\") at 0x7f7295420108>,\n <bpy_struct, CyclesDeviceSettings(\"GeForce GTX 1070\") at 0x7f7295420188>,\n <bpy_struct, CyclesDeviceSettings(\"GeForce GTX 1050 Ti\") at 0x7f7295420208>\n]\nWriting: /tmp/blender.crash.txt\nSegmentation fault (core dumped)\n```\n" ]
[ "[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)" ]
Bug Physics Controller [ Game Engine ] Xubuntu, Win 7, Win 8 2.75 c6b042b Exit Blender Physics type: " Character " + P = [ Exit Blender ]
[ "Quad View Exiting Behavior\nUsers coming from other software expect Quad View to behave a certain way. Since d71db08f6d, when exiting Quad View we always toggle to the *User Perspective* (top right) view, rather than the one the mouse currently hovers. That differs from what users probably expect (see #43523, #42462, #42368, #43452, #69717).\nIt should not be hard to get the (presumably) expected behavior to work again while addressing the reasons it was removed.\n\nQuick proposal:\n* Maximize the hovered view when exiting Quad View\n* Keep rotation of that view locked if it wasn't the *User Perspective* one\n* Keep the view transform of the *User Perspective* stored so when going back to Quad View, it shows that in the top right.\n\nFor more details, see d71db08f6d.", "Blender 3.0.0 breaks compatibility of rigs with the previous version\nOperating system: Windows 11 Pro 21H2\nGraphics card: Nvidia RTX 3070\n\nBroken: 3.0.0\nWorked: 2.93.6\nBlender 3.0.0 breaks compatibility of rigs with the previous version.\n\n1. Open Agent 327 shot 10_03_B-agent_dodges animation file (10_03_B.anim.blend)\n2. Observe that the rigs are completely broken\n![2.93.6.png](2.93.6.png)\n\n![3.0.0.png](3.0.0.png)", "Segfault pasting stale driver.\nOperating system: Linux\nGraphics card: Intel\n\nBroken: 2.92\n\n\nDrives copied and pasted with significant change in file data in between can trigger segfaults. \n\n```\n# Blender 2.92.0, Commit date: 2021-02-24 16:25, Hash 02948a2cab44\n\n# backtrace\nblender(BLI_system_backtrace+0x34) [0x55dfd70fd084]\nblender(+0xe151bd) [0x55dfd4bd41bd]\n/usr/lib/libc.so.6(+0x3cf80) [0x7f9b26870f80]\nblender(_ZN7blender3deg20DepsgraphNodeBuilder26build_object_data_geometryEP6Objectb+0x170) [0x55dfd7000380]\nblender(_ZN7blender3deg20DepsgraphNodeBuilder17build_object_dataEP6Objectb+0x54) [0x55dfd6ffb4b4]\nblender(_ZN7blender3deg20DepsgraphNodeBuilder12build_objectEiP6ObjectNS0_26eDepsNode_LinkedState_TypeEb+0x1d3) [0x55dfd6ffe2c3]\nblender(_ZN7blender3deg20DepsgraphNodeBuilder22build_driver_variablesEP2IDP6FCurve+0x77) [0x55dfd6ffad87]\nblender(_ZN7blender3deg20DepsgraphNodeBuilder14build_animdataEP2ID+0x1f9) [0x55dfd6ffe8b9]\nblender(_ZN7blender3deg20DepsgraphNodeBuilder12build_objectEiP6ObjectNS0_26eDepsNode_LinkedState_TypeEb+0x228) [0x55dfd6ffe318]\nblender(_ZN7blender3deg20DepsgraphNodeBuilder16build_view_layerEP5SceneP9ViewLayerNS0_26eDepsNode_LinkedState_TypeE+0xb2) [0x55dfd7003892]\nblender(_ZN7blender3deg23AbstractBuilderPipeline16build_step_nodesEv+0x76) [0x55dfd6fea296]\nblender(_ZN7blender3deg23AbstractBuilderPipeline5buildEv+0x42) [0x55dfd6fea4b2]\nblender(DEG_graph_build_from_view_layer+0x33) [0x55dfd6fd24e3]\nblender(+0xef501a) [0x55dfd4cb401a]\nblender(wm_event_do_depsgraph+0xc5) [0x55dfd4f59245]\nblender(wm_event_do_refresh_wm_and_depsgraph+0x92) [0x55dfd4f593b2]\nblender(wm_event_do_notifiers+0x36a) [0x55dfd4f6055a]\nblender(WM_main+0x2b) [0x55dfd4f5532b]\nblender(main+0x367) [0x55dfd4b9da67]\n/usr/lib/libc.so.6(__libc_start_main+0xd5) [0x7f9b2685bb25]\nblender(_start+0x2e) [0x55dfd4bd056e]\n\n# Python backtrace\n```\n\n\n* Add a custom property to the Scene.\n\n* Right click on its value field, and run \"Copy as New Driver\".\n\n* Run `CTRL`+`N` or \"File\" —> \"New\" —> \"General\".\n\n* Right click on any value field, and run \"Paste Driver\".", "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", "Holdout material no export in PDF\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 980M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 388.57\n\nBroken: version: 2.93.0\nWorked: (newest version of Blender that worked as expected)[story bug.blend](story_bug.blend)\n\n\n\n", "Generic Rigid Body Constraint Bug\nOperating system: Windows 10\nGraphics card: Radeon RX 470\n\nBroken: 2.83.0\nWorked: Unknown if it ever worked\n\nAngle limit not only doesn't work but causes weird neverending twitching back and forth\nUPDATE:\nTwitching happens for both cases when both rigid bodies are active and when one of them is passive.\n[M0DJ38oWQo.mp4](M0DJ38oWQo.mp4)\n\n1. Add 2 rigid bodies, 1 active, 1 passive animated\n2. Position them active on top, passive on the bottom\n3. Add an empty in between them, add a rigid body constraint to it, select the 2 rigid bodies in its settings, uncheck disable collisions.\n4. Change the joint type to Generic, limit location to 0-0 on each axis.\n5. Play. Now it works, once you select the passive RB and move it it should behave normal.\n6. Undo. Check angle limit on Z and choose some angle range (I had it set to -30 to 30).\n7. Play. Move the passive RB and watch it breaking.\n", "Float slider in the redo panel of the \"add object\" operator does not hide the mouse cursor\nBroken: 2.79b, 2.83\nWorked: (None)\n\nThe problem is not seen in editing mode, but in object mode when adding an object\nand changing the properties in the redo panel, the mouse cursor does not disappear.\n\n![1.png](1.png)\n![2.png](2.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", "Simulation Nodes: show bakes in outliner\n_No response_\n\n", "Some Cycles nodes are active when muted (RGB To BW, Math, vector Math, Separate RGB)\nWin10 64bit\n\nBroken: 2.79\n\nRGB To BW node is active when muted\n\nOpen file and render\n[RGB_BW.blend](RGB_BW.blend)\n\n", "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", "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", "Momentary interface freezes while EEVEE rendering causes progress bar malfunction\nOperating system: Windows 10, 64 bit\nGraphics card: Intel HD Graphics\n\nBroken: 2.80, 2.81\n\n**Rendering in EEVEE has been causing momentary complete interface freezes for each frame**, which caused the progress bar on the frame render to malfunction and jump very quickly from one value to another, thus giving momentarily true but useless information (note that the progress bar never moved to an incorrect position, it just froze). One thing that assures me this is a bug is **minimizing all Blender windows causes the progress bar visible on the minimized icon to work properly** (but unfortunately one cannot see what frame it's on).\n\nOpen the default blend file.\nRender the animation. The interface on 2.81 has frozen for each frame.", "Clay Strip brush sensitivity BUG/Problem that appears only in Blender (works fine in ZBrush and Photoshop) \nOperating system:\n\nDevice name\tDESKTOP-V97J8T0\nProcessor\t12th Gen Intel(R) Core(TM) i7-12700F 2.10 GHz\nInstalled RAM\t32.0 GB (31.8 GB usable)\nSystem type\t64-bit operating system, x64-based processor\nPen and touch\tPen support\n\nGraphics card:\n\n3070 RTX\n\nBroken: 3.3.1\nWorked: 3.2.2 \n\n\nClay Strip brush sensitivity BUG/Problem that appears only in Blender (works fine in ZBrush and Photoshop). it works fine in blender when i push Wacom Intous tablet on max with pen\n\nVideo Link: 1J_NZ0-1Qqg", "Wrong status bar keymap for release confirms and right click select\nOperating system: Manjaro x64\nGraphics card: HD5770\n\nBroken:\n2.80, 81ea815dcb6, blender2.8, 2018-12-12\nWorked: 2.79b\n\nWhen grabbing something(object, vertex, etc) by right clicking on it and then releasing/clicking on the same button the action is not performed, object doesn't return to its initial position. \nHowever if you use G or a Tool to grab instead of mice click Cancel by Right clicking option works.\n\nRight click on a Cube(in 2.79 thats enough to start moving an object but not here here you have to hold the button) AND HOLD the button\nDrag mice somewhere to move the Cube\nRight Click again to Cancel movement\nNothing happens.\n[blender_bug-2018-12-13_22.18.53.mkv](blender_bug-2018-12-13_22.18.53.mkv)\nI'm also attaching video file for it to be more clear." ]
[ "BGE Physics type Character Crash. 2.75\nWindows 7 64-bit\nNVIDIA GeForce GTX 970\n\nBroken: 2.75\nWorked: 2.74\n\nBlender close when starting the BGE. Problem seam to be the Character Physics type.\n\n[BUG_2_75_CHARACTER_CLOSE.blend](BUG_2_75_CHARACTER_CLOSE.blend)\n" ]
Motion blur incorrectly blurs rigid bodies Archlinux Broken: latest buildbot (526ae63) Worked: 2.69 Stationary rigid bodies sometimes appear partially transparent, or completely missing. Moving rigid sometimes have this too. 1. Open [motion_blur_is_to_much_on_stationary_rigid_bodies.blend](motion_blur_is_to_much_on_stationary_rigid_bodies.blend) 2. Simulate it a bit (nothing should move though) 3. Render the first frame. The cube will either be missing or transparent 4. Disable motion blur and render. The cube appears normally. 1. Move the cube up a bit and simulate it falling 2. Render a frame where the cube is moving in mid-air. The cube will either be transparent or rendered incorrectly. Trying the same things in 2.69 works fine.
[ "Motion Blur missing on Alembics with changing topology / point counts\nOperating system: Linux-5.4.0-45-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 450.51.06\n\nBroken: version: 2.91.0 Alpha\n\nMotion Blur is missing when the imported Alembic contains vertex normals.\n\n- Unpack the ZIP and open the attached blend file:\n[MB_Problem_v03.zip](MB_Problem_v03.zip)\n- Press F12:\n![MB_Problem_Alpha_v03.png](MB_Problem_Alpha_v03.png)\n- The object on the left has (a bit but still visible) motion blur, the one on the right doesn't.\n\nThe only difference between the two Alembics is that the first one doesn't have the \"N\" attribute on its vertices.\n", "Cycles: Keyframing motion blur shutter value fails to apply it properly when generating animation\nOperating system: Windows 10\nGraphics card: Nvidia RTX 3090\n\nBroken: 3.6, 4.0\n\n\nIf we keyframe shutter property of motion blur, the updated shutter value is not considered during the final render.\nSuppose shutter value is 0 at the start of render, it will remain 0 thorught the animation even if we've keyframed the value.\n\n- Open attached file\n- select cycles render Engine\n- Start animation render (Ctrl-F12)\n", "Shadow caustics visible through colored glass has intensive, solid color for directional/sunlight and are probably too dark for spotlight/pointlight\nOperating system: Windows 11\nGraphics card: GTX 1070 Ti\n\nBroken: 3.22 master\nWorked: none\n\nThis happens when transparent object intersects with diffuse one and caustics are visible though volume. I know that MNEE doesn't work with volumes, but I think this might be a bug.\nFor directional light and sunsky system caustics are colored to pure red, green or blue or are just white. No other colors are possible. Spotlight and pointlight work, but color of intersected primitives differs substantially from not intersecting ones when looking thought them. This is especially visible on the left upper sphere that has only slight tint. Hope this is useful.\n\nmnee nishita sunsky:\n![mnee_sunsky.jpg](mnee_sunsky.jpg)\n\nmnee directional light:\n![mnee_direct.jpg](mnee_direct.jpg)\n\nmnee spotlight:\n![mnee_spot.jpg](mnee_spot.jpg)\n\n\n1. Create an object casting caustics like sphere over default cube.\n2. Create transparent material for sphere that consists of two shaders, glass and volume, adjust volume color to something darker then white\n3. Turn on caustics for light and for objects, render in viewport.\n4. Move the sphere so it intersects with the cube, see the result.\n5. Switch light into directional mode and try to adjust volume absorption color.\n\n...or just open attached file and render. Lighting is set to nishita sky, but both spotlight and directional light are added and hidden.\n[mnee_test_master.blend](mnee_test_master.blend)", "Strokes in front of a 3d object will change and become jagged after it is placed\nOperating system: windows 10\nGraphics card: 2070 super\n\nBroken: 2.93.0\n\n\nIn front of a 3d object like a plane, the strokes will alter itself and become jagged after you let go of the stroke to place it. On full screen in my video it becomes very apparent especially the second time I do it.\n\nTest File:\n[#91204.blend](T91204.blend)\n[stroke becomes wavy after leting go of the pen this one.mp4](stroke_becomes_wavy_after_leting_go_of_the_pen_this_one.mp4)", "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.**", "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", "VDB slowing down animation playing even when visibility is turned off\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA RTX 6000 Ada Generation/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.67\n\nBroken: version: 3.5.1\n\nVDB loaded even if visibility is turned off\n\nI have an explosion VDB in my scene. Even if I turn off the viewport visibility, it still loads it in memory and playback is slowed down like crazy. It shouldn't be the case. I should be able to turn it off so I can have fast playback and just have it visible at render time.\n\n", "Render artefacts with GPU / motion blur\nOperating system: Linux-5.4.0-48-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 450.80.02\n\nBroken: version: 2.91.0 Alpha + official releases and master from build bot.\nWorked: none that I tried so far\n\nI get weird rendering artefacts where some buckets render different than others. This only seems to happen when:\nRendering with motion blur AND rendering with GPU AND rendering under a Linux OS AND the shutter position is set to \"start\" or \"center on frame\". \"end of frame\" renders fine.\nIt's completely weird as it doesn't happen under Win10 (at least in my case). I completely reduced a production scene to the point where some basic geometry and particles with a sky shader show the problem.\n\n- Open the attached blend file:\n[SHOT060_MPS_v33.blend](SHOT060_MPS_v33.blend)\n- Press F12 to render\n- If you're under Windows (and maybe Mac) or render with CPU you should be fine. Otherwise you should get something like this:\n![MPS_GPU_MB_cof.png](MPS_GPU_MB_cof.png)\n- Switch the motion blur position from \"center on frame\" to \"end on frame\" and render again:\n![MPS_GPU_MB_eof.png](MPS_GPU_MB_eof.png)\nEverything fine\n- Now switch back to \"center on frame\" and switch the render engine to CPU and render again:\n![MPS_CPU_MB_cof.png](MPS_CPU_MB_cof.png)\nFine again.\n\nSo it only affects Linux, \"start or center on frame\" and GPU rendering.\n\nP.S.: Might be somehow related to T76792 although I can't reproduce his problems. But the description sounds similar and he's on Linux, too.\n\n", "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", "Black outlines around animated Objects when Scrubbing/Playback.\nOperating system: Windows 10 64 Bits\nGraphics card: GTX 1080 TI.\n\nBroken: version: 2.83.8 hash: 7c027f9480a9\nWorked: version: 2.83.4 hash: `abb7364912` (commit date: 2020-02-23 23:00)\n\nThere are some weird black outlines popping out during anim playback or scrubbing. \n\n***P**\n{[F8400153](spot.jpg) size = full}\n\n\n* open the file\n* If it is not already set, set viewport shading to material preview (that's where you can easily spot them)\n* playback the animation or quickly move the object\n\nThe black outlines will appear but the moment you stop they'll disappear, so you can screen capture the moment to check their existence ***P**.\n\n[Black.blend](Black.blend)\n", "compositor blur node set to fast gaussian produces black output when fed a colour output from an EXR 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: (4.0 alpha from a few weeks ago not sure of version as deleted now)\n\nCompositor blur node set to fast gaussian produces black output when fed a colour output from an EXR image.\n\n1. Open a new blend file.\n2. Go to the compositor.\n3. Drag in the image file attached below.\n4. Connect the resulting image node's 0_Image output to a viewer node and turn on the backdrop.\n5. Image will be shown.\n6. Now place a blur node between the image node and the viewer node.\n7. Set the x and y values of the blur node to 1 and the size to 1.\n8. Image will blur.\n9. Now change the blur mode to fast gaussian.\n10. Image will go completely black.\n\n[test-image](https://projects.blender.orgattachment)", "Strange Cycles Area Light artifact when using Motion Blur in animation\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.23\n\nBroken: version: 3.6.0\n\nPer the attached screenshot, two astronauts are at the windows of a moving spacecraft. There are four Area Lights inside the spacecraft between the astronauts and windows acting as fill lights for the astronauts. The strange artifact appears when Motion Blur is enabled, causing the Area Lights to appear to be moving at a different velocity from the spacecraft. The result is that the Area Lights themselves become visible, especially the green light at the far left window; in reality it's behind the post between the windows.\n\nIs this a known issue? If yes, any way to fix it short of disabling Motion Blur? Thanks.\n\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", "Texture on active object is not visible in solid view with sculpt mode activated\nOperating system: Windows 10, Ubuntu 16.04\nGraphics card: GeForce GTX 760\n\nBroken: 2.80\n\nTexture is not visible in solid view with sculpt mode activated\n\nCreate a texture, apply it to an object, like start cube, make sure you're in solid view mode with textured color active, you'll see the texture in object mode. After switching to sculpt mode, object becomes gray.\nIf you change view mode to LookDev or Material, everything is fine.\n\n**Extra info**\nIf you go back to Solid view and add a Shape Key, texture is visible again, but mask brush doesn't work. The problem with mask brush and shape keys is already mentioned #67303\nI made a video about those problems Mk2w41C87AI", "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" ]
[ "Wrong Motion Blur with Rigid Body Simulation / Point Cache\nWindows 7 x64 and Linux\n\nBroken: Probably with introduction of deformation motion blur.\n\nMotion blur together with rigid body simulation produces wrong and arbitrary blurred images.\n\n\nA .blend file is attached with a cube as test rigid body and motion blur enabled.\n\n1. Step a few frames forward to generate some simulation data and motion\n2. Click \"Deformation\" checkbox in motion blur panel\n3. Render image, again and again and again... see the differences. Some extreme renders are attached here.\n4. Notice also that the rigid body continues the simulation one frame at a time although you're rerendering the same frame\n\n[cube_bugtest.blend](cube_bugtest.blend)\n\n![sample1.png](sample1.png)\n\n![sample3.png](sample3.png)\n\n![sample4.png](sample4.png)\n\n![sample2.png](sample2.png)" ]
WRONG edge lenght after SCALE in object mode Operating system: Linux-5.4.0-65-generic-x86_64-with-debian-bullseye-sid 64 Bits Graphics card: GeForce GT 520MX/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.141 Broken: version: 2.91.2 hey i try to update, but linux did it well alone... not seen broken, but usable ;) [WRONG edge lenght after SCALE ] [use anything in edit mode. **NOTE that the lenght is ok if you stay in edit mode and rescale !** make edge lenght visible. back to object mode then rescale the object even a line. then relook the edge lenght in edit mode: OOhhh the same lenght even rescaled it is !] [think it's not a .blend file .. this problem is a long story pb not solved. But now it's enough, i must say it. ;) so i join 2 files (.jpg) of demonstration] - if you can't reproduce the problem.. i'll try with other file and join it .. oh .. i can now .. ;) no need to join, i test with an other file: it's reproduced ! 0 - create a base plane (2x2m) 1 - edit ![BUG_measures_edge.length.jpg](BUG_measures_edge.length.jpg) 2 - note the measures - lenght and also surface too ! 3 - back object mode 4 - now rescale the plane 5 - back edit mode 6- constate the SAME lenght value - no rescaling ![BUG_measures_edge.length_sameEVENrescaled.jpg](BUG_measures_edge.length_sameEVENrescaled.jpg)
[ "Mesh Optimization Project Progress\n### Committed\n\n- 2b640622ff\n- aa6f0f3d1f\n- deb71cef38\n- 5f749a03ca\n- 44d2479dc3\n- c2fa36999f\n- 496045fc30\n- e4c6da29b2\n- d8b8b4d7e2\n- bcefce33f2\n- 8a1860bd9a\n- 6bef255904\n- 174ed69c1b\n- b3f0dc2907\n- 513f566b40\n- 2d60c496a2\n- 27da305a40\n- 51568030e9\n- b5542c1ea4\n- 2d4ec90497\n- 4f9ef65dac\n- 04313f1bb5\n- 0f201049b4\n- f9c9e000ca\n- 1b4d5c7a35\n- 25c2875e0f (depending on 8839b4c32a)\n- 178086d581\n- 4ba06ad0a8\n- 39b2a7bb7e\n- 399b6ec76c\n\n### Differentials\n\n*Remove once committed.*\n\n- [D11294: DrawManager: Use threading for ibo.fdots_nor/hq](D11294)\n- [D11969: Depsgraph: Implement 'ID_RECALC_GEOMETRY_DEFORM' - Second solution](D11969)\n", "Can't pan more on the viewport when set to camera view with a wide resolution.\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.28\n\nBroken: version: 2.81 (sub 16)\n\nI can't pan to the side more than this with the camera on the viewport. I wanted to have the cube in the center of the viewport but blender just doesn't pan anymore.\n![camerabug.jpg](camerabug.jpg)\nHOWEVER! if I change the ratio of the 3D editor, it works (up to a limit), it is a workaround, but a weird one!\nLike this:\n![camerabug2.jpg](camerabug2.jpg)\n\nOpen the file and try to pan to have the cube on the center of the viewport without exiting camera view:\n[Camera_pan.blend](Camera_pan.blend)\nThis happens with this kind of resolution settings and the camera > sensor fit > set to Vertical (that I need in my project).\n", "Inconsistent naming for modes in the undo history menu\nBroken: 3.4 alpha\n\nIn the undo history panel, the \"Object mode\" entry is registered with the name of previous modes. Switch from sculpt mode to Object mode will create an undo step with \"Sculpt Mode\" name\n\nAs for the other modes entries, they have no naming standard. Some entries have \"Toggle\" written before, some have \"Toggle\" after, some don't have \"Toggle\". Also they all have \"Mode\" written except for texture paint. \nThe entries are as follows:\n\n\"Texture Paint Toggle\"\n\"Weight Paint Mode\"\n\"Vertex Paint Mode\"\n\"Toggle Edit Mode\"\n\"Sculpt Mode\"\n\nBased on the default startup;\nChange modes; \nCheck \"Edit -> Undo History\" menu.\n", "File open dialog size larger than screen resolution \nOperating system: Windows-10-10.0.17134-SP0 64 Bits\nGraphics card: GeForce RTX 2080 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 419.67\n\nBroken: version: 2.83 (sub 1)\nWorked: 2.80 and before\n\nThe file open dialog opens with a larger size than the resolution of the monitor it is on. I am using an external monitor with a larger resolution (4K) than my laptop. Now I run Blender on the larger monitor. It then opens the file open dialog on the smaller laptop screen, but makes the window as big as though it was on the larger monitor.\n\nThis is bad, as important parts of the window are not visible, like the options on the right, the file name at the bottom, the OK and Cancel buttons. You then have to manually rescale it. Now this is even more annoying due to the fact that Blender does not remember the last size and location of the window, so every time it opens it like this.\n\nThe problem seems to be, that Blender opens the dialog on your \"main\" display, but calculates the size of the window based on the size of the parent Blender window. \n \n\n- Use two monitors with different resolutions (eg. laptop + external 4K). \n- Set the smaller as the main display (if using the example setup, this is the default anyways).\n- Run Blender on the large monitor and go to \"file open\".\n- Window opens on the smaller screen, and portions of it are off-screen.", "Preferences Interface Line Width \"Thick\" turns Viewport blurry\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.47\n\nBroken: version: 2.93.5\nWorked: I have only experimented with Line Width \"Thick\" the past week and only noticed issues yesterday. I did a clean install of Blender today because of issues with the Viewport Render view in my older 2.93 version. Before installing Blender 2.93.5 I updated Nvidia driver and Windows updates. It was not till this new Blender version was installed I realized it was the Line Width that messed with the rendered view. \n\nWith Line Width set to \"Thick\" the Viewport Rendered View will turn a blurry grainy version compared to when Line Width is set to Default. The \"effect\" can be toggled on and off changing the Line Width. \n\nI have that default material tester sphere in the scene. A camera and a HDRI set up as World Lighting. + 3 materials for the three objects in the scene. \nThe Blender version is downloaded and installed a few hours ago. I am using my own theme from my old Blender version, but this issue happens in the \"Blender Dark\" theme too.\n\nI am Rendering with Cycles + GPU Compute and OptiX turned on for NVIDIA GeForce GTX 1070 and Intel Core i7-4770K CPU @ 3.50GHz\n\n![Line Width DEFAULT.jpg](Line_Width_DEFAULT.jpg)\n\n![Line Width THICK.jpg](Line_Width_THICK.jpg)\n\n", "Regression: Rendering hair instances size in animation bug with animated emitter object scale\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.47\n\nBroken: version: 3.1.2\nBroken: 2.93\nWorked: 2.92\n\nRegression from 50782df425.\n\nIncorrect rendered instanced object scale if rendering hair animation with animated object.\n\n1 Create Cube and object for instancing\n2 Set cube scale animation for some frame range\n3 Apply patricle system to cube (hair / rendered instances as object or collection)\n4 Try to render single frame and render animation, compare difference\n\n[hair_render.mp4](hair_render.mp4)\n[test_hair.blend](test_hair.blend)\n\nWill set to high prio to raise awareness this is a regression, but this can probably be lowered again since also involves the EOL particle system.\nNote: if you really need to render this, consider using Cycles (where this still works when the `Persistent Data` option is OFF.", "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", "OSL object and geometry attributes lookup for other objects\nWindows 10\n\nBroken: 2.78 66383ea\n\nAttempt to get object location of another object in OSL script gives strange results\n\nOpen blend file from attachment, toggle console and press f12. You will see that \"getattribute object:location\" returns inconsistent results: sometimes it return right values and sometimes not:\n\n```\ntestloc location = 0.100000 0.100000 -0.100000\ntestloc location = 0.100000 0.100000 -0.100000\ntestloc location = 2.000000 2.000000 2.000000\ntestloc location = 0.100000 0.100000 -0.100000\ntestloc location = 0.100000 0.100000 -0.100000\ntestloc location = 0.100000 0.100000 -0.100000\n```\nThis is printf-output from rendering image. (2,2,2) is real location of object queried in osl script. (0.1,0.1,-0.1) is location of sampled object, not the queried one. \n\nExpected output - all values should be the same, (2,2,2), since queried object is not moving. Script:\n```\nshader getObjectByName(\n output color ignore=color(0,1,0)\n)\n{\n point testloc = point(0,0,0);\n int res = getattribute(\"TestObj\",\"object:location\",testloc);\n printf(\"\\ntestloc location = %f %f %f\",testloc[0],testloc[1],testloc[2]);\n ignore = color(res,res,res);\n}\n\n```\n\n[oslGetAttributeWeird.blend](oslGetAttributeWeird.blend)\n", "Treat object & object data the same for preview generation\nIt shouldn't matter if an object, or an object's data is marked as asset, the same preview should be generated. If the object data ID is passed, a wrapping object can be created if needed, so it's treated as object.", "\"New Image\" UI improvement\nNOTE: This design is still under discussion and is incomplete.\n\n# Current Issue\n\nThe UI for image creation in Blender doesn't make it very easy to pick an optimal resolution and could be improved for usability.\n![Screenshot 2022-07-16 175721.png](Screenshot_2022-07-16_175721.png)\n\nExperienced Blender users might know that you can:\n- Drag over both fields to edit both at the same time\n- Type `*` or `/` to multiply or divide the resolutions to keep standard resolutions\n\n# Proposal\n\nWe need to make these options more obvious and readily available:\n- Add a dropdown for common resolutions (128,256,512,1024,2048,...)\n- Add a toggle to either keep image square. When disabled choose resolution for both dimensions.\n- Add an option to type in a custom resolution\n\nThis still needs mockups and further discussion.", "sharp_edge attribute doesn't work for GN-created geometry in 4.0\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 537.13\n\nBroken: version: 4.0.0 Alpha\n\nBlender 4.0 is expected to finally expose normal smoothing capabilities to geometry nodes, and while the sharp_face attribute seems to somewhat work on the geometry generated inside GN, instead of inherited from the parent object, sharp_edge attribute just won't work on GN-created geometry no matter what.\n![image](attachment)\n\n1. Open the attached file: [sharpbug.blend](attachment)\n2. Move the B value of Great Than node\nResult: sharp_edge attribute modifications don't have any effect on the mesh shading.\nExpected: sharp_edge attribute modifications affect the mesh shading.\n\n", "Regression: broken normal shading, sharp edges appear on smooth surfaces.\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: 2.93, version: 3.0.0 Alpha\nWorked: 2.83.9, 2,92\n\nCaused by 1c22b551d0\nTo fix this, 5c4d24e1fd got reverted\nProblem still persists though...\n\n\nIn newer versions normal mapping looks broken, sharp edges appear.\nEevee and Cycles have same bug.\n\nupdated: [untitled.blend](untitled.blend)\n\ndifference in shading\n**2.93 on top, 2.8 down below:**\n![F10274326](image.png)\n\nThis effect appears even with very small angle of clean surface (without normal maps)\n![F10277755](изображение.png)\n![F10122610](16211720.png)\n\n<video src=\"2021-05-18_16-17-05.mp4\" title=\"F10122604/2021-05-18_16-17-05.mp4\" controls></video>", "Stitch by matching target edge length\nAdditional option to existing operator **stitch** that scales one uv island to match the other uv island by matching the edge lengths of the target uv island\n\n**Starting point**\n\nA couple of edges selected before running “stitch operator”\n\n![image](image.png)\n\n\n**Undesired result**\n\n\n\nThe uv island that is being stitched to the bigger uv island is still very small\n\n![image](image.png)\n\n**Desired result**\n\nThe loose UV island has the same texel density as the UV island that it stitches to \n\nSuggested approach:\n- Store\n - Original pinning\n - Original seams\n- Run “seams from islands”\n- Clear seams on selected edges\n- Pin all but the UV island that will stitched to bigger uv islande\n- Unwrap\n- Restore \n - Original pinning\n - Original seams\n\n![image](image.png)", "Non deterministic edge order after extrude/spin on bmesh\nOperating system: Linux-4.15.0-20-generic-x86_64-with-glibc2.27 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 450.51.05\n\nBroken: version: 2.93.0 Alpha\nWorked:\n```\n Unknown. According to the Git annotation given by VS Code in bmo_extrude.c, this issue is born two years ago...\n```\n\n\nThe order (and therefore indices) of new edges created by an extrusion or a spin operator change when this operation is applied on two objects created in the same way, with same geometry (named \"reference\" and \"target\" objects in the script attached).\n\nThis becomes visible if we select some edges in the reference object and try using the selected edges's index in this object to select the corresponding ones in the target object, both selection are not the same even though the mesh elements (vertices, edges and faces) have the same order in both meshes\n\n\nOpen the attached blend file and execute the script in it\n\n\n\nMany thanks and kind regards,\n\nChristophe Mermoud\n\nP.S. Please find enclosed:\n\n[system-info.txt](system-info.txt)\n\n[non-deterministic_extrude_reproduce.blend](non-deterministic_extrude_reproduce.blend)\n", "Holding Ctrl disables Object Lock Modes\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.59\n\nBroken: version: 3.2.1\n\n\nObject Lock Mode have no effect when Ctrl is held, for instance, while using Shortest Path Selection as shown in the following video:\n\n[bug-object-lock-mode.mp4](bug-object-lock-mode.mp4)\n\nThis also happens in other cases like selecting Reference and Background images:\n\n[lockobject.mp4](lockobject.mp4)\n\n" ]
[ "Wrong edge length displayed in edit mode after scaling mesh in object mode\n%%%I am using Blender 2.56.0 r34076.\n\nThis is how to reproduce the problem:\n\n1. Open Blender and Factory Settings\n\n2. Scale the default cube e.g. 1 blender unit on the z axis (figure 1)\n\n3. Enter edit mode --> open properties shelf (N) --> enable edge lengths\n\n4. The result is that all edges display a length of 2 blender units, even the scaled edges (figure 2)\n\nEven if this is not a bug, it would not be very straightforward when modelling exact shapes. I have also attached a .blend file. \n\nMy machine: Windows 7 64 bit, AMD Turion X2 Ultra Dual-Core Mobile ZM-80 2.10 GHz, 3 GB Ram, ATI Radeon HD 3650\n \nCheers,\nAndreas%%%" ]
Image Based Lighting with OSL crashes Intel i7 920, GeForce GTX 780, 12gb ram, Windows 8.1 x64 Broken: 2.72 release Blender immediately vanishes when rendering with OSL turned on + an environment texture. 1. Start Blender with the default scene. 2. Change the renderer to Cycles. 3. Turn on Use Nodes for the World Surface. 4. Attach an Environment Texture to the background colour. 5. Load an EXR/HDR image into the Environment Texture. 6. Turn on Open Shading Language for Cycles. 7. Hit Render or change the viewport to Rendered mode. Blender will exit/vanish!
[ "CYCLES: Surfaces inside volumes are Not Lit or Shadowed by the volume if the volume is not visible to Camera Rays\nLinux Mint Mate\nGTX 1050\n\n\nBlender 2.81 Alpha\n2019-09-27 22:44\nHash: 1c1a3198af9d\n\n\nDiscovered while trying to catch shadows from volumes on surfaces for compositing.\n\nSurfaces inside of volume meshes are not shaded (lit/shadowed) by the volume if the volume is invisible to camera rays\n(checkbox in Object Properties -> Visibility -> Ray Visibility -> Camera)\nAs far as i can tell this also affects Holdout.\n\n\n\n\nCurrent workaround: make sure volume IS visible to camera rays, and instead bypass it in the volume shader using the Camera Ray socket on the Light Path node\n\n\nTo Reproduce:\n\nOpen attached .blend , press render\nNote the missing shadow/light where the volume cubes intersect the default cube.\n\nI have in the .blend also included the \"expected behaviour\" by using the workaround, switch the Scene from \"Bug\" to \"Workaround\" and press render again.\nNote the shadow/light now covers the default cube properly.", "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.", "Boolean - Animation - Viewport works correctly render view doesnt\nUbuntu 18.04, Win 7 x64\n\nBroken: d53093953f8\n\nBooleans dont match between Viewport and Render\n\n1. Open attached blend file\n2. Preview render (shift z)\n3. Notice the green on top\n4. F12 Render\n5. Notice how the green is no longer there\n\n[booleansBug.blend](booleansBug.blend)", "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)", "Tasks after BI removal\n* Code cleanup\n * Preview render code could be simplified, not used old preview.blend** Customdata mask handling still assumes old draw types\n * Move camera matrix code out of Render and into Freestyle, the only user\n * ~~Remove BLENDER_RENDER compat engine, find better system~~\n * Simplify GLSL shader coordinates, originally designed for camera space shading\n\n* Bigger tasks\n * #54696 (Blender Internal displacement baking move to Cycles)\n * [x] #54697 (Vertex color baking for Cycles)\n * #54656 (Cycles/Eevee texture nodes for modifiers, painting and more)", "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", "Blender 3.1 CPU/GPU rendering denoise is broken on M1 Mac / Monterey\nOperating system: MacOS Monterey (M1 Max)\nGraphics card: Integrated GPU\n\n**Blender Version** 3.1.0 release for M1 Macs\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\nWorked: (newest version of Blender that worked as expected) 2.93.3\n\nOn all my projects, when rendering via the CPU or GPU, the render works as expected, but on completion the entire screen blacks out to a solid color and the render is LOST! I suspected it must be a post render step, and I have confirmed that it is the DENOISER that is broken in this version of blender. When I go into the scene and remove the denoiser, the render completes, and I can save the image!\n\nBased on the default startup or an attached .blend file (as simple as possible).\nYou need a project that uses denoising as a final compositing step. Attached is a simple matt object set to denoise at the end. Render it, and at the end you get a gray screen. Go into compositing and remove the denoise node, and you get the render.[TestRenderWithDenoise.blend](TestRenderWithDenoise.blend)\n", "Animation Player crashes on MacOS\n\n```\nOperating system: macOS-11.6.1-x86_64-i386-64bit 64 Bits or OSX 12.2.1\nGraphics card: AMD Radeon Pro 580 OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.6.20\n```\n\n```\nmacOS 12.2.1 Intel HD Graphics 6000 1536 MB and Radeon Pro 5300M, macOS 11.4\n```\n\nBroken: version: 3.0.0 Beta\nBroken: blender-3.2.0-alpha+master.d3b1cce4000b-darwin.x86_64-release.dmg, \n\nI open a fresh Blender, Standard Cube scene.\nGo to View-> Viewport Render Animation\nIt freezes (Beachball of death) around frame 20 or 30 . Have to kill Blender, fan goes crazy.\nSame with the default cube scene. But the the crash doesn't come every time, but the image it way too dark.\n\n\nProblem 1 \n\nFreeze during \" Viewport Animation Render\"\n- Default scene, \"View\" menu -> \"Viewport Animation Render\".\n- after a couple dozen frames, Blender freezes, full CPU usage, and frames don't progress.\n\nProblem 2\nAssuming the above problem doesn't appear, \n- Default scene, \"View\" menu -> \"Viewport Animation Render\".\n- Render-> View Animation\n- Playback crashes at the end of caching.\n![Bildschirmfoto 2021-11-04 um 17.15.54.png](Bildschirmfoto_2021-11-04_um_17.15.54.png)\n\nProblem 3\n- The image is much too dark compared to the Viewport.\n", "Intel GPUs: 3.6.2 crash on initializing Eevee rendered view\nOperating system: Linux-6.5.3-300.fc39.x86_64-x86_64-with-glibc2.38 64 Bits, WAYLAND UI\nGraphics card: Mesa Intel(R) Arc(tm) A770 Graphics (DG2) Intel 4.6 (Core Profile) Mesa 23.2.0-rc3\n\nBroken: version: 3.6.2\nWorked: 6 months ago :)\n\nBlender crashes when you opened the attached project and switch to rendered view.\n\n", "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)", "Material Library VX causes permanent freeze with EEVEE rendering\nOperating system: Windows 10, 64 bit\nGraphics card: Intel HD Graphics\n\nBroken: 2.81\n\nUsing materials from Material Library VX addon, particularly Floor Wood and Rusty Metal, causes EEVEE to freeze all of Blender. They work fine with Cycles, so it's not the addon. Not even the partial \"developer view\" render can take the materials.\n\nOpen default blend file.\nEnable Material Library VX addon.\nApply \"Floor Wood\" to the cube.\nSwitch to \"render view\" without changing the engine off of EEVEE. Blender 2.81 will freeze.\n\nNote: If you try to view the material preview and EEVEE is the render engine even *that* will freeze Blender 2.81.", "Regression: Ambient Occlusion causes shading artifacts\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 462.31\n\nBroken: version: 2.93.1\nWorked: 2.91, 2.92\n\n Under lookdev mode, when object has \"alpha blend\" turned on in the shader, \"ambient occlusion\" with \"bent normal\" option enabled will cause shading artifact that looks like the object is shading flat. ![EeveeBug_293_AO_Alphablend.PNG](EeveeBug_293_AO_Alphablend.PNG)\n\nSwitch the scene to lookdev mode. \nCreate a UV sphere\nShade it smooth\nTurn on Ambient Occlusion and make sure \"Bent Normals\" is checked. \nAssign a material to the sphere. \nUnder the material settings turn on \"Alpha Blend\". \nNow the object will look like it's shaded flat/without smoothing. \n\n[Eevee_bug_scene.blend](Eevee_bug_scene.blend)\n\n", "Cycles destroys an existing texture image while baking to a new image\nOperating system: Windows 11\nGraphics card: rtx 2070\n\nBroken: 51bc44420b89\n\n\nBlender seems to destroy or empty an existing texture in a multi material setup while baking to a new image.\n\n\n\n\nload the attached file\n\nselect the BAKE material\n\nselect the BAKE image node\n\nRender Props -> Bake ( it is already setup)\n\nPay attention to the viewport to see that one of the textures turn black, and the BAKE texture is still black\n\nYou can try variations as in putting the BAKE node in other materials however the result seems to be the same failed bake.\n\n", "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.", "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" ]
[ "Blender crashes when using image textures with OSL enabled.\nOS: Windows 8 64 bit\nGraphics: NVIDIA GeForce GT 620\nProcessor: iNTEL(R) Core(TM) i5-3330 CPU @ 3.00GHz\nRAM: 8.00 GB\n\nBroken: 2.70 Official Release \n\nWhen using Cycles and OSL is enabled, if you try to use any image texture blender will crash. It doesn't matter if you use any osl shaders or what image is used(or even if any image is used). If OSL is enabled and an image texture node is connected to the node tree of any shader, Blender will crash.\n\nOpen the attached file([osl-crash.blend](osl-crash.blend)) then press render. Blender should start building the BVH then after some time crash. If you disconnect the image node then press render everything should be fine.\n" ]
Blender crashes while in Point normals to target mode on Ctrl+Z or Tab press Operating system: Windows-10-10.0.17134 64 Bits Graphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 388.13 Broken: version: 2.80 (sub 55) Worked: (optional) Reproduces for older versions of 2.8 Blender crashes while in Point normals to target mode on Ctrl+Z or Tab press 1. Enable Auto Smooth for a mesh object (Properties/Normals tab) 2. Go to Edit Mode for this object 3. Select Mesh/Normals/Point normals to target (or Alt+L) 4. Press Ctrl+Z on keyboard (or Tab)![bug.jpg](bug.jpg) Notes: - Does not reproduce if Point normals to target was confirmed or canceled (Enter/PadEnter/LMB or Esc/RMB) - Reproduces if any action (or combination of actions) was selected between steps 3 and 4 (point to mouse/pivot/object origin, reset normals, etc.)
[ "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", "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", "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", "Crash on sculpt mask brush when Multiresolution modifier is copied from another object\nOperating system: Windows 11\nGraphics card: GTX 1060\n\nBroken: 3.3.0 / 3.2.0 / 2.93.10\nWorked: (First time trying multires hasn't worked on any of the versions I've tested on)\n\n\nCrash on sculpt mask brush when Multiresolution modifier is copied from another object.\n\n\nReplicate problem 1:\n\n - Add a Cube (#1)\n - Add Multiresolution modifier to Cube (#1)\n - Subdivide 4 times\n - Add a Cube (#2)\n - Copy Cube (#1)'s modifier onto Cube (#2) through the use of Link/Transfer Data > Copy Modifier\n - Select Cube (#2) and enter sculpt mode\n - Select Mask Brush\n - Use Mask Brush (Should crash blender)", "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.", "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 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", "Sporadic boolean issues\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.07\n\nBroken: version: 3.2.0\nWorked: 3.0\n\nMeshes using the boolean modifier sporadically break in Blender 3.2.0, while they still worked in 3.0.\nThis would result in meshes that lack faces or even crash Blender\n\n\nUnfortunately I wasn't able to isolate the cause of the issue, as it seems to occur sporadically and randomly. What I have noticed is that sometimes meshes that were fine suddenly break once you enter exit edit mode.\n\n", "GPencil: Selecting textured brushes will crash Blender\nOperating system: Linux-5.8.0-7642-generic-x86_64-with-glibc2.32 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.39\n\nBroken: version: 2.93.0 Alpha\nWorked: 2.92.0\n\nWhen appending the textured brushes from the [Blender Cloud](5ccfe64353b85e279cf72acd) into a file, Blender will crash when trying to preview the brushes in the tool settings.\n\n\n - Open Blender 2.93 and select the \"2D Animation\" template.\n - Go to *File*>*Append* and browse to the `pepeland_GP_brush_pack_V1.blend` file. Go into the *Brush* folder and append the brushes `GBrush_001` through `GBrush_010`.\n # Click the brush icon in the tool settings. Blender crashes.\n\n\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)", "Crashes when working with pose mode (rigidbodies involved)\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.23\n\nBroken: version: 3.0.1\nWorked: 2.8\n\nFrequent random crashes.\n\nJust animate bones. It may even crash at undo. One day it's okay, another it crashes 20 times a day.\n[debug_logs.zip](debug_logs.zip)\n", "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", "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", "Grease Pencil: Line Art › Light Contour causes crash\nOperating system: macOS-11.6.5-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon R9 M295X OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.6.21\n\nBroken: version: 3.6.0 Alpha\nAlso reproduced with 3.5 and 3.4.1\n\nWhile using the Grease Pencil Line Art modifier, enabling the Light Contour feature causes a crash. The problem does not appear with a very simple scene, so a certain amount of geometry may be needed, hence the 6mb sample file. While trying to reproduce with smaller scenes, I sometimes had to toggle the Light Contour checkbox on and off a few times to trigger the crash, and the number of toggles actually varied from one launch to the next.\n\n1. Open provided file, GP crash.blend\n2. Select Grease Pencil object and expand its Line Art modifier\n3. Click Light Contour checkbox to enable it\n\nThis reliably causes a crash on my Intel Mac\n\n", "Blender crash in bmesh.to_mesh() while using it to modify weights\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.70\n\nBroken: version: 2.82 (sub 1)\nWorked: (optional)\n\nCrash in bmesh.to_mesh() if using it to modify weights in weightpainting while playing animation\n\n*Remove any lights or cameras, keep just one cube in the scene (for the simple script to work).\n*Subdivide it 5 times and apply the modifier.\n*Add the script below to the script editor and run it\n*Go to weight paint mode for the cube\n*Run the animation and try to paint. If you just click the left mouse button it will paint a dot and the script will work, but if you hold and drag, Blender crashes.\n\n\n```\nimport bpy, bmesh\n\n\ndef add_handler():\n # remove existing handlers\n old_handlers = []\n for h in bpy.app.handlers.frame_change_post:\n if \"paint_test\" in str(h):\n old_handlers.append(h)\n for h in old_handlers: bpy.app.handlers.frame_change_post.remove(h)\n # add new handler\n bpy.app.handlers.frame_change_post.append(paint_test)\n\ndef paint_test(scene):\n for ob in scene.objects:\n me = ob.data\n \n print(str(scene.frame_current) + \": Creating Bmesh\")\n bm = bmesh.new()\n bm.from_mesh(me)\n \n group_index = ob.vertex_groups.active_index\n dvert_lay = bm.verts.layers.deform.active\n \n for vert in bm.verts:\n dvert = vert[dvert_lay]\n try: dvert[group_index] -= 0.1\n except: pass \n \n print(str(scene.frame_current) + \": Writing Bmesh\")\n bm.to_mesh(me)\n bm.free()\n \nadd_handler()\n```" ]
[ "Blender 2.80 - Crash in \"Point normals to target\" mode when going back to object mode without confirming operations\nOperating system: Windows 7 Professional 64-bit\nGraphics card: Nvidia GTX 1070\n\nBroken: (example: 2.80, branch: blender 2.7, commit date: 2019-04-17 19:26, hash: b46245470f79)\n\nBlender crashes when going back to object mode after performing one or more operations in a row without confirming them in \"Point normals to target\" mode. (Tested and confirmed on two computers)\n\nThe following steps are applicable for the default startup scene:\n1. Select the white cube in object mode.\n2. Go into edit mode.\n3. Select a face.\n4. Go to Object Data in the Properties window.\n5. Tick Auto Smooth in the Normals section.\n6. Press Alt + L to go into \"Point normals to target\" mode.\n7. Perform one or more operations in a row without confirmation between them (pressing Enter/NumpadEnter/LMB).\n8. After completing the operations, instead of confirming them, simply press Tab to go back into object mode.\n9. Blender will crash." ]
Blender 2.80 - Crash in "Point normals to target" mode when going back to object mode without confirming operations Operating system: Windows 7 Professional 64-bit Graphics card: Nvidia GTX 1070 Broken: (example: 2.80, branch: blender 2.7, commit date: 2019-04-17 19:26, hash: b46245470f79) Blender crashes when going back to object mode after performing one or more operations in a row without confirming them in "Point normals to target" mode. (Tested and confirmed on two computers) The following steps are applicable for the default startup scene: 1. Select the white cube in object mode. 2. Go into edit mode. 3. Select a face. 4. Go to Object Data in the Properties window. 5. Tick Auto Smooth in the Normals section. 6. Press Alt + L to go into "Point normals to target" mode. 7. Perform one or more operations in a row without confirmation between them (pressing Enter/NumpadEnter/LMB). 8. After completing the operations, instead of confirming them, simply press Tab to go back into object mode. 9. Blender will crash.
[ "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.", "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)", "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) ", "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)", "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", "Crash when trying to show a Workspace using a deleted Screen.\nIf a Screen ID is deleted, and one then try to show a Worspace using it, Blender will crash.\n\nSetting to low prio since deleting a Screen ID is not easy to do for end user currently (you'll have to use py console, e.g. `bpy.data.batch_remove(ids=(bpy.data.screens- [x],))`), but still, this is violating general design and expected sane behavior of ID handling.\n\nThink solution should be either:\n* Deleting Screens IDs should be forbidden (not ideal, since it kind of breaks general ID design, but should be doable).\n* Deleting Screens IDs should also delete matching Workspace (not ideal either, there should not be that kind of relationships between IDs, but we already have similar things between objects and obdata...).\n* Or (probably the sanest thing to do) a Workspace should handle gracefully the case where it has no assigned Screen.", "Blender Crash when deleting images too fast\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: AMD Radeon(TM) Graphics ATI Technologies Inc. 4.5.14761 Core Profile Context 21.30.44 30.0.13044.0\n\nBroken: version: 3.2.0\n\nBlender crashes when deleting images in the Layer blend file libery\n(3.3 alpha is crashing also and i didnt found any report about this issue)\n\n\n* go to outliner -> select blend file\n* make sure to be in the material preview mode\n* delete the first image by right click and then click on delete image\n* (now u only need to rightclick and leftclick to delete next images, because u dont need to aim for the delete anymore)\n* delete images while blender tries to preview the last change after deleting one of the images\n blender crashes\nwhen deleting images too fast, my blender just crashes (happens on my bad pc often, because i download models and rework them)\nIf you wait for the new material preview of the model after deleting nothing happens, but if you dont blender crashes when continuing to delete images\n\nVideo: CvO9nw4qilc\n\n[pharaoh x suite.blend](pharaoh_x_suite.blend)\n", "Missing call to BMesh.update_edit_mesh causes crash in edit-mode\nRunning the following script in the default startup file crashes.\n\nUn-commenting the last line resolves the crash.\n\nThe issues is caused by triangulated loops referenced from `BMEditMesh.looptris` being freed.\n\nReporting this issue for reference, since it's a simpler test case compared to #70711, which has the same root cause.\n\n```\nimport bpy, bmesh\nbpy.ops.mesh.primitive_cube_add()\nob = bpy.context.active_object \nbpy.ops.object.mode_set(mode='EDIT')\nme = ob.data\nbm = bmesh.from_edit_mesh(me) \nbmesh.ops.subdivide_edges(bm,edges=bm.edges,use_grid_fill=True,cuts=1)\n# bmesh.update_edit_mesh(me, True)\n```", "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", "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 ", "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", "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", "Crash when change material on render with python\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.79\n\nBroken: version: 2.8+, 2.9 - 2.93.0 Alpha\n\nHey :)\nI’m trying to change material on a few objects during \"frame change\" with python.\nIn a viewport everything works fine but during Animation Rendering(cycles or eevee) it crashes immediately or a few frames later.\nMy system can’t handle more than 500 cubes.\n![change_mat.gif](change_mat.gif)\n\n- Open \"change_mat.blend\"\n- Run script \"change_mat\" from Text Editor\n- Change Frame in Time-Line (0,1,2) // All cubes in the scene/viewport change their active material (Red, Green, Blue)\n- Press \"Render Animation\" => Crash // If it does not crash then duplicate more cubes\n\n[change_mat.blend](change_mat.blend)\n[change_mat.crash.txt](change_mat.crash.txt)\n\nMany Thanks!\n", "Crash with Boolean modifier\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.13\n\nBroken: version: 3.4.0 Alpha\nWorked: 3.1.2 (appears to have been broken since 3.2.0)\n\nBlender crashes when performing an Intersection Boolean between a cube and a bunch of loose faces. (Granted, this is probably not something you should do in the first place, but at least it should be limited to producing a bad result, not a crash.)\n\nI didn't find a crash log, but it's easy to reproduce.\n\n* Load the attached .blend file.\n* Scrub the timeline to frame 209. Blender crashes.\n\n[crash.blend](crash.blend)\n", "Apply scale normal flipping\nThe apply transforms operator in blender can apply negative scaling to an object.\nHowever there is two ways to do this. If you scale your model with a negative\nvalue in editmode, you get flipped normals. This is because the vertex order in the\nfaces is preserved and that is what determines the normal. In object mode however,\nthere is a flag in the render engines to flip the normals back, if they are flipped due\nto negative scale. This inconsistency creates the problem with the apply transforms\noperator. The following image shows on top the behavior in editmode and at the\nbottom the behavior in object mode.\n\n![Screenshot_20221104_120536.png](Screenshot_20221104_120536.png)\n\nOf course both behaviors have their reasoning to exist.\n\nOne reason for the rendering flag to exist is, that instances of the same object can\nbe mirrored without causing normal problems. Obviously there is no other solution\nto that, since the underlying mesh is the same for all instances, so the render engine\nhas to handle negative scales.\n\nOn the other hand, in editmode you don't want to change the loop order for all your faces\nif you are just scaling. It makes much more sense for editmode scaling to just change\nvertex coordinates. That means you need to fix the normals manually.\n\n\nThe apply operator can only be called in object mode. From object mode the current\nbehaviour looks as if it was flipping the normals. Actually it is just applying the\ntransform \"in editmode\", which looses the negative scale information for rendering.\nThis looks like a bug to some users and is confusing for new users. Users have actually\nrequested this to be changed:\n\n4Zdbbc/\n\nI also heard this request on the BCON22.\n\nHowever the question arises, do we add another option or do we just always flip the\nnormals to make it consistent with rendering? Another question is what happens to\naddons which are using this operator if the operator gets changed in this way?\nHow many addons are actually using apply scale on negatively scaled objects?\nDo those addons fix the normals by flipping them manually?\n\nThere is already a patch available to add this normal flipping without an option:\n\nD16382" ]
[ "Blender crashes while in Point normals to target mode on Ctrl+Z or Tab press\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 388.13\n\n\nBroken: version: 2.80 (sub 55)\nWorked: (optional)\nReproduces for older versions of 2.8\n\n\nBlender crashes while in Point normals to target mode on Ctrl+Z or Tab press\n\n1. Enable Auto Smooth for a mesh object (Properties/Normals tab)\n2. Go to Edit Mode for this object\n3. Select Mesh/Normals/Point normals to target (or Alt+L)\n4. Press Ctrl+Z on keyboard (or Tab)![bug.jpg](bug.jpg)\n\nNotes: \n- Does not reproduce if Point normals to target was confirmed or canceled (Enter/PadEnter/LMB or Esc/RMB)\n- Reproduces if any action (or combination of actions) was selected between steps 3 and 4 (point to mouse/pivot/object origin, reset normals, etc.)" ]
Grid Subdivisions not working Operating system: Windows 10 Graphics card: NVIDIA 3090 3.2.2 I am trying to set up my grid to represent Imperial units. larger grid lines every foot and smaller grid lines every 1 inch. This does not seem to be possible unless I set unit system to none. Even doing this I have no way of getting an accurate grid size. I can only get close. I consider this to be a pretty serious bug. I use snap to grid in my work flow and its important to be able to snap to common units. Just try and customize the grid. You will quickly see how un-customizable it really is. Based on the default startup or an attached .blend file (as simple as possible).
[ "Snapping: Make 'Absolute Grid Snapping' a new Snap Mode\nHaving `Absolute Grid Snapping` as an option for `Increment` does not seem ideal.\n\nIncremental Snapping means to snap to values that increment the current position.\n\nGrid Snapping means snap to grid.\n\nHaving `Grid Snapping` as an option also limits its use because `Increment` does not use a pivot or base point for transformation.", "Select Loop Inner-Region issue\nWin8 64bit | GTX680\n\nBroken: 2.77 509270e\n\nWhen working with face loop, this tool doesn't always work as expected.\n\n\n![inner.png](inner.png)\n\nNot sure if this can be a bug. Please check.", "\"No Render\" volume of space with motion blur and GPU render\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA RTX A5000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 527.27\n\nBroken: version: 3.4.1\nWorked: N/A\n\nThere appears to be a volume of virtual space where objects do not render.\n\nLoad attached file. Set render frame to 110 and render the scene. Note the progress it makes as the large cube slowly vanishes with each render pass, while the smaller thin cube only partially renders. Set the frame to 50 and it renders fine. The problem starts with frame 106 and gets progressively worse for the large cube, while it seems to somewhat recover for the thin cube in later frames.\n\nThe problem does not repro with CPU rendering, and did not repro with my older graphics card way back when I first made this scene (GeForce 1080Ti). It repros with GPU rendering on both 3.4.1 and 3.1.0. It does not repro with motion blur disabled (hence the viewport render is also fine).\n[GPU Motion Blur Bug.blend](GPU_Motion_Blur_Bug.blend)\n", "UI Themes: Grid color affecting axis color\n2.81a, 2.82 Beta.\n\n**Description**\nIn 3D View, the grid color overlays the XYZ axis colors, so it's impossible to set the colors I want to the XYZ axis. \nThis even happens if the grid color is set to transparent.\n\n[0020-1556.mp4](0020-1556.mp4)\n\n- Go to preferences -> Themes -> User Interface -> Axis & Gizmo Colors\n- Change X and Y axis color to black RGB(0, 0, 0)\n- Go to preferences -> Themes -> 3d View\n- change Grid color/alpha.\n\nX and Y axis color will be affected", "Particles on Faces/Volumes with grid does not respect zero gravity\nSystem Information\nOperating system: Windows 10\nGraphics card: Nvidia GeForce GTX 1650\n\nBlender Version\nBroken: 3.0.0 Release candidate, 2.93.4\nWorked: Not sure\n\nParticles on Faces/Volumes with grid does not respect zero gravity\n\n1. Open a default scene and remove the default cube\n2. Add a plane\n3. Add a particle system and change the emission to Faces or Volumes and Distribution to Grid\n4. Change the Gravity to 0 in Field Weights\n\nExpected result: The particles generated needs to move up\nObtained result: The particles generated sticks to the plane\n\n", "Multiply and divide in item location only calculates second part of separate units.\nOperating system:any \nGraphics card:any\n\n3.4+\n\n\nWhen separate units (imperial) is enabled, the math (multiply/divide) in the item location field is broken.\n\n\nIn a new blender file, set the scene units to imperial.\nCheck the 'Separate Units' checkbox.\n\nIn the 3d viewport, select the default cube and press G X 6.5 to move the default cube 6'6\" in the X axis.\nNow in the Item Tab, Transform, Item Properties, enter the X location field and add /2 or *0.5 to the end of the line.\n\nThe expected behaviour is to halve the value in the field which would result in 3'3\". What happens though, is it only calculates for the inches portion of the location, resulting in a location value of 6'3\".\n\n", "Rendering with F12 does not consider the different resolutions in each scene\nOperating system: macOS-10.13.6-x86_64-i386-64bit 64 Bits\nGraphics card: ATI Radeon HD 5750 OpenGL Engine ATI Technologies Inc. 4.1 ATI-1.68.25\n\nBroken: version: 3.4.0 Alpha\nWorked: I don't know, but even it never worked, it doesn't mean it is correct :)\n\nRender (F12) does not respect **Render Layer** node dimension\n\nI have two scenes with different dimension\n- Scene 1080 px - for rendering scene\n- Scene 2160 px - for compositing scene 1080 px\n\nScene 1080 rendered by pressing render icon at **Render Layer** node result correct with expected mix in compositor of Scene 2160 ...\n\n![Screen Shot 2022-10-22 at 10.57.33.png](Screen_Shot_2022-10-22_at_10.57.33.png)\n\n... but rendering by pressing **F12** in Scene 2160 renders Scene 1080 also in 2160 px (so compositor fails in result).\n\n![Screen Shot 2022-10-22 at 11.11.20.png](Screen_Shot_2022-10-22_at_11.11.20.png)\n\nFor more info or sample file see 2214\n\nI hope it is would be something small to fix. \nThank you for your time.\n\n- Open attached file\n- Compare rendering with F12 (which should render the two scenes at different sizes) with rendering using the render button on node\n[bse275864_OneScene.blend](bse275864_OneScene.blend)", "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", "Cycles: Pointiness has artefacts on extremely small mesh size\nOperating system:\nGraphics card:\n\nBroken: version: 3.6.0 Alpha\nWorked: Never\n\nPointiness has artefacts on extremely small mesh size. \n\n| Normal size | Small size | Smaller size |\n| -- | -- | -- |\n| ![image](attachment) | ![image](attachment) | ![image](attachment) |\n\n1. Create cube with beveling edges. Create small copies on vertices (as on example pictures).\n2. Set shader to cube. Shader with:\n a. Inputs: Geometry -> Pointiness.\n b. Map range: From Min: 0.5, From Max: 0.54.\n c. Material Output.\n3. Render that cube with applied different sizes.", "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.", "Snapping icon don't change when activating snap while moving object, vertex, edge, etc\nOperating system: Windows 10\nGraphics card: Geforce GTX 1080Ti\n\nBroken: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen\nBlender 2.91.0 Alpha b522e834ec30\nBlender 2.90.0 Beta bb5cc3bccf49\nWorked: Don't know!\n\nIf a move action is performed, and toggling snapping with Shift+Tab, no change on the snapping icon is present, confusing if the actual snapping is activated or not.\n\nNot a big thing, but has always botherd me. Don't seem to work on the alpha or beta builds either. Maybe just and overlooked or small enough thing? ", "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", "Inconsistent Limitations of Instances in Geometry Nodes\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.2.0 Alpha\n\nIt's not clear what operations can or can't be done to an instance, eg. Extrude and Scale Element, Dual Mesh, Triangulate etc all work fine but Set Position doesn't. \n\nSorry for the complex file but I wanted to leave in all the nodes I'd been through before realising that I was working an Instance still.\nThe Set Position node was the first one in that line that gave me any indication that I was still on an instance.\n\n[12 Marching Squares.blend](12_Marching_Squares.blend)\n", "Geometry Nodes does not work with Rigid Body correctly\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Intel(R) UHD Graphics 630 Intel 4.5.0 - Build 26.20.100.7925\n\nBroken: version: 3.5.1\n\nI have seen that Geometry Nodes does not work with Rigid Body correctly.\n\nI join you and example with two flags and two dominoes pieces.\n[Bug Gemoetry Nodes and Rigid Body 1.blend](attachment)\n\nA flag traditionally rotates on the \"Z\" axis and pushes the domino piece.\nThe other flag uses the geometry nodes to rotate and instead of pushing the domino, it through it.\n![Captura 1.PNG](attachment)\n\nThe Geometry Nodes only did a 'Transform Geometry' to rotate the flag.\n\nI opened the issue on https://blender.stackexchange.com/ and no one could did it work. \nI don't know if is a bug or that it still not deployed.\n\nI hope this is helpful and that you can fix it.\n\n", "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" ]
[ "Grid subdivisions not working.\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.60\n\nBroken: version: 2.81 (sub 15)\nWorked: version: 2.80 release\n\nGrid subdivisions in the Viewport Overlay panel are greyed out and not working.\n\nIt only shows the default 10 subdivisions.\n\n" ]
Adaptive subdivision creates spikes in object with displace Operating system: Windows-10-10.0.18362-SP0 64 Bits Graphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 432.00 Broken: version: 2.82 (sub 7) Worked: (optional) When using vector mapping node and adding rotation, voronoi generates fine spikes at high microsubdivision levels. ![Capture.JPG](Capture.JPG) [voronoi_bug.blend](voronoi_bug.blend) Please open attached .blend and render.
[ "Dyntopo: detail flood fill with smoothed mask expands too much\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: 2.90.0 Alpha\n\n\n\n[#78755.blend](T78755.blend)\n- Open file\n- Dyntopo > Detail Flood Fill (this is still expected, sticks to unmasked area)\n- Undo\n- Mask > Smooth Mask (this already has a bit of an unexpected shape)\n- Dyntopo > Detail Flood Fill (this spreads out)\n\nTo reproduce: create icosphere with 5 subdivisions, mask spot, invert mask, soften mask, make detail flood fill\n[2020-07-09_09-38-22.mp4](2020-07-09_09-38-22.mp4)", "Distribution: Jittered And Random ignore flag \"Use Modifier Stack\" PS\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 522.30\n\nBroken: version: 3.5.0 Alpha\nWorked: never\n\njitter and random ignores modifier stack\n![image.png](image.png)\n\n- Open default scene\n- In particle system change distribution to grid (modifiers stack appears to be included)\n- Change type to jitter/Random\n[GNParticle.blend](GNParticle.blend)\n", "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)", "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", "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)", "Low Roughness Value on Glass Material Causes Artifacts with GPU+CPU Renders\nOperating system: Windows-10 64 Bits\nGraphics card: GeForce GTX 1070 NVIDIA 419.67\nCPU: AMD Ryzen 7 1700X\n\nBroken: version: 2.80 (sub 57)\nWorked: 2.79.6\n\nLight inside an object that has glass material with low roughness causes blocky artifacts on GPU+CPU Cycles renders. It renders fine either in GPU or CPU renders.\n\n\n - Launch Blender, delete light.\n - Add 3-4 level subdivision surface modifier to the cube and enable smooth shading.\n - Add Glass material to that object and set low roughness value (below 0.2)\n - Add Light inside that object.\n # Bring camera closer and render.\n\n![render_bug.jpg](render_bug.jpg)\n[glass_light_render_bug.blend](glass_light_render_bug.blend)\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", "Reflection plane significantly reduces intensity of normal maps on affected surfaces\nOperating system: Windows 10\nGraphics card: NVIDIA GeForce RTX 3070 Laptop GPU\n\nBroken: Currenct main.\nWorked: Never.\n\nWhen a reflection plane capture is added to any scene in EEVEE, the resulting reflections on surfaces affected by said capture will be significantly less affected by shader-based normal maps.\n\nComparison:\n| Without a Reflection Plane | With a Reflection Plane |\n| -- | -- |\n| ![image](attachment) | ![image](attachment) |\n\nThis is unexpected behavior, and although I do not fully know the intricacies of how the reflection plane capture functions, it would ideally not affect surfaces in this way.\n\nOpen the included demo file and switch to rendered view.", "Nodes: Group input subtype \"Angle\" max values are in radians, but the default implies degrees.\nOperating system: Linux-5.4.0-148-generic-x86_64-with-glibc2.31 64 Bits, X11 UI\nGraphics card: GeForce GT 630/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.157\n\nBroken: version: 3.6.0 Alpha\n\nThe subtype \"angle\" in the socket editor provides a default value in °, and a min and a max value, which seem related to the default setting in degrees, so the user assumes the slider in the modifier frontend UI to stop at the set values. Which it doesn't. Set max to say 1, and the slider will stop at 57,3° (180/pi), not at 1°.\n\n\n", "Rounding error in ColorRamp node\nOperating system: Windows 10\nGraphics card: GeForce GTX 1080 8K\n\nBroken: 2.83.4, a322b43e3d08, 2020-02-24\n\nIn the Cycles implementation of the ColorRamp node, marker positions seem to be rounded to the next higher multiple of 1/255, leading to unexpected output, especially when set to 'Constant' interpolation.\n\nEDIT: Happens in EEVEE too, but only when there are two or more markers set on the ColorRamp, and with multiples of 1/256.\n\n\n[rounding error.blend](rounding_error.blend)\n\n - Open the attached .blend file and switch the 3D View to Rendered mode\n - See ColorRamp node in the Shader Editor\n - Set yellow marker to a position just slightly above a multiple of 1/255, e.g. `0.2197` (> 56/255)\n - Set 'Fac' input to just slightly below the next higher multiple, e.g. `0.2235` (< 57/255)\n # The node will output the red color from the left of the spectrum, even though the input value is greater than the yellow marker's position. ~~This only occurs in Cycles, EEVEE correctly outputs yellow.~~\n\nAs a side note, 0.2335 should be rounded up to 0.234 when displayed with three decimals, but isn't.\n\nEDIT: To reproduce in EEVEE:\n\n - Steps 1 & 2 from above\n - Add a third marker to the ColorRamp and slide it to 1.0, where it shouldn't affect the other markers\n - Set yellow marker to a position just slightly above a multiple of 1/256, e.g. `0.5001`\n - Set 'Fac' input to just slightly below the next higher multiple, e.g. `0.5039`\n # (As with Cycles)\n\n", "Modifier changes to support sub-panels for Geometry Nodes\nThis is a follow up of #108649\n\n", "[Sculpt Mode] Remesh - Fix Poles problem.\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 432.00\n\nBroken: version: 2.82 (sub 1)\nBroken: version: 2.81 (sub 16)\n\n\nIf i apply a remesh to an objecto with \"Fix Poles\" activated, this generate extra vertex's, This happen more with extracted objects with \"Mask Extract\" i think, this is very random and i don't have idea if's normal.\n\n\nAdd an sphere >> Apply a remesh to the sphere for more details >> Create a mask for extract >> Extract mask >> to the new object extracted clear the mask >> Apply another remesh with \"Fix Poles\" On >> select the Smooth brush with the strength 1.000 >> Smooth all. \n\nVideo Example 1: [Fix Poles - ON (Problem)](u3xa8YrCcQo)\nVideo Example 2: [Fix Poles - OFF (No problem)](agZ6T4l92lA)\nVideo Example 3: [Test with an sphere](HPw87j2bews)\n\n", "Displacement textures rendering incorrectly when viewed through/near volumetric shaders\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.23\nGraphics card secondary: NVIDIA GeForce GTX 1070\n\n\nBroken: version: 3.2.0 Alpha\nI originally ran into this issue on 3.0 a few weeks ago. I tried it on the public release of 3.1 and encountered the same issue. Today I have reproduced it on 3.2.0. I do not believe this has ever worked.\n\nWhen rendering a view of a smoke simulation (or any volumetric shader) where the material on the far side of that simulation/volumetric uses displacement, there seems to be an effect surrounding and inside the volumetric which causes the displacement texture to jitter, its reflections rapidly altering between frames causing an appearance almost like the texture/object or light source is vibrating/moving. The effect, when viewed on small smoke simulations, appears almost like heat distortion and may be useful for achieving that effect in other desired scenarios. When viewed through large volumetric shaders (such as fog) it creates an effect over the entirety of the object using displacement and is very distracting.\n\nFrom a default Blend, create an object. On this object create a texture that uses displacement and has displacement & bump truly enabled. Then, run a smoke simulation either via a quick smoke or particle simulation or, create a large object that then uses a displacement texture. Then render the scene such that the object with the displacement texture is on the far side of the smoke simulation/volumetric object. A well-lit environment, dense smoke, and a complex texture (high scale noise for small fine displacement/bump details) that makes use of glossy areas will make the effect easier to see. Disabling/removing displacement from the texture (and disconnecting the socket) will correct the issue at the cost of loss of displacement.\n\n\nThings I have tried to get around this problem:\nI have drastically increased, decreased, enabled, or disabled, the following settings to no avail.\nWith regards to the domain:\n- Adaptive domain\n- Noise\n- Empty space: higher values (up to 1.0) did seem to have an influence on the size of the distortion area but could never eliminate it. \n- resolution divisions\n- time scale minimum\n- precision volumes\nWith regards to the smoke texture:\n- Sampling\n- interpolation\n- homogenous\n- step rate\nWith regards to rendering:\nOptix denoising and openimage denoise - I will attach an example of each.\nvery high samples\nI also made sure/tested a domain and/or smoke which does not pass through the surface or near the actual surface of the displacement texture. \n\n - attaching several GIF examples at lower framerate playback.\nI believe the jittering in the full foggy stadium in the reflection of the moon and distance areas when displacement is off is simply due to the lower samples I used for that test render.\n[Bug.blend](Bug.blend)\n\n![nodisplacement.gif](nodisplacement.gif)\n\n![animated.gif](animated.gif)\n\n![OpenImage.gif](OpenImage.gif)\n\n![optix.gif](optix.gif)\n\n[31 displacement issues.mp4](31_displacement_issues.mp4)", "Curves sculpting collision with surface.\n", "Mesh edit, Shift+V vertex slide adjustment produces unexpected result\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: 2.92.0\n\nInstead adjustment movement with slider i have broken shape:\n[2021-04-30_15-00-38.mp4](2021-04-30_15-00-38.mp4)\n\n" ]
[ "Adaptive Subdivision - Stray vertex / Spikes\nOperating system: Ubuntu 18.04\nGraphics card: GTX 1080 Ti\n\nBroken: 2.81 2019-12-05\n\nI'm using adaptive subdivision for micro-displacements to turn a surface mesh into a thick scarf with yarn geometry. In some of my animation's frames I have found spikes in the rendering such as here:\n![Issue.png](Issue.png)\nIt seems to be deterministic in that I can reproduce it for a single frame of the animation; I attached the blend file for a minimal example of a single frame with the issue.\nThis issue does not happen in the progressive viewport render. Also, since the ao-map that I'm using to drive the displacement does not change over time but this happens only in some frames, it is likely not related to the displacement map but more to the *mesh and the adaptive subdivisions*.\n\nOpen the blend file and press F12 to render\n[adaptivesubdiv_issue_updated.blend](adaptivesubdiv_issue_updated.blend)" ]
Mirror modifier will modify custom normals along the center where the mirror starts. Operating system: ArchLinux (Plasma Wayland) Graphics card: RX 570 8GB | Mesa 23.1.3-1 Broken: 3.6.0, c7fc78b81ecb, blender-v3.6-release, 2023-06-27 Worked: Never The mirror modifier will modify custom normals of vertices found in the center line of the mirror. **This only happens with Merge turned on.** So this especially a pain when trying to use with other modifiers like SubSurf below it. **Steps to reproduce** 1. Auto-Smooth the object. (Suzanne was used in testing, 180° angle was used for comfort.) 1. Delete one half of the object 1. Apply mirror. 1. Enable On Cage, everything should look as expected for now. 1. Edit any normal in the middle point where the mirror starts (It is recommended to disable On Cage at this point to understand how the custom normals should actually be). 1. Turn On Cage back on to see that the mirror modifier has modified the custom normal. **Workaround** Apply without Merge enabled, then select all the middle vertices (or just all the vertices for convenience), go to Mesh -> Clean Up -> Merge by Distance. Although ideally one should be able to keep the mirror modifier on without having to apply it and still have proper custom normals.
