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Reroute nodes seem to be broken, convert b/w images to red/cyan when using an invert node OSX 10.9.4, GTX 660ti Broken: (example: 2.71.6 220fcd4) Worked: (2.70.5 and most likely 2.71 as well) **When using an invert node after a reroute node with a mask as input the colors don't get inverted from B/W to W/B as they should, but use red and cyan instead. Makes masking and compositing impossible.** Just have a look at this blendfile: [reroute_bug.blend](reroute_bug.blend) The left half of the split viewer should display red/cyan colors instead of B/W.
[ "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", "Smear tool painting vertex colors corrupts color info: part 2\nvertex colors get corrupted under certain blend mode combinations. 3.0.1 master.\n\nusing the smear tool over blue colors introduce green, magenta, yellow, gray and orange not present inside the blue ranges.\n\npainting with blue results in grays instead. \n\ni had this problem in 3.2 alpha using sculpt vertex colors, but when i got back to a project in 3.0.1 it happened with vanilla vertex colors tool. \n\nincluded a file this time\n\n[vertex colors bug.blend](vertex_colors_bug.blend)\n\n\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.79\n\nBroken: version: 3.0.1\nWorked: (newest version of Blender that worked as expected) 2.93\n\nSmear tool painting vertex colors corrupts color info\n\nuse paint brush with blue color. paints gray instead.\nuse smear brush. it should smear blues and not oranges and greens.\n", "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 ", "Freestyle Line Style Color is clamped if not using nodes\nVersion: 2.82 beta (Feb. 11th build, Linux 64-bit)\nApologies if this is a known issue.\n[Freestyle Color Clamp.blend](Freestyle_Color_Clamp.blend)\n\n**How to reproduce:**\n - Open the attached file and inspect the color in both the RGB input node and the base color defined in the properties area.\n - Render the scene using the enabled freestyle nodes. This gives the expected result of [16.0, 16.0, 16.0] in the lines (this makes display white in filmic)\n - Now disable the \"use nodes\" setting. the line style will now use the \"Base Color\" in the properties area panel, which is the same as the RGB node.\n - Render the scene again. The RGB values are clamped, even though the base color parameter is equal to the RGB input node!\n\nSince HDR color values are already supported in freestyle, and are necessary for a filmic color pipeline, I see no reason why color should be clamped if not using nodes.", "Mesh Mirror Node\n{[F9914997](mirror.png) size=500}\n\n**Changes and simplifications in comparison to the modifier:**\n\n1. It reflects on an arbitrary plane which is defined by position and rotation.\n\n2. It shows a gizmo that visualizes the reflection plane.\n\n3. Merge by distance operation can be done by a separate node.\n\n**Open Questions:**\n\n1. Will we handle UV data in this node or a separate one?\n\n2. How to handle the Bisect option. Having Bisect as separate node makes sense, but to use it in combination with the mirror node would require to some effort to get them lined up correctly e.g. using at least the same plane for both nodes.", "Image Texture shader node with Box projection outputs extreme values when mesh has unusual normals\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.30\n\nBroken: version: 3.0.0\nWorked: can't test in other versions, since they can't open .blend files saved with Blender 3.0\n\nIf you open the attached file, you will see a mesh that's black everywhere except for some *very* bright pixels (the Bloom effect makes this glitch very pronounced).\nThe material is just an Image Texture node connected to BSDF's color, using Box projection and a completely black texture. Theoretically, it should only output interpolations between the colors of the source texture, but that's definitely not the case here.\nOn its own, the mesh doesn't exhibit the glitch, but some modifiers (such as Displace or Wave) make it manifest for certain combinations of parameters. I suspect that the mesh has some unusual normals or face orientations that the modifiers amplify into even weirder normals, which in turn cause trouble in Image Texture's Box projection.\n[shiny glitch blender3.blend](shiny_glitch_blender3.blend)\n\nOpen the attached file, wait for shaders to compile.", "Move and share Eevee / Cycles render settings\nThe following settings should be unified for the 2.80 release:\n* - [x] Light intensity and color when not using nodes ([D4588](D4588))\n* - [x] Color management settings on image texture node and image datablock\n* - [x] Depth of field\n* - [x] Film transparency [D4874](D4874)\n\nFor later:\n* Material without nodes\n* Motion blur", "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 doesn't refresh after changing color space of the image texture node in 3.0 beta.\nOperating system: Win10 20h2\nGraphics card: RTX 3090\n\nBroken: 3.0 beta Nov.22th daily\n\n[Color Space.mp4](Color_Space.mp4)\n\nUse image texture node to import a image. Changing the color space, cycles refreshes. \nLoad another image, it still works. \nBut after using the drop down menu to load back the previous image, it doesn't work any more.", "nodes downstream of a mix node are still processed if the socket they are downstream is inactive based on the factor.\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\nnodes downstream of a mix node are still processed if the socket they are downstream of is inactive based on the fac value of that mix node.\n\n\nI'm not sure if this is a bug or a wet dream, but I know in the shader editor any nodes that are only downstream of a mix node are not calculated if the input socket they lead to on the mix node is inactive based on the fac value.\n\nI reported a similar issue recently in the compositor where if there are multiple composite nodes, branches that are downstream of inactive composite node's are still calculated. I'm not sure if this is related?\n\n**Steps to Reproduce**\n- Open .blend file \n- Each time you change the use alpha value (or any value on the viewer node), the denoise node recalculates, even though the bottom input of the mix node is turned off via the fac value\n\n[downstream of inactive mix node socket still calculates.blend](downstream_of_inactive_mix_node_socket_still_calculates.blend)", "Eevee RGB Curves node inaccurate compared to Cycles\nOperating system: Linux-5.8.0-7630-generic-x86_64-with-glibc2.32 64 Bits\nGraphics card: Quadro RTX 6000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.32.03\n\nBroken: version: 3.0.0 Alpha\n\n[eevee_rgb_curve.mp4](eevee_rgb_curve.mp4)\nThe transformation that the RGB curves node applies to a color differs slightly between Eevee and Cycles, even if the curve is left as default.\nNot sure if this is a bug or just a known limitation, but it breaks compatibility between Eevee and Cycles in edge cases.\n\n[eevee_rgb_curve.blend](eevee_rgb_curve.blend)\n\n", "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", "backward compatibility issue: old files break all addons that use render layer socket identifiers due to naming convention change.\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: 2.79\n\nBack in the days (some time between 2.73 and 2.79), it appears that some sockets of the `Render Layer` node had the `identifier` different from the `name`.\n\nThis can be seen for example with the `DiffDir` socket which in old files (2.73) had the identifier named `'Diffuse Direct'` and in new files it is layered `'DiffDir'`.\n\nThis makes it impossible to use socket identifiers reliably. This is worsened by the fact that socket identifiers are read only, so can't be upgraded by the addons. \n\nIt's not feasable for addons to use the socket.name because this will break functionality on non render layer nodes....and in my case is a substantial amount of work to update many thousands lines of code.\n\nCould these be automatically renamed to match the current standard during the versioning checks on file load?\n\n- Open the classroom benchmark scene\n- Go to `Scripting` `Workspace`\n- Run this script:\n```\nfor socket in bpy.context.scene.node_tree.nodes['Render Layers'].outputs:\n print(socket.identifier)\n```\n\nThe result will be inconsistent if we compare with new files:\n|Old File| New File\n|---|---\n|Z|Depth\n|Diffuse Direct|DiffDir\n|Diffuse Color|DiffCol\n|Glossy Direct|GlossDir\n|Glossy Color|GlossCol\n|Diffuse Indirect|DiffInd\n|Glossy Indirect|GlossInd\n|Transmission Direct|TransDir\n|Transmission Indirect|TransInd\n|Transmission Color|TransCol\n|Subsurface Direct|SubsurfaceDir\n|Subsurface Indirect|SubsurfaceInd\n|Subsurface Color|SubsurfaceCol", "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)", "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." ]
[ "Compositing reroute converts floats to red color\nUbuntu 14.04\nGTX 660M\n\nBroken: 2.71.5 ca1bca4\nWorked: 2.71\n\nWhen viewing a float reroute node, instead of converting the value to RGB, only the red canal is set, resulting in red image.\n\nViewer connected to the RenderLayer alpha output:\n![bug_reroute1.jpg](bug_reroute1.jpg)\n\nViewer connected to the reroute output:\n![bug_reroute.jpg](bug_reroute.jpg)\n* Open file.\n* Render\n[bug_reroute.blend](bug_reroute.blend)\n" ]
Opencl rendering not working on latest release Windows 10 64-bit AMD R9 270X 2.78.a e8299c8 [system-info.txt](system-info.txt) Tried rendering a scene with opencl and it showed the error "opencl build failed: errors in console" then checked the console and it said: OpenCL build failed: errors in console Build error: CL_BUILD_PROGRAM_FAILURE Error: OpenCL build failed: errors in console I tried rendering with my cpu and everything worked fine, i tried rendering on different .blend files and the error persists. I have the latest AMD drivers.