[ "Joining meshes or realizing instances in geometry nodes removes custom normals data\nOperating system: macOS Big Sur 11.5.2\nGraphics card: Apple M1\n\nBroken: 2.93 and 3.0 Alpha\n\n\nUsing the collection info node in geometry nodes destroys custom normals data when the geometry node modifier is applied (or when the project is exported).\n\n\nApply the geometry node modifier on the \"Dummy\" object in the attached blender project. I've also included a video that shows the issue.[collection_info_test.blend](collection_info_test.blend)\n\n[collection_info_bug.mov](collection_info_bug.mov)", "Vector displacement on top of adaptive subdivision breaks normal\nOperating system: Windows 10 / Ubuntu 22.04\nGraphics card: NVidia A6000 / K5100M\n\nBroken: 4.0\nWorked: never\n\n\nVector displacement on top of adaptive subdivision breaks normal.\n\n\n- Open attached file, switch to render preview in viewport.\n- It's in adaptive subdivision, where the vector displacement is connected.\n - Wrong normal in the \"hanging over\" side (in black).\n- If unmute the Geometry \"True Normal\" node, the normal seems to be correct but it lacks smooth interpolation (observable upon close inspection.\n- Add a displacement modifier (thus disabling the adaptive subdivision), and remove the displacement output link in the material.\n- Set the displacement modifier to the displacement texture (use RGB to XYZ mode).\n - Vector displacement renders normal correctly.\n\n| VD on adaptive subdiv | VD on adaptive subdiv (with true normal) | VD modifier on regular subdiv (correct) |\n|---|---|---|\n| ![图片](attachment) | ![图片](attachment) | ![图片](attachment) |\n\n", "Cycles strands always use rounded normals even with custom Normal input to BSDF\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\nThis behavior has been observed on nVidia cards as well, on both Linux and Windows, as early as Blender 3.0. It is not an Intel Arc issue like most of my bugs :)\n\nBroken: version: 3.4.1\n\n\n*TL:DR*\n\n**Expected:**Using a custom Normal input in a BSDF for hair strands (such as \"True Normal\" from the Geometry Info, or overwriting with another source like an attribute or texture) should allow complete control over the rendered hair strand in both Eevee and Cycles.\n\n**Actual:** Only Eevee renders fur as desired. Cycles appears to force some sort of rounded/inverted cylinder normal at some point after the BSDF, leading to shading artifacts.\n\n![eevee_result_1.jpg](eevee_result_1.jpg)\n![cycles_result_1.jpg](cycles_result_1.jpg)\n\nNote the line down the middle of the strand/curves on the Cycles version. This is usually at the point where the (default) normal is facing fully away from the light source.\n\nThis happens on both the legacy particle system as well as the newer Curve based hair. It happens on both Rounded Ribbons and 3D Curve primitives.\n\n**Longer version**\n\nI want to render stylized fur. The approach I use is to copy the normals from the underlying mesh to the particle system or hair curves, and disable shadows. This makes a very smooth, toon-like shader.\n\n![ru_comparison_small.jpg](ru_comparison_small.jpg)\n![hair-example.jpg](hair-example.jpg)\n\nThis is based off of my old addon, encode-normals but normals passed as attributes from geometry nodes have the same issue, as do normals set right in the material itself, so it's not an issue with my addon or node tree.\n\nIn the example blender file, I have two planes facing upward. One has a legacy particle system and the other has a new hair curve. Both sets of strands/curves have a material where the normal is forced to be (0, 0, 1), or straight up, to show the base case. \n\nIn Eevee I get the toony flat shading, where each strand is basically a solid color. \n\nIn Cycles, I end up with part of the strand in shadow, and if you look closely the emulated rounded normals appear to be an \"inside out\" cylinder, so the line tends to show up where the light direction and normal of the fake \"cylinder\" are perpendicular (i.e., where light is grazing the outermost part of the cylinder)\n\nI can't turn this rounded normal off or override it. It's coming from something outside the BSDF. This completely breaks my stylized shader in Cycles and is an unintuitive behavior. Normals can be overriden on a material in any other situation/primitive that comes to mind.\n\nSteps I've tried:\n1. Setting normals from encoded vertex colors (addon)\n2. Setting normals from geometry nodes\n3. Setting normals outright in the shader (this example)\n4. Disabling shadow ray visibility\n5. Making the strand material transparent to shadows in shader\n\nOpen provided .blend and check both curve systems for rendering differences between Eevee and Cycles. \n\n[TestParticles1.blend](TestParticles1.blend)", "collection instance rotates 90 degrees automatically when being instantiated by another object with mirror modifier\nOperating system: mac os 10.14.6\nGraphics card: Intel Iris Plus Graphics 655\n\nBroken: version: 2.82a, 2.30.0 release, 2.90 (sub 3)\nWorked: Unsure.\n\nas shown in the following screenshot, to use modifiers on a collection instance I parent the collection instance to a plane and change the instancing of the plane to faces, so that the collection instance will follow what modifiers will affect on the plane, but when using the mirror modifier with mirror object set to an empty at the center, the collection instance on the other side rotates 90 degrees on z axis automatically, which is not expected\n![屏幕快照 2020-06-08 上午1.30.46.png](屏幕快照_2020-06-08_上午1.30.46.png)\nopen the attached .blend file and you'll see the problem\n[collection instance problem.blend](collection_instance_problem.blend)\n\nSteps if you want to recreate from scratch:\n1. Create a new collection, I will call it `Suzzane`.\n2. In the collection `Suzzane` create a Suzzane (Monkey Head) then disable the collection in the outliner.\n3. In the new collection, create an instance of the collection `Suzzane` by pressing `Shift+A -> Collection Instance -> Suzzane`. From now onwards, we will be working in this new collection.\n4. Create a plane. Select the instanced `Suzzane` then the plane and parent the `Suzzane` to the plane with `Ctrl+P -> Object`\n5. In the outliner, select the instanced `Suzzane` and hid it with the little eye icon.\n6. Select the plane and in the properties editor in the `Object` tab select `Instancing -> Faces`. \n7. Give the plane a mirror modifier and notice how to newly instanced `Suzzane` is rotated 90 degrees rather than mirrored.", "Zero sized normals if the object scale to zero in one axis. \nOperating system: Darwin-19.3.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 555X OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.5.5\n\nBroken: version: 2.82 (sub 7)\n\nA 3D object with a reflective texture turns black when flattened by scaling x0 along an axis\n\n~\n\nI was rendering a transform of a reflective hemisphere from concave to convex, seeing how the reflection changes over time.\n\n- With Cycles, this works as expected. Concave is warped one way, flat is a flat mirror, convex is warped the other way.\n- With Eevee, the concave and convex reflections are fine, but for one frame where the hemisphere has become a 2D circle, it shows up black.\n\nExample file attached, saved at the half-way point in the animation where this bug occurs: [spoon.blend](spoon.blend)\n\nVideos attached to show the effect just in case this is hardware-specific and only happens on my laptop.\n\nEevee, with one black frame right in the middle:\n[spoon-eevee0001-0120.webm](spoon-eevee0001-0120.webm)\n\nCycles, everything is fine:\n[spoon-cycles0001-0120.webm](spoon-cycles0001-0120.webm)", "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", "Modifiers added in edit mode are undone out of order if you go back to object mode\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.66\n\nBroken: version: 2.83 (sub 13)\nWorked: Never (2.8+)\n\nModifiers added in edit mode are undone out of order if you go back to object mode and then start undoing.\n\nAffects both old and new undo system. There's often mentions of edit<->object transitions being problematic but just in passing; I think this is a long standing issue. Just wanted to note it down as I test out the undo systems.\n\nHoping the new undo system can account for this now.\n\n- Default scene\n- Go to edit mode on the default cube\n- Add any modifier (bevel, subdivision, etc.)\n- Add any loop cut 1\n- Add another loop cut 2\n\n- Go to object mode\n- Undo --> Modifier is removed first (out of order)\n- Undo --> Loop cut 2 is removed\n- Undo --> Loop cut 1 is removed\n\n\n", "Triangulate non-planar faces with \"beauty\" method produces faces that point in different directions\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 2.91.2\n\nTriangulating long faces on this cylindrical objects creates incorrect triangles when Beauty method is selected\n\n1. Open atached file\n2. Select faces as shown on the first image\n3. Apply Triangulate Faces\n4. Observe results similar to the second picture\n![triangulate_pr01.jpg](triangulate_pr01.jpg)\n![triangulate_pr02.jpg](triangulate_pr02.jpg)\n[triangulate_problem.blend](triangulate_problem.blend)", "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. ", "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.", "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", "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", "Fluid modifier affects particle hair (even when set to None)\n(blendfile attached : view?usp=sharing ) \nUsed Blender 2.91.\nDon't really know how to reproduce the because when I try reproducing the bug by adding a fluid modifier to a scalp before (in the modifier hierarchy his edited particle system, the hair edit changes in the edit particle, as well as it changes in object mode. However, with my original file, the hair edit don't change in edit particle mode, whether I hide the fluid modifier or not, it just changes in the other mode, e.g. object mode.\n\nHello,\nMy hair is very buggy and, I really, really need help on this.\nI have a hairstyle composed of two layers, two particle system, one for the main hairs, and one for the frizzy hairs. The scalp where the hair is, has modifiers set up like this :\n\n![image.png](image.png)\n\nAnd here is a picture of the hair how I want em, and how I stylized em in the particle editor :\n\n![image.png](image.png)\n\nBut this is how it looks when I disable the fluid modifier that the scalp has\n\n![image.png](image.png)\n\nAnd this is how it looks when I uncheck the “Dynamic Hair” box\n\n![image.png](image.png)\n\nI want to simulate my hair, but when I bake it, it comes out weird and deformed, plus, the main hair are static, there is only the frizz going crazy.\nWhat am I doing wrong, please I really need help, at the end I want to be able to simulate my hair correctly, them looking exactly like the first picture, but without the fluid modifier, wich I think is causing problem in the sim.\n\nIf you can provide help, please do, It’s urgent, and I absolutely need this to get fixed, and If you can’t provide me help, like or upvote my post so that other users that can help, see my post.\n\n(blendfile attached : view?usp=sharing )\n\nEdit : If you wanna see the particles in edit particle mode, make sure this option is set to particles :\n![image.png](image.png)", "\"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", "Transform Tools influence on Hidden Face Sets with Multires Modifier\nOperating system: Linux-5.3.0-62-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: Quadro GP100/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.100\n\nBroken: version: 2.91.0 Alpha\n\nThere seem to be multiple strange effects that the Transfrom Tools (Move, Rotate, Scale, Transform) have on an object with Multires in Sculpt Mode.\nWhen hiding face sets the boundaries are still being effected but are lagging behind.\nIf the operation is cancelled (Esc) the boundary edges will move half of the way anyway.\nIf the operation is accepted it will unhide all face sets.\n\n[2020-07-27 14-06-58.mp4](2020-07-27_14-06-58.mp4)\n\n- In the default cube, add the Multires modifier\n- Subdivided the mesh a few times.\n- In sculpt mode, draw a Face Set for one of the faces.\n- Hide the rest\n- Enable the Transform tool and move the object.\n" ]
[ "Mirror modifier produces odd normals along the seam for Custom Normals.\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 472.39\n\nBroken: version: 3.1.2\n\nDespite the normals of the seam being pre-aligned in mirror plane, so that they shouldn't change, the resulting normals after mirror seam merge aren't the average of the input, but produce some odd angles.\n\n[normals.blend](normals.blend)\nTurn Mirror modifier or it's Merge on/off -> the seam is clearly visible. Resulting normals don't point in the direction of the original vertex pairs.\n" ]
Crashes while starting Windows 7 NVidia geforce GTX 550 blender-2.80.0-git.3b9e8b3-windows64Worked: (optional) **Blender crashes while Starting (every time)** *Just Start blender 2.80 (all 2.80 versions don´t start.
[ "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: 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)", "Crash when change material on render with python\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.79\n\nBroken: version: 2.8+, 2.9 - 2.93.0 Alpha\n\nHey :)\nI’m trying to change material on a few objects during \"frame change\" with python.\nIn a viewport everything works fine but during Animation Rendering(cycles or eevee) it crashes immediately or a few frames later.\nMy system can’t handle more than 500 cubes.\n![change_mat.gif](change_mat.gif)\n\n- Open \"change_mat.blend\"\n- Run script \"change_mat\" from Text Editor\n- Change Frame in Time-Line (0,1,2) // All cubes in the scene/viewport change their active material (Red, Green, Blue)\n- Press \"Render Animation\" => Crash // If it does not crash then duplicate more cubes\n\n[change_mat.blend](change_mat.blend)\n[change_mat.crash.txt](change_mat.crash.txt)\n\nMany Thanks!\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 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", "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", "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", "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", "Debug information not generated upon crash.\nOperating system: Arch Linux 6.4.12-arch1-1\nGraphics card: AMD ATI Radeon 680M\n\nBroken: 3.6.2\nWorked: Could not determine (tried up to 3.5.1, which does not work without a full system downgrade)\n\nBlender crashes immediately upon launch.\n\nLaunching from the command line, I get this:\n```\nWriting: /tmp/blender.crash.txt\nSegmentation fault (core dumped)\n```\n\nThe contents of /tmp/blender.crash.txt are this:\n```\n# Blender 3.6.2, Commit date: 2023-08-14 14:05, Hash ffe93138751e\n\n# backtrace\n\n# Python backtrace\n```\n\nPassing the --debug-all flag, I get no errors. I attached the output of this command as a text file.\n\nWhile Blender crashing on startup is not in and of itself an issue worthy of reporting, the lack of any debug information immediately makes the problem impossible to tackle independently. I have no idea what my next steps should be here.\n\nLaunch blender.\n\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", "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", "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 (Seg Fault) When Rendering Grease Pencil Stroke on Render Farm\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: 2.83.1\n\nOur render farm of 70 iMacs has been running for 3 years through the 2.7x series up till 2.81a.\nWhen we switched to 2.83 last week it started crashing consistently when rendering Grease Pencil strokes.\nThe crash occurs when using Blender to do command line rendering via an SSH session on a machine without the user physically logged in. (Crashes on Mac and Linux)\n\nCommand Line Rendering on my own machine works fine.\nCommand Line Rendering on a remote machine via SSH works fine if I'm also logged into that machine.\nBut as soon as I log out of the machine so that the SSH session is the only active user on the machine, then the error shows up.\n\nI tested this on 2.81a and the error (below) shows up there too, but in 2.81a it doesn't also lead to the Segmentation Fault that crashes Blender.\nIt's only in 2.83 (and 2.83.1) that the error is followed by the Seg Fault 11\n\n\n**_RegisterApplication(), FAILED TO establish the default connection to the WindowServer, _CGSDefaultConnection() is NULL.\nWriting: /var/folders/jk/7b488ncn6c13t515bnt6q_8w68xcj1/T/test.crash.txt\nSegmentation fault: 11**\n\non Linux the error message is slightly different, but still a crash:\nUnable to open a display\nAborted (core dumped)\n\nContents of test.crash.txt (from the Mac crash)\n# Blender 2.83.1, Commit date: 2020-06-25 09:47, Hash 8289fc688b3e\n\n# backtrace\n0 Blender 0x00000001079eb9d7 BLI_system_backtrace + 55\n1 Blender 0x000000010159ddb8 sig_handle_crash + 392\n2 libsystem_platform.dylib 0x00007fff5db5fb3d _sigtramp + 29\n3 ??? 0x00007f8594802010 0x0 + 140211698802704\n4 Blender 0x0000000101a39da2 DRW_opengl_context_create + 66\n5 Blender 0x00000001018f47d5 WM_init_opengl + 37\n6 Blender 0x0000000101a374ff DRW_render_gpencil + 127\n7 Blender 0x0000000105de5ef4 RE_engine_render + 1156\n8 Blender 0x0000000105df06d3 do_render_all_options + 387\n9 Blender 0x0000000105df2a14 RE_RenderAnim + 2260\n10 Blender 0x000000010159c9dd arg_handle_render_animation + 141\n11 Blender 0x000000010797880d BLI_argsParse + 173\n12 Blender 0x000000010159a497 main + 855\n13 libdyld.dylib 0x00007fff5d974ed9 start + 1\n14 ??? 0x000000000000000a 0x0 + 10\n\n\n\n1) Make a new default file.\n2) Delete the Cube\n3) Add->Grease Pencil->Monkey\n4) Save as test.blend\n5) Copy test.blend onto a remote machine\n6) Make sure the machine is at the login prompt (showing the username password boxes).\n7) ssh into the remote machine\n8) command line render one frame from test.blend something like:\nBlender -b /test.blend -s 1 -e 1 -a\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)", "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" ]
[ "Crash upon Startup\nWindows 7, Nvidia 840m\n\nBroken: 2.8 Build from 5-(26-28)-17 (Could not load splash screen)\nWorked: Last version tested 2.78a e8299c8 (I doubt it's an issue found in any official releases though)\n\nOpens command window (standard)\nDisplays a message that processor speed is not as expected by AL (unrelated)\nnext line:\nWin32 Error# (3221692565) : <no system message>\n\nNot much I could find about this issue elsewhere but I did find a post on the OpenGL forums with the exact error code (seems like it might be a good place to look to for a start)\n\nI've attempted running blender 2.8 versions built with 32 bit, 64 bit, and vc2015. but to no avail.\n\nDownload the bleeding edge build of blender 2.8 project\nExtract zip into Downloads folder\nOpen blender.exe\n- 1 Second later CRASH-\n\nI'm sorry I could not provide any further information on replicating this issue but I cannot get further into blender to see any more details. I feel it might just be user error, maybe I've extracted it in the wrong place (although blender is very portable) but I'm at a loss here.\n\nThank you." ]
Workspace crash with linked scene Broken: 04b8b1a167c3 Worked: ? Any file that has the active workspace with a linked scene leads to crash when opening the file. * Save default file as copy somewhere * Link the scene from the saved file in the current file * Change the workspace scene to the linked scene * Save this file * Re-open it - crash ``` SUMMARY: AddressSanitizer: heap-use-after-free /home/dfelinto/src/blender/blender/source/blender/editors/util/ed_util.c:113 in ED_editors_init ``` Full ASAN backtrace: [P642](P642.txt) **Developer notes** The crash happens here: ``` ViewLayer *view_layer = BKE_view_layer_from_workspace_get(scene, workspace); Object *obact = view_layer ? OBACT(view_layer) : NULL; ``` It seems **view_layer** is not NULL yet it is not a valid pointer either.
[ "\"Make Single User\" does not unlink object from other scenes when creating Scene using \"Linked Copy\"\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 2.93.6 Release Candidate\nWorked: 2.90.1 (according to [description by user DAG here ]], who lists his software version in a [[ https:*blender.stackexchange.com/questions/74460/how-to-unlink-remove-an-object-from-a-scene/227238#comment383264_74486 | comment higher in the same question, here ](https:*blender.stackexchange.com/questions/74460/how-to-unlink-remove-an-object-from-a-scene/227238#227238).\n\nScenes created using the \"Linked Copy\" option do not allow objects to be unlinked via \"Make Single User\".\nAdditionally, in my testing, I have not found any way to make single user objects in a scene created using the \"Linked Copy\" option or in the original scene (i.e. creating a new object in either scene always creates a **linked** object). Objects deleted from one scene are also deleted in the other. Because of this, I have not been able to find a way to change a Scene created via \"Linked Copy\" independently of the original scene, making the \"Linked Copy\" option functionally useless.\n\n\n - Open a new default file\n - Create a new scene using the \"Linked Copy\" option\n - Select the default cube in the new scene (will likely be already selected)\n - \"Option\" menu -> \"Relations\" -> \"Make Single User\"\n - Delete the cube in this Scene\n - Switch to the first Scene\n\nExpected Result: The default cube is still in the first Scene\nObserved Result: The default cube has been deleted from the first Scene\n\n\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", "File->Open Recent behaves different from Edit Override Library on Linked Object Materials\nOperating system: Windows 10\nGraphics card: AMD Radeon & NVidia 1060Ti\n\nBroken: 3.6.2\nWorked: Unknown\n\nWhen using File->Open Recent to change blend files, the overridden materials on a linked object are getting broken/changed. When using Edit Override Library on the linked object, the materials remain consistent.\nI am seeing a behaviour difference that breaks the material order when using File->Open Recent versus Edit Override Library. When using File->Open Recent it is changing the order of the materials destructively. This is related to linked objects and overriding their materials.\n\nDefault startup, 2 files needed.\nWhen using File->Open Recent the steps are:\n\n1. Create an object that will be linked. In this case, default cube\n2. Color it with 3 materials (Red, Blue, Green)\n3. Create a new blend file\n4. Link in the cube from step 1\n5. Make it a library override (Object->Library Overrides->Make)\n6. We are going to change material 3\n7. Select Material 3 change to Object Data\n8. Select the default material\n9. Change the color\n10. Save the file\n11. File->Open Recent->(File from step 1)\n12. File->Open Recent->(File from step 10)\n13. Notice that Material 1 and Material 3 are now the same materials\n\nWhen using Edit Override Library the steps are:\n\n1. Create an object that will be linked. In this case, default cube\n2. Color it with 3 materials (Red, Blue, Green)\n3. Create a new blend file\n4. Link in the cube from step 1\n5. Make it a library override (Object->Library Overrides->Make)\n6. We are going to change material 3\n7. Select Material 3 change to Object Data\n8. Select the default material\n9. Change the color\n10. Save the file\n11. Item->Edit Linked Library\n12. Item->Return to Original\n13. Notice that the Materials are in the order and color from step 7, no change\n\nThis requires several files as the initial set up gets broken. Easiest to follow the steps.\nFiles are included, they are:\n\nLinkedObjectMaterials.blend -> This is the file with the object that will be linked into the other files\nOverrideTest.blend -> File has a link to LinkedObjectMaterials.blend and it has a changed material that was set up and tested using EditOverride Method and the materials are OK\nFileOpenRecent.blent -> File has a link to LinkedObjectMaterials.blend and the 3rd material was changed and now both the first and third materials are the same.\n\nAsk if any clarifications are needed. It took me a while to narrow it down to this case.\n\n", "unable to use the workspace tabs or menus if rendering onto a second monitor\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.92\n\nBroken: version: 2.90 (sub 0)\n\nunable to use the workspace tabs or menus if rendering onto a second monitor\n\nSee video below. I reported it previously but it got merged with T71334 which was recently closed. @brecht fixed it the other day, but this bug still remains so just raising a new bug with better info. \n\n[2020-05-02 22-21-54.mp4](2020-05-02_22-21-54.mp4)\n\n\nSet resolutions:\n- Primary monitor 4K, 150% scaling\n- Secondary monitor 1920 x 1080 100% scaling\n\n- Have Blender main window on primary monitor and render on secondary monitor.\n- Render image\nTry to switch workspace - it doesn't work\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", "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 crashes when using an EnumProperty to set Space\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.4.0 Alpha\n\nIn this script, I'm using `context.area.type` with a property to change the Space type. It caused Blender to crash.\n\n1. Running this script from the Text Editor (below)\n2. Switch to Graph Editor or Dope Sheet\n3. Click new property buttons on right of Header\n\n```\nimport bpy\nfrom bpy.types import PropertyGroup\nfrom bpy.props import EnumProperty\n\ndef set_space(self,value):\n context = bpy.context\n\n for area in context.screen.areas:\n if area != context.area:\n break\n\n override = {'region': area.regions[0]}\n\n if value == 0:\n context.area.type = \"GRAPH_EDITOR\"\n elif value == 1:\n context.area.type = \"DOPESHEET_EDITOR\"\n\nclass SWITCH_PG_switcher_props(PropertyGroup):\n space: EnumProperty(\n name=\"Space Target\",\n description=\"Switch to space\",\n items=(\n ('GRAPH_EDITOR', \"\", \"Graph Editor\", \"GRAPH\", 0),\n ('DOPESHEET_EDITOR', \"\", \"Dopesheet Editor\", \"ACTION\", 1),\n ),\n default='GRAPH_EDITOR',\n set = set_space\n )\n\ndef draw_enum(self, context):\n layout = self.layout\n scene = context.scene\n layout.prop(scene.switcher, \"space\", icon_only=True, expand=True)\n\ndef register():\n bpy.utils.register_class(SWITCH_PG_switcher_props)\n bpy.types.Scene.switcher = bpy.props.PointerProperty(type=SWITCH_PG_switcher_props)\n bpy.types.DOPESHEET_HT_header.append(draw_enum)\n bpy.types.GRAPH_HT_header.append(draw_enum)\n\ndef unregister():\n del bpy.types.Scene.switcher\n bpy.types.DOPESHEET_HT_header.remove(draw_enum)\n bpy.types.GRAPH_HT_header.remove(draw_enum)\n bpy.utils.unregister_class(SWITCH_PG_switcher_props)\n\nif __name__ == \"__main__\":\n register()\n```\n\nSetting the `context.area.type` in Python seems to cause others' scripts to crash:\n[Performing a Translate Operation after switching the context area crashes Blender ](1164763)\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", "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", "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)", "Replace object-linked materials feature\nMaterials linked to objects have some issues:\n- They cause problems for geometry nodes, which can arbitrarily change material slots during evaluation.\n- They tend to be confusing, partially due to relying on consistent indices between two different lists\n- They cause large performance issues for reference counting in the main data-base, since geometry-level operations also have to be aware of objects\n- Object-linking is theoretically redundant now that materials can be changed during evaluation.\n\nBecause of that, it would be best to remove the feature and replace it with something more generic.\nMost workflows are already possible with nodes like the \"Replace Material\" node, but we have to be able to replicate the behavior exactly in order to version the feature away. There are a few options:\n1. Add a modifier with a UI-list interface that sets materials at specific slots.\n2. Add the necessary features to geometry nodes (loop? lists?) necessary to make the behavior completely generic\n3. Just add a geometry node group with enough nodes to handle whatever list of object linked materials the object had.\n", "Remove redundant linked & library override icons\nFor some reason we have a whole bunch of redundant icons for linked data and library overrides. ![image.png](image.png)\n\nThese link icons are redundant (only one of each type should be kept):\n- `LINKED`\n- `DECORATE_LINKED` (unused)\n- `LINK_BLEND`\nSame with these library override icons:\n- `LIBRARY_DATA_OVERRIDE`\n- `DECORATE_LIBRARY_OVERRIDE` (only used in custom properties UI, could be replaced easily)\n\nAlso, the `RESTRICT_INSTANCED_OFF` icon looks like thicker version of the linked icon. It and its `RESTRICT_INSTANCED_ON` counterpart are not used.\n\n----\n\nRelated:\n- This looks like the link icons, but indents to indicate locked/unlocked. ![image.png](image.png) Should just use a lock instead.\n- Here the decorator is supposed to indicate a library override (it's `DECORATE_OVERRIDE`), but doesn't look like that at all. Can use the regular override icon instead ![image.png](image.png)", "Segfault when encountering exception with props dialog open.\nOperating system: Linux\nGraphics card: Intel\n\n\nBroken: 2.92, 2.93.0\n\n\nWhen an `Exception` is raised in the `.invoke()` method of an operator while a props dialog is open, Blender does a segfault:\n\n`Unhandled exception thrown: read access violation. op->type was nullptr.`\n```\n>\tblender.exe!ui_layout_operator_properties_only_booleans(const bContext * C, wmWindowManager * wm, wmOperator * op, int layout_flags) Line 2517\tC\n\n \tblender.exe!uiTemplateOperatorPropertyButs(const bContext * C, uiLayout * layout, wmOperator * op, eButLabelAlign label_align, short flag) Line 2560\tC\n \tblender.exe!wm_block_dialog_create(bContext * C, ARegion * region, void * userData) Line 1391\tC\n \tblender.exe!ui_popup_block_refresh(bContext * C, uiPopupBlockHandle * handle, ARegion * butregion, uiBut * but) Line 586\tC\n \tblender.exe!ui_block_region_refresh(const bContext * C, ARegion * region) Line 399\tC\n \tblender.exe!wm_draw_window_offscreen(bContext * C, wmWindow * win, bool stereo) Line 754\tC\n \tblender.exe!wm_draw_window(bContext * C, wmWindow * win) Line 867\tC\n \tblender.exe!wm_draw_update(bContext * C) Line 1066\tC\n \tblender.exe!WM_main(bContext * C) Line 654\tC\n \tblender.exe!main(int argc, const unsigned char * * UNUSED_argv_c) Line 523\tC\n```\n\n\n[#88929.blend](T88929.blend)\n\n- Open file\n- Run script", "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", "linking spring character breaks the nose!\nOperating system: Linux-6.3.8-zen1-1-zen-x86_64-with-glibc2.37 64 Bits, X11 UI\nGraphics card: NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 535.54.03\n\nBroken: version: 3.6.0 Beta / 4.0.0 alpha\nWorked:\n\nwhen reloading (opening) saved file of linked spring character, her nose is broken.This does happen only in linking, appending is working fine.\n\n1. Launch blender `./blender --factory-startup`\n1. File -> Link -> CH-spring (collection)\n1. Object -> Library Override -> Make\n1. Save the file\n1. File -> Revert\n\nas I said before, if you go append in the second step `File -> Append -> CH-spring (collection)`, the model works correctly!\n\nEdit: The model is a Blender Studio character [here]()" ]
[ "WorkSpaces link to non-ID library data (ViewLayer)\nCurrently `WorkSpaces.scene_viewlayer_relations` link to `ViewLayer` via `WorkSpaceDataRelation.value`.\n\nThis works when the workspace and scene are stored in the same file, but crashes when a workspace & window is used to display a library linked scene.\n\nIn general this is something we don't support - referencing library pointers only works via ID's *(I should have picked this up in initial review)*.\n\nChecked on supporting this, but libraries don't have a `datamap`. This could be supported but is going outside the realm of what's reasonable regarding library loading. (snipped of kind of change that would be needed to support this - [P622](P622.txt)).\n\n----\n\n* Suggest to use a string for the view layer as we do with bones.\n* An alternative solution would be to always ignore the workspace view layer with linked scenes, but this seems weak.\n\n\n\n \n\n" ]
Render Topbar is missing after several renders in New Window mode Windows 10 1) Open default scene 2) Be sure render is in New Window mode 3) Press F12 4) New window is created with topbar 5) Press F12 several times, the topbar is offset outside of the view (reset when move the window) I have seen that the problem is only if the window is greater than monitor size. If the output window fit in monitor, the topbar is fine always. Example: ![image.png](image.png)
[ "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?", "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", "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)", "Missing red border for render border in Image Editor\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: 2.93.0 Alpha\n\nIn the 3D view you have a red border around an active render border. In the Image editor not.\n\nThis can lead to hours of lost render times since you cannot see if a render border is active or not. And is inconsistent. Two equal functionalities should work equal.\n\nOpen Blender, activate Render border in the 3D view and render a portion with viewport shading rendered.\nNow render the image, and render a portion of the image with enabled render border. You will notice that in the 3D view you have a red rectangle that indicates that the render border is active and what area to render. \n\nBut in the image editor you just see that just a portion is rendered. The next render can be with or without render border. There is no visual hint if the tool is active or not. And no hint if you have selected the correct area for preview rendering.\n\n![renderborder.jpg](renderborder.jpg)\n\n\n\n\n", "Missing note in the documentation about contexts in application handlers\nOperating system: Linux-5.15.0-41-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: AMD Radeon RX 580 Series (polaris10, LLVM 14.0.6, DRM 3.42, 5.15.0-41-generic) AMD 4.6 (Core Profile) Mesa 22.1.4 - kisak-mesa PPA\n\nBroken: version: 3.2.0\nWorked: Could not find one\n\nWhen running `bpy.ops.render.render` with 'INVOKE_DEFAULT' as a result of a render_complete handler throws an exception, stating that `Missing 'window' in context`\n\n1. Create new file\n2. Add script to run render on render finish\n```\nimport bpy\n\ndef render_complete(a, b):\n bpy.ops.render.render('INVOKE_DEFAULT', write_still=True, use_viewport=False)\n\n\nbpy.app.handlers.render_complete.append(render_complete)\n\n```\n3. Run script and start render\n4. Exception gets thrown in Terminal:\n```\nTraceback (most recent call last):\n File \"/Text\", line 6, in render_complete\n File \"/home/richards/Documents/BlenderDev/blender-3.2.0-linux-x64/3.2/scripts/modules/bpy/ops.py\", line 113, in __call__\n ret = _op_call(self.idname_py(), C_dict, kw, C_exec, C_undo)\nRuntimeError: Operator bpy.ops.render.render.poll() Missing 'window' in context\n```\n\nI am unsure if this is intended behavior, as invoking a render in other circumstances reopens the render view. If it is intentional, it would be a useful thing to mention in the handler documentation, that inside the handler, the context does not contain 'window'", "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", "\"Disable in Viewport\" option results in UI for \"Disable in Render\" not updating properly when it is keyframed\nOperating system: Linux-5.10.0-8-amd64-x86_64-with-glibc2.31 64 Bits\nGraphics card: NA\n\nBroken versions: 2.82-3.4\nWorked: Unsure\n\n**Short description of error:**\n\"Disable in Viewport\" option results in UI for \"Disable in Render\" not updating properly when it is keyframed.\n\n**Exact steps for others to reproduce the error:**\nFollow the steps shown in the video above or follow the steps below:\n1. Start with a new file.\n2. Select an object.\n3. In the `Object Properties` tab of the `Properties Editor`, expand the `Visibility` panel.\n4. Inside the `Visibility panel`, animate the the `Show in -> Renders` property. You can do this by inserting a keyframe for it being enabled on frame 1, then go to frame 2 and disable it and keyframe it again.\n5. Once the `Show in -> Renders` property is animated, disable `Show in -> Viewports`. Now if you scrub through your time line, you will notice that the UI for `Show in -> Renders` does not update the `Tick` as you go back to a frame you had keyframes to be enabled. This can also be observed in the `Outliner` as the `Camera` icon does not change from disabled to enabled or vice-versa.\n6. If you enable `Show in -> Viewports`, you will notice the `Tick` and `Camera` icon start updating again as you scrub through the time line.\nHere is a video demonstrating the issue:\n[Disable in viewport breaking disabled in render.mp4](Disable_in_viewport_breaking_disabled_in_render.mp4)", "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)", "Render: Option to use fullscreen depthbuffer for tracing\nAdd an option to allow the use of a more precise depth buffer when doing screen space effects.\n\nThat may solve some issue regarding noise or self intersection.", "UV Editor lacks Annotation 'Placement' option\nBroken: 2.80rc1\nWorked: 2.79b\n\nIn Blender 2.79, you had the 'View' and 'Cursor' Stroke Placement option in the left panel, under 'Grease Pencil'.\nIn 2.8 this is meant to be in the Top Bar or 'Active Tool and Workspace Settings', as it is for the 3d Viewport's Annotate tool, but this is missing for the UV Editor, meaning all annotation defaults to 'View'.\n\n - Open the blender and choose the `UV Editing` workspace\n - Compare the 3d View Annotate Tool with that of the UV Editor\n - Notice the lack of Placement options", "Topbar glitch when the Status Bar is hidden due to the process bar display\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.68\n\nOperating system: Darwin-19.4.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 455 OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.8.24\n\nBroken: 2.81a, 2.82a, 2.83.0, 2.90, 2.93.3, 3.1.0\nWorked: not found\n\nIf the Status Bar is hidden, when you invoke a process that displays a progress bar, it causes a glitch.\n\nThis has something to do with the fact that the *arena* is divided into *regions*, so for example,\nthis works fine when `template_running_jobs()` is moved from `draw_right()` to `draw_left()`.\n\n\n- Hide the Status Bar\n- Press F12\n\n{[F8577145](topbar-glitch.png), size=full}\n\n[topbar-glitch.mov](topbar-glitch.mov)\n\n\n- Hide the Status Bar\n- Invoke the File Browser with File > Import or Add > Image > Background.\n\n{[F10340167](bug.mp4), layout=link}", "Scrollbar of Clip Editor's Graph and Dopesheet View does not update\nOperating system: elementaryOS 0.4.1\nGraphics card: GTX 1080\n\nBroken: 2.80, 58bfe93db614\n\nWorked: apparently never...\n\nIf you change the endframe of your scene, the scrollbar in the Clip Editor's Graph and Dopesheet view does not reflect the changes.\n\nOpen startup .blend\nGo to Motion Tracking Layout.\nSet Endframe to 1000.\nNotice how the scrollbar down in the Graph View of the Clip Editor does not change its length.\nNow try the same with any other Animation Editor, for example in Animation workspace\nIf you set the endframe to anything that makes the scene longer, the scrollbar will update accordingly and become shorter, indicating that you do not see the full range of your scene.", "unable to use the workspace tabs or menus if rendering onto a second monitor\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.92\n\nBroken: version: 2.90 (sub 0)\n\nunable to use the workspace tabs or menus if rendering onto a second monitor\n\nSee video below. I reported it previously but it got merged with T71334 which was recently closed. @brecht fixed it the other day, but this bug still remains so just raising a new bug with better info. \n\n[2020-05-02 22-21-54.mp4](2020-05-02_22-21-54.mp4)\n\n\nSet resolutions:\n- Primary monitor 4K, 150% scaling\n- Secondary monitor 1920 x 1080 100% scaling\n\n- Have Blender main window on primary monitor and render on secondary monitor.\n- Render image\nTry to switch workspace - it doesn't work\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", "Viewports should go out of localview when switching scenes\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\n\nBroken: version: 2.80 (sub 60)\nWorked: (optional)\n\n\nI don't know what the purpose of it.. but it seems like bug. Because I can't find any usefull explonation to this \"fuatures\".\nWhen you have few scenes and going into isolate mode in one of them, and then decided to change scene (and will forget turn off isolate mode) - you will see: nothing :D \nI think in this case more usefull to: a) auto-skip isolate mode when you chanhe SCENES (easy) b) auto-skip isolate mode to all SCENES exept those where you turn on (local storage of isolate mode for each SCENE) (harder)\n\nDefault. Create in scene 2 cubes. Create another one scene and put there few monkeys heads. Then select one of them and o to isolate mode (press \"/\"). Then change scene to another and you will see nothing :)\n" ]
[ "Render window menu disappears/offset when launching a second rendering\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.28\n\nBroken: version: 2.82 (sub 7)\n\n\nRender window menu disappears/offset when launching a second rendering.\n\n\n* Launch the attached file in Blender. It can also be any file that you create in Blender. As far as I know, this problem has been present for years.\n* Press F12 to launch the first rendering and open the render window at the same time.\n* Press F12 again to launch a second rendering. Sometimes, the problem occurs on the third rendering.\n* At this point, you should see the menu disappearing behind the window’s top bar.\n\nI attached three screenshots demonstrating different characteristics of the problem.\n\n\nRenderWindow-WindowMode.jpg\n\n* It is still possible to move the cursor over the menu bar to activate the menu of other buttons, but the visible area is very thin.\n* The menu bar appears to have an offset towards the top.\n\nRenderWindow-Maximized1.jpg\n\n* The maximized version does not have any menu visible or that appears to have any offset.\n\n\nRenderWindow-Maximized2.jpg\n\n* The maximized version on this one shows a “hand” button at the top-right corner. It shows a certain offset. When trying to click on the top of the window in the rendering area, it is still possible to activate certain elements. For example, in this screenshot, the button “Browse Image to be linked” has been clicked. This is why the drop-down menu is shown on this screenshot.\n\n\nI also noted that the raw screenshots “RenderWindow-Maximized1.jpg” and “RenderWindow-Maximized2.jpg” do not have the same height, although both windows have been maximized. I ignore the reason at the moment.\n\n**Notes**\n\nWhen taking the screenshots, I used the Alt + Print Screen button on the keyboard to capture only the window (without the Windows task bar and other parts of the screen). Surprisingly, on the image “RenderWindow-WindowMode.jpg”, we can see the task bar. Normally, we would not see the task bar when capturing only the window with Alt + Print Screen. This information indicates that the rending window area was probably covering the task bar at the bottom, but with transparency. Capturing only the window’s content also captured what was behind the transparent area: the task bar in this case.\n\nAnother behavior that might explain the bug is about the fact that when pressing F12 to launch the second rendering, the window is automatically resized. Blender tries to maximize the covered area to nearly the maximum space that the window can occupy on the screen. A suggestion is to avoid resizing the window every time a rendering is launched. It might have something to do with the bug, but I also found this very annoying because this prevents ourselves from setting up our window layout as we would normally do with other windows.\n\nAfter resizing the render window, if launching another rendering, the menu bar does not disappear. However, the window is resized. Launching another rendering just after (without resizing the window) makes the menu bar disappear. \n\nI use a dual-monitor configuration in case that might influence.\n\n**Workaround**\n\n* One way to recover this problem is to use the “Maximize” and “Restore Down” button on the window’s top bar.\n* Double-click the window’s top bar is one simple way to make the menu reappear just after launching the rendering.\n* Clicking on the window’s top bar to move it makes the menu reappear.\n\n[Render Window Layout.blend](Render_Window_Layout.blend)\n\n![RenderWindow-Maximized1.jpg](RenderWindow-Maximized1.jpg)\n\n![RenderWindow-Maximized2.jpg](RenderWindow-Maximized2.jpg)\n\n![RenderWindow-WindowMode.jpg](RenderWindow-WindowMode.jpg)", "Broken user interface in render result window when image size matches screen resolution\nWindows 10x64 Home Ru Version 1607 Build 14393.639 + latest autoupdates\nNVIDIA GeForce GTX 970 with 378.66 NVIDIA drivers (latest)\nIntel Core i7-4790K\n[system-info.txt](system-info.txt)\n\nBroken:\nNightly 2.78 17689f8 x64\n2.78c e92f235283 x64, x32\n2.78b 3c04373 x64\n2.78a e8299c8 x64\n2.77a abf6f08 x64\n2.76b 337fea x64\n2.70a f93bc76 x64\n2.61 r42615\n\nWorked:\nNot found\n\nBroken user interface (displaced and blinking) in render result window when image size matches screen resolution.\nBug appears after several renders by F12.\n\n1. Set render display to \"New window\", image X and Y to screen resolution, scale to 100%\n2. Render by F12 and close render window by ESC several times, while status line in render window is visible\n3. When status line will become invisible - bug is found. If so, toolshelf (T), properties (N) windows and \"Save image\" interface (F3) would not work properly\n![Bug.gif](Bug.gif)\n\n\n**Additional info**\nBug is present:\n- in internal render \n- in cycles render CPU and GPU\n- on Windows 10x64 virtual machine (Oracle virtual box) [system-info-virtualbox.txt](system-info-virtualbox.txt)\n- on Windows Home 7x64 (it's my previous system), but it appears infrequently. On Windows 10 it reproduced always.\n\n", "if in full screen, all of the buttons and render time info in the image editor becomes hidden during render and can't be accessed without minimising and maximising the window.\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.86\n\nBroken: version: 2.82 (sub 1)\nWorked: (optional)\n\nif in full screen, all of the buttons and render time info in the image editor becomes hidden during render and can't be accessed without minimising and maximising the window. This happens only if the render window is placed on the second monitor. I have a 4k monitor on the left and a 1080p monitor on the right (the monitor the render window is on). Windows Text scaling is set to 150% on the 4k screen and 100% on the 1080p screen.\n\nplace the blender window on the left monitor (maximised) and the render window on the right window (maximised). press f12. Make sure new windows is set in the preferences for rendering.\n\n", "Changing Render Slots Breaks Render View Window\nWindows-10 64 Bits\nGeForce GTX 1070 - NVIDIA 431.70\n\nBroken: version: 2.81 (sub 15)\n\nChanging render slots and rendering breaks pop-up window position (Top part of window disappears). See below video.\n\n1. Launch default Blender and hit F12 to render.\n2. Change render slot and hit F12 to render. (Repeat this until \"View Render\" pop-up window (F11) breaks (Top part disappears). It mostly happens when you render 3rd time)\n\n[ChVAgEXOi9.mp4](ChVAgEXOi9.mp4)\n\n" ]
Doubleclick to select full words in textedit fields does not work using tablets Operating system: Linux-5.19.16-200.fc36.x86_64-x86_64-with-glibc2.35 64 Bits Graphics card: NVIDIA GeForce RTX 3080 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 520.56.06 Broken: version: 3.4.0 Alpha Doubleclick to select full words in textedit fields (datablock names, file names in the File Browser etc.) does not work using tablets. The resulting selection seems to be truncated from left to the cursor position (but not til the end of the word). This works fine using a mouse. This also works fine in the Text Editor. [ui_tablet_textedit_doubleclick_select_words.blend](ui_tablet_textedit_doubleclick_select_words.blend) - open blend - when renaming the collection (just an example, any textedit should show this behavior), try to select full words using a doubleclick/tab with the pen - resulting selection is truncated from the start of the word to the current cursor position [UI_tablet_textedit_select_full_words.webm](UI_tablet_textedit_select_full_words.webm)
[ "Textfield disables input permanently if hidden while editing\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: <2.80\n\nIf a textbox that is currently being used is hidden, then all input gets permanently disabled, staying in typing mode of a non existing textbox. There is also a memory leak of a few bytes reported in the console when I close blender in this state.\nThis bug can lead to data loss since there is no way to recover, so it's basically like a crash.\n\n1. Make the blender window maximized.\n2. Open the right panel in the viewport and drag it open until it covers as much of the window as possible.\n3. go into text editing of the x location of the default cube\n4. use Meta+Right Arrow or some similar shortcut which resizes the window.\n5. now if the window is small enough the panel with the textbox is hidden, but the mouse is still a textcursor and all input is blocked.", "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)", "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", "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.", "Linked Text Object Data Bug\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Super with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.42\n\nBroken: version: 2.93, 3.0.0\nWorked: -\n\nText objects with linked object data behave strangely. Some letters change their shape, which may vary from instance to instance. (see uploaded image)\nMaybe i´ve got the bug is because i use the Small Caps format.\n![bug.png](bug.png)\n\n1. Create several same text Objects (you maybe should use Small Caps format in them)\n2. Link their Object Data\n3. Try to switch several times between Object and Edit mode and you will see the bug. It occurs everytime on different letter. And every instance of the text looks often different then the others.\nI am attaching the Blend file\n[bug.blend](bug.blend)\n", "Intersect Selection in edit mode\nOperating system: Linux-5.17.5-76051705-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.73.05\n\nBroken: version: 3.3.0 Alpha\n\nIntersect existing Selection apply just to what in the viewport frame \nI can t reproduce it with an exact steps\nopen the linked file and select some vertexes with Select Box and with Intersect Mode\nthe intersection apply just to the vertexes shown in the viewport frame \nsame problem in 2.83 - 3.1 - 3.2\n[bug.blend](bug.blend)", "Copy/Paste Behavior in Viewport\nOperating system: Darwin-19.6.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon R9 M390 OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.10.15\n\nBroken: version: 2.91.0 Alpha\nWorked: Never worked in 2.8+\n\nWhen pasting an object, the gizmo is not positioned at the newly created object, where you would expect it to be. Instead, there are two cases - both seem to be not intended.\nThe pasted object also is not active for direct manipulation despite the visual indication with the gizmo.\n\nIf there is a selection somewhere else before pasting, the gizmo ends up in the wrong position. Example:\n![image1.jpg](image1.jpg)\n\nIf there is no selection before pasting, there is no gizmo appearing at all. Example:\n![image2.jpg](image2.jpg)\n\nA directly interconnected problem is that pasted objects are not made active despite having an attached Gizmo. Example:\n![image3.jpg](image3.jpg)\n\n**Potential fix**\n1. The gizmo could always appear and show where the object is pasted (belonging to the new object).\n2. The pasted object could become active. When multiple objects are pasted, the selection and active states of the copied objects could be transferred to the newly pasted ones. Also, all previous selections could be deselected after pasting.\n\nThank you :)\n", "Hotkeys malfunction after leaving text field with no input using IME(Chinese/Japanese/Korean)\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.76\n\nBroken: version: 3.0.0 Release Candidate\nWorked: Unknow\n\n---\n\n\nUsing IME(Input method editor) like Chinese/Japanese/Korean IME, activate a text field then go back to 3D viewport while inputing nothing will make some hotkeys malfunction.\n\n\n - Default scene with any IME listed in the following image.![图片.png](图片.png)\n - Click the default cube's name text field to activate the text field.\n - No input, go back to 3D viewport by clicking the 3D viewport area or right-clicking to cancel the operation.\n - Test {key A-Z}, for example press {key G} to transform the cube, the keys shouldn't be functioning.\n\n**Notes:**\n\n - After pressing {key A-Z}, similar IME-poping-ups might be shown as in these images: {[F12405595](图片.png)}![图片.png](https://archive.blender.org/developer/F12405597/图片.png) The inputs are handled by IME but not being properly functioning like {key G} would not move the selected object.\n - Some other keys like {key 1-9}, {key Shift}, {key Ctrl}, {key CapsLock} and {key Space} are still functioning.\n - After the bug is reproduced, it is able to press {key Shift} to switch the mode of IME to fix the malfunction. And if right after canceling the text field input operation, press {key Ctrl RightMouseBottom} to finish a lasso select can also walk around the bug (but if there are already some inputs after the operation is canceled, doing {key Ctrl RightMouseBottom} won't fix the bug).\n - I found at the time been, Blender will automatically switch the IME modes (sorry I am not sure about which patch brought this feature), that means if in 3D viewport, the IME is automatically set to \"English\" mode and all inputs will not be handled by IME (this is the proper function); while in text field the IME mode is automatically switched to for example \"Chinese mode\" in Chinese IME. This \"auto-switching\" behavior is lost if the said work around is used to fix the bug, and in my case only after restarting Blender will bring back this feature.\n - I have tested a 3rd party Chinese IME \"搜狗输入法\" and in my opinion it has the similar bug as \"Microsoft Pinyin\": ![图片.png](图片.png)", "Touchscreen 'Continuous Grab'\nOperating system: Linux-4.15.0-54-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: Mesa DRI Intel(R) Haswell Mobile Intel Open Source Technology Center 4.5 (Core Profile) Mesa 19.0.2\n(bug also tested on Windows 10)\n\n\nBroken: version: 2.80 (sub 74)\nWorked:\n\n\n* Activate a gizmo using the **touchscreen** on a computer. (The 3D navigation gizmo for example)\n* Drag your finger outside the original editor\n* The gizmo is manipulated incorrectly\nThis bug disappears if \"*continuous grab*\" is disabled in the User Preferences.\nI think it's a matter of auto-disabling *continuous grab* while receiving touch input, like how pen tablets are handled.", "Bisect Tool Snap does not Work\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.67\n\nBroken: version: 3.6.1\n\nWhen using the bisect tool and dragging the yellow arrow, snapping does not work when holding the CTRL key despite it being an option in the context tool bar. With the rotate gizmo it works fine. \n\n1. Add for example Suzanne.\n2. Select the whole mesh.\n3. Use the bisect tool.\n4. Try first the rotate gizmo and hold Ctrl, snapping works fine.\n5. Now use the yellow arrow instead, no snapping at all regardless of the snapping settings.", "NLA: Change the shortcut key (TAB) to \"Start Tweaking Strips Actions (Full Stack)\" from Start Tweaking Strips Actions (Lower Stack)\nAs discussed in the Animation Module meetings:\n\nCurrently\nMenu: Edit ‣ Start Tweaking Strips Actions (Lower Stack)\nShortcut:\nTab\n\nShould be changed to and remove the Shortcut from (Lower Stack)\nEdit ‣ Start Tweaking Strips Actions (Full Stack)\nShortcut:\nTab\n\nediting.html#bpy-ops-nla-tweakmode-enter\n\nNow that the Full stack tweak mode has had the quaternion rotation keyframe bug fixed, we should update the default short cut to the improved full stack editing mode. This will help with user discovery of the new and requested feature as well as help stop visually confusing animators when working with animation layer workflow in the NLA. The current default of Lower Stack causes a visual change/jump/soloing of the action being edited and looses context of what you are trying to animate.\n\n", "Edit mode. Wire become non-selectable dependent on resolution (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 430.86\n\n\nBroken: version: 2.80 (sub 75)\nWorked: 2.79\n\n\nWithout multisampling wire just disappear and with multisampling it is still visible but not selectable.\n\n[2019-09-14_23-07-53.mp4](2019-09-14_23-07-53.mp4)\n[2019-09-14_23-09-58.mp4](2019-09-14_23-09-58.mp4)\n\n\n\nTry to select loop and zoom in-out with and without viewport multisampling. Here the file, but bug will appear even with UV-sphere.\n[b.blend](b.blend)\n\n", "File explorer - box select selects more files than intended\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.28\n\nBroken: version: 2.82 (sub 4)\nWorked: (optional)\n\nIf you use box select tool, with view set to thumbnails, extra elements are selected from a bottom row (as demonstrated in video)\n[2019-12-11 11-07-46.mp4](2019-12-11_11-07-46.mp4)\n- open File browser\n- Set icons to Thumbnails mode\n- go to any folder that has an incomplete bottom row\n- attempt make a box selection with mouse starting on bottom empty area\n- notice that unintended extra files were selected", "Tablet/Pen Usability Problems\nFor the most part any user who is using a Pen/Tablet can easily use Blender but there are still a few inconsistencies in the navigation and functions where in the worst case, you need to constantly switch to a mouse.\n\nFor one there is the inability to scroll through certain areas without using the mouse wheel.\nWhen opening a popup list for example when selecting a material, texture, brush, etc, you can only scroll through the window by using the mouse wheel or by typing in the result that you are looking for. But in all other menus that are not popup related, there is the option to scroll by holding the middle mouse button and moving the cursor up/down. \nAdding this option to these popups or at least adding a scrollbar to the side would make it possible for pen users to scroll through these windows without switching to the mouse temporarily.\n![Selection_037.png](Selection_037.png)\n\nSome tools have a radius that can be adjusted by either using the mouse wheel or using the Numpad +/- keys. \nThis is the case for example in the Circle Selection and Proportional Editing.\nFor pen users the Numpad +/- keys work but are slow and awkward to use because because you have to cross your arms (depending on your layout & right/left handed) and you have to hit the keys in very quick succession for a while or hold it which created a delay of when the scale changes. \nAdding an extra key like using the F key to change the radius in the Paint/Sculpt Modes could be a solution but can be equally awkward and even more confusing to use. Maybe mapping the increase/decrease radius to the +/- keys as well for the non-numpad users and make holding the key more responsive and fast in resizing is a good improvement at least.\n![Selection_036.png](Selection_036.png)", "Doubleclick not working in UI_Lists in popovers (e.g., grease pencil /annotations layers renaming)\nBlender 2.81, 2.82, ...\nWorked: ?\n\nUnable to rename grease pencil layer when tooltip says: 'Active layer index, Double click to rename.'\n\n\n- Go to either '2D Full Canvas' or ' 2D Animation', \n- Add a blank Grease Pencil, \n- Change mode to Draw\n- Drag the header bar to left to review 'Layer:'\n- Click the down arrow to show the layer's panel\n- Press + there to add a new layer\n- Select either old or new layer and while leaving mouse pointer hover over it, you should see a tooltip 'Active layer index, Double click to rename.' Try to double click on it and 'NOTHING HAPPENS'. \n- In 2D Animation layout you can access the 'Properties' panel on the left and rename there, in 2D Full canvas, you'll have to split window, creating a new one, change it to Properties before you can do the 'RENAME'.\n\nScreenshot for ' 2D Full canvas' layout, rename is IMPOSSIBLE:\n![Screenshot from 2019-06-30 22-19-40.png](Screenshot_from_2019-06-30_22-19-40.png)\n\nScreenshot for '2D Animation' layout, rename is IMPOSSIBLE:\n![Screenshot from 2019-06-30 22-41-07.png](Screenshot_from_2019-06-30_22-41-07.png)\n\nScreenshot for the same control in Properties panel, where RENAME is possible:\n![Screenshot from 2019-06-30 22-41-42.png](Screenshot_from_2019-06-30_22-41-42.png)" ]
[ "Double clicking on text edit controls doesn't select the full word\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.09\n\nBroken: version: 2.93.0 Alpha\n 2.91 release\nWorked: unknown\n\nDouble clicking on text edit controls doesn't select the full word.\n\nJust open the default blender and try to select the cube name on the properties, please place the mouse cursor in the middle of the Cube word, and double click.\n[e8rUuja443.mp4](e8rUuja443.mp4)\n\n" ]
Simple deform modifier does not work. Operating system: Windows-10-10.0.19041-SP0 64 Bits Graphics card: NVIDIA GeForce GTX 960M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.11 Broken: version: 2.93.5 [Simple deform modifier does not work properly.] [I am trying to create a low poly well and I have to use the simple deform modifier to bend the objects. But when I set the Axis to z to make the object bend inwards, it deforms into a really weird shape and does not bend as I expected. When I even tried to set the origin with the eye drop tool it gives me a pop up that says failed to set value. I applied all scale, location, rotation and even tried applying origin to 3d cursor and it still does not work. ] [problem 1.blend](problem_1.blend)
[ "GP: Time offset and Armature modifier causes glitches\nOperating system:WINDOWS10\nGraphics card:GTX1060\n\nBroken: 2.93LTS\n\n\n[#89433.blend](T89433.blend)\n\n- Open file\n- Move selected bone to left until it hits constraint, and then a bit randomly\n\nGP object will keep rotating in one direction and can be reset only by changing frame.\nSame happens when scrubbing in negative frame range.\n", "Regression: Boolean Modifier Distorts UVs\nBroken: Blender 3.2.2 Official\nBroken: 2.93\nWorked: 2.92\n\nBroke with a3f091d7ce\n\n\nBoolean modifier distorts UVs of cutter object. In the attached screenshot and blend file. There are two cutters objects of roughly the same shape, one of them works correctly and the other doesn't.\n\n![изображение.png](изображение.png)\n\n[tmp_2.blend](tmp_2.blend)", "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: 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", "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)", "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", "Eydropper selection of custom bone shape do not work for 3D view with Xray\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: 3.2.0 Beta\n\n\nAs title say. Try to pick up custom boneshape with X-ray mode.\n[untitled.blend](untitled.blend)\n\n[2022-05-27_22-30-15.mp4](2022-05-27_22-30-15.mp4)", "Wrong SubSurf modifier results with inconsistent normals\nOperating system: Windows 10 Enterprise Version 1803\nGraphics card: 2 x GTX1080 ti\n\nBroken:\nblender2.8, 2018-12-05\n\nFrom latest builds subsurf modifier make a wrong subdivision of geometry as displayed in the attached files.\nBefore 18/20 November the behaviour of subsurf modifier was ok.\nI am sure because I did an animation on that date and the subdivided vase was ok.\n\nBest regards,\n\nUmberto\n\n![279.jpg](279.jpg)\n\n![280.jpg](280.jpg)\n\n[ceramic.blend](ceramic.blend)", "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", "Sculpt mode: hide masked do not work when modifier enabled, but hidden part works with modifier.\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: 3.0.0 Alpha\n\n\nAs title said. Hiding works with modifier but not work simultaneously as «hide masked»\nFor example, edit mode work well with mirror and hiding, hiding by faceset works well too...\n\n**Steps to Reproduce**\n- Open .blend file\n- Paint with mask brush\n- {nav Sculpt > Hide Masked} \n\nTest File:\n[#92372.blend](T92372.blend)\n[2021-10-20_18-49-00.mp4](2021-10-20_18-49-00.mp4)\n", "Snapping issue while rotating and 'Align Rotation to Target' is ON - can't set correct origon rotation for simple object \nOperating system: Windows 10\n\n\nBroken 2.81 new feature of origon \n\nsnaping rotation origon bug - can't set correct origon rotation for simple object \n\nrotation snaping of origon is tha same important as moveing origon to spec place\n \nI need to specyfy Z direction also x and y direction. To working with this propably I need to have 2 directions snaping z and x or z and y to work with this.\nso for example Z with snaping and then hold shift seting Y snaping... \n\nThis will help with orientation objects in space by orientation of another objects like aligment rotation object to another object ect. \n\nThanks for great work.\n\n\n[origon snaping rotation video.mp4](origon_snaping_rotation_video.mp4)", "Bent concave 2D curve triangulation problem w/ modifiers applied\nBroken: 2.80\n\n[BUG.blend](BUG.blend)\n\n(I think the problem is triangulation)\nTriangulation sometimes has problems with concave shapes, and I believe this is caused by triangulation (without overlaps) being much more difficult in 3d than 2d. But the problem shouldn't really exist (at least in my case) because the triangulation would work fine using 2D triangulation by projecting the points to 2d along the average normal of the face (it bends less than 90 degrees, so 2D triangulation would be perfect).\n\nOpen the project, the shape is completely wrong on the flat faces when using the curve modifier. It's supposed to be a concave crescent shape, instead of the convex hull sorta shape it has now.", "Dot dash modifier not working with time offset modifier (grease pencil)\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce MX330/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.41\n\nBroken: version: 3.1.0 Alpha\nWorked: not sure\n\nWhen time offset modifier is in the modifier stack before or after dot dash, dot dash has no effects{[F12118899](dot-dash-time-monkey.blend)}\n\nSee attached file\n\n", "Subdivision surface with circle curve issue. \nOperating system: Windows 11 Pro\nGraphics card: NVIDIA GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.96\n\nBroken: version: 3.0.0\nWorked: (on 2.9 was working fine)\n\nCreating a mesh ring with curve circle and applying sub division serface, the modifier fails at two vertecies on the mesh. \n\nAdd curve -> circle -? edit mode -> select verticies -> E to extrude and S to apply size -> E to extrude on Z direction -> done\nObject Mode -> add modifier -> subdivision serface -> issue.\n[Issue with subdivision serface .blend](Issue_with_subdivision_serface_.blend)\n![Blender issue.bmp](Blender_issue.bmp)\n\n", "Dynamic Paint doesn't update to original values on start frame\nOperating system: win10 64\n\nBroken: 2.81\n\nAdd *Dynamic Paint (Canvas)* to any mesh and try to set 0 as a start frame of simulation.\n\n1. Open file and see how Displace modifer doesn't affect mesh\n2. Run animation -> bake current cache\n3. First problem: see how weight is empty at the mesh origin (Displace modifier works except begining of animation)\n4. Second problem: return to frame 0 -> weight doesn't updated to original values (Displace modifier still active on vertex group)\n\n[dyn_paint.blend](dyn_paint.blend)" ]
[ "Simple Deform Modifier - Bend Mode not consistent\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\nBend mode is not performing consistently\n\nApologies for posting again, but my previous report was closed without any discussion. I'd like to try and clarify how the Simple Deform modifier isn't working correctly when using the Bend mode.\n\nThe behaviour looks like a bug as it does not act consistently. I would welcome someone explaining the behaviour for the following scenarios particularly what is happening in the scenarios where one plane of the mesh rotates instead of the entire mesh bending.\n\nSteps:\n\n1.1 Create a Mesh that extends along X axis\n![x bend y 0.png](x_bend_y_0.png)\n\n1.2 Apply Simple Deform modifier>>Bend on Y axis -45 degrees\n![x bend y -45.png](x_bend_y_-45.png)\nBottom of mesh doesn't move, top of mesh is **rotated**-45 degrees around mesh origin on Y axis\n\n1.3 Bend on Y axis -90 degrees\n![x bend y -90.png](x_bend_y_-90.png)\nBottom of mesh hasn't moved, top of mesh is **rotated**-90 degrees around mesh origin on Y axis\n\n1.4 Select Z axis on Bend mode. Set to 45 degrees\n![x bend z 45.png](x_bend_z_45.png)\nMesh bends around mesh origin on the Z axis. This is expected behaviour and different to what happens 1.2 and 1.3\n\n1.5 Bend on Z axis 90 degrees\n![x bend z 90.png](x_bend_z_90.png)\nMesh bends around mesh origin on the Z axis. This is expected behaviour and different to what happens 1.2 and 1.3\n\n2.1 Construct a Mesh that extends along Y axis\n![y bend x 0.png](y_bend_x_0.png)\n\n2.2 Apply Simple Deform modifier >> Bend mode on X axis -45 degrees\n![y bend x -45.png](y_bend_x_-45.png)\nBottom of mesh unaffected, top of mesh **rotates**-45 degrees on X axis\n\n2.3 Bend on X axis -90 degrees\n![y bend x -90.png](y_bend_x_-90.png)\nBottom of mesh unaffected, top of mesh **rotates**-90 degrees on X axis\n\n2.4 Select Z axis and set to -45 degrees\n![y bend z -45.png](y_bend_z_-45.png)\nLeft hand side of mesh unaffected, right hand side is **rotated**-45 degrees on Z axis\n\n2.5 Bend on Z axis -90 degrees\n![y bend z -90.png](y_bend_z_-90.png)\nLeft hand side of mesh unaffected, right hand side is **rotated**-90 degrees on Z axis\n\n3.1 Create a Mesh that extends along Z axis\n![z bend x 0.png](z_bend_x_0.png)\n\n3.2 Apply Simple Deform modifier >> Bend mode on X axis 45 degrees\n![z bend x 45.png](z_bend_x_45.png)\nMesh bends on X axis. Expected behaviour. Same as 1.4, 1.5, but different to 1.2, 1.3, 2.2, 2.3, 2.4 and 2.5\n\n3.3 Bend mesh on X axis 90 degrees\n![z bend x 90.png](z_bend_x_90.png)\nMesh bends on X axis about 90 degrees. As 3.2\n\n3.4 Bend on Y axis 45 degrees\n![z bend y 45.png](z_bend_y_45.png)\nMesh bends on Y axis. Expected behaviour as 3.2\n\n3.5 Bend on Y axis 90 degrees\n![z bend y 90.png](z_bend_y_90.png)\nMesh bends on Y axis about 90 degrees. Expected behaviour as 3.2\n\nInconsistent behaviour in Bend mode. Half of the possible selections result in bending the mesh as would be expected, the other half result in one plane of the mesh being rotated. \n\nPlease before closing could it be discussed how this can be explained as expected behaviour?", "Simple deform bending system does not work as expected\nOperating system: Windows x64\nGraphics card: RX 5600 XT\n\nBroken: 2.82\nWorked: None\n\nI've tried applying a simple deform modifier to the rectangular prism and i've got some weird looking results.\nPlease check screenshot, left side is blender and right side is the 3ds max result i want to achieve.\n![bend.png](bend.png)\n\nAdditionally, i'm having hard to understand why do we have to add additionally object such as empty in order to perform such as simple deform operation. IMHO there should be no additional object but only the object we want to deform. I have no intention comparing 3ds max to blender and vice versa, but sometimes its not a bad idea to see how competition is solving some similar problems.", "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" ]
Blender console window hangs on close Operating system: Windows 11 64 bit Graphics card: Nvidia GeForce RTX 2060 SUPER Broken: 3.0.1 Worked: Most earlier versions, including everything <3.0 After using blender and closing the GUI, the console window, that was previously only briefly open just after launching and closing, remains open permanently, until I close it manually. I remember this happened once when I set the default terminal profile to Windows Terminal AKA PowerShell instead of the default Command Prompt, but this is the default terminal. ![Screenshot 2022-02-22 160827.png](Screenshot_2022-02-22_160827.png)
[ "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)", "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", "dual monitor will sometimes cause blender to freeze\nOperating system:win10\nGraphics card:2080s\n\nBroken: 3.4.1\nWorked: \n\ni have two monitors (4k and 2k) scrolling timeline or doing anything on one monitor and displaying cycles render viewport on the other monitor will sometimes cause blender to freeze forever\n\nit is not specific to this scene it will freeze on all kinds of scenes, might be related to the muti-monitor bug i have been reporting T96248\nhere is a screenshot of what it looks like when freezing ![dwm_dn4qjvpnKf.png](dwm_dn4qjvpnKf.png)\n\nmake some animation\nhave 2 monitors and use cycles rendered view on one monitor and scrolling timeline on the other monitor", "Avoid Python Console auto-complete flooding the scrollback\nCurrently the Python console auto-complete adds to the scroll-back (which can make useful information scroll off the screen).\n\nHaving a way to avoid this would be good.\n\nA simple fix would be to clear the auto-complete output when executing a command, or, a popup could be used.\n\n![rapportBug.jpg](rapportBug.jpg)\n\nOriginal report.\n\n----\n\n\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce MX130/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 388.73\n\nBroken: version: 2.82 (sub 7)\nWorked: (optional)\n\nIt shows suggestions too. But it should print only VALIDATED commands .\n\n\n", "'Solve Camera Motion' operator sometimes prevents Auto Save from running\nBroken: 3.5.1, 3.6\nWorked: maybe 3.4\n\nInvestigated in #107421 by @3di.\nIt's still unclear when this happens, but it could be replicated with the attached file.\nThe function `void wm_autosave_timer(Main *bmain, wmWindowManager *wm, wmTimer * /*wt*/)` in `wm_files.cc` skips AutoSave if any modal operators are running.\nIn this case, this can happen with the `\"CLIP_OT_solve_camera\"` operator even after the operation is theoretically completed.\n\n- Unzip attached .blend file\n- Go to \"Motion Tracking\" workspace\n- In the solve tab, press `Solve Camera Motion`\n\nAuto Save stops saving or saves very late.\n\nno%20autosave.zip?dl=0\n\n", "Shift+Spacebar shortcut for Tool Menu doesn't work correctly in sculpt mode\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.4.0\n\nPressing and holding Shift+Spacebar and selecting a tool works okay. But just pressing that shortcut quickly shows the menu and hide it.\n\nOpen sculpt layout or go to sculpt mode. Press and hold shortcut Shift+Spacebar. While holding you can move the cursor on some tool and release the buttons. Tool under cursor is selected. All is okay, it works like a Pie menu.\nBut there are also hotkeys in that menu and if I just press Shift+Spacebar (without holding), menu opens and closes quickly. And selected is tool that was under cursor at that moment. If you press (without holding) Shift+Spacebar again, the menu doesn't close now, because the selected tool has already selected. But again, if I move my cursor, just press the shortcut, the menu shows and closes. It's impossible to use the hotkeys on the right of the tools in that menu.\n\n", "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)", "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 freezes with big custom data\nmacOS 10.14\nBlender 2.92, 2.93.0, \n\nI found if I store big data (like 5 millions of points) then Blender will freeze a bit. This is not a huge bug but it would be nice not to freeze blender.\n[tmp1.blend](tmp1.blend)\n\n![image.png](image.png)\n\nFor example, a console looks like this if I do \"print(test2)\". And there is no freeze in the console.\n![image.png](image.png)\n\n- Run the script\n- Hover over the custom properties section. (try to rotate the cube to observe the freeze, beachball may take time to show up)/\n![image.png](image.png)\n\n![image.png](image.png)\nMemory usage rises and falls on every hover.", "Some GUI Pannel takes forever to load\nHello,\nOperating system: windows 10\nGraphics card: NVDIA RTX a2000 with latest driver\nIntel I7 with desactivated integrated gpu\n\nBroken: 3.5, 3.6\n\nBlender starting up is very slow\nmore importantly GUI is unresponding ( often around 25 sec ) when accessing to:\n>\"shading\" panel\n>Window explorer ( loading an image texture for example)\n>Material preview mode\n>Display render preview\n>Accessing preferences\n>Rendering window\n\nNo problem for modeling rendering etc. loading theses GUI parts seems to be the only lag itself.\n\nWhat i've tried:\n>Disable all addons\n>Factory user prefs\n>Deleted user pref app data folder\n>Updating driver to the latest version\n\ntried on 3.5. > Still the same\n\nThe lag is present even with the most basic file available\nIt has always been like so since i installed my pc.\n\nThanks\n\n", "Blender freezes when moving the cube repeatedly on 3.6 and 3.5\nOperating system: Ubuntu 23.04\nGraphics card: Intel UHD 620\n\nBroken: 3.6.2 2023-08-16\nWorked: None\n\n\nWhen opening Blender(first or other times) and choosing general then moving the cube in multiple directions, Blender freezes\n\n\n- Open Blender\n- Choose general\n- Move the example cube with the move tool in multiple directions\n\n", "OpenGL error in console\nOperating system: Windows 10, 11\nGraphics card: 6700 XT, 6800 XT, driver 23.7.2 \n\nBroken: 4.0.0, ecb3262bf04, main, 08.08.2023\nWorked: no information.\n\nFirst of all it's better to run Blender with USD built with this fix 2550 since it fixes a lot of other OpenGL errors in console.\n\nThere is an error in console `Runtime Error: in HgiGLPostPendingGLErrors at line 91 of C:\\GPUOpen\\RPRHydraRenderBlenderAddon\\USD\\pxr\\imaging\\hgiGL\\diagnostic.cpp -- GL error: invalid framebuffer operation, reported from __cdecl pxrInternal_v0_23__pxrReserved__::HgiGLBuffer::~HgiGLBuffer(void)` If you select `Render Engine = Hydra Storm` and run Viewport Shading and stop it.\n\nBut if you start Blender with `--debug-gpu` flag you will an error in console `ERROR (gpu.debug): : GL_INVALID_FRAMEBUFFER_OPERATION : Cubemap Workaround End9` and above error with `HgiGLBuffer::~HgiGLBuffer` won't appear anymore.\n\nI put some `debug::check_gl_error` in `detect_mip_render_workaround` and one of them returns `GL_INVALID_FRAMEBUFFER_OPERATION` right after `glClear(GL_COLOR_BUFFER_BIT);` and one more error `GL_INVALID_VALUE` after `glGetTexImage`.\n\nAlso `glCheckFramebufferStatus(GL_FRAMEBUFFER)` returns `GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT`.\n\nI tried to get rid of `HgiGLBuffer::~HgiGLBuffer` error via calling `glGetError`. There are only 2 places worked for me: \n1. ViewportEngine::~ViewportEngine;\n2. End of the `detect_mip_render_workaround`.\n\nDefault startup. \nFirst:\n1. Select `Render Engine = Hydra Storm`\n2. Start Viewport Shading\n3. Stop Viewport Shading\n4. Look in the console\n\nSecond:\n1. Start Blender with `--debug-gpu` flag\n2. Look in the console\n\n", "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", "segfault on f3 when mouse hover focus off foreground window\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: 3.6.1\nAlready broken: 3.0\nWorked: 2.93.18\n\nThe application crashes upon using the Search Menu keyboard shortcut, under the condition that the mouse hover focus is not over the foreground window.\n\nUPDATE: must enable Developer Extras for crash to occur!\nNew file.\nMake the window not fullscreen so you can see some desktop.\nHover mouse over desktop.\nPress F3 key to open Search Menu.\nObserve notification of segmentation fault.\n\nAlternatively, open a preferences window or secondary blender window and mouse over the main window and press F3, that's how I found it.\n\nBefore 3.0 the same steps will cause the menu to appear in the foreground window as close as it can get itself to the mouse outside.\nUPDATE: checked Developer Extras and it was on, yet no crash prior to 3.0\n", "Persistent Base of Layer brush resets when selecting another object\nOperating system: gentoo ~amd64\nGraphics card: 1060\n\nBroken: all\nWorked: none\n\nPersistent Base resets in local mode\n1 select default cube\n2 subdivide it (Edit mode > W> Subdivide to 100 > Object mode)\n3 go to sculpt mode\n4 select layer brush\n5 select \"Persistent\" chbox\n6 Push Set Persistent Base\n7 Draw\n8 Draw with CTRL (it now worked like undo brush)\nNow all good works, and i can change anu brush - super useful\nbut\n9a select any other object/collection\n9b go to other mode ant went tot sculpt mode\n9c go to local mode (hotkey /) and went back\n10 Draw with CTRL (now it don't work right - it draw without Persistent Base)\n\nPlease see my screencast\n[2020-05-26 09-58-50.mp4](2020-05-26_09-58-50.mp4)\nIn global mode all works perfect\nIn local mode Persistent Base was gone\nThank you for great opensource sculpt tool!\n\nUpdate\n[2020-05-26 10-09-57.mp4](2020-05-26_10-09-57.mp4)\nBug happend If object has been selected agane too" ]
[ "System Console does not close when ending Blender sometimes\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 497.29\n\nBroken: version: 3.0.1\nWorked: 2.93\n\nWhen working with several Blender instances open at the same time and some or all of them have an open system console (Window -> Toggle System Console) the System Console does not close when shutting Blender down and ramains open.\n\nI have no specific way to reproduce this. It just happens pretty frequently that there are abandoned open Blender System consoles open after a day of working with many open Blender instances. This did not happen before Blender 3.0." ]
Blender crashes if subdivisions level is more then 4 Operating system: Windows-10-10.0.18362 64 Bits Graphics card: GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.08 Broken: version: 2.82 (sub 3) Worked: (optional) Blender crashes if the level of divisions in Modifier is more 3 It also crashes files with Modifier whose distribution level is greater than 3 V1 open blender create plane add subdivision modifier subdivide until crush V2 open old file with subdivision modifier
[ "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 - 0x123a6affb +_lsprof.cpython-39-darwin.so (0) <390A27D2-FE66-3D62-9D0D-EC24BDD4185E> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/lib-dynload/_lsprof.cpython-39-darwin.so\n 0x123c6f000 - 0x123c72047 libobjc-trampolines.dylib (756.2) <5795A048-3940-3801-90CE-33D1B1AF81F4> /usr/lib/libobjc-trampolines.dylib\n 0x124d05000 - 0x124dceff7 com.apple.AMDRadeonX4000GLDriver (2.11.23 - 2.1.1) <C9BBA305-1222-3D05-A096-DF3485CAA6D1> /System/Library/Extensions/AMDRadeonX4000GLDriver.bundle/Contents/MacOS/AMDRadeonX4000GLDriver\n 0x12a338000 - 0x12a4eaffb +libRadeonProRender64.dylib (0) <7857C60D-5962-34B2-9946-AA62FB25A0FC> /Users/USER/Library/Application Support/Blender/*/libRadeonProRender64.dylib\n 0x12b156000 - 0x12b159fff +_heapq.cpython-39-darwin.so (0) <39FBF3FE-B287-3DE1-9C22-E65F7DE3FBD6> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/lib-dynload/_heapq.cpython-39-darwin.so\n 0x12b32f000 - 0x12b33aff3 +math.cpython-39-darwin.so (0) <B182812A-68AA-35BD-A8E8-D26E6BDB8C3F> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/lib-dynload/math.cpython-39-darwin.so\n 0x12b4cf000 - 0x12b53970f dyld (655.1.1) <EA5BF483-08FB-31C9-B31E-C0D0FD94FE89> /usr/lib/dyld\n 0x12c854000 - 0x12cb0b80f +_ssl.cpython-39-darwin.so (0) <9E0B733D-CC78-37AF-9E27-8D058929365F> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/lib-dynload/_ssl.cpython-39-darwin.so\n 0x12cbdc000 - 0x12cbebff7 +_socket.cpython-39-darwin.so (0) <B1F1427E-EC5E-35BF-8595-3AB7F81B8BFA> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/lib-dynload/_socket.cpython-39-darwin.so\n 0x12cc3c000 - 0x12cc43fff +select.cpython-39-darwin.so (0) <9F931F33-6B72-314B-9365-C443F0E411CE> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/lib-dynload/select.cpython-39-darwin.so\n 0x12cc50000 - 0x12cc57fff +array.cpython-39-darwin.so (0) <C6EAB41B-E104-3EF6-923E-5279F64BB2AE> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/lib-dynload/array.cpython-39-darwin.so\n 0x12cc68000 - 0x12cc6fff7 +_struct.cpython-39-darwin.so (0) <80252227-C14A-3C4F-974E-3F540EDA92B5> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/lib-dynload/_struct.cpython-39-darwin.so\n 0x12cc80000 - 0x12cc87ff7 +binascii.cpython-39-darwin.so (0) <804000F0-C103-3525-88BB-176B163AC5A4> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/lib-dynload/binascii.cpython-39-darwin.so\n 0x12cd14000 - 0x12cd17fff +_bisect.cpython-39-darwin.so (0) <C55FDD46-701F-3112-80AC-1514BA077D76> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/lib-dynload/_bisect.cpython-39-darwin.so\n 0x12cd24000 - 0x12cd27ff3 +_random.cpython-39-darwin.so (0) <17F6835A-5316-353E-89E2-28FA2C7310B6> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/lib-dynload/_random.cpython-39-darwin.so\n 0x12cd34000 - 0x12cd3bff3 +_sha512.cpython-39-darwin.so (0) <FE9A114B-3EB9-331D-9CB2-3F71DA53B2FB> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/lib-dynload/_sha512.cpython-39-darwin.so\n 0x12cd88000 - 0x12cd97ff7 +_datetime.cpython-39-darwin.so (0) <DD77ED03-5D10-32E9-A860-DEBFE5951394> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/lib-dynload/_datetime.cpython-39-darwin.so\n 0x12ce6c000 - 0x12d08b0f7 +_hashlib.cpython-39-darwin.so (0) <4EADD130-4A3F-3A9C-BFD5-5226CC3B80BC> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/lib-dynload/_hashlib.cpython-39-darwin.so\n 0x12d12c000 - 0x12d133ff3 +_blake2.cpython-39-darwin.so (0) <47823C31-458F-31C3-939B-3E51CAFB21E9> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/lib-dynload/_blake2.cpython-39-darwin.so\n 0x12d140000 - 0x12d143fff +_queue.cpython-39-darwin.so (0) <B6BD974A-932F-3126-8B07-332D5C1005B1> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/lib-dynload/_queue.cpython-39-darwin.so\n 0x12d150000 - 0x12d167ff3 +zlib.cpython-39-darwin.so (0) <1357BDA0-EBFF-328F-8CF8-2BAAF0777C3E> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/lib-dynload/zlib.cpython-39-darwin.so\n 0x12d2d6000 - 0x12d2edff3 +_bz2.cpython-39-darwin.so (0) <F5BE8D18-E1D6-3C23-B906-AB09DBF0FFBF> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/lib-dynload/_bz2.cpython-39-darwin.so\n 0x12d2fa000 - 0x12d329ff3 +_lzma.cpython-39-darwin.so (0) <6D9DCFA1-0480-302F-8AD2-8B32FD3377EE> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/lib-dynload/_lzma.cpython-39-darwin.so\n 0x12d33a000 - 0x12d33dff7 +grp.cpython-39-darwin.so (0) <DCF6B520-1F6E-3ADF-B061-CE405DC2CB4B> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/lib-dynload/grp.cpython-39-darwin.so\n 0x12d3d9000 - 0x12d3e0fff +_json.cpython-39-darwin.so (0) <ACB3C18C-E080-3C95-8420-DAE93E2D5E99> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/lib-dynload/_json.cpython-39-darwin.so\n 0x12d43f000 - 0x12d442ffb +_scproxy.cpython-39-darwin.so (0) <50CE8674-D618-32A2-9E79-A89350AE9BA9> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/lib-dynload/_scproxy.cpython-39-darwin.so\n 0x12d48f000 - 0x12d59aff7 +unicodedata.cpython-39-darwin.so (0) <B1C10C25-AADB-3554-8EA4-2D8EDBA913C9> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/lib-dynload/unicodedata.cpython-39-darwin.so\n 0x12d6cd000 - 0x12d710ff7 +_decimal.cpython-39-darwin.so (0) <DB2C2DBC-0CAC-396C-9DC6-F473D0ED9DD6> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/lib-dynload/_decimal.cpython-39-darwin.so\n 0x12d731000 - 0x12d734ffb +_statistics.cpython-39-darwin.so (0) <1FC5B98C-DFF6-34A6-B0BB-817D49440624> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/lib-dynload/_statistics.cpython-39-darwin.so\n 0x12d881000 - 0x12d884ff3 +_posixsubprocess.cpython-39-darwin.so (0) <A047F4C3-E223-3AAB-9298-1E5E46906ADD> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/lib-dynload/_posixsubprocess.cpython-39-darwin.so\n 0x12db66000 - 0x12dedbfe7 +_multiarray_umath.cpython-39-darwin.so (0) <495E23F2-DD86-34BE-85F2-D8B8FA1CFDFE> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/site-packages/numpy/core/_multiarray_umath.cpython-39-darwin.so\n 0x12e003000 - 0x131baab4f +libopenblas.0.dylib (0) <03CB01A7-1E7B-3A87-B36F-CD619D546D98> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/site-packages/numpy/.dylibs/libopenblas.0.dylib\n 0x131e47000 - 0x131f5eff7 +libgfortran.3.dylib (0) <9ABE5EDE-AD43-391A-9E54-866711FAC32A> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/site-packages/numpy/.dylibs/libgfortran.3.dylib\n 0x131fcd000 - 0x132003fff +libquadmath.0.dylib (0) <7FFA409F-FB04-3B64-BE9A-3E3A494C975E> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/site-packages/numpy/.dylibs/libquadmath.0.dylib\n 0x132017000 - 0x13202cff7 +libgcc_s.1.dylib (0) <7C6D7CB7-82DB-3290-8181-07646FEA1F80> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/site-packages/numpy/.dylibs/libgcc_s.1.dylib\n 0x14a03c000 - 0x14a053ffb +_pickle.cpython-39-darwin.so (0) <3559C80E-CFDA-3F33-B6ED-B469333FB0C9> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/lib-dynload/_pickle.cpython-39-darwin.so\n 0x14a0b2000 - 0x14a0bfff7 +_multiarray_tests.cpython-39-darwin.so (0) <AE0DCAB5-64AB-3F7D-B12A-60B9B9E919FF> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/site-packages/numpy/core/_multiarray_tests.cpython-39-darwin.so\n 0x14a116000 - 0x14a131f4f +_ctypes.cpython-39-darwin.so (0) <61595129-0907-3B76-BAD5-E83E12232E92> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/lib-dynload/_ctypes.cpython-39-darwin.so\n 0x14a1ce000 - 0x14a1cfffb +lapack_lite.cpython-39-darwin.so (0) <ED8E8882-7728-3AFC-B16E-AD65D26C95CC> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/site-packages/numpy/linalg/lapack_lite.cpython-39-darwin.so\n 0x14a1d7000 - 0x14a1f0ffb +_umath_linalg.cpython-39-darwin.so (0) <C031BBC1-676E-3561-971A-817DB290B4CC> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/site-packages/numpy/linalg/_umath_linalg.cpython-39-darwin.so\n 0x14a2c4000 - 0x14a2d5fff +_pocketfft_internal.cpython-39-darwin.so (0) <F874775F-892F-3E6D-AB44-13585A46F440> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/site-packages/numpy/fft/_pocketfft_internal.cpython-39-darwin.so\n 0x14a31e000 - 0x14a38ffff +mtrand.cpython-39-darwin.so (0) <26C3326C-CD5C-3EB6-ADC1-1501DEFF4824> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/site-packages/numpy/random/mtrand.cpython-39-darwin.so\n 0x14a3ea000 - 0x14a408ffb +bit_generator.cpython-39-darwin.so (0) <0AA58188-F7BE-3259-B73D-F73A44D18892> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/site-packages/numpy/random/bit_generator.cpython-39-darwin.so\n 0x14a429000 - 0x14a45eff3 +_common.cpython-39-darwin.so (0) <A5274DC2-1EDF-3596-810F-949AFC3280AF> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/site-packages/numpy/random/_common.cpython-39-darwin.so\n 0x14a47b000 - 0x14a4d1ffb +_bounded_integers.cpython-39-darwin.so (0) <C5EA861D-2A70-3753-B812-574045E67644> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/site-packages/numpy/random/_bounded_integers.cpython-39-darwin.so\n 0x14a4f8000 - 0x14a506ffb +_mt19937.cpython-39-darwin.so (0) <317BAC67-09BA-3FCD-951A-1F8665EB2AB2> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/site-packages/numpy/random/_mt19937.cpython-39-darwin.so\n 0x14a517000 - 0x14a523ff3 +_philox.cpython-39-darwin.so (0) <E0D66351-2EA3-3CAC-92B8-9BDD75A35465> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/site-packages/numpy/random/_philox.cpython-39-darwin.so\n 0x14a533000 - 0x14a53dff7 +_pcg64.cpython-39-darwin.so (0) <97A10DFD-6916-3251-84B1-FCCF8D908E08> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/site-packages/numpy/random/_pcg64.cpython-39-darwin.so\n 0x14a54c000 - 0x14a553fff +_sfc64.cpython-39-darwin.so (0) <4A390EEB-7105-3235-85B2-4C8D98B3587C> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/site-packages/numpy/random/_sfc64.cpython-39-darwin.so\n 0x14a560000 - 0x14a5e6ffb +_generator.cpython-39-darwin.so (0) <D25A4A84-E711-357E-9925-2B76BD03BAB0> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/site-packages/numpy/random/_generator.cpython-39-darwin.so\n 0x152b16000 - 0x152b9aff7 +core.so (0) <90E3783C-EA48-3E8D-98E7-E2465548F8C7> /Users/USER/*/core.so\n 0x152e28000 - 0x152e2fff7 +_csv.cpython-39-darwin.so (0) <A88064E5-CC97-3CD9-9422-3148889BB740> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/lib-dynload/_csv.cpython-39-darwin.so\n 0x7fff27936000 - 0x7fff27c8ffff com.apple.RawCamera.bundle (8.15.0 - 1031.4.4) <AB6E8A8F-0BFE-37EE-A135-44ABA4FCB559> /System/Library/CoreServices/RawCamera.bundle/Contents/MacOS/RawCamera\n 0x7fff27c92000 - 0x7fff27d9efff com.apple.AMDMTLBronzeDriver (2.11.23 - 2.1.1) <69902D3A-0267-3D14-9820-D65016305FCC> /System/Library/Extensions/AMDMTLBronzeDriver.bundle/Contents/MacOS/AMDMTLBronzeDriver\n 0x7fff27d9f000 - 0x7fff28744ff3 ATIRadeonX4000SCLib.dylib (2.11.23) <CC649A6F-573C-30F6-AC1B-8F0850D85B87> /System/Library/Extensions/AMDRadeonX4000GLDriver.bundle/Contents/MacOS/ATIRadeonX4000SCLib.dylib\n 0x7fff2caac000 - 0x7fff2d880ff7 com.apple.driver.AppleIntelSKLGraphicsGLDriver (12.10.25 - 12.1.0) <9AE3588C-F533-3A5D-9E4B-602ACEA5493C> /System/Library/Extensions/AppleIntelSKLGraphicsGLDriver.bundle/Contents/MacOS/AppleIntelSKLGraphicsGLDriver\n 0x7fff2d881000 - 0x7fff2dbb2ff7 com.apple.driver.AppleIntelSKLGraphicsMTLDriver (12.10.25 - 12.1.0) <8889F99C-A463-3299-8DE8-ED06FF6A6735> /System/Library/Extensions/AppleIntelSKLGraphicsMTLDriver.bundle/Contents/MacOS/AppleIntelSKLGraphicsMTLDriver\n 0x7fff2f5b8000 - 0x7fff2f5b8fff com.apple.Accelerate (1.11 - Accelerate 1.11) <762942CB-CFC9-3A0C-9645-A56523A06426> /System/Library/Frameworks/Accelerate.framework/Versions/A/Accelerate\n 0x7fff2f5b9000 - 0x7fff2f5cfff7 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 0x7fff2f5d0000 - 0x7fff2fc69fef com.apple.vImage (8.1 - ???) <53FA3611-894E-3158-A654-FBD2F70998FE> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vImage.framework/Versions/A/vImage\n 0x7fff2fc6a000 - 0x7fff2fee3ff3 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 0x7fff2fee4000 - 0x7fff2ff56ffb 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 0x7fff2ff57000 - 0x7fff30300ff3 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 0x7fff30301000 - 0x7fff30316feb 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 0x7fff30317000 - 0x7fff3031cff3 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 0x7fff3031d000 - 0x7fff30399ff3 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 0x7fff3039a000 - 0x7fff303adfe3 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 0x7fff303ae000 - 0x7fff30595ff7 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 0x7fff30596000 - 0x7fff30649ff7 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 0x7fff3064a000 - 0x7fff3064afff 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 0x7fff307ec000 - 0x7fff315a1ffb com.apple.AppKit (6.9 - 1671.60.109) <F3BB6BCD-F2DF-36E7-8F20-FEC419671841> /System/Library/Frameworks/AppKit.framework/Versions/C/AppKit\n 0x7fff315f3000 - 0x7fff315f3fff com.apple.ApplicationServices (50.1 - 50.1) <7BDB78C7-9021-3B29-823A-1FFDB9F79602> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/ApplicationServices\n 0x7fff315f4000 - 0x7fff3165ffff 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 0x7fff316f8000 - 0x7fff3180fff7 libFontParser.dylib (228.6.2.10) <B0B7AF1F-2342-3A95-A7E6-629FC032D4B1> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/ATS.framework/Versions/A/Resources/libFontParser.dylib\n 0x7fff31810000 - 0x7fff31852fff 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 0x7fff318ac000 - 0x7fff318defff libTrueTypeScaler.dylib (228.6.2.10) <5FE48A9A-8329-3B0D-9A99-DEAC708F8334> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/ATS.framework/Versions/A/Resources/libTrueTypeScaler.dylib\n 0x7fff31943000 - 0x7fff31947ff3 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 0x7fff319e2000 - 0x7fff31a34ff7 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 0x7fff31a35000 - 0x7fff31a44fff 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 0x7fff31a45000 - 0x7fff31a8eff7 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 0x7fff31a8f000 - 0x7fff31ac8ff7 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 0x7fff31ac9000 - 0x7fff31ad5fff 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 0x7fff31ad6000 - 0x7fff31d4dfff com.apple.audio.toolbox.AudioToolbox (1.14 - 1.14) <32487CB2-246B-3B80-8F60-D65DFC367DDC> /System/Library/Frameworks/AudioToolbox.framework/Versions/A/AudioToolbox\n 0x7fff31d4f000 - 0x7fff31d4ffff com.apple.audio.units.AudioUnit (1.14 - 1.14) <B489CFDA-DEF3-38F5-A815-23EC30B8DA03> /System/Library/Frameworks/AudioUnit.framework/Versions/A/AudioUnit\n 0x7fff320a8000 - 0x7fff3244afff com.apple.CFNetwork (978.5 - 978.5) <06BB192E-0302-3AE9-B229-A9B15AD4CBF4> /System/Library/Frameworks/CFNetwork.framework/Versions/A/CFNetwork\n 0x7fff3245f000 - 0x7fff3245ffff com.apple.Carbon (158 - 158) <B955D7C0-ACA6-33EB-9527-1598288532A6> /System/Library/Frameworks/Carbon.framework/Versions/A/Carbon\n 0x7fff32460000 - 0x7fff32463ffb 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 0x7fff32464000 - 0x7fff3275bfff 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 0x7fff3275c000 - 0x7fff3275fff3 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 0x7fff32760000 - 0x7fff32765ff7 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 0x7fff32766000 - 0x7fff327fbff3 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 0x7fff327fc000 - 0x7fff32814ff7 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 0x7fff32834000 - 0x7fff32835ff7 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 0x7fff32836000 - 0x7fff32838ff7 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 0x7fff32839000 - 0x7fff3283fff7 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 0x7fff32961000 - 0x7fff32961fff com.apple.Cocoa (6.11 - 23) <987A526D-6FD8-345E-9265-4D8067B337D1> /System/Library/Frameworks/Cocoa.framework/Versions/A/Cocoa\n 0x7fff3296f000 - 0x7fff32abeff7 com.apple.ColorSync (4.13.0 - 3345.6) <356BA478-76DE-3087-86BE-5E884276AB83> /System/Library/Frameworks/ColorSync.framework/Versions/A/ColorSync\n 0x7fff32c4a000 - 0x7fff32cd0fff com.apple.audio.CoreAudio (4.3.0 - 4.3.0) <E6E4A58D-9BAE-30B1-856E-E1332B98E9ED> /System/Library/Frameworks/CoreAudio.framework/Versions/A/CoreAudio\n 0x7fff32d34000 - 0x7fff32d5effb com.apple.CoreBluetooth (1.0 - 1) <4F2DDEF0-1F92-384B-8CDA-4958725D0A8E> /System/Library/Frameworks/CoreBluetooth.framework/Versions/A/CoreBluetooth\n 0x7fff32d5f000 - 0x7fff330e4fef com.apple.CoreData (120 - 866.6) <132CB39B-8D58-30FA-B8AD-49BFFF34B293> /System/Library/Frameworks/CoreData.framework/Versions/A/CoreData\n 0x7fff330e5000 - 0x7fff331d5ff7 com.apple.CoreDisplay (101.3 - 110.18) <6DD41271-E145-3E99-9D49-7CC8AC1C65B6> /System/Library/Frameworks/CoreDisplay.framework/Versions/A/CoreDisplay\n 0x7fff331d6000 - 0x7fff3361bfff com.apple.CoreFoundation (6.9 - 1575.401) <4D6EA727-F7B9-398A-9B0B-4A30802E49BD> /System/Library/Frameworks/CoreFoundation.framework/Versions/A/CoreFoundation\n 0x7fff3361d000 - 0x7fff33cadfe7 com.apple.CoreGraphics (2.0 - 1265.11) <71E7056D-6AA5-324A-A5B8-9CD35772D87B> /System/Library/Frameworks/CoreGraphics.framework/Versions/A/CoreGraphics\n 0x7fff33caf000 - 0x7fff33fcffff com.apple.CoreImage (14.4.0 - 750.0.140) <11026E39-D2FF-3CF6-8ACE-7BA293F9853E> /System/Library/Frameworks/CoreImage.framework/Versions/A/CoreImage\n 0x7fff342cc000 - 0x7fff343d0fff com.apple.CoreMedia (1.0 - 2290.14) <2C7A5348-7F19-3E28-97E4-6065A64B1DC9> /System/Library/Frameworks/CoreMedia.framework/Versions/A/CoreMedia\n 0x7fff3442d000 - 0x7fff3442dfff com.apple.CoreServices (946 - 946) <8423F2AB-74CB-3BBD-A66E-ED93DE2363C2> /System/Library/Frameworks/CoreServices.framework/Versions/A/CoreServices\n 0x7fff3442e000 - 0x7fff344aaff7 com.apple.AE (773 - 773) <55AE7C9E-27C3-30E9-A047-3B92A6FD53B4> /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/AE.framework/Versions/A/AE\n 0x7fff344ab000 - 0x7fff34782fff 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 0x7fff34783000 - 0x7fff347cbff7 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 0x7fff347cc000 - 0x7fff347d4ffb 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 0x7fff347d5000 - 0x7fff34986ff7 com.apple.LaunchServices (946 - 946) <A0C91634-9410-38E8-BC11-7A5A369E6BA5> /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/LaunchServices.framework/Versions/A/LaunchServices\n 0x7fff34987000 - 0x7fff34a25ff7 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 0x7fff34a26000 - 0x7fff34a70ff7 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 0x7fff34a71000 - 0x7fff34ad8ff7 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 0x7fff34ad9000 - 0x7fff34afaff3 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 0x7fff34e05000 - 0x7fff34f67ff7 com.apple.CoreText (352.0 - 584.26.3.6) <47B18B6F-C53C-357A-8EBA-A2CD340018E6> /System/Library/Frameworks/CoreText.framework/Versions/A/CoreText\n 0x7fff34f68000 - 0x7fff34fa8ff3 com.apple.CoreVideo (1.8 - 281.4) <10CF8E52-07E3-382B-8091-2CEEEFFA69B4> /System/Library/Frameworks/CoreVideo.framework/Versions/A/CoreVideo\n 0x7fff34fa9000 - 0x7fff35038fff com.apple.framework.CoreWLAN (13.0 - 1375.2) <A476486C-B863-3941-BAE6-A78BDFED4A3B> /System/Library/Frameworks/CoreWLAN.framework/Versions/A/CoreWLAN\n 0x7fff3528f000 - 0x7fff35294ffb com.apple.DiskArbitration (2.7 - 2.7) <A31C207C-8255-3E93-9DD7-D80C4B179050> /System/Library/Frameworks/DiskArbitration.framework/Versions/A/DiskArbitration\n 0x7fff35458000 - 0x7fff3545aff3 com.apple.ForceFeedback (1.0.6 - 1.0.6) <205B0C3E-4E8D-3347-A993-469F06ABBFF9> /System/Library/Frameworks/ForceFeedback.framework/Versions/A/ForceFeedback\n 0x7fff3545b000 - 0x7fff35808ffb com.apple.Foundation (6.9 - 1575.401) <546CCD67-0069-369A-8E6A-37FB5DD64AA1> /System/Library/Frameworks/Foundation.framework/Versions/C/Foundation\n 0x7fff35877000 - 0x7fff358a6ffb com.apple.GSS (4.0 - 2.0) <E2B90D08-3857-3155-9FCC-07D778988EC9> /System/Library/Frameworks/GSS.framework/Versions/A/GSS\n 0x7fff359a6000 - 0x7fff35ab0fff com.apple.Bluetooth (6.0.14 - 6.0.14d12) <0904E4FC-DE05-3B78-BD49-832A5AC2967D> /System/Library/Frameworks/IOBluetooth.framework/Versions/A/IOBluetooth\n 0x7fff35b13000 - 0x7fff35ba2fff com.apple.framework.IOKit (2.0.2 - 1483.260.5) <6D560570-9AEB-3046-96B7-12AC1D145C3D> /System/Library/Frameworks/IOKit.framework/Versions/A/IOKit\n 0x7fff35ba4000 - 0x7fff35bb3ffb com.apple.IOSurface (255.6.1 - 255.6.1) <85F85EBB-EA59-3A8B-B3EB-7C20F3CC77AE> /System/Library/Frameworks/IOSurface.framework/Versions/A/IOSurface\n 0x7fff35c07000 - 0x7fff35d94fe7 com.apple.ImageIO.framework (3.3.0 - 1850.2.11) <5F5F7C36-2A20-3CFE-ACAC-53633B0F2F0A> /System/Library/Frameworks/ImageIO.framework/Versions/A/ImageIO\n 0x7fff35d95000 - 0x7fff35d99ffb libGIF.dylib (1850.2.12) <060E927C-DFA7-33A7-98E3-F9699D734A8E> /System/Library/Frameworks/ImageIO.framework/Versions/A/Resources/libGIF.dylib\n 0x7fff35d9a000 - 0x7fff35e76ff7 libJP2.dylib (1850.2.12) <CEC4FF68-7522-3430-B03D-37648FEB450E> /System/Library/Frameworks/ImageIO.framework/Versions/A/Resources/libJP2.dylib\n 0x7fff35e77000 - 0x7fff35e9cfeb libJPEG.dylib (1850.2.12) <F7A6A6EC-24B6-3C45-813F-B2FFA3980B49> /System/Library/Frameworks/ImageIO.framework/Versions/A/Resources/libJPEG.dylib\n 0x7fff36172000 - 0x7fff36198feb libPng.dylib (1850.2.12) <B816B90B-2454-31D8-AD34-1489B6350C70> /System/Library/Frameworks/ImageIO.framework/Versions/A/Resources/libPng.dylib\n 0x7fff36199000 - 0x7fff3619bffb libRadiance.dylib (1850.2.12) <1A67ED5D-00BC-301D-8515-CEDFFE994F2B> /System/Library/Frameworks/ImageIO.framework/Versions/A/Resources/libRadiance.dylib\n 0x7fff3619c000 - 0x7fff361e9ff3 libTIFF.dylib (1850.2.12) <3FB9D8DC-1D7B-324C-ADE6-DDC794FD2B43> /System/Library/Frameworks/ImageIO.framework/Versions/A/Resources/libTIFF.dylib\n 0x7fff3735c000 - 0x7fff37375fff com.apple.Kerberos (3.0 - 1) <DB1E0679-37E1-3B93-9789-32F63D660C3B> /System/Library/Frameworks/Kerberos.framework/Versions/A/Kerberos\n 0x7fff3762f000 - 0x7fff37639fff com.apple.MediaAccessibility (1.0 - 114.4) <76C449C5-DB45-3D7F-BFAD-3DACEF15DA21> /System/Library/Frameworks/MediaAccessibility.framework/Versions/A/MediaAccessibility\n 0x7fff376e9000 - 0x7fff37d8ffff com.apple.MediaToolbox (1.0 - 2290.14) <927F9E24-32DB-33F9-9866-4DD8092A51F4> /System/Library/Frameworks/MediaToolbox.framework/Versions/A/MediaToolbox\n 0x7fff37d91000 - 0x7fff37e39ff7 com.apple.Metal (162.2 - 162.2) <B65C71BF-D40E-3BB3-940C-117DDD203551> /System/Library/Frameworks/Metal.framework/Versions/A/Metal\n 0x7fff37e55000 - 0x7fff37e74ff7 com.apple.MetalPerformanceShaders.MPSCore (1.0 - 1) <44CE8362-E972-3697-AD6F-15BC863BAEB8> /System/Library/Frameworks/MetalPerformanceShaders.framework/Frameworks/MPSCore.framework/Versions/A/MPSCore\n 0x7fff37e75000 - 0x7fff37ef1fe7 com.apple.MetalPerformanceShaders.MPSImage (1.0 - 1) <EE8440DA-66DF-3923-ABBC-E0543211C069> /System/Library/Frameworks/MetalPerformanceShaders.framework/Frameworks/MPSImage.framework/Versions/A/MPSImage\n 0x7fff37ef2000 - 0x7fff37f19fff com.apple.MetalPerformanceShaders.MPSMatrix (1.0 - 1) <E64450DF-2B96-331E-B7F4-666E00571C70> /System/Library/Frameworks/MetalPerformanceShaders.framework/Frameworks/MPSMatrix.framework/Versions/A/MPSMatrix\n 0x7fff37f1a000 - 0x7fff38045ff7 com.apple.MetalPerformanceShaders.MPSNeuralNetwork (1.0 - 1) <F2CF26B6-73F1-3644-8FE9-CDB9B2C4501F> /System/Library/Frameworks/MetalPerformanceShaders.framework/Frameworks/MPSNeuralNetwork.framework/Versions/A/MPSNeuralNetwork\n 0x7fff38046000 - 0x7fff38060fff com.apple.MetalPerformanceShaders.MPSRayIntersector (1.0 - 1) <B33A35C3-0393-366B-ACFB-F4BB6A5F7B4A> /System/Library/Frameworks/MetalPerformanceShaders.framework/Frameworks/MPSRayIntersector.framework/Versions/A/MPSRayIntersector\n 0x7fff38061000 - 0x7fff38062ff7 com.apple.MetalPerformanceShaders.MetalPerformanceShaders (1.0 - 1) <69F14BCF-C5C5-3BF8-9C31-8F87D2D6130A> /System/Library/Frameworks/MetalPerformanceShaders.framework/Versions/A/MetalPerformanceShaders\n 0x7fff38e66000 - 0x7fff38e72ff7 com.apple.NetFS (6.0 - 4.0) <1C8237D6-731D-3E32-8BD5-B92A33D08A30> /System/Library/Frameworks/NetFS.framework/Versions/A/NetFS\n 0x7fff391d5000 - 0x7fff391f8ff7 com.apple.audio.OpenAL (1.8 - 1.8) <2EE5236C-775B-36B1-97A8-DEE5FB80F5B5> /System/Library/Frameworks/OpenAL.framework/Versions/A/OpenAL\n 0x7fff3b907000 - 0x7fff3b90ffe3 libcldcpuengine.dylib (2.11) <AAE49359-EB53-3FD4-ADBF-C60498BD0B34> /System/Library/Frameworks/OpenCL.framework/Versions/A/Libraries/libcldcpuengine.dylib\n 0x7fff3b910000 - 0x7fff3b967ff7 com.apple.opencl (2.15.3 - 2.15.3) <2F6B796C-901C-33AF-8B12-F3522DA05218> /System/Library/Frameworks/OpenCL.framework/Versions/A/OpenCL\n 0x7fff3b968000 - 0x7fff3b983ff7 com.apple.CFOpenDirectory (10.14 - 207.200.4) <F03D84EB-49B2-3A00-9127-B9A269824026> /System/Library/Frameworks/OpenDirectory.framework/Versions/A/Frameworks/CFOpenDirectory.framework/Versions/A/CFOpenDirectory\n 0x7fff3b984000 - 0x7fff3b98fffb com.apple.OpenDirectory (10.14 - 207.200.4) <A8020CEE-5B78-3581-A735-EA2833683F31> /System/Library/Frameworks/OpenDirectory.framework/Versions/A/OpenDirectory\n 0x7fff3c2df000 - 0x7fff3c2e1fff libCVMSPluginSupport.dylib (17.7.3) <700B3323-3404-3848-91D2-99EFC7E2634A> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libCVMSPluginSupport.dylib\n 0x7fff3c2e2000 - 0x7fff3c2e7ff3 libCoreFSCache.dylib (166.5) <5BC99EE7-7FFD-3F30-9AEE-EEDC25067AC4> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libCoreFSCache.dylib\n 0x7fff3c2e8000 - 0x7fff3c2ecfff libCoreVMClient.dylib (166.5) <B8FA5858-8185-3992-AD3B-A81AF08C3CDD> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libCoreVMClient.dylib\n 0x7fff3c2ed000 - 0x7fff3c2f5ff7 libGFXShared.dylib (17.7.3) <26BA051E-1113-3022-A46A-1F69E7CFA787> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGFXShared.dylib\n 0x7fff3c2f6000 - 0x7fff3c301fff libGL.dylib (17.7.3) <16C56C55-327F-395F-810C-C360F7DE9063> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGL.dylib\n 0x7fff3c302000 - 0x7fff3c33cfef libGLImage.dylib (17.7.3) <F68F1268-5AD1-3D2E-A255-0BD442A24F4D> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGLImage.dylib\n 0x7fff3c33d000 - 0x7fff3c4afff7 libGLProgrammability.dylib (17.7.3) <92DDEDA1-5E95-36A9-9D2E-A725541B2F93> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGLProgrammability.dylib\n 0x7fff3c4b0000 - 0x7fff3c4eefff libGLU.dylib (17.7.3) <D83871DF-B7DD-3DFD-8D5C-0BA359AC1BF2> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGLU.dylib\n 0x7fff3ce8b000 - 0x7fff3ce9affb com.apple.opengl (17.7.3 - 17.7.3) <62E4CB29-51CA-387E-90BF-F58213D56D62> /System/Library/Frameworks/OpenGL.framework/Versions/A/OpenGL\n 0x7fff3ce9b000 - 0x7fff3d032ff7 GLEngine (17.7.3) <8C9F33DD-7C81-3D45-80F7-A7D6A877993A> /System/Library/Frameworks/OpenGL.framework/Versions/A/Resources/GLEngine.bundle/GLEngine\n 0x7fff3d033000 - 0x7fff3d05cff3 GLRendererFloat (17.7.3) <2B5F700E-9E9B-3543-BC35-949279CB24FF> /System/Library/Frameworks/OpenGL.framework/Versions/A/Resources/GLRendererFloat.bundle/GLRendererFloat\n 0x7fff3dca4000 - 0x7fff3defbff7 com.apple.QuartzCore (1.11 - 701.14) <B37B1291-4977-34D2-B3F0-509FB3DB5090> /System/Library/Frameworks/QuartzCore.framework/Versions/A/QuartzCore\n 0x7fff3e733000 - 0x7fff3ea33ff7 com.apple.security (7.0 - 58286.270.10) <990FF42E-0726-318F-94ED-A8FDF7F41402> /System/Library/Frameworks/Security.framework/Versions/A/Security\n 0x7fff3ea34000 - 0x7fff3eac0fff com.apple.securityfoundation (6.0 - 55185.260.1) <964F1F81-D8F1-3952-8137-EF21CDD3A7A6> /System/Library/Frameworks/SecurityFoundation.framework/Versions/A/SecurityFoundation\n 0x7fff3eaf2000 - 0x7fff3eaf6fff com.apple.xpc.ServiceManagement (1.0 - 1) <5055F807-1DD4-3F97-A2A6-4537F51A5736> /System/Library/Frameworks/ServiceManagement.framework/Versions/A/ServiceManagement\n 0x7fff3ee8f000 - 0x7fff3eefcfff com.apple.SystemConfiguration (1.17 - 1.17) <30C8327F-3EFF-3520-9C50-016F8B6B954F> /System/Library/Frameworks/SystemConfiguration.framework/Versions/A/SystemConfiguration\n 0x7fff3f15b000 - 0x7fff3f4bcfff com.apple.VideoToolbox (1.0 - 2290.14) <30C690CF-8935-39E8-B343-ADB009C84FC5> /System/Library/Frameworks/VideoToolbox.framework/Versions/A/VideoToolbox\n 0x7fff42138000 - 0x7fff421ddfff com.apple.APFS (1.0 - 1) <06284DE8-5883-39F8-B04D-0D5EA74D12ED> /System/Library/PrivateFrameworks/APFS.framework/Versions/A/APFS\n 0x7fff42bf2000 - 0x7fff42bf3ff7 com.apple.AggregateDictionary (1.0 - 1) <A6AF8AC4-1F25-37C4-9157-A02E9C200926> /System/Library/PrivateFrameworks/AggregateDictionary.framework/Versions/A/AggregateDictionary\n 0x7fff431f6000 - 0x7fff43222ff7 com.apple.framework.Apple80211 (13.0 - 1380.2) <E4D12303-8B12-303C-91E2-3B40F60832BA> /System/Library/PrivateFrameworks/Apple80211.framework/Versions/A/Apple80211\n 0x7fff4334a000 - 0x7fff43359fc7 com.apple.AppleFSCompression (96.200.3 - 1.0) <3CF60CE8-976E-3CB8-959D-DD0948C1C2DE> /System/Library/PrivateFrameworks/AppleFSCompression.framework/Versions/A/AppleFSCompression\n 0x7fff43455000 - 0x7fff43460fff com.apple.AppleIDAuthSupport (1.0 - 1) <2E9D1398-DBE6-328B-ADDA-20FA5FAD7405> /System/Library/PrivateFrameworks/AppleIDAuthSupport.framework/Versions/A/AppleIDAuthSupport\n 0x7fff434a1000 - 0x7fff434eaff3 com.apple.AppleJPEG (1.0 - 1) <4C1F426B-7D77-3980-9633-7DBD8C666B9A> /System/Library/PrivateFrameworks/AppleJPEG.framework/Versions/A/AppleJPEG\n 0x7fff4373e000 - 0x7fff43760fff com.apple.applesauce (1.0 - ???) <F49107C7-3C51-3024-8EF1-C57643BE4F3B> /System/Library/PrivateFrameworks/AppleSauce.framework/Versions/A/AppleSauce\n 0x7fff43824000 - 0x7fff43874ff7 com.apple.AppleVAFramework (5.1.4 - 5.1.4) <FB127E63-853B-3F00-BE2A-12B4BF6FED33> /System/Library/PrivateFrameworks/AppleVA.framework/Versions/A/AppleVA\n 0x7fff438bf000 - 0x7fff438d3ffb com.apple.AssertionServices (1.0 - 1) <456E507A-4561-3628-9FBE-173ACE7429D8> /System/Library/PrivateFrameworks/AssertionServices.framework/Versions/A/AssertionServices\n 0x7fff43ca2000 - 0x7fff43d8eff7 com.apple.AuthKit (1.0 - 1) <2765ABE9-54F2-3E45-8A93-1261E251B90D> /System/Library/PrivateFrameworks/AuthKit.framework/Versions/A/AuthKit\n 0x7fff43f50000 - 0x7fff43f58fff com.apple.coreservices.BackgroundTaskManagement (1.0 - 57.1) <2A396FC0-7B79-3088-9A82-FB93C1181A57> /System/Library/PrivateFrameworks/BackgroundTaskManagement.framework/Versions/A/BackgroundTaskManagement\n 0x7fff43f59000 - 0x7fff43feefff com.apple.backup.framework (1.10.7 - ???) <5243C2BC-0159-3DBB-9FAB-22EA01E58052> /System/Library/PrivateFrameworks/Backup.framework/Versions/A/Backup\n 0x7fff43fef000 - 0x7fff4405cff3 com.apple.BaseBoard (360.28 - 360.28) <68FA8044-F3CD-3BC6-9DAB-27DACF52BFC0> /System/Library/PrivateFrameworks/BaseBoard.framework/Versions/A/BaseBoard\n 0x7fff44ebc000 - 0x7fff44f0bff7 com.apple.ChunkingLibrary (201 - 201) <DFE16C42-24E6-386F-AC50-0058F61980A2> /System/Library/PrivateFrameworks/ChunkingLibrary.framework/Versions/A/ChunkingLibrary\n 0x7fff45cc9000 - 0x7fff45cd2ffb com.apple.CommonAuth (4.0 - 2.0) <93335CB6-ABEB-3EC7-A040-8A667F40D5F3> /System/Library/PrivateFrameworks/CommonAuth.framework/Versions/A/CommonAuth\n 0x7fff4616b000 - 0x7fff4654efef com.apple.CoreAUC (274.0.0 - 274.0.0) <C71F1581-E73B-3DA0-958B-E912C3FB3F23> /System/Library/PrivateFrameworks/CoreAUC.framework/Versions/A/CoreAUC\n 0x7fff4654f000 - 0x7fff4657dff7 com.apple.CoreAVCHD (6.0.0 - 6000.4.1) <A04A99B8-DAC5-36FC-BAC7-7431600C1F89> /System/Library/PrivateFrameworks/CoreAVCHD.framework/Versions/A/CoreAVCHD\n 0x7fff469ab000 - 0x7fff469bcff7 com.apple.CoreEmoji (1.0 - 69.19.9) <228457B3-E191-356E-9A5B-3C0438D05FBA> /System/Library/PrivateFrameworks/CoreEmoji.framework/Versions/A/CoreEmoji\n 0x7fff46f66000 - 0x7fff46fccff7 com.apple.CoreNLP (1.0 - 130.15.22) <27877820-17D0-3B02-8557-4014E876CCC7> /System/Library/PrivateFrameworks/CoreNLP.framework/Versions/A/CoreNLP\n 0x7fff47279000 - 0x7fff47281ff7 com.apple.CorePhoneNumbers (1.0 - 1) <11F97C7E-C183-305F-8E6C-9B374F50E26B> /System/Library/PrivateFrameworks/CorePhoneNumbers.framework/Versions/A/CorePhoneNumbers\n 0x7fff473fd000 - 0x7fff4742eff3 com.apple.CoreServicesInternal (358 - 358) <DD6EF60D-048F-3186-83DA-EB191EDF48AE> /System/Library/PrivateFrameworks/CoreServicesInternal.framework/Versions/A/CoreServicesInternal\n 0x7fff477f5000 - 0x7fff47879fff com.apple.CoreSymbolication (10.2 - 64490.25.1) <28B2FF2D-3FDE-3A20-B343-341E5BD4E22F> /System/Library/PrivateFrameworks/CoreSymbolication.framework/Versions/A/CoreSymbolication\n 0x7fff47909000 - 0x7fff47a34ff7 com.apple.coreui (2.1 - 499.10) <A80F4B09-F940-346F-A9DF-4EFADD9220A8> /System/Library/PrivateFrameworks/CoreUI.framework/Versions/A/CoreUI\n 0x7fff47a35000 - 0x7fff47bd5fff com.apple.CoreUtils (5.9 - 590.16) <BF9A990D-24C0-3633-A753-F19F4DFCA663> /System/Library/PrivateFrameworks/CoreUtils.framework/Versions/A/CoreUtils\n 0x7fff47c29000 - 0x7fff47c8cff7 com.apple.framework.CoreWiFi (13.0 - 1375.2) <7E9CC352-BB06-3C97-A51F-6A35F09EBA16> /System/Library/PrivateFrameworks/CoreWiFi.framework/Versions/A/CoreWiFi\n 0x7fff47c8d000 - 0x7fff47c9eff3 com.apple.CrashReporterSupport (10.13 - 938.29) <8A66F5D5-87D1-31C9-BEAE-86E0735F4E92> /System/Library/PrivateFrameworks/CrashReporterSupport.framework/Versions/A/CrashReporterSupport\n 0x7fff47d2e000 - 0x7fff47d3dfff com.apple.framework.DFRFoundation (1.0 - 211.1) <E3F02F2A-2059-39CC-85DA-969676EB88EB> /System/Library/PrivateFrameworks/DFRFoundation.framework/Versions/A/DFRFoundation\n 0x7fff47d3e000 - 0x7fff47d42ff7 com.apple.DSExternalDisplay (3.1 - 380) <787B9748-B120-3453-B8FE-61D9E363A9E0> /System/Library/PrivateFrameworks/DSExternalDisplay.framework/Versions/A/DSExternalDisplay\n 0x7fff47dc3000 - 0x7fff47e38ffb com.apple.datadetectorscore (7.0 - 590.27) <06FB1A07-7AE6-3ADD-8E7E-41955FAB38E8> /System/Library/PrivateFrameworks/DataDetectorsCore.framework/Versions/A/DataDetectorsCore\n 0x7fff47e84000 - 0x7fff47ec1ff7 com.apple.DebugSymbols (190 - 190) <6F4FAACA-E06B-38AD-A0C2-14EA5408A231> /System/Library/PrivateFrameworks/DebugSymbols.framework/Versions/A/DebugSymbols\n 0x7fff47ec2000 - 0x7fff47ffdff7 com.apple.desktopservices (1.13.6 - ???) <7536F3F3-90F1-3D1C-9249-91B809FE5328> /System/Library/PrivateFrameworks/DesktopServicesPriv.framework/Versions/A/DesktopServicesPriv\n 0x7fff48f44000 - 0x7fff4935ffff com.apple.vision.FaceCore (3.3.4 - 3.3.4) <A576E2DA-BF6F-3B18-8FEB-324E5C5FA9BD> /System/Library/PrivateFrameworks/FaceCore.framework/Versions/A/FaceCore\n 0x7fff4cc13000 - 0x7fff4cc14fff libmetal_timestamp.dylib (902.3.2) <05389463-AF2E-33E2-A14F-1416E4A30835> /System/Library/PrivateFrameworks/GPUCompiler.framework/Versions/3902/Libraries/libmetal_timestamp.dylib\n 0x7fff4e2a8000 - 0x7fff4e2b3ff7 libGPUSupportMercury.dylib (17.7.3) <121E8765-3C03-32AB-903E-6B1DD9A4FD4A> /System/Library/PrivateFrameworks/GPUSupport.framework/Versions/A/Libraries/libGPUSupportMercury.dylib\n 0x7fff4e2b4000 - 0x7fff4e2b9fff com.apple.GPUWrangler (3.50.16 - 3.50.16) <1156CF8C-729B-3173-B3CC-00BB17156BCC> /System/Library/PrivateFrameworks/GPUWrangler.framework/Versions/A/GPUWrangler\n 0x7fff4e647000 - 0x7fff4e66bff3 com.apple.GenerationalStorage (2.0 - 285.101) <84C2E52C-F2C6-3FF8-87E5-3C88A40D3881> /System/Library/PrivateFrameworks/GenerationalStorage.framework/Versions/A/GenerationalStorage\n 0x7fff4f0c5000 - 0x7fff4f0d4fff com.apple.GraphVisualizer (1.0 - 5) <48D020B7-5938-3FAE-B468-E291AEE2C06F> /System/Library/PrivateFrameworks/GraphVisualizer.framework/Versions/A/GraphVisualizer\n 0x7fff4f23a000 - 0x7fff4f2aeffb com.apple.Heimdal (4.0 - 2.0) <D97FCF19-EAD6-3E2F-BE88-F817E45CAE96> /System/Library/PrivateFrameworks/Heimdal.framework/Versions/A/Heimdal\n 0x7fff505af000 - 0x7fff505b8fff com.apple.IOAccelMemoryInfo (1.0 - 1) <32F6778F-3EB5-36A3-8AF8-55B37A44AC0C> /System/Library/PrivateFrameworks/IOAccelMemoryInfo.framework/Versions/A/IOAccelMemoryInfo\n 0x7fff505b9000 - 0x7fff505c0ffb com.apple.IOAccelerator (404.15 - 404.15) <06D2C96E-1CF5-3199-A234-9033934D78BF> /System/Library/PrivateFrameworks/IOAccelerator.framework/Versions/A/IOAccelerator\n 0x7fff505c4000 - 0x7fff505dcfff com.apple.IOPresentment (1.0 - 42.6) <D2BA3A78-21C6-37B8-9F8F-9EC0F30F953F> /System/Library/PrivateFrameworks/IOPresentment.framework/Versions/A/IOPresentment\n 0x7fff50984000 - 0x7fff509b1ff7 com.apple.IconServices (379 - 379) <7BAD562D-4FA3-3E11-863C-1EEBE2406D2C> /System/Library/PrivateFrameworks/IconServices.framework/Versions/A/IconServices\n 0x7fff50c44000 - 0x7fff50c56ff3 com.apple.security.KeychainCircle.KeychainCircle (1.0 - 1) <D5DDE47A-E922-3166-BD7F-E7C3DF360DD9> /System/Library/PrivateFrameworks/KeychainCircle.framework/Versions/A/KeychainCircle\n 0x7fff50c71000 - 0x7fff50d4cff7 com.apple.LanguageModeling (1.0 - 159.15.15) <3DE3CE61-542B-37B7-883E-4B9717CAC65F> /System/Library/PrivateFrameworks/LanguageModeling.framework/Versions/A/LanguageModeling\n 0x7fff50d4d000 - 0x7fff50d89ff7 com.apple.Lexicon-framework (1.0 - 33.15.10) <4B5E843E-2809-3E70-9560-9254E2656419> /System/Library/PrivateFrameworks/Lexicon.framework/Versions/A/Lexicon\n 0x7fff50d90000 - 0x7fff50d95fff com.apple.LinguisticData (1.0 - 238.25) <F529B961-098C-3E4C-A3E9-9DA9BFA1B3F0> /System/Library/PrivateFrameworks/LinguisticData.framework/Versions/A/LinguisticData\n 0x7fff515b4000 - 0x7fff515b7fff com.apple.Mangrove (1.0 - 25) <537A5B2E-4C30-3CFD-8BDC-79F9A04AC327> /System/Library/PrivateFrameworks/Mangrove.framework/Versions/A/Mangrove\n 0x7fff51a8b000 - 0x7fff51ab3ff7 com.apple.spotlight.metadata.utilities (1.0 - 1191.58) <23E8580B-19C0-3E4F-A9FE-368DA80EAA6F> /System/Library/PrivateFrameworks/MetadataUtilities.framework/Versions/A/MetadataUtilities\n 0x7fff51ab4000 - 0x7fff51b41ff7 com.apple.gpusw.MetalTools (1.0 - 1) <9B542958-6363-3041-A265-EC7AC7BD7A43> /System/Library/PrivateFrameworks/MetalTools.framework/Versions/A/MetalTools\n 0x7fff51b58000 - 0x7fff51b71ffb com.apple.MobileAssets (1.0 - 437.250.3) <8BE5B3A0-8F3A-3FAE-9AFF-32836300183C> /System/Library/PrivateFrameworks/MobileAsset.framework/Versions/A/MobileAsset\n 0x7fff51d3d000 - 0x7fff51d58ffb com.apple.MobileKeyBag (2.0 - 1.0) <39337CBB-1D39-3DDC-A998-591194C76523> /System/Library/PrivateFrameworks/MobileKeyBag.framework/Versions/A/MobileKeyBag\n 0x7fff51de1000 - 0x7fff51e0bffb com.apple.MultitouchSupport.framework (2450.1 - 2450.1) <42A23EC9-64A7-31C7-BF33-DF4412ED8A3F> /System/Library/PrivateFrameworks/MultitouchSupport.framework/Versions/A/MultitouchSupport\n 0x7fff52047000 - 0x7fff52051fff com.apple.NetAuth (6.2 - 6.2) <0D01BBE5-0269-310D-B148-D19DAE143DEB> /System/Library/PrivateFrameworks/NetAuth.framework/Versions/A/NetAuth\n 0x7fff528b3000 - 0x7fff52904ff3 com.apple.OTSVG (1.0 - ???) <CB2F1DBE-0313-30CB-A95F-2FE75E0A089E> /System/Library/PrivateFrameworks/OTSVG.framework/Versions/A/OTSVG\n 0x7fff53a9d000 - 0x7fff53aacff7 com.apple.PerformanceAnalysis (1.218.2 - 218.2) <65F3DB3E-6D4E-33A0-B510-EF768D323DAB> /System/Library/PrivateFrameworks/PerformanceAnalysis.framework/Versions/A/PerformanceAnalysis\n 0x7fff5593e000 - 0x7fff5595cff7 com.apple.ProtocolBuffer (1 - 263.2) <907D6C95-D050-31DE-99CA-16A5135BC6F9> /System/Library/PrivateFrameworks/ProtocolBuffer.framework/Versions/A/ProtocolBuffer\n 0x7fff55af4000 - 0x7fff55b44fff com.apple.ROCKit (27.6 - 27.6) <756C2253-E8B1-3C48-9945-DE8D6AD24DE2> /System/Library/PrivateFrameworks/ROCKit.framework/Versions/A/ROCKit\n 0x7fff55ca2000 - 0x7fff55cc4fff com.apple.RemoteViewServices (2.0 - 128) <8FB0E4EB-DCBB-32E6-94C6-AA9BA9EE4CAC> /System/Library/PrivateFrameworks/RemoteViewServices.framework/Versions/A/RemoteViewServices\n 0x7fff574ce000 - 0x7fff575ecfff com.apple.Sharing (1288.62.5 - 1288.62.5) <BB647030-839A-3271-B205-D4325346DD3B> /System/Library/PrivateFrameworks/Sharing.framework/Versions/A/Sharing\n 0x7fff58401000 - 0x7fff586b0fff com.apple.SkyLight (1.600.0 - 340.55) <1F737945-E242-3F03-A7D6-1A5955AB1298> /System/Library/PrivateFrameworks/SkyLight.framework/Versions/A/SkyLight\n 0x7fff58e54000 - 0x7fff58e60fff com.apple.SpeechRecognitionCore (5.0.21 - 5.0.21) <7A6A67DB-C813-328E-AAFB-D267A5B50B3D> /System/Library/PrivateFrameworks/SpeechRecognitionCore.framework/Versions/A/SpeechRecognitionCore\n 0x7fff594ff000 - 0x7fff5953bff3 com.apple.StreamingZip (1.0 - 1) <046FAD5C-E0C5-3013-B1FE-24C018A0DDCF> /System/Library/PrivateFrameworks/StreamingZip.framework/Versions/A/StreamingZip\n 0x7fff595b1000 - 0x7fff5963cfc7 com.apple.Symbolication (10.2 - 64490.38.1) <9FDCC98D-5B32-35AD-A9BF-94DF2B78507F> /System/Library/PrivateFrameworks/Symbolication.framework/Versions/A/Symbolication\n 0x7fff59b22000 - 0x7fff59b2effb com.apple.TCC (1.0 - 1) <E3691073-7284-35E4-94F3-16587A7F380F> /System/Library/PrivateFrameworks/TCC.framework/Versions/A/TCC\n 0x7fff59d94000 - 0x7fff59e5cff3 com.apple.TextureIO (3.8.4 - 3.8.1) <7CEAC05A-D283-3D5A-B1E3-C849285FA0BF> /System/Library/PrivateFrameworks/TextureIO.framework/Versions/A/TextureIO\n 0x7fff59f12000 - 0x7fff59f13fff com.apple.TrustEvaluationAgent (2.0 - 31.200.1) <15DF9C73-54E4-3C41-BCF4-378338C55FB4> /System/Library/PrivateFrameworks/TrustEvaluationAgent.framework/Versions/A/TrustEvaluationAgent\n 0x7fff59f19000 - 0x7fff5a0d1ffb com.apple.UIFoundation (1.0 - 551.5) <A0FDC3A4-45C6-3C87-B77F-7DC394374C08> /System/Library/PrivateFrameworks/UIFoundation.framework/Versions/A/UIFoundation\n 0x7fff5ad4d000 - 0x7fff5ae26fff com.apple.ViewBridge (406 - 406) <3CC6AE31-2CD7-30CA-982C-47EF242EFA30> /System/Library/PrivateFrameworks/ViewBridge.framework/Versions/A/ViewBridge\n 0x7fff5b5fe000 - 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 - 0x7fff5c02cff3 libFosl_dynamic.dylib (18.3.4) <1B5DD4E2-8AE0-315E-829E-D5BFCD264EA8> /usr/lib/libFosl_dynamic.dylib\n 0x7fff5c07d000 - 0x7fff5c09cfff libMobileGestalt.dylib (645.270.1) <99A06C8A-97D6-383D-862C-F453BABB48A4> /usr/lib/libMobileGestalt.dylib\n 0x7fff5c09d000 - 0x7fff5c09dfff libOpenScriptingUtil.dylib (179.1) <4D603146-EDA5-3A74-9FF8-4F75D8BB9BC6> /usr/lib/libOpenScriptingUtil.dylib\n 0x7fff5c1dd000 - 0x7fff5c1deffb libSystem.B.dylib (1252.250.1) <C7A55258-8EB2-3202-82B5-AA56E53EE2DA> /usr/lib/libSystem.B.dylib\n 0x7fff5c25a000 - 0x7fff5c25bfff libThaiTokenizer.dylib (2.15.1) <ADB37DC3-7D9B-3E73-A72A-BCC3433C937A> /usr/lib/libThaiTokenizer.dylib\n 0x7fff5c26d000 - 0x7fff5c283ffb libapple_nghttp2.dylib (1.24.1) <6F04250A-6686-3FDC-9A8D-290C64B06502> /usr/lib/libapple_nghttp2.dylib\n 0x7fff5c284000 - 0x7fff5c2adffb libarchive.2.dylib (54.250.1) <47289946-8504-3966-9127-6CE39993DC2C> /usr/lib/libarchive.2.dylib\n 0x7fff5c2ae000 - 0x7fff5c32dfff libate.dylib (1.13.8) <92B44EDB-369D-3EE8-AEC5-61F8B9313DBF> /usr/lib/libate.dylib\n 0x7fff5c331000 - 0x7fff5c331ff3 libauto.dylib (187) <3E3780E1-96F3-3A22-91C5-92F9A5805518> /usr/lib/libauto.dylib\n 0x7fff5c403000 - 0x7fff5c413ffb libbsm.0.dylib (39.200.18) <CF381E0B-025B-364F-A83D-2527E03F1AA3> /usr/lib/libbsm.0.dylib\n 0x7fff5c414000 - 0x7fff5c421fff libbz2.1.0.dylib (38.200.3) <272953A1-8D36-329B-BDDB-E887B347710F> /usr/lib/libbz2.1.0.dylib\n 0x7fff5c422000 - 0x7fff5c475ff7 libc++.1.dylib (400.9.4) <9A60A190-6C34-339F-BB3D-AACE942009A4> /usr/lib/libc++.1.dylib\n 0x7fff5c476000 - 0x7fff5c48bff7 libc++abi.dylib (400.17) <38C09CED-9090-3719-90F3-04A2749F5428> /usr/lib/libc++abi.dylib\n 0x7fff5c48c000 - 0x7fff5c48cff3 libcharset.1.dylib (51.200.6) <2A27E064-314C-359C-93FC-8A9B06206174> /usr/lib/libcharset.1.dylib\n 0x7fff5c48d000 - 0x7fff5c49dffb libcmph.dylib (6.15.1) <9C52B2FE-179F-32AC-B87E-2AFC49ABF817> /usr/lib/libcmph.dylib\n 0x7fff5c49e000 - 0x7fff5c4b6ffb libcompression.dylib (52.250.2) <7F4BB18C-1FB4-3825-8D8B-6E6B168774C6> /usr/lib/libcompression.dylib\n 0x7fff5c72b000 - 0x7fff5c741fff libcoretls.dylib (155.220.1) <4C64BE3E-41E3-3020-8BB7-07E90C0C861C> /usr/lib/libcoretls.dylib\n 0x7fff5c742000 - 0x7fff5c743ff3 libcoretls_cfhelpers.dylib (155.220.1) <0959B3E9-6643-3589-8BB3-21D52CDF0EF1> /usr/lib/libcoretls_cfhelpers.dylib\n 0x7fff5c8e1000 - 0x7fff5c9d9ff7 libcrypto.35.dylib (22.260.1) <91C3D71A-4D1D-331D-89CC-67863DF10574> /usr/lib/libcrypto.35.dylib\n 0x7fff5cbef000 - 0x7fff5cc45ff3 libcups.2.dylib (462.16) <E82021D0-36AD-3FB7-AE47-A03A6947C7D0> /usr/lib/libcups.2.dylib\n 0x7fff5cd79000 - 0x7fff5cd79fff libenergytrace.dylib (17.200.1) <80BB567A-FD18-3497-BF97-353F57D98CDD> /usr/lib/libenergytrace.dylib\n 0x7fff5cdab000 - 0x7fff5cdb0ff7 libgermantok.dylib (17.15.2) <E5F0F794-FF27-3D64-AE52-C78C6A84DD67> /usr/lib/libgermantok.dylib\n 0x7fff5cdb1000 - 0x7fff5cdb6ff7 libheimdal-asn1.dylib (520.270.1) <73F60D6F-76F8-35EF-9C86-9A81225EE4BE> /usr/lib/libheimdal-asn1.dylib\n 0x7fff5cde1000 - 0x7fff5ced1fff libiconv.2.dylib (51.200.6) <2047C9B7-3F74-3A95-810D-2ED8F0475A99> /usr/lib/libiconv.2.dylib\n 0x7fff5ced2000 - 0x7fff5d133ffb libicucore.A.dylib (62141.0.1) <A0D63918-76E9-3C1B-B255-46F4C1DA7FE8> /usr/lib/libicucore.A.dylib\n 0x7fff5d180000 - 0x7fff5d181fff liblangid.dylib (128.15.1) <22D05C4F-769B-3075-ABCF-44A0EBACE028> /usr/lib/liblangid.dylib\n 0x7fff5d182000 - 0x7fff5d19aff3 liblzma.5.dylib (10.200.3) <E1F4FD60-1CE4-37B9-AD95-29D348AF1AC0> /usr/lib/liblzma.5.dylib\n 0x7fff5d1b2000 - 0x7fff5d256ff7 libmecab.1.0.0.dylib (779.24.1) <A8D0379B-85FA-3B3D-89ED-5CF2C3826AB2> /usr/lib/libmecab.1.0.0.dylib\n 0x7fff5d257000 - 0x7fff5d45bfff libmecabra.dylib (779.24.1) <D71F71E0-30E2-3DB3-B636-7DE13D51FB4B> /usr/lib/libmecabra.dylib\n 0x7fff5d633000 - 0x7fff5d984ff7 libnetwork.dylib (1229.250.15) <72C7E9E3-B2BE-3300-BE1B-64606222022C> /usr/lib/libnetwork.dylib\n 0x7fff5da16000 - 0x7fff5e19bfdf libobjc.A.dylib (756.2) <7C312627-43CB-3234-9324-4DEA92D59F50> /usr/lib/libobjc.A.dylib\n 0x7fff5e1ad000 - 0x7fff5e1b1ffb libpam.2.dylib (22.200.1) <586CF87F-349C-393D-AEEB-FB75F94A5EB7> /usr/lib/libpam.2.dylib\n 0x7fff5e1b4000 - 0x7fff5e1e9fff libpcap.A.dylib (79.250.3) <97B8CE1B-3EF6-3443-95EF-5659733139C9> /usr/lib/libpcap.A.dylib\n 0x7fff5e302000 - 0x7fff5e31affb libresolv.9.dylib (65.200.3) <1FB0982D-84D9-36E0-B3D8-C808891EFF50> /usr/lib/libresolv.9.dylib\n 0x7fff5e36b000 - 0x7fff5e36cff7 libspindump.dylib (267.3) <A584E403-8C95-3841-9C16-E22664A5A63F> /usr/lib/libspindump.dylib\n 0x7fff5e36d000 - 0x7fff5e54afff libsqlite3.dylib (274.26) <6404BA3B-BCA4-301F-B2FE-8776105A2AA3> /usr/lib/libsqlite3.dylib\n 0x7fff5e763000 - 0x7fff5e766ff7 libutil.dylib (51.200.4) <CE9B18C9-66ED-32D4-9D29-01F8FCB467B0> /usr/lib/libutil.dylib\n 0x7fff5e767000 - 0x7fff5e774fff libxar.1.dylib (417.1) <39CCF46B-C81A-34B1-92A1-58C4E5DA846E> /usr/lib/libxar.1.dylib\n 0x7fff5e779000 - 0x7fff5e85cfff libxml2.2.dylib (32.19) <E07AB10E-E2E6-33F2-8550-C24A0EB8FEAC> /usr/lib/libxml2.2.dylib\n 0x7fff5e85d000 - 0x7fff5e885ff3 libxslt.1.dylib (16.7.1) <4A5CB7D5-50F8-36BF-8A80-D526C57EB5D9> /usr/lib/libxslt.1.dylib\n 0x7fff5e886000 - 0x7fff5e898ff7 libz.1.dylib (70.200.4) <B048FC1F-058F-3A08-A1FE-81D5308CB3E6> /usr/lib/libz.1.dylib\n 0x7fff5f07c000 - 0x7fff5f080ff3 libcache.dylib (81) <1987D1E1-DB11-3291-B12A-EBD55848E02D> /usr/lib/system/libcache.dylib\n 0x7fff5f081000 - 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 .@...<....B...1.\n 31 d2 c1 e2 0d 09 f2 09-ca 89 95 30 ff ff ff 41 1..........0...A\n 83 fd 02 0f 82 e0 03 00-00 0f b7 70 02 89 f1 c1 ...........p....\n \nThread 0 last branch register state not available.\n\n\nBinary Images:\n 0x10016f000 - 0x10ab5afff +org.blenderfoundation.blender (2.92.0 - 2.92.0 2021-02-25) <F92572D3-A6D1-3A9C-9F23-72D19FC8242A> /Applications/Blender.app/Contents/MacOS/Blender\n 0x11191c000 - 0x111988fff +libomp.dylib (0) <535E76BC-1650-3651-9C62-97A995647107> /Applications/Blender.app/Contents/Resources/lib/libomp.dylib\n 0x1186b5000 - 0x118818fff com.apple.audio.units.Components (1.14 - 1.14) <8C3B07AD-A96B-383A-94DC-902CCE4CD511> /System/Library/Components/CoreAudio.component/Contents/MacOS/CoreAudio\n 0x11886d000 - 0x11887cfff libobjc-trampolines.dylib (818.2) <29187EF9-2BD6-3ABF-8088-DE708721B612> /usr/lib/libobjc-trampolines.dylib\n 0x118c6b000 - 0x118d06fff dyld (832.7.3) <0D4EA85F-7E30-338B-9215-314A5A5539B6> /usr/lib/dyld\n 0x118d83000 - 0x119332fff com.apple.audio.AudioDSPComponents (1.0 - 1) <1A7FCA3F-190C-32F0-A48D-1524A11B0910> /System/Library/Components/AudioDSP.component/Contents/MacOS/AudioDSP\n 0x119963000 - 0x119ce2fff com.apple.AMDRadeonX6000MTLDriver (4.2.15 - 4.0.2) <56DBFC8D-9ABB-34AE-873F-CAF3E6A184D5> /System/Library/Extensions/AMDRadeonX6000MTLDriver.bundle/Contents/MacOS/AMDRadeonX6000MTLDriver\n 0x11a0ab000 - 0x11a1fefff com.apple.AMDRadeonX6000GLDriver (4.2.15 - 4.0.2) <6A663F3B-05F2-35F1-9832-C0E3645C7E08> /System/Library/Extensions/AMDRadeonX6000GLDriver.bundle/Contents/MacOS/AMDRadeonX6000GLDriver\n 0x127eb0000 - 0x127eb1fff +_heapq.cpython-37m-darwin.so (0) <20086BF0-0130-3463-B824-F98C6D51BE39> /Applications/Blender.app/Contents/Resources/2.92/python/lib/python3.7/lib-dynload/_heapq.cpython-37m-darwin.so\n 0x1280ba000 - 0x1280bffff +math.cpython-37m-darwin.so (0) <F76ADA60-2AAA-34A7-BB31-26405F501673> /Applications/Blender.app/Contents/Resources/2.92/python/lib/python3.7/lib-dynload/math.cpython-37m-darwin.so\n 0x128fe4000 - 0x128fe7fff com.apple.CloudDocsFileProvider (1.0 - 726.1) <AB47EF12-834C-3720-BEE5-22E11638BFB7> /System/Library/Frameworks/FileProvider.framework/OverrideBundles/CloudDocsFileProvider.bundle/Contents/MacOS/CloudDocsFileProvider\n 0x128ff8000 - 0x128ffbfff com.apple.FileProviderOverride (326.3 - 326.3) <54B6F621-7F46-3223-A227-C0757EB3F900> /System/Library/Frameworks/FileProvider.framework/OverrideBundles/FileProviderOverride.bundle/Contents/MacOS/FileProviderOverride\n 0x12900c000 - 0x129027fff com.apple.findersync.fileprovideroverride.FinderSyncCollaborationFileProviderOverride (1.0 - 1350.2.10) <EDD7E1EC-AB15-3496-9A57-237C9D3A2CEB> /System/Library/Frameworks/FileProvider.framework/OverrideBundles/FinderSyncCollaborationFileProviderOverride.bundle/Contents/MacOS/FinderSyncCollaborationFileProviderOverride\n 0x7fff200e4000 - 0x7fff200e5fff libsystem_blocks.dylib (78) <E644CAA0-65B7-36E4-8041-520F3301F3DB> /usr/lib/system/libsystem_blocks.dylib\n 0x7fff200e6000 - 0x7fff2011bfff libxpc.dylib (2038.80.3) <70F26262-01AA-3CEC-9FAD-2701D24096F0> /usr/lib/system/libxpc.dylib\n 0x7fff2011c000 - 0x7fff20133fff libsystem_trace.dylib (1277.80.2) <87FEF600-48D9-31C9-B8FC-D5249B2AE95D> /usr/lib/system/libsystem_trace.dylib\n 0x7fff20134000 - 0x7fff201d3fff libcorecrypto.dylib (1000.80.5) <1EB11CFB-ABD7-36DD-97C7-C112A6601416> /usr/lib/system/libcorecrypto.dylib\n 0x7fff201d4000 - 0x7fff20200fff libsystem_malloc.dylib (317.40.8) <A498D1EF-E43D-310C-84E8-9C0AADA0C475> /usr/lib/system/libsystem_malloc.dylib\n 0x7fff20201000 - 0x7fff20245fff libdispatch.dylib (1271.40.12) <AD988EEA-1A2F-3404-9A6E-390FC2504223> /usr/lib/system/libdispatch.dylib\n 0x7fff20246000 - 0x7fff2027efff libobjc.A.dylib (818.2) <EB6B543F-D42C-3FB2-A2EC-43407C5F80D3> /usr/lib/libobjc.A.dylib\n 0x7fff2027f000 - 0x7fff20281fff libsystem_featureflags.dylib (28.60.1) <9CECB43A-094E-3CA9-B730-24DEA1A6DE05> /usr/lib/system/libsystem_featureflags.dylib\n 0x7fff20282000 - 0x7fff2030afff libsystem_c.dylib (1439.40.11) <4AF71812-4099-3E96-B271-1F259491A2B2> /usr/lib/system/libsystem_c.dylib\n 0x7fff2030b000 - 0x7fff20360fff libc++.1.dylib (904.4) <B217D905-4F9C-3DE0-8844-88FAA3C2C851> /usr/lib/libc++.1.dylib\n 0x7fff20361000 - 0x7fff20379fff libc++abi.dylib (904.4) <3C9FE530-3CD2-3A64-8A36-70816AEBDF0D> /usr/lib/libc++abi.dylib\n 0x7fff2037a000 - 0x7fff203a8fff libsystem_kernel.dylib (7195.81.3) <AB413518-ECDE-3F04-A61C-278D3CF43076> /usr/lib/system/libsystem_kernel.dylib\n 0x7fff203a9000 - 0x7fff203b4fff libsystem_pthread.dylib (454.80.2) <B989DF6C-ADFE-3AF9-9C91-07D2521F9E47> /usr/lib/system/libsystem_pthread.dylib\n 0x7fff203b5000 - 0x7fff203effff libdyld.dylib (832.7.3) <4641E48F-75B5-3CC7-8263-47BF79F15394> /usr/lib/system/libdyld.dylib\n 0x7fff203f0000 - 0x7fff203f9fff libsystem_platform.dylib (254.80.2) <1C3E1A0A-92A8-3CDE-B622-8940B43A5DF2> /usr/lib/system/libsystem_platform.dylib\n 0x7fff203fa000 - 0x7fff20425fff libsystem_info.dylib (542.40.3) <0C96CFE8-71F5-3335-8423-581BC3DE5846> /usr/lib/system/libsystem_info.dylib\n 0x7fff20426000 - 0x7fff208c1fff com.apple.CoreFoundation (6.9 - 1774.101) <2A0E160E-9EE6-3B23-8832-6979A16EC250> /System/Library/Frameworks/CoreFoundation.framework/Versions/A/CoreFoundation\n 0x7fff208c2000 - 0x7fff20af1fff com.apple.LaunchServices (1122.11 - 1122.11) <9ACD5692-3B92-3E6E-8B24-56ADCC911556> /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/LaunchServices.framework/Versions/A/LaunchServices\n 0x7fff20af2000 - 0x7fff20bc5fff com.apple.gpusw.MetalTools (1.0 - 1) <B1FDD261-7707-3E20-A6C2-99D9AF46356B> /System/Library/PrivateFrameworks/MetalTools.framework/Versions/A/MetalTools\n 0x7fff20bc6000 - 0x7fff20e29fff libBLAS.dylib (1336.40.1) <92702864-A5C6-3E22-86F6-DB329532674A> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libBLAS.dylib\n 0x7fff20e2a000 - 0x7fff20e77fff com.apple.Lexicon-framework (1.0 - 86.1) <2F429EBD-1BD2-3057-B760-8A81546DBD6F> /System/Library/PrivateFrameworks/Lexicon.framework/Versions/A/Lexicon\n 0x7fff20e78000 - 0x7fff20ee6fff libSparse.dylib (106) <B889DE4E-7356-3CC8-A13E-68D15E2024DF> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libSparse.dylib\n 0x7fff20ee7000 - 0x7fff20f64fff com.apple.SystemConfiguration (1.20 - 1.20) <3518EA0E-C32D-32CC-81B9-0F3C83B6430C> /System/Library/Frameworks/SystemConfiguration.framework/Versions/A/SystemConfiguration\n 0x7fff20f65000 - 0x7fff20f9afff libCRFSuite.dylib (50) <970D1F7B-5DBD-355F-80D8-C820AA1626D2> /usr/lib/libCRFSuite.dylib\n 0x7fff20f9b000 - 0x7fff211d2fff libmecabra.dylib (929.1.1) <102A0AD8-D119-340B-B652-B75F0AAB1C7E> /usr/lib/libmecabra.dylib\n 0x7fff211d3000 - 0x7fff21536fff com.apple.Foundation (6.9 - 1774.101) <8D9081B3-3F6A-31A0-9B20-1AE5CD8DD747> /System/Library/Frameworks/Foundation.framework/Versions/C/Foundation\n 0x7fff21537000 - 0x7fff21623fff com.apple.LanguageModeling (1.0 - 247.1) <1A05BCD7-232F-3950-936D-EC0F95BA3FB0> /System/Library/PrivateFrameworks/LanguageModeling.framework/Versions/A/LanguageModeling\n 0x7fff21624000 - 0x7fff2175afff com.apple.CoreDisplay (231.3 - 231.3) <6DD6A260-800F-3284-842C-8E4CB9EA47FF> /System/Library/Frameworks/CoreDisplay.framework/Versions/A/CoreDisplay\n 0x7fff2175b000 - 0x7fff219d1fff com.apple.audio.AudioToolboxCore (1.0 - 1180.25) <DEE2C5BA-BFD1-349F-A10A-B10717BA8F7C> /System/Library/PrivateFrameworks/AudioToolboxCore.framework/Versions/A/AudioToolboxCore\n 0x7fff219d2000 - 0x7fff21bbafff com.apple.CoreText (677.3.0.4 - 677.3.0.4) <9A8DC9A0-1A80-3A26-ACA0-A245D3FFF921> /System/Library/Frameworks/CoreText.framework/Versions/A/CoreText\n 0x7fff21bbb000 - 0x7fff2225ffff com.apple.audio.CoreAudio (5.0 - 5.0) <801E2D1E-7EA5-37DA-8F44-B6D7DD3CE5B9> /System/Library/Frameworks/CoreAudio.framework/Versions/A/CoreAudio\n 0x7fff22260000 - 0x7fff225b1fff com.apple.security (7.0 - 59754.80.3) <B377D7C7-EDB6-3737-B492-E9872F4C6469> /System/Library/Frameworks/Security.framework/Versions/A/Security\n 0x7fff225b2000 - 0x7fff22813fff libicucore.A.dylib (66109) <8F8D8A8B-4EE0-3C09-9F45-725A1FBDD38C> /usr/lib/libicucore.A.dylib\n 0x7fff22814000 - 0x7fff2281dfff libsystem_darwin.dylib (1439.40.11) <E016D8F7-C87F-36F8-B8A0-6A61B8E4BACB> /usr/lib/system/libsystem_darwin.dylib\n 0x7fff2281e000 - 0x7fff22b05fff com.apple.CoreServices.CarbonCore (1307 - 1307) <B857EADF-D517-34E8-8053-34C0E6695250> /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/CarbonCore.framework/Versions/A/CarbonCore\n 0x7fff22b06000 - 0x7fff22b44fff com.apple.CoreServicesInternal (476 - 476) <0DA95074-B315-3B84-B8A3-BAEDC4471A2C> /System/Library/PrivateFrameworks/CoreServicesInternal.framework/Versions/A/CoreServicesInternal\n 0x7fff22b45000 - 0x7fff22b7ffff com.apple.CSStore (1122.11 - 1122.11) <89992991-8538-380B-B2B8-4EA997CBFDBE> /System/Library/PrivateFrameworks/CoreServicesStore.framework/Versions/A/CoreServicesStore\n 0x7fff22b80000 - 0x7fff22c2efff com.apple.framework.IOKit (2.0.2 - 1845.81.1) <49AC0177-35A3-3C96-AD9D-3E59923C4761> /System/Library/Frameworks/IOKit.framework/Versions/A/IOKit\n 0x7fff22c2f000 - 0x7fff22c3afff libsystem_notify.dylib (279.40.4) <B2BF20C7-448A-3FBD-A2F5-AB7618D173F6> /usr/lib/system/libsystem_notify.dylib\n 0x7fff22c3b000 - 0x7fff22c86fff libsandbox.1.dylib (1441.60.4) <591F41F3-1FE9-354F-A1F9-BC0CC73333DA> /usr/lib/libsandbox.1.dylib\n 0x7fff22c87000 - 0x7fff239e9fff com.apple.AppKit (6.9 - 2022.30.122) <EA4B3536-A5AF-3E5D-A8E3-A3F795F34F05> /System/Library/Frameworks/AppKit.framework/Versions/C/AppKit\n 0x7fff239ea000 - 0x7fff23c3efff com.apple.UIFoundation (1.0 - 727.3) <5A905085-B5EB-3F71-A663-200428E7A5F4> /System/Library/PrivateFrameworks/UIFoundation.framework/Versions/A/UIFoundation\n 0x7fff23c3f000 - 0x7fff23c51fff com.apple.UniformTypeIdentifiers (633.0.2 - 633.0.2) <2AAE247F-1BA0-3E42-A07B-CBE413747B30> /System/Library/Frameworks/UniformTypeIdentifiers.framework/Versions/A/UniformTypeIdentifiers\n 0x7fff23c52000 - 0x7fff23ddcfff com.apple.desktopservices (1.18 - 1346.3.1) <2144B85E-A433-3F9E-A25D-E8F9D7B6D175> /System/Library/PrivateFrameworks/DesktopServicesPriv.framework/Versions/A/DesktopServicesPriv\n 0x7fff23ddd000 - 0x7fff23deffff com.apple.metadata.SpotlightLinguistics (1.0 - 1) <7FC34645-4185-3382-8813-9780C822BB15> /System/Library/PrivateFrameworks/SpotlightLinguistics.framework/Versions/A/SpotlightLinguistics\n 0x7fff240a9000 - 0x7fff246ecfff libnetwork.dylib (2288.80.2) <A3F1E999-6D61-32D7-B3F7-67832CEA53CD> /usr/lib/libnetwork.dylib\n 0x7fff246ed000 - 0x7fff24b8afff com.apple.CFNetwork (1220.1 - 1220.1) <04A917FB-DBFB-3432-BA4C-5B860990A420> /System/Library/Frameworks/CFNetwork.framework/Versions/A/CFNetwork\n 0x7fff24b8b000 - 0x7fff24b99fff libsystem_networkextension.dylib (1295.80.3) <5213D866-7D0E-3FD9-8E1A-03C0E39CEC44> /usr/lib/system/libsystem_networkextension.dylib\n 0x7fff24b9a000 - 0x7fff24b9afff libenergytrace.dylib (22) <33A9FBF3-A2D3-3ECE-9370-B0ADDE3896DE> /usr/lib/libenergytrace.dylib\n 0x7fff24b9b000 - 0x7fff24bf6fff libMobileGestalt.dylib (978.80.1) <C4C7A5DC-C3AD-374D-902A-B6DED14FBB67> /usr/lib/libMobileGestalt.dylib\n 0x7fff24bf7000 - 0x7fff24c0dfff libsystem_asl.dylib (385) <5B48071E-85EB-33B0-AE9B-127AEB398AEC> /usr/lib/system/libsystem_asl.dylib\n 0x7fff24c0e000 - 0x7fff24c25fff com.apple.TCC (1.0 - 1) <2F48471B-68F3-3017-8B18-BEDD4ED5853F> /System/Library/PrivateFrameworks/TCC.framework/Versions/A/TCC\n 0x7fff24c26000 - 0x7fff24f8cfff com.apple.SkyLight (1.600.0 - 570.7) <8034EAA7-787C-3A3E-A301-FF90376F247D> /System/Library/PrivateFrameworks/SkyLight.framework/Versions/A/SkyLight\n 0x7fff24f8d000 - 0x7fff25620fff com.apple.CoreGraphics (2.0 - 1463.3.2) <29845645-F6F2-34E0-AC0D-C659773C78ED> /System/Library/Frameworks/CoreGraphics.framework/Versions/A/CoreGraphics\n 0x7fff25621000 - 0x7fff25717fff com.apple.ColorSync (4.13.0 - 3473.3.1) <A67D9B0A-E9FB-325A-873B-032DAF45C112> /System/Library/Frameworks/ColorSync.framework/Versions/A/ColorSync\n 0x7fff25718000 - 0x7fff25773fff com.apple.HIServices (1.22 - 714) <780B2B09-80A6-32C8-B9E5-024988196E00> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/HIServices.framework/Versions/A/HIServices\n 0x7fff25b1f000 - 0x7fff25f3dfff com.apple.CoreData (120 - 1044.3) <7BE9684B-4439-3008-A2A7-4093BBCA180A> /System/Library/Frameworks/CoreData.framework/Versions/A/CoreData\n 0x7fff25f3e000 - 0x7fff25f54fff com.apple.ProtocolBuffer (1 - 285.23.11.29.1) <58CD91DC-64A9-3A97-AE41-6EA30308D617> /System/Library/PrivateFrameworks/ProtocolBuffer.framework/Versions/A/ProtocolBuffer\n 0x7fff25f55000 - 0x7fff26114fff libsqlite3.dylib (321.1) <ACCC6A4C-3257-38A4-8AFB-BA73D906205B> /usr/lib/libsqlite3.dylib\n 0x7fff26115000 - 0x7fff26191fff com.apple.Accounts (113 - 113) <BCB8494A-A340-30A1-928C-9B53E953328D> /System/Library/Frameworks/Accounts.framework/Versions/A/Accounts\n 0x7fff26192000 - 0x7fff261aafff com.apple.commonutilities (8.0 - 900) <8C96D016-2B40-39C0-A51C-9CF687AE7218> /System/Library/PrivateFrameworks/CommonUtilities.framework/Versions/A/CommonUtilities\n 0x7fff261ab000 - 0x7fff2622cfff com.apple.BaseBoard (526 - 526) <3A964BB6-7AB8-3B5D-BAF6-40F56D2BA393> /System/Library/PrivateFrameworks/BaseBoard.framework/Versions/A/BaseBoard\n 0x7fff2622d000 - 0x7fff26278fff com.apple.RunningBoardServices (1.0 - 505.80.1) <4B9FFFB3-310F-350A-BEBB-AB779BD3F405> /System/Library/PrivateFrameworks/RunningBoardServices.framework/Versions/A/RunningBoardServices\n 0x7fff26279000 - 0x7fff262eefff com.apple.AE (918.0.1 - 918.0.1) <9B6B42DB-8768-343B-B10E-A9A5710280CD> /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/AE.framework/Versions/A/AE\n 0x7fff262ef000 - 0x7fff262f5fff libdns_services.dylib (1310.80.1) <97EB5DFD-BB41-3834-BF09-1F597D84F324> /usr/lib/libdns_services.dylib\n 0x7fff262f6000 - 0x7fff262fdfff libsystem_symptoms.dylib (1431.40.36) <BC85B46C-02EE-31FF-861D-F0DE01E8F6CF> /usr/lib/system/libsystem_symptoms.dylib\n 0x7fff262fe000 - 0x7fff26482fff com.apple.Network (1.0 - 1) <75C2713C-F0D8-32BA-A839-17A2AE49A061> /System/Library/Frameworks/Network.framework/Versions/A/Network\n 0x7fff26483000 - 0x7fff264a7fff com.apple.analyticsd (1.0 - 1) <4FFF906A-FE79-38F9-B777-AE878A0C99F1> /System/Library/PrivateFrameworks/CoreAnalytics.framework/Versions/A/CoreAnalytics\n 0x7fff264a8000 - 0x7fff264aafff libDiagnosticMessagesClient.dylib (112) <20EDB261-69C7-3E4A-8C00-878814186A62> /usr/lib/libDiagnosticMessagesClient.dylib\n 0x7fff264ab000 - 0x7fff264f7fff com.apple.spotlight.metadata.utilities (1.0 - 2150.7.5) <FB7BF527-2D95-3E82-AAD8-D42B33DAC0F0> /System/Library/PrivateFrameworks/MetadataUtilities.framework/Versions/A/MetadataUtilities\n 0x7fff264f8000 - 0x7fff26592fff com.apple.Metadata (10.7.0 - 2150.7.5) <49187239-597B-31A1-8895-8AA265C818C7> /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/Metadata.framework/Versions/A/Metadata\n 0x7fff26593000 - 0x7fff26599fff com.apple.DiskArbitration (2.7 - 2.7) <ACFCD23E-05DF-3F96-BCFA-E294AAAFD2CE> /System/Library/Frameworks/DiskArbitration.framework/Versions/A/DiskArbitration\n 0x7fff2659a000 - 0x7fff26c40fff com.apple.vImage (8.1 - 544.2) <3EBF95E1-30EB-3162-A9D4-B97BE581B69F> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vImage.framework/Versions/A/vImage\n 0x7fff26c41000 - 0x7fff26f0bfff com.apple.QuartzCore (1.11 - 926.8) <04D8759B-1119-3E37-B922-32BDECB7C5D2> /System/Library/Frameworks/QuartzCore.framework/Versions/A/QuartzCore\n 0x7fff26f0c000 - 0x7fff26f4dfff libFontRegistry.dylib (309) <9E9329F6-7384-3C7F-83E7-D52CD7FFBC09> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/ATS.framework/Versions/A/Resources/libFontRegistry.dylib\n 0x7fff26f4e000 - 0x7fff2708ffff com.apple.coreui (2.1 - 690) <6DB427BB-44CA-3002-A3FF-77F0FEFC2A51> /System/Library/PrivateFrameworks/CoreUI.framework/Versions/A/CoreUI\n 0x7fff27090000 - 0x7fff2717bfff com.apple.ViewBridge (551.3 - 551.3) <9F31CEDB-5B8A-3BAE-A638-E9F352EF4E87> /System/Library/PrivateFrameworks/ViewBridge.framework/Versions/A/ViewBridge\n 0x7fff2717c000 - 0x7fff27187fff com.apple.PerformanceAnalysis (1.275 - 275) <2E5E666D-EE93-3949-8C76-692FA748D129> /System/Library/PrivateFrameworks/PerformanceAnalysis.framework/Versions/A/PerformanceAnalysis\n 0x7fff27188000 - 0x7fff27197fff com.apple.OpenDirectory (11.2 - 230.40.1) <333A7F2E-0F3E-37F1-9E1B-69996F5084D2> /System/Library/Frameworks/OpenDirectory.framework/Versions/A/OpenDirectory\n 0x7fff27198000 - 0x7fff271b7fff com.apple.CFOpenDirectory (11.2 - 230.40.1) <25F138F8-9E55-3749-8271-0FDB275C3E2C> /System/Library/Frameworks/OpenDirectory.framework/Versions/A/Frameworks/CFOpenDirectory.framework/Versions/A/CFOpenDirectory\n 0x7fff271b8000 - 0x7fff271c0fff com.apple.CoreServices.FSEvents (1290.40.2 - 1290.40.2) <6B70B98B-BCC5-3FBE-A6B5-CD0696AA055A> /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/FSEvents.framework/Versions/A/FSEvents\n 0x7fff271c1000 - 0x7fff271e5fff com.apple.coreservices.SharedFileList (144 - 144) <C861FAD6-D3A5-302C-88AE-B2813F7201A7> /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/SharedFileList.framework/Versions/A/SharedFileList\n 0x7fff271e6000 - 0x7fff271e8fff libapp_launch_measurement.dylib (14.1) <2BBB708C-4D91-364E-ABD0-39BF198688A6> /usr/lib/libapp_launch_measurement.dylib\n 0x7fff271e9000 - 0x7fff27231fff com.apple.CoreAutoLayout (1.0 - 21.10.1) <7A2E42E6-3AF2-3ECB-8A16-5C4AC41206EE> /System/Library/PrivateFrameworks/CoreAutoLayout.framework/Versions/A/CoreAutoLayout\n 0x7fff27232000 - 0x7fff27314fff libxml2.2.dylib (34.9) <E0BF29C7-869B-3DD5-82AE-F36E6398091A> /usr/lib/libxml2.2.dylib\n 0x7fff27315000 - 0x7fff27361fff com.apple.CoreVideo (1.8 - 408.4) <50857F8D-C7CC-3609-B0DB-FC3C7382243B> /System/Library/Frameworks/CoreVideo.framework/Versions/A/CoreVideo\n 0x7fff27362000 - 0x7fff27364fff com.apple.loginsupport (1.0 - 1) <B149BCAF-854C-3820-809D-15C6077FFB8B> /System/Library/PrivateFrameworks/login.framework/Versions/A/Frameworks/loginsupport.framework/Versions/A/loginsupport\n 0x7fff27365000 - 0x7fff2738dfff com.apple.aps.framework (4.0 - 4.0) <D86ED827-F22D-3A52-B055-251478B29AE1> /System/Library/PrivateFrameworks/ApplePushService.framework/Versions/A/ApplePushService\n 0x7fff2738e000 - 0x7fff273abfff com.apple.UserManagement (1.0 - 1) <B6B35079-3860-384F-B7A2-584192BAAE70> /System/Library/PrivateFrameworks/UserManagement.framework/Versions/A/UserManagement\n 0x7fff273ac000 - 0x7fff2754bfff com.apple.cloudkit.CloudKit (970 - 970) <58BD254C-AAF1-3CC5-AAB7-2EF0A70BA033> /System/Library/Frameworks/CloudKit.framework/Versions/A/CloudKit\n 0x7fff2754c000 - 0x7fff275cefff com.apple.CloudDocs (1.0 - 726.1) <EDBE33B4-1629-3323-902F-F6DABE66D552> /System/Library/PrivateFrameworks/CloudDocs.framework/Versions/A/CloudDocs\n 0x7fff282c8000 - 0x7fff28345fff com.apple.corelocation (2420.12.16 - 2420.12.16) <8BD49018-78D4-3A81-88AD-47DE1A8E3BFE> /System/Library/Frameworks/CoreLocation.framework/Versions/A/CoreLocation\n 0x7fff28346000 - 0x7fff28356fff libsystem_containermanager.dylib (318.80.2) <6F08275F-B912-3D8E-9D74-4845158AE4F3> /usr/lib/system/libsystem_containermanager.dylib\n 0x7fff28357000 - 0x7fff28368fff com.apple.IOSurface (289.3 - 289.3) <029C5E16-2E04-3E98-BE25-CC8BAE5E3D19> /System/Library/Frameworks/IOSurface.framework/Versions/A/IOSurface\n 0x7fff28369000 - 0x7fff28371fff com.apple.IOAccelerator (439.52 - 439.52) <41EDF102-E1B5-3FBA-A74A-6C583CAA5D24> /System/Library/PrivateFrameworks/IOAccelerator.framework/Versions/A/IOAccelerator\n 0x7fff28372000 - 0x7fff28497fff com.apple.Metal (244.32.7 - 244.32.7) <829B9C4D-2DB6-38C9-9FE8-E6544FB3BDCC> /System/Library/Frameworks/Metal.framework/Versions/A/Metal\n 0x7fff28498000 - 0x7fff284b4fff com.apple.audio.caulk (1.0 - 70) <3FFEB564-C7CC-3F3E-B193-3F4E7B7C6764> /System/Library/PrivateFrameworks/caulk.framework/Versions/A/caulk\n 0x7fff284b5000 - 0x7fff2859efff com.apple.CoreMedia (1.0 - 