[ "After updating the video card drivers to 20.11.2, interface artifacts appeared.\n{[F9329300](Снимок_экрана_2020-11-19_212921.png)}Operating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Radeon RX 590 Series ATI Technologies Inc. 4.5.14757 Core Profile Context 20.11.2 27.20.14501.18003\n\nBroken: version: 2.83.9\n\nMultiple artifacts can appear [see merged reports and see below]\n\n\n| ![bbug_3.png](bbug_3.png) |![unknown.png](unknown.png)|![image.png](https://archive.blender.org/developer/F9526216/image.png)|\n| -- | -- | -- |\n\nAfter updating the video card drivers to 20.11.2, interface artifacts appeared\nPossible workaround: downgrade GPU driver\n\nWe had more user state that enabling Render Properties > Performance > High Quality Normals avoids the drawing issues with Eevee.", "Bake diffuse causes exits the program and core dump\nOperating system: Ubuntu 20.04.1\nGraphics card: Sapphire RX 5700 XT with latest drivers 20.45\n\nBroken: 2.83.10, 2.83.9, 2.83,8, 2.90.1\nWorked: \n\nI have cube with simple material. When I hit bake (diffuse), Blender exits immediately.\nInfo from terminal: \n\"Memory access fault by GPU node-1 (Agent handle: 0x7f9faac09b00) on address 0x7f9e1782c000. Reason: Page not present or supervisor privilege.\n./apps.sh: line 34: 84735 Aborted (core dumped) /home/karol/port_apps/blender-2.83.10-linux64/blender\"\n\n", "Vulkan: Better handling of GPU debug when not having vulkan SDK installed.\nBlender libraries only contain a subset of the vulkan SDK. Most important is\nthat validation layers aren't added. These validation layers will be enabled\nwhen starting blender with `--debug-gpu` (or test cases).\n\nIn this case there is an error printed to the console. This should not be an\nerror, but we could add a log line when not found.\n\n", "Black render artifact with CPU+GPU rendering in viewport\nWindows 7 Pro\nNvidia Quadro P6000\nIntel Xeon E5-2690 v4\n\nBroken: daily builds 2.79 since at least 25.10.2017.\nWorked: -\n\nIf I enable combined CPU+GPU rendering, a black rectangle shows up on one of my objects. It shows up in viewport rendering, and also in the final render. This seems to be independent of the material used. I have provided a stripped down version of the scene where it is still visible. This time only in the viewport, the final render works for this simplified scene. \n\nThe artifact seems to be \"locked in space\", I can move or rotate the object away, so that it disappears. In some rotation angles it is not a black rectangle, but dense black lines. \nWhat is also interesting is that the surface of the object in not only black, but partly transparent. I have put a lamp and a cube inside the object in the demo scene, these should not be visible from outside, but they are.\n\n- Open file. In the render settings GPU compute should be turned on, and in the user preferences CUDA should have both the CPU and GPU selected.\n- Turn on viewport rendering. --> black box visible.\n- Then switch to CPU rendering. No more black box.\n\n[black_artifact_bug3.blend](black_artifact_bug3.blend)\n\n![blender_black_render_artifact_02.jpg](blender_black_render_artifact_02.jpg)", "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", "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**", "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", "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", "Crash opening file using Clump Curves on Particle Children \n****\n\nversion: 2.81 (sub 16), branch: master, commit date: 2019-12-04 11:32, hash: f1aa4d18d49d, type: Release\nbuild date: 2019-12-04, 14:30:40\nplatform: Windows\n\n***********************************************************\n\nWhen I worked on a project using particles, after a short break I wasn´t able to reopen the project. The project crashed right after opening. When starting Blender from console the only error I could find was:\nError : EXCEPTION_ACCESS_VIOLATION\nAddress : 0x00007FF706DC271E\n\nno Blender log file was written!\n\nEven in debug mode there were no more hints but his one. I opened the project in an Ubuntu VM and it also crashed there. No chance to recover the file.\n\n\nUsing Particle following a nurbspath with Force Field \"Curve\".\nParticles rendered as objects.\nUsed Simple Children.\nWhen ticking the box: Use Clump Curve it crashes.\n\nEither Blender crashes right after ticking the box or when reopen the project. The latter then means that I´m not able to recover my work at all.\nI might have to do with particles already baked or not. Not sure. \n\n[T72763_crash_log.txt](T72763_crash_log.txt)\n\nfile written from c2a37867f2 that crashes on file read:\n[#72763.blend](T72763.blend)\nfile written from 2.79b that crashes on file read:\n[T72763_279.blend](T72763_279.blend)", "Regression: Image rendering fails while viewport rendering is in progress\nOperating system: OSX Ventura Version 13.3\nGraphics card:AMD Radeon Pro Vega II Duo 32 GB\n\nBroken: 3.5.0 Date 2023-03-29 02:56 Hash: 1be25cfff18b \nWorked: 3.4.1 Date 2022-12-19 17:00 Hash 55485cb379f7\nCommandBuffer Failed: cycles_metal_integrator_compact_shadow_states\n\n* Load file provided\n* Set ViewPortShading to MaterialPreview\n* Then select ViewPortShading to Rendered\n* While the viewport is rendering Select Render Image.\n\nThis will often cause the error. It may take an attempt or two but more likely to happen after at least one attempt.\n\nIn some case blender will throw the error in both the viewport and in the image window. In some cases...Blender will hang and require you to force quit. At other times it will crash the OS. \n\nThe larger the scene the more drastic the failure. In this simplified file it typically will recover.\n\n", "(Linux; AMD Radeon GPU) Rendering a complex scene with eevee crashes desktop environment / causes rendering and viewport artifacts\n```\nOperating system: EndeavourOS Linux / Fedora Linux (Same issue on both distros)\nGPU: AMD Radeon RX 6800 XT (16 GB VRAM)\nCPU: AMD Ryzen 5 3600\n```\n\n```\nrenderer:\t'AMD Radeon Graphics (renoir, LLVM 15.0.7, DRM 3.49, 6.1.18-200.fc37.x86_64)'\nvendor:\t\t'AMD'\nversion:\t'4.6 (Core Profile) Mesa 22.3.7'\ndevice type:\t'AMD'\nbackend type:\t'OPENGL'\n```\n\nBroken: 3.4.1, 55485cb379f7, blender-v3.4-release; 3.5.0 Release Candidate, d5d8246441a5, blender-v3.5-release (both version exhibit the issue)\n\nWhen rendering complex scenes in Eevee (Scenes with many different objects), one of the following occurs:\n\n 1. On **X11**: Computer freezes for about 5 seconds before all monitors cut to black. After about 5 seconds on a black screen, the login screen appears and I can log in as normal, as if I logged out. All of the applications have closed.\n 2. On **Wayland**: Render finishes rendering, but many of the objects appear broken; they are semi transparent or appear as if they were using the holdout shader. Returning to the viewport causes all objects with transparency to flicker randomly and appear distorted. Occasionally, the desktop of the computer itself will become broken and artifacted, only logging out or restarting fixes it. This usually isn't possible, however, as after a short while everything all displays cut to a black screen. Unlike X11, however, the only way to recover from this is to restart the PC by holding down the power button.\n\nThis issue **only occurs on linux and does not occur on my Windows 10 partition**, even with the exact same settings and scene. It also only occurs when actually trying to render the scene. In the viewport everything works just fine, even on rendered view where everything looks the same as it should in the render.\n\nThis issue seems to occur regardless of the GPU Usage; even when I limit the GPU clock and power draw significantly it still happens.\n\nThe attached .blend file is an example of a simple scene which triggers the bug. It seems to occur no matter what the render settings are set to.\n\n", "different generation of graphic card won't utilise together.\nOperating system: Windows 10\nGraphics card: Radeon R9 295X2 (secondary chip) + Radeon RX560 4GB\nAMD Ryzen 1700X\nMSI X370 Gaming Pro Carbon\n3 * 8GB DDR4-2400\n\nBroken: 2.82.7 to 2.83.3 <--- where x is from 0 to current stable version\nWorked: 2.8, 2.83.4 (partly worked, may end up sudden wattman reset)\n\nRadeon Version: 20.7.2\n\nafter the 3rd step, the render did not show anything, switching back to material viewport, the whole program was frozen. not sure if that is graphic card problem, but that way i could not even render anything. on 2.82.7, this also happened and the render kernels failed to work.\n\n\n1. open up a file of as shown\n2. set the preferences that would use OpenCL to render with R9 295X2 (and RX560)\n3. preview in Cycles\n4. unable to load the preview, switch back to material viewport.\n\n[zeta school 1.blend](zeta_school_1.blend)", "Flashing vertices on screen updates\nWindows 10 Home, version 1909, 64-bit\n| Graphics card: | Author:\n| -- | -- |\n| GeForce GT 710/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12 | @Code_Craft_Plugin\n| GeForce GTX 780/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.89 | @MontagueMGM\n\nBroken: 2.83.0 - 2.83.10 (still broken as of latest 2.92.0 alpha experimental build acbda123ad08)\nWorked: 2.82.7\n\nVertices flash when the screen is updating. Only on my desktop using a GTX 780, not my laptop using an i7-1065G7 (Intel Iris Plus)\n\nCreate an Ico Sphere with subdivisions set to 6. It happens at levels 5 and 7 as well, but not nearly as noticeable. It seems related to a specific vertex count, rather than proportional to the number of vertices.\n\n[Blender 2021-01-12 02-13-49.mp4](Blender_2021-01-12_02-13-49.mp4)", "HIP binary kernel not found\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: AMD Radeon 780M Graphics ATI Technologies Inc. 4.5.0 Core Profile Context 23.9.1.230821\n\nBroken: version: 3.6.2\n\nCan't Render with GPU.\nHIP binary kernel for this graphics card compute capability (11.0) not found.\n![error.jpg](attachment)\n\n- Render any file with HIP\n\n", "Frame counter while rendering does not respect blender's DPI setting\n4K screen, Windows 10, GEFORCE 960M\n\nBroken: bac1279\n\nThe cursor frame counter that displays while rendering is minuscule on a 4K screen, regardless of the DPI setting in Blender" ]