2765.6.4.2) <8E50C806-C6A2-3B96-B3D2-DA1FFC73D2A8> /System/Library/Frameworks/CoreMedia.framework/Versions/A/CoreMedia\n 0x7fff2859f000 - 0x7fff286fbfff libFontParser.dylib (305.3.0.1) <2CD3B3C9-7022-34DD-BF53-D48D79DEF726> /System/Library/PrivateFrameworks/FontServices.framework/libFontParser.dylib\n 0x7fff286fc000 - 0x7fff289fbfff com.apple.HIToolbox (2.1.1 - 1061.2) <82B316E1-E47F-334D-8C33-DB1B7E8A4F71> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/HIToolbox.framework/Versions/A/HIToolbox\n 0x7fff289fc000 - 0x7fff28a0ffff com.apple.framework.DFRFoundation (1.0 - 265) <4B26DB42-BFDD-3B0D-8966-3D0926A3A5B7> /System/Library/PrivateFrameworks/DFRFoundation.framework/Versions/A/DFRFoundation\n 0x7fff28a10000 - 0x7fff28a13fff com.apple.dt.XCTTargetBootstrap (1.0 - 17500) <D279B67B-7108-3A16-93E5-5A429B898DAA> /System/Library/PrivateFrameworks/XCTTargetBootstrap.framework/Versions/A/XCTTargetBootstrap\n 0x7fff28a14000 - 0x7fff28a3dfff com.apple.CoreSVG (1.0 - 149) <D88B5A7D-F9F7-36C2-A346-87D7163605A0> /System/Library/PrivateFrameworks/CoreSVG.framework/Versions/A/CoreSVG\n 0x7fff28a3e000 - 0x7fff28c78fff com.apple.ImageIO (3.3.0 - 2130.3.5) <3558ABA9-6522-36A8-A49D-8641A9D7FCE1> /System/Library/Frameworks/ImageIO.framework/Versions/A/ImageIO\n 0x7fff28c79000 - 0x7fff28ff6fff com.apple.CoreImage (16.2.0 - 1130.1) <29BE82F7-93BE-336A-AF66-9DD3F48B8565> /System/Library/Frameworks/CoreImage.framework/Versions/A/CoreImage\n 0x7fff28ff7000 - 0x7fff29052fff com.apple.MetalPerformanceShaders.MPSCore (1.0 - 1) <287C79B5-4E13-3DF6-BDC4-439EC621E010> /System/Library/Frameworks/MetalPerformanceShaders.framework/Versions/A/Frameworks/MPSCore.framework/Versions/A/MPSCore\n 0x7fff29053000 - 0x7fff29056fff libsystem_configuration.dylib (1109.60.2) <4917D824-4DE8-32CC-9ED2-1FBF371FEB9F> /usr/lib/system/libsystem_configuration.dylib\n 0x7fff29057000 - 0x7fff2905bfff libsystem_sandbox.dylib (1441.60.4) <5F7F3DD1-4B38-310C-AA8F-19FF1B0F5276> /usr/lib/system/libsystem_sandbox.dylib\n 0x7fff2905c000 - 0x7fff2905dfff com.apple.AggregateDictionary (1.0 - 1) <E6C1A91D-4ADE-33CB-AA47-2F573811BFD9> /System/Library/PrivateFrameworks/AggregateDictionary.framework/Versions/A/AggregateDictionary\n 0x7fff2905e000 - 0x7fff29061fff com.apple.AppleSystemInfo (3.1.5 - 3.1.5) <4F8A1D06-3EFF-3174-BE9C-C4B70A3EA290> /System/Library/PrivateFrameworks/AppleSystemInfo.framework/Versions/A/AppleSystemInfo\n 0x7fff29062000 - 0x7fff29063fff liblangid.dylib (136) <E8044658-AE79-3930-A902-07A38BB22382> /usr/lib/liblangid.dylib\n 0x7fff29064000 - 0x7fff29104fff com.apple.CoreNLP (1.0 - 245.1) <6C49B26B-CB39-3504-AD5E-9C3333FFE086> /System/Library/PrivateFrameworks/CoreNLP.framework/Versions/A/CoreNLP\n 0x7fff29105000 - 0x7fff2910bfff com.apple.LinguisticData (1.0 - 399) <B059FF7F-731A-38F1-884A-588C6C8CA7F2> /System/Library/PrivateFrameworks/LinguisticData.framework/Versions/A/LinguisticData\n 0x7fff2910c000 - 0x7fff297c9fff libBNNS.dylib (288.80.1) <C5CD30D8-114B-3104-9020-E5C05E68CEE8> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libBNNS.dylib\n 0x7fff297ca000 - 0x7fff2999dfff libvDSP.dylib (760.40.6) <4CCEE561-A72B-33BC-B9F9-77A6CF2E7AF0> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libvDSP.dylib\n 0x7fff2999e000 - 0x7fff299b0fff com.apple.CoreEmoji (1.0 - 128) <D43F3FFA-6692-3D56-ACBA-DDA40C566DDE> /System/Library/PrivateFrameworks/CoreEmoji.framework/Versions/A/CoreEmoji\n 0x7fff299b1000 - 0x7fff299bbfff com.apple.IOMobileFramebuffer (343.0.0 - 343.0.0) <B15E9DA1-1C81-3ECF-94C7-FD137AD6C5E2> /System/Library/PrivateFrameworks/IOMobileFramebuffer.framework/Versions/A/IOMobileFramebuffer\n 0x7fff299bc000 - 0x7fff29a8efff com.apple.framework.CoreWLAN (16.0 - 1657) <35927D28-3324-3CAB-9255-276A7022EADC> /System/Library/Frameworks/CoreWLAN.framework/Versions/A/CoreWLAN\n 0x7fff29a8f000 - 0x7fff29c8efff com.apple.CoreUtils (6.5 - 650.6) <184C48A4-7F66-395B-81DB-DAA1641383CF> /System/Library/PrivateFrameworks/CoreUtils.framework/Versions/A/CoreUtils\n 0x7fff29c8f000 - 0x7fff29cb1fff com.apple.MobileKeyBag (2.0 - 1.0) <0F83FED4-709A-37A0-9E04-EFFD71CB1272> /System/Library/PrivateFrameworks/MobileKeyBag.framework/Versions/A/MobileKeyBag\n 0x7fff29cb2000 - 0x7fff29cc2fff com.apple.AssertionServices (1.0 - 505.80.1) <A00B802D-7BB8-3F6B-A79D-E9697F7D0ABB> /System/Library/PrivateFrameworks/AssertionServices.framework/Versions/A/AssertionServices\n 0x7fff29cc3000 - 0x7fff29d4ffff com.apple.securityfoundation (6.0 - 55240.40.4) <72AC63B1-0B72-394F-97E8-BA9B114DD0A9> /System/Library/Frameworks/SecurityFoundation.framework/Versions/A/SecurityFoundation\n 0x7fff29d50000 - 0x7fff29d59fff com.apple.coreservices.BackgroundTaskManagement (1.0 - 104) <EC15118E-62BD-3C24-A880-3B9B74318B0B> /System/Library/PrivateFrameworks/BackgroundTaskManagement.framework/Versions/A/BackgroundTaskManagement\n 0x7fff29d5a000 - 0x7fff29d5efff com.apple.xpc.ServiceManagement (1.0 - 1) <FD031028-B702-3909-B2AF-3916404DD4A8> /System/Library/Frameworks/ServiceManagement.framework/Versions/A/ServiceManagement\n 0x7fff29d5f000 - 0x7fff29d61fff libquarantine.dylib (119.40.2) <40D35D75-524B-3DA6-8159-E7E0FA66F5BC> /usr/lib/system/libquarantine.dylib\n 0x7fff29d62000 - 0x7fff29d6dfff libCheckFix.dylib (31) <74E17BB2-1A3C-3574-92DD-63ABE39E3FF9> /usr/lib/libCheckFix.dylib\n 0x7fff29d6e000 - 0x7fff29d85fff libcoretls.dylib (169) <B33BEF87-3275-356D-9815-D0E94122D2EB> /usr/lib/libcoretls.dylib\n 0x7fff29d86000 - 0x7fff29d96fff libbsm.0.dylib (68.40.1) <D71EF121-D4B0-306E-9843-9FAFD558E3A4> /usr/lib/libbsm.0.dylib\n 0x7fff29d97000 - 0x7fff29de0fff libmecab.dylib (929.1.1) <1F424683-4213-3594-9BF5-EFCCCDAA83A5> /usr/lib/libmecab.dylib\n 0x7fff29de1000 - 0x7fff29de6fff libgermantok.dylib (24) <E40EFA11-E95C-36D1-A8BE-8CA5B1DD179D> /usr/lib/libgermantok.dylib\n 0x7fff29de7000 - 0x7fff29dfcfff libLinearAlgebra.dylib (1336.40.1) <0D017F3F-6FD6-38DB-AA14-A64523A4D093> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libLinearAlgebra.dylib\n 0x7fff29dfd000 - 0x7fff2a024fff com.apple.MetalPerformanceShaders.MPSNeuralNetwork (1.0 - 1) <8FA469B3-48BE-315B-B3A0-C868CD541608> /System/Library/Frameworks/MetalPerformanceShaders.framework/Versions/A/Frameworks/MPSNeuralNetwork.framework/Versions/A/MPSNeuralNetwork\n 0x7fff2a025000 - 0x7fff2a074fff com.apple.MetalPerformanceShaders.MPSRayIntersector (1.0 - 1) <613BB6F1-3588-3E25-B523-059022FBE56E> /System/Library/Frameworks/MetalPerformanceShaders.framework/Versions/A/Frameworks/MPSRayIntersector.framework/Versions/A/MPSRayIntersector\n 0x7fff2a075000 - 0x7fff2a1bcfff com.apple.MLCompute (1.0 - 1) <01B968D9-A464-3667-8B8E-C99AEBA1FF79> /System/Library/Frameworks/MLCompute.framework/Versions/A/MLCompute\n 0x7fff2a1bd000 - 0x7fff2a1f3fff com.apple.MetalPerformanceShaders.MPSMatrix (1.0 - 1) <B988D5F6-4E54-335D-A654-12C74FD668EA> /System/Library/Frameworks/MetalPerformanceShaders.framework/Versions/A/Frameworks/MPSMatrix.framework/Versions/A/MPSMatrix\n 0x7fff2a1f4000 - 0x7fff2a231fff com.apple.MetalPerformanceShaders.MPSNDArray (1.0 - 1) <51ECDE6B-39F8-3BAB-ADC1-84C958F40A3F> /System/Library/Frameworks/MetalPerformanceShaders.framework/Versions/A/Frameworks/MPSNDArray.framework/Versions/A/MPSNDArray\n 0x7fff2a232000 - 0x7fff2a2c2fff com.apple.MetalPerformanceShaders.MPSImage (1.0 - 1) <D009508B-DCDF-3421-B1CB-40FDF4A68E93> /System/Library/Frameworks/MetalPerformanceShaders.framework/Versions/A/Frameworks/MPSImage.framework/Versions/A/MPSImage\n 0x7fff2a2c3000 - 0x7fff2a2d2fff com.apple.AppleFSCompression (125 - 1.0) <879A04AA-F9A1-3640-A9EF-F5D0813C852A> /System/Library/PrivateFrameworks/AppleFSCompression.framework/Versions/A/AppleFSCompression\n 0x7fff2a2d3000 - 0x7fff2a2e0fff libbz2.1.0.dylib (44) <E163D5F9-E202-3A53-817B-8BC40B9293C0> /usr/lib/libbz2.1.0.dylib\n 0x7fff2a2e1000 - 0x7fff2a2e5fff libsystem_coreservices.dylib (127) <529A0663-A936-309C-9318-1B04B7F70658> /usr/lib/system/libsystem_coreservices.dylib\n 0x7fff2a2e6000 - 0x7fff2a313fff com.apple.CoreServices.OSServices (1122.11 - 1122.11) <8D30829B-426E-361E-B2A9-5850F1E5513D> /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/OSServices.framework/Versions/A/OSServices\n 0x7fff2a314000 - 0x7fff2a445fff com.apple.AuthKit (1.0 - 1) <4A9B2D94-7AB0-3417-8D4E-A9C6C31C31D4> /System/Library/PrivateFrameworks/AuthKit.framework/Versions/A/AuthKit\n 0x7fff2a4e9000 - 0x7fff2a4fbfff libz.1.dylib (76) <6E2BD7A3-DC55-3183-BBF7-3AC367BC1834> /usr/lib/libz.1.dylib\n 0x7fff2a4fc000 - 0x7fff2a543fff libsystem_m.dylib (3186.40.2) <DD26CC5C-AFF6-305F-A567-14909DD57163> /usr/lib/system/libsystem_m.dylib\n 0x7fff2a544000 - 0x7fff2a544fff libcharset.1.dylib (59) <D14F9D24-693A-37F0-8F92-D260248EB282> /usr/lib/libcharset.1.dylib\n 0x7fff2a545000 - 0x7fff2a54afff libmacho.dylib (973.4) <C2584BC4-497B-3170-ADDF-21B8E10B4DFD> /usr/lib/system/libmacho.dylib\n 0x7fff2a54b000 - 0x7fff2a566fff libkxld.dylib (7195.81.3) <DE05C188-D9FE-30DC-8299-DF3DC9F837A5> /usr/lib/system/libkxld.dylib\n 0x7fff2a567000 - 0x7fff2a572fff libcommonCrypto.dylib (60178.40.2) <822A29CE-BF54-35AD-BB15-8FAECB800C7D> /usr/lib/system/libcommonCrypto.dylib\n 0x7fff2a573000 - 0x7fff2a57dfff libunwind.dylib (200.10) <1D0A4B4A-4370-3548-8DC1-42A7B4BD45D3> /usr/lib/system/libunwind.dylib\n 0x7fff2a57e000 - 0x7fff2a585fff liboah.dylib (203.30) <44C477D9-013F-3A6D-A9FE-68A89214E6A5> /usr/lib/liboah.dylib\n 0x7fff2a586000 - 0x7fff2a590fff libcopyfile.dylib (173.40.2) <39DBE613-135B-3AFE-A6AF-7898A37F70C2> /usr/lib/system/libcopyfile.dylib\n 0x7fff2a591000 - 0x7fff2a598fff libcompiler_rt.dylib (102.2) <62EE1D14-5ED7-3CEC-81C0-9C93833641F1> /usr/lib/system/libcompiler_rt.dylib\n 0x7fff2a599000 - 0x7fff2a59bfff libsystem_collections.dylib (1439.40.11) <C53D5E0C-0C4F-3B35-A24B-E0D7101A3F95> /usr/lib/system/libsystem_collections.dylib\n 0x7fff2a59c000 - 0x7fff2a59efff libsystem_secinit.dylib (87.60.1) <E05E35BC-1BAB-365B-8BEE-D774189EFD3B> /usr/lib/system/libsystem_secinit.dylib\n 0x7fff2a59f000 - 0x7fff2a5a1fff libremovefile.dylib (49.40.3) <5CC12A16-82CB-32F0-9040-72CFC88A48DF> /usr/lib/system/libremovefile.dylib\n 0x7fff2a5a2000 - 0x7fff2a5a2fff libkeymgr.dylib (31) <803F6AED-99D5-3CCF-B0FA-361BCF14C8C0> /usr/lib/system/libkeymgr.dylib\n 0x7fff2a5a3000 - 0x7fff2a5aafff libsystem_dnssd.dylib (1310.80.1) <E0A0CAB3-6779-3C83-AC67-046CFE69F9C2> /usr/lib/system/libsystem_dnssd.dylib\n 0x7fff2a5ab000 - 0x7fff2a5b0fff libcache.dylib (83) <1A98B064-8FED-39CF-BB2E-5BDA1EF5B65A> /usr/lib/system/libcache.dylib\n 0x7fff2a5b1000 - 0x7fff2a5b2fff libSystem.B.dylib (1292.60.1) <83503CE0-32B1-36DB-A4F0-3CC6B7BCF50A> /usr/lib/libSystem.B.dylib\n 0x7fff2a5b3000 - 0x7fff2a5b6fff libfakelink.dylib (3) <D939A124-9FD5-37A2-B03B-72E98CBC98FE> /usr/lib/libfakelink.dylib\n 0x7fff2a5b7000 - 0x7fff2a5b7fff com.apple.SoftLinking (1.0 - 1) <EF2AC5FF-B98D-3252-ABA8-2FC721CBA942> /System/Library/PrivateFrameworks/SoftLinking.framework/Versions/A/SoftLinking\n 0x7fff2a5b8000 - 0x7fff2a5effff libpcap.A.dylib (98.40.1) <DE5787F8-D011-3E71-8323-936B35976D9E> /usr/lib/libpcap.A.dylib\n 0x7fff2a5f0000 - 0x7fff2a6e0fff libiconv.2.dylib (59) <AD10ECF4-E137-3152-9612-7EC548D919E8> /usr/lib/libiconv.2.dylib\n 0x7fff2a6e1000 - 0x7fff2a6f2fff libcmph.dylib (8) <A5D1EBB3-70A1-3ECA-A3C7-E97FBAD36ECF> /usr/lib/libcmph.dylib\n 0x7fff2a6f3000 - 0x7fff2a764fff libarchive.2.dylib (83.40.4) <9061C767-43FD-3483-9C48-73973AF82DC1> /usr/lib/libarchive.2.dylib\n 0x7fff2a765000 - 0x7fff2a7ccfff com.apple.SearchKit (1.4.1 - 1.4.1) <6243D4C0-3572-30A6-889A-B8690A5EAC24> /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/SearchKit.framework/Versions/A/SearchKit\n 0x7fff2a7cd000 - 0x7fff2a7cefff libThaiTokenizer.dylib (3) <47CDE3EE-60AB-38CE-9494-5CC047CACA7F> /usr/lib/libThaiTokenizer.dylib\n 0x7fff2a7cf000 - 0x7fff2a7f6fff com.apple.applesauce (1.0 - 16.26) <4A637FE0-A740-32F0-AE70-4593F6DF1573> /System/Library/PrivateFrameworks/AppleSauce.framework/Versions/A/AppleSauce\n 0x7fff2a7f7000 - 0x7fff2a80efff libapple_nghttp2.dylib (1.41) <A2F6DE8D-2B38-3669-A16E-E1BD54108F24> /usr/lib/libapple_nghttp2.dylib\n 0x7fff2a80f000 - 0x7fff2a821fff libSparseBLAS.dylib (1336.40.1) <FC45F7FD-6B10-3F8D-A553-F57C757F6717> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libSparseBLAS.dylib\n 0x7fff2a822000 - 0x7fff2a823fff com.apple.MetalPerformanceShaders.MetalPerformanceShaders (1.0 - 1) <F37DBCE9-20CD-33D4-806B-93B326E08422> /System/Library/Frameworks/MetalPerformanceShaders.framework/Versions/A/MetalPerformanceShaders\n 0x7fff2a824000 - 0x7fff2a828fff libpam.2.dylib (28.40.1) <FA3308D0-E7B4-3A2C-AE39-0E085F6CDEE0> /usr/lib/libpam.2.dylib\n 0x7fff2a829000 - 0x7fff2a841fff libcompression.dylib (96.40.6) <9C42DB2C-0A6D-38CE-BB8D-899A9B34B695> /usr/lib/libcompression.dylib\n 0x7fff2a842000 - 0x7fff2a847fff libQuadrature.dylib (7) <55EE1866-623B-3C10-91FB-C8B06EB83995> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libQuadrature.dylib\n 0x7fff2a848000 - 0x7fff2abe4fff libLAPACK.dylib (1336.40.1) <2F92E8CD-396D-3665-88EB-41A4E1A9CB31> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libLAPACK.dylib\n 0x7fff2abe5000 - 0x7fff2ac33fff com.apple.DictionaryServices (1.2 - 341) <5D0B1BB2-995B-32EB-AE75-F5F27127ACAF> /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/DictionaryServices.framework/Versions/A/DictionaryServices\n 0x7fff2ac34000 - 0x7fff2ac4cfff liblzma.5.dylib (16) <168D84A7-8E54-361E-9161-B661D96C0C9A> /usr/lib/liblzma.5.dylib\n 0x7fff2ac4d000 - 0x7fff2ac4efff libcoretls_cfhelpers.dylib (169) <80AF345B-1989-3C88-AEF4-8FF18A366A9C> /usr/lib/libcoretls_cfhelpers.dylib\n 0x7fff2ac4f000 - 0x7fff2ad49fff com.apple.APFS (1677.81.1 - 1677.81.1) <E48CCAAC-34B5-377E-8E5D-06CDBD411C2F> /System/Library/PrivateFrameworks/APFS.framework/Versions/A/APFS\n 0x7fff2ad4a000 - 0x7fff2ad57fff libxar.1.dylib (452) <FAA7B36E-21EC-3ADF-AA6A-E3742737CA3A> /usr/lib/libxar.1.dylib\n 0x7fff2ad58000 - 0x7fff2ad5bfff libutil.dylib (58.40.2) <0A268749-08E7-3551-8969-442210651CCA> /usr/lib/libutil.dylib\n 0x7fff2ad5c000 - 0x7fff2ad84fff libxslt.1.dylib (17.3) <1C5219FB-B504-3658-B23B-2C45A3BA28F1> /usr/lib/libxslt.1.dylib\n 0x7fff2ad85000 - 0x7fff2ad8ffff libChineseTokenizer.dylib (37) <718400BF-9911-3CB6-8CCE-4C2D7C35D80A> /usr/lib/libChineseTokenizer.dylib\n 0x7fff2ad90000 - 0x7fff2ae4efff libvMisc.dylib (760.40.6) <9D11FCFC-6C30-32B6-864B-9CC3ED7D1143> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libvMisc.dylib\n 0x7fff2ae4f000 - 0x7fff2aee7fff libate.dylib (3.0.4) <42707DFB-86A4-3F56-A5AF-E6DAA7E49DC7> /usr/lib/libate.dylib\n 0x7fff2aee8000 - 0x7fff2aeeffff libIOReport.dylib (64) <8DEEA01D-B715-340A-900E-B448AB22720E> /usr/lib/libIOReport.dylib\n 0x7fff2aef0000 - 0x7fff2af1efff com.apple.CrashReporterSupport (10.13 - 15047.1) <EA306EDB-2A02-3FB6-8812-F5EAA337AEE6> /System/Library/PrivateFrameworks/CrashReporterSupport.framework/Versions/A/CrashReporterSupport\n 0x7fff2b00b000 - 0x7fff2b012fff libMatch.1.dylib (38) <DE8B7844-BFB2-3E3E-9FD0-1C9AD1DC1736> /usr/lib/libMatch.1.dylib\n 0x7fff2b013000 - 0x7fff2b09efff libCoreStorage.dylib (554) <044E6815-6340-31D5-BEE9-760C354E92A3> /usr/lib/libCoreStorage.dylib\n 0x7fff2b09f000 - 0x7fff2b0f2fff com.apple.AppleVAFramework (6.1.3 - 6.1.3) <E3BE877B-1C78-3ABF-8C41-66FE9B6971C7> /System/Library/PrivateFrameworks/AppleVA.framework/Versions/A/AppleVA\n 0x7fff2b0f3000 - 0x7fff2b10cfff libexpat.1.dylib (26) <1D978F91-674E-3A44-8A93-773C7E3E513C> /usr/lib/libexpat.1.dylib\n 0x7fff2b10d000 - 0x7fff2b116fff libheimdal-asn1.dylib (597.80.1) <8F6CD867-FB45-375D-82C1-E0AE79558C8C> /usr/lib/libheimdal-asn1.dylib\n 0x7fff2b117000 - 0x7fff2b12bfff com.apple.IconFoundation (479.3 - 479.3) <3563C4B4-ABF6-3DE0-8381-D3667DFE2B80> /System/Library/PrivateFrameworks/IconFoundation.framework/Versions/A/IconFoundation\n 0x7fff2b12c000 - 0x7fff2b199fff com.apple.IconServices (479.3 - 479.3) <B6859735-701D-307E-8061-298BA2296E47> /System/Library/PrivateFrameworks/IconServices.framework/Versions/A/IconServices\n 0x7fff2b19a000 - 0x7fff2b237fff com.apple.MediaExperience (1.0 - 1) <14E84D66-28B8-390E-A499-9F24B7628EC7> /System/Library/PrivateFrameworks/MediaExperience.framework/Versions/A/MediaExperience\n 0x7fff2b238000 - 0x7fff2b261fff com.apple.persistentconnection (1.0 - 1.0) <B3FE85C5-8034-38D5-8566-5317B49ECF61> /System/Library/PrivateFrameworks/PersistentConnection.framework/Versions/A/PersistentConnection\n 0x7fff2b262000 - 0x7fff2b270fff com.apple.GraphVisualizer (1.0 - 100.1) <A7393BC4-4441-31B5-BB15-5A5A70738BEC> /System/Library/PrivateFrameworks/GraphVisualizer.framework/Versions/A/GraphVisualizer\n 0x7fff2b271000 - 0x7fff2b68cfff com.apple.vision.FaceCore (4.3.2 - 4.3.2) <23CD0C8A-E300-3E28-BD5B-DDCDA4521C54> /System/Library/PrivateFrameworks/FaceCore.framework/Versions/A/FaceCore\n 0x7fff2b68d000 - 0x7fff2b6d7fff com.apple.OTSVG (1.0 - 677.3.0.4) <827396F3-F3A7-3A4F-BE7F-171077501137> /System/Library/PrivateFrameworks/OTSVG.framework/Versions/A/OTSVG\n 0x7fff2b6d8000 - 0x7fff2b6defff com.apple.xpc.AppServerSupport (1.0 - 2038.80.3) <C78E9D22-5110-349B-AF8E-6BA893A20214> /System/Library/PrivateFrameworks/AppServerSupport.framework/Versions/A/AppServerSupport\n 0x7fff2b6df000 - 0x7fff2b6f0fff libhvf.dylib (1.0 - $[CURRENT_PROJECT_VERSION]) <F0974976-30C0-35EB-92F1-B4CF1E974F11> /System/Library/PrivateFrameworks/FontServices.framework/libhvf.dylib\n 0x7fff2b6f1000 - 0x7fff2b6f3fff libspindump.dylib (295.1) <3B4701CB-8F66-3E50-A38A-BEEC992AAC31> /usr/lib/libspindump.dylib\n 0x7fff2b6f4000 - 0x7fff2b7b4fff com.apple.Heimdal (4.0 - 2.0) <69768234-4F4F-3AB6-B116-4AE249E6417A> /System/Library/PrivateFrameworks/Heimdal.framework/Versions/A/Heimdal\n 0x7fff2b7b5000 - 0x7fff2b7cffff com.apple.login (3.0 - 3.0) <B9BEC3A1-688C-3999-B705-2D50B8756E62> /System/Library/PrivateFrameworks/login.framework/Versions/A/login\n 0x7fff2b94f000 - 0x7fff2b952fff libodfde.dylib (26) <47160F56-2A36-3147-B721-279BE2F8B4A6> /usr/lib/libodfde.dylib\n 0x7fff2b953000 - 0x7fff2b9bdfff com.apple.bom (14.0 - 233) <F4B7C353-8A65-3B54-9E01-2C93CB3F55A3> /System/Library/PrivateFrameworks/Bom.framework/Versions/A/Bom\n 0x7fff2b9be000 - 0x7fff2ba08fff com.apple.AppleJPEG (1.0 - 1) <7F3819DE-BCE7-32B7-BB33-10C1DB2BA512> /System/Library/PrivateFrameworks/AppleJPEG.framework/Versions/A/AppleJPEG\n 0x7fff2ba09000 - 0x7fff2bae7fff libJP2.dylib (2130.3.5) <2DFE6642-4309-30BD-A402-F93E28F1F065> /System/Library/Frameworks/ImageIO.framework/Versions/A/Resources/libJP2.dylib\n 0x7fff2bae8000 - 0x7fff2baebfff com.apple.WatchdogClient.framework (1.0 - 98.80.2) <C257C950-F430-3762-BC72-15D314D99556> /System/Library/PrivateFrameworks/WatchdogClient.framework/Versions/A/WatchdogClient\n 0x7fff2baec000 - 0x7fff2bb1ffff com.apple.MultitouchSupport.framework (4400.28 - 4400.28) <4243F7DC-7EB9-3750-BE36-527B0BADF36C> /System/Library/PrivateFrameworks/MultitouchSupport.framework/Versions/A/MultitouchSupport\n 0x7fff2bb20000 - 0x7fff2bc72fff com.apple.VideoToolbox (1.0 - 2765.6.4.2) <425BDD2D-6C26-3D09-AD9F-942EA387B2A4> /System/Library/Frameworks/VideoToolbox.framework/Versions/A/VideoToolbox\n 0x7fff2bc73000 - 0x7fff2bca5fff libAudioToolboxUtility.dylib (1180.25) <83DBFA98-F85B-3B63-B58F-C9989BAC9611> /usr/lib/libAudioToolboxUtility.dylib\n 0x7fff2bca6000 - 0x7fff2bcccfff libPng.dylib (2130.3.5) <9046A7B7-6C31-32C5-B610-6AEA6F6B2D48> /System/Library/Frameworks/ImageIO.framework/Versions/A/Resources/libPng.dylib\n 0x7fff2bccd000 - 0x7fff2bd2cfff libTIFF.dylib (2130.3.5) <CAAF5746-3171-38B1-9722-8CB9B650C627> /System/Library/Frameworks/ImageIO.framework/Versions/A/Resources/libTIFF.dylib\n 0x7fff2bd2d000 - 0x7fff2bd49fff com.apple.IOPresentment (54 - 37) <5AD7B6E0-1744-3C8D-8A95-FE425DEA005C> /System/Library/PrivateFrameworks/IOPresentment.framework/Versions/A/IOPresentment\n 0x7fff2bd4a000 - 0x7fff2bd50fff com.apple.GPUWrangler (6.2.2 - 6.2.2) <60363868-111B-36CF-9CDF-2643DF82002D> /System/Library/PrivateFrameworks/GPUWrangler.framework/Versions/A/GPUWrangler\n 0x7fff2bd51000 - 0x7fff2bd54fff libRadiance.dylib (2130.3.5) <71EBA416-A317-380A-984A-F6B0A0695A65> /System/Library/Frameworks/ImageIO.framework/Versions/A/Resources/libRadiance.dylib\n 0x7fff2bd55000 - 0x7fff2bd5afff com.apple.DSExternalDisplay (3.1 - 380) <010F8260-BC46-361E-BE59-540F765EFE74> /System/Library/PrivateFrameworks/DSExternalDisplay.framework/Versions/A/DSExternalDisplay\n 0x7fff2bd5b000 - 0x7fff2bd7ffff libJPEG.dylib (2130.3.5) <4BFCC012-7CDD-320D-845D-E475243D3ECE> /System/Library/Frameworks/ImageIO.framework/Versions/A/Resources/libJPEG.dylib\n 0x7fff2bd80000 - 0x7fff2bdaffff com.apple.ATSUI (1.0 - 1) <6C45783D-CF90-3F11-BA86-92D31A9B68CA> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/ATSUI.framework/Versions/A/ATSUI\n 0x7fff2bdb0000 - 0x7fff2bdb4fff libGIF.dylib (2130.3.5) <0C91C2A9-5D71-3042-A0D2-AA8F1F09012E> /System/Library/Frameworks/ImageIO.framework/Versions/A/Resources/libGIF.dylib\n 0x7fff2bdb5000 - 0x7fff2bdbefff com.apple.CMCaptureCore (1.0 - 80.20.5) <2B7E468B-D901-3EA9-85CF-82FD753785BD> /System/Library/PrivateFrameworks/CMCaptureCore.framework/Versions/A/CMCaptureCore\n 0x7fff2bdbf000 - 0x7fff2be06fff com.apple.print.framework.PrintCore (16 - 531) <DB939B2B-D47D-3035-8C02-01006D21C5A7> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/PrintCore.framework/Versions/A/PrintCore\n 0x7fff2be07000 - 0x7fff2bed3fff com.apple.TextureIO (3.10.9 - 3.10.9) <50BA07A4-02E8-38EE-B0B9-B12C277B563B> /System/Library/PrivateFrameworks/TextureIO.framework/Versions/A/TextureIO\n 0x7fff2bed4000 - 0x7fff2bedcfff com.apple.InternationalSupport (1.0 - 60) <DE997943-6AD5-32DA-B48E-78170C1EAA7B> /System/Library/PrivateFrameworks/InternationalSupport.framework/Versions/A/InternationalSupport\n 0x7fff2bedd000 - 0x7fff2bf58fff com.apple.datadetectorscore (8.0 - 674) <A4EBFF22-F861-321A-AF28-1DB8ECB9A4FF> /System/Library/PrivateFrameworks/DataDetectorsCore.framework/Versions/A/DataDetectorsCore\n 0x7fff2bf59000 - 0x7fff2bfb7fff com.apple.UserActivity (435 - 435) <12250395-D660-3CC1-81DB-565340F2651B> /System/Library/PrivateFrameworks/UserActivity.framework/Versions/A/UserActivity\n 0x7fff2bfb8000 - 0x7fff2c723fff com.apple.MediaToolbox (1.0 - 2765.6.4.2) <C8645EA0-643D-38CF-AA88-3253339192B1> /System/Library/Frameworks/MediaToolbox.framework/Versions/A/MediaToolbox\n 0x7fff2cbdd000 - 0x7fff2cc05fff com.apple.locationsupport (2420.12.16 - 2420.12.16) <63AB1284-8E33-3E9D-A857-9370F492B343> /System/Library/PrivateFrameworks/LocationSupport.framework/Versions/A/LocationSupport\n 0x7fff2cc06000 - 0x7fff2cc37fff libSessionUtility.dylib (76.7) <6AAD02A0-9590-3CED-9568-36E05C59AA2B> /System/Library/PrivateFrameworks/AudioSession.framework/libSessionUtility.dylib\n 0x7fff2cc38000 - 0x7fff2cd68fff com.apple.audio.toolbox.AudioToolbox (1.14 - 1.14) <8E53C25F-9FE2-372E-8374-6A598D72C4C1> /System/Library/Frameworks/AudioToolbox.framework/Versions/A/AudioToolbox\n 0x7fff2cd69000 - 0x7fff2cdd0fff com.apple.audio.AudioSession (1.0 - 76.7) <F696F4EC-9344-3C85-941E-6E5EF5CEF585> /System/Library/PrivateFrameworks/AudioSession.framework/Versions/A/AudioSession\n 0x7fff2cdd1000 - 0x7fff2cde3fff libAudioStatistics.dylib (25.4) <303533DD-D001-3CE8-A5A4-EC29F464FC3A> /usr/lib/libAudioStatistics.dylib\n 0x7fff2cde4000 - 0x7fff2cdf3fff com.apple.speech.synthesis.framework (9.0.51.2 - 9.0.51.2) <14F3382B-2B8E-31E5-8C73-73F0B8DD05F0> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/SpeechSynthesis.framework/Versions/A/SpeechSynthesis\n 0x7fff2cdf4000 - 0x7fff2ce5ffff com.apple.ApplicationServices.ATS (377 - 516) <3DD60168-A0F3-3388-8DDE-69F81280AE91> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/ATS.framework/Versions/A/ATS\n 0x7fff2ce60000 - 0x7fff2ce78fff libresolv.9.dylib (68) <7B043B4A-71CE-3F6E-91F0-CBBED47A9EA9> /usr/lib/libresolv.9.dylib\n 0x7fff2ce79000 - 0x7fff2ce8cfff libsasl2.2.dylib (214) <7EE1EE13-9D86-3612-A6BC-3E6B5D578267> /usr/lib/libsasl2.2.dylib\n 0x7fff2cfab000 - 0x7fff2d08afff libSMC.dylib (20) <B207FDFF-8D80-3800-B968-03C718FFBF3F> /usr/lib/libSMC.dylib\n 0x7fff2d08b000 - 0x7fff2d0eafff libcups.2.dylib (494.1) <CDF6F483-017E-3DED-B107-C50FC3CADD65> /usr/lib/libcups.2.dylib\n 0x7fff2d0eb000 - 0x7fff2d0fafff com.apple.LangAnalysis (1.7.0 - 254) <14703020-3124-3C62-A9DB-6DD28024CD42> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/LangAnalysis.framework/Versions/A/LangAnalysis\n 0x7fff2d0fb000 - 0x7fff2d105fff com.apple.NetAuth (6.2 - 6.2) <D40BF56F-DF5F-3ECB-AAC2-FE6F13E9D120> /System/Library/PrivateFrameworks/NetAuth.framework/Versions/A/NetAuth\n 0x7fff2d106000 - 0x7fff2d10dfff com.apple.ColorSyncLegacy (4.13.0 - 1) <F3AEB77A-456F-3F9F-98CC-3E29ABAF5D0C> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/ColorSyncLegacy.framework/Versions/A/ColorSyncLegacy\n 0x7fff2d10e000 - 0x7fff2d119fff com.apple.QD (4.0 - 416) <F65D0944-C775-33FB-A345-C046789667B7> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/QD.framework/Versions/A/QD\n 0x7fff2d11a000 - 0x7fff2d788fff com.apple.audio.AudioResourceArbitration (1.0 - 1) <6A293E4C-1E2D-36DA-B416-FBED7286CD6E> /System/Library/PrivateFrameworks/AudioResourceArbitration.framework/Versions/A/AudioResourceArbitration\n 0x7fff2d789000 - 0x7fff2d795fff com.apple.perfdata (1.0 - 67.40.1) <A9D2E8CD-9D74-304E-BD99-A7704F3CD38B> /System/Library/PrivateFrameworks/perfdata.framework/Versions/A/perfdata\n 0x7fff2d796000 - 0x7fff2d7a4fff libperfcheck.dylib (41) <5AFDC5C6-EBB6-33E4-9215-1AACE6C6F6EE> /usr/lib/libperfcheck.dylib\n 0x7fff2d7a5000 - 0x7fff2d7b4fff com.apple.Kerberos (3.0 - 1) <02FFA3CA-F8AF-3211-9159-36BC29612650> /System/Library/Frameworks/Kerberos.framework/Versions/A/Kerberos\n 0x7fff2d7b5000 - 0x7fff2d804fff com.apple.GSS (4.0 - 2.0) <5D06022E-C963-390A-9487-90BD1B61BC20> /System/Library/Frameworks/GSS.framework/Versions/A/GSS\n 0x7fff2d805000 - 0x7fff2d815fff com.apple.CommonAuth (4.0 - 2.0) <C4418557-FA52-3B80-804F-2BC7AF760FD6> /System/Library/PrivateFrameworks/CommonAuth.framework/Versions/A/CommonAuth\n 0x7fff2d816000 - 0x7fff2d83cfff com.apple.MobileAssets (1.0 - 659.60.1) <62F25002-C547-3C6C-87D1-0824DD058C82> /System/Library/PrivateFrameworks/MobileAsset.framework/Versions/A/MobileAsset\n 0x7fff2d86a000 - 0x7fff2d88cfff com.apple.security.KeychainCircle.KeychainCircle (1.0 - 1) <6F4B051F-BC33-3880-81B2-5C62DABFF02D> /System/Library/PrivateFrameworks/KeychainCircle.framework/Versions/A/KeychainCircle\n 0x7fff2d88d000 - 0x7fff2d895fff com.apple.CorePhoneNumbers (1.0 - 1) <AA493452-21D3-3EC6-953C-42DBF75F4EB9> /System/Library/PrivateFrameworks/CorePhoneNumbers.framework/Versions/A/CorePhoneNumbers\n 0x7fff2d9ea000 - 0x7fff2d9eafff liblaunch.dylib (2038.80.3) <C7C51322-8491-3B78-9CFA-2B4753662BCF> /usr/lib/system/liblaunch.dylib\n 0x7fff2e1e5000 - 0x7fff2e32cfff com.apple.Sharing (1579 - 1579) <4925CAB3-09C0-373C-A5D3-9BB5FF025A4F> /System/Library/PrivateFrameworks/Sharing.framework/Versions/A/Sharing\n 0x7fff2e32d000 - 0x7fff2e44dfff com.apple.Bluetooth (8.0.3 - 8.0.3d9) <C6FFFDA7-CD91-339A-8529-7D094338949D> /System/Library/Frameworks/IOBluetooth.framework/Versions/A/IOBluetooth\n 0x7fff2e44e000 - 0x7fff2e462fff com.apple.AppContainer (4.0 - 509.60.2) <F294CD92-94FA-3D7D-9E59-AA5544504264> /System/Library/PrivateFrameworks/AppContainer.framework/Versions/A/AppContainer\n 0x7fff2e463000 - 0x7fff2e466fff com.apple.SecCodeWrapper (4.0 - 509.60.2) <1BEC89D6-6AC8-36C2-89AE-41662D14DC50> /System/Library/PrivateFrameworks/SecCodeWrapper.framework/Versions/A/SecCodeWrapper\n 0x7fff2e467000 - 0x7fff2e4c0fff com.apple.ProtectedCloudStorage (1.0 - 1) <88EF8B12-617E-316C-9036-18357E27BC0A> /System/Library/PrivateFrameworks/ProtectedCloudStorage.framework/Versions/A/ProtectedCloudStorage\n 0x7fff2e714000 - 0x7fff2fc0afff com.apple.GeoServices (1.0 - 1757.23.11.29.3) <72B73209-98B3-3E90-8D5D-B69C81784E5D> /System/Library/PrivateFrameworks/GeoServices.framework/Versions/A/GeoServices\n 0x7fff2fc0b000 - 0x7fff2fc16fff com.apple.DirectoryService.Framework (11.2 - 230.40.1) <4DB85BA3-9323-304B-BDC3-6E13B9AAA1C2> /System/Library/Frameworks/DirectoryService.framework/Versions/A/DirectoryService\n 0x7fff2fc17000 - 0x7fff2fc42fff com.apple.RemoteViewServices (2.0 - 163) <661A448B-2901-33CD-B13C-362D61AFD998> /System/Library/PrivateFrameworks/RemoteViewServices.framework/Versions/A/RemoteViewServices\n 0x7fff2fc43000 - 0x7fff2fc52fff com.apple.SpeechRecognitionCore (6.1.12 - 6.1.12) <B24969AE-43BA-36C2-80F9-2CBBC3F63CC8> /System/Library/PrivateFrameworks/SpeechRecognitionCore.framework/Versions/A/SpeechRecognitionCore\n 0x7fff2fc53000 - 0x7fff2fc5afff com.apple.speech.recognition.framework (6.0.3 - 6.0.3) <8C33ECFF-2FBF-30FF-87EA-32A508860543> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/SpeechRecognition.framework/Versions/A/SpeechRecognition\n 0x7fff2fe9e000 - 0x7fff2fe9efff libsystem_product_info_filter.dylib (8.40.1) <20310EE6-2C3F-361A-9ECA-4223AFC03B65> /usr/lib/system/libsystem_product_info_filter.dylib\n 0x7fff2ff79000 - 0x7fff2ff79fff com.apple.Accelerate.vecLib (3.11 - vecLib 3.11) <8CD6F55A-8E4F-3653-A367-427D0ED3DD16> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/vecLib\n 0x7fff2ffa0000 - 0x7fff2ffa0fff com.apple.CoreServices (1122.11 - 1122.11) <E59859C6-7221-3324-BB58-F910B2199959> /System/Library/Frameworks/CoreServices.framework/Versions/A/CoreServices\n 0x7fff3026e000 - 0x7fff3026efff com.apple.Accelerate (1.11 - Accelerate 1.11) <2423F0F6-A3A4-37AB-971E-FCFC7645D282> /System/Library/Frameworks/Accelerate.framework/Versions/A/Accelerate\n 0x7fff302af000 - 0x7fff302bafff com.apple.MediaAccessibility (1.0 - 130) <264B30DF-646A-30EC-98B6-20429E9718CB> /System/Library/Frameworks/MediaAccessibility.framework/Versions/A/MediaAccessibility\n 0x7fff302bb000 - 0x7fff302dafff com.apple.networking.AlgosScoreFramework (1.0 - 1) <8713D2A4-ECB6-3B96-BE39-F47851EEF900> /System/Library/PrivateFrameworks/AlgosScoreFramework.framework/Versions/A/AlgosScoreFramework\n 0x7fff302db000 - 0x7fff302dffff com.apple.AppleSRP (5.0 - 1) <3BF95CAF-2EC5-393A-95B7-429C0C5F8F13> /System/Library/PrivateFrameworks/AppleSRP.framework/Versions/A/AppleSRP\n 0x7fff302e0000 - 0x7fff302ebfff com.apple.frameworks.CoreDaemon (1.3 - 1.3) <D73E7719-09C8-30E6-B92D-AFC1BB356D92> /System/Library/PrivateFrameworks/CoreDaemon.framework/Versions/B/CoreDaemon\n 0x7fff302ec000 - 0x7fff30323fff com.apple.framework.SystemAdministration (1.0 - 1.0) <9275DC16-B898-326A-B6AD-6CDF34F0CF77> /System/Library/PrivateFrameworks/SystemAdministration.framework/Versions/A/SystemAdministration\n 0x7fff30ae5000 - 0x7fff30b47fff com.apple.CoreBluetooth (1.0 - 1) <B88DEE8B-6268-36BA-BF6C-088F3BD8C652> /System/Library/Frameworks/CoreBluetooth.framework/Versions/A/CoreBluetooth\n 0x7fff30b48000 - 0x7fff30b51fff com.apple.SymptomDiagnosticReporter (1.0 - 79.40.12) <83B5E330-D786-34D2-AEE6-6F7B34D6FE9C> /System/Library/PrivateFrameworks/SymptomDiagnosticReporter.framework/Versions/A/SymptomDiagnosticReporter\n 0x7fff30b52000 - 0x7fff30b65fff com.apple.PowerLog (1.0 - 1) <3A076F54-AE8C-3550-8262-5655B5026489> /System/Library/PrivateFrameworks/PowerLog.framework/Versions/A/PowerLog\n 0x7fff30b66000 - 0x7fff30b72fff com.apple.AppleIDAuthSupport (1.0 - 1) <964BA0DB-E86E-3F81-BB82-CC27184B6D20> /System/Library/PrivateFrameworks/AppleIDAuthSupport.framework/Versions/A/AppleIDAuthSupport\n 0x7fff30b73000 - 0x7fff30c1bfff com.apple.DiscRecording (9.0.3 - 9030.4.5) <2B9AA549-63FD-36BB-AE05-ABD5DAC41279> /System/Library/Frameworks/DiscRecording.framework/Versions/A/DiscRecording\n 0x7fff30c1c000 - 0x7fff30c4ffff com.apple.MediaKit (16 - 927.40.2) <D1056292-E38F-313F-B202-EFD871195729> /System/Library/PrivateFrameworks/MediaKit.framework/Versions/A/MediaKit\n 0x7fff30c50000 - 0x7fff30d3bfff com.apple.DiskManagement (14.0 - 1733.80.1) <9281E3F8-EAFE-3367-B7D5-23687AA6EB70> /System/Library/PrivateFrameworks/DiskManagement.framework/Versions/A/DiskManagement\n 0x7fff30d3c000 - 0x7fff310f6fff com.apple.CoreAUC (322.2.0 - 322.2.0) <DAE981E0-5FED-39FD-8443-BD91D6957901> /System/Library/PrivateFrameworks/CoreAUC.framework/Versions/A/CoreAUC\n 0x7fff310f7000 - 0x7fff310fafff com.apple.Mangrove (1.0 - 25) <61919815-50C9-3358-836F-B81ED66CCD84> /System/Library/PrivateFrameworks/Mangrove.framework/Versions/A/Mangrove\n 0x7fff310fb000 - 0x7fff31128fff com.apple.CoreAVCHD (6.1.0 - 6100.4.1) <B123866C-3945-37E7-92EF-BE36AEDD620D> /System/Library/PrivateFrameworks/CoreAVCHD.framework/Versions/A/CoreAVCHD\n 0x7fff31129000 - 0x7fff31249fff com.apple.FileProvider (326.3 - 326.3) <C5007E6E-897B-308F-B173-4F5C6BF3968D> /System/Library/Frameworks/FileProvider.framework/Versions/A/FileProvider\n 0x7fff3124a000 - 0x7fff3126dfff com.apple.GenerationalStorage (2.0 - 322) <974A1465-7AA4-347E-8606-CF35160FFA92> /System/Library/PrivateFrameworks/GenerationalStorage.framework/Versions/A/GenerationalStorage\n 0x7fff31ac0000 - 0x7fff31afffff com.apple.AppleVPAFramework (3.21.1 - 3.21.1) <4E96F781-3689-3086-9DF3-60F20487FB9E> /System/Library/PrivateFrameworks/AppleVPA.framework/Versions/A/AppleVPA\n 0x7fff31bd0000 - 0x7fff31c0cfff com.apple.DebugSymbols (195.1 - 195.1) <12A5A6E2-6C84-3FCA-9927-8B9E241C607F> /System/Library/PrivateFrameworks/DebugSymbols.framework/Versions/A/DebugSymbols\n 0x7fff31c0d000 - 0x7fff31ccafff com.apple.CoreSymbolication (12.2 - 64541.4) <F1A41B4E-671A-335E-8AE0-B99688F255C8> /System/Library/PrivateFrameworks/CoreSymbolication.framework/Versions/A/CoreSymbolication\n 0x7fff31ccb000 - 0x7fff31cd4fff com.apple.CoreTime (284) <D80E792D-33D1-3D07-B39F-F0A1A7F74E24> /System/Library/PrivateFrameworks/CoreTime.framework/Versions/A/CoreTime\n 0x7fff32b61000 - 0x7fff32bc4fff com.apple.framework.Apple80211 (17.0 - 1728) <A62689A7-7C22-33B3-90FA-730E4AAEE5B5> /System/Library/PrivateFrameworks/Apple80211.framework/Versions/A/Apple80211\n 0x7fff32bc5000 - 0x7fff32d17fff com.apple.CoreWiFi (3.0 - 341) <F3D8F158-611A-3A5E-9F1D-E5FC273A4C74> /System/Library/PrivateFrameworks/CoreWiFi.framework/Versions/A/CoreWiFi\n 0x7fff32d31000 - 0x7fff32d68fff com.apple.LDAPFramework (2.4.28 - 194.5) <246874E6-4FD1-35A5-A039-4141999D8CD6> /System/Library/Frameworks/LDAP.framework/Versions/A/LDAP\n 0x7fff32d69000 - 0x7fff32d6afff com.apple.TrustEvaluationAgent (2.0 - 35) <6FEF60A0-F80F-34E3-8845-FEEC92840920> /System/Library/PrivateFrameworks/TrustEvaluationAgent.framework/Versions/A/TrustEvaluationAgent\n 0x7fff32d6b000 - 0x7fff32e6efff libcrypto.44.dylib (56.60.2) <7D8D4B1B-625D-3D00-A626-C21AFEE0462E> /usr/lib/libcrypto.44.dylib\n 0x7fff32e6f000 - 0x7fff32e9cfff libssl.46.dylib (56.60.2) <E02ED3C9-4956-39C4-AF0A-B541EEDD3F1B> /usr/lib/libssl.46.dylib\n 0x7fff32e9d000 - 0x7fff32f4cfff com.apple.DiskImagesFramework (595.40.1 - 595.40.1) <3139EC22-A8F2-3F26-8953-7961C97E7CEF> /System/Library/PrivateFrameworks/DiskImages.framework/Versions/A/DiskImages\n 0x7fff32f84000 - 0x7fff32f93fff com.apple.xpc.RemoteServiceDiscovery (1.0 - 2038.80.3) <78AF1606-37D8-3424-92AE-071A9F43AA0F> /System/Library/PrivateFrameworks/RemoteServiceDiscovery.framework/Versions/A/RemoteServiceDiscovery\n 0x7fff32f94000 - 0x7fff32fabfff com.apple.xpc.RemoteXPC (1.0 - 2038.80.3) <C4BFF5FC-FC9C-3161-9612-7070EDAE9989> /System/Library/PrivateFrameworks/RemoteXPC.framework/Versions/A/RemoteXPC\n 0x7fff32ff3000 - 0x7fff32ff6fff com.apple.help (1.3.8 - 71) <6074D81C-4507-35A6-88D7-D82309F81587> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/Help.framework/Versions/A/Help\n 0x7fff32ff7000 - 0x7fff32ffefff com.apple.EFILogin (2.0 - 2) <B06CCD1C-A4D1-34D2-89C5-0DB69FE65234> /System/Library/PrivateFrameworks/EFILogin.framework/Versions/A/EFILogin\n 0x7fff32fff000 - 0x7fff3300afff libcsfde.dylib (554) <9CDB9580-DD1C-347E-91C5-6D92D96F52F5> /usr/lib/libcsfde.dylib\n 0x7fff3300b000 - 0x7fff33070fff libcurl.4.dylib (121.40.2) <77010EA9-4AD1-3F4A-B3EF-2FFE739FB349> /usr/lib/libcurl.4.dylib\n 0x7fff33071000 - 0x7fff33078fff com.apple.LoginUICore (4.0 - 4.0) <7225326A-7704-362D-B64E-4ABF4A221F88> /System/Library/PrivateFrameworks/LoginUIKit.framework/Versions/A/Frameworks/LoginUICore.framework/Versions/A/LoginUICore\n 0x7fff33238000 - 0x7fff33238fff com.apple.ApplicationServices (48 - 50) <42B48E32-1918-3178-8DE0-E8126B9EC088> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/ApplicationServices\n 0x7fff33539000 - 0x7fff33539fff libHeimdalProxy.dylib (79) <85526E13-1E48-377A-A700-EE3F5648A6E3> /System/Library/Frameworks/Kerberos.framework/Versions/A/Libraries/libHeimdalProxy.dylib\n 0x7fff335ec000 - 0x7fff335ecfff com.apple.audio.units.AudioUnit (1.14 - 1.14) <8CF768B8-836B-3DA8-9F0A-8CF840348202> /System/Library/Frameworks/AudioUnit.framework/Versions/A/AudioUnit\n 0x7fff33611000 - 0x7fff33653fff com.apple.StreamingZip (1.0 - 1) <157C7AC0-9F73-3FF5-A276-54EC3CAE958A> /System/Library/PrivateFrameworks/StreamingZip.framework/Versions/A/StreamingZip\n 0x7fff33696000 - 0x7fff3369bfff com.apple.PushKit (1.0 - 1) <4D0A6539-611C-3B9C-A67D-D45CDEEC8CDC> /System/Library/Frameworks/PushKit.framework/Versions/A/PushKit\n 0x7fff3369c000 - 0x7fff336d2fff com.apple.C2 (1.3 - 569) <817D8F9D-1801-3E6D-846A-7002174B59CB> /System/Library/PrivateFrameworks/C2.framework/Versions/A/C2\n 0x7fff33705000 - 0x7fff33f12fff com.apple.vision.EspressoFramework (1.0 - 256.2.2) <70E23334-A179-3671-A930-A7AB9EC77BDD> /System/Library/PrivateFrameworks/Espresso.framework/Versions/A/Espresso\n 0x7fff33f13000 - 0x7fff33f2afff com.apple.ANEServices (4.52 - 4.52) <50EF6199-93EF-3227-B64A-313BC1DF41AE> /System/Library/PrivateFrameworks/ANEServices.framework/Versions/A/ANEServices\n 0x7fff342c7000 - 0x7fff3458afff com.apple.spotlight.index (10.7.0 - 2150.7.5) <0056D8F9-D6CF-3586-974C-80902DF8952A> /System/Library/PrivateFrameworks/SpotlightIndex.framework/Versions/A/SpotlightIndex\n 0x7fff345a3000 - 0x7fff345f3fff com.apple.ChunkingLibrary (334 - 334) <CBEBDC8A-CCE4-3A21-915C-D2F3FB20B900> /System/Library/PrivateFrameworks/ChunkingLibrary.framework/Versions/A/ChunkingLibrary\n 0x7fff34ebf000 - 0x7fff34ed5fff com.apple.CoreML.AppleNeuralEngine (1.0 - 1) <A2E78405-4382-3A23-8638-56E1A5D14543> /System/Library/PrivateFrameworks/AppleNeuralEngine.framework/Versions/A/AppleNeuralEngine\n 0x7fff3503b000 - 0x7fff3503efff com.apple.Cocoa (6.11 - 23) <B0F6AF8E-B85C-3C5C-9812-9CD8BC07ADB2> /System/Library/Frameworks/Cocoa.framework/Versions/A/Cocoa\n 0x7fff36482000 - 0x7fff3649dfff com.apple.openscripting (1.7 - 190) <E3815884-A406-3CF6-82C1-BEDC772A9081> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/OpenScripting.framework/Versions/A/OpenScripting\n 0x7fff3649e000 - 0x7fff364a1fff com.apple.securityhi (9.0 - 55008) <F7E1C957-65AF-39E5-8BBA-9D7C7C9D30B6> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/SecurityHI.framework/Versions/A/SecurityHI\n 0x7fff364a2000 - 0x7fff364a5fff com.apple.ink.framework (10.15 - 227) <E3D118A5-7A62-3893-ADAC-E0A9F45314C9> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/Ink.framework/Versions/A/Ink\n 0x7fff364a6000 - 0x7fff364a9fff com.apple.CommonPanels (1.2.6 - 101) <F46676FA-60F3-30CC-BF48-F5BB6E66E576> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/CommonPanels.framework/Versions/A/CommonPanels\n 0x7fff364aa000 - 0x7fff364b1fff com.apple.ImageCapture (1708.1 - 1708.1) <AC709D2F-7C16-3645-BB20-19DD1414E210> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/ImageCapture.framework/Versions/A/ImageCapture\n 0x7fff3949f000 - 0x7fff394a2fff com.apple.OSAServicesClient (1.0 - 1) <201350F5-56C4-3342-AD10-4BE20772C52B> /System/Library/PrivateFrameworks/OSAServicesClient.framework/Versions/A/OSAServicesClient\n 0x7fff3c090000 - 0x7fff3c24bfff libFosl_dynamic.dylib (200) <83EE0261-E5F6-3607-8897-B03B2B954B15> /usr/lib/libFosl_dynamic.dylib\n 0x7fff3d1a8000 - 0x7fff3d1abfff 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\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", "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 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 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", "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 Crash by doing 2d animations\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: Intel(R) HD Graphics 500 Intel 4.5.0 - Build 31.0.101.2111\n\nBroken: version: 3.6.0\n\nWhenever I draw with a line, circle, arc, curve, interpolate, and box tool, my drawings disappear and reappear and then it suddenly crash.\n- 2D animation Draw Mode\n[\nPlease describe the exact steps needed to reproduce the issue]\n\n", "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)", "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", "Eevee randomly causes system to crash when rendering\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.23 (8GB memory)\nCPU: Intel Core i9 9900k\nRAM: 32GB DDR4\n\nBroken: 3.0.0\n\n\nI'm new to Blender and currently trying to switch from my usual C4D and Redshift workflow, just to let you know.\n\nI have a fairly simple scene with a 250 frame animation. Everytime I render the animation with Eevee as a .png sequence with an .exr file for the layers, the process causes my system to crash.\nThe amount of samples seems to correlate with the amount of frames I'm able to render before failure. So I guess it might have something to do with memory.\n\nI'm not sure how that can be as more complex scenes never failed me before using Redshift as a render engine.\n[ocean_final.blend](ocean_final.blend)\nThe scene makes use of a lot of volumetric light and I also calculate the bloom.\n\nThere aren't a lot of vertices involved in the scene, but I'm not sure how I can display a value to give you here.\n\nAll drivers are up to date and I also reinstalled Blender.\n\nNot sure, but I attached the .blend file as well as logs created in debug mode.\n\n[blender_debug_output.txt](blender_debug_output.txt)\n\n[blender_system_info.txt](blender_system_info.txt)", "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", "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 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", "Modifier changes to support sub-panels for Geometry Nodes\nThis is a follow up of #108649\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", "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 crash to increase Subdivision in Viewport (Subdivision Surface Modifier) 2.82.3 macOS\nOperating system: Darwin-17.7.0-x86_64-i386-64bit 64 Bits macOS 10.13.6\nGraphics card: AMD Radeon HD 6970M OpenGL Engine ATI Technologies Inc. 4.1 ATI-1.68.24\n\nBroken: version: 2.82 (sub 3)\nWorked: (optional)\n\nWhen you increase the subdivision level of the viewport in the Subdivision Surface modifier, Blender crash.\n\n**1.** Open Blender and select the cube.\n**2.** Add a Subdivision Surface modifier and increase the subdivision level in viewport to 5.\n**3.** Blender crash.\n\nWith Suzanne, increasing to 2 levels, Blender crash.\n\nBased on the default startup.\n\n", "Crash When Drawing Large Meshes\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.28\n\nBroken: version: 2.82 (sub 3)\nWorked: (optional)\n\nCrash on increasing the array number of clones.\n\n- Default scene.\n- Add Array modifier to cube and increase the count to 20.\n- Add another Array modifer and change the offset to affect Z only, increase the count by dragging a few steps at a time (to force a quick change in the parameter).\n\nThis happens when increasing the second array copies above 15 by dragging.\nCheck included file.\n[thread_pool_error.blend](thread_pool_error.blend)\nStack trace:\n>\tblender.exe!task_pool_push(TaskPool * pool, void(*)(TaskPool *, void *, int) run, void * taskdata, bool free_taskdata, void(*)(TaskPool *, void *, int) freedata, TaskPriority priority, int thread_id) Line 825\tC\n\n \tblender.exe!BLI_task_pool_push_ex(TaskPool * pool, void(*)(TaskPool *, void *, int) run, void * taskdata, bool free_taskdata, void(*)(TaskPool *, void *, int) freedata, TaskPriority priority) Line 866\tC\n \tblender.exe!BLI_task_pool_push(TaskPool * pool, void(*)(TaskPool *, void *, int) run, void * taskdata, bool free_taskdata, TaskPriority priority) Line 872\tC\n \tblender.exe!extract_task_create(TaskPool * task_pool, const MeshRenderData * mr, const MeshExtract * extract, void * buf, int * task_counter) Line 4353\tC\n \tblender.exe!mesh_buffer_cache_create_requested(MeshBatchCache * cache, MeshBufferCache mbc, Mesh * me, const bool do_final, const bool do_uvedit, const bool use_subsurf_fdots, const DRW_MeshCDMask * cd_layer_used, const ToolSettings * ts, const bool use_hide) Line 4500\tC\n \tblender.exe!DRW_mesh_batch_cache_create_requested(Object * ob, Mesh * me, const Scene * scene, const bool is_paint_mode, const bool use_hide) Line 1410\tC\n \tblender.exe!drw_batch_cache_generate_requested(Object * ob) Line 3457\tC\n \tblender.exe!drw_engines_cache_populate(Object * ob) Line 1157\tC\n \tblender.exe!DRW_draw_render_loop_ex(Depsgraph * depsgraph, RenderEngineType * engine_type, ARegion * ar, View3D * v3d, GPUViewport * viewport, const bContext * evil_C) Line 1559\tC\n \tblender.exe!DRW_draw_view(const bContext * C) Line 1486\tC\n \tblender.exe!view3d_main_region_draw(const bContext * C, ARegion * ar) Line 1558\tC\n \tblender.exe!ED_region_do_draw(bContext * C, ARegion * ar) Line 539\tC\n \tblender.exe!wm_draw_window_offscreen(bContext * C, wmWindow * win, bool stereo) Line 628\tC\n \tblender.exe!wm_draw_window(bContext * C, wmWindow * win) Line 766\tC\n \tblender.exe!wm_draw_update(bContext * C) Line 946\tC\n \tblender.exe!WM_main(bContext * C) Line 424\tC\n \tblender.exe!main(int argc, const unsigned char * * UNUSED_argv_c) Line 498\tC\n\n", "crash when opening file\nOperating system: Linux-4.15.0-72-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce GTX 660M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.50\n\nBroken: version: 2.82 (sub 3)\nWorked: (optional) 2.81 and 2.82 2019-12-03 build earlier\n\nblender crash when just trying to open blend file. \n\nupdate today's build then can't open blend file. \nI trying to append collection to new file but it's couldn't too. =/\nI didn't met this type bug before. any suggest is really welcome.\n\nfixed in 2019-12-05 build. thank you!!=D", "Crash to desktop when trying to display meshes above certain poly counts in object mode\nOperating system: Windows-10-10.0.16299 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.86\n\nBroken: version: 2.82 (sub 3)\nWorked: 2.82 2019-12-02 18:02 1e480840a212\n\nBlender crashes to desktop when trying to display meshes above certain poly counts in object mode.\n\n - Add 5th level of subdivision to a default cube (ctrl+5)\n\nor\n\n - Open attached file and switch to object mode.\n[crash_object_mode.blend](crash_object_mode.blend)\n", "Bevel modifier segments crash\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: Intel(R) HD Graphics 620 Intel 4.5.0 - Build 23.20.16.4973\n\nBroken: version: 2.82 (sub 3)\nWorked: (optional)\n\nAdding segments higher than 2 to an object using the bevel modifier produce a crash.\n\n1- Open the provided file.\n2- Select the object.\n3- Add a Bevel modifier.\n4- Increase the segments to 3 (either dragging the slider or via keyboard).\n5- Blender crash.\n\nThank you for checking this issue.\n\n[Bevelcrash.blend](Bevelcrash.blend)\n" ]
Solidify "Thickness" value snaps when scene Units set to "Imperial" at Scale of thousandths (0.001) or less Operating system: Windows-10-10.0.18362-SP0 64 Bits Graphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 432.00 Broken: version: 2.91.0 Alpha Seems to be an issue even before the 2.8x+ series. For some reason, the default Blender units seem to be 1000 times smaller than what it should be, leading to tiny models when exporting .stl files for 3D printing and opening in other programs (e.g. Cura). So to compensate, I set the "Scene Scale" to 0.001. An issue arises when I'm working in the "Imperial" Unity System and I try to change the Solidify Thickness value on an object. Instead of smoothly changing values, it snaps between only two values (e.g. -0.393701" and 0.393701") This issue goes away when simply changing the Unit System to "Metric", but this isn't ideal because I tend to work with measurements in inches for my models. 1. Change Unit System to "Imperial". 2. Change Unit Scale to "0.001" or lower. 3. Create an object and add a Solidify Modifier. 4. Try changing the Thickness value. Test file: [ImperialScaleIssue.blend](ImperialScaleIssue.blend)
[ "Brush Radius still displays pixel units while adjusting brush radius using the \"F\" key in Sculpt Mode after changed to scene units\nOperating system: Windows-10-10.0.19041-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\n\n![2.png](2.png) \n\n![1.png](1.png) Brush Radius still displays pixel units while adjusting brush radius using the \"F\" key in Sculpt Mode after changed to scene units\n\n\n\n\n - Change the brush radius unit in sculpt mode to use scene units\n\n\n - Then try changing it using the F key. At the top left corner it still displays pixel units.\n\n\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) ", "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)", "TexBlendNode Python property tooltip incorrect\nBlender 2.8 \n\nI can not change the Progression or the Flip Axis for the Tex Blend Node with python. \n\nIt returns with an error that says \" no attribute use_flip_axis\". I thought this was my fault so I reached out for help on the Stack Exchange> [here ](how-do-i-change-the-blend-node-to-vertical?)\n\nThey think this is a bug or missing API?.. I checked online but could not see this bug reported so I thought I would let you guys know.\n\nI have used a rotate node to work around the problem but I am sure you guys would be able to fix this issue with ease.\n\n[#69973.blend](T69973.blend)", "Brushes Assets Viewport User Interface\n{[F13331829](image.png), size=full}\n\nAdditional Notes:\n\n{[F13331831](image.png), size=full}", "Make switching between custom and generated preview more clear\nOperating system: Linux-5.11.0-7620-generic-x86_64-with-glibc2.33 64 Bits\nGraphics card: AMD NAVY_FLOUNDER (DRM 3.40.0, 5.11.0-7620-generic, LLVM 11.0.1) AMD 4.6 (Core Profile) Mesa 21.0.1\n\nBroken: version: 3.0.0 Release Candidate\nWorked: -\n\nWhen using a thumbnail image from disk, refreshing the thumbnail will not only reload the image from disk, but also downscale its resolution to 128 pixels (or maybe less ?).\n\nIn this example I am using a 256px resolution thumbnail.\n[asset_browser_thumbnail_reload_128px-2021-12-01_10.52.47.mp4](asset_browser_thumbnail_reload_128px-2021-12-01_10.52.47.mp4)\n\nMake asset with 256px thumbnail on disk and press the refresh button.\n\n**Thumbnail used**\n![planks_herringbone.png](planks_herringbone.png)", "Driven values do not change with units\nOperating system: Windows-10-10.0.20206-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 452.06\n\nBroken: version: 2.90.0\nWorked: No working versions (at least >= 2.79)\n\nWhen creating a driver from an unlabeled value, pasting it into a field that accepts units of measurement will always use meters rather than the Scene unit.\nThis means that for a scene using inches, a driver with a value of 1 will translate to approx. 39.\nWhile this prevents things from changing when units change, this is not ideal as exactly re-converting in an expression is impossible.\n(It is highly unlikely someone working specifically in inches will want to input their values in meters.)\n\n- Create a new project, and change the units. (in this case, to Inches)\n- Copy a new driver from an unlabeled value. (ex. array count)\n- Paste the driver into a field with a unit label. (ex. constant offset value)\n\n[#80649.blend](T80649.blend)", "Sequencer doesn't reflect source range in strip display correctly\nWindows 7\n\nBroken: 2.78 Release\n\nWhen the length of a render source is modified, the display in the strip display doesn't show it. The info 'Original frame range' is correct though.\n\n1. From the default scene, create a 'link object data' copy (although i guess the type doesn't matter)\n2. Go back to scene 'Scene' and set the end frame to 100\n3. Go to scene 'Scene.001', open sequence editor and add scene 'Scene'. It will now show a strip of 100 frames length.\n4. Go back to scene 'Scene' and change the end frame to 50\n5. Go back to scene 'Scene.001' \nThe Sequence Editor will still show a green bar 100 frames long, although the info in the properties panel tells the correct info: Original frame range 1-50 (50).\nMore importantly, you can drag the right grabber of the strip to the right and it will still paint 100 frames green and the rest grey/transparent, although the 100 frames don't have any meaning no more - it was just the length it was created with. You can also unlink the strip from the original scene and relink it again, it will still paint 100 frames green/valid.\n\nMaybe this is a bug, an oversight, maybe even intentional, I don't know. \nI don't think a .blend file is necessary in this case, but I will upload one, if desired. \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).", "Consider using more explicit names instead of the generic 'Size' value for Empties.\nWhen creating an Empty, the pop-up window specifies the `Radius` for the Empty, presumably because the shape chosen could be a sphere, arrows, or any number of different types.\n\nHowever, when viewed in the Object Data Properties, the radius is displayed as a more generic `Size` value.\n![EmptyRadiusVsSize.png](attachment)\n\n\nThis leads to confusion, especially when comparing an Empty to a Cube. In the example below, the visual scale of these two items is identical, yet looking at their `Size` tells a different story.\n\n![CubeVsEmptySize.png](attachment)\n\nFor context, this came up as a point of confusion for a use case where I'm using non-scaled empties as a 'holder' for position/rotation/scale while applying a set of custom properties to be exported as .glb and used in threejs.\n\nMy suggestion would be to continue the use of `Radius` as the label in the Object Data Properties, instead of `Size` since that's what is actually meant by the value.\n\n", "Grease Pencil wrong Cursor Size Smooth Brush when accesed with the [SHIFT] key\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 460M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 391.35\n\nBroken: version: 3.3.1\nWorked: \n\nThe On Screen **Smooth Brush Cursor Size** is inaccurate when using the Smooth Brush with the **[SHIFT] **key while using any other brush of a different radius setting.Grease Pencil > Draw any curve \nGrease Pencil > Sculpt > **Smooth Brush**> Make the Smooth **Brush Radius VERY SMALL** (10).\nGrease Pencil > Sculpt > **Grab Brush** (or **ANY OTHER BRUSH**) > Make the **Brush Radius HUGE**(150). \nUse the **Grab Brush** as you wish.\nPress **[SHIFT]**to activate**Smooth Brush**while in Grab Brush (or**ANY OTHER BRUSH**)\nThe on screen cursor Radius while the [SHIFT] key is pressed does not reflect the VERY SMALL Brush Radius (10) that we set earlier. This is constantly confusing. Can you please make the radius display correctly based on the actual Smooth Brush Setting?\nattached scene: GreasePencil_SmoothBrush_CursorSize_bug.blend\n[GreasePencil_SmoothBrush_CursorSize_bug.blend](GreasePencil_SmoothBrush_CursorSize_bug.blend)\nThank you!", "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}", "Radius in place of Size at Empty viewport menu\nI{[F6596506](RIGHT.JPG)}\n\n![WRONG.JPG](WRONG.JPG) am new to blender and not know where to post this but plz check it.It seem wrong to me\nthanks", "Measure Tool does not abide by snap settings. Specifically, exclude non-selectable doesn't seem to work in Blender 3.3.1\nOperating system: Windows 10\nGraphics card: Nvidia 3080\n\nBroken: 3.3.1 (2022-10-04 b292cfe5a936)\n\nIt seems that 'Exclude Non-selectable' is being ignored in Blender 3.3.1. \n\nI often use Google Earth 3D data under my models to create architecture. For the mesh I don't want to be selectable I have unchecked 'selectable' in Object Properties > Visibility. However, when using the measure tool it seems to ignore the 'exclude non-selectable' option in snap settings. ", "Outline Width preference abnormal behaviour\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 452.06\n\nBroken: version: 2.91.0 Alpha\n\nAlthough we have 5 pixels of `Outline Width` options for the theme, the selection outline only has only two thicknesses available.\n[2020-09-20 14-53-28.mp4](2020-09-20_14-53-28.mp4)\n\n- In the `Interface - Line Width` preference set to `Auto` or `Thin`\n- In the `Themes - 3D Viewport - Outline Width` try test all available pixels (1-5px)\n1px and 2px show up the same, and 3px, 4px, and 5px show up the same effectively giving a choice of only two line thicknesses.\n\n- In the `Interface - Line Width` preference set to `Thick`\nThe line thickness is now **constant** and doesn't change with the theme setting, and is slightly thicker than what 3, 4, and 5px would give.\n" ]
[ "Low unit scale values show wrong Stepsize in sliders\nOperating system: Linux-5.8.0-2-amd64-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 450.66\n\nBroken: version: 2.91.0 Alpha\nWorked: not in 2.80 or 2.83\n\nWhen the unit scale is too low (<= 0.002 for imperial, <= 0.00009 for metric) the stepsize is too big and sliding bound sliders (like thickness in solidify) will bounce them between their limits. At almost the same time seperate units stop showing the correct unit and instead switches to the default unit. But that seems to don't quite align as I was able to get the unit issue without the stepsize issue (might related to #81663).\n\nThe stepsize issue does not appear when Continuous Grab is disabled in the User Preferences.\n\nBased on default startup.\n1. In Scene Settings: enable seperate units\n2. set unit system to imperial with a unitscale of 0.001\n3. add a solidify modifier and slide the thickness value\n4. set unit system to metric with a unitscale of 0.00009\n5. slide the thickness value of the solidify modifier again (same behavior)\n6. disable Continuous Grab in the User Preferences\n7. slide the thickness value of the solidify modifier again (normal behavior)\n\n" ]
After adding the "new" button from the material properties to quick favorites the operator won't run when calling it from quick favorites. Operating system: Windows-10-10.0.18362-SP0 64 Bits Graphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71 Broken: version: 2.91.0 After adding the "new" button from the material properties to quick favorites the operator won't run when calling it from quick favorites. Open Blender Go to material tab Right-click "new" and choose "add to favorites" Press Q to open favorites menu Press "New" to run the function Nothing happens
[ "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)", "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", "Float slider in the redo panel of the \"add object\" operator does not hide the mouse cursor\nBroken: 2.79b, 2.83\nWorked: (None)\n\nThe problem is not seen in editing mode, but in object mode when adding an object\nand changing the properties in the redo panel, the mouse cursor does not disappear.\n\n![1.png](1.png)\n![2.png](2.png)", "Multires the Apply Base add to Quick Favorites can't change mesh.\nOperating system:Windows-10-2004 64 Bits\nGraphics card:GeForce RTX 2080 Ti/NVIDIA 462.59\n\nBroken: version: 3.0.0 Alpha, branch: master, commit date: 2021-07-21 18:41, hash: 64bb49fa4e3c, type: release\n\nMultires the Apply Base add to Quick Favorites can't change mesh.\n[0000-2931.mp4](0000-2931.mp4)\n\n\n- Add multires to cube, subdivide few times\n- Go to sculpt mode, sculpt mes a bit\n- Add Apply Base to Quick Favourites\n- Use Apply Base invoked from Quick Favourites\n\nOperator doesn't work this way", "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.", "Changing Hotkey for Perspective/Orthographic isn't working after being changed\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.86\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\nWhen changing the hotkey for the Perspective/Orthographic Toggle to 'Ctrl + 5' or 'Shift + Ctrl + 5' the hotkey stops working (I cannot test whether it works with the default hotkey as I have no numpad).\n\n1. Start up Blender.\n2. Open preferences.\n3. Go to keymap tab.\n4. Go to 'View Persp/Ortho' hotkey. (Can be searched by typing 'ortho' into search tab)\n5. Change Hotkey to 'Ctrl 5'.\n6. Unset the 'Subdivision Set' hotkey.\n7. Test hotkey.\n\n", "Add Handlers to Operators.\n## Motivation\nI have found a needed to do something from python, when an operator is being executed.\n\n## Usage examples\n* an add-on is doing managing with geometry and needs to perform something when vertices are deleted.\n* an add-on could use translate operator to move something it controls, related to vertices positions.\n\nExample code can be found on [D10579](D10579) \n\n## Design\n\nSee M2\n\n## Development steps\n* {icon check-square-o color=green} execute pre and post funtions on invoke \n* {icon check-square-o color=green} allow handlers removal\n* {icon check-square-o color=green} get the operator return code on py func\n* {icon check-square-o color=green} get the operator parameters on py func\n* {icon check-square-o color=green} loop only for operator self handlers\n* {icon check-square-o color=green} add modal handler\n* {icon check-square-o color=green} poll function\n* {icon check-square-o color=green} modal_end handler\n* {icon check-square-o color=green} context and event available on all handlers and poll function\n* {icon check-square-o color=green} delete all modal handlers from one owner in a single call\n\n## Know Issues\nFeedback is welcome!\n\n\n\n", "4090 has problem with texture in render preview\nOperating system: Windows 11\nGraphics card: Nvidia Geforce 4090\n\nBroken: (3.4 and 3.5.1)\nWorked: none.\n\n**Short description of error** \nThis only started recently, has been fine up till today. My preferences are set to use both the CPU (AMD Threadripper 32) and the GPU (geforce 4090) in OptiX (or CUDA, doesnt seem to matter). Once the file opens, material preview works fine. (refer to \"materialpreview.png\") but when i click render preview (refer to renderprevier.png) all i see is my rig. Anything with a texture is a similar dark grey as the default blender background. I can move the camera around fine, but no textures are visible. If i click material preview again to switch back, blender freezes and must \"end task\" in task manager. If i turn off the GPU assistance and only have the CPU enabled, everything works as it should. \n\nYesterday i updated to latest windows 11 update. I also updated my gameready drivers for my 4090. When the issue started, i thought it might have something to do with gameready drivers so switched to Studio drivers. This did not fix it. \nAssuming that these updates may have broken my file, i rolled back windows 11 drivers to most recent previous version, and did the same with the nvidia studio drivers (uninstalled 5.35.... installed 5.31). This fixed nothing.\n\nI would love to know why my GPU can't be used with Blender suddenly. Games work fine. Furmark 3d app works fine, no issues. Heat is fine. Very frustrating to have such expensive gear suddenly stop working.\n\n", "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", "Renaming custom property doesn't update its animation data\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.77\n\nBroken: version: 2.90.0 Beta\nWorked: Never (2.8+)\nCombining the name change of a CustomProperty with a key then these parameters create an incorrect name and a new obeckt in the Graph Editor/Dopesheet.\n\nadd cube\n\nadd Custom Properties\nset key inside the custom Properties \n\n![original.JPG](original.JPG)\n\nedit Custom Properties add some letters /ok\n\n![rename01.JPG](rename01.JPG)\n\nset key on another frame inside the Value.\n\n\ngo inside the dopesheet/grapheditor \nall new created/names inside the Properties are listed.\n\n\n![rname_key2.JPG](rname_key2.JPG)\n\n[rename_key_Custom_Properties.blend](rename_key_Custom_Properties.blend)\n", "Constraints: Scaling operator do not affected by min scale limits\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.61\n\nBroken: Current master.\nWorked: Never.\n\nThe scale limiter does not affect the operation of the scale operator.\n\n1. Add `Limit Scale` constraints on object.\n a. Set some `Minimum` to ON.\n2. Try to scale object by pressing `S`.\n\n[scale bug.blend](attachment)\n\n", "material_slot_remove_unused operator cannot operate on a specific object(s) using a context override\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.11\n\nBroken: version: 2.91.0, (also 2.93.7, 3.2.0, 3.3.0 Alpha (branch: master, commit date: 2022-06-07 18:08, hash: `173a15bcda`))\nWorked: 2.90.1\n\nPreviously, the context override `{'active_object': my_object}` could be used to override the object that `bpy.ops.material_slot_remove_unused` would operate on to `my_object`.\nI'm thinking this may have stopped working in 1a650fdcb2, in particular, the change of using `object_array_for_shading_edit_mode_disabled` which calls `object_array_for_shading_impl` (now appears to be `ED_object_array_in_mode_or_selected` in `source/blender/editors/object/object_edit.c`) to get the objects to operate on instead of using `CTX_data_active_object`.\nAs far as I can tell, `ED_object_array_in_mode_or_selected` now gets the objects to operate on directly from the `view_layer` of the context.\nI could not find any context attributes that I could override to change the object(s) the operator operates on (besides overriding `view_layer` with a newly created view layer where I've selected only the objects I want to operate on).\n\nGiven the default startup .blend file:\n - Select the default cube as the active object\n - Add a new material slot to the default cube\n - Open the Python Console and run `default_cube = bpy.context.object`\n - Duplicate the default cube\n - Deselect the default cube\n - Select the duplicate cube as the active object\n - In the Python Console used earlier, run `bpy.ops.object.material_slot_remove_unused({'object': default_cube})`\n - Note that on 2.90.1 and older, the context override must instead be `{'active_object': default_cube}`, (attempting to use this override on 2.91.0 and newer will result in `RuntimeError: Operator bpy.ops.object.material_slot_remove_unused.poll() failed, context is incorrect`)\n # Note that on 3.2 and newer, you can alternatively use `with bpy.context.temp_override(object=default_cube): bpy.ops.object.material_slot_remove_unused()`\n\nOn 2.91.0 and newer, the selected duplicate cube will have its unused material slots removed instead of the default cube specified in the context override.\n(On 2.90.1 and older, the default cube will have its unused material slots removed and the selected duplicate cube will remain unchanged)\nReplacing the `material_slot_remove_unused` operator with `material_slot_remove` or `material_slot_add` in all of these steps (though, also using the override `{'object': default_cube}` on 2.90.1 and older) will cause the operator to operate on the default_cube as expected.", "Add Existing Import/Export Functionality to Collection Properties\n**Problem Statement**\nCurrently importing and exporting files like glTF, FBX, Alembic or USD is done through operators. This is fine for a one time export, but when re-importing or re-exporting the same asset many times it becomes cumbersome. We need to store relations to such files and settings permanently, so re-import and re-export is quick, and may even be done automatically on changes.\n\n**Collection Settings**\nThe basic idea is that Collection datablock would get settings for import and export.\n\nFor export, a collection could have one or more associated exporters. Blender would natively support USD and Alembic exporters. However this could be an API that Python add-ons can plug into, to also support file formats like FBX and glTF. The settings would be defined by the exporter, and could be exactly the same as existing export operator properties. Once export settings are set up, re-exporting one (or all) collections would be a single click, much like rendering.\n\nFor import, the simplest case would be similar to export. A collection would have one associated importer and settings. Re-importing would be done with a single click as well. This would delete the objects in the collection and add new objects, however any changes to these objects would be lost.\n\n---\n\n\n**Goal**\nThe first step will be to wrap the existing import and export logic using Collection Properties.\n\n\n**Requirements**\n- A user should be able to select the file for import/export\n- A user should be able to set the required import/export parameters\n\n- A user should be able to import all data from a supported file type as children of the selected Collection.\n- A user should be able to re-import all data from the selected file. This would delete the objects in the collection and add new objects, however any changes to these objects would be lost.\n - This would probably require a pop up to ask the user if they are sure the want to re-import and overwrite the collection children\n\n- A user should be able to export all objects that are a child of the Collection back to the selected file.\n- A collection could have one or more associated exporters. \n - This was mentioned in the main design task, is it a realistic/requested use case?\n\n**Design Goals**\n- It should be generic enough to be usable for any importer/exporter\n- Start thinking about how the Collection data block should be updated to support the longer term goals of using the collection properties import/export as a sort of live library to the file contents.\n\n\nAn initial thought for a UI design could be something like below (all the relevant import/export parameters have not been added to the list). Ideally we should be able to re-use the existing operator an UI logic as much as possible.\n![image.png](image.png)\n\n**Implementation Notes**\n- Import for USD already has an option to import all objects to the active collection. Not much needs to be changed there.\n- I believe export for USD only currently supports options for All, All Selected, All Visible. Would have to be updated to support exporting all children of the active collection.\n- (I am unfamiliar with the other import/exporters)\n\n**Questions**\n- If there is work that needs to be done for each individual file type to support this workflow, who is responsible for that implementation? Does it fall to the owner of the importer, or should they all be tackled together before moving on to the next phase of this work?\n\n**Technical Design**\n\nTo support import, the Collection data-block would need to be updated to store the import filepath and the import parameters. If we want to keep this as generic as possible, what would be the best way to store these parameters? Obviously each format will have a different set of parameters, and we want to keep it generic enough to be easy to add other formats in the future. Currently the import parameters are contained entirely in their respective modules (`USDImportParams` used only in `../io/usd` and `.../io/editors/usd`), how should the parameters be exposed at a lower level?\n\nTo support a single file export, the same technical requirements and questions apply regarding best way to make generic. To support multiple file export, Collection will need to store a list of export parameter blocks.", "Generated Texture Coordinates Don't Update in Edit Mode.\nOperating system: Linux-5.15.0-52-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.65.01\n\nBroken: version: 3.3.1\nWorked: N/a\n\nGenerated texture coordinates don't update in edit mode, example when translating the vertices. I tried changing other coordinates, (uv, object), they all update fine in edit mode.\n\nBased on the default startup or an attached .blend file \n[Generated_editMode.blend](Generated_editMode.blend)\n1. Preview generated texture coordinates.\n2. Go into edit mode.\n3. Select everything and move it around in one direction (ex the left/-x).\nExpected result is the generated coordinates are identical to before moving the cube. Tab out of object mode and then it will update. \n\n", "\"Object Custom Properties\" Drivers don't work while Object Custom Properties are created with simple script.\n\n\n\n\n\n\n\n\n\n\n\n\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 3.2.0 Beta\n\n\"Object Custom Properties\" Drivers don't work while Object Custom Properties are created with simple script.\n\n1. Open Blender.\n2. Select the Default Cube.\n3. Run this code via Text Editor (it creates one Object Custom Property to Cube, and one Object Custom Property to Camera):\n\n\n```\nimport bpy\n\nob = bpy.context.active_object\n\nprop_name1 = ob.name + \"_Property\"\nob[prop_name1] = 0.0\nob.id_properties_ensure() # Make sure the manager is updated\nproperty_manager = ob.id_properties_ui(prop_name1)\nproperty_manager.update(min=0.0, max=1.0, soft_min=0.0, soft_max=1.0)\n\ncamera = bpy.context.scene.objects['Camera']\n\nprop_name2 = ob.name + \"_Property\"\ncamera[prop_name2] = 0.0\ncamera.id_properties_ensure() # Make sure the manager is updated\nproperty_manager = camera.id_properties_ui(prop_name2)\nproperty_manager.update(min=0.0, max=1.0, soft_min=0.0, soft_max=1.0)\n```\n4. Select Camera.\n5. Right Click on created Camera's Object Property \"Cube_Property\" and Left Click on \"Copy as New Driver\".\n6. Select Cube.\n7. Right Click on created Cube's Object Property \"Cube_Property\" and Left Click on \"Paste Driver\".\n8. Value is not drivered / updated. Unless you edit driver, click in Data Path Textbox or Name Textbox, click Enter - now everything works great, but... i didn't change anything there.\n\n" ]
[ "Material Properties: Shortcut assignment for the \"New\" button does not relate to the interface.\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 425.31\n\nBroken: version: 2.81 (sub 16)\nWorked: (optional)\n\nThe shortcut for the big \"New\" button in Material Properties does not work for the button, which suggests giving a new material to the active slot. Instead it calls bpy.ops.material.new() and silently creates new materials in the data. This can also be tested with Quick Favorites.\n\n![MaterialShortcutNewBug.jpg](MaterialShortcutNewBug.jpg)\n\n\n" ]
Crash exiting edit mode after extrude (multi-res related?) Windows 7 (64 bit) NVidia Quatro 1000M Broken: Blender 2.69 64 bit official release Also broken in 2.68 Blender crashes after following the steps below. Step by step screen shots and blend file included in the zip file here: crash.zip Open attached blend. 1) Press tab to enter edit mode 2) Arm loop is already selected. Press E to extrude and move it to the right (see screenshot). Note that at this point the render has started WTF?? 3) Quickly press tab to enter object mode Blender then crashes (~50% of the time). The error does not occur if you remove the multi-res modifier. Note that there are also some spikes if you preview a lower level of the multi-res - possibly related? Even so - blender should not crash.