[ "OpenCL build failed\n****\n# Blender 2.78 (sub 0) System Information\n****\n\n\nBlender:\n****\n\nversion: 2.78 (sub 0), branch: master, commit date: 2016-10-24 12:20, hash: e8299c8, type: \nbuild date: Mon 10/24/2016, 09:31 AM\nplatform: Windows\nbinary path: 'I:\\\\blender-2.78a-windows64\\\\blender.exe'\nbuild cflags: /W3 /w34062 /wd4018 /wd4146 /wd4065 /wd4127 /wd4181 /wd4200 /wd4244 /wd4267 /wd4305 /wd4800 /we4013 /we4431 /DWIN32 /D_WINDOWS /W3 /nologo /J /Gd /MP /openmp \nbuild cxxflags: /W3 /w34062 /wd4018 /wd4146 /wd4065 /wd4127 /wd4181 /wd4200 /wd4244 /wd4267 /wd4305 /wd4800 /we4013 /we4431 /DWIN32 /D_WINDOWS /W3 /GR /EHsc /nologo /J /Gd /MP /EHsc /openmp \nbuild linkflags: /MACHINE:X64 /OPT:NOREF /SUBSYSTEM:CONSOLE /STACK:2097152 /INCREMENTAL:NO /NODEFAULTLIB:msvcrt.lib /NODEFAULTLIB:msvcmrt.lib /NODEFAULTLIB:msvcurt.lib /NODEFAULTLIB:msvcrtd.lib /ignore:4049 /ignore:4217 /ignore:4221\nbuild system: CMake\n\nPython:\n****\n\nversion: 3.5.1 (default, Feb 17 2016, 17:09:19) [MSC v.1800 64 bit (AMD64)]\npaths:\n\t'I:\\\\blender-2.78a-windows64\\\\2.78\\\\scripts\\\\addons_contrib'\n\t'I:\\\\blender-2.78a-windows64\\\\2.78\\\\scripts\\\\addons'\n\t'I:\\\\blender-2.78a-windows64\\\\2.78\\\\scripts\\\\startup'\n\t'I:\\\\blender-2.78a-windows64\\\\2.78\\\\scripts\\\\modules'\n\t'I:\\\\blender-2.78a-windows64\\\\python35.zip'\n\t'I:\\\\blender-2.78a-windows64\\\\2.78\\\\python\\\\DLLs'\n\t'I:\\\\blender-2.78a-windows64\\\\2.78\\\\python\\\\lib'\n\t'I:\\\\blender-2.78a-windows64'\n\t'I:\\\\blender-2.78a-windows64\\\\2.78\\\\python'\n\t'I:\\\\blender-2.78a-windows64\\\\2.78\\\\python\\\\lib\\\\site-packages'\n\t'I:\\\\blender-2.78a-windows64\\\\2.78\\\\scripts\\\\freestyle\\\\modules'\n\t'I:\\\\blender-2.78a-windows64\\\\2.78\\\\scripts\\\\addons\\\\modules'\n\t'C:\\\\Users\\\\Karsten\\\\AppData\\\\Roaming\\\\Blender Foundation\\\\Blender\\\\2.78\\\\scripts\\\\addons\\\\modules'\n\nPython (External Binary):\n****\n\nbinary path: 'I:\\\\blender-2.78a-windows64\\\\2.78\\\\python\\\\bin\\\\python.EXE'\nversion: Python 3.5.1\n\nDirectories:\n****\n\nscripts:\n\t'I:\\\\blender-2.78a-windows64\\\\2.78\\\\scripts\\\\modules'\n\t'I:\\\\blender-2.78a-windows64\\\\2.78\\\\scripts'\nuser scripts: 'C:\\\\Users\\\\Karsten\\\\AppData\\\\Roaming\\\\Blender Foundation\\\\Blender\\\\2.78\\\\scripts'\npref scripts: None\ndatafiles: 'C:\\\\Users\\\\Karsten\\\\AppData\\\\Roaming\\\\Blender Foundation\\\\Blender\\\\2.78\\\\datafiles\\\\'\nconfig: 'C:\\\\Users\\\\Karsten\\\\AppData\\\\Roaming\\\\Blender Foundation\\\\Blender\\\\2.78\\\\config\\\\'\nscripts : 'C:\\\\Users\\\\Karsten\\\\AppData\\\\Roaming\\\\Blender Foundation\\\\Blender\\\\2.78\\\\scripts\\\\'\nautosave: 'C:\\\\Users\\\\Karsten\\\\AppData\\\\Roaming\\\\Blender Foundation\\\\Blender\\\\2.78\\\\autosave\\\\'\ntempdir: 'C:\\\\Users\\\\Karsten\\\\AppData\\\\Local\\\\Temp\\\\blender_a06364\\\\'\n\nFFmpeg:\n****\n\navcodec: '55, 39, 101'\navdevice: '55, 5, 100'\navformat: '55, 19, 104'\navutil: '52, 48, 101'\nswscale: ' 2, 5, 101'\n\nSDL:\n****\n\nVersion: 2.0.4\nLoading method: linked (WITH_SDL_DYNLOAD=OFF)\n\nOther Libraries:\n****\n\nOpenColorIO: 1, 0, 8\nOpenImageIO: 1, 6, 9\nOpenShadingLanguage: 1, 7, 3\nOpenVDB: 3, 1, 0\nAlembic: 1, 6, 0\n\nOpenGL:\n****\n\nrenderer:\t'AMD Radeon R9 200 Series'\nvendor:\t\t'ATI Technologies Inc.'\nversion:\t'4.5.14008 Compatibility Profile Context 21.19.137.1'\nextensions:\n\tGL_AMDX_debug_output\n\tGL_AMD_blend_minmax_factor\n\tGL_AMD_conservative_depth\n\tGL_AMD_debug_output\n\tGL_AMD_depth_clamp_separate\n\tGL_AMD_draw_buffers_blend\n\tGL_AMD_framebuffer_sample_positions\n\tGL_AMD_gcn_shader\n\tGL_AMD_gpu_shader_int64\n\tGL_AMD_interleaved_elements\n\tGL_AMD_multi_draw_indirect\n\tGL_AMD_name_gen_delete\n\tGL_AMD_performance_monitor\n\tGL_AMD_pinned_memory\n\tGL_AMD_query_buffer_object\n\tGL_AMD_sample_positions\n\tGL_AMD_seamless_cubemap_per_texture\n\tGL_AMD_shader_atomic_counter_ops\n\tGL_AMD_shader_stencil_export\n\tGL_AMD_shader_stencil_value_export\n\tGL_AMD_shader_trace\n\tGL_AMD_shader_trinary_minmax\n\tGL_AMD_sparse_texture\n\tGL_AMD_stencil_operation_extended\n\tGL_AMD_texture_cube_map_array\n\tGL_AMD_texture_texture4\n\tGL_AMD_transform_feedback3_lines_triangles\n\tGL_AMD_transform_feedback4\n\tGL_AMD_vertex_shader_layer\n\tGL_AMD_vertex_shader_viewport_index\n\tGL_ARB_ES2_compatibility\n\tGL_ARB_ES3_1_compatibility\n\tGL_ARB_ES3_compatibility\n\tGL_ARB_arrays_of_arrays\n\tGL_ARB_base_instance\n\tGL_ARB_bindless_texture\n\tGL_ARB_blend_func_extended\n\tGL_ARB_buffer_storage\n\tGL_ARB_clear_buffer_object\n\tGL_ARB_clear_texture\n\tGL_ARB_clip_control\n\tGL_ARB_color_buffer_float\n\tGL_ARB_compatibility\n\tGL_ARB_compressed_texture_pixel_storage\n\tGL_ARB_compute_shader\n\tGL_ARB_conditional_render_inverted\n\tGL_ARB_conservative_depth\n\tGL_ARB_copy_buffer\n\tGL_ARB_copy_image\n\tGL_ARB_cull_distance\n\tGL_ARB_debug_output\n\tGL_ARB_depth_buffer_float\n\tGL_ARB_depth_clamp\n\tGL_ARB_depth_texture\n\tGL_ARB_derivative_control\n\tGL_ARB_direct_state_access\n\tGL_ARB_draw_buffers\n\tGL_ARB_draw_buffers_blend\n\tGL_ARB_draw_elements_base_vertex\n\tGL_ARB_draw_indirect\n\tGL_ARB_draw_instanced\n\tGL_ARB_enhanced_layouts\n\tGL_ARB_explicit_attrib_location\n\tGL_ARB_explicit_uniform_location\n\tGL_ARB_fragment_coord_conventions\n\tGL_ARB_fragment_layer_viewport\n\tGL_ARB_fragment_program\n\tGL_ARB_fragment_program_shadow\n\tGL_ARB_fragment_shader\n\tGL_ARB_framebuffer_no_attachments\n\tGL_ARB_framebuffer_object\n\tGL_ARB_framebuffer_sRGB\n\tGL_ARB_geometry_shader4\n\tGL_ARB_get_program_binary\n\tGL_ARB_get_texture_sub_image\n\tGL_ARB_gpu_shader5\n\tGL_ARB_gpu_shader_fp64\n\tGL_ARB_half_float_pixel\n\tGL_ARB_half_float_vertex\n\tGL_ARB_imaging\n\tGL_ARB_indirect_parameters\n\tGL_ARB_instanced_arrays\n\tGL_ARB_internalformat_query\n\tGL_ARB_internalformat_query2\n\tGL_ARB_invalidate_subdata\n\tGL_ARB_map_buffer_alignment\n\tGL_ARB_map_buffer_range\n\tGL_ARB_multi_bind\n\tGL_ARB_multi_draw_indirect\n\tGL_ARB_multisample\n\tGL_ARB_multitexture\n\tGL_ARB_occlusion_query\n\tGL_ARB_occlusion_query2\n\tGL_ARB_pipeline_statistics_query\n\tGL_ARB_pixel_buffer_object\n\tGL_ARB_point_parameters\n\tGL_ARB_point_sprite\n\tGL_ARB_program_interface_query\n\tGL_ARB_provoking_vertex\n\tGL_ARB_query_buffer_object\n\tGL_ARB_robust_buffer_access_behavior\n\tGL_ARB_sample_shading\n\tGL_ARB_sampler_objects\n\tGL_ARB_seamless_cube_map\n\tGL_ARB_seamless_cubemap_per_texture\n\tGL_ARB_separate_shader_objects\n\tGL_ARB_shader_atomic_counters\n\tGL_ARB_shader_ballot\n\tGL_ARB_shader_bit_encoding\n\tGL_ARB_shader_draw_parameters\n\tGL_ARB_shader_group_vote\n\tGL_ARB_shader_image_load_store\n\tGL_ARB_shader_image_size\n\tGL_ARB_shader_objects\n\tGL_ARB_shader_precision\n\tGL_ARB_shader_stencil_export\n\tGL_ARB_shader_storage_buffer_object\n\tGL_ARB_shader_subroutine\n\tGL_ARB_shader_texture_image_samples\n\tGL_ARB_shader_texture_lod\n\tGL_ARB_shading_language_100\n\tGL_ARB_shading_language_420pack\n\tGL_ARB_shading_language_packing\n\tGL_ARB_shadow\n\tGL_ARB_shadow_ambient\n\tGL_ARB_sparse_buffer\n\tGL_ARB_sparse_texture\n\tGL_ARB_stencil_texturing\n\tGL_ARB_sync\n\tGL_ARB_tessellation_shader\n\tGL_ARB_texture_barrier\n\tGL_ARB_texture_border_clamp\n\tGL_ARB_texture_buffer_object\n\tGL_ARB_texture_buffer_object_rgb32\n\tGL_ARB_texture_buffer_range\n\tGL_ARB_texture_compression\n\tGL_ARB_texture_compression_bptc\n\tGL_ARB_texture_compression_rgtc\n\tGL_ARB_texture_cube_map\n\tGL_ARB_texture_cube_map_array\n\tGL_ARB_texture_env_add\n\tGL_ARB_texture_env_combine\n\tGL_ARB_texture_env_crossbar\n\tGL_ARB_texture_env_dot3\n\tGL_ARB_texture_float\n\tGL_ARB_texture_gather\n\tGL_ARB_texture_mirror_clamp_to_edge\n\tGL_ARB_texture_mirrored_repeat\n\tGL_ARB_texture_multisample\n\tGL_ARB_texture_non_power_of_two\n\tGL_ARB_texture_query_levels\n\tGL_ARB_texture_query_lod\n\tGL_ARB_texture_rectangle\n\tGL_ARB_texture_rg\n\tGL_ARB_texture_rgb10_a2ui\n\tGL_ARB_texture_snorm\n\tGL_ARB_texture_stencil8\n\tGL_ARB_texture_storage\n\tGL_ARB_texture_storage_multisample\n\tGL_ARB_texture_swizzle\n\tGL_ARB_texture_view\n\tGL_ARB_timer_query\n\tGL_ARB_transform_feedback2\n\tGL_ARB_transform_feedback3\n\tGL_ARB_transform_feedback_instanced\n\tGL_ARB_transform_feedback_overflow_query\n\tGL_ARB_transpose_matrix\n\tGL_ARB_uniform_buffer_object\n\tGL_ARB_vertex_array_bgra\n\tGL_ARB_vertex_array_object\n\tGL_ARB_vertex_attrib_64bit\n\tGL_ARB_vertex_attrib_binding\n\tGL_ARB_vertex_buffer_object\n\tGL_ARB_vertex_program\n\tGL_ARB_vertex_shader\n\tGL_ARB_vertex_type_10f_11f_11f_rev\n\tGL_ARB_vertex_type_2_10_10_10_rev\n\tGL_ARB_viewport_array\n\tGL_ARB_window_pos\n\tGL_ATI_draw_buffers\n\tGL_ATI_envmap_bumpmap\n\tGL_ATI_fragment_shader\n\tGL_ATI_separate_stencil\n\tGL_ATI_texture_compression_3dc\n\tGL_ATI_texture_env_combine3\n\tGL_ATI_texture_float\n\tGL_ATI_texture_mirror_once\n\tGL_EXT_abgr\n\tGL_EXT_bgra\n\tGL_EXT_bindable_uniform\n\tGL_EXT_blend_color\n\tGL_EXT_blend_equation_separate\n\tGL_EXT_blend_func_separate\n\tGL_EXT_blend_minmax\n\tGL_EXT_blend_subtract\n\tGL_EXT_compiled_vertex_array\n\tGL_EXT_copy_buffer\n\tGL_EXT_copy_texture\n\tGL_EXT_depth_bounds_test\n\tGL_EXT_direct_state_access\n\tGL_EXT_draw_buffers2\n\tGL_EXT_draw_instanced\n\tGL_EXT_draw_range_elements\n\tGL_EXT_fog_coord\n\tGL_EXT_framebuffer_blit\n\tGL_EXT_framebuffer_multisample\n\tGL_EXT_framebuffer_object\n\tGL_EXT_framebuffer_sRGB\n\tGL_EXT_geometry_shader4\n\tGL_EXT_gpu_program_parameters\n\tGL_EXT_gpu_shader4\n\tGL_EXT_histogram\n\tGL_EXT_multi_draw_arrays\n\tGL_EXT_packed_depth_stencil\n\tGL_EXT_packed_float\n\tGL_EXT_packed_pixels\n\tGL_EXT_pixel_buffer_object\n\tGL_EXT_point_parameters\n\tGL_EXT_polygon_offset_clamp\n\tGL_EXT_provoking_vertex\n\tGL_EXT_rescale_normal\n\tGL_EXT_secondary_color\n\tGL_EXT_separate_specular_color\n\tGL_EXT_shader_image_load_store\n\tGL_EXT_shader_integer_mix\n\tGL_EXT_shadow_funcs\n\tGL_EXT_stencil_wrap\n\tGL_EXT_subtexture\n\tGL_EXT_texgen_reflection\n\tGL_EXT_texture3D\n\tGL_EXT_texture_array\n\tGL_EXT_texture_buffer_object\n\tGL_EXT_texture_compression_bptc\n\tGL_EXT_texture_compression_latc\n\tGL_EXT_texture_compression_rgtc\n\tGL_EXT_texture_compression_s3tc\n\tGL_EXT_texture_cube_map\n\tGL_EXT_texture_edge_clamp\n\tGL_EXT_texture_env_add\n\tGL_EXT_texture_env_combine\n\tGL_EXT_texture_env_dot3\n\tGL_EXT_texture_filter_anisotropic\n\tGL_EXT_texture_integer\n\tGL_EXT_texture_lod\n\tGL_EXT_texture_lod_bias\n\tGL_EXT_texture_mirror_clamp\n\tGL_EXT_texture_object\n\tGL_EXT_texture_rectangle\n\tGL_EXT_texture_sRGB\n\tGL_EXT_texture_sRGB_decode\n\tGL_EXT_texture_shared_exponent\n\tGL_EXT_texture_snorm\n\tGL_EXT_texture_storage\n\tGL_EXT_texture_swizzle\n\tGL_EXT_timer_query\n\tGL_EXT_transform_feedback\n\tGL_EXT_vertex_array\n\tGL_EXT_vertex_array_bgra\n\tGL_EXT_vertex_attrib_64bit\n\tGL_IBM_texture_mirrored_repeat\n\tGL_INTEL_fragment_shader_ordering\n\tGL_KHR_context_flush_control\n\tGL_KHR_debug\n\tGL_KHR_robust_buffer_access_behavior\n\tGL_KHR_robustness\n\tGL_KTX_buffer_region\n\tGL_NV_blend_square\n\tGL_NV_conditional_render\n\tGL_NV_copy_depth_to_color\n\tGL_NV_copy_image\n\tGL_NV_depth_buffer_float\n\tGL_NV_explicit_multisample\n\tGL_NV_float_buffer\n\tGL_NV_half_float\n\tGL_NV_primitive_restart\n\tGL_NV_texgen_reflection\n\tGL_NV_texture_barrier\n\tGL_OES_EGL_image\n\tGL_SGIS_generate_mipmap\n\tGL_SGIS_texture_edge_clamp\n\tGL_SGIS_texture_lod\n\tGL_SUN_multi_draw_arrays\n\tGL_WIN_swap_hint\n\tWGL_EXT_swap_control\n\nImplementation Dependent OpenGL Limits:\n****\n\nMaximum Fixed Function Texture Units:\t8\nMaximum DrawElements Vertices:\t2147483647\nMaximum DrawElements Indices:\t2147483647\n\nGLSL:\nMaximum Varying Floats:\t128\nMaximum Vertex Attributes:\t29\nMaximum Vertex Uniform Components:\t16384\nMaximum Fragment Uniform Components:\t16384\nMaximum Vertex Image Units:\t32\nMaximum Fragment Image Units:\t32\nMaximum Pipeline Image Units:\t192\n\nCycles:\n****\n\nCPU device capabilities: SSE2 SSE3 SSE41\n\nOpenCL device capabilities:\nNumber of platforms: 1\nPlatform #0\n\tPlatform Name: AMD Accelerated Parallel Processing\n\tPlatform Vendor: Advanced Micro Devices, Inc.