[ "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)", "Cycles HIP device crash on rendering on latest AMD Adrenaline Driver\nOperating system: Windows 11 Pro for Workstation\nGraphics card: AMD Radeon RX 6750XT (Driver: AMD Adrenaline 23.7.1, 23.7.2 23.8.1 23.9.1)\n\nBroken: 3.6.1 LTS (On latest driver)\nWorked: 3.6.1 LTS (On old driver: AMD Adrenaline 23.5.2)\n\nAfter synchronizing objects, Blender crash\nBut render the default cube scene Blender works well even using 23.7.1 driver\n\nBased on the default startup or an attached .blend file (as simple as possible).\nScene is from Blender official demo file: \nbarbershop_interior/\nCrash log file: \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", "Crash when change material on render with python\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.79\n\nBroken: version: 2.8+, 2.9 - 2.93.0 Alpha\n\nHey :)\nI’m trying to change material on a few objects during \"frame change\" with python.\nIn a viewport everything works fine but during Animation Rendering(cycles or eevee) it crashes immediately or a few frames later.\nMy system can’t handle more than 500 cubes.\n![change_mat.gif](change_mat.gif)\n\n- Open \"change_mat.blend\"\n- Run script \"change_mat\" from Text Editor\n- Change Frame in Time-Line (0,1,2) // All cubes in the scene/viewport change their active material (Red, Green, Blue)\n- Press \"Render Animation\" => Crash // If it does not crash then duplicate more cubes\n\n[change_mat.blend](change_mat.blend)\n[change_mat.crash.txt](change_mat.crash.txt)\n\nMany Thanks!\n", "Unable to undo subdivision with Multiresolution modifier\nOperating system: Linux-5.4.0-91-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.86\n\nBroken: version: 2.93.6\n\n**Bug**: If i subdivide with Multiresolution modifier after a sculpt action it doesn't undo subdivision but it needs to undo the sculpt action to undo that subdivision done with Multisolution modifier.\n**Note**: If no sculpt action is done before subdivision with Multiresolution modifier, the undo for subdivision just works (No need to undo the action done just before the subdivision to get the result back).\n**Mode** : Sculpt\n\n**Steps**:\n1. File> New> Sculpting. \n2. Add Multiresolution modifier.\n3. Sculpt with Grab brush.\n4. Subdivide once at Multiresolution modifier.\n5. Undo (Doesn't work).\n\n**File**:[Multiresolution_subdivision_bug.blend](Multiresolution_subdivision_bug.blend)\n\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", "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", "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 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", "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 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 : 00004090\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 : 00005f20\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 : 000029a4\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 : 000047b8\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 : 00005718\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 : 00003ba0\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 : 00002ae4\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 : 00006820\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 : 00001738\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 : 00003c44\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 : 00004984\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 : 00006c48\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 : 0000389c\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 : 00002d68\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 : 00002f90\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 : 00007248\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 : 00005010\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 : 000027d8\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 : 00002668\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 : 0000571c\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 : 000017f0\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 : 000060a4\nntdll.dll :0x00007FFDEFFF05F0 ZwWaitForAlertByThreadId\nntdll.dll :0x00007FFDEFFB3EF0 RtlSleepConditionVariableSRW\nKERNELBASE.dll :0x00007FFDEDB3C8A0 SleepConditionVariableSRW\nMSVCP140.dll :0x00007FFDD2CEBA70 _crtSetThreadpoolWait\nMSVCP140.dll :0x00007FFDD2CC2650 std::_Winerror_message\nMSVCP140.dll :0x00007FFDD2CC2650 std::_Winerror_message\nOpenAL32.dll :0x00007FFDC8FF5670 alcGetInteger64vSOFT\nOpenAL32.dll :0x00007FFDC8FE0080 alGetError\nOpenAL32.dll :0x00007FFDC8FE0080 alGetError\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00006c64\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nOpenAL32.dll :0x00007FFDC8FF5670 alcGetInteger64vSOFT\nOpenAL32.dll :0x00007FFDC8FF5670 alcGetInteger64vSOFT\nOpenAL32.dll :0x00007FFDC8FE0080 alGetError\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00001d08\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nOpenAL32.dll :0x00007FFDC8FE0080 alGetError\nOpenAL32.dll :0x00007FFDC8FE0080 alGetError\nOpenAL32.dll :0x00007FFDC8FE0080 alGetError\nucrtbase.dll :0x00007FFDEDE21B20 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)", "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.", "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", "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", "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", "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" ]
[ "*AFTER 2.69* Blender 2.68a crashes upon rendering for both Win7/OSX 10.7\n%%%--- Operating System, Graphics card ---\nWindows 7, Geforce GTX 580 Classified (3GB)\nMac OSX 10.7, AMD Radeon HD 6750M (512MB)\n\n - Blender version with error, and version that worked ---\n2.68a, not an issue before with 2.67.\n\n - Short description of error ---\nAfter rendering a few times in a new window, pressing render will cause Blender to crash with no warning or error message. This happens in both the Windows 7 and Mac OSX versions of 2.68a; setting up two scenes in the Compositor with Linked Objects (in both Cycles and Internal).\n\n - Steps for others to reproduce the error (preferably based on attached .blend file) ---\nNo way to replicate it with any specific action, just pressing render will cause it to crash on both platforms. Likely from the setup above.%%%" ]
Other units scale nonsensically when using Unit Scale Operating system: Windows-10-10.0.18362-SP0 64 Bits Graphics card: GeForce GTX 980 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 432.00 Broken: version: 2.91.0 Worked: n/a When using a unit scale, units that should not be scaled are scaled. Two that I have found are f-stop of a camera with DOF turned on and the Power of light sources. F-stop must be multiplied by the same number used as the unit scale to get realistic results. So, if unit scale is 0.001 (for working with small parts in mm), to get a result which looks like using an f-stop of 2.8 I must use an f-stop of 0.0028. Similarly, a 1W light produces a very large amount of light. Additionally, scrubbing effectively doesn't work on these values any more, since the scrub step is very different from a meaningful step. For example, when scrubbing light Power, the scrub moves in increments of 10uW, which makes scrubbing impractical. I've attached a file [ScaledUnits.blend](ScaledUnits.blend) which shows these particular errors. The silver cylinders are roughly US quarter sized. You should be able to see that setting the f-stop to 2.8 results in a render with extremely deep depth of field, and it has be pre-set to 0.0028, which yields a convincing f/2.8 result. The light in the picture is a 10-inch disk light since I have a physical one to reference. It's set to 1W which shows up as very bright in this scene with a Cycles exposure of 1 and a color management exposure comp of 0. Compensating for this through exposure compensation results in color and bounce artifacts, and the cycles film exposure cannot apply to Eevee. Replicating this in another file is straightforward: - Set units to metric - Set distance unit to mm - Set unit scale to 0.001 - Enable DOF on camera and enter in 2.8 (or other known aperture size) - Add light and type in 1W to the Power setting - Try scrubbing the Power setting with your cursor
[ "Constraints: Scaling operator do not affected by min scale limits\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.61\n\nBroken: Current master.\nWorked: Never.\n\nThe scale limiter does not affect the operation of the scale operator.\n\n1. Add `Limit Scale` constraints on object.\n a. Set some `Minimum` to ON.\n2. Try to scale object by pressing `S`.\n\n[scale bug.blend](attachment)\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", "False color look gives incorrect values\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.07\n\nBroken: version: 3.3.0 Alpha\n\nThe False color in Blender is indeed different from the Filmic master on GitHub:\n![image.png](image.png)\n\nThe testing EXR I used (background is 0.18 middle grey):\n![Sweep_sRGB_Linear_Full.exr](Sweep_sRGB_Linear_Full.exr)\n\n- Load image in Image editor\n- Enable View as Render in side panel\n- Set False Color as View Transform in Color Management settings", "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", "Z depth not correct when using a volume shader\nOperating system: Linux-5.13.0-48-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.129.06\n\nBroken: version: 3.2.0\n\nZ depth gives strange \"far away values\" when using volume shader and thus cant be used for compositing\n![Screenshot from 2022-06-13 19-54-02.png](Screenshot_from_2022-06-13_19-54-02.png)\n\nJust render this blend file\n[Zmist.blend](Zmist.blend)\n\n\n", "Ray Visibility (glossy, diffuse, transmission) on light sources generate a different result when using hit by the BSDF or next-event estimation \nOperating system:\nGraphics card:\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\n\nWhen changing/disabling the ray visibilities on a light source (glossy, diffuse, or transmission), the result becomes\ninconsistent when using only BSDF sampling, next-event estimation, or MIS between both.\n\nThe reason for that is that the contribution of a light source is completely neglected when the type of the BSDF closure used for sampling the direction is disabled on the light source.\nDuring next-event estimation, on the other hand, the light source ALWAYS contributes. Only the BSDF evaluation components multiplied with the light contribution differ [ eg. instead: L*glossy + L*diffuse -> L*diffuse if glossy is deactivated].\n \nThe example shows a scene with one big rectangular light at the ceiling, where glossy rays are disabled on. \nAs you can see, the BSDF image is darker compared to MIS, and the NEE version is a little bit brighter.\n![DarkInterior01-vf0.png](DarkInterior01-vf0.png)\n\nThe MIS image is more or less a blended version of BSDF and NEE.\nBecause both BSDF and NEE do not converge to the same result, the MIS one is inconsistent/biased.\nSince the blending factors/mis weights depend on the sampling strategies, the result changes when using path guiding or the light tree.\nThis makes these optimized strategies unpredictable and can confuse the artists.\nIn the worst case, they report bugs on for the light tree and path guiding.\n\nA WIP fix is proposed in [D16965](D16965)\n\nBased on the default startup or an attached .blend file (as simple as possible).", "Edit Dyntopo Detail Size unreliable for small scales\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 770/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.30\n\nBroken: version: 2.92.0 Alpha\n\nSculpt Mode >> Shift + D \n`bpy.ops.sculpt.dyntopo_detail_size_edit` / Edit Dyntopo Detail Size *(for Dyntopo detailing set to Constant detail)*\n\nThis operator is supposed to show a grid preview of the mesh density applied from strokes using Dynamic Topology. \nNormally this works, however when a mesh is small, relative to the 1 BU / CM, it becomes too slow/fast to change the resolution, and when the density is too high *(for a larger mesh)*, the resolution bumps up to a higher size, removing the ability to even preview the density after manually adjusting to a more acceptable resolution. \n\nTake a cube, and subdivide it 4 or 5 times.\nWith cube at the default size of 1 BU, use the eyedropper to sample the cube's density, then adjust the detail size with this operator *(Shift+D)*, \n\nNext, scale the cube down to 0.1 and repeat. \nNotice how much harder it is to adjust the size. \n\nNext scale the cube down to 0.01 and repeat. \nNow, you will see the grid flash a dense resolution and quickly bump up to bigger triangles. \nAlso, the operator has a secondary option of Ctrl+Clicking to sample from the mouse. It won't even sample at this small scale. \n*(The operator is capped at 500.0)*\n\n-----\nIf you needed to sculpt something this small *(for example a finger)*, you would have to either manually set the number *(and not use this operator, or only glimpse the flash)*, or scale the mesh *(and maybe everything else)* up to a large size. \n\nInversely, if you scale up too big, you won't be able to use low resolution detailing, because the larger triangles are also capped at 1.0.\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", "Proposed Size Preference for Color Picker\nI had fixed a bug that allows the [eyedropper to work in popups](105387). That led to other fixes, like [problems with positioning](106122) and that it can't currently work [outside Blender windows](105324).\n\nBut this work prompted some users on BlenderArtists to mention that it is [too small](589).\n\nWhile playing with the idea of making it user configurable, I came to agree that it is easier to use at a larger size that we have it now. This becomes especially important when users have very large monitors that are then used at a relatively small scale. This can give you a very large working area but a very small color picker.\n\nThe following capture was taken at 1.0 scale and shows it at the current size, a size that I liked much better, and then even larger:\n\n![image](attachment)\n\nThere is a PR that can allow testing this: 106135\n\n", "Affect origins indicator gizmo is not affected by unit scale\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.48\n\nBroken: version: 2.83.2\nWorked: never\n\nThe gizmo used to indicate affect origin feature of transform tool is enabled does not change with different unit scale. This makes the gizmo invisibly tiny when using unit scale of 0.01, which is mandatory for Unreal Engine export capability, as described here: scene_scale.mp4\n\n1. In a new .blend file, set unit scale to 0.01\n2. Create a new cube. Newly created cube should be sized appropriately for new unit scale.\n3. Select new cube, Activate move tool, and activate \"Origins\" Affect Only option.\nResult: The gizmo to indicate Affect Only Origins feature is enabled is invisibly tiny and requires extreme zoom in:\n![image.png](image.png)\nExpected: The Affect Only Origins indicator gizmo scale changes appropriately with different unit scales.\n", "File Browser and Preference Windows open at unusable position/scale.\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.66\n\nBroken: version: 2.82 (sub 7)\nWorked: 2.8\n\nOn a multi-monitor set up the File Browser and Preferences windows open up on the \"wrong\" monitor and insanely small. They require being resized *every single time* they are opened - does not remember last position or scaling.\n\nScreenshot of both monitors. The main monitor is a 4k and the secondary, on which I regularly run Blender, is a Cintiq 22HD (1080).\n\n![blender2-82_fileViewer.jpg](blender2-82_fileViewer.jpg)\n\n![blender2-82_preferences.jpg](blender2-82_preferences.jpg)\n\nOn a multi-monitor display, especially one with a 4k as main, open the File Browser and/or Preferences windows.\n\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)", "Eevee render display error in orthographic camera mode: Mesh material color changes during scaling \nOperating system: Win7 Home Premium 64-bit, SP1\nGraphics card: Nvidia GeForce GTX 750\n\nBroken: 2.80, c9df453ce70b, blender2.8, 2018-12-21\n2.80, d96596de294e blender2.80, 2018-12-31\n\nWorkspace: Layout\nObject mode\nDisplay rendered view: Eevee (other rendered views with Cycles, etc. do not have this problem)\nCamera orthographic view (!! in perspective or panoramic view, problem is not there)\nCamera type: orthographic\nLight: Sun shining perpendicular onto objects\n\nThree cube mesh objects with individual materials\n- Principled BSDF\n- Base Color (either Red, Green or Blue)\n\nThe *scaling** of one or more objects changes the color appearance in the camera view *and* in rendering.\n\n**scaling*can happen either:\n- pressing 's' key and move mouse\n- changing scale values in transform tab\n\n - > I thought there seemed to be an dependency on scale values. For example, scaling to 1.0 would always be a lighter tone than in a different scaling factor. But simply pressing 's' to scale and escaping can change the color tone of the mesh as well.\n\nThe direction of the sunlight makes of course a difference when viewing the objects, but after changing sunlight angles there is still the color changes during scaling.\n\nBlend file attached.\n\n\n - Select Display render preview \n - Simply choose one or more cubes \n # scale these slowly and the color will change from a fade color to a strong color infrequently\n\nIt seems the problem is the camera orthographic mode!?\n\n[Scale-Color-error.blend](Scale-Color-error.blend)\n![Blender_Eevee_scaling_problem.png](Blender_Eevee_scaling_problem.png)", "Transform node with bicubic filtering distorts image\nWin 7 64bit\n\nBroken: 2.79\n\nWith untouched settings every other option gives proper \"difference\" result, except Bicubic.\n![Bicubic_scale.png](Bicubic_scale.png)\n\nOpen file, switch between filtering options and see difference from source image.\n[Bicubic_scale.blend](Bicubic_scale.blend)", "Drivers round to 0 when working in um range\nOperating system: Windows 11\nGraphics card: RTX 3090\n\nBroken: 3.0\n\nWhen a driver/scripted expression returns a value in the micrometer range (0.05/1000 for example), it rounds to 0.\nThis is fatal because I need to store a \"clearance\" value and want to control that with drivers, which is simply not possible now. Please enable an even lower range of floats before rounding down to zero.\n\nMake a new project\nSwitch to metric units\nAdd a solidify modifier to a small object\nAdd a driver that calculates or just returns a um value\n- > It rounds down to zero" ]
[ "F-stop does not scale with Scene unit scale\nOperating system: Linux-5.4.0-40-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce GTX 960/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.100\n\nBroken: version: 2.83.2\n\nCamera F-Stop setting does not scale with Scene unit scale, resulting in unrealistic focal blur for real-world F-Stop values. Affects viewport (Material Preview and Rendered modes, where DoF is evaluated) and final renders. Affects both Eevee and Cycles.\n\nPlease see attached .blend file, \"F-stop scaling bug.blend\", which contains the following setup:\n* 2 Suzanne monkeys, each 34mm tall, placed at different distances from the camera. The closer one is placed with the front of the face approximately 80mm from camera.\n* Camera has a 35mm sensor, 15mm focal length, f/2.8 and 80mm focal distance. (DoF at these extremes should be about 3.9mm, resulting in significant focal blur.)\n\nThe file contains 3 scenes to illustrate the issue:\n* **Scene 1: no scene scale.** Scene unit scale was left at 1.000. Objects are scaled down to the 34mm-tall target size. F-Stop set to 2.8. DoF and focal blur look correct.\n* **Scene 2: unit scale, no F-Stop adj.** Scene unit scale set to 0.001. Objects are scaled to sizes that would normally report as 34 meters tall under Blender defaults, but now report as 34mm tall. F-Stop set to 2.8. EXTREMELY LARGE DOF AND ALMOST NO FOCAL BLUR. (Unrealistic)\n* **Scene 3: unit scale + F-Stop adj.** Identical to Scene 2, but the F-Stop has been manually adjusted to 0.0028 (2.8 x 0.001 scene unit scale). DoF and focal blur are now correct and equivalent to Scene 1.\n\nScreenshots of Viewport, Eevee, and Cycles for each scene are also attached.\n\n[F-stop scaling bug.blend](F-stop_scaling_bug.blend)\n\n![Scene 1 viewport material preview.png](Scene_1_viewport_material_preview.png)\n\n![Scene 1 render Eevee.png](Scene_1_render_Eevee.png)\n\n![Scene 1 render Cycles.png](Scene_1_render_Cycles.png)\n\n![Scene 2 viewport material preview.png](Scene_2_viewport_material_preview.png)\n\n![Scene 2 render Eevee.png](Scene_2_render_Eevee.png)\n\n![Scene 2 render Cycles.png](Scene_2_render_Cycles.png)\n\n![Scene 3 viewport material preview.png](Scene_3_viewport_material_preview.png)\n\n![Scene 3 render Eevee.png](Scene_3_render_Eevee.png)\n\n![Scene 3 render Cycles.png](Scene_3_render_Cycles.png)\n" ]
Boolean modifier kills vertex colors Operating system: linux mint 19 Graphics card: nvidia 1070 Broken: 2.8 2019-02-05 Boolean modifier doesn't preserve vertex colors Open file, the left cube has modifier disabled on screen and does show vertex colors the right cube has modifier enabled on screen and is black [boolean_kills_vertex_colors.blend](boolean_kills_vertex_colors.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", "Cleanup: Explicit Colors\nAnnotating colors in `BLI_color.hh` with the goal that it becomes more clear in the code what color and alpha association is used.\n\nSee proposal-explicit-colors/\n\n- Changes to BLI_color.h + migration of existing code (Function + Geometry nodes): [D10978: Blenlib: Explicit Colors.](D10978)\n- Compostor: Is already CPP and some operations use color space conversions.\n- Color picker: There is an effort to move more UI code to CPP Color picker is one that would benefit in readability.\n- Draw manager: Although this is in limited places.\n- Blenkernel: blenkernel (colorband, gpencil, image_gen, studiolight) seems like small tweaks.\n", "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", "Hair particles: 'Use modifier Stack' option with simple children leads to texture disappearing in cycles [interpolated children are fine]\nOperating system: Mint Tara\nGraphics card: GTX 1080ti\n\nBroken: 2.79 latest, 2.80 latest\n\nThe render engine can't read a texture while using the \"use modifier stack\" checkbox with simple children. Works fine with Interpolated or None.\n \nOpen the attached blend file.\nSet the viewport to render.\nActivate the \"use modifier stack\" checkbox.\nTexture disappears.\n\n[hair_use_modifier_stack_texture_bug.blend](hair_use_modifier_stack_texture_bug.blend)", "Shader Mix RGB node color burn and color dodge operations clamp incorrectly.\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\nShader Mix RGB node clamps the output color when using color burn and color dodge blending mode when it shouldn't\n\n\nWhen using the mix rgb node in the shader editor the color burn and color dodge blending modes both clamp the output of the node. Color burn clamps it to a 0 to 1 range while color dodge clamps it to a -infinity to 1 range, despite the factor being 0.\nColor dodge doesn't match EEVEE, which clamps the lower bound to 0 instead of -infinity.\n\nTest file:\n[Color_blend_test_file_HDR_input.blend](Color_blend_test_file_HDR_input.blend)\n\nThank you and have a great day!", "Vertex paint. Brush mode Color gives only black.\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 17)\n\nIt ruins colors to black with any strength.\nExpected: full or partial replacement of Hue and Saturation and keeping Value/Luminosity.\n[2020-05-22_16-52-13.mp4](2020-05-22_16-52-13.mp4)\n[untitled.blend](untitled.blend)", "Color Management / Use curves : Setting clipping option to Min = Max causes CRGB curves to go blank.\nWindows 10, GTX 1660\n\nBroken: Blender 2.82 release.\nBroken: Blender 2.83 daily update\n\nThis will recreate the black CRGB Curve display to go blank.\n\n1. In the Properties Panel, Select Color Management.\n2. Enable 'Use Curves'\n3. Select the 'Clipping Options'\n4. Set 'Max Y' to 0.00\n5. Now select anywhere in the CRGB curve display. It goes blank.\n", "Geometry Nodes: Color mix nodes don't effect the alpha\nOperating system:\nGraphics card:\n\nBroken: 3.4.1\n\nwhenever I try doing any math with colors, the alpha isn't affected when I use the color mix node in any blend mode. \n\n1. Open blender geometry nodes.\n2. Add 2 combine color, color or whatever node with different different values for the alpha's.\n3. Use a mix color node with any operation like add, subtract etc.\n4. See that the alpha didn't change (use the spreadsheet or the hover over).", "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", "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**", "Regression: Multires Unsubdivide destroys the vertex groups\nOperating system: Windows 10\n\n\nBroken: 3.0 release, 3.0 (b42354672e)\nWorked: 2.93LTS, 3.0 (cec103d5a9) \n\n\nIt seems like unsubdividing using the Multires Modifier destroys the vertex groups, interesthingly enough other kind of mesh data stays intact (like the vertex colors) after the same operation.\n\nThe Decimate modifier's Unsubdivide does not destroy the data, but using the Decimate modifiers not option in these kinds of usage because the multires one is about getting the prior subd levels for sculpting purposes.\n\n[byUQjUlY19.mp4](byUQjUlY19.mp4)\n\n\nLoad the .blend file\nSelect the torus\nMultires->Unsibdivide\nMove your mouse to the 3d viewport to get the UI update properly\nThe Vgroups are gone\n\n[multires_09122021_1051_52.blend](multires_09122021_1051_52.blend)\n", "can't use boolean modifier to mask out Geometry Node text, bleed text & flickering in some frames\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: Quadro P4000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 397.93\n\nBroken: version: 3.1.0 Alpha\n\ncan't use boolean modifier to mask out Geometry Node text, bleed text & flickering in some frames.\n\nin frame 139, 148, 149, 306, 353 text bleed out of mask_text box Boolean object\n\n[2021_Ecard_1920x976_23d.blend](2021_Ecard_1920x976_23d.blend)\n![text bleed out of mask_text box_frame 139.png](text_bleed_out_of_mask_text_box_frame_139.png)\n[2021_Ecard_1920x976_23d0001-0420.mp4](2021_Ecard_1920x976_23d0001-0420.mp4)\n\nThanks for your help!", "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", "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", "Byte vertex colors are sometimes interpolated in sRGB, sometimes linear\nOperating system: Linux\nGraphics card: Intel Integrated\n\nBroken: 2.93.0, 3.0.0 Alpha at 8c21667\nWorked: \n\nA Data Type: Byte Color color attribute is interpolated in sRGB space when subdividing or using the knife, but in linear space when interpolating across a tri in the viewport. I expect it to be consistent.\n\nThis is different than Data Type: Color (FLOAT_COLOR) attributes, which are always interpolated in linear, and vertex colors in pre-2.8 versions, which are always interpolated sRGB.\n\nAdd a plane, paint one corner white, the others, black. Add a Subdivision/Simple modifier and turn up the levels. Look at the result.\n\n![QuadComparison.jpg](QuadComparison.jpg)\n\nI expect it to approach the ideal bilinear result in linear space, but it's clearly approaching the ideal bilinear result in sRGB space. Same thing for manually subdividing with the knife.\n\n**Addition after 3.2**\nIMO since there is a new way to get linear vertex colors, it would be nice if FLOAT_COLOR attributes always interpolated in linear space and BYTE_COLOR attributes always interpolated in sRGB. 2.8 removed the ability to get sRGB interpolation and it would be nice to have both options (pre-2.8 files would also be viewable with the intended interpolation)." ]
[ "Boolean modifier breaks colour/uv attribute in shader\nOperating system: Windows 10\nGraphics card: RTX 2080\n\nBroken: 2.80 beta (2019-01-12, 2826c2be545e)\n\nApplying a boolean modifier to an object causes the colour attribute to become black when the object is in object mode. When the object is in edit mode, the colour is shown appropriately.\n\nLoad the default start-up file. \nSet the display mode to workbench.\nCopy the default cube and move it so it partially overlaps the first cube.\nAdd a boolean modifier to the first cube with the second cube as boolean object.\nAdd a vertex colour to the first cube. \nSet the colour to be red on the whole cube.\nAdd a material to the first cube that takes the colour attribute and passes it to an emission shader.\nNote that in edit mode the cube displays red as expected. However, in object mode the cube displays black instead of red.\nNote that disabling the boolean modifier will cause the cube to be displayed red as well.\n\n[boolean disables colour attribute.blend](boolean_disables_colour_attribute.blend)\n\n", "Material turns bright white when boolean mesh is not UV-unwrapped\n**System Information** \nOperating system: Windows 10, 1803 \nGraphics card: GTX 1080 TI \n \nBroken: a5869c367e66 \nWorked: (optional) Few weeks back I didn't notice this issue. \n\nMaterial turns bright white when using a boolean mesh that is not UV unwrappend and that material is something plugged in the Normal socket. \n\n\na) Place a default cube, unwrap it. \nb) Give it a material: principled shader with a normal map (and texture) plugged in the normal socket. ![MaterialTurnsWhite.PNG](MaterialTurnsWhite.PNG) (see screenshot) \nc) Add another default cube but switch OFF the option to unwrap it. \nd) Give the first default cube a boolean modifier and in the modifier give in the second cube that is not UV unwrapped. \ne) The material turn bright white\nf) You get the material back when; 1) unwrap the second cube. 2) or unplug the normal map from the normal socket\n\nRegards, \n\nRobert", "Boolean Modifier Cancels UV Mapping\nIntel Core i5-7400 3.00GHz\n8GB RAM\n1TB HD\nOperating system: Windows 10\nGraphics card: GeForce GTX 1050 2GB\n\nBlender Version 2.80.43, 07765499abee Beta Feb 05 (also tried on 69b2f5268114 Beta Feb 11)\n\nWhenever I use the Boolean modifier the UV mapping is canceled, and the geometry turns white on the LookDev Viewport; it doesn't work on the Rendered Viewport either. When you enter edit mode, the texture is back and mapped correctly. As soon as you leave edit mode, the geometry goes blank again.\n\nI figured out this was caused by the boolean modifier when I removed it and the texture got mapped correctly again. It is also fixed when you apply the modifier and then unwrap the texture again.\n\nThe .blend file is too large, so I'm sendint printscreens showing the error.\n\nBug Report 01 shows the blank geometry with four boolean modifiers. As you can see, there are other textures on the scene that are mapped correctly.\nBug Report 02 shows the edit mode, where the texture is correctly mapped and all the modifiers are active.\nBug Report 03 shows the same geometry right after I deleted all the boolean modifiers. As you can see, the geometry is correctly mapped again.\n\n![Bug Report 01.png](Bug_Report_01.png)\n\n![Bug Report 02.png](Bug_Report_02.png)\n\n![Bug Report 03.png](Bug_Report_03.png)\n", "the Boolean modifier disables the vertex group of the mesh\nOperating system:\nGraphics card:\n\nBroken: Blender-2.80.0-git.54ffc4e19dc4-windows64\n\nWorked: Blender 2.79\n\nThe boolean modifier disables vertex groups for whatever modifiers is under it on that mesh.\n\n[halp.blend](halp.blend)\n![bool on top.png](bool_on_top.png)\n![bool on bot.png](bool_on_bot.png)\n\nI used the boolean modifier and smooth modifier for this example.\nthe mid section is where the vertex group is\nThe first picture is with the boolean modifier on top. The whole thing is smoothed when only the mid section is supposed to be smoothed.\nThe second picture is with the smooth modifier on top. Only the mid section is smoothed\n \n\n\nI added a cylinder and edited the cylinder to make it look like this in the picture. \nI added the middle vertices of the cylinder to a vertex group named \"group\" and attached a smooth modifier with the \"group\" as the vertext group.\nI added a cube\ni added a boolean modifier to the cylinder with the cube as the object and set it to difference\n\napologies for bad english" ]
Blender Camera Background Video Crash Operating system: Windows 10 Graphics card: NVIDIA GTX 1050 Broken: Blender 3.0 Worked: 3.0 Alpha Daily Build Probably Switching from Rendered View to Solid View in EEVEE while playing background reference video in Camera View, crashes Blender. Start with a new default scene. Go to Camera View, and then load a Reference Video using Background Images in the Camera Options Panel. Finally, play the video, in Rendered View in EEVEE, when you switch to solid view, it will crash Blender immediately!
[ "Blender crashes with EXCEPTION_ACCESS_VIOLATION when executing the sequencer.duplicate_move operation while in background\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.47\n\nBroken: version: 3.0.0\nWorked: *unknown*\n\n\nWhen running the operator: `bpy.ops.sequencer.duplicate_move` while Blender is backgrounded with the `--background` command line argument the process crashes.\nSee more details in in `bug-report.zip/README.md` and `bug-report.zip/render-frames.crash.txt`\n\nA snippet of the python code triggering this crash is here (the entire source can be seen in the attached .zip):\n```\n override = bpy.context.copy()\n override[\"workspace\"] = bpy.data.workspaces[\"Scripting\"]\n override[\"screen\"] = bpy.data.screens[\"Scripting\"]\n override[\"area\"] = editor\n override[\"region\"] = editor.regions[-1]\n strip_len = len(strip.elements)\n retry = 5\n while(not bpy.ops.sequencer.duplicate_move.poll(override)):\n retry -= 1\n if retry < 0:\n print(\"Couldn't duplicate for pingpong ... quiting\")\n return False\n bpy.ops.sequencer.duplicate_move(\n override,\n SEQUENCER_OT_duplicate={},\n TRANSFORM_OT_seq_slide={\n \"value\": (strip_len, 0),\n \"snap\": False,\n \"snap_target\": 'CLOSEST',\n \"snap_point\": (0, 0, 0),\n \"snap_align\": False,\n \"snap_normal\": (0, 0, 0),\n \"release_confirm\": False,\n \"use_accurate\": False\n }\n )\n```\n\nDownload bug-report.zip and extract it. Follow detailed steps in README.md.\nIn summary:\n\n- Notice the happy case when running the following command a test movie of 6 frames is rendered to the output directory set in `render-frames.blend` by default this is in `/tmp/`. Blender is left in the forground because `--background` was not supplied\n\n```\n\"C:\\Program Files\\Blender Foundation\\Blender 3.0\\blender.exe\" render-frames.blend --python-text render-frames\n```\n\n- The crash occurs when supplying the `--background` flag in addition to the above\n\n```\n\"C:\\Program Files\\Blender Foundation\\Blender 3.0\\blender.exe\" render-frames.blend --background --python-text render-frames\n```\n[bug-report.zip](bug-report.zip)", "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", "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)", "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 - 0x123a6affb +_lsprof.cpython-39-darwin.so (0) <390A27D2-FE66-3D62-9D0D-EC24BDD4185E> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/lib-dynload/_lsprof.cpython-39-darwin.so\n 0x123c6f000 - 0x123c72047 libobjc-trampolines.dylib (756.2) <5795A048-3940-3801-90CE-33D1B1AF81F4> /usr/lib/libobjc-trampolines.dylib\n 0x124d05000 - 0x124dceff7 com.apple.AMDRadeonX4000GLDriver (2.11.23 - 2.1.1) <C9BBA305-1222-3D05-A096-DF3485CAA6D1> /System/Library/Extensions/AMDRadeonX4000GLDriver.bundle/Contents/MacOS/AMDRadeonX4000GLDriver\n 0x12a338000 - 0x12a4eaffb +libRadeonProRender64.dylib (0) <7857C60D-5962-34B2-9946-AA62FB25A0FC> /Users/USER/Library/Application Support/Blender/*/libRadeonProRender64.dylib\n 0x12b156000 - 0x12b159fff +_heapq.cpython-39-darwin.so (0) <39FBF3FE-B287-3DE1-9C22-E65F7DE3FBD6> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/lib-dynload/_heapq.cpython-39-darwin.so\n 0x12b32f000 - 0x12b33aff3 +math.cpython-39-darwin.so (0) <B182812A-68AA-35BD-A8E8-D26E6BDB8C3F> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/lib-dynload/math.cpython-39-darwin.so\n 0x12b4cf000 - 0x12b53970f dyld (655.1.1) <EA5BF483-08FB-31C9-B31E-C0D0FD94FE89> /usr/lib/dyld\n 0x12c854000 - 0x12cb0b80f +_ssl.cpython-39-darwin.so (0) <9E0B733D-CC78-37AF-9E27-8D058929365F> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/lib-dynload/_ssl.cpython-39-darwin.so\n 0x12cbdc000 - 0x12cbebff7 +_socket.cpython-39-darwin.so (0) <B1F1427E-EC5E-35BF-8595-3AB7F81B8BFA> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/lib-dynload/_socket.cpython-39-darwin.so\n 0x12cc3c000 - 0x12cc43fff +select.cpython-39-darwin.so (0) <9F931F33-6B72-314B-9365-C443F0E411CE> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/lib-dynload/select.cpython-39-darwin.so\n 0x12cc50000 - 0x12cc57fff +array.cpython-39-darwin.so (0) <C6EAB41B-E104-3EF6-923E-5279F64BB2AE> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/lib-dynload/array.cpython-39-darwin.so\n 0x12cc68000 - 0x12cc6fff7 +_struct.cpython-39-darwin.so (0) <80252227-C14A-3C4F-974E-3F540EDA92B5> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/lib-dynload/_struct.cpython-39-darwin.so\n 0x12cc80000 - 0x12cc87ff7 +binascii.cpython-39-darwin.so (0) <804000F0-C103-3525-88BB-176B163AC5A4> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/lib-dynload/binascii.cpython-39-darwin.so\n 0x12cd14000 - 0x12cd17fff +_bisect.cpython-39-darwin.so (0) <C55FDD46-701F-3112-80AC-1514BA077D76> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/lib-dynload/_bisect.cpython-39-darwin.so\n 0x12cd24000 - 0x12cd27ff3 +_random.cpython-39-darwin.so (0) <17F6835A-5316-353E-89E2-28FA2C7310B6> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/lib-dynload/_random.cpython-39-darwin.so\n 0x12cd34000 - 0x12cd3bff3 +_sha512.cpython-39-darwin.so (0) <FE9A114B-3EB9-331D-9CB2-3F71DA53B2FB> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/lib-dynload/_sha512.cpython-39-darwin.so\n 0x12cd88000 - 0x12cd97ff7 +_datetime.cpython-39-darwin.so (0) <DD77ED03-5D10-32E9-A860-DEBFE5951394> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/lib-dynload/_datetime.cpython-39-darwin.so\n 0x12ce6c000 - 0x12d08b0f7 +_hashlib.cpython-39-darwin.so (0) <4EADD130-4A3F-3A9C-BFD5-5226CC3B80BC> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/lib-dynload/_hashlib.cpython-39-darwin.so\n 0x12d12c000 - 0x12d133ff3 +_blake2.cpython-39-darwin.so (0) <47823C31-458F-31C3-939B-3E51CAFB21E9> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/lib-dynload/_blake2.cpython-39-darwin.so\n 0x12d140000 - 0x12d143fff +_queue.cpython-39-darwin.so (0) <B6BD974A-932F-3126-8B07-332D5C1005B1> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/lib-dynload/_queue.cpython-39-darwin.so\n 0x12d150000 - 0x12d167ff3 +zlib.cpython-39-darwin.so (0) <1357BDA0-EBFF-328F-8CF8-2BAAF0777C3E> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/lib-dynload/zlib.cpython-39-darwin.so\n 0x12d2d6000 - 0x12d2edff3 +_bz2.cpython-39-darwin.so (0) <F5BE8D18-E1D6-3C23-B906-AB09DBF0FFBF> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/lib-dynload/_bz2.cpython-39-darwin.so\n 0x12d2fa000 - 0x12d329ff3 +_lzma.cpython-39-darwin.so (0) <6D9DCFA1-0480-302F-8AD2-8B32FD3377EE> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/lib-dynload/_lzma.cpython-39-darwin.so\n 0x12d33a000 - 0x12d33dff7 +grp.cpython-39-darwin.so (0) <DCF6B520-1F6E-3ADF-B061-CE405DC2CB4B> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/lib-dynload/grp.cpython-39-darwin.so\n 0x12d3d9000 - 0x12d3e0fff +_json.cpython-39-darwin.so (0) <ACB3C18C-E080-3C95-8420-DAE93E2D5E99> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/lib-dynload/_json.cpython-39-darwin.so\n 0x12d43f000 - 0x12d442ffb +_scproxy.cpython-39-darwin.so (0) <50CE8674-D618-32A2-9E79-A89350AE9BA9> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/lib-dynload/_scproxy.cpython-39-darwin.so\n 0x12d48f000 - 0x12d59aff7 +unicodedata.cpython-39-darwin.so (0) <B1C10C25-AADB-3554-8EA4-2D8EDBA913C9> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/lib-dynload/unicodedata.cpython-39-darwin.so\n 0x12d6cd000 - 0x12d710ff7 +_decimal.cpython-39-darwin.so (0) <DB2C2DBC-0CAC-396C-9DC6-F473D0ED9DD6> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/lib-dynload/_decimal.cpython-39-darwin.so\n 0x12d731000 - 0x12d734ffb +_statistics.cpython-39-darwin.so (0) <1FC5B98C-DFF6-34A6-B0BB-817D49440624> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/lib-dynload/_statistics.cpython-39-darwin.so\n 0x12d881000 - 0x12d884ff3 +_posixsubprocess.cpython-39-darwin.so (0) <A047F4C3-E223-3AAB-9298-1E5E46906ADD> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/lib-dynload/_posixsubprocess.cpython-39-darwin.so\n 0x12db66000 - 0x12dedbfe7 +_multiarray_umath.cpython-39-darwin.so (0) <495E23F2-DD86-34BE-85F2-D8B8FA1CFDFE> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/site-packages/numpy/core/_multiarray_umath.cpython-39-darwin.so\n 0x12e003000 - 0x131baab4f +libopenblas.0.dylib (0) <03CB01A7-1E7B-3A87-B36F-CD619D546D98> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/site-packages/numpy/.dylibs/libopenblas.0.dylib\n 0x131e47000 - 0x131f5eff7 +libgfortran.3.dylib (0) <9ABE5EDE-AD43-391A-9E54-866711FAC32A> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/site-packages/numpy/.dylibs/libgfortran.3.dylib\n 0x131fcd000 - 0x132003fff +libquadmath.0.dylib (0) <7FFA409F-FB04-3B64-BE9A-3E3A494C975E> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/site-packages/numpy/.dylibs/libquadmath.0.dylib\n 0x132017000 - 0x13202cff7 +libgcc_s.1.dylib (0) <7C6D7CB7-82DB-3290-8181-07646FEA1F80> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/site-packages/numpy/.dylibs/libgcc_s.1.dylib\n 0x14a03c000 - 0x14a053ffb +_pickle.cpython-39-darwin.so (0) <3559C80E-CFDA-3F33-B6ED-B469333FB0C9> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/lib-dynload/_pickle.cpython-39-darwin.so\n 0x14a0b2000 - 0x14a0bfff7 +_multiarray_tests.cpython-39-darwin.so (0) <AE0DCAB5-64AB-3F7D-B12A-60B9B9E919FF> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/site-packages/numpy/core/_multiarray_tests.cpython-39-darwin.so\n 0x14a116000 - 0x14a131f4f +_ctypes.cpython-39-darwin.so (0) <61595129-0907-3B76-BAD5-E83E12232E92> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/lib-dynload/_ctypes.cpython-39-darwin.so\n 0x14a1ce000 - 0x14a1cfffb +lapack_lite.cpython-39-darwin.so (0) <ED8E8882-7728-3AFC-B16E-AD65D26C95CC> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/site-packages/numpy/linalg/lapack_lite.cpython-39-darwin.so\n 0x14a1d7000 - 0x14a1f0ffb +_umath_linalg.cpython-39-darwin.so (0) <C031BBC1-676E-3561-971A-817DB290B4CC> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/site-packages/numpy/linalg/_umath_linalg.cpython-39-darwin.so\n 0x14a2c4000 - 0x14a2d5fff +_pocketfft_internal.cpython-39-darwin.so (0) <F874775F-892F-3E6D-AB44-13585A46F440> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/site-packages/numpy/fft/_pocketfft_internal.cpython-39-darwin.so\n 0x14a31e000 - 0x14a38ffff +mtrand.cpython-39-darwin.so (0) <26C3326C-CD5C-3EB6-ADC1-1501DEFF4824> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/site-packages/numpy/random/mtrand.cpython-39-darwin.so\n 0x14a3ea000 - 0x14a408ffb +bit_generator.cpython-39-darwin.so (0) <0AA58188-F7BE-3259-B73D-F73A44D18892> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/site-packages/numpy/random/bit_generator.cpython-39-darwin.so\n 0x14a429000 - 0x14a45eff3 +_common.cpython-39-darwin.so (0) <A5274DC2-1EDF-3596-810F-949AFC3280AF> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/site-packages/numpy/random/_common.cpython-39-darwin.so\n 0x14a47b000 - 0x14a4d1ffb +_bounded_integers.cpython-39-darwin.so (0) <C5EA861D-2A70-3753-B812-574045E67644> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/site-packages/numpy/random/_bounded_integers.cpython-39-darwin.so\n 0x14a4f8000 - 0x14a506ffb +_mt19937.cpython-39-darwin.so (0) <317BAC67-09BA-3FCD-951A-1F8665EB2AB2> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/site-packages/numpy/random/_mt19937.cpython-39-darwin.so\n 0x14a517000 - 0x14a523ff3 +_philox.cpython-39-darwin.so (0) <E0D66351-2EA3-3CAC-92B8-9BDD75A35465> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/site-packages/numpy/random/_philox.cpython-39-darwin.so\n 0x14a533000 - 0x14a53dff7 +_pcg64.cpython-39-darwin.so (0) <97A10DFD-6916-3251-84B1-FCCF8D908E08> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/site-packages/numpy/random/_pcg64.cpython-39-darwin.so\n 0x14a54c000 - 0x14a553fff +_sfc64.cpython-39-darwin.so (0) <4A390EEB-7105-3235-85B2-4C8D98B3587C> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/site-packages/numpy/random/_sfc64.cpython-39-darwin.so\n 0x14a560000 - 0x14a5e6ffb +_generator.cpython-39-darwin.so (0) <D25A4A84-E711-357E-9925-2B76BD03BAB0> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/site-packages/numpy/random/_generator.cpython-39-darwin.so\n 0x152b16000 - 0x152b9aff7 +core.so (0) <90E3783C-EA48-3E8D-98E7-E2465548F8C7> /Users/USER/*/core.so\n 0x152e28000 - 0x152e2fff7 +_csv.cpython-39-darwin.so (0) <A88064E5-CC97-3CD9-9422-3148889BB740> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/lib-dynload/_csv.cpython-39-darwin.so\n 0x7fff27936000 - 0x7fff27c8ffff com.apple.RawCamera.bundle (8.15.0 - 1031.4.4) <AB6E8A8F-0BFE-37EE-A135-44ABA4FCB559> /System/Library/CoreServices/RawCamera.bundle/Contents/MacOS/RawCamera\n 0x7fff27c92000 - 0x7fff27d9efff com.apple.AMDMTLBronzeDriver (2.11.23 - 2.1.1) <69902D3A-0267-3D14-9820-D65016305FCC> /System/Library/Extensions/AMDMTLBronzeDriver.bundle/Contents/MacOS/AMDMTLBronzeDriver\n 0x7fff27d9f000 - 0x7fff28744ff3 ATIRadeonX4000SCLib.dylib (2.11.23) <CC649A6F-573C-30F6-AC1B-8F0850D85B87> /System/Library/Extensions/AMDRadeonX4000GLDriver.bundle/Contents/MacOS/ATIRadeonX4000SCLib.dylib\n 0x7fff2caac000 - 0x7fff2d880ff7 com.apple.driver.AppleIntelSKLGraphicsGLDriver (12.10.25 - 12.1.0) <9AE3588C-F533-3A5D-9E4B-602ACEA5493C> /System/Library/Extensions/AppleIntelSKLGraphicsGLDriver.bundle/Contents/MacOS/AppleIntelSKLGraphicsGLDriver\n 0x7fff2d881000 - 0x7fff2dbb2ff7 com.apple.driver.AppleIntelSKLGraphicsMTLDriver (12.10.25 - 12.1.0) <8889F99C-A463-3299-8DE8-ED06FF6A6735> /System/Library/Extensions/AppleIntelSKLGraphicsMTLDriver.bundle/Contents/MacOS/AppleIntelSKLGraphicsMTLDriver\n 0x7fff2f5b8000 - 0x7fff2f5b8fff com.apple.Accelerate (1.11 - Accelerate 1.11) <762942CB-CFC9-3A0C-9645-A56523A06426> /System/Library/Frameworks/Accelerate.framework/Versions/A/Accelerate\n 0x7fff2f5b9000 - 0x7fff2f5cfff7 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 0x7fff2f5d0000 - 0x7fff2fc69fef com.apple.vImage (8.1 - ???) <53FA3611-894E-3158-A654-FBD2F70998FE> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vImage.framework/Versions/A/vImage\n 0x7fff2fc6a000 - 0x7fff2fee3ff3 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 0x7fff2fee4000 - 0x7fff2ff56ffb 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 0x7fff2ff57000 - 0x7fff30300ff3 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 0x7fff30301000 - 0x7fff30316feb 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 0x7fff30317000 - 0x7fff3031cff3 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 0x7fff3031d000 - 0x7fff30399ff3 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 0x7fff3039a000 - 0x7fff303adfe3 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 0x7fff303ae000 - 0x7fff30595ff7 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 0x7fff30596000 - 0x7fff30649ff7 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 0x7fff3064a000 - 0x7fff3064afff 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 0x7fff307ec000 - 0x7fff315a1ffb com.apple.AppKit (6.9 - 1671.60.109) <F3BB6BCD-F2DF-36E7-8F20-FEC419671841> /System/Library/Frameworks/AppKit.framework/Versions/C/AppKit\n 0x7fff315f3000 - 0x7fff315f3fff com.apple.ApplicationServices (50.1 - 50.1) <7BDB78C7-9021-3B29-823A-1FFDB9F79602> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/ApplicationServices\n 0x7fff315f4000 - 0x7fff3165ffff 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 0x7fff316f8000 - 0x7fff3180fff7 libFontParser.dylib (228.6.2.10) <B0B7AF1F-2342-3A95-A7E6-629FC032D4B1> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/ATS.framework/Versions/A/Resources/libFontParser.dylib\n 0x7fff31810000 - 0x7fff31852fff 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 0x7fff318ac000 - 0x7fff318defff libTrueTypeScaler.dylib (228.6.2.10) <5FE48A9A-8329-3B0D-9A99-DEAC708F8334> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/ATS.framework/Versions/A/Resources/libTrueTypeScaler.dylib\n 0x7fff31943000 - 0x7fff31947ff3 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 0x7fff319e2000 - 0x7fff31a34ff7 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 0x7fff31a35000 - 0x7fff31a44fff 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 0x7fff31a45000 - 0x7fff31a8eff7 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 0x7fff31a8f000 - 0x7fff31ac8ff7 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 0x7fff31ac9000 - 0x7fff31ad5fff 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 0x7fff31ad6000 - 0x7fff31d4dfff com.apple.audio.toolbox.AudioToolbox (1.14 - 1.14) <32487CB2-246B-3B80-8F60-D65DFC367DDC> /System/Library/Frameworks/AudioToolbox.framework/Versions/A/AudioToolbox\n 0x7fff31d4f000 - 0x7fff31d4ffff com.apple.audio.units.AudioUnit (1.14 - 1.14) <B489CFDA-DEF3-38F5-A815-23EC30B8DA03> /System/Library/Frameworks/AudioUnit.framework/Versions/A/AudioUnit\n 0x7fff320a8000 - 0x7fff3244afff com.apple.CFNetwork (978.5 - 978.5) <06BB192E-0302-3AE9-B229-A9B15AD4CBF4> /System/Library/Frameworks/CFNetwork.framework/Versions/A/CFNetwork\n 0x7fff3245f000 - 0x7fff3245ffff com.apple.Carbon (158 - 158) <B955D7C0-ACA6-33EB-9527-1598288532A6> /System/Library/Frameworks/Carbon.framework/Versions/A/Carbon\n 0x7fff32460000 - 0x7fff32463ffb 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 0x7fff32464000 - 0x7fff3275bfff 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 0x7fff3275c000 - 0x7fff3275fff3 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 0x7fff32760000 - 0x7fff32765ff7 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 0x7fff32766000 - 0x7fff327fbff3 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 0x7fff327fc000 - 0x7fff32814ff7 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 0x7fff32834000 - 0x7fff32835ff7 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 0x7fff32836000 - 0x7fff32838ff7 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 0x7fff32839000 - 0x7fff3283fff7 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 0x7fff32961000 - 0x7fff32961fff com.apple.Cocoa (6.11 - 23) <987A526D-6FD8-345E-9265-4D8067B337D1> /System/Library/Frameworks/Cocoa.framework/Versions/A/Cocoa\n 0x7fff3296f000 - 0x7fff32abeff7 com.apple.ColorSync (4.13.0 - 3345.6) <356BA478-76DE-3087-86BE-5E884276AB83> /System/Library/Frameworks/ColorSync.framework/Versions/A/ColorSync\n 0x7fff32c4a000 - 0x7fff32cd0fff com.apple.audio.CoreAudio (4.3.0 - 4.3.0) <E6E4A58D-9BAE-30B1-856E-E1332B98E9ED> /System/Library/Frameworks/CoreAudio.framework/Versions/A/CoreAudio\n 0x7fff32d34000 - 0x7fff32d5effb com.apple.CoreBluetooth (1.0 - 1) <4F2DDEF0-1F92-384B-8CDA-4958725D0A8E> /System/Library/Frameworks/CoreBluetooth.framework/Versions/A/CoreBluetooth\n 0x7fff32d5f000 - 0x7fff330e4fef com.apple.CoreData (120 - 866.6) <132CB39B-8D58-30FA-B8AD-49BFFF34B293> /System/Library/Frameworks/CoreData.framework/Versions/A/CoreData\n 0x7fff330e5000 - 0x7fff331d5ff7 com.apple.CoreDisplay (101.3 - 110.18) <6DD41271-E145-3E99-9D49-7CC8AC1C65B6> /System/Library/Frameworks/CoreDisplay.framework/Versions/A/CoreDisplay\n 0x7fff331d6000 - 0x7fff3361bfff com.apple.CoreFoundation (6.9 - 1575.401) <4D6EA727-F7B9-398A-9B0B-4A30802E49BD> /System/Library/Frameworks/CoreFoundation.framework/Versions/A/CoreFoundation\n 0x7fff3361d000 - 0x7fff33cadfe7 com.apple.CoreGraphics (2.0 - 1265.11) <71E7056D-6AA5-324A-A5B8-9CD35772D87B> /System/Library/Frameworks/CoreGraphics.framework/Versions/A/CoreGraphics\n 0x7fff33caf000 - 0x7fff33fcffff com.apple.CoreImage (14.4.0 - 750.0.140) <11026E39-D2FF-3CF6-8ACE-7BA293F9853E> /System/Library/Frameworks/CoreImage.framework/Versions/A/CoreImage\n 0x7fff342cc000 - 0x7fff343d0fff com.apple.CoreMedia (1.0 - 2290.14) <2C7A5348-7F19-3E28-97E4-6065A64B1DC9> /System/Library/Frameworks/CoreMedia.framework/Versions/A/CoreMedia\n 0x7fff3442d000 - 0x7fff3442dfff com.apple.CoreServices (946 - 946) <8423F2AB-74CB-3BBD-A66E-ED93DE2363C2> /System/Library/Frameworks/CoreServices.framework/Versions/A/CoreServices\n 0x7fff3442e000 - 0x7fff344aaff7 com.apple.AE (773 - 773) <55AE7C9E-27C3-30E9-A047-3B92A6FD53B4> /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/AE.framework/Versions/A/AE\n 0x7fff344ab000 - 0x7fff34782fff 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 0x7fff34783000 - 0x7fff347cbff7 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 0x7fff347cc000 - 0x7fff347d4ffb 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 0x7fff347d5000 - 0x7fff34986ff7 com.apple.LaunchServices (946 - 946) <A0C91634-9410-38E8-BC11-7A5A369E6BA5> /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/LaunchServices.framework/Versions/A/LaunchServices\n 0x7fff34987000 - 0x7fff34a25ff7 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 0x7fff34a26000 - 0x7fff34a70ff7 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 0x7fff34a71000 - 0x7fff34ad8ff7 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 0x7fff34ad9000 - 0x7fff34afaff3 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 0x7fff34e05000 - 0x7fff34f67ff7 com.apple.CoreText (352.0 - 584.26.3.6) <47B18B6F-C53C-357A-8EBA-A2CD340018E6> /System/Library/Frameworks/CoreText.framework/Versions/A/CoreText\n 0x7fff34f68000 - 0x7fff34fa8ff3 com.apple.CoreVideo (1.8 - 281.4) <10CF8E52-07E3-382B-8091-2CEEEFFA69B4> /System/Library/Frameworks/CoreVideo.framework/Versions/A/CoreVideo\n 0x7fff34fa9000 - 0x7fff35038fff com.apple.framework.CoreWLAN (13.0 - 