\n\tPlatform Version: OpenCL 2.0 AMD-APP (2117.13)\n\tPlatform Profile: FULL_PROFILE\n\tPlatform Extensions: cl_khr_icd cl_khr_d3d10_sharing cl_khr_d3d11_sharing cl_khr_dx9_media_sharing cl_amd_event_callback cl_amd_offline_devices \n\tNumber of devices: 2\n\t\tDevice: #0\n\t\t\tDevice Name: Tahiti\n\t\t\tDevice Vendor: Advanced Micro Devices, Inc.\n\t\t\tDevice OpenCL C Version: OpenCL C 1.2 \n\t\t\tDevice Profile: FULL_PROFILE\n\t\t\tDevice Version: OpenCL 1.2 AMD-APP (2117.13)\n\t\t\tDevice Extensions: cl_khr_fp64 cl_amd_fp64 cl_khr_global_int32_base_atomics cl_khr_global_int32_extended_atomics cl_khr_local_int32_base_atomics cl_khr_local_int32_extended_atomics cl_khr_int64_base_atomics cl_khr_int64_extended_atomics cl_khr_3d_image_writes cl_khr_byte_addressable_store cl_khr_gl_sharing cl_amd_device_attribute_query cl_amd_vec3 cl_amd_printf cl_amd_media_ops cl_amd_media_ops2 cl_amd_popcnt cl_khr_d3d10_sharing cl_khr_d3d11_sharing cl_khr_dx9_media_sharing cl_khr_image2d_from_buffer cl_khr_spir cl_khr_gl_event cl_amd_liquid_flash \n\t\tDevice: #1\n\t\t\tDevice Name: Intel(R) Core(TM) i7 CPU 920 @ 2.67GHz\n\t\t\tDevice Vendor: GenuineIntel\n\t\t\tDevice OpenCL C Version: OpenCL C 1.2 \n\t\t\tDevice Profile: FULL_PROFILE\n\t\t\tDevice Version: OpenCL 1.2 AMD-APP (2117.13)\n\t\t\tDevice Extensions: cl_khr_fp64 cl_amd_fp64 cl_khr_global_int32_base_atomics cl_khr_global_int32_extended_atomics cl_khr_local_int32_base_atomics cl_khr_local_int32_extended_atomics cl_khr_int64_base_atomics cl_khr_int64_extended_atomics cl_khr_3d_image_writes cl_khr_byte_addressable_store cl_khr_gl_sharing cl_ext_device_fission cl_amd_device_attribute_query cl_amd_vec3 cl_amd_printf cl_amd_media_ops cl_amd_media_ops2 cl_amd_popcnt cl_khr_d3d10_sharing cl_khr_spir cl_khr_gl_event \n\nToggle Window output:\n...\nCompiling base kernel OpenCL kernel ...\nBuild flags: -D__NODES_MAX_GROUP__ =0 -D__NODES_FEATURES__=0 -d__MAX_CLOSURE__=1\n- D__NO_HAIR__ -D__NO_OBJECT_MOTION__ -D__NO__CAMERA_MOTION__ -D__NO_baking__ -D__\nNO_VOLUME__ -D__NOSUBSURFACE__ -D__NO-BRANCHED_PATH__ -D__NO_PATCH_EVAL__\nOpenCL build output:\n\"I:\\blender-2.78a-windows64\\2.78\\scripts\\addons\\cycles\\kernels\\opencl\\../\nepression must have pointer-to-structure-or-union type\nfloat altitude = fabsf(safe_asinf(safe_asinfD->z));\n```\n ^\n```\n\nThe same failure occurs on my laptop windows 10 with AMD tonga chipset.\nIf necessary I can also send you the system information and toggle-output from my laptop.\n\nThe error occurs simply by rendering the simple cube with cycles\nRender\nDisplay: Image Editor\nFeature Set: Supported\nDevice: GPU Compute\n\nIt seems, that it is a simple type-failure. Possibly you have to use only a pointer-type just as it is described in the error message instead of a floating point type.\n\nAs a first attempt to fix this error as temporary solution I will try to use the \"old\" addon from blender 2.78.\n\nBest wishes to the developer team\nYou have done a great job and \"shit happens\"\n\nKarsten Nowak\n\n\n" ]
Face normals flip unnecessarily on `bpy.ops.object.join` operation Operating system: Windows 10 Graphics card: <irrelevant> Broken: 2.83, also broken at least as far back as 2.80. For some reason, when I run the `bpy.ops.object.join()` operator on two objects with very simple geometry, the normals flip. This has something to do with the Y Scale of the "Plane" object being -1; when I set it to 1 the normals don't flip. 1. Open the attached blend file (which is the default startup with two objects added to the scene): [face_orientation_bug.blend](face_orientation_bug.blend) 2. Run `bpy.ops.object.join()` with the two objects selected (`ctrl+j`)
[ "Suzanne (monkey) UV map is not symmetrical and has bad stretching around the beginning of the ear\nOperating system: Windows-10-10.0.16299-SP0 64 Bits\nGraphics card: NVIDIA GeForce 940MX/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.11\n\nBroken: has never worked as expected\nWorked: never worked, looking at the original task for default uv map for monkey primitive, it's wrong there also.\nT47488\n\nThe current UV map for the monkey default model is not symmetrical and has bad stretching around the beginning of the ear. \n\nNot symmetrical\n![bad uv monkey.png](bad_uv_monkey.png)\n![bad uv monkey2.png](bad_uv_monkey2.png)\n\nBad stretching\n![Bad stretching.png](Bad_stretching.png)\nExpected result\n![Expected result.png](Expected_result.png)\n\nThis also effects the way monkey was uv unwrapped since the uv islands cannot be unfolded correctly in a straight and symmetrical line due to the seams being misplaced.\ncurrent\n![current.png](current.png)\nexpected\n![Expected.png](Expected.png)\nexpected result .blend\n[Fix_Monkey_UVMap.blend](Fix_Monkey_UVMap.blend)\nmade a quick proposal for an improved version also for the eyes, currently they are rotated in a way which makes it bad for texturing since the margins are so thin in some places that the texturer can bleed over due to midmaping in some rare cases, this version fixes it. Also looks nicer. \n![improve.png](improve.png)\n[Improved_Monkey_UVMap.blend](Improved_Monkey_UVMap.blend)\nshift a, add mesh, monkey\n![shift a, add mesh, monkey.png](shift_a__add_mesh__monkey.png)\nenter edit mode and select all uvs in uv editor, UV, seams from islands\n![enter edit mode and select all uvs in uv editor, UV, seams from islands.png](enter_edit_mode_and_select_all_uvs_in_uv_editor__UV__seams_from_islands.png)\nAdd uv cheacker grid and look closely at where the ears start and notice that the seams are not symmetrical and some bad stretching around the beginning of the ear. \n\nbug .blend:\n[Suzanne (monkey) UV map Bug.blend](Suzanne__monkey__UV_map_Bug.blend)\nexpected result .blend:\n[Fix_Monkey_UVMap.blend](Fix_Monkey_UVMap.blend)\nimproved version .blend\n[Improved_Monkey_UVMap.blend](Improved_Monkey_UVMap.blend)\n", "Custom data split normals are taking active object from the area even if the active object is overriden\nBlender 3.5\n\n\nOperators `customdata_custom_splitnormals_add` and `customdata_custom_splitnormals_clear` if called from properties panel seem to take active object from currently active area even if you `context.temp_override(object=obj)` or `context.view_layer.objects.active = obj` to change active object which is counterintuitive and contradicts with how other operators active object override work.\n\nFound a workaround - if you `context.temp_override(area=None, object=obj)` it will take active object into account.\n\n\n1. Open attached .blend file\n2. Run the script\n3. (Make sure all objects are selected)\n4. Go to Custom Split Normals section (in Object Data Properties after Geometry Data).\n5. Try \"Add CSN\" - it wouldn't work\n6. Try \"Add CSN override area\" - it doesk work.\n\n", "\"Join Meshes\" changes the material slot assigned to faces of the original mesh\nOperating system: MacOs BigSur\n\nBroken: 2.91.2\n\nSee video:\n[Screen Recording 2021-02-12 at 12.04.24.mov](Screen_Recording_2021-02-12_at_12.04.24.mov)\n\n1) Create Mesh ONE with 2 material slots, with the same material, each slot assigned to different mesh island in mesh. \nSo faces on mesh islands have different material_indexes, although both use the same material (in different material slots)\n2) Create Mesh TWO without any materials\n3) Join Mesh TWO into Mesh ONE\n4) Check material indexes in resulted mesh. They wil ALL point to first material slots.\nFaces, that was linked to second material slot initially will be \"relinked\" to first slot, so theier material_index attributes are altered/messed \n\n**Expected behaviour:**\nFaces linked to second material slot initially should stay with the same material_index, join action has no reason to change them\n\n", "Geometry Node: Order of connection to Join Geometry node affect on shader local space\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 4090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.18\n\nBroken: Main\nWorked: Never\n\n\n### Simplified report:\nOrder of connection to Join Geometry node affect on shader local space:\n| | |\n| -- | -- |\n| ![image](attachment) | ![image](attachment) |\n\n![Video example](attachment)\n\n1. On default cube:\n a. Created shader with noise.\n b. Create geometry node tree.\n2. Create other cube, trhansform that.\n3. In first cube, add `Object Info` node for represent second cube.\n4. Add `Join Geometry` node, connect `Object Info` and `Group Input` nodes in `Join Geometry` node input.\n5. Try to render this object. Switch connection in `Join Geometry` node.\nExpect: Local space of noise used only for one of joined objects and depend of connections order.\n![Example File](attachment)\n\n\n### Original report:\nThe way how normals are rendered are affacted when I use a geometry node with delete and join.\n\n\nSetup:\n\n\n![grafik](attachment)\n\n![grafik](attachment)\n\nOutput without geometry node:\n\n![grafik](attachment)\n\nOutput with geometry node:\n\n![grafik](attachment)\n\nThe normals seems to have a different scale.\n\nThis is the follow up of #102189, which fixed the uv maps. These are working now as expected, seems to be a normal only issue.\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", "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", "Visualized face normals are duplicated when Edit Cage is enabled in subdivision modifier (GPU subdivision turned OFF)\n### Simplified Report\n\nHaving Edit Cage on subdivision modifier enabled causes visualized face normals to be duplicated started from the origin. Here is a simplified file with a single face:\n\n![20220830-084513.png](20220830-084513.png)\n\n[editCageWrongNormalDisplay.blend](editCageWrongNormalDisplay.blend)\n\nThis issue exists back to 2.83.\n\n### Original Report\n\nOperating system: Ubuntu 22.04 LTS\nGraphics card: Nvidia Quadro M4000\n\nBroken: 2.93.10, 2.83\nWorked: Unknown.\n\n\"Flying\" normals everywhere\n\nI have not discovered a correlation. The alignment of the normal is random, it changes when you exit edit mode and return.![Screenshot from 2022-08-28 11-53-05.png](Screenshot_from_2022-08-28_11-53-05.png)\n\n![Screenshot from 2022-08-28 11-52-51.png](Screenshot_from_2022-08-28_11-52-51.png)\n\n![Screenshot from 2022-08-13 09-34-02.png](Screenshot_from_2022-08-13_09-34-02.png)\n\n![Screenshot from 2022-08-13 09-35-09.png](Screenshot_from_2022-08-13_09-35-09.png)\n\n![Screenshot from 2022-08-28 11-52-31.png](Screenshot_from_2022-08-28_11-52-31.png)\n\n![Screenshot from 2022-08-13 14-33-00.png](Screenshot_from_2022-08-13_14-33-00.png)", "Random vertices light up as if they were selected (but they're not) when I select one vertice at a time\nOperating system: Linux-5.4.0-7634-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce GTX 780 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.82\n\nBroken: version: 2.83.0\n\n![mesh_glitches_bugreport.gif](mesh_glitches_bugreport.gif)\n- See the GIF above (sorry my mouse cursor didn't get recorded :(\n- so, in short, when I select one vertex and then select another, random vertices light up as if they're selected but they're not. Really annoying.\n- this happened to me in 2.82a as well (but only in Linux, not in Windows)\n\n- load factory settings\n- subdivide the default cube 10 times, add subsurf modifier (CTRL+2), shade smooth\n- in EDIT mode, duplicate the mesh 6 or so times\n- select one vertex, select another vertex, the glitch seems to happen (like in the GIF above)\n\n**BLEND**\n[mesh_glitches_bugreport.blend](mesh_glitches_bugreport.blend)\n\n", "Subdivide smooth is not symmetric\nWindows 8\nGeforce GTX 665 M\n\nBroken: Blender 2.96.0 r60995\n\n\nOn a 3 vertex line with the center vertex with greater y like that :\n![subdivide_smooth_bug.png](subdivide_smooth_bug.png)\n\nIf I use subdividee smooth the result is not symmetric, I haven't set any random property.\n \n\n1./ Use subdivide smooth on the attached blend file, I have put the result that I get and the original\n[subdivide_smooth_bug.blend](subdivide_smooth_bug.blend)", "Solidify Modifier wrong solidification normals in some cases\nOperating system: Windows 11\nGraphics card: ATX4000\n\nBroken: 3.5.0\n\nIn some corner cases, the Solidify modifier uses wrong solidification normals.\n\nWith the \"Faces linked only by one vertex.obj\" object, where some faces are sharing only one vertex and no edge, the solidification behaves as if ignoring that shared vertex.\n\nWith the \"Triangulated mesh wrong solidification.obj\" object the vertex in coordinates (-1, 1, -1) does not solidify properly, while the exact same mesh, but not triangulated (\"Triangulated mesh right solidification.obj\" object) solidifies right.\n\n", "sculpt mode: invert visible hides all faces with Multires modifier\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.65\n\nBroken: version: 3.1.0 Beta\n\n`Invert visible face sets` hides all faces with Multires modifier.\nOperator is expected to only hide visible faces (and unhides hidden faces)\n\n- Open .blend file\n- Use box hide brush to hide vertices\n- {nav Face sets > Invert Visible Face Sets}\n\nTest File:\n[#95419.blend](T95419.blend)", "Problem with parent_vertices attribute\nOperating system: Microsoft Windows 10 Professionnel\nGraphics card: Nvidia Gefroce RTX 2080 Super\n\nBlender 3.0.0, hash: f1cca3055776 , branch: master\n\n**Short description of the bug**\nThe attributes parent_vertices is by default to [0,0,0] but it cause some problem :\nWhen you select the 0th vertex of a mesh and parent an other object with the vertex_parent_set() function the list still be the same [0,0,0].\nSo when the parent mesh is deleted you cannot know if there were a parent before. \nMaybe set the default list to [None, None, None] will avoid the problem.\n", "\"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", "Wrong UV after Vertex Slide or moving mesh with Correct Face Attributes\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 535.98\n\nBroken: version: 3.5.1\nWorked: unknown\n\nAfter Vertex Slide with \"Correct UV\" checked, or after moving mesh with \"Correct Face Attributes\" UV mapping is wrong. Vertices in UV get split and wrongly offset.\n\n\nExample 1\n1) Open attached Blend file\n[wrong_uv.blend](attachment)\n2) Locate objects plane01_small and plane01_larger. They are identical models with the same UVs. Just one is slightly smaller and one larger and they have different position.\n![image](attachment)\n3) Now we will be vertex sliding this vertex to the diagonal one with snapping on vertex on (see picture) with \"Correct UV\" checked. See that the larger model has UV correct, but the smaller one has wrong UV after the vertex slide\n![image](attachment)\n4) now go back (Undo) and lets try grab/move with snapping instead of vertex slide. Be sure to have checked ON \"Correct Face Attributes\" and \"Keep Connected\" in Tool Settings/Option - see picture. Now UVs are wrong in both cases\n![image](attachment)\n\nExample 2:\n1) Lets look at plane02_01 and plane02_02. They are totally identical duplicated objects (not instances) just with different position.\n![image](attachment)\n2) Vertex slide works OK in both cases here, so lets try Grab/move with vertex snapping and \"Correct Face Attributes\" + \"Keep Connected\" ON again. Here result UVs are OK in case of plane01_02 but wrong in case of plane01_01\n![image](attachment)\n\n", "Carve vs. Bmesh booleans\n__ Copy for archival purposes from: 049334.html __\n\nAfter the removal of Carve for booleans, which is an important part of the \nFracture Modifier, I did some tests with Bmesh booleans to find out the \ndifferences and what we need to change in order to make FM work with that \nsystem. I'd like to share some of my observations and maybe discuss possible \nimprovements for consistency with you. \n \nOverview: ![booleans-bmesh-vs-carve.png](booleans-bmesh-vs-carve.png)\nBlend file: [booleans-bmesh-vs-carve.blend](booleans-bmesh-vs-carve.blend)\n(Note that you need an older Blender build with Carve) \n \nOur premise always was to make the Fracture Modifier a robust tool that should \nnot be nitpicky about the given input mesh. It should basically work for the \nartist at all times. This means the FM should also accept and work with \nnon-manifold, self-intersecting and complex meshes which are typical use cases \nin production and provide solutions for that. We have used Carve for this in \nthe past and analyzed and utilized its behavior to make that possible, thus my \ntests include all those possible variants. \n \nResults:\n\nMy first impression was that Bmesh is doing quite well now. It produces more \npredictable results for non-manifold targets and even for some manifold ones. \nHere are my observations: \n \n1 - Bmesh is leaving free edges in non-manifold results (well visible in orange \nin the lower right), those should be removed after operation. \n \n2 - Bmesh is not face normals aware. I'm not sure if this is good or bad thing \nin a higher sense, but I know that this is limiting factor for some users (see \ninverted normals variants which would flip results in Carve). \n\n3 - As a result of 2. Bmesh can produce meshes with inconsistent normals as it \nkeeps the original normals of the operator object but ignores them for the \nactual boolean operation (row 3 and 6). \n\nThis is what I could see, maybe there are more differences. I think that Bmesh \ncould be more consistent with Carve in general but it should at least output \nclean results. We have no \"make normals consistent\" modifier in Blender for \ninstance to fix normals within a modifier stack. \n \nI'm aware that these are not necessarily considered being bugs, so I'm just \nputting it here for discussion and making you aware of that.\n" ]
[ "Merging objects flips normals\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 465.89\n\nBroken: version: 2.92.0\nWorked: ?\n\nWhen viewing face orientation, faces of different objects are facing in the correct direction, however after merging them into one object, the orientation of specific faces get flipped.\n\n1. Open provided demo file\n2. Select all objects\n3. Merge them into the main \"cg_obj\" object\n4. The orientation of some of the faces have flipped\n\nI've been struggling to reproduce this from scratch, but I'll update this when I've managed to do so.\n![before_after.png](before_after.png)\n[test.blend](test.blend)\n", "'Join' does not preserve face orientation for negative scales\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: Quadro RTX 3000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.22\n\nBroken: version: 2.81 (sub 16)\n\n**Short description of error**[join_face_orientation_problem.blend](join_face_orientation_problem.blend)\nWhen joining multiple meshes, if some of them have a negative scale (mirror), the joined mesh has flipped faces, while the original display in viewport was good (with backface culling enabled)\n\nNote that the faces may be flipped on mesh parts that had no negative scale, it seems to depend on the active object.\n\nMay be similar to #57612\n\n\n* Open the attached blend file\n* Press `Ctrl-J` to join the two preselected cubes\n* As the viewport *Backface culling* is enabled, see that one of the cubes now has flipped faces.\n\n\n" ]
Hidden objects when exit local view are visible Operating system: macOS-12.0.1-x86_64-i386-64bit 64 Bits Graphics card: AMD Radeon Pro 5500M OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.7.29 Broken: version: 3.0.0 When I am in local view and I hide/unhide objects it will unhide all objects form global view. I have three objects in my scene. I hide one, I select other two and I go in Local view. I hide and unhide multiple times one of it. When I exit Local view the object that was hidden in global view is unhidden.