1375.2) <A476486C-B863-3941-BAE6-A78BDFED4A3B> /System/Library/Frameworks/CoreWLAN.framework/Versions/A/CoreWLAN\n 0x7fff3528f000 - 0x7fff35294ffb com.apple.DiskArbitration (2.7 - 2.7) <A31C207C-8255-3E93-9DD7-D80C4B179050> /System/Library/Frameworks/DiskArbitration.framework/Versions/A/DiskArbitration\n 0x7fff35458000 - 0x7fff3545aff3 com.apple.ForceFeedback (1.0.6 - 1.0.6) <205B0C3E-4E8D-3347-A993-469F06ABBFF9> /System/Library/Frameworks/ForceFeedback.framework/Versions/A/ForceFeedback\n 0x7fff3545b000 - 0x7fff35808ffb com.apple.Foundation (6.9 - 1575.401) <546CCD67-0069-369A-8E6A-37FB5DD64AA1> /System/Library/Frameworks/Foundation.framework/Versions/C/Foundation\n 0x7fff35877000 - 0x7fff358a6ffb com.apple.GSS (4.0 - 2.0) <E2B90D08-3857-3155-9FCC-07D778988EC9> /System/Library/Frameworks/GSS.framework/Versions/A/GSS\n 0x7fff359a6000 - 0x7fff35ab0fff com.apple.Bluetooth (6.0.14 - 6.0.14d12) <0904E4FC-DE05-3B78-BD49-832A5AC2967D> /System/Library/Frameworks/IOBluetooth.framework/Versions/A/IOBluetooth\n 0x7fff35b13000 - 0x7fff35ba2fff com.apple.framework.IOKit (2.0.2 - 1483.260.5) <6D560570-9AEB-3046-96B7-12AC1D145C3D> /System/Library/Frameworks/IOKit.framework/Versions/A/IOKit\n 0x7fff35ba4000 - 0x7fff35bb3ffb com.apple.IOSurface (255.6.1 - 255.6.1) <85F85EBB-EA59-3A8B-B3EB-7C20F3CC77AE> /System/Library/Frameworks/IOSurface.framework/Versions/A/IOSurface\n 0x7fff35c07000 - 0x7fff35d94fe7 com.apple.ImageIO.framework (3.3.0 - 1850.2.11) <5F5F7C36-2A20-3CFE-ACAC-53633B0F2F0A> /System/Library/Frameworks/ImageIO.framework/Versions/A/ImageIO\n 0x7fff35d95000 - 0x7fff35d99ffb libGIF.dylib (1850.2.12) <060E927C-DFA7-33A7-98E3-F9699D734A8E> /System/Library/Frameworks/ImageIO.framework/Versions/A/Resources/libGIF.dylib\n 0x7fff35d9a000 - 0x7fff35e76ff7 libJP2.dylib (1850.2.12) <CEC4FF68-7522-3430-B03D-37648FEB450E> /System/Library/Frameworks/ImageIO.framework/Versions/A/Resources/libJP2.dylib\n 0x7fff35e77000 - 0x7fff35e9cfeb libJPEG.dylib (1850.2.12) <F7A6A6EC-24B6-3C45-813F-B2FFA3980B49> /System/Library/Frameworks/ImageIO.framework/Versions/A/Resources/libJPEG.dylib\n 0x7fff36172000 - 0x7fff36198feb libPng.dylib (1850.2.12) <B816B90B-2454-31D8-AD34-1489B6350C70> /System/Library/Frameworks/ImageIO.framework/Versions/A/Resources/libPng.dylib\n 0x7fff36199000 - 0x7fff3619bffb libRadiance.dylib (1850.2.12) <1A67ED5D-00BC-301D-8515-CEDFFE994F2B> /System/Library/Frameworks/ImageIO.framework/Versions/A/Resources/libRadiance.dylib\n 0x7fff3619c000 - 0x7fff361e9ff3 libTIFF.dylib (1850.2.12) <3FB9D8DC-1D7B-324C-ADE6-DDC794FD2B43> /System/Library/Frameworks/ImageIO.framework/Versions/A/Resources/libTIFF.dylib\n 0x7fff3735c000 - 0x7fff37375fff com.apple.Kerberos (3.0 - 1) <DB1E0679-37E1-3B93-9789-32F63D660C3B> /System/Library/Frameworks/Kerberos.framework/Versions/A/Kerberos\n 0x7fff3762f000 - 0x7fff37639fff com.apple.MediaAccessibility (1.0 - 114.4) <76C449C5-DB45-3D7F-BFAD-3DACEF15DA21> /System/Library/Frameworks/MediaAccessibility.framework/Versions/A/MediaAccessibility\n 0x7fff376e9000 - 0x7fff37d8ffff com.apple.MediaToolbox (1.0 - 2290.14) <927F9E24-32DB-33F9-9866-4DD8092A51F4> /System/Library/Frameworks/MediaToolbox.framework/Versions/A/MediaToolbox\n 0x7fff37d91000 - 0x7fff37e39ff7 com.apple.Metal (162.2 - 162.2) <B65C71BF-D40E-3BB3-940C-117DDD203551> /System/Library/Frameworks/Metal.framework/Versions/A/Metal\n 0x7fff37e55000 - 0x7fff37e74ff7 com.apple.MetalPerformanceShaders.MPSCore (1.0 - 1) <44CE8362-E972-3697-AD6F-15BC863BAEB8> /System/Library/Frameworks/MetalPerformanceShaders.framework/Frameworks/MPSCore.framework/Versions/A/MPSCore\n 0x7fff37e75000 - 0x7fff37ef1fe7 com.apple.MetalPerformanceShaders.MPSImage (1.0 - 1) <EE8440DA-66DF-3923-ABBC-E0543211C069> /System/Library/Frameworks/MetalPerformanceShaders.framework/Frameworks/MPSImage.framework/Versions/A/MPSImage\n 0x7fff37ef2000 - 0x7fff37f19fff com.apple.MetalPerformanceShaders.MPSMatrix (1.0 - 1) <E64450DF-2B96-331E-B7F4-666E00571C70> /System/Library/Frameworks/MetalPerformanceShaders.framework/Frameworks/MPSMatrix.framework/Versions/A/MPSMatrix\n 0x7fff37f1a000 - 0x7fff38045ff7 com.apple.MetalPerformanceShaders.MPSNeuralNetwork (1.0 - 1) <F2CF26B6-73F1-3644-8FE9-CDB9B2C4501F> /System/Library/Frameworks/MetalPerformanceShaders.framework/Frameworks/MPSNeuralNetwork.framework/Versions/A/MPSNeuralNetwork\n 0x7fff38046000 - 0x7fff38060fff com.apple.MetalPerformanceShaders.MPSRayIntersector (1.0 - 1) <B33A35C3-0393-366B-ACFB-F4BB6A5F7B4A> /System/Library/Frameworks/MetalPerformanceShaders.framework/Frameworks/MPSRayIntersector.framework/Versions/A/MPSRayIntersector\n 0x7fff38061000 - 0x7fff38062ff7 com.apple.MetalPerformanceShaders.MetalPerformanceShaders (1.0 - 1) <69F14BCF-C5C5-3BF8-9C31-8F87D2D6130A> /System/Library/Frameworks/MetalPerformanceShaders.framework/Versions/A/MetalPerformanceShaders\n 0x7fff38e66000 - 0x7fff38e72ff7 com.apple.NetFS (6.0 - 4.0) <1C8237D6-731D-3E32-8BD5-B92A33D08A30> /System/Library/Frameworks/NetFS.framework/Versions/A/NetFS\n 0x7fff391d5000 - 0x7fff391f8ff7 com.apple.audio.OpenAL (1.8 - 1.8) <2EE5236C-775B-36B1-97A8-DEE5FB80F5B5> /System/Library/Frameworks/OpenAL.framework/Versions/A/OpenAL\n 0x7fff3b907000 - 0x7fff3b90ffe3 libcldcpuengine.dylib (2.11) <AAE49359-EB53-3FD4-ADBF-C60498BD0B34> /System/Library/Frameworks/OpenCL.framework/Versions/A/Libraries/libcldcpuengine.dylib\n 0x7fff3b910000 - 0x7fff3b967ff7 com.apple.opencl (2.15.3 - 2.15.3) <2F6B796C-901C-33AF-8B12-F3522DA05218> /System/Library/Frameworks/OpenCL.framework/Versions/A/OpenCL\n 0x7fff3b968000 - 0x7fff3b983ff7 com.apple.CFOpenDirectory (10.14 - 207.200.4) <F03D84EB-49B2-3A00-9127-B9A269824026> /System/Library/Frameworks/OpenDirectory.framework/Versions/A/Frameworks/CFOpenDirectory.framework/Versions/A/CFOpenDirectory\n 0x7fff3b984000 - 0x7fff3b98fffb com.apple.OpenDirectory (10.14 - 207.200.4) <A8020CEE-5B78-3581-A735-EA2833683F31> /System/Library/Frameworks/OpenDirectory.framework/Versions/A/OpenDirectory\n 0x7fff3c2df000 - 0x7fff3c2e1fff libCVMSPluginSupport.dylib (17.7.3) <700B3323-3404-3848-91D2-99EFC7E2634A> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libCVMSPluginSupport.dylib\n 0x7fff3c2e2000 - 0x7fff3c2e7ff3 libCoreFSCache.dylib (166.5) <5BC99EE7-7FFD-3F30-9AEE-EEDC25067AC4> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libCoreFSCache.dylib\n 0x7fff3c2e8000 - 0x7fff3c2ecfff libCoreVMClient.dylib (166.5) <B8FA5858-8185-3992-AD3B-A81AF08C3CDD> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libCoreVMClient.dylib\n 0x7fff3c2ed000 - 0x7fff3c2f5ff7 libGFXShared.dylib (17.7.3) <26BA051E-1113-3022-A46A-1F69E7CFA787> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGFXShared.dylib\n 0x7fff3c2f6000 - 0x7fff3c301fff libGL.dylib (17.7.3) <16C56C55-327F-395F-810C-C360F7DE9063> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGL.dylib\n 0x7fff3c302000 - 0x7fff3c33cfef libGLImage.dylib (17.7.3) <F68F1268-5AD1-3D2E-A255-0BD442A24F4D> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGLImage.dylib\n 0x7fff3c33d000 - 0x7fff3c4afff7 libGLProgrammability.dylib (17.7.3) <92DDEDA1-5E95-36A9-9D2E-A725541B2F93> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGLProgrammability.dylib\n 0x7fff3c4b0000 - 0x7fff3c4eefff libGLU.dylib (17.7.3) <D83871DF-B7DD-3DFD-8D5C-0BA359AC1BF2> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGLU.dylib\n 0x7fff3ce8b000 - 0x7fff3ce9affb com.apple.opengl (17.7.3 - 17.7.3) <62E4CB29-51CA-387E-90BF-F58213D56D62> /System/Library/Frameworks/OpenGL.framework/Versions/A/OpenGL\n 0x7fff3ce9b000 - 0x7fff3d032ff7 GLEngine (17.7.3) <8C9F33DD-7C81-3D45-80F7-A7D6A877993A> /System/Library/Frameworks/OpenGL.framework/Versions/A/Resources/GLEngine.bundle/GLEngine\n 0x7fff3d033000 - 0x7fff3d05cff3 GLRendererFloat (17.7.3) <2B5F700E-9E9B-3543-BC35-949279CB24FF> /System/Library/Frameworks/OpenGL.framework/Versions/A/Resources/GLRendererFloat.bundle/GLRendererFloat\n 0x7fff3dca4000 - 0x7fff3defbff7 com.apple.QuartzCore (1.11 - 701.14) <B37B1291-4977-34D2-B3F0-509FB3DB5090> /System/Library/Frameworks/QuartzCore.framework/Versions/A/QuartzCore\n 0x7fff3e733000 - 0x7fff3ea33ff7 com.apple.security (7.0 - 58286.270.10) <990FF42E-0726-318F-94ED-A8FDF7F41402> /System/Library/Frameworks/Security.framework/Versions/A/Security\n 0x7fff3ea34000 - 0x7fff3eac0fff com.apple.securityfoundation (6.0 - 55185.260.1) <964F1F81-D8F1-3952-8137-EF21CDD3A7A6> /System/Library/Frameworks/SecurityFoundation.framework/Versions/A/SecurityFoundation\n 0x7fff3eaf2000 - 0x7fff3eaf6fff com.apple.xpc.ServiceManagement (1.0 - 1) <5055F807-1DD4-3F97-A2A6-4537F51A5736> /System/Library/Frameworks/ServiceManagement.framework/Versions/A/ServiceManagement\n 0x7fff3ee8f000 - 0x7fff3eefcfff com.apple.SystemConfiguration (1.17 - 1.17) <30C8327F-3EFF-3520-9C50-016F8B6B954F> /System/Library/Frameworks/SystemConfiguration.framework/Versions/A/SystemConfiguration\n 0x7fff3f15b000 - 0x7fff3f4bcfff com.apple.VideoToolbox (1.0 - 2290.14) <30C690CF-8935-39E8-B343-ADB009C84FC5> /System/Library/Frameworks/VideoToolbox.framework/Versions/A/VideoToolbox\n 0x7fff42138000 - 0x7fff421ddfff com.apple.APFS (1.0 - 1) <06284DE8-5883-39F8-B04D-0D5EA74D12ED> /System/Library/PrivateFrameworks/APFS.framework/Versions/A/APFS\n 0x7fff42bf2000 - 0x7fff42bf3ff7 com.apple.AggregateDictionary (1.0 - 1) <A6AF8AC4-1F25-37C4-9157-A02E9C200926> /System/Library/PrivateFrameworks/AggregateDictionary.framework/Versions/A/AggregateDictionary\n 0x7fff431f6000 - 0x7fff43222ff7 com.apple.framework.Apple80211 (13.0 - 1380.2) <E4D12303-8B12-303C-91E2-3B40F60832BA> /System/Library/PrivateFrameworks/Apple80211.framework/Versions/A/Apple80211\n 0x7fff4334a000 - 0x7fff43359fc7 com.apple.AppleFSCompression (96.200.3 - 1.0) <3CF60CE8-976E-3CB8-959D-DD0948C1C2DE> /System/Library/PrivateFrameworks/AppleFSCompression.framework/Versions/A/AppleFSCompression\n 0x7fff43455000 - 0x7fff43460fff com.apple.AppleIDAuthSupport (1.0 - 1) <2E9D1398-DBE6-328B-ADDA-20FA5FAD7405> /System/Library/PrivateFrameworks/AppleIDAuthSupport.framework/Versions/A/AppleIDAuthSupport\n 0x7fff434a1000 - 0x7fff434eaff3 com.apple.AppleJPEG (1.0 - 1) <4C1F426B-7D77-3980-9633-7DBD8C666B9A> /System/Library/PrivateFrameworks/AppleJPEG.framework/Versions/A/AppleJPEG\n 0x7fff4373e000 - 0x7fff43760fff com.apple.applesauce (1.0 - ???) <F49107C7-3C51-3024-8EF1-C57643BE4F3B> /System/Library/PrivateFrameworks/AppleSauce.framework/Versions/A/AppleSauce\n 0x7fff43824000 - 0x7fff43874ff7 com.apple.AppleVAFramework (5.1.4 - 5.1.4) <FB127E63-853B-3F00-BE2A-12B4BF6FED33> /System/Library/PrivateFrameworks/AppleVA.framework/Versions/A/AppleVA\n 0x7fff438bf000 - 0x7fff438d3ffb com.apple.AssertionServices (1.0 - 1) <456E507A-4561-3628-9FBE-173ACE7429D8> /System/Library/PrivateFrameworks/AssertionServices.framework/Versions/A/AssertionServices\n 0x7fff43ca2000 - 0x7fff43d8eff7 com.apple.AuthKit (1.0 - 1) <2765ABE9-54F2-3E45-8A93-1261E251B90D> /System/Library/PrivateFrameworks/AuthKit.framework/Versions/A/AuthKit\n 0x7fff43f50000 - 0x7fff43f58fff com.apple.coreservices.BackgroundTaskManagement (1.0 - 57.1) <2A396FC0-7B79-3088-9A82-FB93C1181A57> /System/Library/PrivateFrameworks/BackgroundTaskManagement.framework/Versions/A/BackgroundTaskManagement\n 0x7fff43f59000 - 0x7fff43feefff com.apple.backup.framework (1.10.7 - ???) <5243C2BC-0159-3DBB-9FAB-22EA01E58052> /System/Library/PrivateFrameworks/Backup.framework/Versions/A/Backup\n 0x7fff43fef000 - 0x7fff4405cff3 com.apple.BaseBoard (360.28 - 360.28) <68FA8044-F3CD-3BC6-9DAB-27DACF52BFC0> /System/Library/PrivateFrameworks/BaseBoard.framework/Versions/A/BaseBoard\n 0x7fff44ebc000 - 0x7fff44f0bff7 com.apple.ChunkingLibrary (201 - 201) <DFE16C42-24E6-386F-AC50-0058F61980A2> /System/Library/PrivateFrameworks/ChunkingLibrary.framework/Versions/A/ChunkingLibrary\n 0x7fff45cc9000 - 0x7fff45cd2ffb com.apple.CommonAuth (4.0 - 2.0) <93335CB6-ABEB-3EC7-A040-8A667F40D5F3> /System/Library/PrivateFrameworks/CommonAuth.framework/Versions/A/CommonAuth\n 0x7fff4616b000 - 0x7fff4654efef com.apple.CoreAUC (274.0.0 - 274.0.0) <C71F1581-E73B-3DA0-958B-E912C3FB3F23> /System/Library/PrivateFrameworks/CoreAUC.framework/Versions/A/CoreAUC\n 0x7fff4654f000 - 0x7fff4657dff7 com.apple.CoreAVCHD (6.0.0 - 6000.4.1) <A04A99B8-DAC5-36FC-BAC7-7431600C1F89> /System/Library/PrivateFrameworks/CoreAVCHD.framework/Versions/A/CoreAVCHD\n 0x7fff469ab000 - 0x7fff469bcff7 com.apple.CoreEmoji (1.0 - 69.19.9) <228457B3-E191-356E-9A5B-3C0438D05FBA> /System/Library/PrivateFrameworks/CoreEmoji.framework/Versions/A/CoreEmoji\n 0x7fff46f66000 - 0x7fff46fccff7 com.apple.CoreNLP (1.0 - 130.15.22) <27877820-17D0-3B02-8557-4014E876CCC7> /System/Library/PrivateFrameworks/CoreNLP.framework/Versions/A/CoreNLP\n 0x7fff47279000 - 0x7fff47281ff7 com.apple.CorePhoneNumbers (1.0 - 1) <11F97C7E-C183-305F-8E6C-9B374F50E26B> /System/Library/PrivateFrameworks/CorePhoneNumbers.framework/Versions/A/CorePhoneNumbers\n 0x7fff473fd000 - 0x7fff4742eff3 com.apple.CoreServicesInternal (358 - 358) <DD6EF60D-048F-3186-83DA-EB191EDF48AE> /System/Library/PrivateFrameworks/CoreServicesInternal.framework/Versions/A/CoreServicesInternal\n 0x7fff477f5000 - 0x7fff47879fff com.apple.CoreSymbolication (10.2 - 64490.25.1) <28B2FF2D-3FDE-3A20-B343-341E5BD4E22F> /System/Library/PrivateFrameworks/CoreSymbolication.framework/Versions/A/CoreSymbolication\n 0x7fff47909000 - 0x7fff47a34ff7 com.apple.coreui (2.1 - 499.10) <A80F4B09-F940-346F-A9DF-4EFADD9220A8> /System/Library/PrivateFrameworks/CoreUI.framework/Versions/A/CoreUI\n 0x7fff47a35000 - 0x7fff47bd5fff com.apple.CoreUtils (5.9 - 590.16) <BF9A990D-24C0-3633-A753-F19F4DFCA663> /System/Library/PrivateFrameworks/CoreUtils.framework/Versions/A/CoreUtils\n 0x7fff47c29000 - 0x7fff47c8cff7 com.apple.framework.CoreWiFi (13.0 - 1375.2) <7E9CC352-BB06-3C97-A51F-6A35F09EBA16> /System/Library/PrivateFrameworks/CoreWiFi.framework/Versions/A/CoreWiFi\n 0x7fff47c8d000 - 0x7fff47c9eff3 com.apple.CrashReporterSupport (10.13 - 938.29) <8A66F5D5-87D1-31C9-BEAE-86E0735F4E92> /System/Library/PrivateFrameworks/CrashReporterSupport.framework/Versions/A/CrashReporterSupport\n 0x7fff47d2e000 - 0x7fff47d3dfff com.apple.framework.DFRFoundation (1.0 - 211.1) <E3F02F2A-2059-39CC-85DA-969676EB88EB> /System/Library/PrivateFrameworks/DFRFoundation.framework/Versions/A/DFRFoundation\n 0x7fff47d3e000 - 0x7fff47d42ff7 com.apple.DSExternalDisplay (3.1 - 380) <787B9748-B120-3453-B8FE-61D9E363A9E0> /System/Library/PrivateFrameworks/DSExternalDisplay.framework/Versions/A/DSExternalDisplay\n 0x7fff47dc3000 - 0x7fff47e38ffb com.apple.datadetectorscore (7.0 - 590.27) <06FB1A07-7AE6-3ADD-8E7E-41955FAB38E8> /System/Library/PrivateFrameworks/DataDetectorsCore.framework/Versions/A/DataDetectorsCore\n 0x7fff47e84000 - 0x7fff47ec1ff7 com.apple.DebugSymbols (190 - 190) <6F4FAACA-E06B-38AD-A0C2-14EA5408A231> /System/Library/PrivateFrameworks/DebugSymbols.framework/Versions/A/DebugSymbols\n 0x7fff47ec2000 - 0x7fff47ffdff7 com.apple.desktopservices (1.13.6 - ???) <7536F3F3-90F1-3D1C-9249-91B809FE5328> /System/Library/PrivateFrameworks/DesktopServicesPriv.framework/Versions/A/DesktopServicesPriv\n 0x7fff48f44000 - 0x7fff4935ffff com.apple.vision.FaceCore (3.3.4 - 3.3.4) <A576E2DA-BF6F-3B18-8FEB-324E5C5FA9BD> /System/Library/PrivateFrameworks/FaceCore.framework/Versions/A/FaceCore\n 0x7fff4cc13000 - 0x7fff4cc14fff libmetal_timestamp.dylib (902.3.2) <05389463-AF2E-33E2-A14F-1416E4A30835> /System/Library/PrivateFrameworks/GPUCompiler.framework/Versions/3902/Libraries/libmetal_timestamp.dylib\n 0x7fff4e2a8000 - 0x7fff4e2b3ff7 libGPUSupportMercury.dylib (17.7.3) <121E8765-3C03-32AB-903E-6B1DD9A4FD4A> /System/Library/PrivateFrameworks/GPUSupport.framework/Versions/A/Libraries/libGPUSupportMercury.dylib\n 0x7fff4e2b4000 - 0x7fff4e2b9fff com.apple.GPUWrangler (3.50.16 - 3.50.16) <1156CF8C-729B-3173-B3CC-00BB17156BCC> /System/Library/PrivateFrameworks/GPUWrangler.framework/Versions/A/GPUWrangler\n 0x7fff4e647000 - 0x7fff4e66bff3 com.apple.GenerationalStorage (2.0 - 285.101) <84C2E52C-F2C6-3FF8-87E5-3C88A40D3881> /System/Library/PrivateFrameworks/GenerationalStorage.framework/Versions/A/GenerationalStorage\n 0x7fff4f0c5000 - 0x7fff4f0d4fff com.apple.GraphVisualizer (1.0 - 5) <48D020B7-5938-3FAE-B468-E291AEE2C06F> /System/Library/PrivateFrameworks/GraphVisualizer.framework/Versions/A/GraphVisualizer\n 0x7fff4f23a000 - 0x7fff4f2aeffb com.apple.Heimdal (4.0 - 2.0) <D97FCF19-EAD6-3E2F-BE88-F817E45CAE96> /System/Library/PrivateFrameworks/Heimdal.framework/Versions/A/Heimdal\n 0x7fff505af000 - 0x7fff505b8fff com.apple.IOAccelMemoryInfo (1.0 - 1) <32F6778F-3EB5-36A3-8AF8-55B37A44AC0C> /System/Library/PrivateFrameworks/IOAccelMemoryInfo.framework/Versions/A/IOAccelMemoryInfo\n 0x7fff505b9000 - 0x7fff505c0ffb com.apple.IOAccelerator (404.15 - 404.15) <06D2C96E-1CF5-3199-A234-9033934D78BF> /System/Library/PrivateFrameworks/IOAccelerator.framework/Versions/A/IOAccelerator\n 0x7fff505c4000 - 0x7fff505dcfff com.apple.IOPresentment (1.0 - 42.6) <D2BA3A78-21C6-37B8-9F8F-9EC0F30F953F> /System/Library/PrivateFrameworks/IOPresentment.framework/Versions/A/IOPresentment\n 0x7fff50984000 - 0x7fff509b1ff7 com.apple.IconServices (379 - 379) <7BAD562D-4FA3-3E11-863C-1EEBE2406D2C> /System/Library/PrivateFrameworks/IconServices.framework/Versions/A/IconServices\n 0x7fff50c44000 - 0x7fff50c56ff3 com.apple.security.KeychainCircle.KeychainCircle (1.0 - 1) <D5DDE47A-E922-3166-BD7F-E7C3DF360DD9> /System/Library/PrivateFrameworks/KeychainCircle.framework/Versions/A/KeychainCircle\n 0x7fff50c71000 - 0x7fff50d4cff7 com.apple.LanguageModeling (1.0 - 159.15.15) <3DE3CE61-542B-37B7-883E-4B9717CAC65F> /System/Library/PrivateFrameworks/LanguageModeling.framework/Versions/A/LanguageModeling\n 0x7fff50d4d000 - 0x7fff50d89ff7 com.apple.Lexicon-framework (1.0 - 33.15.10) <4B5E843E-2809-3E70-9560-9254E2656419> /System/Library/PrivateFrameworks/Lexicon.framework/Versions/A/Lexicon\n 0x7fff50d90000 - 0x7fff50d95fff com.apple.LinguisticData (1.0 - 238.25) <F529B961-098C-3E4C-A3E9-9DA9BFA1B3F0> /System/Library/PrivateFrameworks/LinguisticData.framework/Versions/A/LinguisticData\n 0x7fff515b4000 - 0x7fff515b7fff com.apple.Mangrove (1.0 - 25) <537A5B2E-4C30-3CFD-8BDC-79F9A04AC327> /System/Library/PrivateFrameworks/Mangrove.framework/Versions/A/Mangrove\n 0x7fff51a8b000 - 0x7fff51ab3ff7 com.apple.spotlight.metadata.utilities (1.0 - 1191.58) <23E8580B-19C0-3E4F-A9FE-368DA80EAA6F> /System/Library/PrivateFrameworks/MetadataUtilities.framework/Versions/A/MetadataUtilities\n 0x7fff51ab4000 - 0x7fff51b41ff7 com.apple.gpusw.MetalTools (1.0 - 1) <9B542958-6363-3041-A265-EC7AC7BD7A43> /System/Library/PrivateFrameworks/MetalTools.framework/Versions/A/MetalTools\n 0x7fff51b58000 - 0x7fff51b71ffb com.apple.MobileAssets (1.0 - 437.250.3) <8BE5B3A0-8F3A-3FAE-9AFF-32836300183C> /System/Library/PrivateFrameworks/MobileAsset.framework/Versions/A/MobileAsset\n 0x7fff51d3d000 - 0x7fff51d58ffb com.apple.MobileKeyBag (2.0 - 1.0) <39337CBB-1D39-3DDC-A998-591194C76523> /System/Library/PrivateFrameworks/MobileKeyBag.framework/Versions/A/MobileKeyBag\n 0x7fff51de1000 - 0x7fff51e0bffb com.apple.MultitouchSupport.framework (2450.1 - 2450.1) <42A23EC9-64A7-31C7-BF33-DF4412ED8A3F> /System/Library/PrivateFrameworks/MultitouchSupport.framework/Versions/A/MultitouchSupport\n 0x7fff52047000 - 0x7fff52051fff com.apple.NetAuth (6.2 - 6.2) <0D01BBE5-0269-310D-B148-D19DAE143DEB> /System/Library/PrivateFrameworks/NetAuth.framework/Versions/A/NetAuth\n 0x7fff528b3000 - 0x7fff52904ff3 com.apple.OTSVG (1.0 - ???) <CB2F1DBE-0313-30CB-A95F-2FE75E0A089E> /System/Library/PrivateFrameworks/OTSVG.framework/Versions/A/OTSVG\n 0x7fff53a9d000 - 0x7fff53aacff7 com.apple.PerformanceAnalysis (1.218.2 - 218.2) <65F3DB3E-6D4E-33A0-B510-EF768D323DAB> /System/Library/PrivateFrameworks/PerformanceAnalysis.framework/Versions/A/PerformanceAnalysis\n 0x7fff5593e000 - 0x7fff5595cff7 com.apple.ProtocolBuffer (1 - 263.2) <907D6C95-D050-31DE-99CA-16A5135BC6F9> /System/Library/PrivateFrameworks/ProtocolBuffer.framework/Versions/A/ProtocolBuffer\n 0x7fff55af4000 - 0x7fff55b44fff com.apple.ROCKit (27.6 - 27.6) <756C2253-E8B1-3C48-9945-DE8D6AD24DE2> /System/Library/PrivateFrameworks/ROCKit.framework/Versions/A/ROCKit\n 0x7fff55ca2000 - 0x7fff55cc4fff com.apple.RemoteViewServices (2.0 - 128) <8FB0E4EB-DCBB-32E6-94C6-AA9BA9EE4CAC> /System/Library/PrivateFrameworks/RemoteViewServices.framework/Versions/A/RemoteViewServices\n 0x7fff574ce000 - 0x7fff575ecfff com.apple.Sharing (1288.62.5 - 1288.62.5) <BB647030-839A-3271-B205-D4325346DD3B> /System/Library/PrivateFrameworks/Sharing.framework/Versions/A/Sharing\n 0x7fff58401000 - 0x7fff586b0fff com.apple.SkyLight (1.600.0 - 340.55) <1F737945-E242-3F03-A7D6-1A5955AB1298> /System/Library/PrivateFrameworks/SkyLight.framework/Versions/A/SkyLight\n 0x7fff58e54000 - 0x7fff58e60fff com.apple.SpeechRecognitionCore (5.0.21 - 5.0.21) <7A6A67DB-C813-328E-AAFB-D267A5B50B3D> /System/Library/PrivateFrameworks/SpeechRecognitionCore.framework/Versions/A/SpeechRecognitionCore\n 0x7fff594ff000 - 0x7fff5953bff3 com.apple.StreamingZip (1.0 - 1) <046FAD5C-E0C5-3013-B1FE-24C018A0DDCF> /System/Library/PrivateFrameworks/StreamingZip.framework/Versions/A/StreamingZip\n 0x7fff595b1000 - 0x7fff5963cfc7 com.apple.Symbolication (10.2 - 64490.38.1) <9FDCC98D-5B32-35AD-A9BF-94DF2B78507F> /System/Library/PrivateFrameworks/Symbolication.framework/Versions/A/Symbolication\n 0x7fff59b22000 - 0x7fff59b2effb com.apple.TCC (1.0 - 1) <E3691073-7284-35E4-94F3-16587A7F380F> /System/Library/PrivateFrameworks/TCC.framework/Versions/A/TCC\n 0x7fff59d94000 - 0x7fff59e5cff3 com.apple.TextureIO (3.8.4 - 3.8.1) <7CEAC05A-D283-3D5A-B1E3-C849285FA0BF> /System/Library/PrivateFrameworks/TextureIO.framework/Versions/A/TextureIO\n 0x7fff59f12000 - 0x7fff59f13fff com.apple.TrustEvaluationAgent (2.0 - 31.200.1) <15DF9C73-54E4-3C41-BCF4-378338C55FB4> /System/Library/PrivateFrameworks/TrustEvaluationAgent.framework/Versions/A/TrustEvaluationAgent\n 0x7fff59f19000 - 0x7fff5a0d1ffb com.apple.UIFoundation (1.0 - 551.5) <A0FDC3A4-45C6-3C87-B77F-7DC394374C08> /System/Library/PrivateFrameworks/UIFoundation.framework/Versions/A/UIFoundation\n 0x7fff5ad4d000 - 0x7fff5ae26fff com.apple.ViewBridge (406 - 406) <3CC6AE31-2CD7-30CA-982C-47EF242EFA30> /System/Library/PrivateFrameworks/ViewBridge.framework/Versions/A/ViewBridge\n 0x7fff5b5fe000 - 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 - 0x7fff5c02cff3 libFosl_dynamic.dylib (18.3.4) <1B5DD4E2-8AE0-315E-829E-D5BFCD264EA8> /usr/lib/libFosl_dynamic.dylib\n 0x7fff5c07d000 - 0x7fff5c09cfff libMobileGestalt.dylib (645.270.1) <99A06C8A-97D6-383D-862C-F453BABB48A4> /usr/lib/libMobileGestalt.dylib\n 0x7fff5c09d000 - 0x7fff5c09dfff libOpenScriptingUtil.dylib (179.1) <4D603146-EDA5-3A74-9FF8-4F75D8BB9BC6> /usr/lib/libOpenScriptingUtil.dylib\n 0x7fff5c1dd000 - 0x7fff5c1deffb libSystem.B.dylib (1252.250.1) <C7A55258-8EB2-3202-82B5-AA56E53EE2DA> /usr/lib/libSystem.B.dylib\n 0x7fff5c25a000 - 0x7fff5c25bfff libThaiTokenizer.dylib (2.15.1) <ADB37DC3-7D9B-3E73-A72A-BCC3433C937A> /usr/lib/libThaiTokenizer.dylib\n 0x7fff5c26d000 - 0x7fff5c283ffb libapple_nghttp2.dylib (1.24.1) <6F04250A-6686-3FDC-9A8D-290C64B06502> /usr/lib/libapple_nghttp2.dylib\n 0x7fff5c284000 - 0x7fff5c2adffb libarchive.2.dylib (54.250.1) <47289946-8504-3966-9127-6CE39993DC2C> /usr/lib/libarchive.2.dylib\n 0x7fff5c2ae000 - 0x7fff5c32dfff libate.dylib (1.13.8) <92B44EDB-369D-3EE8-AEC5-61F8B9313DBF> /usr/lib/libate.dylib\n 0x7fff5c331000 - 0x7fff5c331ff3 libauto.dylib (187) <3E3780E1-96F3-3A22-91C5-92F9A5805518> /usr/lib/libauto.dylib\n 0x7fff5c403000 - 0x7fff5c413ffb libbsm.0.dylib (39.200.18) <CF381E0B-025B-364F-A83D-2527E03F1AA3> /usr/lib/libbsm.0.dylib\n 0x7fff5c414000 - 0x7fff5c421fff libbz2.1.0.dylib (38.200.3) <272953A1-8D36-329B-BDDB-E887B347710F> /usr/lib/libbz2.1.0.dylib\n 0x7fff5c422000 - 0x7fff5c475ff7 libc++.1.dylib (400.9.4) <9A60A190-6C34-339F-BB3D-AACE942009A4> /usr/lib/libc++.1.dylib\n 0x7fff5c476000 - 0x7fff5c48bff7 libc++abi.dylib (400.17) <38C09CED-9090-3719-90F3-04A2749F5428> /usr/lib/libc++abi.dylib\n 0x7fff5c48c000 - 0x7fff5c48cff3 libcharset.1.dylib (51.200.6) <2A27E064-314C-359C-93FC-8A9B06206174> /usr/lib/libcharset.1.dylib\n 0x7fff5c48d000 - 0x7fff5c49dffb libcmph.dylib (6.15.1) <9C52B2FE-179F-32AC-B87E-2AFC49ABF817> /usr/lib/libcmph.dylib\n 0x7fff5c49e000 - 0x7fff5c4b6ffb libcompression.dylib (52.250.2) <7F4BB18C-1FB4-3825-8D8B-6E6B168774C6> /usr/lib/libcompression.dylib\n 0x7fff5c72b000 - 0x7fff5c741fff libcoretls.dylib (155.220.1) <4C64BE3E-41E3-3020-8BB7-07E90C0C861C> /usr/lib/libcoretls.dylib\n 0x7fff5c742000 - 0x7fff5c743ff3 libcoretls_cfhelpers.dylib (155.220.1) <0959B3E9-6643-3589-8BB3-21D52CDF0EF1> /usr/lib/libcoretls_cfhelpers.dylib\n 0x7fff5c8e1000 - 0x7fff5c9d9ff7 libcrypto.35.dylib (22.260.1) <91C3D71A-4D1D-331D-89CC-67863DF10574> /usr/lib/libcrypto.35.dylib\n 0x7fff5cbef000 - 0x7fff5cc45ff3 libcups.2.dylib (462.16) <E82021D0-36AD-3FB7-AE47-A03A6947C7D0> /usr/lib/libcups.2.dylib\n 0x7fff5cd79000 - 0x7fff5cd79fff libenergytrace.dylib (17.200.1) <80BB567A-FD18-3497-BF97-353F57D98CDD> /usr/lib/libenergytrace.dylib\n 0x7fff5cdab000 - 0x7fff5cdb0ff7 libgermantok.dylib (17.15.2) <E5F0F794-FF27-3D64-AE52-C78C6A84DD67> /usr/lib/libgermantok.dylib\n 0x7fff5cdb1000 - 0x7fff5cdb6ff7 libheimdal-asn1.dylib (520.270.1) <73F60D6F-76F8-35EF-9C86-9A81225EE4BE> /usr/lib/libheimdal-asn1.dylib\n 0x7fff5cde1000 - 0x7fff5ced1fff libiconv.2.dylib (51.200.6) <2047C9B7-3F74-3A95-810D-2ED8F0475A99> /usr/lib/libiconv.2.dylib\n 0x7fff5ced2000 - 0x7fff5d133ffb libicucore.A.dylib (62141.0.1) <A0D63918-76E9-3C1B-B255-46F4C1DA7FE8> /usr/lib/libicucore.A.dylib\n 0x7fff5d180000 - 0x7fff5d181fff liblangid.dylib (128.15.1) <22D05C4F-769B-3075-ABCF-44A0EBACE028> /usr/lib/liblangid.dylib\n 0x7fff5d182000 - 0x7fff5d19aff3 liblzma.5.dylib (10.200.3) <E1F4FD60-1CE4-37B9-AD95-29D348AF1AC0> /usr/lib/liblzma.5.dylib\n 0x7fff5d1b2000 - 0x7fff5d256ff7 libmecab.1.0.0.dylib (779.24.1) <A8D0379B-85FA-3B3D-89ED-5CF2C3826AB2> /usr/lib/libmecab.1.0.0.dylib\n 0x7fff5d257000 - 0x7fff5d45bfff libmecabra.dylib (779.24.1) <D71F71E0-30E2-3DB3-B636-7DE13D51FB4B> /usr/lib/libmecabra.dylib\n 0x7fff5d633000 - 0x7fff5d984ff7 libnetwork.dylib (1229.250.15) <72C7E9E3-B2BE-3300-BE1B-64606222022C> /usr/lib/libnetwork.dylib\n 0x7fff5da16000 - 0x7fff5e19bfdf libobjc.A.dylib (756.2) <7C312627-43CB-3234-9324-4DEA92D59F50> /usr/lib/libobjc.A.dylib\n 0x7fff5e1ad000 - 0x7fff5e1b1ffb libpam.2.dylib (22.200.1) <586CF87F-349C-393D-AEEB-FB75F94A5EB7> /usr/lib/libpam.2.dylib\n 0x7fff5e1b4000 - 0x7fff5e1e9fff libpcap.A.dylib (79.250.3) <97B8CE1B-3EF6-3443-95EF-5659733139C9> /usr/lib/libpcap.A.dylib\n 0x7fff5e302000 - 0x7fff5e31affb libresolv.9.dylib (65.200.3) <1FB0982D-84D9-36E0-B3D8-C808891EFF50> /usr/lib/libresolv.9.dylib\n 0x7fff5e36b000 - 0x7fff5e36cff7 libspindump.dylib (267.3) <A584E403-8C95-3841-9C16-E22664A5A63F> /usr/lib/libspindump.dylib\n 0x7fff5e36d000 - 0x7fff5e54afff libsqlite3.dylib (274.26) <6404BA3B-BCA4-301F-B2FE-8776105A2AA3> /usr/lib/libsqlite3.dylib\n 0x7fff5e763000 - 0x7fff5e766ff7 libutil.dylib (51.200.4) <CE9B18C9-66ED-32D4-9D29-01F8FCB467B0> /usr/lib/libutil.dylib\n 0x7fff5e767000 - 0x7fff5e774fff libxar.1.dylib (417.1) <39CCF46B-C81A-34B1-92A1-58C4E5DA846E> /usr/lib/libxar.1.dylib\n 0x7fff5e779000 - 0x7fff5e85cfff libxml2.2.dylib (32.19) <E07AB10E-E2E6-33F2-8550-C24A0EB8FEAC> /usr/lib/libxml2.2.dylib\n 0x7fff5e85d000 - 0x7fff5e885ff3 libxslt.1.dylib (16.7.1) <4A5CB7D5-50F8-36BF-8A80-D526C57EB5D9> /usr/lib/libxslt.1.dylib\n 0x7fff5e886000 - 0x7fff5e898ff7 libz.1.dylib (70.200.4) <B048FC1F-058F-3A08-A1FE-81D5308CB3E6> /usr/lib/libz.1.dylib\n 0x7fff5f07c000 - 0x7fff5f080ff3 libcache.dylib (81) <1987D1E1-DB11-3291-B12A-EBD55848E02D> /usr/lib/system/libcache.dylib\n 0x7fff5f081000 - 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 .@...<....B...1.\n 31 d2 c1 e2 0d 09 f2 09-ca 89 95 30 ff ff ff 41 1..........0...A\n 83 fd 02 0f 82 e0 03 00-00 0f b7 70 02 89 f1 c1 ...........p....\n \nThread 0 last branch register state not available.\n\n\nBinary Images:\n 0x10016f000 - 0x10ab5afff +org.blenderfoundation.blender (2.92.0 - 2.92.0 2021-02-25) <F92572D3-A6D1-3A9C-9F23-72D19FC8242A> /Applications/Blender.app/Contents/MacOS/Blender\n 0x11191c000 - 0x111988fff +libomp.dylib (0) <535E76BC-1650-3651-9C62-97A995647107> /Applications/Blender.app/Contents/Resources/lib/libomp.dylib\n 0x1186b5000 - 0x118818fff com.apple.audio.units.Components (1.14 - 1.14) <8C3B07AD-A96B-383A-94DC-902CCE4CD511> /System/Library/Components/CoreAudio.component/Contents/MacOS/CoreAudio\n 0x11886d000 - 0x11887cfff libobjc-trampolines.dylib (818.2) <29187EF9-2BD6-3ABF-8088-DE708721B612> /usr/lib/libobjc-trampolines.dylib\n 0x118c6b000 - 0x118d06fff dyld (832.7.3) <0D4EA85F-7E30-338B-9215-314A5A5539B6> /usr/lib/dyld\n 0x118d83000 - 0x119332fff com.apple.audio.AudioDSPComponents (1.0 - 1) <1A7FCA3F-190C-32F0-A48D-1524A11B0910> /System/Library/Components/AudioDSP.component/Contents/MacOS/AudioDSP\n 0x119963000 - 0x119ce2fff com.apple.AMDRadeonX6000MTLDriver (4.2.15 - 4.0.2) <56DBFC8D-9ABB-34AE-873F-CAF3E6A184D5> /System/Library/Extensions/AMDRadeonX6000MTLDriver.bundle/Contents/MacOS/AMDRadeonX6000MTLDriver\n 0x11a0ab000 - 0x11a1fefff com.apple.AMDRadeonX6000GLDriver (4.2.15 - 4.0.2) <6A663F3B-05F2-35F1-9832-C0E3645C7E08> /System/Library/Extensions/AMDRadeonX6000GLDriver.bundle/Contents/MacOS/AMDRadeonX6000GLDriver\n 0x127eb0000 - 0x127eb1fff +_heapq.cpython-37m-darwin.so (0) <20086BF0-0130-3463-B824-F98C6D51BE39> /Applications/Blender.app/Contents/Resources/2.92/python/lib/python3.7/lib-dynload/_heapq.cpython-37m-darwin.so\n 0x1280ba000 - 0x1280bffff +math.cpython-37m-darwin.so (0) <F76ADA60-2AAA-34A7-BB31-26405F501673> /Applications/Blender.app/Contents/Resources/2.92/python/lib/python3.7/lib-dynload/math.cpython-37m-darwin.so\n 0x128fe4000 - 0x128fe7fff com.apple.CloudDocsFileProvider (1.0 - 726.1) <AB47EF12-834C-3720-BEE5-22E11638BFB7> /System/Library/Frameworks/FileProvider.framework/OverrideBundles/CloudDocsFileProvider.bundle/Contents/MacOS/CloudDocsFileProvider\n 0x128ff8000 - 0x128ffbfff com.apple.FileProviderOverride (326.3 - 326.3) <54B6F621-7F46-3223-A227-C0757EB3F900> /System/Library/Frameworks/FileProvider.framework/OverrideBundles/FileProviderOverride.bundle/Contents/MacOS/FileProviderOverride\n 0x12900c000 - 0x129027fff com.apple.findersync.fileprovideroverride.FinderSyncCollaborationFileProviderOverride (1.0 - 1350.2.10) <EDD7E1EC-AB15-3496-9A57-237C9D3A2CEB> /System/Library/Frameworks/FileProvider.framework/OverrideBundles/FinderSyncCollaborationFileProviderOverride.bundle/Contents/MacOS/FinderSyncCollaborationFileProviderOverride\n 0x7fff200e4000 - 0x7fff200e5fff libsystem_blocks.dylib (78) <E644CAA0-65B7-36E4-8041-520F3301F3DB> /usr/lib/system/libsystem_blocks.dylib\n 0x7fff200e6000 - 0x7fff2011bfff libxpc.dylib (2038.80.3) <70F26262-01AA-3CEC-9FAD-2701D24096F0> /usr/lib/system/libxpc.dylib\n 0x7fff2011c000 - 0x7fff20133fff libsystem_trace.dylib (1277.80.2) <87FEF600-48D9-31C9-B8FC-D5249B2AE95D> /usr/lib/system/libsystem_trace.dylib\n 0x7fff20134000 - 0x7fff201d3fff libcorecrypto.dylib (1000.80.5) <1EB11CFB-ABD7-36DD-97C7-C112A6601416> /usr/lib/system/libcorecrypto.dylib\n 0x7fff201d4000 - 0x7fff20200fff libsystem_malloc.dylib (317.40.8) <A498D1EF-E43D-310C-84E8-9C0AADA0C475> /usr/lib/system/libsystem_malloc.dylib\n 0x7fff20201000 - 0x7fff20245fff libdispatch.dylib (1271.40.12) <AD988EEA-1A2F-3404-9A6E-390FC2504223> /usr/lib/system/libdispatch.dylib\n 0x7fff20246000 - 0x7fff2027efff libobjc.A.dylib (818.2) <EB6B543F-D42C-3FB2-A2EC-43407C5F80D3> /usr/lib/libobjc.A.dylib\n 0x7fff2027f000 - 0x7fff20281fff libsystem_featureflags.dylib (28.60.1) <9CECB43A-094E-3CA9-B730-24DEA1A6DE05> /usr/lib/system/libsystem_featureflags.dylib\n 0x7fff20282000 - 0x7fff2030afff libsystem_c.dylib (1439.40.11) <4AF71812-4099-3E96-B271-1F259491A2B2> /usr/lib/system/libsystem_c.dylib\n 0x7fff2030b000 - 0x7fff20360fff libc++.1.dylib (904.4) <B217D905-4F9C-3DE0-8844-88FAA3C2C851> /usr/lib/libc++.1.dylib\n 0x7fff20361000 - 0x7fff20379fff libc++abi.dylib (904.4) <3C9FE530-3CD2-3A64-8A36-70816AEBDF0D> /usr/lib/libc++abi.dylib\n 0x7fff2037a000 - 0x7fff203a8fff libsystem_kernel.dylib (7195.81.3) <AB413518-ECDE-3F04-A61C-278D3CF43076> /usr/lib/system/libsystem_kernel.dylib\n 0x7fff203a9000 - 0x7fff203b4fff libsystem_pthread.dylib (454.80.2) <B989DF6C-ADFE-3AF9-9C91-07D2521F9E47> /usr/lib/system/libsystem_pthread.dylib\n 0x7fff203b5000 - 0x7fff203effff libdyld.dylib (832.7.3) <4641E48F-75B5-3CC7-8263-47BF79F15394> /usr/lib/system/libdyld.dylib\n 0x7fff203f0000 - 0x7fff203f9fff libsystem_platform.dylib (254.80.2) <1C3E1A0A-92A8-3CDE-B622-8940B43A5DF2> /usr/lib/system/libsystem_platform.dylib\n 0x7fff203fa000 - 0x7fff20425fff libsystem_info.dylib (542.40.3) <0C96CFE8-71F5-3335-8423-581BC3DE5846> /usr/lib/system/libsystem_info.dylib\n 0x7fff20426000 - 0x7fff208c1fff com.apple.CoreFoundation (6.9 - 1774.101) <2A0E160E-9EE6-3B23-8832-6979A16EC250> /System/Library/Frameworks/CoreFoundation.framework/Versions/A/CoreFoundation\n 0x7fff208c2000 - 0x7fff20af1fff com.apple.LaunchServices (1122.11 - 1122.11) <9ACD5692-3B92-3E6E-8B24-56ADCC911556> /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/LaunchServices.framework/Versions/A/LaunchServices\n 0x7fff20af2000 - 0x7fff20bc5fff com.apple.gpusw.MetalTools (1.0 - 1) <B1FDD261-7707-3E20-A6C2-99D9AF46356B> /System/Library/PrivateFrameworks/MetalTools.framework/Versions/A/MetalTools\n 0x7fff20bc6000 - 0x7fff20e29fff libBLAS.dylib (1336.40.1) <92702864-A5C6-3E22-86F6-DB329532674A> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libBLAS.dylib\n 0x7fff20e2a000 - 0x7fff20e77fff com.apple.Lexicon-framework (1.0 - 86.1) <2F429EBD-1BD2-3057-B760-8A81546DBD6F> /System/Library/PrivateFrameworks/Lexicon.framework/Versions/A/Lexicon\n 0x7fff20e78000 - 0x7fff20ee6fff libSparse.dylib (106) <B889DE4E-7356-3CC8-A13E-68D15E2024DF> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libSparse.dylib\n 0x7fff20ee7000 - 0x7fff20f64fff com.apple.SystemConfiguration (1.20 - 1.20) <3518EA0E-C32D-32CC-81B9-0F3C83B6430C> /System/Library/Frameworks/SystemConfiguration.framework/Versions/A/SystemConfiguration\n 0x7fff20f65000 - 0x7fff20f9afff libCRFSuite.dylib (50) <970D1F7B-5DBD-355F-80D8-C820AA1626D2> /usr/lib/libCRFSuite.dylib\n 0x7fff20f9b000 - 0x7fff211d2fff libmecabra.dylib (929.1.1) <102A0AD8-D119-340B-B652-B75F0AAB1C7E> /usr/lib/libmecabra.dylib\n 0x7fff211d3000 - 0x7fff21536fff com.apple.Foundation (6.9 - 1774.101) <8D9081B3-3F6A-31A0-9B20-1AE5CD8DD747> /System/Library/Frameworks/Foundation.framework/Versions/C/Foundation\n 0x7fff21537000 - 0x7fff21623fff com.apple.LanguageModeling (1.0 - 247.1) <1A05BCD7-232F-3950-936D-EC0F95BA3FB0> /System/Library/PrivateFrameworks/LanguageModeling.framework/Versions/A/LanguageModeling\n 0x7fff21624000 - 0x7fff2175afff com.apple.CoreDisplay (231.3 - 231.3) <6DD6A260-800F-3284-842C-8E4CB9EA47FF> /System/Library/Frameworks/CoreDisplay.framework/Versions/A/CoreDisplay\n 0x7fff2175b000 - 0x7fff219d1fff com.apple.audio.AudioToolboxCore (1.0 - 1180.25) <DEE2C5BA-BFD1-349F-A10A-B10717BA8F7C> /System/Library/PrivateFrameworks/AudioToolboxCore.framework/Versions/A/AudioToolboxCore\n 0x7fff219d2000 - 0x7fff21bbafff com.apple.CoreText (677.3.0.4 - 677.3.0.4) <9A8DC9A0-1A80-3A26-ACA0-A245D3FFF921> /System/Library/Frameworks/CoreText.framework/Versions/A/CoreText\n 0x7fff21bbb000 - 0x7fff2225ffff com.apple.audio.CoreAudio (5.0 - 5.0) <801E2D1E-7EA5-37DA-8F44-B6D7DD3CE5B9> /System/Library/Frameworks/CoreAudio.framework/Versions/A/CoreAudio\n 0x7fff22260000 - 0x7fff225b1fff com.apple.security (7.0 - 59754.80.3) <B377D7C7-EDB6-3737-B492-E9872F4C6469> /System/Library/Frameworks/Security.framework/Versions/A/Security\n 0x7fff225b2000 - 0x7fff22813fff libicucore.A.dylib (66109) <8F8D8A8B-4EE0-3C09-9F45-725A1FBDD38C> /usr/lib/libicucore.A.dylib\n 0x7fff22814000 - 0x7fff2281dfff libsystem_darwin.dylib (1439.40.11) <E016D8F7-C87F-36F8-B8A0-6A61B8E4BACB> /usr/lib/system/libsystem_darwin.dylib\n 0x7fff2281e000 - 0x7fff22b05fff com.apple.CoreServices.CarbonCore (1307 - 1307) <B857EADF-D517-34E8-8053-34C0E6695250> /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/CarbonCore.framework/Versions/A/CarbonCore\n 0x7fff22b06000 - 0x7fff22b44fff com.apple.CoreServicesInternal (476 - 476) <0DA95074-B315-3B84-B8A3-BAEDC4471A2C> /System/Library/PrivateFrameworks/CoreServicesInternal.framework/Versions/A/CoreServicesInternal\n 0x7fff22b45000 - 0x7fff22b7ffff com.apple.CSStore (1122.11 - 1122.11) <89992991-8538-380B-B2B8-4EA997CBFDBE> /System/Library/PrivateFrameworks/CoreServicesStore.framework/Versions/A/CoreServicesStore\n 0x7fff22b80000 - 0x7fff22c2efff com.apple.framework.IOKit (2.0.2 - 1845.81.1) <49AC0177-35A3-3C96-AD9D-3E59923C4761> /System/Library/Frameworks/IOKit.framework/Versions/A/IOKit\n 0x7fff22c2f000 - 0x7fff22c3afff libsystem_notify.dylib (279.40.4) <B2BF20C7-448A-3FBD-A2F5-AB7618D173F6> /usr/lib/system/libsystem_notify.dylib\n 0x7fff22c3b000 - 0x7fff22c86fff libsandbox.1.dylib (1441.60.4) <591F41F3-1FE9-354F-A1F9-BC0CC73333DA> /usr/lib/libsandbox.1.dylib\n 0x7fff22c87000 - 0x7fff239e9fff com.apple.AppKit (6.9 - 2022.30.122) <EA4B3536-A5AF-3E5D-A8E3-A3F795F34F05> /System/Library/Frameworks/AppKit.framework/Versions/C/AppKit\n 0x7fff239ea000 - 0x7fff23c3efff com.apple.UIFoundation (1.0 - 727.3) <5A905085-B5EB-3F71-A663-200428E7A5F4> /System/Library/PrivateFrameworks/UIFoundation.framework/Versions/A/UIFoundation\n 0x7fff23c3f000 - 0x7fff23c51fff com.apple.UniformTypeIdentifiers (633.0.2 - 633.0.2) <2AAE247F-1BA0-3E42-A07B-CBE413747B30> /System/Library/Frameworks/UniformTypeIdentifiers.framework/Versions/A/UniformTypeIdentifiers\n 0x7fff23c52000 - 0x7fff23ddcfff com.apple.desktopservices (1.18 - 1346.3.1) <2144B85E-A433-3F9E-A25D-E8F9D7B6D175> /System/Library/PrivateFrameworks/DesktopServicesPriv.framework/Versions/A/DesktopServicesPriv\n 0x7fff23ddd000 - 0x7fff23deffff com.apple.metadata.SpotlightLinguistics (1.0 - 1) <7FC34645-4185-3382-8813-9780C822BB15> /System/Library/PrivateFrameworks/SpotlightLinguistics.framework/Versions/A/SpotlightLinguistics\n 0x7fff240a9000 - 0x7fff246ecfff libnetwork.dylib (2288.80.2) <A3F1E999-6D61-32D7-B3F7-67832CEA53CD> /usr/lib/libnetwork.dylib\n 0x7fff246ed000 - 0x7fff24b8afff com.apple.CFNetwork (1220.1 - 1220.1) <04A917FB-DBFB-3432-BA4C-5B860990A420> /System/Library/Frameworks/CFNetwork.framework/Versions/A/CFNetwork\n 0x7fff24b8b000 - 0x7fff24b99fff libsystem_networkextension.dylib (1295.80.3) <5213D866-7D0E-3FD9-8E1A-03C0E39CEC44> /usr/lib/system/libsystem_networkextension.dylib\n 0x7fff24b9a000 - 0x7fff24b9afff libenergytrace.dylib (22) <33A9FBF3-A2D3-3ECE-9370-B0ADDE3896DE> /usr/lib/libenergytrace.dylib\n 0x7fff24b9b000 - 0x7fff24bf6fff libMobileGestalt.dylib (978.80.1) <C4C7A5DC-C3AD-374D-902A-B6DED14FBB67> /usr/lib/libMobileGestalt.dylib\n 0x7fff24bf7000 - 0x7fff24c0dfff libsystem_asl.dylib (385) <5B48071E-85EB-33B0-AE9B-127AEB398AEC> /usr/lib/system/libsystem_asl.dylib\n 0x7fff24c0e000 - 0x7fff24c25fff com.apple.TCC (1.0 - 1) <2F48471B-68F3-3017-8B18-BEDD4ED5853F> /System/Library/PrivateFrameworks/TCC.framework/Versions/A/TCC\n 0x7fff24c26000 - 0x7fff24f8cfff com.apple.SkyLight (1.600.0 - 570.7) <8034EAA7-787C-3A3E-A301-FF90376F247D> /System/Library/PrivateFrameworks/SkyLight.framework/Versions/A/SkyLight\n 0x7fff24f8d000 - 0x7fff25620fff com.apple.CoreGraphics (2.0 - 1463.3.2) <29845645-F6F2-34E0-AC0D-C659773C78ED> /System/Library/Frameworks/CoreGraphics.framework/Versions/A/CoreGraphics\n 0x7fff25621000 - 0x7fff25717fff com.apple.ColorSync (4.13.0 - 3473.3.1) <A67D9B0A-E9FB-325A-873B-032DAF45C112> /System/Library/Frameworks/ColorSync.framework/Versions/A/ColorSync\n 0x7fff25718000 - 0x7fff25773fff com.apple.HIServices (1.22 - 714) <780B2B09-80A6-32C8-B9E5-024988196E00> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/HIServices.framework/Versions/A/HIServices\n 0x7fff25b1f000 - 0x7fff25f3dfff com.apple.CoreData (120 - 1044.3) <7BE9684B-4439-3008-A2A7-4093BBCA180A> /System/Library/Frameworks/CoreData.framework/Versions/A/CoreData\n 0x7fff25f3e000 - 0x7fff25f54fff com.apple.ProtocolBuffer (1 - 285.23.11.29.1) <58CD91DC-64A9-3A97-AE41-6EA30308D617> /System/Library/PrivateFrameworks/ProtocolBuffer.framework/Versions/A/ProtocolBuffer\n 0x7fff25f55000 - 0x7fff26114fff libsqlite3.dylib (321.1) <ACCC6A4C-3257-38A4-8AFB-BA73D906205B> /usr/lib/libsqlite3.dylib\n 0x7fff26115000 - 0x7fff26191fff com.apple.Accounts (113 - 113) <BCB8494A-A340-30A1-928C-9B53E953328D> /System/Library/Frameworks/Accounts.framework/Versions/A/Accounts\n 0x7fff26192000 - 0x7fff261aafff com.apple.commonutilities (8.0 - 900) <8C96D016-2B40-39C0-A51C-9CF687AE7218> /System/Library/PrivateFrameworks/CommonUtilities.framework/Versions/A/CommonUtilities\n 0x7fff261ab000 - 0x7fff2622cfff com.apple.BaseBoard (526 - 526) <3A964BB6-7AB8-3B5D-BAF6-40F56D2BA393> /System/Library/PrivateFrameworks/BaseBoard.framework/Versions/A/BaseBoard\n 0x7fff2622d000 - 0x7fff26278fff com.apple.RunningBoardServices (1.0 - 505.80.1) <4B9FFFB3-310F-350A-BEBB-AB779BD3F405> /System/Library/PrivateFrameworks/RunningBoardServices.framework/Versions/A/RunningBoardServices\n 0x7fff26279000 - 0x7fff262eefff com.apple.AE (918.0.1 - 918.0.1) <9B6B42DB-8768-343B-B10E-A9A5710280CD> /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/AE.framework/Versions/A/AE\n 0x7fff262ef000 - 0x7fff262f5fff libdns_services.dylib (1310.80.1) <97EB5DFD-BB41-3834-BF09-1F597D84F324> /usr/lib/libdns_services.dylib\n 0x7fff262f6000 - 0x7fff262fdfff libsystem_symptoms.dylib (1431.40.36) <BC85B46C-02EE-31FF-861D-F0DE01E8F6CF> /usr/lib/system/libsystem_symptoms.dylib\n 0x7fff262fe000 - 0x7fff26482fff com.apple.Network (1.0 - 1) <75C2713C-F0D8-32BA-A839-17A2AE49A061> /System/Library/Frameworks/Network.framework/Versions/A/Network\n 0x7fff26483000 - 0x7fff264a7fff com.apple.analyticsd (1.0 - 1) <4FFF906A-FE79-38F9-B777-AE878A0C99F1> /System/Library/PrivateFrameworks/CoreAnalytics.framework/Versions/A/CoreAnalytics\n 0x7fff264a8000 - 0x7fff264aafff libDiagnosticMessagesClient.dylib (112) <20EDB261-69C7-3E4A-8C00-878814186A62> /usr/lib/libDiagnosticMessagesClient.dylib\n 0x7fff264ab000 - 0x7fff264f7fff com.apple.spotlight.metadata.utilities (1.0 - 2150.7.5) <FB7BF527-2D95-3E82-AAD8-D42B33DAC0F0> /System/Library/PrivateFrameworks/MetadataUtilities.framework/Versions/A/MetadataUtilities\n 0x7fff264f8000 - 0x7fff26592fff com.apple.Metadata (10.7.0 - 2150.7.5) <49187239-597B-31A1-8895-8AA265C818C7> /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/Metadata.framework/Versions/A/Metadata\n 0x7fff26593000 - 0x7fff26599fff com.apple.DiskArbitration (2.7 - 2.7) <ACFCD23E-05DF-3F96-BCFA-E294AAAFD2CE> /System/Library/Frameworks/DiskArbitration.framework/Versions/A/DiskArbitration\n 0x7fff2659a000 - 0x7fff26c40fff com.apple.vImage (8.1 - 544.2) <3EBF95E1-30EB-3162-A9D4-B97BE581B69F> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vImage.framework/Versions/A/vImage\n 0x7fff26c41000 - 0x7fff26f0bfff com.apple.QuartzCore (1.11 - 926.8) <04D8759B-1119-3E37-B922-32BDECB7C5D2> /System/Library/Frameworks/QuartzCore.framework/Versions/A/QuartzCore\n 0x7fff26f0c000 - 0x7fff26f4dfff libFontRegistry.dylib (309) <9E9329F6-7384-3C7F-83E7-D52CD7FFBC09> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/ATS.framework/Versions/A/Resources/libFontRegistry.dylib\n 0x7fff26f4e000 - 0x7fff2708ffff com.apple.coreui (2.1 - 690) <6DB427BB-44CA-3002-A3FF-77F0FEFC2A51> /System/Library/PrivateFrameworks/CoreUI.framework/Versions/A/CoreUI\n 0x7fff27090000 - 0x7fff2717bfff com.apple.ViewBridge (551.3 - 551.3) <9F31CEDB-5B8A-3BAE-A638-E9F352EF4E87> /System/Library/PrivateFrameworks/ViewBridge.framework/Versions/A/ViewBridge\n 0x7fff2717c000 - 0x7fff27187fff com.apple.PerformanceAnalysis (1.275 - 275) <2E5E666D-EE93-3949-8C76-692FA748D129> /System/Library/PrivateFrameworks/PerformanceAnalysis.framework/Versions/A/PerformanceAnalysis\n 0x7fff27188000 - 0x7fff27197fff com.apple.OpenDirectory (11.2 - 230.40.1) <333A7F2E-0F3E-37F1-9E1B-69996F5084D2> /System/Library/Frameworks/OpenDirectory.framework/Versions/A/OpenDirectory\n 0x7fff27198000 - 0x7fff271b7fff com.apple.CFOpenDirectory (11.2 - 230.40.1) <25F138F8-9E55-3749-8271-0FDB275C3E2C> /System/Library/Frameworks/OpenDirectory.framework/Versions/A/Frameworks/CFOpenDirectory.framework/Versions/A/CFOpenDirectory\n 0x7fff271b8000 - 0x7fff271c0fff com.apple.CoreServices.FSEvents (1290.40.2 - 1290.40.2) <6B70B98B-BCC5-3FBE-A6B5-CD0696AA055A> /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/FSEvents.framework/Versions/A/FSEvents\n 0x7fff271c1000 - 0x7fff271e5fff com.apple.coreservices.SharedFileList (144 - 144) <C861FAD6-D3A5-302C-88AE-B2813F7201A7> /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/SharedFileList.framework/Versions/A/SharedFileList\n 0x7fff271e6000 - 0x7fff271e8fff libapp_launch_measurement.dylib (14.1) <2BBB708C-4D91-364E-ABD0-39BF198688A6> /usr/lib/libapp_launch_measurement.dylib\n 0x7fff271e9000 - 0x7fff27231fff com.apple.CoreAutoLayout (1.0 - 21.10.1) <7A2E42E6-3AF2-3ECB-8A16-5C4AC41206EE> /System/Library/PrivateFrameworks/CoreAutoLayout.framework/Versions/A/CoreAutoLayout\n 0x7fff27232000 - 0x7fff27314fff libxml2.2.dylib (34.9) <E0BF29C7-869B-3DD5-82AE-F36E6398091A> /usr/lib/libxml2.2.dylib\n 0x7fff27315000 - 0x7fff27361fff com.apple.CoreVideo (1.8 - 408.4) <50857F8D-C7CC-3609-B0DB-FC3C7382243B> /System/Library/Frameworks/CoreVideo.framework/Versions/A/CoreVideo\n 0x7fff27362000 - 0x7fff27364fff com.apple.loginsupport (1.0 - 1) <B149BCAF-854C-3820-809D-15C6077FFB8B> /System/Library/PrivateFrameworks/login.framework/Versions/A/Frameworks/loginsupport.framework/Versions/A/loginsupport\n 0x7fff27365000 - 0x7fff2738dfff com.apple.aps.framework (4.0 - 4.0) <D86ED827-F22D-3A52-B055-251478B29AE1> /System/Library/PrivateFrameworks/ApplePushService.framework/Versions/A/ApplePushService\n 0x7fff2738e000 - 0x7fff273abfff com.apple.UserManagement (1.0 - 1) <B6B35079-3860-384F-B7A2-584192BAAE70> /System/Library/PrivateFrameworks/UserManagement.framework/Versions/A/UserManagement\n 0x7fff273ac000 - 0x7fff2754bfff com.apple.cloudkit.CloudKit (970 - 970) <58BD254C-AAF1-3CC5-AAB7-2EF0A70BA033> /System/Library/Frameworks/CloudKit.framework/Versions/A/CloudKit\n 0x7fff2754c000 - 0x7fff275cefff com.apple.CloudDocs (1.0 - 726.1) <EDBE33B4-1629-3323-902F-F6DABE66D552> /System/Library/PrivateFrameworks/CloudDocs.framework/Versions/A/CloudDocs\n 0x7fff282c8000 - 0x7fff28345fff com.apple.corelocation (2420.12.16 - 2420.12.16) <8BD49018-78D4-3A81-88AD-47DE1A8E3BFE> /System/Library/Frameworks/CoreLocation.framework/Versions/A/CoreLocation\n 0x7fff28346000 - 0x7fff28356fff libsystem_containermanager.dylib (318.80.2) <6F08275F-B912-3D8E-9D74-4845158AE4F3> /usr/lib/system/libsystem_containermanager.dylib\n 0x7fff28357000 - 0x7fff28368fff com.apple.IOSurface (289.3 - 289.3) <029C5E16-2E04-3E98-BE25-CC8BAE5E3D19> /System/Library/Frameworks/IOSurface.framework/Versions/A/IOSurface\n 0x7fff28369000 - 0x7fff28371fff com.apple.IOAccelerator (439.52 - 439.52) <41EDF102-E1B5-3FBA-A74A-6C583CAA5D24> /System/Library/PrivateFrameworks/IOAccelerator.framework/Versions/A/IOAccelerator\n 0x7fff28372000 - 0x7fff28497fff com.apple.Metal (244.32.7 - 244.32.7) <829B9C4D-2DB6-38C9-9FE8-E6544FB3BDCC> /System/Library/Frameworks/Metal.framework/Versions/A/Metal\n 0x7fff28498000 - 0x7fff284b4fff com.apple.audio.caulk (1.0 - 70) <3FFEB564-C7CC-3F3E-B193-3F4E7B7C6764> /System/Library/PrivateFrameworks/caulk.framework/Versions/A/caulk\n 0x7fff284b5000 - 0x7fff2859efff com.apple.CoreMedia (1.0 - 2765.6.4.2) <8E50C806-C6A2-3B96-B3D2-DA1FFC73D2A8> /System/Library/Frameworks/CoreMedia.framework/Versions/A/CoreMedia\n 0x7fff2859f000 - 0x7fff286fbfff libFontParser.dylib (305.3.0.1) <2CD3B3C9-7022-34DD-BF53-D48D79DEF726> /System/Library/PrivateFrameworks/FontServices.framework/libFontParser.dylib\n 0x7fff286fc000 - 0x7fff289fbfff com.apple.HIToolbox (2.1.1 - 1061.2) <82B316E1-E47F-334D-8C33-DB1B7E8A4F71> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/HIToolbox.framework/Versions/A/HIToolbox\n 0x7fff289fc000 - 0x7fff28a0ffff com.apple.framework.DFRFoundation (1.0 - 265) <4B26DB42-BFDD-3B0D-8966-3D0926A3A5B7> /System/Library/PrivateFrameworks/DFRFoundation.framework/Versions/A/DFRFoundation\n 0x7fff28a10000 - 0x7fff28a13fff com.apple.dt.XCTTargetBootstrap (1.0 - 17500) <D279B67B-7108-3A16-93E5-5A429B898DAA> /System/Library/PrivateFrameworks/XCTTargetBootstrap.framework/Versions/A/XCTTargetBootstrap\n 0x7fff28a14000 - 0x7fff28a3dfff com.apple.CoreSVG (1.0 - 149) <D88B5A7D-F9F7-36C2-A346-87D7163605A0> /System/Library/PrivateFrameworks/CoreSVG.framework/Versions/A/CoreSVG\n 0x7fff28a3e000 - 0x7fff28c78fff com.apple.ImageIO (3.3.0 - 2130.3.5) <3558ABA9-6522-36A8-A49D-8641A9D7FCE1> /System/Library/Frameworks/ImageIO.framework/Versions/A/ImageIO\n 0x7fff28c79000 - 0x7fff28ff6fff com.apple.CoreImage (16.2.0 - 1130.1) <29BE82F7-93BE-336A-AF66-9DD3F48B8565> /System/Library/Frameworks/CoreImage.framework/Versions/A/CoreImage\n 0x7fff28ff7000 - 0x7fff29052fff com.apple.MetalPerformanceShaders.MPSCore (1.0 - 1) <287C79B5-4E13-3DF6-BDC4-439EC621E010> /System/Library/Frameworks/MetalPerformanceShaders.framework/Versions/A/Frameworks/MPSCore.framework/Versions/A/MPSCore\n 0x7fff29053000 - 0x7fff29056fff libsystem_configuration.dylib (1109.60.2) <4917D824-4DE8-32CC-9ED2-1FBF371FEB9F> /usr/lib/system/libsystem_configuration.dylib\n 0x7fff29057000 - 0x7fff2905bfff libsystem_sandbox.dylib (1441.60.4) <5F7F3DD1-4B38-310C-AA8F-19FF1B0F5276> /usr/lib/system/libsystem_sandbox.dylib\n 0x7fff2905c000 - 0x7fff2905dfff com.apple.AggregateDictionary (1.0 - 1) <E6C1A91D-4ADE-33CB-AA47-2F573811BFD9> /System/Library/PrivateFrameworks/AggregateDictionary.framework/Versions/A/AggregateDictionary\n 0x7fff2905e000 - 0x7fff29061fff com.apple.AppleSystemInfo (3.1.5 - 3.1.5) <4F8A1D06-3EFF-3174-BE9C-C4B70A3EA290> /System/Library/PrivateFrameworks/AppleSystemInfo.framework/Versions/A/AppleSystemInfo\n 0x7fff29062000 - 0x7fff29063fff liblangid.dylib (136) <E8044658-AE79-3930-A902-07A38BB22382> /usr/lib/liblangid.dylib\n 0x7fff29064000 - 0x7fff29104fff com.apple.CoreNLP (1.0 - 245.1) <6C49B26B-CB39-3504-AD5E-9C3333FFE086> /System/Library/PrivateFrameworks/CoreNLP.framework/Versions/A/CoreNLP\n 0x7fff29105000 - 0x7fff2910bfff com.apple.LinguisticData (1.0 - 399) <B059FF7F-731A-38F1-884A-588C6C8CA7F2> /System/Library/PrivateFrameworks/LinguisticData.framework/Versions/A/LinguisticData\n 0x7fff2910c000 - 0x7fff297c9fff libBNNS.dylib (288.80.1) <C5CD30D8-114B-3104-9020-E5C05E68CEE8> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libBNNS.dylib\n 0x7fff297ca000 - 0x7fff2999dfff libvDSP.dylib (760.40.6) <4CCEE561-A72B-33BC-B9F9-77A6CF2E7AF0> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libvDSP.dylib\n 0x7fff2999e000 - 0x7fff299b0fff com.apple.CoreEmoji (1.0 - 128) <D43F3FFA-6692-3D56-ACBA-DDA40C566DDE> /System/Library/PrivateFrameworks/CoreEmoji.framework/Versions/A/CoreEmoji\n 0x7fff299b1000 - 0x7fff299bbfff com.apple.IOMobileFramebuffer (343.0.0 - 343.0.0) <B15E9DA1-1C81-3ECF-94C7-FD137AD6C5E2> /System/Library/PrivateFrameworks/IOMobileFramebuffer.framework/Versions/A/IOMobileFramebuffer\n 0x7fff299bc000 - 0x7fff29a8efff com.apple.framework.CoreWLAN (16.0 - 1657) <35927D28-3324-3CAB-9255-276A7022EADC> /System/Library/Frameworks/CoreWLAN.framework/Versions/A/CoreWLAN\n 0x7fff29a8f000 - 0x7fff29c8efff com.apple.CoreUtils (6.5 - 650.6) <184C48A4-7F66-395B-81DB-DAA1641383CF> /System/Library/PrivateFrameworks/CoreUtils.framework/Versions/A/CoreUtils\n 0x7fff29c8f000 - 0x7fff29cb1fff com.apple.MobileKeyBag (2.0 - 1.0) <0F83FED4-709A-37A0-9E04-EFFD71CB1272> /System/Library/PrivateFrameworks/MobileKeyBag.framework/Versions/A/MobileKeyBag\n 0x7fff29cb2000 - 0x7fff29cc2fff com.apple.AssertionServices (1.0 - 505.80.1) <A00B802D-7BB8-3F6B-A79D-E9697F7D0ABB> /System/Library/PrivateFrameworks/AssertionServices.framework/Versions/A/AssertionServices\n 0x7fff29cc3000 - 0x7fff29d4ffff com.apple.securityfoundation (6.0 - 55240.40.4) <72AC63B1-0B72-394F-97E8-BA9B114DD0A9> /System/Library/Frameworks/SecurityFoundation.framework/Versions/A/SecurityFoundation\n 0x7fff29d50000 - 0x7fff29d59fff com.apple.coreservices.BackgroundTaskManagement (1.0 - 104) <EC15118E-62BD-3C24-A880-3B9B74318B0B> /System/Library/PrivateFrameworks/BackgroundTaskManagement.framework/Versions/A/BackgroundTaskManagement\n 0x7fff29d5a000 - 0x7fff29d5efff com.apple.xpc.ServiceManagement (1.0 - 1) <FD031028-B702-3909-B2AF-3916404DD4A8> /System/Library/Frameworks/ServiceManagement.framework/Versions/A/ServiceManagement\n 0x7fff29d5f000 - 0x7fff29d61fff libquarantine.dylib (119.40.2) <40D35D75-524B-3DA6-8159-E7E0FA66F5BC> /usr/lib/system/libquarantine.dylib\n 0x7fff29d62000 - 0x7fff29d6dfff libCheckFix.dylib (31) <74E17BB2-1A3C-3574-92DD-63ABE39E3FF9> /usr/lib/libCheckFix.dylib\n 0x7fff29d6e000 - 0x7fff29d85fff libcoretls.dylib (169) <B33BEF87-3275-356D-9815-D0E94122D2EB> /usr/lib/libcoretls.dylib\n 0x7fff29d86000 - 0x7fff29d96fff libbsm.0.dylib (68.40.1) <D71EF121-D4B0-306E-9843-9FAFD558E3A4> /usr/lib/libbsm.0.dylib\n 0x7fff29d97000 - 0x7fff29de0fff libmecab.dylib (929.1.1) <1F424683-4213-3594-9BF5-EFCCCDAA83A5> /usr/lib/libmecab.dylib\n 0x7fff29de1000 - 0x7fff29de6fff libgermantok.dylib (24) <E40EFA11-E95C-36D1-A8BE-8CA5B1DD179D> /usr/lib/libgermantok.dylib\n 0x7fff29de7000 - 0x7fff29dfcfff libLinearAlgebra.dylib (1336.40.1) <0D017F3F-6FD6-38DB-AA14-A64523A4D093> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libLinearAlgebra.dylib\n 0x7fff29dfd000 - 0x7fff2a024fff com.apple.MetalPerformanceShaders.MPSNeuralNetwork (1.0 - 1) <8FA469B3-48BE-315B-B3A0-C868CD541608> /System/Library/Frameworks/MetalPerformanceShaders.framework/Versions/A/Frameworks/MPSNeuralNetwork.framework/Versions/A/MPSNeuralNetwork\n 0x7fff2a025000 - 0x7fff2a074fff com.apple.MetalPerformanceShaders.MPSRayIntersector (1.0 - 1) <613BB6F1-3588-3E25-B523-059022FBE56E> /System/Library/Frameworks/MetalPerformanceShaders.framework/Versions/A/Frameworks/MPSRayIntersector.framework/Versions/A/MPSRayIntersector\n 0x7fff2a075000 - 0x7fff2a1bcfff com.apple.MLCompute (1.0 - 1) <01B968D9-A464-3667-8B8E-C99AEBA1FF79> /System/Library/Frameworks/MLCompute.framework/Versions/A/MLCompute\n 0x7fff2a1bd000 - 0x7fff2a1f3fff com.apple.MetalPerformanceShaders.MPSMatrix (1.0 - 1) <B988D5F6-4E54-335D-A654-12C74FD668EA> /System/Library/Frameworks/MetalPerformanceShaders.framework/Versions/A/Frameworks/MPSMatrix.framework/Versions/A/MPSMatrix\n 