[ "Dopesheet Display Hidden doesn't work property combined with Only Selected.\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.86\n\n\nBroken: version: 2.80 (sub 75)\nWorked: Version 2.79b\n\n\nIn version 2.79 with the \"Selection Only\" option active in the dope sheet screen, after animating the appearance or disappearance of the object, you had the possibility to edit the keyframes, now it is possible only if the Only Selected option is deactivated, it is rather uncomfortable compared to the previous one because that option is useful to avoid having a max dopesheet window and to avoid errors in complex animations.\n\nFrame 1:\nTurn off the object then Animate Disable in viewport,\nFrame 2:\nTurn on the object and animate Disable in viewport.\nOpen dopesheet window, Click Selection only and Display Hidden option at frame 2, go to frame 1 the frames disappear.\n\n[Dopesheet_280.blend](Dopesheet_280.blend)\n[Dopesheet_279b.blend](Dopesheet_279b.blend)\n\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", "Irradiance volume won't detect instanced lights when filtering by collection, even if the instance copy is located in a visible collection\nOperating system: Linux-5.18.12-3-MANJARO-x86_64-with-glibc2.35 64 Bits\nGraphics card: AMD Radeon RX 570 Series (polaris10, LLVM 14.0.6, DRM 3.46, 5.18.12-3-MANJARO) AMD 4.6 (Core Profile) Mesa 22.1.3\n\nBroken: version: 3.2.1\n\nLights in instanced collections will sometimes not be detected by the Irradiance Volume object when baking indirect lights. This seems to occur when the irradiance object filters by collection, in which case an instanced light is ignored even if the empty doing the instancing is located in the visible collection, an issue that doesn't occur when lights are placed directly inside that collection.\n\nCreate a collection, place a point light in it, permanently hide this collection. Create yet another collection containing a room mesh with an irradiance volume, in the irradiance settings tell the volume to only account for the room collection it's in. Inside the room's collection add a collection instance for the light in the first collection.\n\nOr in the attached blend: Always leave the LightBlueDirect collection visible for comparison. First bake the indirect lighting with LightRedDirect enabled and LightRedInstanced disabled, irradiance will bake fine. Now from the outliner hide LightRedDirect and show LightRedInstanced in its place, which contains a copy of the light from the invisible instance LightRed (always disabled), you'll notice that this time the red light won't contribute to irradiance although it appears in the render.\n\n[irradiance.blend](irradiance.blend)\n\n![Screenshot_20220724_181512.png](Screenshot_20220724_181512.png)\n![Screenshot_20220724_181526.png](Screenshot_20220724_181526.png)\n\n", "Viewport display of multiple Dupli-Collections when different draw-types are used : wireframe might disappear (only selected are garuanteed to draw)\nOperating system: Windows 10 / Ubuntu 20.04\nGraphics card: GTX 1080 / RTX 3080\n\nBroken: 2d9d08677e a2d59b2dac \nBroken: all versions >= 2.8\nWorked: 2.79\n\nViewport display of Dupli-Collections is inconsistant.\nDigging deeper into it, it looks to be when there are different draw types on the same dupli-collection\n\n1. Open attached blend file\n2. select the empties in the middle of the screen which do not look like they have anything attached\n3. notice how they randomly appear / disappear upon selection.\n4. note that one of instancer is set to `Textured` draw type, the other to `Wire`, if all are set to `Wire` the issue is gone\n\nThis has happened in quite a few of our production scenes.[bug.blend](bug.blend)\n\nNOTE: Might boil down to be the same as #101822 (Collection instance set to Display As Wire doesn't show in Solid mode when not selected) or #86732 (Instanced wire objects are hidden in solid mode instead wire appearance)\n\n", "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", "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", "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)", "Render Region widgets do not appear when active object is not a camera\nOperating system: Linux-5.19.0-41-generic-x86_64-with-glibc2.36 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.105.01\n\nBroken: version: 3.5.1\nAlso broken: version: 3.6.0 Alpha\n\nWhen there is any active object in scene the render region widgets are invisible.\n\nDefault scene.\nCtrl+B to set render region\nNo widgets are visible\n![Screenshot_2023-05-03_17-22-43.png](attachment)\nDelete all objects\nThe render region widgets are visible and accessible.\n![Screenshot_2023-05-03_17-23-55.png](attachment)\n\n", "Gizmo can't display when select two object\n\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 980 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.65\n\nBroken: version: 3.2.0\n\n**Short description**\nTwo conditions are assumed:\n1. Two objects, one is movable and one is locked to move.\n2. The second is a child of the first.\n\nWhen a movable object is selected, the gizmo can be displayed normally\n\n![1.jpg](1.jpg)\n\nwhen both are selected, the gizmo cannot be displayed, but they can be moved, so is it against common sense?\n\n![2.jpg](2.jpg)\n[gizmo_bug.blend](gizmo_bug.blend)\n\n\n", "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", "Hiding faces on a specific mesh causes random hidden edges to display in place of non-hidden ones\nOperating system: macOS-13.5.1-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 Pro 1.2\n\nBroken: version: 3.6.2\nWorked: unknown, but same bug occurs in 3.5\n\nWhen selecting certain faces on this mesh (see attached STL file), pressing H or shift-H to hide faces will cause a random set of floating edges to display in the hidden regions, and the visible region will display with no edges (making it impossible to see your selection in edge select mode). The set of edges is truly random, as undo / redo will show a different set of edges each time.\n\n| Here is the full mesh with an example selection | Here is the result of pressing shift-H |\n| -- | -- |\n| ![Screenshot 2023-09-05 at 10.10.01 AM.png](attachment) | ![Screenshot 2023-09-05 at 10.09.57 AM.png](attachment) |\n\n1. Open the attached blend file bugball.blend, and enter edit mode on the ball to see the random floating ghost edges.\n2. Press 2 and try selecting things (selections on the un-hidden faces are invisible, and the ghost edges can't be selected).\n3. Press Alt-H and Shift-H to see that a different set of floating edges appears every time.\n\nIf the blend file doesn't work, try and import the attached STL file using file -> import -> stl and observe the same behavior.\n\n", "Links persist invisibly after their source sockets are removed\nBroken: Probably forever (e.g. 3.0, 3.1)\nWorked: N/A\n\nIf the output socket of a node is removed, the input socket it was connected to does not show a button to input a value. It acts like it's still connected.\n\n**Detailed replication**\n1. Go into the Shader Editor\n2. Create the *Voronoi Texture* node and a *Math* node\n3. Set the *Voronoi Texture* node to 4D, and plug its new W output into the *Math* node\n4. Set the *Voronoi Texture* node to 3D. Observe that the input on the *Math* node still acts like it's connected\n5. Click and drag from that input on the *Math* node. A bogus wire will appear from the *Voronoi Texture* node, coming from where the W output used to be.\n\nYou can then plug this wire into another socket. It will disappear again once you let go. If you set the *Voronoi Texture* node back to 4D, the wires will re-appear.\n\nVideo example:\n\n[XwBMq60aMI.mp4](XwBMq60aMI.mp4)\n\n**Another example:**\n\n{[F13079601](free-socket.blend), size=full}\n\nIn this case you can even save the file in this state where you can't see or edit the value of the node until you disconnect it.\n\n![image.png](image.png)", "'Show Instancer' option for Viewport hides the mesh in edit mode\nOperating system: Linux-5.7.8-200.fc32.x86_64-x86_64-with-fedora-32-Thirty_Two 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.100\n\nBroken: version: 2.90.0 Alpha\nWorked: Never\n\nWhen using either Face or Vertex duplication on meshes, turning off `Show Instancer` in the Instancing settings (Object Properties) hides the parent object.\nThe problem is when you enter edit mode. Both the instancer and the instances are invisible.\nOne solution could be to unhide the instancer.\n\n - Open attached file\n - Uncheck 'Show Instancer' for Viewport\n # In the 3D View, press tab or otherwise enter editmode\n\nYou now are editing an invisible mesh - since we can select and edit the mesh, it would be much, much friendlier to allow editing, as the user probably expects this, by showing the mesh just in edit mode - it could be wireframe only or semitransparent, to indicate that it's hidden in object mode.\n\n(This may be considered an enhancement or a bug - at the very least it feels like a lack of polish in the interface, but it would be extremely befuddling to some users should they find themselves in this state.)\n[instancer_bug.blend](instancer_bug.blend)\n\n", "Outliner: Data API view can expand non expandable properties\nThe Data API view in the outliner let you click on the (invisble) expand arrow on non expandable properties.\n\nThis result in the property value to become invisible. You can click to bring it back, so I think it's only a display issue.\nNot all properties seems to be affected.\n\nBefore:\n![Capture d’écran du 2020-02-12 15-12-04.png](Capture_d_écran_du_2020-02-12_15-12-04.png)\nAfter:\n![Capture d’écran du 2020-02-12 15-12-30.png](Capture_d_écran_du_2020-02-12_15-12-30.png)", "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" ]
[ "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)" ]
Blender 2.9 latest release crashes when adding a material Operating system: Windows 10 Graphics card: Intel HD graphics 620 Broken: (2.90.0, b7b57e7155ee, master, 2020-6-26,) Worked: (2.83.1, 2020-6-25) I just created an object and created a material and then it crashed [material.crash.txt](material.crash.txt) [materialcrash.blend](materialcrash.blend)
[ "Crash guide during render complete August 29, 2022\nOperating system: macOS-13.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 575 OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.9.44\n\nBroken: version: 3.3.0 Beta\n\nBlender 3.3 Beta crash guide during render August 29, 2022\n\n\nNot matter all version 3.0 to 3.4 keep me crash. Do not use Windows. Only for Macintosh.\n\n![image.png](image.png)\n\n[Blender-2022-08-29-092340.ips](Blender-2022-08-29-092340.ips)\n\n[Armor wear 1.0.0.blend](Armor_wear_1.0.0.blend)\n\n![image.png](image.png)\n\nT100328\n@Nurb2Kea\nRender 600 (complete render cause crash guide)\n", "Script node with shader output crashes Eevee\nOperating system: OSX Monterey (12.6)\nGraphics card: Radeon Pro Vega 20\n\nBroken: git versions: blender-v3.2-release, blender-v3.3-release, master\nWorked: 3.2 release\n\nI'm testing the MaterialX standard surface shader. It seems to work when in Release versions, but in a debug build, it crashes when you connect the output of the shader to 'surface' in the terminal node.\n\nUsing the default scene, switch from Eevee to Cycles + Open Shading Language. Select the Cube, switch to Shading tab. Create a new material, and add a new Script node. Load the attached .oso file (to compile the attached .osl, you need to have MaterialX installed. I'm using 1.38.5). Attach the output of the script node to the 'Surface' input of the terminal. Boom! Where the crash occurs depends on whether your in Eevee preview, or Cycles preview.\n\n[out.osl](out.osl)\n\n[out1.oso](out1.oso)", "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 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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)", "Selecting vertices and centering the model crashes Blender\nOperating system: Windows 10\nGraphics card: RTX 2070 \n\nBroken: 03015a9b222e\n\n\nSelecting some vertices and trying to center the selection crashes blender. See the crash log\n\n[crash.txt](crash.txt)\n\nOpen the attached .blend\nSelect the object\nGo into edit mode\nSelect all vertices\nCenter (press Numpad .)\n\n\n\n\n\n[_13122021_2147_15.blend](_13122021_2147_15.blend)", "Crash when 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", "Crash when modifing materials after using BMesh in Depsgraph-Pre event\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.49\n\n\nBroken: version: 3.0.0\nBroken: version: 3.0.1 Release Candidate\nBroken: version: 3.1.0 Alpha\n\nI wrote a script with a function that copies a mesh via BMesh to another object and then changes it's materials. When I want to export the scene as an alembic, Blender crashes when the function gets called via the Depsgraph_Pre event. Depsgraph_Post and Frame_changed_Pre & Post all work fine.\n\n\n- Open the attached Depsgraph_Pre_Crash.blend file in Blender\n- Run the script\n- (Optional) Scroll on the timeline between frames 1 & 2 to check that the script works\n- Set the active frame on the timeline to 1\n- Export as alembic with default settings\n- Blender crashes\n[Depsgraph_Pre_Crash.blend](Depsgraph_Pre_Crash.blend)\n\n[Depsgraph_Pre_Crash.crash.txt](Depsgraph_Pre_Crash.crash.txt)\n\nHere is the callback registered in `depsgraph_update_pre`:\n```lines=10,lang=python\ndef updateFrame(scene): \n```\n emptyObject = bpy.data.objects[\"EmptyObj\"]\n firstOBJ = bpy.data.objects[\"Frame1\"]\n secondOBJ = bpy.data.objects[\"Frame2\"]\n```\n\n```\n if(scene.frame_current == 1):\n bmNew = bmesh.new()\n bmNew.from_mesh(firstOBJ.data) \n bmNew.to_mesh(emptyObject.data)\n bmNew.free()\n```\n\n #Doing anything with the materials crashes blender on alembic export\n```\n emptyObject.data.materials.clear()\n```\n\n```\n if(scene.frame_current == 2):\n bmNew = bmesh.new()\n bmNew.from_mesh(secondOBJ.data) \n bmNew.to_mesh(emptyObject.data)\n bmNew.free()\n \n emptyObject.data.materials.clear()\n```\n", "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", "Material Tab freeze still\n|**Operating system**:|Linux version 5.11.11-200.fc33.x86_64 ([email protected]) (gcc (GCC) 10.2.1 20201125 (Red Hat 10.2.1-9), GNU ld version 2.35-18.fc33)\n| -- | -- |\n|**Graphics card**:|OpenGL version string: 4.3 (Compatibility Profile) Mesa 20.3.5\n||NVIDIA Corporation GP104 [GeForce GTX 1080] (rev a1) (prog-if 00 [VGA controller])\n\nBroken: 2.83lts - 2.92.0 (Blender version has been downloaded from the Snap Store).\nThis same freeze also happens if using Blender from the Software store (2.91.2) or via the \"dnf\" command.\nWorked: N\\a\n\nIn Eevee, when opening the material tab, either blender crashes or my entire system freezes up and becoming completely unusable and requires a hard reset.\nwatch?v=te6IaP12Gbg&ab_channel=WhitequillRiclo\n\nPerhaps it is related to the compilation of shaders in the material icon.\n\n- Open the Material tab", "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", "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)", "Python Operators that add/remove ID data without an undo step crash Blender\nOperating system: Win 10\nGraphics card: GTX 1070\n\nBroken: 2.8.3, 2.9 aed11c673efe\nWorked: 2.8.0\n\nUndoing after object linking to the scene crashes blender. I used the latest daily build\n\n1. Load the crash blend file [crash_modal.blend](crash_modal.blend)\n2. Run the script attached\n3. Click in viewport to add a new object, and then press ESC\n4. Press Ctrl+Z to undo\n5. Crash..\n\n", "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", "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", "Hair particles crashing when baking or animating\nOperating system: windows 10 64 , windows 8 64\nGraphics card: intel, nvidia\n\nBroken: blender-2.81-9bd0d8b5505a-windows64\nWorked: (optional)\n\nwhen trying to bake a hair particles the system hangs giving this message\n\nError : EXCEPTION_ACCESS_VIOLATION\nAddress : 0x00007FF7CEBD24A4\nModule : C:\\Users\\dribeiro\\Desktop\\blender-2.81-9bd0d8b5505a-windows64\\blender.exe\n\n\nopen the file\nclick 'play' on timeline or bake on hair particles\n\nNEW INFO\nremoving the hair particles the animation runs normally\n[giselle.blend](giselle.blend)", "Blender 3.6 problem by rendering scene on EEEVEE (Freeze and crash GL_INVALID_FRAMEBUFFER_OPERATION : Cubemap Workaround End9)\nOperating system: Windows 11 Home\nGraphics card: Radeon Graphics\n\nBroken: (example: 3.6, as found on the splash screen)\n\n\nBlender 3.6 doesn't render the scene as blender demo file in EEVEE\nOpen Blender splash fox of blender 2.90\nRender the scene\nFreeze and crash of blender when rendering on EEVEE\n\n" ]
[ "When I open the Material Properties tab, Blender crashes\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: Intel(R) UHD Graphics 620 Intel 4.5.0 - Build 22.20.16.4815\n\nBroken: version: 2.90.0 Alpha\nWorked: 2.89 version\n\nWhen I switch to the **material properties** tab ![image.png](image.png), Blender crashes. \n\nI started the 2.90 alpha with just the default cube.\nClicked on the Materials properties tab.\nAfter 3-4 seconds, Blender crashes.\n\n", "Blender 2.83.1 on MacOSX 10.12.6 quits when switching the viewport shading to Material preview or Render preview\nOperating system: Darwin-16.7.0-x86_64-i386-64bit 64 Bits\nGraphics card: NVIDIA GeForce GTX 775M OpenGL Engine NVIDIA Corporation 4.1 NVIDIA-10.17.5 355.10.05.45f01\n\nBroken: version: 2.83.1\nWorked: 2.82a\nCrashes when switching to Material Preview or Render Preview mode.\n\nOpen Blender\nSwitch to Material or Render preview\n\nThis happened in 2.83 as well as I have reported before.\n\n", "EEVEE render crashes on default scene\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: Intel(R) UHD Graphics 620 Intel 4.5.0 - Build 27.20.100.8336 (Newest UHD 620 driver)\n\nBroken: version: 2.90.0 Alpha\n\nBlender crashes when rendering the default scene with EEVEE.\nDoes not happen, when going to EEVEE Viewport Render Preview once before hitting render.\nDoes not happen with Cycles.\n\n* Factory startup\n* Render\n* Crash\n\nNo Crash:\n* Factory startup\n* Viewport Render Preview\n* Do anything else\n* Render\n", "EEVEE render crash\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Intel(R) UHD Graphics 630 Intel 4.5.0 - Build 26.20.100.7262\n\nBroken: version: 2.90.0 Alpha\nWorked: version: 2.83.0\n\nBlender crashes while trying to render an EEVEE image/animation. It is working in the viewport, or with cycles.\n\n\n - Set the render engine to EEVEE.\n - Render an image/animation\n\n**Logs**\n\n[blender.crash.txt](blender.crash.txt)\n[expandion_19972_autosave.crash.txt](expandion_19972_autosave.crash.txt)\n\n", "Blender crashes when entering shading mode or anything related to EEVEE\nOperating system: Windows 10 Home\nGraphics card: Intel(R) HD Graphics 620\n\nBlender Version\nBroken: (Blender 2.83.2)\nWorked: (Blender 2.82.0)\n\nShort description of error\n\"blender will then crash when entering eevee related workflows such us shading mode, or rendered view. all in all, solid viewport seamed to work just fine. its just when entering eevee will blender crash.\"\n\nExact steps for others to reproduce the error\n\"Blender will crash when clicking material preview or rendered preview (when using the eevee engine)\"", "Material properties (preview?) crash\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: Intel(R) HD Graphics 630 Intel 4.5.0 - Build 27.20.100.8280\n\nBroken: version: 2.90.0 Alpha\nWorked: 2.83LTS or until some 2.90 alpha version between May 20th - June 1st, 2020 \n\nOpening Material Properties Tab crashes Blender\n\nProgram crashes as soon Material Properties tab is opened or by clicking on browse material in Shader Editor.\n\nHappens in any fresh install of 2.90 alpha with default cube.\n \nMy guess is there's something to do with material preview. If these steps described above are avoided, shaders load in Eevee or Cycles just fine and no issues in editing material nodes.\n\n\n", "Intel UHD 620: Blender crashes at modifying material properties \nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: Intel(R) UHD Graphics 620 Intel 4.5.0 - Build 26.20.100.6859\nAlso 27.20.100.8280\n\nBroken: version: 2.90.0 Alpha\nWorked: version: 2.83\n\nAfter opening blender with default general template, tried changing the base color of material and blender crashes.\n[blender_system_info.txt](blender_system_info.txt), {[F8640691](blender_system_info.txt), layout = inline}\n[blender_debug_output.txt](blender_debug_output.txt)\n[blender.crash.txt](blender.crash.txt)\n\n- Open blender\n- Select general template from splash screen.\n- without selecting any other tool or option, go straight to materials tab, and try changing the base color 1 or 2 times. (default material : principled bsdf)\nmost likely 2nd time change is causing blender crash.\n\nafter crash reopen blender and this time it crashes even if we just click on base color field." ]
Mantaflow writes out temporary file into the working directory which is surprising and won't work on real Installs Operating system: Windows-10-10.0.19041-SP0 64 Bits Graphics card: GeForce GTX 1070 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.67 Broken: version: 2.93.0 Alpha The file in question is waveletNoiseTile.bin and it will be created on demand, the first time Noise is selected for a domain. Ultimately this means that when creation fails, the user doesn't see the problem, but it also means that mantaflow needs to re-generate this file each time it needs to use it (24mb of data). It also means that sometimes this file gets written in really unexpected places. I happened to notice one day as I executed blender from a git repro for a completely unrelated project. Upon later inspection I noticed that I nearly git added that .bin file when preparing a commit… Perhaps a better location for the file is inside blender's USER or SYSTEM paths: blender_directory_layout.html [wavelet.blend](wavelet.blend) - Open the attached .blend - It's just the default cube with a Quick Effects -> Smoke applied to it - Under the Smoke Domain properties, just toggle the Noise checkbox to on - This will generate the waveletNoiseTile.bin file if one is not already present When blender is installed in c:\Program Files\... on Windows, it will not have write access so the file creation will fail. Other "container" based installs may also experience something similar I think.