0x7fff2a1f4000 - 0x7fff2a231fff com.apple.MetalPerformanceShaders.MPSNDArray (1.0 - 1) <51ECDE6B-39F8-3BAB-ADC1-84C958F40A3F> /System/Library/Frameworks/MetalPerformanceShaders.framework/Versions/A/Frameworks/MPSNDArray.framework/Versions/A/MPSNDArray\n 0x7fff2a232000 - 0x7fff2a2c2fff com.apple.MetalPerformanceShaders.MPSImage (1.0 - 1) <D009508B-DCDF-3421-B1CB-40FDF4A68E93> /System/Library/Frameworks/MetalPerformanceShaders.framework/Versions/A/Frameworks/MPSImage.framework/Versions/A/MPSImage\n 0x7fff2a2c3000 - 0x7fff2a2d2fff com.apple.AppleFSCompression (125 - 1.0) <879A04AA-F9A1-3640-A9EF-F5D0813C852A> /System/Library/PrivateFrameworks/AppleFSCompression.framework/Versions/A/AppleFSCompression\n 0x7fff2a2d3000 - 0x7fff2a2e0fff libbz2.1.0.dylib (44) <E163D5F9-E202-3A53-817B-8BC40B9293C0> /usr/lib/libbz2.1.0.dylib\n 0x7fff2a2e1000 - 0x7fff2a2e5fff libsystem_coreservices.dylib (127) <529A0663-A936-309C-9318-1B04B7F70658> /usr/lib/system/libsystem_coreservices.dylib\n 0x7fff2a2e6000 - 0x7fff2a313fff com.apple.CoreServices.OSServices (1122.11 - 1122.11) <8D30829B-426E-361E-B2A9-5850F1E5513D> /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/OSServices.framework/Versions/A/OSServices\n 0x7fff2a314000 - 0x7fff2a445fff com.apple.AuthKit (1.0 - 1) <4A9B2D94-7AB0-3417-8D4E-A9C6C31C31D4> /System/Library/PrivateFrameworks/AuthKit.framework/Versions/A/AuthKit\n 0x7fff2a4e9000 - 0x7fff2a4fbfff libz.1.dylib (76) <6E2BD7A3-DC55-3183-BBF7-3AC367BC1834> /usr/lib/libz.1.dylib\n 0x7fff2a4fc000 - 0x7fff2a543fff libsystem_m.dylib (3186.40.2) <DD26CC5C-AFF6-305F-A567-14909DD57163> /usr/lib/system/libsystem_m.dylib\n 0x7fff2a544000 - 0x7fff2a544fff libcharset.1.dylib (59) <D14F9D24-693A-37F0-8F92-D260248EB282> /usr/lib/libcharset.1.dylib\n 0x7fff2a545000 - 0x7fff2a54afff libmacho.dylib (973.4) <C2584BC4-497B-3170-ADDF-21B8E10B4DFD> /usr/lib/system/libmacho.dylib\n 0x7fff2a54b000 - 0x7fff2a566fff libkxld.dylib (7195.81.3) <DE05C188-D9FE-30DC-8299-DF3DC9F837A5> /usr/lib/system/libkxld.dylib\n 0x7fff2a567000 - 0x7fff2a572fff libcommonCrypto.dylib (60178.40.2) <822A29CE-BF54-35AD-BB15-8FAECB800C7D> /usr/lib/system/libcommonCrypto.dylib\n 0x7fff2a573000 - 0x7fff2a57dfff libunwind.dylib (200.10) <1D0A4B4A-4370-3548-8DC1-42A7B4BD45D3> /usr/lib/system/libunwind.dylib\n 0x7fff2a57e000 - 0x7fff2a585fff liboah.dylib (203.30) <44C477D9-013F-3A6D-A9FE-68A89214E6A5> /usr/lib/liboah.dylib\n 0x7fff2a586000 - 0x7fff2a590fff libcopyfile.dylib (173.40.2) <39DBE613-135B-3AFE-A6AF-7898A37F70C2> /usr/lib/system/libcopyfile.dylib\n 0x7fff2a591000 - 0x7fff2a598fff libcompiler_rt.dylib (102.2) <62EE1D14-5ED7-3CEC-81C0-9C93833641F1> /usr/lib/system/libcompiler_rt.dylib\n 0x7fff2a599000 - 0x7fff2a59bfff libsystem_collections.dylib (1439.40.11) <C53D5E0C-0C4F-3B35-A24B-E0D7101A3F95> /usr/lib/system/libsystem_collections.dylib\n 0x7fff2a59c000 - 0x7fff2a59efff libsystem_secinit.dylib (87.60.1) <E05E35BC-1BAB-365B-8BEE-D774189EFD3B> /usr/lib/system/libsystem_secinit.dylib\n 0x7fff2a59f000 - 0x7fff2a5a1fff libremovefile.dylib (49.40.3) <5CC12A16-82CB-32F0-9040-72CFC88A48DF> /usr/lib/system/libremovefile.dylib\n 0x7fff2a5a2000 - 0x7fff2a5a2fff libkeymgr.dylib (31) <803F6AED-99D5-3CCF-B0FA-361BCF14C8C0> /usr/lib/system/libkeymgr.dylib\n 0x7fff2a5a3000 - 0x7fff2a5aafff libsystem_dnssd.dylib (1310.80.1) <E0A0CAB3-6779-3C83-AC67-046CFE69F9C2> /usr/lib/system/libsystem_dnssd.dylib\n 0x7fff2a5ab000 - 0x7fff2a5b0fff libcache.dylib (83) <1A98B064-8FED-39CF-BB2E-5BDA1EF5B65A> /usr/lib/system/libcache.dylib\n 0x7fff2a5b1000 - 0x7fff2a5b2fff libSystem.B.dylib (1292.60.1) <83503CE0-32B1-36DB-A4F0-3CC6B7BCF50A> /usr/lib/libSystem.B.dylib\n 0x7fff2a5b3000 - 0x7fff2a5b6fff libfakelink.dylib (3) <D939A124-9FD5-37A2-B03B-72E98CBC98FE> /usr/lib/libfakelink.dylib\n 0x7fff2a5b7000 - 0x7fff2a5b7fff com.apple.SoftLinking (1.0 - 1) <EF2AC5FF-B98D-3252-ABA8-2FC721CBA942> /System/Library/PrivateFrameworks/SoftLinking.framework/Versions/A/SoftLinking\n 0x7fff2a5b8000 - 0x7fff2a5effff libpcap.A.dylib (98.40.1) <DE5787F8-D011-3E71-8323-936B35976D9E> /usr/lib/libpcap.A.dylib\n 0x7fff2a5f0000 - 0x7fff2a6e0fff libiconv.2.dylib (59) <AD10ECF4-E137-3152-9612-7EC548D919E8> /usr/lib/libiconv.2.dylib\n 0x7fff2a6e1000 - 0x7fff2a6f2fff libcmph.dylib (8) <A5D1EBB3-70A1-3ECA-A3C7-E97FBAD36ECF> /usr/lib/libcmph.dylib\n 0x7fff2a6f3000 - 0x7fff2a764fff libarchive.2.dylib (83.40.4) <9061C767-43FD-3483-9C48-73973AF82DC1> /usr/lib/libarchive.2.dylib\n 0x7fff2a765000 - 0x7fff2a7ccfff com.apple.SearchKit (1.4.1 - 1.4.1) <6243D4C0-3572-30A6-889A-B8690A5EAC24> /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/SearchKit.framework/Versions/A/SearchKit\n 0x7fff2a7cd000 - 0x7fff2a7cefff libThaiTokenizer.dylib (3) <47CDE3EE-60AB-38CE-9494-5CC047CACA7F> /usr/lib/libThaiTokenizer.dylib\n 0x7fff2a7cf000 - 0x7fff2a7f6fff com.apple.applesauce (1.0 - 16.26) <4A637FE0-A740-32F0-AE70-4593F6DF1573> /System/Library/PrivateFrameworks/AppleSauce.framework/Versions/A/AppleSauce\n 0x7fff2a7f7000 - 0x7fff2a80efff libapple_nghttp2.dylib (1.41) <A2F6DE8D-2B38-3669-A16E-E1BD54108F24> /usr/lib/libapple_nghttp2.dylib\n 0x7fff2a80f000 - 0x7fff2a821fff libSparseBLAS.dylib (1336.40.1) <FC45F7FD-6B10-3F8D-A553-F57C757F6717> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libSparseBLAS.dylib\n 0x7fff2a822000 - 0x7fff2a823fff com.apple.MetalPerformanceShaders.MetalPerformanceShaders (1.0 - 1) <F37DBCE9-20CD-33D4-806B-93B326E08422> /System/Library/Frameworks/MetalPerformanceShaders.framework/Versions/A/MetalPerformanceShaders\n 0x7fff2a824000 - 0x7fff2a828fff libpam.2.dylib (28.40.1) <FA3308D0-E7B4-3A2C-AE39-0E085F6CDEE0> /usr/lib/libpam.2.dylib\n 0x7fff2a829000 - 0x7fff2a841fff libcompression.dylib (96.40.6) <9C42DB2C-0A6D-38CE-BB8D-899A9B34B695> /usr/lib/libcompression.dylib\n 0x7fff2a842000 - 0x7fff2a847fff libQuadrature.dylib (7) <55EE1866-623B-3C10-91FB-C8B06EB83995> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libQuadrature.dylib\n 0x7fff2a848000 - 0x7fff2abe4fff libLAPACK.dylib (1336.40.1) <2F92E8CD-396D-3665-88EB-41A4E1A9CB31> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libLAPACK.dylib\n 0x7fff2abe5000 - 0x7fff2ac33fff com.apple.DictionaryServices (1.2 - 341) <5D0B1BB2-995B-32EB-AE75-F5F27127ACAF> /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/DictionaryServices.framework/Versions/A/DictionaryServices\n 0x7fff2ac34000 - 0x7fff2ac4cfff liblzma.5.dylib (16) <168D84A7-8E54-361E-9161-B661D96C0C9A> /usr/lib/liblzma.5.dylib\n 0x7fff2ac4d000 - 0x7fff2ac4efff libcoretls_cfhelpers.dylib (169) <80AF345B-1989-3C88-AEF4-8FF18A366A9C> /usr/lib/libcoretls_cfhelpers.dylib\n 0x7fff2ac4f000 - 0x7fff2ad49fff com.apple.APFS (1677.81.1 - 1677.81.1) <E48CCAAC-34B5-377E-8E5D-06CDBD411C2F> /System/Library/PrivateFrameworks/APFS.framework/Versions/A/APFS\n 0x7fff2ad4a000 - 0x7fff2ad57fff libxar.1.dylib (452) <FAA7B36E-21EC-3ADF-AA6A-E3742737CA3A> /usr/lib/libxar.1.dylib\n 0x7fff2ad58000 - 0x7fff2ad5bfff libutil.dylib (58.40.2) <0A268749-08E7-3551-8969-442210651CCA> /usr/lib/libutil.dylib\n 0x7fff2ad5c000 - 0x7fff2ad84fff libxslt.1.dylib (17.3) <1C5219FB-B504-3658-B23B-2C45A3BA28F1> /usr/lib/libxslt.1.dylib\n 0x7fff2ad85000 - 0x7fff2ad8ffff libChineseTokenizer.dylib (37) <718400BF-9911-3CB6-8CCE-4C2D7C35D80A> /usr/lib/libChineseTokenizer.dylib\n 0x7fff2ad90000 - 0x7fff2ae4efff libvMisc.dylib (760.40.6) <9D11FCFC-6C30-32B6-864B-9CC3ED7D1143> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libvMisc.dylib\n 0x7fff2ae4f000 - 0x7fff2aee7fff libate.dylib (3.0.4) <42707DFB-86A4-3F56-A5AF-E6DAA7E49DC7> /usr/lib/libate.dylib\n 0x7fff2aee8000 - 0x7fff2aeeffff libIOReport.dylib (64) <8DEEA01D-B715-340A-900E-B448AB22720E> /usr/lib/libIOReport.dylib\n 0x7fff2aef0000 - 0x7fff2af1efff com.apple.CrashReporterSupport (10.13 - 15047.1) <EA306EDB-2A02-3FB6-8812-F5EAA337AEE6> /System/Library/PrivateFrameworks/CrashReporterSupport.framework/Versions/A/CrashReporterSupport\n 0x7fff2b00b000 - 0x7fff2b012fff libMatch.1.dylib (38) <DE8B7844-BFB2-3E3E-9FD0-1C9AD1DC1736> /usr/lib/libMatch.1.dylib\n 0x7fff2b013000 - 0x7fff2b09efff libCoreStorage.dylib (554) <044E6815-6340-31D5-BEE9-760C354E92A3> /usr/lib/libCoreStorage.dylib\n 0x7fff2b09f000 - 0x7fff2b0f2fff com.apple.AppleVAFramework (6.1.3 - 6.1.3) <E3BE877B-1C78-3ABF-8C41-66FE9B6971C7> /System/Library/PrivateFrameworks/AppleVA.framework/Versions/A/AppleVA\n 0x7fff2b0f3000 - 0x7fff2b10cfff libexpat.1.dylib (26) <1D978F91-674E-3A44-8A93-773C7E3E513C> /usr/lib/libexpat.1.dylib\n 0x7fff2b10d000 - 0x7fff2b116fff libheimdal-asn1.dylib (597.80.1) <8F6CD867-FB45-375D-82C1-E0AE79558C8C> /usr/lib/libheimdal-asn1.dylib\n 0x7fff2b117000 - 0x7fff2b12bfff com.apple.IconFoundation (479.3 - 479.3) <3563C4B4-ABF6-3DE0-8381-D3667DFE2B80> /System/Library/PrivateFrameworks/IconFoundation.framework/Versions/A/IconFoundation\n 0x7fff2b12c000 - 0x7fff2b199fff com.apple.IconServices (479.3 - 479.3) <B6859735-701D-307E-8061-298BA2296E47> /System/Library/PrivateFrameworks/IconServices.framework/Versions/A/IconServices\n 0x7fff2b19a000 - 0x7fff2b237fff com.apple.MediaExperience (1.0 - 1) <14E84D66-28B8-390E-A499-9F24B7628EC7> /System/Library/PrivateFrameworks/MediaExperience.framework/Versions/A/MediaExperience\n 0x7fff2b238000 - 0x7fff2b261fff com.apple.persistentconnection (1.0 - 1.0) <B3FE85C5-8034-38D5-8566-5317B49ECF61> /System/Library/PrivateFrameworks/PersistentConnection.framework/Versions/A/PersistentConnection\n 0x7fff2b262000 - 0x7fff2b270fff com.apple.GraphVisualizer (1.0 - 100.1) <A7393BC4-4441-31B5-BB15-5A5A70738BEC> /System/Library/PrivateFrameworks/GraphVisualizer.framework/Versions/A/GraphVisualizer\n 0x7fff2b271000 - 0x7fff2b68cfff com.apple.vision.FaceCore (4.3.2 - 4.3.2) <23CD0C8A-E300-3E28-BD5B-DDCDA4521C54> /System/Library/PrivateFrameworks/FaceCore.framework/Versions/A/FaceCore\n 0x7fff2b68d000 - 0x7fff2b6d7fff com.apple.OTSVG (1.0 - 677.3.0.4) <827396F3-F3A7-3A4F-BE7F-171077501137> /System/Library/PrivateFrameworks/OTSVG.framework/Versions/A/OTSVG\n 0x7fff2b6d8000 - 0x7fff2b6defff com.apple.xpc.AppServerSupport (1.0 - 2038.80.3) <C78E9D22-5110-349B-AF8E-6BA893A20214> /System/Library/PrivateFrameworks/AppServerSupport.framework/Versions/A/AppServerSupport\n 0x7fff2b6df000 - 0x7fff2b6f0fff libhvf.dylib (1.0 - $[CURRENT_PROJECT_VERSION]) <F0974976-30C0-35EB-92F1-B4CF1E974F11> /System/Library/PrivateFrameworks/FontServices.framework/libhvf.dylib\n 0x7fff2b6f1000 - 0x7fff2b6f3fff libspindump.dylib (295.1) <3B4701CB-8F66-3E50-A38A-BEEC992AAC31> /usr/lib/libspindump.dylib\n 0x7fff2b6f4000 - 0x7fff2b7b4fff com.apple.Heimdal (4.0 - 2.0) <69768234-4F4F-3AB6-B116-4AE249E6417A> /System/Library/PrivateFrameworks/Heimdal.framework/Versions/A/Heimdal\n 0x7fff2b7b5000 - 0x7fff2b7cffff com.apple.login (3.0 - 3.0) <B9BEC3A1-688C-3999-B705-2D50B8756E62> /System/Library/PrivateFrameworks/login.framework/Versions/A/login\n 0x7fff2b94f000 - 0x7fff2b952fff libodfde.dylib (26) <47160F56-2A36-3147-B721-279BE2F8B4A6> /usr/lib/libodfde.dylib\n 0x7fff2b953000 - 0x7fff2b9bdfff com.apple.bom (14.0 - 233) <F4B7C353-8A65-3B54-9E01-2C93CB3F55A3> /System/Library/PrivateFrameworks/Bom.framework/Versions/A/Bom\n 0x7fff2b9be000 - 0x7fff2ba08fff com.apple.AppleJPEG (1.0 - 1) <7F3819DE-BCE7-32B7-BB33-10C1DB2BA512> /System/Library/PrivateFrameworks/AppleJPEG.framework/Versions/A/AppleJPEG\n 0x7fff2ba09000 - 0x7fff2bae7fff libJP2.dylib (2130.3.5) <2DFE6642-4309-30BD-A402-F93E28F1F065> /System/Library/Frameworks/ImageIO.framework/Versions/A/Resources/libJP2.dylib\n 0x7fff2bae8000 - 0x7fff2baebfff com.apple.WatchdogClient.framework (1.0 - 98.80.2) <C257C950-F430-3762-BC72-15D314D99556> /System/Library/PrivateFrameworks/WatchdogClient.framework/Versions/A/WatchdogClient\n 0x7fff2baec000 - 0x7fff2bb1ffff com.apple.MultitouchSupport.framework (4400.28 - 4400.28) <4243F7DC-7EB9-3750-BE36-527B0BADF36C> /System/Library/PrivateFrameworks/MultitouchSupport.framework/Versions/A/MultitouchSupport\n 0x7fff2bb20000 - 0x7fff2bc72fff com.apple.VideoToolbox (1.0 - 2765.6.4.2) <425BDD2D-6C26-3D09-AD9F-942EA387B2A4> /System/Library/Frameworks/VideoToolbox.framework/Versions/A/VideoToolbox\n 0x7fff2bc73000 - 0x7fff2bca5fff libAudioToolboxUtility.dylib (1180.25) <83DBFA98-F85B-3B63-B58F-C9989BAC9611> /usr/lib/libAudioToolboxUtility.dylib\n 0x7fff2bca6000 - 0x7fff2bcccfff libPng.dylib (2130.3.5) <9046A7B7-6C31-32C5-B610-6AEA6F6B2D48> /System/Library/Frameworks/ImageIO.framework/Versions/A/Resources/libPng.dylib\n 0x7fff2bccd000 - 0x7fff2bd2cfff libTIFF.dylib (2130.3.5) <CAAF5746-3171-38B1-9722-8CB9B650C627> /System/Library/Frameworks/ImageIO.framework/Versions/A/Resources/libTIFF.dylib\n 0x7fff2bd2d000 - 0x7fff2bd49fff com.apple.IOPresentment (54 - 37) <5AD7B6E0-1744-3C8D-8A95-FE425DEA005C> /System/Library/PrivateFrameworks/IOPresentment.framework/Versions/A/IOPresentment\n 0x7fff2bd4a000 - 0x7fff2bd50fff com.apple.GPUWrangler (6.2.2 - 6.2.2) <60363868-111B-36CF-9CDF-2643DF82002D> /System/Library/PrivateFrameworks/GPUWrangler.framework/Versions/A/GPUWrangler\n 0x7fff2bd51000 - 0x7fff2bd54fff libRadiance.dylib (2130.3.5) <71EBA416-A317-380A-984A-F6B0A0695A65> /System/Library/Frameworks/ImageIO.framework/Versions/A/Resources/libRadiance.dylib\n 0x7fff2bd55000 - 0x7fff2bd5afff com.apple.DSExternalDisplay (3.1 - 380) <010F8260-BC46-361E-BE59-540F765EFE74> /System/Library/PrivateFrameworks/DSExternalDisplay.framework/Versions/A/DSExternalDisplay\n 0x7fff2bd5b000 - 0x7fff2bd7ffff libJPEG.dylib (2130.3.5) <4BFCC012-7CDD-320D-845D-E475243D3ECE> /System/Library/Frameworks/ImageIO.framework/Versions/A/Resources/libJPEG.dylib\n 0x7fff2bd80000 - 0x7fff2bdaffff com.apple.ATSUI (1.0 - 1) <6C45783D-CF90-3F11-BA86-92D31A9B68CA> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/ATSUI.framework/Versions/A/ATSUI\n 0x7fff2bdb0000 - 0x7fff2bdb4fff libGIF.dylib (2130.3.5) <0C91C2A9-5D71-3042-A0D2-AA8F1F09012E> /System/Library/Frameworks/ImageIO.framework/Versions/A/Resources/libGIF.dylib\n 0x7fff2bdb5000 - 0x7fff2bdbefff com.apple.CMCaptureCore (1.0 - 80.20.5) <2B7E468B-D901-3EA9-85CF-82FD753785BD> /System/Library/PrivateFrameworks/CMCaptureCore.framework/Versions/A/CMCaptureCore\n 0x7fff2bdbf000 - 0x7fff2be06fff com.apple.print.framework.PrintCore (16 - 531) <DB939B2B-D47D-3035-8C02-01006D21C5A7> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/PrintCore.framework/Versions/A/PrintCore\n 0x7fff2be07000 - 0x7fff2bed3fff com.apple.TextureIO (3.10.9 - 3.10.9) <50BA07A4-02E8-38EE-B0B9-B12C277B563B> /System/Library/PrivateFrameworks/TextureIO.framework/Versions/A/TextureIO\n 0x7fff2bed4000 - 0x7fff2bedcfff com.apple.InternationalSupport (1.0 - 60) <DE997943-6AD5-32DA-B48E-78170C1EAA7B> /System/Library/PrivateFrameworks/InternationalSupport.framework/Versions/A/InternationalSupport\n 0x7fff2bedd000 - 0x7fff2bf58fff com.apple.datadetectorscore (8.0 - 674) <A4EBFF22-F861-321A-AF28-1DB8ECB9A4FF> /System/Library/PrivateFrameworks/DataDetectorsCore.framework/Versions/A/DataDetectorsCore\n 0x7fff2bf59000 - 0x7fff2bfb7fff com.apple.UserActivity (435 - 435) <12250395-D660-3CC1-81DB-565340F2651B> /System/Library/PrivateFrameworks/UserActivity.framework/Versions/A/UserActivity\n 0x7fff2bfb8000 - 0x7fff2c723fff com.apple.MediaToolbox (1.0 - 2765.6.4.2) <C8645EA0-643D-38CF-AA88-3253339192B1> /System/Library/Frameworks/MediaToolbox.framework/Versions/A/MediaToolbox\n 0x7fff2cbdd000 - 0x7fff2cc05fff com.apple.locationsupport (2420.12.16 - 2420.12.16) <63AB1284-8E33-3E9D-A857-9370F492B343> /System/Library/PrivateFrameworks/LocationSupport.framework/Versions/A/LocationSupport\n 0x7fff2cc06000 - 0x7fff2cc37fff libSessionUtility.dylib (76.7) <6AAD02A0-9590-3CED-9568-36E05C59AA2B> /System/Library/PrivateFrameworks/AudioSession.framework/libSessionUtility.dylib\n 0x7fff2cc38000 - 0x7fff2cd68fff com.apple.audio.toolbox.AudioToolbox (1.14 - 1.14) <8E53C25F-9FE2-372E-8374-6A598D72C4C1> /System/Library/Frameworks/AudioToolbox.framework/Versions/A/AudioToolbox\n 0x7fff2cd69000 - 0x7fff2cdd0fff com.apple.audio.AudioSession (1.0 - 76.7) <F696F4EC-9344-3C85-941E-6E5EF5CEF585> /System/Library/PrivateFrameworks/AudioSession.framework/Versions/A/AudioSession\n 0x7fff2cdd1000 - 0x7fff2cde3fff libAudioStatistics.dylib (25.4) <303533DD-D001-3CE8-A5A4-EC29F464FC3A> /usr/lib/libAudioStatistics.dylib\n 0x7fff2cde4000 - 0x7fff2cdf3fff com.apple.speech.synthesis.framework (9.0.51.2 - 9.0.51.2) <14F3382B-2B8E-31E5-8C73-73F0B8DD05F0> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/SpeechSynthesis.framework/Versions/A/SpeechSynthesis\n 0x7fff2cdf4000 - 0x7fff2ce5ffff com.apple.ApplicationServices.ATS (377 - 516) <3DD60168-A0F3-3388-8DDE-69F81280AE91> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/ATS.framework/Versions/A/ATS\n 0x7fff2ce60000 - 0x7fff2ce78fff libresolv.9.dylib (68) <7B043B4A-71CE-3F6E-91F0-CBBED47A9EA9> /usr/lib/libresolv.9.dylib\n 0x7fff2ce79000 - 0x7fff2ce8cfff libsasl2.2.dylib (214) <7EE1EE13-9D86-3612-A6BC-3E6B5D578267> /usr/lib/libsasl2.2.dylib\n 0x7fff2cfab000 - 0x7fff2d08afff libSMC.dylib (20) <B207FDFF-8D80-3800-B968-03C718FFBF3F> /usr/lib/libSMC.dylib\n 0x7fff2d08b000 - 0x7fff2d0eafff libcups.2.dylib (494.1) <CDF6F483-017E-3DED-B107-C50FC3CADD65> /usr/lib/libcups.2.dylib\n 0x7fff2d0eb000 - 0x7fff2d0fafff com.apple.LangAnalysis (1.7.0 - 254) <14703020-3124-3C62-A9DB-6DD28024CD42> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/LangAnalysis.framework/Versions/A/LangAnalysis\n 0x7fff2d0fb000 - 0x7fff2d105fff com.apple.NetAuth (6.2 - 6.2) <D40BF56F-DF5F-3ECB-AAC2-FE6F13E9D120> /System/Library/PrivateFrameworks/NetAuth.framework/Versions/A/NetAuth\n 0x7fff2d106000 - 0x7fff2d10dfff com.apple.ColorSyncLegacy (4.13.0 - 1) <F3AEB77A-456F-3F9F-98CC-3E29ABAF5D0C> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/ColorSyncLegacy.framework/Versions/A/ColorSyncLegacy\n 0x7fff2d10e000 - 0x7fff2d119fff com.apple.QD (4.0 - 416) <F65D0944-C775-33FB-A345-C046789667B7> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/QD.framework/Versions/A/QD\n 0x7fff2d11a000 - 0x7fff2d788fff com.apple.audio.AudioResourceArbitration (1.0 - 1) <6A293E4C-1E2D-36DA-B416-FBED7286CD6E> /System/Library/PrivateFrameworks/AudioResourceArbitration.framework/Versions/A/AudioResourceArbitration\n 0x7fff2d789000 - 0x7fff2d795fff com.apple.perfdata (1.0 - 67.40.1) <A9D2E8CD-9D74-304E-BD99-A7704F3CD38B> /System/Library/PrivateFrameworks/perfdata.framework/Versions/A/perfdata\n 0x7fff2d796000 - 0x7fff2d7a4fff libperfcheck.dylib (41) <5AFDC5C6-EBB6-33E4-9215-1AACE6C6F6EE> /usr/lib/libperfcheck.dylib\n 0x7fff2d7a5000 - 0x7fff2d7b4fff com.apple.Kerberos (3.0 - 1) <02FFA3CA-F8AF-3211-9159-36BC29612650> /System/Library/Frameworks/Kerberos.framework/Versions/A/Kerberos\n 0x7fff2d7b5000 - 0x7fff2d804fff com.apple.GSS (4.0 - 2.0) <5D06022E-C963-390A-9487-90BD1B61BC20> /System/Library/Frameworks/GSS.framework/Versions/A/GSS\n 0x7fff2d805000 - 0x7fff2d815fff com.apple.CommonAuth (4.0 - 2.0) <C4418557-FA52-3B80-804F-2BC7AF760FD6> /System/Library/PrivateFrameworks/CommonAuth.framework/Versions/A/CommonAuth\n 0x7fff2d816000 - 0x7fff2d83cfff com.apple.MobileAssets (1.0 - 659.60.1) <62F25002-C547-3C6C-87D1-0824DD058C82> /System/Library/PrivateFrameworks/MobileAsset.framework/Versions/A/MobileAsset\n 0x7fff2d86a000 - 0x7fff2d88cfff com.apple.security.KeychainCircle.KeychainCircle (1.0 - 1) <6F4B051F-BC33-3880-81B2-5C62DABFF02D> /System/Library/PrivateFrameworks/KeychainCircle.framework/Versions/A/KeychainCircle\n 0x7fff2d88d000 - 0x7fff2d895fff com.apple.CorePhoneNumbers (1.0 - 1) <AA493452-21D3-3EC6-953C-42DBF75F4EB9> /System/Library/PrivateFrameworks/CorePhoneNumbers.framework/Versions/A/CorePhoneNumbers\n 0x7fff2d9ea000 - 0x7fff2d9eafff liblaunch.dylib (2038.80.3) <C7C51322-8491-3B78-9CFA-2B4753662BCF> /usr/lib/system/liblaunch.dylib\n 0x7fff2e1e5000 - 0x7fff2e32cfff com.apple.Sharing (1579 - 1579) <4925CAB3-09C0-373C-A5D3-9BB5FF025A4F> /System/Library/PrivateFrameworks/Sharing.framework/Versions/A/Sharing\n 0x7fff2e32d000 - 0x7fff2e44dfff com.apple.Bluetooth (8.0.3 - 8.0.3d9) <C6FFFDA7-CD91-339A-8529-7D094338949D> /System/Library/Frameworks/IOBluetooth.framework/Versions/A/IOBluetooth\n 0x7fff2e44e000 - 0x7fff2e462fff com.apple.AppContainer (4.0 - 509.60.2) <F294CD92-94FA-3D7D-9E59-AA5544504264> /System/Library/PrivateFrameworks/AppContainer.framework/Versions/A/AppContainer\n 0x7fff2e463000 - 0x7fff2e466fff com.apple.SecCodeWrapper (4.0 - 509.60.2) <1BEC89D6-6AC8-36C2-89AE-41662D14DC50> /System/Library/PrivateFrameworks/SecCodeWrapper.framework/Versions/A/SecCodeWrapper\n 0x7fff2e467000 - 0x7fff2e4c0fff com.apple.ProtectedCloudStorage (1.0 - 1) <88EF8B12-617E-316C-9036-18357E27BC0A> /System/Library/PrivateFrameworks/ProtectedCloudStorage.framework/Versions/A/ProtectedCloudStorage\n 0x7fff2e714000 - 0x7fff2fc0afff com.apple.GeoServices (1.0 - 1757.23.11.29.3) <72B73209-98B3-3E90-8D5D-B69C81784E5D> /System/Library/PrivateFrameworks/GeoServices.framework/Versions/A/GeoServices\n 0x7fff2fc0b000 - 0x7fff2fc16fff com.apple.DirectoryService.Framework (11.2 - 230.40.1) <4DB85BA3-9323-304B-BDC3-6E13B9AAA1C2> /System/Library/Frameworks/DirectoryService.framework/Versions/A/DirectoryService\n 0x7fff2fc17000 - 0x7fff2fc42fff com.apple.RemoteViewServices (2.0 - 163) <661A448B-2901-33CD-B13C-362D61AFD998> /System/Library/PrivateFrameworks/RemoteViewServices.framework/Versions/A/RemoteViewServices\n 0x7fff2fc43000 - 0x7fff2fc52fff com.apple.SpeechRecognitionCore (6.1.12 - 6.1.12) <B24969AE-43BA-36C2-80F9-2CBBC3F63CC8> /System/Library/PrivateFrameworks/SpeechRecognitionCore.framework/Versions/A/SpeechRecognitionCore\n 0x7fff2fc53000 - 0x7fff2fc5afff com.apple.speech.recognition.framework (6.0.3 - 6.0.3) <8C33ECFF-2FBF-30FF-87EA-32A508860543> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/SpeechRecognition.framework/Versions/A/SpeechRecognition\n 0x7fff2fe9e000 - 0x7fff2fe9efff libsystem_product_info_filter.dylib (8.40.1) <20310EE6-2C3F-361A-9ECA-4223AFC03B65> /usr/lib/system/libsystem_product_info_filter.dylib\n 0x7fff2ff79000 - 0x7fff2ff79fff com.apple.Accelerate.vecLib (3.11 - vecLib 3.11) <8CD6F55A-8E4F-3653-A367-427D0ED3DD16> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/vecLib\n 0x7fff2ffa0000 - 0x7fff2ffa0fff com.apple.CoreServices (1122.11 - 1122.11) <E59859C6-7221-3324-BB58-F910B2199959> /System/Library/Frameworks/CoreServices.framework/Versions/A/CoreServices\n 0x7fff3026e000 - 0x7fff3026efff com.apple.Accelerate (1.11 - Accelerate 1.11) <2423F0F6-A3A4-37AB-971E-FCFC7645D282> /System/Library/Frameworks/Accelerate.framework/Versions/A/Accelerate\n 0x7fff302af000 - 0x7fff302bafff com.apple.MediaAccessibility (1.0 - 130) <264B30DF-646A-30EC-98B6-20429E9718CB> /System/Library/Frameworks/MediaAccessibility.framework/Versions/A/MediaAccessibility\n 0x7fff302bb000 - 0x7fff302dafff com.apple.networking.AlgosScoreFramework (1.0 - 1) <8713D2A4-ECB6-3B96-BE39-F47851EEF900> /System/Library/PrivateFrameworks/AlgosScoreFramework.framework/Versions/A/AlgosScoreFramework\n 0x7fff302db000 - 0x7fff302dffff com.apple.AppleSRP (5.0 - 1) <3BF95CAF-2EC5-393A-95B7-429C0C5F8F13> /System/Library/PrivateFrameworks/AppleSRP.framework/Versions/A/AppleSRP\n 0x7fff302e0000 - 0x7fff302ebfff com.apple.frameworks.CoreDaemon (1.3 - 1.3) <D73E7719-09C8-30E6-B92D-AFC1BB356D92> /System/Library/PrivateFrameworks/CoreDaemon.framework/Versions/B/CoreDaemon\n 0x7fff302ec000 - 0x7fff30323fff com.apple.framework.SystemAdministration (1.0 - 1.0) <9275DC16-B898-326A-B6AD-6CDF34F0CF77> /System/Library/PrivateFrameworks/SystemAdministration.framework/Versions/A/SystemAdministration\n 0x7fff30ae5000 - 0x7fff30b47fff com.apple.CoreBluetooth (1.0 - 1) <B88DEE8B-6268-36BA-BF6C-088F3BD8C652> /System/Library/Frameworks/CoreBluetooth.framework/Versions/A/CoreBluetooth\n 0x7fff30b48000 - 0x7fff30b51fff com.apple.SymptomDiagnosticReporter (1.0 - 79.40.12) <83B5E330-D786-34D2-AEE6-6F7B34D6FE9C> /System/Library/PrivateFrameworks/SymptomDiagnosticReporter.framework/Versions/A/SymptomDiagnosticReporter\n 0x7fff30b52000 - 0x7fff30b65fff com.apple.PowerLog (1.0 - 1) <3A076F54-AE8C-3550-8262-5655B5026489> /System/Library/PrivateFrameworks/PowerLog.framework/Versions/A/PowerLog\n 0x7fff30b66000 - 0x7fff30b72fff com.apple.AppleIDAuthSupport (1.0 - 1) <964BA0DB-E86E-3F81-BB82-CC27184B6D20> /System/Library/PrivateFrameworks/AppleIDAuthSupport.framework/Versions/A/AppleIDAuthSupport\n 0x7fff30b73000 - 0x7fff30c1bfff com.apple.DiscRecording (9.0.3 - 9030.4.5) <2B9AA549-63FD-36BB-AE05-ABD5DAC41279> /System/Library/Frameworks/DiscRecording.framework/Versions/A/DiscRecording\n 0x7fff30c1c000 - 0x7fff30c4ffff com.apple.MediaKit (16 - 927.40.2) <D1056292-E38F-313F-B202-EFD871195729> /System/Library/PrivateFrameworks/MediaKit.framework/Versions/A/MediaKit\n 0x7fff30c50000 - 0x7fff30d3bfff com.apple.DiskManagement (14.0 - 1733.80.1) <9281E3F8-EAFE-3367-B7D5-23687AA6EB70> /System/Library/PrivateFrameworks/DiskManagement.framework/Versions/A/DiskManagement\n 0x7fff30d3c000 - 0x7fff310f6fff com.apple.CoreAUC (322.2.0 - 322.2.0) <DAE981E0-5FED-39FD-8443-BD91D6957901> /System/Library/PrivateFrameworks/CoreAUC.framework/Versions/A/CoreAUC\n 0x7fff310f7000 - 0x7fff310fafff com.apple.Mangrove (1.0 - 25) <61919815-50C9-3358-836F-B81ED66CCD84> /System/Library/PrivateFrameworks/Mangrove.framework/Versions/A/Mangrove\n 0x7fff310fb000 - 0x7fff31128fff com.apple.CoreAVCHD (6.1.0 - 6100.4.1) <B123866C-3945-37E7-92EF-BE36AEDD620D> /System/Library/PrivateFrameworks/CoreAVCHD.framework/Versions/A/CoreAVCHD\n 0x7fff31129000 - 0x7fff31249fff com.apple.FileProvider (326.3 - 326.3) <C5007E6E-897B-308F-B173-4F5C6BF3968D> /System/Library/Frameworks/FileProvider.framework/Versions/A/FileProvider\n 0x7fff3124a000 - 0x7fff3126dfff com.apple.GenerationalStorage (2.0 - 322) <974A1465-7AA4-347E-8606-CF35160FFA92> /System/Library/PrivateFrameworks/GenerationalStorage.framework/Versions/A/GenerationalStorage\n 0x7fff31ac0000 - 0x7fff31afffff com.apple.AppleVPAFramework (3.21.1 - 3.21.1) <4E96F781-3689-3086-9DF3-60F20487FB9E> /System/Library/PrivateFrameworks/AppleVPA.framework/Versions/A/AppleVPA\n 0x7fff31bd0000 - 0x7fff31c0cfff com.apple.DebugSymbols (195.1 - 195.1) <12A5A6E2-6C84-3FCA-9927-8B9E241C607F> /System/Library/PrivateFrameworks/DebugSymbols.framework/Versions/A/DebugSymbols\n 0x7fff31c0d000 - 0x7fff31ccafff com.apple.CoreSymbolication (12.2 - 64541.4) <F1A41B4E-671A-335E-8AE0-B99688F255C8> /System/Library/PrivateFrameworks/CoreSymbolication.framework/Versions/A/CoreSymbolication\n 0x7fff31ccb000 - 0x7fff31cd4fff com.apple.CoreTime (284) <D80E792D-33D1-3D07-B39F-F0A1A7F74E24> /System/Library/PrivateFrameworks/CoreTime.framework/Versions/A/CoreTime\n 0x7fff32b61000 - 0x7fff32bc4fff com.apple.framework.Apple80211 (17.0 - 1728) <A62689A7-7C22-33B3-90FA-730E4AAEE5B5> /System/Library/PrivateFrameworks/Apple80211.framework/Versions/A/Apple80211\n 0x7fff32bc5000 - 0x7fff32d17fff com.apple.CoreWiFi (3.0 - 341) <F3D8F158-611A-3A5E-9F1D-E5FC273A4C74> /System/Library/PrivateFrameworks/CoreWiFi.framework/Versions/A/CoreWiFi\n 0x7fff32d31000 - 0x7fff32d68fff com.apple.LDAPFramework (2.4.28 - 194.5) <246874E6-4FD1-35A5-A039-4141999D8CD6> /System/Library/Frameworks/LDAP.framework/Versions/A/LDAP\n 0x7fff32d69000 - 0x7fff32d6afff com.apple.TrustEvaluationAgent (2.0 - 35) <6FEF60A0-F80F-34E3-8845-FEEC92840920> /System/Library/PrivateFrameworks/TrustEvaluationAgent.framework/Versions/A/TrustEvaluationAgent\n 0x7fff32d6b000 - 0x7fff32e6efff libcrypto.44.dylib (56.60.2) <7D8D4B1B-625D-3D00-A626-C21AFEE0462E> /usr/lib/libcrypto.44.dylib\n 0x7fff32e6f000 - 0x7fff32e9cfff libssl.46.dylib (56.60.2) <E02ED3C9-4956-39C4-AF0A-B541EEDD3F1B> /usr/lib/libssl.46.dylib\n 0x7fff32e9d000 - 0x7fff32f4cfff com.apple.DiskImagesFramework (595.40.1 - 595.40.1) <3139EC22-A8F2-3F26-8953-7961C97E7CEF> /System/Library/PrivateFrameworks/DiskImages.framework/Versions/A/DiskImages\n 0x7fff32f84000 - 0x7fff32f93fff com.apple.xpc.RemoteServiceDiscovery (1.0 - 2038.80.3) <78AF1606-37D8-3424-92AE-071A9F43AA0F> /System/Library/PrivateFrameworks/RemoteServiceDiscovery.framework/Versions/A/RemoteServiceDiscovery\n 0x7fff32f94000 - 0x7fff32fabfff com.apple.xpc.RemoteXPC (1.0 - 2038.80.3) <C4BFF5FC-FC9C-3161-9612-7070EDAE9989> /System/Library/PrivateFrameworks/RemoteXPC.framework/Versions/A/RemoteXPC\n 0x7fff32ff3000 - 0x7fff32ff6fff com.apple.help (1.3.8 - 71) <6074D81C-4507-35A6-88D7-D82309F81587> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/Help.framework/Versions/A/Help\n 0x7fff32ff7000 - 0x7fff32ffefff com.apple.EFILogin (2.0 - 2) <B06CCD1C-A4D1-34D2-89C5-0DB69FE65234> /System/Library/PrivateFrameworks/EFILogin.framework/Versions/A/EFILogin\n 0x7fff32fff000 - 0x7fff3300afff libcsfde.dylib (554) <9CDB9580-DD1C-347E-91C5-6D92D96F52F5> /usr/lib/libcsfde.dylib\n 0x7fff3300b000 - 0x7fff33070fff libcurl.4.dylib (121.40.2) <77010EA9-4AD1-3F4A-B3EF-2FFE739FB349> /usr/lib/libcurl.4.dylib\n 0x7fff33071000 - 0x7fff33078fff com.apple.LoginUICore (4.0 - 4.0) <7225326A-7704-362D-B64E-4ABF4A221F88> /System/Library/PrivateFrameworks/LoginUIKit.framework/Versions/A/Frameworks/LoginUICore.framework/Versions/A/LoginUICore\n 0x7fff33238000 - 0x7fff33238fff com.apple.ApplicationServices (48 - 50) <42B48E32-1918-3178-8DE0-E8126B9EC088> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/ApplicationServices\n 0x7fff33539000 - 0x7fff33539fff libHeimdalProxy.dylib (79) <85526E13-1E48-377A-A700-EE3F5648A6E3> /System/Library/Frameworks/Kerberos.framework/Versions/A/Libraries/libHeimdalProxy.dylib\n 0x7fff335ec000 - 0x7fff335ecfff com.apple.audio.units.AudioUnit (1.14 - 1.14) <8CF768B8-836B-3DA8-9F0A-8CF840348202> /System/Library/Frameworks/AudioUnit.framework/Versions/A/AudioUnit\n 0x7fff33611000 - 0x7fff33653fff com.apple.StreamingZip (1.0 - 1) <157C7AC0-9F73-3FF5-A276-54EC3CAE958A> /System/Library/PrivateFrameworks/StreamingZip.framework/Versions/A/StreamingZip\n 0x7fff33696000 - 0x7fff3369bfff com.apple.PushKit (1.0 - 1) <4D0A6539-611C-3B9C-A67D-D45CDEEC8CDC> /System/Library/Frameworks/PushKit.framework/Versions/A/PushKit\n 0x7fff3369c000 - 0x7fff336d2fff com.apple.C2 (1.3 - 569) <817D8F9D-1801-3E6D-846A-7002174B59CB> /System/Library/PrivateFrameworks/C2.framework/Versions/A/C2\n 0x7fff33705000 - 0x7fff33f12fff com.apple.vision.EspressoFramework (1.0 - 256.2.2) <70E23334-A179-3671-A930-A7AB9EC77BDD> /System/Library/PrivateFrameworks/Espresso.framework/Versions/A/Espresso\n 0x7fff33f13000 - 0x7fff33f2afff com.apple.ANEServices (4.52 - 4.52) <50EF6199-93EF-3227-B64A-313BC1DF41AE> /System/Library/PrivateFrameworks/ANEServices.framework/Versions/A/ANEServices\n 0x7fff342c7000 - 0x7fff3458afff com.apple.spotlight.index (10.7.0 - 2150.7.5) <0056D8F9-D6CF-3586-974C-80902DF8952A> /System/Library/PrivateFrameworks/SpotlightIndex.framework/Versions/A/SpotlightIndex\n 0x7fff345a3000 - 0x7fff345f3fff com.apple.ChunkingLibrary (334 - 334) <CBEBDC8A-CCE4-3A21-915C-D2F3FB20B900> /System/Library/PrivateFrameworks/ChunkingLibrary.framework/Versions/A/ChunkingLibrary\n 0x7fff34ebf000 - 0x7fff34ed5fff com.apple.CoreML.AppleNeuralEngine (1.0 - 1) <A2E78405-4382-3A23-8638-56E1A5D14543> /System/Library/PrivateFrameworks/AppleNeuralEngine.framework/Versions/A/AppleNeuralEngine\n 0x7fff3503b000 - 0x7fff3503efff com.apple.Cocoa (6.11 - 23) <B0F6AF8E-B85C-3C5C-9812-9CD8BC07ADB2> /System/Library/Frameworks/Cocoa.framework/Versions/A/Cocoa\n 0x7fff36482000 - 0x7fff3649dfff com.apple.openscripting (1.7 - 190) <E3815884-A406-3CF6-82C1-BEDC772A9081> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/OpenScripting.framework/Versions/A/OpenScripting\n 0x7fff3649e000 - 0x7fff364a1fff com.apple.securityhi (9.0 - 55008) <F7E1C957-65AF-39E5-8BBA-9D7C7C9D30B6> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/SecurityHI.framework/Versions/A/SecurityHI\n 0x7fff364a2000 - 0x7fff364a5fff com.apple.ink.framework (10.15 - 227) <E3D118A5-7A62-3893-ADAC-E0A9F45314C9> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/Ink.framework/Versions/A/Ink\n 0x7fff364a6000 - 0x7fff364a9fff com.apple.CommonPanels (1.2.6 - 101) <F46676FA-60F3-30CC-BF48-F5BB6E66E576> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/CommonPanels.framework/Versions/A/CommonPanels\n 0x7fff364aa000 - 0x7fff364b1fff com.apple.ImageCapture (1708.1 - 1708.1) <AC709D2F-7C16-3645-BB20-19DD1414E210> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/ImageCapture.framework/Versions/A/ImageCapture\n 0x7fff3949f000 - 0x7fff394a2fff com.apple.OSAServicesClient (1.0 - 1) <201350F5-56C4-3342-AD10-4BE20772C52B> /System/Library/PrivateFrameworks/OSAServicesClient.framework/Versions/A/OSAServicesClient\n 0x7fff3c090000 - 0x7fff3c24bfff libFosl_dynamic.dylib (200) <83EE0261-E5F6-3607-8897-B03B2B954B15> /usr/lib/libFosl_dynamic.dylib\n 0x7fff3d1a8000 - 0x7fff3d1abfff 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\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", "Regression: Unable to move camera/area light with gizmo (intel GPU)\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: Intel(R) UHD Graphics Intel 4.5.0 - Build 30.0.101.1122\n\nBroken: version: 3.2.0, 3.3\nWorked: 3.1\nCaused by 5045968f24\n\ni cant move my camera using move tool or tranform tool on left side bar\n\n- select camera\n- Choose move or transform tool\n- Move camera with gizmo (won't be able to move)\n\n[bug camera.blend](bug_camera.blend)\n[blender 3.2.mkv](blender_3.2.mkv)", "Eevee viewport soft shadows are broken on higher sample count\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: 2.93.0\nWorked: ---\n\nEevee soft shadows in viewport have color spills. But it works fine on final render (F12)\n\n![eevee_viewport_soft_shadows_problem.png](eevee_viewport_soft_shadows_problem.png)\n\n- Open .blend file\n\n[bug_soft_shadows.blend](bug_soft_shadows.blend)\n\n- Switch to Rendered Mode of Viewport Shading\n- Wait half a min and see the problem(", "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", "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", "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", "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", "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", "EEVEE: Alpha Blend + Show Backface material is out of focus.\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87\n\nBroken: version: 2.82 (sub 7)\nWorked: (optional)\n\nIn EEVEE when the DOF is on, and the focus is on the glass object, it is blurred.\nOnly when you set the focus on an object that can be seen through the glass, it becomes sharp.\n\nI set up a simple animation in the blender file, where the camera's DOF is fixed on the glass ball, and the background moves forward and backward.\nFocus is only caught when the background overlaps with the ball.\n\n- Open Attached File\n- disable and enable`Show Backface`\n[focus bug.blend](focus_bug.blend)\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", "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", "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" ]
[ "Crash with Movieclip background in Camera view\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 497.09\n\nBroken: version: 3.0.0\n\nBlender crashes with a Movieclip Background Image looking through the Camera view if the video is too long (frame 512 and 517 with different videos).\n\nAdd a MovieClip that is e g 600 frames or longer as a Background Image in the Camera Properties. Go to Camera View in the 3D View. Set the End Frame to 600, Press Play. \n[crash.blend](crash.blend)\n\n[0001-0600.mp4](0001-0600.mp4)\n\n", "Viewport Crashes with Image Sequence Texture Update\nOperating system: win 7\nGraphics card: 'NVIDIA GeForce RTX 3060 Laptop GPU/PCIe/SSE2'\n\nBroken: 3.0.0, branch: master, commit date: 2021-12-02 18:35, hash: f1cca3055776, type: release\n\nBlender crashes to desktop when updating image texture on plane in the viewport. This happens when scrubbing the frames or rendering animation from viewport. Interestingly if the interface is locked and the file is rendered from the normal render (cycles or eevee) works fine. \n\nI have a blender file with a number of short 2d animated shots imported with \"import images as planes\" and keyframes turning their visibility in the outliner on and off. Scrubbing the timeline in viewport shading it will quickly crash within 30 seconds. \n\nI have tried changing the settings for the garbage collector and stuff in the settings, seems to make no difference. \n\nI tried adjusting the TdrDelay also seemed to make no difference.\n\nThere are several fairly big texture files (3030x1770px png or mov animation in my tests) that get changed out every frame and every object gets changed out every shot in my project.\nA single long sequence won't reproduce it in my tests.\n\nBlender won't pack the image sequences to a nice neat file but here is a dropbox link to a file that crashes blender. \n*LINK REMOVED*\n\nError : EXCEPTION_ACCESS_VIOLATION\nAddress : 0x00007FF7EDF74560\n\n[blender_system_info.txt](blender_system_info.txt)\n\n[blender_debug_output.txt](blender_debug_output.txt)\n\nEdit:\n\n[BREAKROOM.crash.txt](BREAKROOM.crash.txt)", "Blender crashes if switched to camera viewport with active video as background in preview mode\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1060 3GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.51\n\nBroken: version: 3.0.0\nWorked: version: 2.9.7, branch: master, commit date: 2021-12-14 16:35, hash a5b7f9dc9011\n\nWhen I run an animation while watching from the camera with video set as the camera background image, Blender crashes after a while. In the example this happens at somewhere around frame 517.\n\nFrom the standard start scene:\n1)Select camera\n2)Go to the Object Data Properties of the camera\n3)Enable Background Images\n4)Click on Add Image\n5)Change the background image to Movie Clip\n6)Open the video example (example_video.mp4)\n7)Change the animation duration to 517 frames or longer (You can set 60 or more fps for convenience)\n8)Change Viewport to Camera (Numpad 0)\n9)Start the animation\n\nThe bug report will be accompanied by a file (example.blend) where everything is already done, all that remains is to run the animation.\n\n\n\n\nexample_video.mp4\n[example_video.mp4](example_video.mp4)\n\nexample.blend\n[example.blend](example.blend)\n\nDebug files\n[blender_debug_output.txt](blender_debug_output.txt)\n[blender_system_info.txt](blender_system_info.txt)" ]
Edges generated by triangulate modifier aren't visible i edit mode Operating system: Windows-10-10.0.22621-SP0 64 Bits Graphics card: NVIDIA GeForce RTX 3060 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 527.56 Broken: version: broken in 3.4, 3.5 Worked: 3.3 Wireframe overlay doesn't show generated by Triangulate modifier edges in Edit mode. Even if "Display modifier in Edit mode" option are enabled. I'm using this feature when optimizing models for game and have many non connected vertices. | 3.3 | 3.4 | | -- | -- | | ![изображение.png](изображение.png) | ![изображение.png](изображение.png) | - Add Triangulate modifier to any mesh - Turn on wireframe overlay from overlays panel - Go to Edit mode.
[ "Geometry Nodes: viewer node and output geometries are shown together in Cycles render preview\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: Radeon RX 570 Series ATI Technologies Inc. 4.5.14800 Core Profile Context 22.5.1 30.0.15021.11005\n\nBroken: version: 3.4.0 Alpha\nWorked: n/a\n\n![ViewportPrivewCycles.png](ViewportPrivewCycles.png)\n\nThe output geometry should not be shown when viewport preview in Geometry Nodes is active. But it's shown in Cycles render preview.\n\n[ViewportPrivewCycles.blend](ViewportPrivewCycles.blend)\n", "Lattices don't display selected vertices with modifier \"Edit Mode\" enabled\nSince 2.8x, lattices have not been displaying selected vertices when the modifier option \"Edit Mode\" id enabled.\n\nThis is easy to test:\n\n- add a new lattice object\n- add a wave deform modifier.\n- enter edit-mode.\n- enable \"Edit Mode\" toggle for the modifier.\n\nThis test file shows the problem too, open it and toggle the \"Edit Mode\" modifier button.\n\n[#77184.blend](T77184.blend)\n\n----\n\nReporting this to keep track of the issue: `BKE_lattice_modifiers_calc` is making a copy of the lattice `lt_eval` which doesn't contain an edit-lattice, which is then used for drawing.", "Edge overlay seems to do nothing expected\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.23\n\nBroken: version: 3.1.0\nWorked: 2.79\n\nBack in 2.79, we could disable the \"edge\" overlay in edit mode. This was useful I.E. in cases where highlighting edges in vertex selection mode made things hard to read :\n![image.png](image.png)\n\nIn the current stable version, this option seems to do nothing:\n\n![image.png](image.png)\n\nActually, when in solid mode, it seems to display another layer of wireframe on top of the already existing one, which definitely looks weird and pointless. GIF demo:\n\n![2022-03-29_396_blender.gif](2022-03-29_396_blender.gif)\n\nOn a mesh in edit mode, try toggling the edge overlay on and off.\n\n", "3D Cursor & Origin overlays should be grayed out if hidden by current mode/tool\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\nThe 3D Cursor and Origins are not displayed in painting modes as well as sculpt mode. \nThe overlay popover does not give feedback on this though.\n![2021-11-30_11-16-54.jpg](2021-11-30_11-16-54.jpg)\n\nThe overlays should be grayed out in the modes and tools where it is hidden. \nIdeally there should be exceptions to this rule, like while the 3D Cursor is transformed (already implemented) and when the current Tool is using it (Annotation Tools).", "interior rim edges not drawn for wireframe of subdiv + optimal-display\nOperating system: linux\nGraphics card: nvidia RTX 2060\n\nBroken: 3.3.1\nWorked: ?\n\ninterior rim edges not drawn for wireframe of subdiv + optimal-display\n\n(see attached .blend file)\n\nThis is not a bug, just maybe a short-coming.\n\nobject with topological hole (\"Box\")\nviewport_shading = wireframe\nviewport xray = off\nmodifier subdivision surface: - [x] optimal_display\n... inner-boundary of near \"hand-hole\" is not drawn.\n... inner-boundary of near-side rim is not drawn.\n\n[test045_subdivOptDisplay.blend](test045_subdivOptDisplay.blend)\n[system-info.txt](system-info.txt)\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", "Create geometry nodes modifier when selecting an existing one in the editor\nSelecting an already existing geometry nodes tree in the editor on an object without a modifier should automatically create a nodes modifier. This is in parallel to the behaviour of selecting a material without a material slot.\n![image.png](image.png)", "Orbit around selection not working with modifers in edit mode\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 2.92.0\n\n\nWhen \"orbit around selection\" is turned on in the preferences the viewport usually rotates around the selected object - for example a selected vertex.\nIf the objects geometry is influenced by a modifier, though, the viewport does not rotate around the modifieds position of the vertex but still around the original position of the vertex. This can be very limiting, esspecially when using heavily deformed meshes which is often the case when using lattices.\n\n1. Preferences -> Navigation -> check \"Orbit Around Selection\"\n2. create Cube\n3. put simple Deform Modifier on Object\n4. In the modifier next to the Camera and Viewport Display icons press the \"Edit Mode\" icon and the \"On Cage\" icons. (see image)\n5. Select a single vertex of the Cube and rotate the viewport\n6. The viewport does not rotate around the vertex.\n\n![OrbitProblem.PNG](OrbitProblem.PNG)\n\n\n", "Custom Normals: some operations that alter topology (bisect, loopcut, subdivide, knife, triangulate modifier) destroy them while other operations (e.g. Connect Vertex Path, triangulate operator) preserve them\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.65\n\nBroken: version: 3.1.2\nWorked: unknown\n\nMesh bisect generates incorrect normals when applied to a face generated using bevel with \"harden normals\" applied\n\n1. Start with the default cube\n2. In the cube properties, enable auto smooth normals (Object Data -> Normals -> Auto Smooth)\n3. Enter edit mode\n4. Select one edge and bevel it\n5. In the operator panel, ensure that \"harden normals\" is enabled\n6. Select the whole model\n7. Bisect the cube so the bevelled edge is split in half\n\nThe bad normals should now be visible. You can enable normal indicators in Overlays -> Normals -> Split face normals (the second option of the three icons). You can also go to object mode to remove the wireframe and make the bad shading more obvious.\n\n[bevel and bisect.mp4](bevel_and_bisect.mp4)\n\nNote that traditionally, topology altering operations were not expected to preserve custom normals, see for example \n- #69290 (Loop cut and knife tools makes wrong shading on the mesh)\n- #53763 (Operations that alter topology (e.g. Mirror modifier AND mirror operator, loopcut, subdivide, knife) destroy custom normals)\n\nThen there has been 93c8955a72 which was a nice improvement for some operators (but was missing others afaict).\n(check usages of `BM_custom_loop_normals_to_vector_layer`)\n\nSo this now leaves us in the situation which feels puzzling/inconsistent:\nOn the reported geometry for example `Connect Vertex Path` works as expected, whereas `Knife` doesnt:\n[#97698.webm](T97698.webm)", "Transform Gizmos still visible when switching modal operation\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: GeForce GTX 1060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87\n\nBroken: version: 3.3.0 Alpha\n\nRecently a change has been done to make the move, rotate and scale gizmos visible while dragging them.\nBut while dragging the gizmo you can still use modal shortcuts to switch to a different operation like move, rotate, scale, or even edge/vertex slide in edit mode.\nIf that happens the gizmo freezes in the current cursor position and doesn't change anymore.\n\n- Use the move tool\n- Drag the gizmo\n- While dragging press R or S\n\n- In Edit Mode use the move tool\n- Select an edge and drag the gizmo\n- Press G while dragging\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", "Vertex Paint Viewport Overlays stencil mask not working\nplatform: Windows-10-10.0.19042-SP0\nGraphics card: 1080\n\nBroken: 3.1.0 Alpha \n```\n commit date: 2021-11-14 00:26 hash: 7e82c840b7a4\n build date: 2021-11-15, 00:51:48\n```\n\nWorked: Has'nt worked for ages\n\nGo to vertex paint mode, select some polys on a model.\nGo to overlay options/vertexpaint/stencil mask opacity the slider does nothing to unselected polys overlay.\n\n\n![Overlays_Notworking.jpg](Overlays_Notworking.jpg)\n\n", "Attribute Edit Mode\nThis is an extract from the now archived Vertex Color/Attribute Edit Design (#71947).\nThe design needs further investigation an discussion with the #geometry_nodes module.\n\n## Attribute Edit Mode\n\n![Attribute edit.png](Attribute_edit.png)\n\nAttribute Edit is intended to be a mode to modify and visualize any kind of data stored in mesh elements. Some use cases for it could be:\n\n- Editing IDs on face corners to modulate materials in a shader\n- Painting velocity vectors on vertices to guide a particle system\n- Editing the weights of a rig\n- Editing per face colors for low poly models without using textures\n- Setting custom values on edges for a motion graphics animation\n- Modifying mesh values for procedural modeling\n\nSome of these task could use a brush, but they don’t need a brush with artistic painting functionality. It does not make sense to edit the weights of a rig with a brush with wet paint and density noise.\n\nFurthermore, these task could take advantage of a mode with more control and precision tools than an artistic painting mode, like precise elements selection and data editing, controlled value interpolation…\n\nThe plan is to use the current Vertex Paint mode as a base implementation for this mode and start adding all necessary features during multiple releases. It already has quite some work done because most users were using it with these use cases in mind.\n\nThis task is not as detailed as the Sculpt/Paint mode, but it should be enough to have an idea of its purpose, use cases and design goal.\n\n### Tools\n\n**Simple brush tools**\n\nThe current Blender brush functionality is enough to support this kind of painting, if we consider painting changing the values of elements that are inside the cursor radius. We can reuse the current brush code for that.\n\n**Value interpolation tool**\n\nThis tool could produce controllable interpolations of an attribute between two mesh elements following the mesh topology. For example:\n - Select the base of a cone and assign the value of one \n- Select the top vertex of the cone and assign 0 \n- Let the tool generate the rest of the values across the cone surface\n\n**Mesh elements selection**\n\nAttribute paint should provide tools for selecting mesh elements and assign values directly to them. This provides much more control than a brush. This could be useful when working with low poly models, where you want to assign values like armature weights in a precise way.\n\n**Mesh element masking**\n\nWe can support a basic masking functionality for the brush that supports all mesh elements (not only vertices like the Sculpt/Paint mask). This can make easier some painting task.\n\n### Features\n\n**Data conversion operators**\n\nAttribute edit mode should provide a set of conversion tools to convert data between elements and other Blender data layers when possible. For example:\n\n- Convert a per vertex attribute to a per face corner attribute\n- Convert a per edge attribute to a vertex attribute averaging the\n```\n values\n```\n- Generate material slots from an ID attribute stored on faces\n- Generate an editable 2D vector attribute from an UV layer\n\n**Per face corner color data to sculpt/vertex color data**\n\nThis is a specific case of a conversion operator. Other conversion operators can be added in the future as we support more attribute types.\n\n**Internal attribute conversion**\n\nWe need to identify what element/attribute type conversion combinations are more frequent and design how they can work (usually averaging the values). For example\n\n- Converting an attribute from face corners to faces by averaging the\n```\n values of all the face corners in the face\n```\n- Converting from vertex to edges by averaging the value of the two\n```\n vertices of the edge\n```\n- Converting from vertex to face corners assigning the same vale of\n```\n the vertex to all the face corners that use that vertex\n```\n\n**Topology symmetry**\n\nWe could support editing operations with symmetry based on the mesh topology instead of mirroring the XYZ axis.\n\n**Attribute data type selection**\n\nThe use should be able to choose what kind of data he/she wants to edit and in which mesh element that data should be stored. For example\n\n- A float factor stored on faces\n- A vector stored on vertices\n- A color stored on face corners (Current supported MLoopCol)\n\nAll tools should be aware of the data type of the layer and behave accordingly.\n\n**Import/Export**\n\nIt should be possible to import and export meshes with different attributes in mesh elements. We need to check format compatibility.\n\n### Rendering\n\n**Attribute edit overlay**\n\nAs we can make assumptions that the attributes are colors, we need to render a configurable overlay to display the data in an appropriate way.\n\n**Attribute rendering mode selector**\n\nThe attribute rendering overlay should provide and UI to choose which rendering mode the user wants to render the data. This should include tools like a gradient editor, rendering two attributes at the same time, render vectors and randomly generated ID maps.\n\n**EEVEE/Cycles attribute node**\n\nThe current attribute nodes exposes MLoopCol and UVs to the render, which are both loop attributes. We need to investigate how to expose face, vertex and edge values.", "The viewport grid is visible over the curves hair \nOperating system: Linux-5.15.14-1-lts-x86_64-with-glibc2.33 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 495.46\n\nBroken: version: 3.3.0 Beta\n\nThe viewport grid is visible over the curves hair with cycles render engine.\n\nWith cycles > Press render preview on the viewport.\n[grid_cycles_and_hair_bug.blend](grid_cycles_and_hair_bug.blend)\n\n{[F13429852](image.png) size=full}", "Bevel modifier. Incorrect behavior on vertexes where three or more edges with a bevel converge.\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 960/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.4.1\n\nThe bug is noticeable when the number of segments is greater than 1 and the profile value is greater than 0.5. There is a violation of flatness on convex vertexes. The outer loops of the bevel are correct, but the filling of the angle inside is incorrect.\nThe same bug appears if you use the bevel operator instead of the modifier.\nThe bug is also observed in previous versions of the Blender, at least after 2.93.\nOn concave vertexes, the bug is also present, but less noticeable.\n\nExtrude a cube face, scale it and shift it to form convex and concave vertexes. Add a bevel modifier with 2 or more segments and a profile from about 0.5 to 0.99(9).\n\n" ]
[ "Generative modifiers (Bevel, Triangulate, ...) wireframe not drawn correctly in Edit Mode\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 497.29\n\nBroken: 3.4.1 and 3.5.0 Alpha\nWorked: 3.3.1\n\nCaused by b247588dc0\n\nThe Bevel modifier's resulting wireframe is not drawn correctly in Wireframe Shading when in Edit Mode. There are missing edges. This may be related to another bug I submitted about Optimal Display not working correctly for Subdivision Surface (T103700). I think both of these drawing bugs appeared at the same time after version 3.3.1.\n\n**Exact steps for others to reproduce the errors**\n - Add a bevel Modifier to the default cube.\n - Go into Wireframe Shading. (Everything looks as expected)\n # Tab into Edit Mode. (Parts of the wireframe are now missing, and the results are not complete)\n\n**Results**\n![bevel-bug.jpg](bevel-bug.jpg)\n\nThanks!" ]
Crash: When Rendering in Workbench Operating system: Graphics card: Qwadro M4000 **Blender Version 3.4 when hit F12 for render in workbench rendering, blender shutsdown.
[ "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", "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 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\" : {\"deviceIdentifierForVendor\":\"39CB2ACC-1148-5821-AB90-8D6F120CC508\",\"thirdParty\":true},\n \"parentProc\" : \"zsh\",\n \"parentPid\" : 1661,\n \"coalitionName\" : \"com.apple.Terminal\",\n \"crashReporterKey\" : \"BAF76297-0E65-F3CC-0672-23E0B08EE74B\",\n \"responsiblePid\" : 1596,\n \"responsibleProc\" : \"Terminal\",\n \"bridgeVersion\" : {\"build\":\"19P647\",\"train\":\"6.1\"},\n \"sip\" : \"enabled\",\n \"isCorpse\" : 1,\n \"exception\" : {\"codes\":\"0x0000000000000000, 0x0000000000000000\",\"rawCodes\":[0,0],\"type\":\"EXC_CRASH\",\"signal\":\"SIGSEGV\"},\n \"termination\" : {\"flags\":0,\"code\":11,\"namespace\":\"SIGNAL\",\"indicator\":\"Segmentation fault: 11\",\"byProc\":\"Blender\",\"byPid\":2869},\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\" : 1,\n \"threads\" : [{\"id\":1319763,\"queue\":\"com.apple.main-thread\",\"frames\":[{\"imageOffset\":3310673,\"symbol\":\"loop_split_worker_do(LoopSplitTaskDataCommon*, LoopSplitTaskData*, BLI_Stack*)\",\"symbolLocation\":209,\"imageIndex\":0},{\"imageOffset\":3306121,\"symbol\":\"loop_split_generator(TaskPool*, LoopSplitTaskDataCommon*)\",\"symbolLocation\":361,\"imageIndex\":0},{\"imageOffset\":3305382,\"symbol\":\"BKE_mesh_normals_loop_split\",\"symbolLocation\":502,\"imageIndex\":0},{\"imageOffset\":3212714,\"symbol\":\"BKE_mesh_calc_normals_split_ex\",\"symbolLocation\":426,\"imageIndex\":0},{\"imageOffset\":1642101,\"symbol\":\"mesh_calc_modifier_final_normals(Mesh const*, CustomData_MeshMasks const*, bool, Mesh*)\",\"symbolLocation\":165,\"imageIndex\":0},{\"imageOffset\":1642306,\"symbol\":\"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\",\"symbolLocation\":66,\"imageIndex\":0},{\"imageOffset\":7330683,\"symbol\":\"tbb::interface7::internal::isolate_within_arena(tbb::interface7::internal::delegate_base&, long)\",\"symbolLocation\":75,\"imageIndex\":0},{\"imageOffset\":1635458,\"symbol\":\"mesh_calc_modifiers(Depsgraph*, Scene*, Object*, bool, bool, CustomData_MeshMasks const*, int, bool, bool, Mesh**, Mesh**, GeometrySet**)\",\"symbolLocation\":1602,\"imageIndex\":0},{\"imageOffset\":1633093,\"symbol\":\"mesh_build_data(Depsgraph*, Scene*, Object*, CustomData_MeshMasks const*, bool)\",\"symbolLocation\":133,\"imageIndex\":0},{\"imageOffset\":1629381,\"symbol\":\"makeDerivedMesh\",\"symbolLocation\":133,\"imageIndex\":0},{\"imageOffset\":3709880,\"symbol\":\"BKE_object_handle_data_update\",\"symbolLocation\":1016,\"imageIndex\":0},{\"imageOffset\":3710964,\"symbol\":\"BKE_object_eval_uber_data\",\"symbolLocation\":52,\"imageIndex\":0},{\"imageOffset\":8625014,\"symbol\":\"blender::deg::(anonymous namespace)::deg_task_run_func(TaskPool*, void*)\",\"symbolLocation\":134,\"imageIndex\":0},{\"imageOffset\":168915090,\"symbol\":\"tbb::internal::function_task<Task>::execute()\",\"symbolLocation\":18,\"imageIndex\":0},{\"imageOffset\":7382649,\"symbol\":\"tbb::internal::custom_scheduler<tbb::internal::IntelSchedulerTraits>::process_bypass_loop(tbb::internal::context_guard_helper<false>&, tbb::task*, long)\",\"symbolLocation\":393,\"imageIndex\":0},{\"imageOffset\":7380161,\"symbol\":\"tbb::internal::custom_scheduler<tbb::internal::IntelSchedulerTraits>::local_wait_for_all(tbb::task&, tbb::task*)\",\"symbolLocation\":225,\"imageIndex\":0},{\"imageOffset\":37326680,\"symbol\":\"tbb::internal::task_group_base::wait()\",\"symbolLocation\":24,\"imageIndex\":0},{\"imageOffset\":168914178,\"symbol\":\"BLI_task_pool_work_and_wait\",\"symbolLocation\":482,\"imageIndex\":0},{\"imageOffset\":8624449,\"symbol\":\"blender::deg::deg_evaluate_on_refresh(blender::deg::Depsgraph*)\",\"symbolLocation\":673,\"imageIndex\":0},{\"imageOffset\":4020328,\"symbol\":\"scene_graph_update_tagged\",\"symbolLocation\":424,\"imageIndex\":0},{\"imageOffset\":7420595,\"symbol\":\"wm_event_do_depsgraph\",\"symbolLocation\":179,\"imageIndex\":0},{\"imageOffset\":7463016,\"symbol\":\"wm_file_read_post\",\"symbolLocation\":312,\"imageIndex\":0},{\"imageOffset\":7459581,\"symbol\":\"WM_file_read\",\"symbolLocation\":749,\"imageIndex\":0},{\"imageOffset\":7482806,\"symbol\":\"wm_open_mainfile__open\",\"symbolLocation\":342,\"imageIndex\":0},{\"imageOffset\":7450089,\"symbol\":\"wm_operator_invoke\",\"symbolLocation\":521,\"imageIndex\":0},{\"imageOffset\":7425513,\"symbol\":\"wm_operator_call_internal\",\"symbolLocation\":329,\"imageIndex\":0},{\"imageOffset\":7427540,\"symbol\":\"WM_operator_name_call_ptr_with_depends_on_cursor\",\"symbolLocation\":164,\"imageIndex\":0},{\"imageOffset\":19110774,\"symbol\":\"ui_apply_but_funcs_after\",\"symbolLocation\":310,\"imageIndex\":0},{\"imageOffset\":19095587,\"symbol\":\"ui_handler_region_menu\",\"symbolLocation\":387,\"imageIndex\":0},{\"imageOffset\":7452422,\"symbol\":\"wm_handlers_do_intern\",\"symbolLocation\":950,\"imageIndex\":0},{\"imageOffset\":7434420,\"symbol\":\"wm_handlers_do\",\"symbolLocation\":52,\"imageIndex\":0},{\"imageOffset\":7431395,\"symbol\":\"wm_event_do_handlers\",\"symbolLocation\":1539,\"imageIndex\":0},{\"imageOffset\":7398864,\"symbol\":\"WM_main\",\"symbolLocation\":32,\"imageIndex\":0},{\"imageOffset\":1561835,\"symbol\":\"main\",\"symbolLocation\":907,\"imageIndex\":0},{\"imageOffset\":21758,\"symbol\":\"start\",\"symbolLocation\":462,\"imageIndex\":1}]},{\"triggered\":true,\"id\":1319769,\"threadState\":{\"r13\":{\"value\":0},\"rax\":{\"value\":14},\"rflags\":{\"value\":582},\"cpu\":{\"value\":0},\"r14\":{\"value\":105553179443344},\"rsi\":{\"value\":3},\"r8\":{\"value\":9475},\"cr2\":{\"value\":123145521094648},\"rdx\":{\"value\":40},\"r10\":{\"value\":9219},\"r9\":{\"value\":0},\"r15\":{\"value\":18446744073709551615},\"rbx\":{\"value\":105553179443344},\"trap\":{\"value\":133},\"err\":{\"value\":16777252},\"r11\":{\"value\":582},\"rip\":{\"value\":140703264680694,\"matchesCrashFrame\":1},\"rbp\":{\"value\":123145521094432},\"rsp\":{\"value\":123145521094408},\"r12\":{\"value\":0},\"rcx\":{\"value\":123145521094408},\"flavor\":\"x86_THREAD_STATE\",\"rdi\":{\"value\":9219}},\"frames\":[{\"imageOffset\":2806,\"symbol\":\"semaphore_wait_trap\",\"symbolLocation\":10,\"imageIndex\":2},{\"imageOffset\":12664,\"symbol\":\"_dispatch_sema4_wait\",\"symbolLocation\":16,\"imageIndex\":3},{\"imageOffset\":13895,\"symbol\":\"_dispatch_semaphore_wait_slow\",\"symbolLocation\":98,\"imageIndex\":3},{\"imageOffset\":137646703,\"symbol\":\"IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run()\",\"symbolLocation\":79,\"imageIndex\":0},{\"imageOffset\":137641214,\"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_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*)\",\"symbolLocation\":62,\"imageIndex\":0},{\"imageOffset\":25844,\"symbol\":\"_pthread_start\",\"symbolLocation\":125,\"imageIndex\":4},{\"imageOffset\":8207,\"symbol\":\"thread_start\",\"symbolLocation\":15,\"imageIndex\":4}]},{\"id\":1319770,\"frames\":[{\"imageOffset\":2806,\"symbol\":\"semaphore_wait_trap\",\"symbolLocation\":10,\"imageIndex\":2},{\"imageOffset\":12664,\"symbol\":\"_dispatch_sema4_wait\",\"symbolLocation\":16,\"imageIndex\":3},{\"imageOffset\":13895,\"symbol\":\"_dispatch_semaphore_wait_slow\",\"symbolLocation\":98,\"imageIndex\":3},{\"imageOffset\":137646703,\"symbol\":\"IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run()\",\"symbolLocation\":79,\"imageIndex\":0},{\"imageOffset\":137641214,\"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_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*)\",\"symbolLocation\":62,\"imageIndex\":0},{\"imageOffset\":25844,\"symbol\":\"_pthread_start\",\"symbolLocation\":125,\"imageIndex\":4},{\"imageOffset\":8207,\"symbol\":\"thread_start\",\"symbolLocation\":15,\"imageIndex\":4}]},{\"id\":1319771,\"frames\":[{\"imageOffset\":2806,\"symbol\":\"semaphore_wait_trap\",\"symbolLocation\":10,\"imageIndex\":2},{\"imageOffset\":12664,\"symbol\":\"_dispatch_sema4_wait\",\"symbolLocation\":16,\"imageIndex\":3},{\"imageOffset\":13895,\"symbol\":\"_dispatch_semaphore_wait_slow\",\"symbolLocation\":98,\"imageIndex\":3},{\"imageOffset\":137646703,\"symbol\":\"IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run()\",\"symbolLocation\":79,\"imageIndex\":0},{\"imageOffset\":137641214,\"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_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*)\",\"symbolLocation\":62,\"imageIndex\":0},{\"imageOffset\":25844,\"symbol\":\"_pthread_start\",\"symbolLocation\":125,\"imageIndex\":4},{\"imageOffset\":8207,\"symbol\":\"thread_start\",\"symbolLocation\":15,\"imageIndex\":4}]},{\"id\":1319772,\"frames\":[{\"imageOffset\":2806,\"symbol\":\"semaphore_wait_trap\",\"symbolLocation\":10,\"imageIndex\":2},{\"imageOffset\":12664,\"symbol\":\"_dispatch_sema4_wait\",\"symbolLocation\":16,\"imageIndex\":3},{\"imageOffset\":13895,\"symbol\":\"_dispatch_semaphore_wait_slow\",\"symbolLocation\":98,\"imageIndex\":3},{\"imageOffset\":137646703,\"symbol\":\"IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run()\",\"symbolLocation\":79,\"imageIndex\":0},{\"imageOffset\":137641214,\"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_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*)\",\"symbolLocation\":62,\"imageIndex\":0},{\"imageOffset\":25844,\"symbol\":\"_pthread_start\",\"symbolLocation\":125,\"imageIndex\":4},{\"imageOffset\":8207,\"symbol\":\"thread_start\",\"symbolLocation\":15,\"imageIndex\":4}]},{\"id\":1319773,\"frames\":[{\"imageOffset\":2806,\"symbol\":\"semaphore_wait_trap\",\"symbolLocation\":10,\"imageIndex\":2},{\"imageOffset\":12664,\"symbol\":\"_dispatch_sema4_wait\",\"symbolLocation\":16,\"imageIndex\":3},{\"imageOffset\":13895,\"symbol\":\"_dispatch_semaphore_wait_slow\",\"symbolLocation\":98,\"imageIndex\":3},{\"imageOffset\":137646703,\"symbol\":\"IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run()\",\"symbolLocation\":79,\"imageIndex\":0},{\"imageOffset\":137641214,\"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_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*)\",\"symbolLocation\":62,\"imageIndex\":0},{\"imageOffset\":25844,\"symbol\":\"_pthread_start\",\"symbolLocation\":125,\"imageIndex\":4},{\"imageOffset\":8207,\"symbol\":\"thread_start\",\"symbolLocation\":15,\"imageIndex\":4}]},{\"id\":1319774,\"frames\":[{\"imageOffset\":2806,\"symbol\":\"semaphore_wait_trap\",\"symbolLocation\":10,\"imageIndex\":2},{\"imageOffset\":12664,\"symbol\":\"_dispatch_sema4_wait\",\"symbolLocation\":16,\"imageIndex\":3},{\"imageOffset\":13895,\"symbol\":\"_dispatch_semaphore_wait_slow\",\"symbolLocation\":98,\"imageIndex\":3},{\"imageOffset\":137646703,\"symbol\":\"IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run()\",\"symbolLocation\":79,\"imageIndex\":0},{\"imageOffset\":137641214,\"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_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*)\",\"symbolLocation\":62,\"imageIndex\":0},{\"imageOffset\":25844,\"symbol\":\"_pthread_start\",\"symbolLocation\":125,\"imageIndex\":4},{\"imageOffset\":8207,\"symbol\":\"thread_start\",\"symbolLocation\":15,\"imageIndex\":4}]},{\"id\":1319775,\"frames\":[{\"imageOffset\":2806,\"symbol\":\"semaphore_wait_trap\",\"symbolLocation\":10,\"imageIndex\":2},{\"imageOffset\":12664,\"symbol\":\"_dispatch_sema4_wait\",\"symbolLocation\":16,\"imageIndex\":3},{\"imageOffset\":13895,\"symbol\":\"_dispatch_semaphore_wait_slow\",\"symbolLocation\":98,\"imageIndex\":3},{\"imageOffset\":137646703,\"symbol\":\"IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run()\",\"symbolLocation\":79,\"imageIndex\":0},{\"imageOffset\":137641214,\"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_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*)\",\"symbolLocation\":62,\"imageIndex\":0},{\"imageOffset\":25844,\"symbol\":\"_pthread_start\",\"symbolLocation\":125,\"imageIndex\":4},{\"imageOffset\":8207,\"symbol\":\"thread_start\",\"symbolLocation\":15,\"imageIndex\":4}]},{\"id\":1319776,\"frames\":[{\"imageOffset\":2806,\"symbol\":\"semaphore_wait_trap\",\"symbolLocation\":10,\"imageIndex\":2},{\"imageOffset\":12664,\"symbol\":\"_dispatch_sema4_wait\",\"symbolLocation\":16,\"imageIndex\":3},{\"imageOffset\":13895,\"symbol\":\"_dispatch_semaphore_wait_slow\",\"symbolLocation\":98,\"imageIndex\":3},{\"imageOffset\":137646703,\"symbol\":\"IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run()\",\"symbolLocation\":79,\"imageIndex\":0},{\"imageOffset\":137641214,\"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_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*)\",\"symbolLocation\":62,\"imageIndex\":0},{\"imageOffset\":25844,\"symbol\":\"_pthread_start\",\"symbolLocation\":125,\"imageIndex\":4},{\"imageOffset\":8207,\"symbol\":\"thread_start\",\"symbolLocation\":15,\"imageIndex\":4}]},{\"id\":1319777,\"frames\":[{\"imageOffset\":2806,\"symbol\":\"semaphore_wait_trap\",\"symbolLocation\":10,\"imageIndex\":2},{\"imageOffset\":12664,\"symbol\":\"_dispatch_sema4_wait\",\"symbolLocation\":16,\"imageIndex\":3},{\"imageOffset\":13895,\"symbol\":\"_dispatch_semaphore_wait_slow\",\"symbolLocation\":98,\"imageIndex\":3},{\"imageOffset\":137646703,\"symbol\":\"IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run()\",\"symbolLocation\":79,\"imageIndex\":0},{\"imageOffset\":137641214,\"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_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*)\",\"symbolLocation\":62,\"imageIndex\":0},{\"imageOffset\":25844,\"symbol\":\"_pthread_start\",\"symbolLocation\":125,\"imageIndex\":4},{\"imageOffset\":8207,\"symbol\":\"thread_start\",\"symbolLocation\":15,\"imageIndex\":4}]},{\"id\":1319778,\"frames\":[{\"imageOffset\":2806,\"symbol\":\"semaphore_wait_trap\",\"symbolLocation\":10,\"imageIndex\":2},{\"imageOffset\":12664,\"symbol\":\"_dispatch_sema4_wait\",\"symbolLocation\":16,\"imageIndex\":3},{\"imageOffset\":13895,\"symbol\":\"_dispatch_semaphore_wait_slow\",\"symbolLocation\":98,\"imageIndex\":3},{\"imageOffset\":137646703,\"symbol\":\"IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run()\",\"symbolLocation\":79,\"imageIndex\":0},{\"imageOffset\":137641214,\"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_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*)\",\"symbolLocation\":62,\"imageIndex\":0},{\"imageOffset\":25844,\"symbol\":\"_pthread_start\",\"symbolLocation\":125,\"imageIndex\":4},{\"imageOffset\":8207,\"symbol\":\"thread_start\",\"symbolLocation\":15,\"imageIndex\":4}]},{\"id\":1319779,\"frames\":[{\"imageOffset\":2806,\"symbol\":\"semaphore_wait_trap\",\"symbolLocation\":10,\"imageIndex\":2},{\"imageOffset\":12664,\"symbol\":\"_dispatch_sema4_wait\",\"symbolLocation\":16,\"imageIndex\":3},{\"imageOffset\":13895,\"symbol\":\"_dispatch_semaphore_wait_slow\",\"symbolLocation\":98,\"imageIndex\":3},{\"imageOffset\":137646703,\"symbol\":\"IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run()\",\"symbolLocation\":79,\"imageIndex\":0},{\"imageOffset\":137641214,\"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_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*)\",\"symbolLocation\":62,\"imageIndex\":0},{\"imageOffset\":25844,\"symbol\":\"_pthread_start\",\"symbolLocation\":125,\"imageIndex\":4},{\"imageOffset\":8207,\"symbol\":\"thread_start\",\"symbolLocation\":15,\"imageIndex\":4}]},{\"id\":1319780,\"frames\":[{\"imageOffset\":2806,\"symbol\":\"semaphore_wait_trap\",\"symbolLocation\":10,\"imageIndex\":2},{\"imageOffset\":12664,\"symbol\":\"_dispatch_sema4_wait\",\"symbolLocation\":16,\"imageIndex\":3},{\"imageOffset\":13895,\"symbol\":\"_dispatch_semaphore_wait_slow\",\"symbolLocation\":98,\"imageIndex\":3},{\"imageOffset\":137646703,\"symbol\":\"IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run()\",\"symbolLocation\":79,\"imageIndex\":0},{\"imageOffset\":137641214,\"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_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*)\",\"symbolLocation\":62,\"imageIndex\":0},{\"imageOffset\":25844,\"symbol\":\"_pthread_start\",\"symbolLocation\":125,\"imageIndex\":4},{\"imageOffset\":8207,\"symbol\":\"thread_start\",\"symbolLocation\":15,\"imageIndex\":4}]},{\"id\":1319784,\"name\":\"AMCP Logging Spool\",\"frames\":[{\"imageOffset\":2806,\"symbol\":\"semaphore_wait_trap\",\"symbolLocation\":10,\"imageIndex\":2},{\"imageOffset\":111040,\"symbol\":\"caulk::mach::semaphore::wait_or_error()\",\"symbolLocation\":16,\"imageIndex\":5},{\"imageOffset\":8330,\"symbol\":\"caulk::concurrent::details::worker_thread::run()\",\"symbolLocation\":36,\"imageIndex\":5},{\"imageOffset\":7502,\"symbol\":\"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*)\",\"symbolLocation\":41,\"imageIndex\":5},{\"imageOffset\":25844,\"symbol\":\"_pthread_start\",\"symbolLocation\":125,\"imageIndex\":4},{\"imageOffset\":8207,\"symbol\":\"thread_start\",\"symbolLocation\":15,\"imageIndex\":4}]},{\"id\":1319824,\"frames\":[{\"imageOffset\":8172,\"symbol\":\"start_wqthread\",\"symbolLocation\":0,\"imageIndex\":4}]},{\"id\":1319830,\"name\":\"com.apple.audio.IOThread.client\",\"frames\":[{\"imageOffset\":2746,\"symbol\":\"mach_msg_trap\",\"symbolLocation\":10,\"imageIndex\":2},{\"imageOffset\":3627,\"symbol\":\"mach_msg\",\"symbolLocation\":59,\"imageIndex\":2},{\"imageOffset\":3311963,\"symbol\":\"HALB_MachPort::SendSimpleMessageWithSimpleReply(unsigned int, unsigned int, int, int&, bool, unsigned int)\",\"symbolLocation\":111,\"imageIndex\":6},{\"imageOffset\":1798399,\"symbol\":\"HALC_ProxyIOContext::IOWorkLoop()\",\"symbolLocation\":3937,\"imageIndex\":6},{\"imageOffset\":1792961,\"symbol\":\"invocation function for block in HALC_ProxyIOContext::HALC_ProxyIOContext(unsigned int, unsigned int)\",\"symbolLocation\":63,\"imageIndex\":6},{\"imageOffset\":3663724,\"symbol\":\"HALB_IOThread::Entry(void*)\",\"symbolLocation\":72,\"imageIndex\":6},{\"imageOffset\":25844,\"symbol\":\"_pthread_start\",\"symbolLocation\":125,\"imageIndex\":4},{\"imageOffset\":8207,\"symbol\":\"thread_start\",\"symbolLocation\":15,\"imageIndex\":4}]},{\"id\":1319965,\"frames\":[{\"imageOffset\":8172,\"symbol\":\"start_wqthread\",\"symbolLocation\":0,\"imageIndex\":4}]},{\"id\":1319975,\"frames\":[{\"imageOffset\":2806,\"symbol\":\"semaphore_wait_trap\",\"symbolLocation\":10,\"imageIndex\":2},{\"imageOffset\":7361400,\"symbol\":\"tbb::internal::rml::private_worker::run()\",\"symbolLocation\":344,\"imageIndex\":0},{\"imageOffset\":7361049,\"symbol\":\"tbb::internal::rml::private_worker::thread_routine(void*)\",\"symbolLocation\":9,\"imageIndex\":0},{\"imageOffset\":25844,\"symbol\":\"_pthread_start\",\"symbolLocation\":125,\"imageIndex\":4},{\"imageOffset\":8207,\"symbol\":\"thread_start\",\"symbolLocation\":15,\"imageIndex\":4}]},{\"id\":1319976,\"frames\":[{\"imageOffset\":2806,\"symbol\":\"semaphore_wait_trap\",\"symbolLocation\":10,\"imageIndex\":2},{\"imageOffset\":7361400,\"symbol\":\"tbb::internal::rml::private_worker::run()\",\"symbolLocation\":344,\"imageIndex\":0},{\"imageOffset\":7361049,\"symbol\":\"tbb::internal::rml::private_worker::thread_routine(void*)\",\"symbolLocation\":9,\"imageIndex\":0},{\"imageOffset\":25844,\"symbol\":\"_pthread_start\",\"symbolLocation\":125,\"imageIndex\":4},{\"imageOffset\":8207,\"symbol\":\"thread_start\",\"symbolLocation\":15,\"imageIndex\":4}]},{\"id\":1319977,\"frames\":[{\"imageOffset\":2806,\"symbol\":\"semaphore_wait_trap\",\"symbolLocation\":10,\"imageIndex\":2},{\"imageOffset\":7361400,\"symbol\":\"tbb::internal::rml::private_worker::run()\",\"symbolLocation\":344,\"imageIndex\":0},{\"imageOffset\":7361049,\"symbol\":\"tbb::internal::rml::private_worker::thread_routine(void*)\",\"symbolLocation\":9,\"imageIndex\":0},{\"imageOffset\":25844,\"symbol\":\"_pthread_start\",\"symbolLocation\":125,\"imageIndex\":4},{\"imageOffset\":8207,\"symbol\":\"thread_start\",\"symbolLocation\":15,\"imageIndex\":4}]},{\"id\":1319978,\"frames\":[{\"imageOffset\":2806,\"symbol\":\"semaphore_wait_trap\",\"symbolLocation\":10,\"imageIndex\":2},{\"imageOffset\":7361400,\"symbol\":\"tbb::internal::rml::private_worker::run()\",\"symbolLocation\":344,\"imageIndex\":0},{\"imageOffset\":7361049,\"symbol\":\"tbb::internal::rml::private_worker::thread_routine(void*)\",\"symbolLocation\":9,\"imageIndex\":0},{\"imageOffset\":25844,\"symbol\":\"_pthread_start\",\"symbolLocation\":125,\"imageIndex\":4},{\"imageOffset\":8207,\"symbol\":\"thread_start\",\"symbolLocation\":15,\"imageIndex\":4}]},{\"id\":1319979,\"frames\":[{\"imageOffset\":2806,\"symbol\":\"semaphore_wait_trap\",\"symbolLocation\":10,\"imageIndex\":2},{\"imageOffset\":7361400,\"symbol\":\"tbb::internal::rml::private_worker::run()\",\"symbolLocation\":344,\"imageIndex\":0},{\"imageOffset\":7361049,\"symbol\":\"tbb::internal::rml::private_worker::thread_routine(void*)\",\"symbolLocation\":9,\"imageIndex\":0},{\"imageOffset\":25844,\"symbol\":\"_pthread_start\",\"symbolLocation\":125,\"imageIndex\":4},{\"imageOffset\":8207,\"symbol\":\"thread_start\",\"symbolLocation\":15,\"imageIndex\":4}]},{\"id\":1319980,\"frames\":[{\"imageOffset\":2806,\"symbol\":\"semaphore_wait_trap\",\"symbolLocation\":10,\"imageIndex\":2},{\"imageOffset\":7361400,\"symbol\":\"tbb::internal::rml::private_worker::run()\",\"symbolLocation\":344,\"imageIndex\":0},{\"imageOffset\":7361049,\"symbol\":\"tbb::internal::rml::private_worker::thread_routine(void*)\",\"symbolLocation\":9,\"imageIndex\":0},{\"imageOffset\":25844,\"symbol\":\"_pthread_start\",\"symbolLocation\":125,\"imageIndex\":4},{\"imageOffset\":8207,\"symbol\":\"thread_start\",\"symbolLocation\":15,\"imageIndex\":4}]},{\"id\":1319981,\"frames\":[{\"imageOffset\":2806,\"symbol\":\"semaphore_wait_trap\",\"symbolLocation\":10,\"imageIndex\":2},{\"imageOffset\":7361400,\"symbol\":\"tbb::internal::rml::private_worker::run()\",\"symbolLocation\":344,\"imageIndex\":0},{\"imageOffset\":7361049,\"symbol\":\"tbb::internal::rml::private_worker::thread_routine(void*)\",\"symbolLocation\":9,\"imageIndex\":0},{\"imageOffset\":25844,\"symbol\":\"_pthread_start\",\"symbolLocation\":125,\"imageIndex\":4},{\"imageOffset\":8207,\"symbol\":\"thread_start\",\"symbolLocation\":15,\"imageIndex\":4}]},{\"id\":1319982,\"frames\":[{\"imageOffset\":2806,\"symbol\":\"semaphore_wait_trap\",\"symbolLocation\":10,\"imageIndex\":2},{\"imageOffset\":7361400,\"symbol\":\"tbb::internal::rml::private_worker::run()\",\"symbolLocation\":344,\"imageIndex\":0},{\"imageOffset\":7361049,\"symbol\":\"tbb::internal::rml::private_worker::thread_routine(void*)\",\"symbolLocation\":9,\"imageIndex\":0},{\"imageOffset\":25844,\"symbol\":\"_pthread_start\",\"symbolLocation\":125,\"imageIndex\":4},{\"imageOffset\":8207,\"symbol\":\"thread_start\",\"symbolLocation\":15,\"imageIndex\":4}]},{\"id\":1319983,\"frames\":[{\"imageOffset\":2806,\"symbol\":\"semaphore_wait_trap\",\"symbolLocation\":10,\"imageIndex\":2},{\"imageOffset\":7361400,\"symbol\":\"tbb::internal::rml::private_worker::run()\",\"symbolLocation\":344,\"imageIndex\":0},{\"imageOffset\":7361049,\"symbol\":\"tbb::internal::rml::private_worker::thread_routine(void*)\",\"symbolLocation\":9,\"imageIndex\":0},{\"imageOffset\":25844,\"symbol\":\"_pthread_start\",\"symbolLocation\":125,\"imageIndex\":4},{\"imageOffset\":8207,\"symbol\":\"thread_start\",\"symbolLocation\":15,\"imageIndex\":4}]},{\"id\":1319984,\"frames\":[{\"imageOffset\":2806,\"symbol\":\"semaphore_wait_trap\",\"symbolLocation\":10,\"imageIndex\":2},{\"imageOffset\":7361400,\"symbol\":\"tbb::internal::rml::private_worker::run()\",\"symbolLocation\":344,\"imageIndex\":0},{\"imageOffset\":7361049,\"symbol\":\"tbb::internal::rml::private_worker::thread_routine(void*)\",\"symbolLocation\":9,\"imageIndex\":0},{\"imageOffset\":25844,\"symbol\":\"_pthread_start\",\"symbolLocation\":125,\"imageIndex\":4},{\"imageOffset\":8207,\"symbol\":\"thread_start\",\"symbolLocation\":15,\"imageIndex\":4}]},{\"id\":1319985,\"frames\":[{\"imageOffset\":2806,\"symbol\":\"semaphore_wait_trap\",\"symbolLocation\":10,\"imageIndex\":2},{\"imageOffset\":7361400,\"symbol\":\"tbb::internal::rml::private_worker::run()\",\"symbolLocation\":344,\"imageIndex\":0},{\"imageOffset\":7361049,\"symbol\":\"tbb::internal::rml::private_worker::thread_routine(void*)\",\"symbolLocation\":9,\"imageIndex\":0},{\"imageOffset\":25844,\"symbol\":\"_pthread_start\",\"symbolLocation\":125,\"imageIndex\":4},{\"imageOffset\":8207,\"symbol\":\"thread_start\",\"symbolLocation\":15,\"imageIndex\":4}]},{\"id\":1319991,\"frames\":[{\"imageOffset\":8172,\"symbol\":\"start_wqthread\",\"symbolLocation\":0,\"imageIndex\":4}]},{\"id\":1319993,\"frames\":[{\"imageOffset\":8172,\"symbol\":\"start_wqthread\",\"symbolLocation\":0,\"imageIndex\":4}]},{\"id\":1320011,\"frames\":[{\"imageOffset\":8172,\"symbol\":\"start_wqthread\",\"symbolLocation\":0,\"imageIndex\":4}]},{\"id\":1320012,\"frames\":[{\"imageOffset\":8172,\"symbol\":\"start_wqthread\",\"symbolLocation\":0,\"imageIndex\":4}]},{\"id\":1320013,\"name\":\"com.apple.NSEventThread\",\"frames\":[{\"imageOffset\":2746,\"symbol\":\"mach_msg_trap\",\"symbolLocation\":10,\"imageIndex\":2},{\"imageOffset\":3627,\"symbol\":\"mach_msg\",\"symbolLocation\":59,\"imageIndex\":2},{\"imageOffset\":527090,\"symbol\":\"__CFRunLoopServiceMachPort\",\"symbolLocation\":319,\"imageIndex\":7},{\"imageOffset\":520651,\"symbol\":\"__CFRunLoopRun\",\"symbolLocation\":1325,\"imageIndex\":7},{\"imageOffset\":517597,\"symbol\":\"CFRunLoopRunSpecific\",\"symbolLocation\":563,\"imageIndex\":7},{\"imageOffset\":1756568,\"symbol\":\"_NSEventThread\",\"symbolLocation\":132,\"imageIndex\":8},{\"imageOffset\":25844,\"symbol\":\"_pthread_start\",\"symbolLocation\":125,\"imageIndex\":4},{\"imageOffset\":8207,\"symbol\":\"thread_start\",\"symbolLocation\":15,\"imageIndex\":4}]}],\n \"usedImages\" : [\n {\n \"source\" : \"P\",\n \"arch\" : \"x86_64\",\n \"base\" : 4492460032,\n \"CFBundleShortVersionString\" : \"3.0.0\",\n \"CFBundleIdentifier\" : \"org.blenderfoundation.blender\",\n \"size\" : 207601664,\n \"uuid\" : \"8acf8f8a-1a0b-37b4-a45b-75aaca58c182\",\n \"path\" : \"\\/Applications\\/Blender.app\\/Contents\\/MacOS\\/Blender\",\n \"name\" : \"Blender\",\n \"CFBundleVersion\" : \"3.0.0 2021-12-03\"\n },\n {\n \"source\" : \"P\",\n \"arch\" : \"x86_64\",\n \"base\" : 4920913920,\n \"size\" : 442368,\n \"uuid\" : \"cef5a27a-d50b-3020-af03-1734b19bc8c5\",\n \"path\" : \"\\/usr\\/lib\\/dyld\",\n \"name\" : \"dyld\"\n },\n {\n \"source\" : \"P\",\n \"arch\" : \"x86_64\",\n \"base\" : 140703264677888,\n \"size\" : 225280,\n \"uuid\" : \"5aa1e5be-b5b8-3a02-9885-a8c99e0ca378\",\n \"path\" : \"\\/usr\\/lib\\/system\\/libsystem_kernel.dylib\",\n \"name\" : \"libsystem_kernel.dylib\"\n },\n {\n \"source\" : \"P\",\n \"arch\" : \"x86_64\",\n \"base\" : 140703263121408,\n \"size\" : 290816,\n \"uuid\" : \"c8f7bfb6-4b1a-37cd-a32d-cd5069c916df\",\n \"path\" : \"\\/usr\\/lib\\/system\\/libdispatch.dylib\",\n \"name\" : \"libdispatch.dylib\"\n },\n {\n \"source\" : \"P\",\n \"arch\" : \"x86_64\",\n \"base\" : 140703264903168,\n \"size\" : 49152,\n \"uuid\" : \"6c7561b4-4b92-3f45-921e-abe669299844\",\n \"path\" : \"\\/usr\\/lib\\/system\\/libsystem_pthread.dylib\",\n \"name\" : \"libsystem_pthread.dylib\"\n },\n {\n \"source\" : \"P\",\n \"arch\" : \"x86_64\",\n \"base\" : 140703410061312,\n \"CFBundleShortVersionString\" : \"1.0\",\n \"CFBundleIdentifier\" : \"com.apple.audio.caulk\",\n \"size\" : 143360,\n \"uuid\" : \"e76d1ab3-89c2-3a93-990b-30827fcf89b0\",\n \"path\" : \"\\/System\\/Library\\/PrivateFrameworks\\/caulk.framework\\/Versions\\/A\\/caulk\",\n \"name\" : \"caulk\"\n },\n {\n \"source\" : \"P\",\n \"arch\" : \"x86_64\",\n \"base\" : 140703291269120,\n \"CFBundleShortVersionString\" : \"5.0\",\n \"CFBundleIdentifier\" : \"com.apple.audio.CoreAudio\",\n \"size\" : 7503872,\n \"uuid\" : \"33f55d9c-eaef-3fbd-add5-ed3e54925762\",\n \"path\" : \"\\/System\\/Library\\/Frameworks\\/CoreAudio.framework\\/Versions\\/A\\/CoreAudio\",\n \"name\" : \"CoreAudio\",\n \"CFBundleVersion\" : \"5.0\"\n },\n {\n \"source\" : \"P\",\n \"arch\" : \"x86_64h\",\n \"base\" : 140703265218560,\n \"CFBundleShortVersionString\" : \"6.9\",\n \"CFBundleIdentifier\" : \"com.apple.CoreFoundation\",\n \"size\" : 5255168,\n \"uuid\" : \"eab0e216-2a9e-31ce-9164-fdf3ebcf7bd3\",\n \"path\" : \"\\/System\\/Library\\/Frameworks\\/CoreFoundation.framework\\/Versions\\/A\\/CoreFoundation\",\n \"name\" : \"CoreFoundation\",\n \"CFBundleVersion\" : \"1856.105\"\n },\n {\n \"source\" : \"P\",\n \"arch\" : \"x86_64\",\n \"base\" : 140703309713408,\n \"CFBundleShortVersionString\" : \"6.9\",\n \"CFBundleIdentifier\" : \"com.apple.AppKit\",\n \"size\" : 15265792,\n \"uuid\" : \"d23b9681-3764-3298-a716-fbb511dd5a7c\",\n \"path\" : \"\\/System\\/Library\\/Frameworks\\/AppKit.framework\\/Versions\\/C\\/AppKit\",\n \"name\" : \"AppKit\",\n \"CFBundleVersion\" : \"2113.20.111\"\n }\n],\n \"sharedCache\" : {\n \"base\" : 140703261675520,\n \"size\" : 15216738304,\n \"uuid\" : \"40432a03-88d3-305f-9c0c-e7549e71d927\"\n},\n \"vmSummary\" : \"ReadOnly 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 \"legacyInfo\" : {\n \"threadTriggered\" : {\n\n }\n},\n \"trialInfo\" : {\n \"rollouts\" : [\n {\n \"rolloutId\" : \"601d9415f79519000ccd4b69\",\n \"factorPackIds\" : {\n \"SIRI_TEXT_TO_SPEECH\" : \"6194416f2171a2330e561f05\"\n },\n \"deploymentId\" : 240000355\n },\n {\n \"rolloutId\" : \"5fc94383418129005b4e9ae0\",\n \"factorPackIds\" : {\n\n },\n \"deploymentId\" : 240000192\n },\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```", "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", "Remove and re-add the rigid body world causes Blender to crash.\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 517.48\n\nBroken: version: 3.3.1\nWorked: I dont know.\n\nWhen the physical world is removed and added again, playback will cause the program to crash.\n\n\n1. Download the 2.blend and open it.\n2. Play 5 frame.\n3. Click the Remove Rigid Body World button.\n4. Click the Add Rigid Body World button.\n5. Click the rigid body world setting Collection. Then select RigidBodyWorld .\n6. Click the rigid body world setting Constraints. Then select RigidBodyConstraints .\n7. Move to 1 frame.\n8. Play 5 frame. Blender will crash immediately.\n\n[2.blend](2.blend)", "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", "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 !", "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).", "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", "lost 90% of my progress\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\ni was 90% through my build and had forgetten to save although i havent made saving every five minutes my priority anyways i was almost done when it freezes then crashes and all of mt work is now gone this has already happened once but i didnt lose anything so i therefore didnt report it\n\n", "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", "Cycle gpu rendering crashes randomly\nOperating system: Win11\nGraphics card: Nvidia RTX 3070 Ti\n\nbroken: all 3.0 versions\n\nRenders keep crashing randomly when I’m using my gpu with cycles, I updated my drivers, my memory use is okay, I tried to not use denoiser, lower my samples, resolution etc but nothing works, sometimes it render 10 frames sometimes 100 but it can't render my whole animation without crashing (also for animations with low poly count and small textures tiles) \nDon't know how to read the crash log file.\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)", "crash when i try to make instances real for nodes\nhi , in attached files all info about the crash , its when i try to make instances real for nodes modifier addon scifi pro + flex\nso can i fix it ?\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)" ]
[ "blender closing suddenly\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: Quadro M2000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 517.37\n\nBroken: version: 3.4\n\n[When i hit render in workbench mode blender is closing.]\n\n[When i hit render in workbench mode blender is closing. this is happening in 3.4 version with version 3.3.1 its working correctly]\n\n\n\n" ]
blender closing suddenly Operating system: Windows-10-10.0.22621-SP0 64 Bits Graphics card: Quadro M2000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 517.37 Broken: version: 3.4 [When i hit render in workbench mode blender is closing.] [When i hit render in workbench mode blender is closing. this is happening in 3.4 version with version 3.3.1 its working correctly]
[ "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", "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)", "Mantaflow simulation stops and crashes at the end of the bake (or when closing blender): The CG solver diverged, residual norm > 1e30, stopping.\nBroken: version: 3.0.0 Alpha\nWorked: -\n\nCrash baking fluid simulation.\n\n\nOpen the file and bake all its frames (or only frame 181 to 183).\n\n[beach.blend](beach.blend)\n\n```\nTraceback (most recent call last):\n File \"<string>\", line 1, in <module>\n File \"<string>\", line 169, in bake_fluid_data_5\n File \"<string>\", line 164, in bake_fluid_process_data_5\n File \"<string>\", line 136, in liquid_adaptive_step_5\n File \"<string>\", line 221, in liquid_step_5\nRuntimeError: GridCg::iterate: The CG solver diverged, residual norm > 1e30, stopping.\nError raised in extern/mantaflow/preprocessed/conjugategrad.cpp:562\n(...)\nterminate called after throwing an instance of 'Manta::Error'\n what(): can't clean grid cache, some grids are still in use\nError raised in extern/mantaflow/preprocessed/fluidsolver.cpp:33\nAborted (core dumped)\n```\n\nComplete output: [P2568](P2568.txt)", "My Blender won't open anymore\nOperating system: Windows 11\nGraphics card: NVIDIA GeForce RTX 3060\n\nBroken: Every version\n\nWhen I try to open Blender the terminal appears then disappears and nothing else happens.\nBlender worked until today in all its versions, but now it no longer opens.\n\nI tried opening it as administrator, on different versions. I restarted my PC. I updated my drivers. There no bug/crash report or anything.\n\nI don't know what to do.\n\n", "Cycles HIP device crash on rendering on latest AMD Adrenaline Driver\nOperating system: Windows 11 Pro for Workstation\nGraphics card: AMD Radeon RX 6750XT (Driver: AMD Adrenaline 23.7.1, 23.7.2 23.8.1 23.9.1)\n\nBroken: 3.6.1 LTS (On latest driver)\nWorked: 3.6.1 LTS (On old driver: AMD Adrenaline 23.5.2)\n\nAfter synchronizing objects, Blender crash\nBut render the default cube scene Blender works well even using 23.7.1 driver\n\nBased on the default startup or an attached .blend file (as simple as possible).\nScene is from Blender official demo file: \nbarbershop_interior/\nCrash log file: \n\n", "Blender 3.1 CPU/GPU rendering denoise is broken on M1 Mac / Monterey\nOperating system: MacOS Monterey (M1 Max)\nGraphics card: Integrated GPU\n\n**Blender Version** 3.1.0 release for M1 Macs\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\nWorked: (newest version of Blender that worked as expected) 2.93.3\n\nOn all my projects, when rendering via the CPU or GPU, the render works as expected, but on completion the entire screen blacks out to a solid color and the render is LOST! I suspected it must be a post render step, and I have confirmed that it is the DENOISER that is broken in this version of blender. When I go into the scene and remove the denoiser, the render completes, and I can save the image!\n\nBased on the default startup or an attached .blend file (as simple as possible).\nYou need a project that uses denoising as a final compositing step. Attached is a simple matt object set to denoise at the end. Render it, and at the end you get a gray screen. Go into compositing and remove the denoise node, and you get the render.[TestRenderWithDenoise.blend](TestRenderWithDenoise.blend)\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.", "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", "Persistent data –> Out of GPU memory (macOS)\nOperating system: MacOS 12.6.6\nGraphics card: M1\n\nBroken: 3.6.1\n\nIf \"Persistent data\" checkbox is on, after a couple of frames rendering, Blender is quits or just says \"Out of GPU memory\" (a MacOS bugreport and screenshots are attached)\n\nIf I turn OFF persistent data switcher, animation rendering is working fine. It seems, the data is persistent, but the BVH loading happens on all frames, so the memory filling up.\n\nBased on the default startup or an attached .blend file (as simple as possible).\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", "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.", "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", "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", "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", "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" ]
[ "Crash: When Rendering in Workbench\nOperating system:\nGraphics card: Qwadro M4000\n\n**Blender Version 3.4\n when hit F12 for render in workbench rendering, blender shutsdown." ]
navigation problems with 3dconnexion space mouse enterprise Operating system: Windows-2012ServerR2-6.3.9600 64 Bits Graphics card: Quadro P6000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 411.98 Broken: version: 2.81 (sub 12) pan locked in NDOF Navigate 'orbit' mode, ***UNUSABLE***. 3D mouse pan controls in NDOF 'orbit' mode should behave same as NDOF 'free' mode. Using shift key is is unacceptable. Using the shift key defeats the purpose and usability of having a 3d mouse. start blender, use 3d mouse Based on the default startup+ Preferences->NDOF->view navigate=orbit Preferences->NDOF->view rotation=turntable Preferences->navigate->orbit method=turntable Preferences->navigate->orbit around selection=checked
[ "Decrement and Increment arrow buttons in Transform section of Details pane both operate in same direction (VM session))\nOperating system: Windows 10\nGraphics card: NVIDIA RTX A4500\n\nBroken: 3.5.0, 1b325cfff18b, blender-v3.5-release, 2023-03-29 02:56)\nWorked: \n\nDecrement and Increment Arrow Buttons in Details Pane both operate in same direction\n\nOpen a new .blend file.\nSelect the Default Cube.\nDecrement or Increment any of the transforms via the clickable arrow keys in the Transform section of the Details pane.\nThe increments and decrements for any of the numbers for rotation, scale or location are very unreliable as to what direction they operate in. Some sort of sign error?\n\n", "Blender freezes when moving the cube repeatedly on 3.6 and 3.5\nOperating system: Ubuntu 23.04\nGraphics card: Intel UHD 620\n\nBroken: 3.6.2 2023-08-16\nWorked: None\n\n\nWhen opening Blender(first or other times) and choosing general then moving the cube in multiple directions, Blender freezes\n\n\n- Open Blender\n- Choose general\n- Move the example cube with the move tool in multiple directions\n\n", "Unable to zoom/scale graph editor with [ALT] middle mouse button after frame selected of lowest point\nOperating system: Linux-5.4.0-107-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce GTX 1660 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.60.02\n\nBroken: version: 3.2.0 Alpha\nWorked: Likely never\n\nGraph editor goes into locked cycle when frame selecting certain points\n\n[Bug.blend](Bug.blend)\nOn attached file. Box select lowest point of y location on frame 25. Hit Num Pad . to frame the selected point\nAttempt to scale or move graph up and down with [Alt} middle mouse button\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)", "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", "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", "Rebind default 'Set 3D Cursor' hotkey to Shift+Alt+Middle doesn't work\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 466.47\n\nBroken: version: 2.93.0, 3.4\nWorked: it was working with 2.92\n\nRebinding the default Shift+Right press hotkey to Shift+Alt+Middle press hotkey doesn't work. It moves the 3D cursor but I can't drag it everywhere I want like the default behavior.\n\n- Find the default shorcut by typing cursor to the search bar\n- Under 3Dview there is Set 3D Cursor (view3d.cursor3d)\n- Change the default to Shift+Alt+Middle\n- It doesn't work as expected\nioGcz_mV78k", "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", "Can't type tilde (~) in text editing mode - Blender enters fly/walk navigation immediately\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\nOS Language: Brazilian Portuguese\nKeyboard layout: United States (international)\n\nBroken: version: 2.90.0\nWorked: don't know\n\nUsing the `ENG` layout the tilde (~) is in this position on the keyboard:\n![400px-KB_United_States-NoAltGr.svg.png](400px-KB_United_States-NoAltGr.svg.png)\n\nIt can be entered by pressing {key Shift `}.\nHowever, this is the shortcut of another operator:\n![untitled.png](untitled.png)\n\nThis conflict causes the `VIEW3D_OT_navigate` operator to run instead of the `FONT_OT_text_insert`.\nPressing {key Shift `} (grave accent) enters into fly/walk navigation even when in text editing mode. This makes it impossible to type letters with tilde (i.e. \"**ã**\") directly into Blender.\nThe workaround for now is typing the text I need in another program and then pasting into Blender.\nThis is quite annoying, specially for someone who speaks another language, or has the tilde in his name, even if one uses the English user interface.\nThis bug might be related to #66607.\n\n\n - Open Blender with a new file.\n - Add a text object.\n - Enter text mode ({key TAB}).\n - Press {key Shift `}\n\nThis enters the fly/walk navigation mode immediately, instead of registering the tilde deadkey.\n\n", "Panorama selection support in viewport\nMouse selection needs to be abstracted so we can remap mouse position to 3d world direction/position. We may be able to do it as a hack, but since we may change mouse selection API in the future - #68989 - we may find an elegant solution in the end.", "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", "Right-click reroute node opens \"Edit Source\" menu\nOperating system: Windows-10-10.0.18363-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 497.09\n\nBroken: version: 3.1.0 Alpha\nBroken: version: 3.0.0\nWorked: version: 2.93.3\n\nUsing right-click select, with Developer Extras enabled, makes it so you can't reliably select a reroute node (Geometry Nodes editor) without the \"Edit Source\" menu opening.\nSimilarly, in left-click select, you can not open the node context menu in this situation.\n[bug_rightclick_reroute.blend](bug_rightclick_reroute.blend)\nThis does NOT happen in shading nodes!", "Region overlap crashes when interacting with action zones\nEnable region overlap user preference.\n\nIn the default 3D viewport, press NKey, then drag on the corner widget. -> Blender crashes.\n\nAttached asan output: [region_overlap_azone.txt](region_overlap_azone.txt), [region_overlap_azone_2020_01_28_update.txt](region_overlap_azone_2020_01_28_update.txt) (found while investigating #46764).\n\nUpdated asan output\n\n\n----\n\nNote: Blender internals aren't well suited of handling regions being manipulated like this while the rest of Blender is being used. We could either prevent interaction during the fade, or disable it since its not really needed.", "Space Mouse not working properly\nOperating system: Mac OS Ventura 13.3.1 (a)\nGraphics card: Apple M1 Max\n\nBroken: 3.5.0\nWorked: 3.0.0\n\nNo buttons of the Spacemouse work anymore.\nEverything worked with Blender 3.0.0 and 3D Connexion Driver 10.7.0.\n\n1. Install latest 3D Connexion Driver 10.8.0.\n2. Set up some buttons in 3DxWare 10 like:\n a. \"Button 1\" = Keystroke \"Tab\".\n b. \"Button 2\" = Keystroke \"1\".\n c. \"Button 3\" = Keystroke \"2\".\n3. Start Blender.\n4. Try to switch between Edit and Object mode with \"Button 1\":\n a. No Function.\n5. Try to switch between select Modes with \"Buttons 2-3\":\n a. No Function.\n6. Try to select more Objects with holding \"shift\" on Space Mouse:\n a. No Function.\n\nI miss the combination so hard, it's impossible to work without my space mouse, I'm used to it for a decade. :(\nThe Space Mouse works fine in all other Programms, its an Blender Issue exclusively.\n\nAdditional Infos:\nSometimes restarting Blender multiple Times, re-installing it, fixes temporary the function of the basic Keys \"shift, cmd, etc\". The other buttons never work. They worked always in the past and still work in all other programs where I use the mouse. ", "Make All Operators Accessible from Menus\nThis task proposes all operators should be available in menus.\n\nAs of 2.90, the operator search functionality no longer lists all available operators, instead, it expends menus, see #74157 (Use menus for operator search & various improvements).\n\nFrom replies to this task, some users/developers were only accessing operators via search, so scanning menus made some operators un-searchable.\n\nInstead of considering this something to be fixed, this task proposes that operators which users may want to access from search, also be included in menus.\n\n**Notes**\n\n- Popovers could be included in the menu search as well. \n\n-------\n\n**Exceptions**\n\n- Internal operators (operators with `INTERNAL` flag set).\n- User interface operators (re-ordering constraints, modifiers for e.g).\n- Some interactive operators which only make sense to activate interactively (`SCULPT_OT_brush_stroke`).\n- Operators which don't work or don't make sense in the given context (operators from other editors, other modes etc)\n\n------\n\n**Status**\n\nThere is a utility to report operators not yet exposed by menu search.\n\nThis can be generated using: `./source/tools/utils_maintenance/blender_menu_search_coverage.py`\n\nThis paste shows it's output at the time of writing [P1618](P1618.txt)" ]
[ "Improve NDOF navigation\nRecently there have been multiple users noticing NDOF (space-navigator) isn't working as they would expect.\n\nSee: \n- #60768 (3D Connexion Space Mouse Pro doesn't works in Blender 2.8 (win32))\n- [Bf-committers: 3d connexion support ](050068.html)\n\nIt seems most other software *(including Space-navgator driver demo)* works differently to Blender's defaults, making it seem as if something is broken.\n\nThis design task is collect these differences and update Blender to fit typical NDOF useage for other 3D software,\nor - if there are good reasons to keep Blender working as-is, to support these features as preferences.\n\n----\n\n## Key Differences\n\n\n*Edit* this is the case for Blender 2.81, current master is being updated based on feedback from this task.\n\n*This list is based on user feedback may need updating, add comments if it misses anything.*\n\n- Constraining Motion\n\n **Blender:** doesn't allow panning by default, instead modifier keys need to be pressed to pan for example.\n\n **Other Software:** doesn't constrain motion, similar to always being in walk-mode *(without having to enter/exit walk mode)*.\n\n **Open Topic:** Would we orbit around the center of view (as with MMB orbit), or the view-point origin (as with walk mode). I'd assume we would default to orbiting around the view center.\n\n- Orbit Origin\n\n **Blender:** Orbits around the view center.\n\n **Other Software:** orbits the selection center.\n\n **Note:** Is this the case for most/all other 3D software with NDOF support?\n\n- Ability to transform objects\n\n```\nBlender just doesn't support this at the moment, adding it to this list for completeness.\n```\n\n" ]
Cloth collision with rigidbody object doesn't work 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 20.11.3 27.20.11027.5002 Broken: version: 2.92.0 Alpha Worked: Never(2.80+) Cloth collision with rigidbody object doesn't work [cloth.blend](cloth.blend) - Open file - Add collision physics to selected object # Play animation It doesn't work.
[ "Crash when rending animation w/simple physics sim\nOperating system: macOS-12.0.1-x86_64-i386-64bit 64 Bits\nGraphics card: Apple M1 Apple 4.1 Metal - 76.1\n\nBroken: version: 3.0.0\nWorked: Spinning beach ball in 3.1 Alpha\n\nWhen selecting \"Render Animation\", the Rendering window starts to draw, and then the app crashes.\n\n\nFile attached. Just load and Select Render Animation.[simple-physics-crash.blend](simple-physics-crash.blend)\n\n", "Disk Cache combined with Cache Step does not work\nOperating system:\nGraphics card:\n\nBroken: blender-2.80.0-git.8d95dcd87dbb-windows64\nWorked: Blender 2.79 b f4dc9f9d68b\n\nBaking a particle system with *Disk Cache* checked and *Cache Step* set to greater than 1 results in the baking failing.\nNo error is reported, but the bake is obviously corrupt.\nIt worked in 2.79.\n\n[bake.zip](bake.zip)\n1. Extract the archive and open the *.blend* file. (in 2.80)\n2. Playback works at this point. (Particles fall down from the plane.)\n3. Click *Delete Cache* and then *Bake*.\n4. Try playback again. It's not incorrect. (Particles appear at the bottom and don't move. If you check the cache folder, you will see it cached every second frame---instead of every 10th as configured, except for the first step.)", "Proportional editing doesn't work with loop slide\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: 2.93.2 Release Candidate\n\n\n[2021-07-06 19-47-45.mp4](2021-07-06_19-47-45.mp4)\n", "Adjusting spotlight blend using gizmo does not register undo\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\nThe gizmo control is introduced in 3c8c0f1094.\n\nAdjusting spotlight blend using gizmo does not register undo\n\n[SpotlightBlendGizmoBrokenUndo.mp4](SpotlightBlendGizmoBrokenUndo.mp4)\n", "Render cloth animation does not resets cache\nBroken: 2.82.7\nWorked: 2.79b\n\nWhen modifier Subdivision is before the cloth physics modifier,but with different subdivision settings for rendering and viewport, the cache remains active even when rendering.\nPossibly related to #74523.\n\n- Open attached file\n- Run animation (without baking)\n- Render animation\nNotice that the cloth is deformed with each rendered frame.\nThis is because rendering reuses the cache.\n\n[bug.blend](bug.blend)", "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. ", "Rigid body simulation malfunctioning\nOperating system: Win 11 64 bit Home\nGraphics card: NVidia GeForce RTX 2060 SUPER\n\nBroken: 3.0.1\n\nI have a scene involving armature deformed meshes that enable as rigid bodies later on in the animation. Basically, nothing has worked right IMO:\n\n\n - Convex Hull is created at the start of the rigid body world and does not update, even if the source thing is set to \"Final.\"\n - The characters have been randomly exploding away from the floor or deciding to clip through it as soon as the \"animated\" toggle checks off, *even if I changed no settings, and it was working fine before.* The first time they started doing that, I realized it was the afore mentioned bug causing the issue, and moved the cache start point forward. Now, they are doing it again, and I haven't done anything to provoke it AFAIK, so I don't know if it's the same problem or not.\n # I am now getting this error in the console, although none of my rigid bodies are zero-vertex:\n\n```\nERROR (bke.rigidbody): C:\\Users\\blender\\git\\blender-v300\\blender.git\\source\\blender\\blenkernel\\intern\\rigidbody.c:397 rigidbody_get_shape_convexhull_from_mesh: no vertices to define Convex Hull collision shape with\n```\n\nI was unable to reproduce the error(s) with consistency, although I did get situations where an icosphere would inexplicably clip through the corner of a scaled cube just as it was rolling off of it. Here is the file where I'm experiencing the issue. I'm sorry if this is actually three or four issues, but I figured someone who knows the code might be able to either pin it down or tell me I need to dig farther.[super_attack_robots.blend](super_attack_robots.blend) If you move the rigid body cache start back to 1, you are guaranteed to encounter the first problem I mentioned.", "Particle system with collision modifier hangs on baking\nOperating system: Linux-5.8.0-55-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.80\n\nBroken: version: 2.93.0\nWorked: 2.81a\n\n[#88965.blend](T88965.blend)\n\n- Open file\n- Bake particles on LRG_Submarine_Propeller object\n\nIt fails. When you disable collision modifier on LRG_Submarine_Hull object or simplify it considerably, it works.", "abc very slow\nOperating system: macOS-13.3.1-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M2 1.2\n\nBroken: version: 3.5.0\n\nhello sorry, I am writing for help with an .abc object. It is extremely slow when playing and I need to have two of them , so this makes everything very heavy. It is an animated waterfall of 10 seconds. Also when I try to assign a material it doesn't work.\nIs there a way to make a lighter format?\n\nI import the .abc object and press play, it works but very slowly. when I press render animation, the render is not moving.\nI tried to reimport it as an mdd file but It doesn't work.\nThank you very much\n\n", "Collada import/export: transparent textures don't work\nOperating system: Linux\n\nBroken: blender-3.3.0-alpha+master.dfb8c90324c0, probably all versions since 2.8\nWorked: 2.79\n\nCollada cannot import or export transparent (alpha) textures.\n\nImport this .dae\n\n[BlenderLogoDae.zip](BlenderLogoDae.zip)\n\nThe result (with 2.79 for comparison).\n\n![out.png](out.png)\n\nManually hook up the alpha in the node graph and export. Open the .dae in a text editor and confirm there is no <transparent> element (which sets the alpha texture). You can confirm exporting works in 2.79 by exporting and reimporting.\n\n**Other**\nNote that OpenCollada's parsing of transparency is weird and buggy, see [D11259](D11259) and 651.", "Crash when adding materials\nOperating system: Linux-5.18.9-200.fc36.x86_64-x86_64-with-glibc2.35 64 Bits\nGraphics card: Mesa Intel(R) UHD Graphics 630 (CFL GT2) Intel 4.6 (Core Profile) Mesa 22.1.3\n\nBroken: version: 3.2.0\n\nBlender crashes when adding a second material (sometimes you need to add some more to crash it)\n\n1. Open the appended .blend file.\n2. Select the object.\n3. Go to material tab.\n4. Try to add a second material.\n\n[crash.blend](crash.blend)", "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", "Rigid Body Constraints break when copying its empty object\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\nCopying a rigid body constraint via CTRL+C / CTRL+V breaks it permanently (you have to remove and re-add the constraint to make it work again).\n\n- Create a simple rigid body constraint setup. You can use this file to start: [bug_rigidbodyconstraints_copy.blend](bug_rigidbodyconstraints_copy.blend)\n- Select all objects\n- CTRL+C to copy\n- CTRL+V to paste\n- Move the new objects a bit to avoid clipping, and play the animation - the active object just falls down\n- Fixed by removing and manually re-creating the constraint on the Empty.001 object\n\nThis does not happen when using SHIFT+D to duplicate.\n\n---\n\nSeems like the dependency graph loses the connections between the constraint and the rigid body objects after copying.\n\nWorking (before copy): ![bug_rigidbodyconstraints.svg](bug_rigidbodyconstraints.svg)\n\nBroken (after copy): ![bug_rigidbodyconstraints_copy.svg](bug_rigidbodyconstraints_copy.svg)", "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", "Alpha Blend material has inconsistent behavior with Geometry nodes\nOperating system: win 10\nGraphics card: 1050ti\n\nBroken: 3.4.1\n\nAlpha Blend material renders differently on the object, which is referenced inside Geometry Nodes tree of another object, despite this another object is already hidden and has muted GN modifier.\n\nIn attached file:\n* Remove/Select *Shell* object inside GN tree of object *Mesh*\n* Activate/Deactivate *Viewport Disable* for *Collection* or object *Mesh*\nIn both cases material becomes transparent or not\n\n" ]
[ "Cloth+RigidBody limitation\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.30\n\nBroken: version: 2.90.1\n\nHi,\nI wonder that to make interactive a rigid body and a cloth (so that cloth can be deformed by the rigid body after collision), I had to create a phantom-collider parented with the rigid body to whom I applied a Collision. This is the only method to have interactivity between the 2 object.\nI noticed that making the same execise in Blender 2.79, the rigid body naturally defermed the cloth, without the phantom-collider parented.\nWhy?\n\n[#82817.blend](T82817.blend)\n\n- Open file\n- Play animation\nCloth should collide with Sphere, but it doesn't" ]
Failed to create VR session with Oculus Quest 2 Operating system: Windows-10-10.0.19043-SP0 64 Bits Graphics card: NVIDIA GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.09 and also GTX 1070 Oculus app version 35.0.0.73.175 Oculus Quest 2 Software Version 37.0.0.135 Broken: version: 3.0.0 Cannot start a VR session with Oculus Quest 2 in Blender. I've followed all the instructions, and entering other apps with VR works. I've checked the oculus.json file and modified it to the correct location of the LibOVRRT64_1.dll modify blender_oculus.cmd to the following: ``` @echo off set XR_RUNTIME_JSON=%~dp0oculus.json "%~dp0\blender" --factory-startup --debug-xr ``` - open cmd.exe and run blender_oculus.cmd - enable the VR Scene Inspection addon - in the sidebar, under the VR tab, press "Start VR Session" - I get the following error: ``` Failed to create VR session. The OpenXR runtime may have additional requirements for the graphics driver that are not met. Other causes are possible too however. Tip: The --debug-xr command line option for Blender might allow the runtime to output detailed error information to the command line. ``` in the command prompt, I get the following output ``` C:\Users\dimitar\Downloads\blender-3.0.0-windows-x64\blender_oculus.cmd Available OpenXR API-layers/extensions: Extension: XR_KHR_D3D11_enable Extension: XR_KHR_D3D12_enable Extension: XR_KHR_opengl_enable Extension: XR_KHR_vulkan_enable Extension: XR_KHR_vulkan_enable2 Extension: XR_KHR_composition_layer_depth Extension: XR_KHR_win32_convert_performance_counter_time Extension: XR_KHR_convert_timespec_time Extension: XR_KHR_composition_layer_cube Extension: XR_KHR_composition_layer_cylinder Extension: XR_KHR_composition_layer_equirect Extension: XR_KHR_visibility_mask Extension: XR_KHR_composition_layer_color_scale_bias Extension: XR_EXT_win32_appcontainer_compatible Extension: XR_OCULUS_recenter_event Extension: XR_FB_color_space Extension: XR_OCULUS_ovrsession_handle Extension: XR_OCULUS_perf_stats Extension: XR_OCULUS_audio_device_guid Extension: XR_EXT_debug_utils Enabling OpenXR Extension: XR_KHR_opengl_enable Enabling OpenXR Extension: XR_KHR_D3D11_enable Enabling OpenXR Extension: XR_EXT_debug_utils Connected to OpenXR runtime: Oculus (Version 1.67.0) OpenXR Debug Message: Completed loader terminator OpenXR Debug Message: Completed loader trampoline Error: Failed to create VR session. The OpenXR runtime may have additional requirements for the graphics driver that are not met. Other causes are possible too however. Tip: The --debug-xr command line option for Blender might allow the runtime to output detailed error information to the command line. OpenXR error value: -38 OpenXR Debug Message: Entering loader trampoline OpenXR Debug Message: Entering loader terminator ```
[ "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", "depsgraph.view_layer.name driver expression doesn't work correctly\nOperating system: Windows 11\nGraphics card: Geforce RTX 3090\n\nBroken: 3.3.5 LTS\nBroken: 3.5\n\nI use a driver expression to control modifiers visibility or shader values depending on a view layer name. If the needed view layer is active, then values change. All works well when switching viewlayers manually inside the viewport of my scene. But as soon as I render the scene, the expression is ignored and nothing happen.\n\n* Open attached file\n* Change view layer few times\n\nDriver will change only once. This also doesn't work when rendering.\n\n![image](attachment)", "OpenEXR can't be used to save results during the render process\nOperating system: XUbuntu 20.04\nGraphics card: Not applicable\n\nBroken: Blender 3.0.0, Commit date: 2021-12-02 18:35, Hash f1cca3055776\nWorked: Blender 2.93.7\n\nSeems OpenEXR now can't be used to save intermediate results during rendering using Cycles. The other formats (like PNG) seems works just fine. Blender starting v3 just crashing if you trying to save as single or multi-layer EXR. When the render is completed the `save_render` function is working correctly.\n\nThis bug doesn't allow to prepare the proper distributed preview for user outside of Blender UI (EXR needed to merge multiple preview samples from the remote workers).\n\nThe default cube blender scene is just enough to reproduce. Please switch to script console and paste the next code:\n```\nbpy.context.scene.render.engine = 'CYCLES'\nbpy.context.scene.render.image_settings.file_format = 'OPEN_EXR' # OPEN_EXR_MULTILAYER here will fail too, but PNG for example will work just fine.\nbpy.context.scene.cycles.use_adaptive_sampling = False\nbpy.context.scene.cycles.samples = 512\n\nbpy.ops.render.render('INVOKE_DEFAULT', use_viewport=True)\n\nimport time\ntime.sleep(2)\nbpy.data.images['Render Result'].save_render('_preview.exr')\n\n### Crash will be right here ###\n\nimport os\nprint(\"Preview file exists:\", os.path.exists('_preview.exr'))\n```\n\nCrash report: [blender.crash.txt](blender.crash.txt)\n", "Rigid body simulation malfunctioning\nOperating system: Win 11 64 bit Home\nGraphics card: NVidia GeForce RTX 2060 SUPER\n\nBroken: 3.0.1\n\nI have a scene involving armature deformed meshes that enable as rigid bodies later on in the animation. Basically, nothing has worked right IMO:\n\n\n - Convex Hull is created at the start of the rigid body world and does not update, even if the source thing is set to \"Final.\"\n - The characters have been randomly exploding away from the floor or deciding to clip through it as soon as the \"animated\" toggle checks off, *even if I changed no settings, and it was working fine before.* The first time they started doing that, I realized it was the afore mentioned bug causing the issue, and moved the cache start point forward. Now, they are doing it again, and I haven't done anything to provoke it AFAIK, so I don't know if it's the same problem or not.\n # I am now getting this error in the console, although none of my rigid bodies are zero-vertex:\n\n```\nERROR (bke.rigidbody): C:\\Users\\blender\\git\\blender-v300\\blender.git\\source\\blender\\blenkernel\\intern\\rigidbody.c:397 rigidbody_get_shape_convexhull_from_mesh: no vertices to define Convex Hull collision shape with\n```\n\nI was unable to reproduce the error(s) with consistency, although I did get situations where an icosphere would inexplicably clip through the corner of a scaled cube just as it was rolling off of it. Here is the file where I'm experiencing the issue. I'm sorry if this is actually three or four issues, but I figured someone who knows the code might be able to either pin it down or tell me I need to dig farther.[super_attack_robots.blend](super_attack_robots.blend) If you move the rigid body cache start back to 1, you are guaranteed to encounter the first problem I mentioned.", "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", "Can't setting camera.\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.19\n\nBroken: version: 3.6.1\n\n\nWhen I render, will jumpback to the camera.002\n\n", "Simple ball shooting animation not working as before\nOperating system: win7\nGraphics card: gtx970m\n\nBroken: 2.80, 2.81a, 2.82a, 2.83-1239cab11ff9\nWorked: 2.79b\n\nI've tried to create a simple shooting ball and while the effect was ok with blender 2.79b it won't work the same\nway on the specified \"broken\" versions. I'm not sure if the way to make these type of animations has changed of\nif this it's really an existing bug. \n\nDemo: [Blender 2.79b vs 2.82](2020-04-09_16-14-38.mp4)\n\n\nYou'll find the .blend file ready to display the issue below.\n\n[test1.blend](test1.blend)", "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```", "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", "Rigify: Assert on 2 of the Action space types\nOperating system: Linux-6.4.6-gentoo-x86_64-Intel-R-_Core-TM-_i9-9900K_CPU_@_3.60GHz-with-glibc2.37 64 Bits, X11 UI\nGraphics card: NVIDIA GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 535.86.05\n\nBroken: version: 4.0.0 Alpha\n\n![image](attachment)\nI believe only the 'World' and 'Local' space types are meant to be supported. The other ones will result in errors.\nThe asserts seems to support a 3rd space type, which is \"TRANSFORM\", but that's wrong too; The Action Constraint seems to support only World, Local, and Custom Space.\n\nAnd in the context of Rigify, I don't think supporting Custom Space is necessary, so just World and Local should be enough.\n\nOriginally reported as a CloudRig issue [here](89).\n\n", "Shader warnings with --debug-gpu\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: AMD Radeon PRO W6800 ATI Technologies Inc. 4.5.14802 Core Profile/Debug Context FireGL 21.Q4 30.0.14002.136\n\nBroken: version: 3.0.0 Beta\n\nWhen launching Blender and the --debug-gpu option on the follow warnings are displayed\n\nWARN (gpu.shader): OVERLAY_shader_armature_sphere_412 FragShader:\n```\n |\n```\n 6 | #extension GL_ARB_shader_draw_parameters : enable\n```\n | ^\n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n```\n\nWARN (gpu.shader): OVERLAY_shader_armature_sphere_399 FragShader:\n```\n |\n```\n 6 | #extension GL_ARB_shader_draw_parameters : enable\n```\n | ^\n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n```\n\nWARN (gpu.shader): OVERLAY_shader_armature_shape_437 GeomShader:\n```\n |\n```\n 5 | #endif\n```\n | ^\n | (#310) Inputs that are integers should be qualified with the interpolation qualifier \"flat\"\n```\n\n\n1. Launch blender using blender --debug-gpu\n2. Warnings are displayed to the console.", "Failed to load OptiX kernel OPTIX_ERROR_DISK_CACHE_INVALID_DATA\nOperating system: Debian Testing\nGraphics card: RTX 3090 + RTX 3050 Ti (laptop)\n![изображение.png](изображение.png)\n\nBroken: 3.3.2\n\nI recently bought external RTX 3090 videocard, and when i switched Cycles to RTX 3090, it says:\n```\nFailed to load OptiX kernel from '/home/scaled/git/blender-git/build_linux_release/bin/3.3/scripts/addons/cycles/lib/kernel_optix.ptx' (OPTIX_ERROR_DISK_CACHE_INVALID_DATA)\n```\n\nI hide directory /var/tmp/OptixCache_scaled and videocard started normally. But when i switched back to my laptop GPU (RTX 3050 Ti), it said same error. I returned my old cache directory back (/var/tmp/OptixCache_scaled) and it started normally.\n\nThen i decided to enable both videocards at the same time in hope it will generate cache for both videocards, so i will not have to move cache directories around every time i go outside with my laptop, but i got same error, and cache generated only for first videocard in the list (RTX 3090).\n\nBy the way, when i tested GTX 1080 in this external box, it don't created cache problems, so i think it happens when using different videocards of one generation.\n\n1. Setup Cycles to use Optix with one videocard.\n2. Turn on Cycles renderer and wait until cache is generated.\n3. Turn off Cycles and select second videocard for Cycles.\n4. Cycles will not turn on because cache conflict.", "Sequencer: Can't toggle Channels sidebar when VSE view type is \"Sequencer & Preview\"\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: AMD Radeon (TM) R9 380 Series ATI Technologies Inc. 4.5.13596 Core Profile Context 20.10.35.02 27.20.1034.6\n\nversion: 3.2.0\n\nAll in the title.\n\n1) Be in Video Sequencer editor\n2) Switch view type to Sequencer & Preview\n3) Try to toggle Channels sidebar : either with the little arrow (that doesn't show up), or by going to View > Channels (it doesn't toggle the sidebar, its checkbox doesn't get checked)\n\n", "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", "race_spaceship.blend demo file renders empty result (no renderlayer selected in Render Layers node dropdown)\nOperating system: Windows 11\nGraphics card: Radeon Graphic\n\nBroken: 3.6\n\nScene not display well as final render (demo file).\n\n1. Start Blender File.\n2. Check if Viewport working (all great).\n3. Render (seems going well).\n4. Final image (no image, trasparent background).\n\n" ]
[ "VR Mode in Blender gives Error Message\nOperating system: Windows 10\nGraphics card: AMD RX 560X\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen) Blender 2.83.1 VR capability gives following error message: Failed to create VR session. The OpenXR runtime may have additional requirements for the graphics driver that are not met. Other causes are possible too however. \"Tip: The --debug-xr command line option for Blender might allow the runtime to output detailed error information to the command line.\n\nUsing Oculus Quest and Oculus Link to activate VR mode in Blender\n\nBased on the default startup or an attached .blend file (as simple as possible)." ]
Cycles displays wrong color in few scenarios when using ColorRamp with Constant interpolation in ShaderNodes Operating system: Windows 10 Graphics card: Nvidia GeForce GTX 1650 Broken: 2.93.4 Worked: Not sure Cycles displays wrong color in few scenarios when using ColorRamp with Constant interpolation in ShaderNodes 1. Create a new project using Cycles Render Engine 2. For any mesh object, create a new material 3. Add a color ramp with 2 stops, first stop at 0 with Red (RGB 255,0,0) and second stop at 0.5 with Green (RGB 0,255,0). Set the value of the color ramp to 0.501 4. Connect the ColorRamp to an Emission shader and the Emission shader to Surface socket of the material output 5. Switch to the Shading workspace and split the 3d viewport into two. Set one to "Material Preview" and other to "Rendered" The "Material Preview" shows the color Green (correct) The "Rendered" viewport shows the color Red (incorrect)![bug-report-colorramp-constant-cycles.PNG](bug-report-colorramp-constant-cycles.PNG) Test File: [#91769.blend](T91769.blend)
[ "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)", "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", "Shader Mix RGB node color burn and color dodge operations clamp incorrectly.\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\nShader Mix RGB node clamps the output color when using color burn and color dodge blending mode when it shouldn't\n\n\nWhen using the mix rgb node in the shader editor the color burn and color dodge blending modes both clamp the output of the node. Color burn clamps it to a 0 to 1 range while color dodge clamps it to a -infinity to 1 range, despite the factor being 0.\nColor dodge doesn't match EEVEE, which clamps the lower bound to 0 instead of -infinity.\n\nTest file:\n[Color_blend_test_file_HDR_input.blend](Color_blend_test_file_HDR_input.blend)\n\nThank you and have a great day!", "Some Cycles nodes are active when muted (RGB To BW, Math, vector Math, Separate RGB)\nWin10 64bit\n\nBroken: 2.79\n\nRGB To BW node is active when muted\n\nOpen file and render\n[RGB_BW.blend](RGB_BW.blend)\n\n", "USD import: investigate texture color space conversion issue\n\n@brurpo Reported the following issue:\n\n> When exporting USD from maya to blender none of the textures comes with the correct color space, they are all srgb.\n> Importing on maya again, on a clean scene, does not have this issue, all textures are loaded with the correct color space.\n> Is there a workaround for this, or is this planned?\n\n\nI'll be looking into this.\n\n\n", "Shader to RGB node is ignoring shading and just using color socket data directly\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX TITAN X/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 446.14\n\nBroken: version: 2.83.4\n\n\nIf you have a Shader that is converted with the Shader to RGB node, and then the resulting Color is plugged into another shader node and rendered, the output of Eevee's Color pass for that shader shows color plugged to socket of shader that is converted to RGB. In example file it is pure white, when you would expect to see the converted shader to RGB.\n\nProblem exists with Diffuse, Glossy, and Emission shaders and passes with the exception that an Emission converted to RGB going into another Emission will show up properly in the emission pass.\n\nSee Node graph in attached image, or attached file.\n\n![image.png](image.png)\n[shader_to_rgb_eevee_pass.blend](shader_to_rgb_eevee_pass.blend)", "Allow OpenGL image drawing in UI colour space\nSince 7ad802cf3a images are stored with premultiplied alpha and in scene linear space. This produces the wrong colours when used for drawing UI elements.\n\nExample from the Blender Cloud texture browser, with the post-7ad802cf3a drawing on the left and the expected colours on the right:\n\n![image.png](image.png)\n\n@brecht proposed adding a new shader that can be used from Python and that draws the textures in the correct colour space.\n", "Color of header-bar of Graph and Drivers Editors is darker than that of the other editors.\nOperating system: Linux-4.19.69-1-MANJARO-x86_64-with-arch-Manjaro-Linux 64 Bits\nGraphics card: GeForce GTX 1660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.40\n\n\nBroken: version: 2.80 (sub 75)\n\n\nColor of header-bar of Graph and Drivers Editors is darker than that of the other editors. This looks a bit inconsistent.\nI feel that the color should be lighter as in Timeline and other editors.\nI'm using the default Blender Dark theme, and haven't changed any of the theme settings.\n\n\n[Based on the default startup .blend file]\n\n{[F7723159](Graph_Editor_header_color_darker.png), size=full}\n\nThanks!", "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", "Color attributes in sculpt mode not showing in instance objects\nOperating system: Linux-5.15.0-47-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: GeForce GTX 670MX/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 418.226.00\n\nBroken: version: 3.4.0 Alpha\n\nWhen sculpting an object its instance reflect the changes after the stroke, but not with color attributes, you have to go out of sculpt mode to see the color attributes.\n\n1. Open a new sculpt file.\n2. Make and instance in object mode with Alt D\n3. Enter sculpt mode of the original object.\n4. Paint some color attributes\n5. Sculpt with clay brush to see the expected behavior.\n\n[Grabación de pantalla desde 17-09-22 16:08:53.webm](Grabación_de_pantalla_desde_17-09-22_16_08_53.webm)\n\n\nOne funny thing is that if you give the original object a mirror modifier, the changes to the instance are in real-time, not after the stroke, both for sculpt and for paint. But not when you sculpt or paint in the one without the modifier.\n\n\n[Grabación de pantalla desde 17-09-22 16:22:16.webm](Grabación_de_pantalla_desde_17-09-22_16_22_16.webm)\n\n", "Image Editor: Viewing a value buffer could use incorrect channel selector\nThis is a long outstanding issue in the image editor that should be fixed.\nWhen rendering a value based AOV and switching in the render result to the AOV would render incorrect as the wrong channel selector is selected (Still Color + Alpha).\n\nThis is also visible when reading single channel images or OpenEXR files.\n\n**Solution**\nAdd an option to view `Value` option to the channel selector and change RNA get/set/itemf + add support of this to the image engine.", "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)", "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", "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", "Color space seems wrong while painting in image editor.\nIn the image editor add a new image and with default settings just do a red line paint over a green line paint.\nDark zone appear in the falloff between red and green. it should not be there and should stay clear, not dark. \nI don't know why, but it looks like a color space issue. \n\ndark falloff not ok in blender:\n![Capture dark fallof.PNG](Capture_dark_fallof.PNG)\n\nclear falloff ok in gimp:\n![Capture fallof ok.PNG](Capture_fallof_ok.PNG)\n\nblender 2.8\nWindows 7 \n\n\n" ]
[ "Color Ramp gives wrong results\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.59\n\nBroken: version: 3.2.2\nTested as far back as 2.80, the issue still existed.\n\nWhen using Color Ramp in constant interpolation, and having more than two stops in your color ramp, the way they are rendered into the texture will have an error introduced. In the pictures below, you'll notice how adding a third color stop suddenly changes the position of the white color. Moving the third color stop doesn't affect this. Finally, the magnitude of the error appears to depend on the input itself (this can be observed by playing with the position of the color stops).\n\n\nTo reproduce, set up a material, take the texture coordinates, split the \"Generated\" coordinates into three components. Plug one component into a Color ramp, with three or more stops, set it to constant interpolation, and zoom in and notice the colors are not where they should be.\n\nPictures and blend file:\n\n![colorramp1.png](colorramp1.png)\n![colorramp2.png](colorramp2.png)\n![colorramp4.png](colorramp4.png)\n\n[colorramp.blend](colorramp.blend)\n", "Rounding error in ColorRamp node\nOperating system: Windows 10\nGraphics card: GeForce GTX 1080 8K\n\nBroken: 2.83.4, a322b43e3d08, 2020-02-24\n\nIn the Cycles implementation of the ColorRamp node, marker positions seem to be rounded to the next higher multiple of 1/255, leading to unexpected output, especially when set to 'Constant' interpolation.\n\nEDIT: Happens in EEVEE too, but only when there are two or more markers set on the ColorRamp, and with multiples of 1/256.\n\n\n[rounding error.blend](rounding_error.blend)\n\n - Open the attached .blend file and switch the 3D View to Rendered mode\n - See ColorRamp node in the Shader Editor\n - Set yellow marker to a position just slightly above a multiple of 1/255, e.g. `0.2197` (> 56/255)\n - Set 'Fac' input to just slightly below the next higher multiple, e.g. `0.2235` (< 57/255)\n # The node will output the red color from the left of the spectrum, even though the input value is greater than the yellow marker's position. ~~This only occurs in Cycles, EEVEE correctly outputs yellow.~~\n\nAs a side note, 0.2335 should be rounded up to 0.234 when displayed with three decimals, but isn't.\n\nEDIT: To reproduce in EEVEE:\n\n - Steps 1 & 2 from above\n - Add a third marker to the ColorRamp and slide it to 1.0, where it shouldn't affect the other markers\n - Set yellow marker to a position just slightly above a multiple of 1/256, e.g. `0.5001`\n - Set 'Fac' input to just slightly below the next higher multiple, e.g. `0.5039`\n # (As with Cycles)\n\n", "ColorRamp precision issue when using constant interpolation \nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070 Ti Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.59\n\nBroken: version: 3.3.0\n\nColorRamp node not aligns precisly to uv when interpolation is set to constant.\n![colorRampIssue.png](colorRampIssue.png)\n1. start blender with empty scene\n2. add a grid mesh, keep the default settings\n3. go to shading workspace, create a new material for the grid mesh\n4. add a Gradient Texture node\n5. add a Texture Coordinate node and connect the UV output pin to the Vector pin of the Gradient Texture node\n6. add a ColorRamp node, set interpolation to Constant, add 9 color stops in between, each stop has 0.1 position gap, assign zebra color to the stops\n7. connect the Fac pin of Gradient Texture node to the Fac pin of the ColorRamp node\n8. connect the Color pin of ColorRamp node to the Base Color pin of the material node\n9. enable wireframe in the viewport overlays settings window\n10. you see the black and white color bars don't match the wireframe\n\n[colorRampIssueSample.blend](colorRampIssueSample.blend)\n" ]
Cycles won't render smoke without caching Operating system: Darwin-17.7.0-x86_64-i386-64bit 64 Bits Graphics card: AMD Radeon HD - FirePro [D700](D700) OpenGL Engine ATI Technologies Inc. 4.1 ATI-1.68.21 Broken: version: 2.80 (sub 74) Worked: 2.79 File needs to be saved in order for cycles to render smoke to file. It works in viewport render, but not when doing an F12 render Start new scene Set render engine to Cycles Select Cube Add Quick Effect Smoke Play a couple frames so you can see smoke in the viewport Render with F12 The result is just a cube with no smoke
[ "Mantaflow: Noise doesn't follow smoke\nOperating system: Windows 10\nGraphics card: Nvidia GeForce GTX 650 Ti\nProcessor: Intel® Core™ i7-3770\n\nBroken: Blender 2.90\nWorked: Blender 2.81\n\nAfter enabling \"Noise\", the Wavelet turbulence doesn't follow the smoke. It seems to only mildly adapt to certain movements; but, unlike in 2.81 it doesn't get \"dragged\" by the velocity of the smoke.\n[NoiseDifference-C.mp4](NoiseDifference-C.mp4)\n\n**Exact steps to reproduce the error**\nIn any smoke simulation (preferably one where smoke is being constantly emitted), enable \"Noise\" and bake.\n\n2.9 Project file: [2.9 Example.blend](2.9_Example.blend)\n\n2.81 Project file for comparison: [2.81 Example.blend](2.81_Example.blend)", "Video Sequence Editor cache not updating for scene strips\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 398.11\n\n\nBroken: version: 2.80 (sub 74)\nWorked: 2.79\n\n\nNot sure if I'm doing something wrong here, but the Video Sequence Editor is not updating scene strips when changes are made to the scene (like object/camera manipulation).\nWhatever is cached before the change stays in memory. The only way to force the update I've found so far is to change the \"Preview Shading\".\n\nThe expected behavior is that any visual change made to the scene in the scene strip would be updated real-time without changing the Preview Shading every time.\n\nThis isn't the case in 2.79. For the most part, I found scene strips updating when I made changes to the scene. If it won't update for some reason, I'd toggle something that won't affect my scene (like \"Show Grease Pencil\" when I have no GP elements).\nWhile even this wasn't ideal, at least I wasn't forced to change the strip visually to force the update, and it didn't need to be done every time.\n\nIf this isn't a bug but it's a settings issue, maybe the defaults need to be changed to make it work as expected.\n\n1. Add a scene strip to the VSE.\n2. Playback the timeline in VSE.\n3. Do something to change the scene. (e.g. Add a new Cube, move the camera, etc.)\n4. Scrub the timeline in VSE, and you should find that wherever there is cache, the scene doesn't update.\n\n[T66891_VSE_cache_scene.blend](T66891_VSE_cache_scene.blend)", "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)", "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)", "MantaFlow Smoke simulation \"breaks\" after 110 frames\nOperating system: Windows 10 \nGraphics card: NVidia RTX 2080 Ti\n\nBroken: (example: 2.83 Beta, d8133b3eb99a, 2020-05-04)\nWorked: Not that I know of\n\nWhen baking the Smoke Simulation of the attached File, the smoke 'explodes' at frame 110. It looks as if an 'Explosion Force Field' was placed in the middle of the domain that applies its forces at frame 110.\n\nTo Reproduce: Download attached file, Bake the simutaltion and look at frame 110+.\n\nBlendFile: [Blender_ [D__03_personal_MartinFroehlich_florianDubois_Laminar_7.blend] 2020-05-06 17-17-04.mp4](Blender___D__03_personal_MartinFroehlich_florianDubois_Laminar_7.blend__2020-05-06_17-17-04.mp4)\nVideo: [Laminar_7.zip](Laminar_7.zip)", "Quick smoke vorticity is broken.\nOperating system: Windows 10.\nGraphics card: NVIDIA GeForce RTX 2080 Super\n\nBroken: (version: 2.90.0, branch: master, commit date: 2020-08-31 11:26, hash: 0330d1af29c0, type: Release \nThe same is on experimental 2.91\n[system-info.txt](system-info.txt)\n\nI'm not sure, but in video tutorial of Blender 2.7 is working correctly. Link to vid: watch?v=BhjK-6t9Gqs&t=2m10s\n\nWhen you add vorticity to smoke sim it does something crazy,video with 0 vorticity:\n[smoke_novorticity.wmv](smoke_novorticity.wmv)\n\n\nWith vorticity value of 3 here is what happens:\n[smoke_vorticity.wmv](smoke_vorticity.wmv)\nIt happens a bit differently on different strength but once you add any vorticity it goes wrongly.\n\nThe file is simple - adding icosphere, make couple keyframes to animate it. Add quick smoke, adjust domain. For emitter make temp.diff -1, enable initial velocity. For smoke domain set vorticity to 3.\n[smoke_voticity.blend](smoke_voticity.blend)", "GPencil: Stroke not working with Holdout\nOperating system: Windows 10\nGraphics card: GeForce GTX 970\n\nBroken: 2.82a, as found on the splash screen\nWorked: Never\n\nSetting a collection as holdout in view layer options in cycles works as expected on grease pencil objects in the viewport render preview, but does not work on grease pencil objects when rendering. The entire grease pencil object is visible in the renders, whereas in the viewport render preview the parts of the grease pencil obscured by foreground objects set to holdout is alpha. \n\nCreate a grease pencil empty behind the startup cube. \nDraw some stuff. \nPut the startup cube in a collection and set the engine to cycles. \nFrom the view layers options for the new collection containing the startup cube, set it to holdout. \nTurn on render preview from the viewport shading options. Notice that the cube is invisible, along with the parts of the grease pencil that had been obscured by the cube.\nPress F12\nNotice in the rendered image that all of the grease pencil is visible, even the parts we had expected to be alpha masked from the startup cube holdout.\n\nSee the attached blend file.\n[HoldoutTrouble.blend](HoldoutTrouble.blend)\n", "just activating osl, without using it, makes any render 3 to 4 times slower\nWin7 x64\n\nBroken: 2.76b\n\nTake any prodution render with CPU, just activate osl in the render tab, it will render \" to 4 time slower, without using it in the scene. Compared to GPU render wich is already 5 times faster than a cpu render, it is = 15 to 20 times slower. OSL is unusable with this bug. Note that other renderer with OSL don't have this speed hit.\n\nWith CPU and 16x16 tiles, render this scene: pabellon_barcelona_v1.scene_.zip\nthen just activate osl, render again and compare times. although there isn't any use of OSL in the scene, the render times crawls down.\n(you can also lower the samples to 10 to make it faster for both render)", "Multiple Smoke Flow Colors Rendering Black when Flow Behavior is set to Geometry\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 670/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.48\n\nBroken: version: 2.83.1\nWorked: 2.81 -- N/A, newer versions use fluid settings, but the old smoke sim worked as it should\n\nBaking a smoke domain multiple smoke flow objects with flow set to \"geometry\" and each set to a color results in all of the smoke rendering black.\n\nCreate a smoke domain on any object and place two smoke flow objects inside the domain. Set the smoke color of the smoke flow objects to any color, and the flow behavior to \"geometry\" vs \"inflow\" or \"outflow\". Change the material on the domain object to a material without a surface bsdf but with a volume bsdf whose color is set to the color output of an attribute node with the Name property set to \"color\". Bake the sim and render, and you should observe that all smoke is black, as opposed to the colors set on the flow objects. This works correctly when the flow behavior is set to inflow (except on the first frame), so I'm guessing this has something to do with the initialization of the smoke.\n\n[smoke_multi_color_bug.blend](smoke_multi_color_bug.blend)", "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!", "Mesh Cache Is Evaluated When Display Type Is Bounds or Outline Display Flag Is Off\nOperating system: Windows 7 SP1\nGraphics card: nVidia GTX 660\n\nBroken: version: 2.90 (sub 0), branch: master, commit date: 2020-05-08 16:22, hash: 6f985574b775\n\nMesh Cache Is Evaluated When Display Type Is Bounds\n\nI noticed this when I imported an animated 266GB Alembic. I wanted to work on a camera move, so I set the imported object to bounds. I noticed no improvement in performance. Blender was still pulling all the Alembic data when the frame changed. I turned off the object in the outliner and I experienced the same problem. I tracked this down to the MeshCache modifier. Even when the object is turned off and set to show bounds, the modifiers are still evaluated. This problem may affect other modifiers as well.\n\nA simple fix would be to not evaluate the MeshCache modifier if the object is not displayed or set to bounds.", "The light and smoke is not rendering in 3.4\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 517.40\n\nBroken: version: 3.4.0 Alpha\nWorked: 3.3 with motion blur off.\n\nThe light and smoke is not rendering in 3.4\n\n![untitled.png](untitled.png)\n![Screen Shot 10-07-22 at 01.37 PM.PNG](Screen_Shot_10-07-22_at_01.37_PM.PNG)\n\n**Steps to reproduce**\n[other other.blend](other_other.blend)\n\n- Open file\n- Bake smoke domain\n# Render image\n\n\n\n\n\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)", "Quick Liquid has no effect until playback loops back on the start frame\nOperating system: Linux-5.9.16-100.fc32.x86_64-x86_64-with-fedora-32-Thirty_Two 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 455.45.01\n\nBroken: latest master\nWorked: Never\n\nThe quick liquid effect appears not to work until the playback loops back over the start frame\n\n- New file\n- Set the frame to something that's not the first, i.e. frame 80\n- Quick Liquid operator on default cube\n- I can see why it wouldn't work at this point, but it feels broken on the user level\n- See only two wireframes, no particles\n- Play the animation until it loops back past 250 to the first frame\n- Particles are now visible\n", "Fire does not render if flow object had disabled Show in Renders\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 750 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.19\n\nBroken: version: 2.83 (sub 2)\nWorked: (optional)\n\nFire does not render if flow object had disabled Show in Renders\n\n[F_F_I_R.blend](F_F_I_R.blend)\n\n- Open file\n- Bake domain cache\n- Render\n" ]
[ "Smoke simulation won't render correctly or at all before reopening the scene\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: Quadro 5000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 377.83\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\nWhen I set up a bare basic Quick Smoke scene and play a few frames the smoke shows up in the viewport. It also renders in the viewport - in Eevee as well as in Cycles. In the actual render (eevee as well as cycles) either no smoke at all shows up or I get rendering errors.\nEevee Viewport and render:\n![grafik.png](grafik.png)\nCycles viewport and render:\n![grafik.png](grafik.png)\n\nAfter closing the scene and reopening it it works, though:\n![grafik.png](grafik.png)\n\n\n - Add icoSphere to scene\n - Scale down to smaller size\n - Object > Quick Effects > Quick Smoke\n - Play a few frames\n # Render\n\nBlender File used in the example above (though it should work after opening): [SmokeTest_2.blend](SmokeTest_2.blend)\n", "Principled Volume doesn't render well \nOperating system: Windows-10-10.0.15063 64 Bits\nGraphics card: Intel(R) HD Graphics 4600 Intel 4.3.0 - Build 20.19.15.5058\n - > Tested also on an Nvidia 2060 RTX\n\nBroken: version: 2.80 (sub 74)\n\n\nPrincipled Volume Material rendering works well in the viewport but not when hitting F12 to Render. \n - In EEVEE , the smoke domain volume is filled with smoke. \n - In Cycles, Smoke does not render. \n\n- Verify you are in EEVEE renderer\n- Select de default Cube\n- Go to menu Object > Quick Effects > Quick Smoke\n- Hit \"0\" to go to Camera View\n- Click play in the timeline to let the simulation evolve\n - > In the viewport the smoke is rendering well\n- Hit F12 to Render Frame\n - > In the image all the domain volume is filled with smoke\n- Choose Cycle Renderer\n - > In the viewport the smoke is rendering well\n- Hit F12 to Render Frame\n - > In the image, Smoke is not rendering at all.\n\n", "Cycles smoke is not exported to render without baking\nOperating system: win 10\nGraphics card: geforce 1080 ti\n\nBroken: blender-2.80-4488056f3d9-win64\\\nWorked: (optional)\n\nSmoke is visible in viewport but not in render.\n\n\n- Select default cube.\n- Run quicksmoke\n- Select the domain and in the simulation cache settings choose `Replay`(step added to be reproducible in mantaflow)\n- Run play so you get some smoke.\n- Press f12 (or switch to cycles and press f12).\n- Renders cube but no smoke.\n\nManually setting it up gives the same result." ]
Entering edit mode on a hidden object causes a crash. Operating system: Windows-10-10.0.18362-SP0 64 Bits Graphics card: GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87 Broken: version: 2.83 (sub 17) When the selected (active) object is hidden (H), press Tab and the blender falls. in the attached file just click tab * Create cube * select cube * hide cube * Press Tab [bug_hide.blend](bug_hide.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)", "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", "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```", "Show Emitter toggle still hides object after Particle System has been deleted.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.67\n\nBroken: version: \n- 2.92.0 Alpha\n- 2.92.0 Alpha\nWorked: version: \n- 2.92.0 Alpha\n- 2.91.0 Release\n\nWhen you delete a particle system with show emitter unchecked under Viewport Display the object stays hidden. You have to re-add the particle system and check Show Emitter.\n\n- Add Particle System to default cube.\n- Uncheck Show Emitter under Viewport Display\n- Delete Particle System. \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```", "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)", "Applying screw modifier doesn't respect hide status of edges from edit mode.\n\n\nUPDATE: If the Unhide hotkey is used, despite no parts actaully being \"unhidden\", the uneditable parts become editable.\n\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.61\n\nBroken: version: 3.5.0\n\n\nApplying a screw modifier with parts of mesh hidden in edit mode will result in those generated mesh from hidden parts to:\n\n1. only show as edges,\n2. be still selectable in edge select mode,\n3. and becoming uneditable.\n\nwhen going back to edit mode.\n\nOriginal description:\n\nIf certain parts of a mesh with a screw modifier are hidden in edit mode (though still visible with the screw modifier, just not selectable), and then the modifier is applied to the mesh in object mode, the previously hidden parts will become uneditable, though still selectable in edit mode.\n\n\n- Add a screw modifier to an object\n- Hide parts of the object in edit mode\n- Apply the screw modifier in object mode\n- Go to edit mode, the parts that's hidden supposedly has edges on display.\n - If use edge select mode, you can actually select those ghost edges, but not editable.\n - If use alt-h, then everything is shown and behaving normal again.\n", "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", "State of hidden geometry not synced between edit mode and vertex paint/weight paint mode\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\nWhen vertex selection (or face selection) is used in either vertex paint or weightpaint mode the state of hidden geometry is not synchronized but overwritten by some specific state on this object. That makes it impossible to paint on using vertex selection. Joining the mesh into a new object did not fix the issue.\n[hidden_geo-2021-04-29_20.57.11.mp4](hidden_geo-2021-04-29_20.57.11.mp4)\n\nSee file:\n[hidden_geo.blend](hidden_geo.blend)\n\n", "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", "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", "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", "Cloth simulation collision differs between viewport and render when collider is hidden\nOperating system: Fedora Linux\nGraphics card: AMD\n\nBroken: 3.3.0 - 3.6.1\nWorked: \n\nCloth simulation collision differs between viewport and render when collider is hidden in both.\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n- create a cloth that will collide with the default cube\n- hide the default cube in both render and viewport\n- press play\n- the cloth will collide with the hidden default cube\n- press pause\n- go to frame 1\n- enter and exit edit mode on the cloth mesh to reset the cloth simulation cache\n- render the animation\n- the cloth will not collide with the hidden default cube\n\nAdditionally:\n\n- If you play with cube hidden, up to when cloth collided the cube, and render animation, the animation will be like: cloth collided the cube, and after the cache runs out, it starts falling as if the cube has not been there.\n\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", "Toggle to Edit Mode call error when the Blender use linked a object data from another file\nOperating system: Linux 5.10.2\nGraphics card: Intel Haswel (4-th Gen ) HD Graphics 4600\n\nBroken: 2.92\n\n\nToggle to Edit Mode call error when the Blender use linked a object data from another file\n\n\n1) Create any object in a scene and save this file \n2) Create a new blend file and link the object from previous saved a file with `File` → `Link..` and then select this object.\n3) Then convert linked object to local object with `Object` → `Relations` → `Make Local...` → `Selected Objects`\n4) Select the object and press Tab that go to Edit Mode. \n5) Error - Unable to execute 'Toggle Editmode', error changing modes\n\nor download both files and then open linked.blend:\n\n[source.blend](source.blend)\n[linked.blend](linked.blend)\n\n![Screenshot_20201224_154148.png](Screenshot_20201224_154148.png)" ]
[ "Blender closing when clicking TAB after I hide object\n\n\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87\n\nBroken: version: 2.83 (sub 16); eaf7d36d66\nWorked: 2.82a, at least. \n\nBlender 2.83 Beta \nProgram crash/close when I hide object and then click TAB.\n\n\n\n" ]