[ "Noise nodes with high detail and lacunarity values outputs erratic values\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 536.40\n\nBroken: version: 4.0.0 Alpha\nWorked: ?\n\nLacunarity option was exposed with 0702c24a36. Not sure if that commit caused or exposed this issue because I don't think there was a way to change lacunarity value at user-level before that. Maybe the latter since Musgrave and Voronoi textures seem to have similar issues with high values.\n\nNoise node with high detail and lacunarity values outputs erratic values (values outside of the expected range, nan, inf) in Geometry Nodes. It seems there's no issue in Shader nodes until you give them very high values (ex: detail 15.0, lacunarity: 500.0) but I'm not sure.\n\nNotice that even with the Normalize option enabled it outputs values higher than 1.0 (see the spreadsheet).\n\n![noise_node_values_erratic.png](attachment)\n\n\nTest file: [noise_node_values.blend](attachment)\n\nIt seems this happens when combination of detail and lacunarity values are high.\n\nThe easiest way to trigger the error is set both values very high. It will probably outputs all nan values.\n\n### Detail: 10.0, Roughness: 1.0, Lacunarity: 10.0, Normalize enabled\n\n![BmdXc58IgU.png](attachment)\n\nWith not so high values, it usually outputs values outside of the range.\n\n### Detail: 6.5, Roughness: 1.0, Lacunarity: 7.5, Normalize enabled\n\n![2lG2RollK4.png](attachment)\n\n", "Python variables becomes invalid when batch creating attribute layers\nOperating system: Gentoo Linux\nGraphics card: AMD WX 9100\n\nBroken: 3.2 and master\nWorked: I'm guessing this has been broken since attribute layers were introduced\n\nWhen creating new attributes layers via python, the returned attribute object will stop work after multiple layers are added.\nIt seems like the attribute layers might be reallocated and moved while the python pointers doesn't get updated when this happens.\n\nIn a python script, create multiple attributes for a mesh in a row and save the return value.\nNotice that if you add too many the previously returned variables will stop working.\n\nSteps to reproduce with the attached file:\n1. Click run script\n2. Notice that at2 through at5 is of length zero\n3. If you remove any one of the `new` calls the returned variables are valid.\n[attribute_error.blend](attribute_error.blend)", "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. ", "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)", "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)", "Mantaflow: Smoke simulation is affected by point force field in a wrong way \nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 980 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 497.09\n\nBroken: version: 3.0.0\n[particles with point force.blend](particles_with_point_force.blend)\n\n![smoke with point force.png](smoke_with_point_force.png)\n\n![particles with point force.png](particles_with_point_force.png)\n\n[smoke with point force.blend](smoke_with_point_force.blend)\nI have seen the issue first with version 2.8x but it is on all later versions including 3.0.\n\nI found that a point force field affects a smoke simulation in the wrong ways while it affects particles in the correct way.\n\nIn my example I use a mesh uv-sphere as emitter for a smoke simulation. I use mainly default settings in the flow emitter and smoke domain but I disabled gravity for this scene.\nA point force field is set in the middle of the sphere emitter so I would expect that the smoke became and holds a spherical shape that’s growing only in size over the time.\n\nBut the result that I see is a kind of 3d cross ( a cross on all 3 axes ). To me it seems that some vector math is not done correctly .\n\nAs force fields affect smoke and particles I did the same setup with a particle system instead of smoke domain. The uv-sphere is now the emitter . Gravity is also disabled as well as all kinds of start velocity.\nThe particles are emitted only in the first three frames.\n Then particles are affected from the point force field is set in the middle of the sphere emitter. As expected the particles always keeps the shape of a sphere as it should be.\n\nI will add blend files and screenshots to illustrate the issue.\n\n", "Switching a speakers sound data-blocks fails\nSwitching the sound data-block of a speaker doesn't update audio playback.\n\nRedo with this file:\n\n[sound_switch_bug.blend](sound_switch_bug.blend)\n\n- Spacebar to play animation (white noise will play).\n- In the \"Sound\" panel, switch the sound datablock from \"W\" to \"B\".\n- Notice nothing plays (pause / play, it still doesn't work).\n\nTo hear playback from the updated data-block you can:\n\n- Open and close the preference window (on closing, the new sound will begin to play). This also works with any file-selector window (not windows created from \"New Window\" / \"New Main Window\" though).\n- Save and reload the file. Play animation. \n\nTested with 3.0 and `1705587e21bc62f67a0aa297769853e1903d2a44`.", "Jack Audio not detected under High Sierra\nOperating system: OSX High Sierra 10.13.6\nGraphics card: Intel HD Graphics 4000\n\nBroken: (2.83.3)\nWorked: (unknown)\n\n\nBlender is not showing Jack in the audio devices list.\nTyping bpy.app.build_options.Jack in the python console drops False.\nJack server is properly installed prior to Blender and working fine with other applications.\n\n\n\n\nUnder OSX High Sierra 10.13.6 install the latest version of Jack Audio from the official site (JackOSX 0.92_b3). Then install Blender 2.83.3. Although Jack is installed and properly working in other applications, Blender won't detect it and won't show it in the audio devices' list.\n\nWhen building 2.90 from the source I detected the error. The file jack.h and other jack related files weren't found in the location requested by Blender's installer, because the installer was requesting them in a .../jack/ subfolder. Duplicating Jack files to a .../jack/ subfolder solved the problem. Blender built then correctly and Jack appeared in the devices' list afterwards. Timeline sync using Jack Transport is working as well.\n\nIn concrete, I duplicated the files in /Library/Frameworks/Jackmp.framework/Versions/A/Headers/ to the created subfolder /Library/Frameworks/Jackmp.framework/Versions/A/Headers**/jack/** to bypass the error. But the former is the folder where Jack installs by default under High Sierra.", "Eevee incorrect motion blur Mantaflow liquid\n\nOperating system: Windows 7 Pro 64-bit\nGraphics card: Nvidia GeForce GTX 1060 6-gig\n\nBroken: 2.90.0 Alpha - 2020-07-03 - hash cad98923d006\nWorked: ---\n\n\nEevee motion blur not correctly applied to mesh of Mantaflow liquid sim.\nCube in scene is correctly blurred.\nMantaflow appears to show only start/end positions with some sort of strange (zoomed?) artifacts in between.\n\n![Eevee motion blur bug.jpg](Eevee_motion_blur_bug.jpg)\n\n**Steps to reproduce**\n[Eevee motion blur bug.blend](Eevee_motion_blur_bug.blend)\n\n- Open file\n- Bake simulation\n- Render", "Noise Texture Fac output fails when using exact unit inputs and exact scale values\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 465.89\n\nBroken: version: 2.92.0\nBroken on the latest 2.90, 2.93 and 3.0.0 commits I could find.\nAlso broken on 2.80.75 but there was no W input back then.\nAlso broken on 2.79b\n\nThe Noise Texture Node exhibits weird values for its Fac output (and by extension*, the Red channel of it Color Output) when using default properties. The Green and Blue channels seem to work properly though.\nThe Fac output of the Noise Texture Node produces unexpected results on discrete unit inputs, and on exact unit scales. The W seed also has an effect when it's set to an increment of 0.5.\n\n*As you may know the red channel of the color output of the noise texture contains the same values as the Fac output.\n\nDefault Scene. Create a cube and scale it way up in edit mode.\n\nCreate a new material, Texture Coordinates node > Object Output > Separate XYZ > Z Output > Math node set to Ceil, Round, Floor, or Truncate > Noise Texture > Fac Output\n\n\nProblem : If you keep the noise texture at the default scale of 5, the shader will produce a continuous value of 0.5 on the whole mesh\n\n![image.png](image.png)\n\nExpected result : Get a different value for each subsequent strata of the material, as exhibited if you plug in the color output or try out the green or blue channel of the color output.\n\n![image.png](image.png)\n\nTroubleshooting : If you change the scale of the noise texture node, the behaviour of the randomization seems to work again.\n\n![image.png](image.png)\n\nBut, there is a band that consistently stays at exactly 0.5 value whatever the scale. \nThis may be intended behaviour since the input / output values at Z = 0 is the same whatever the scale. However the same behaviour isn't shown on the Green and Blue channels of the color output...\n\n![image.png](image.png)\n\nAnd, every time the scale is set to a precise unit, (1.000, 2.000, etc.) the continuous value of 0.5 appears again.\n\n![image.png](image.png)\n\nAlso, there is a weird banding of exactly 0.5 output values when using scales of *.500, *.250,*.125, scale values :\n\n![image.png](image.png)\n![image.png](image.png)\n\nMoreover, if the user chooses to use 4D input, and tweaks the W value to something other than 0 (I assume it is the default seed value even when using 1D), the random expected behaviours is again present.\n\nBut there are certain combinations that produces an unexpected number of values that are exactly 0.5. Example :\n\n![image.png](image.png)\n\nAlso, if the W value is set to an increment of a half unit (0.5, 1.0, 1.5, etc.), this happens.\n\nFor Pair scale unit size (eg 46), continuous grey (0.5) value\n\n![image.png](image.png)\n\nFor odd scale unit size (eg 45), unexpected number of exactly 0.5 value bands.\n\n![image.png](image.png)\n\nMaybe this is intended behaviour but it seems odd that the Fac outputs returns a single value when the Green and Blue channels act \"truely\" randomly in this case.\n\n[noise_fac_test.blend](noise_fac_test.blend)", "Mantaflow not calculating volume correctly for liquids [due to Adaptive Time Steps?]\nOperating system: Windows 7 Pro 64-bit\nGraphics card: Nvidia GeForce GTX 1060 6gb\n\nBroken: version 2.83.0\n\nCreated Mantaflow liquid simulation.\n\nInflow object flowing into small tub (collision object) and from there into a larger tub below (collision object)\n\nSmall tub fills in something like 70 frames and then overflows into larger tub below which fills up in another 100 frames.\n\nThis cannot be. The larger tub is something like six to eight times the volume of the smaller tub and would not fill up this fast.\n\nIn my opinion, Mantaflow is calculating the flow so that there is an equal Z-axis fill rate, but this is totally incorrect with regard to volume.\n\n\n[mantaflow volume bug.blend](mantaflow_volume_bug.blend)\n\n[mantaflow volume bug.mp4](mantaflow_volume_bug.mp4)", "BMain locking during the 'after liblink' doversion\nin 6a850f3cc8, `Main.is_locked_for_linking` was added, and is currently only used in versioning code (both before and after liblink), to prevent adding or deleting IDs from Main.\n\nHowever, exceptions have already been added to allow creation of workspaces and collections in that context. And {[D12722](D12722)#inline-108272} adds nodetrees to the exceptions.\n\nProblem\n----------\n\nWhile preventing before-liblink doversion to add or remove any ID makes total sense, I do not understand why after-liblink doversion should have this constraint.\n\nTo me the bug fixed by the commit is a bug in the (removed) doversion code, not something inherently forbidden at this stage?\n\nProposed Solution\n---------------------\n\nRemove that lock check altogether in after-liblink doversion.\n\nI think however that we could use that lock on all other Mains besides the one being processed (to ensure doversion code does not create/delete things outside its own scope). And do-version code there should be smart enough to check when it runs on the local main, or a lib main, and adapt its code accordingly.\n\n~~Another thing to fix is in `BKE_libblock_alloc`, which should assign `main->curlib` to the newly created ID's `id->lib` (and tag it as indirectly linked). That way if doversion needs to create an ID in a library context, that new ID is properly created as a 'virtual' indirectly linked data, and does not break Main consistency (even if doing stupid things like generating default brushes for a lib main).~~ Done in 7681326acd", "Internal buffer overwrites during file import\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA RTX A5000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 527.56\n\nBroken: version: 3.4.1\n\nDebugged this a little and the best I can see is some file paths are overwriting parts of an Object instance\n\n- open file in blender 3.4.1 or later.\n- Switch to the Scene Properties panel\n- Expand Rigid Body World\n- Expand Cache\n- Click Delete Bake, and then Bake\n[resaved279b.blend](resaved279b.blend)\n[#103590.blend](T103590.blend)\n\n```lines=10\n>\tblender.exe!BKE_ptcache_id_from_softbody(PTCacheID * pid, Object * ob, SoftBody * sb) Line 894\tC\n\n \tblender.exe!foreach_object_ptcache(Scene * scene, Object * object, int duplis, bool(*)(PTCacheID *, void *) callback, void * callback_user_data) Line 1195\tC\n \t[Inline Frame] blender.exe!BKE_ptcache_ids_from_object(ListBase *) Line 1250\tC\n \tblender.exe!BKE_ptcache_id_find(Object * ob, Scene * scene, PointCache * cache) Line 1094\tC\n \tblender.exe!ptcache_baker_create(bContext * C, wmOperator * op, bool all) Line 193\tC\n \tblender.exe!ptcache_bake_invoke(bContext * C, wmOperator * op, const wmEvent * UNUSED_event) Line 216\tC\n \tblender.exe!wm_operator_invoke(bContext * C, wmOperatorType * ot, const wmEvent * event, PointerRNA * properties, ReportList * reports, const bool poll_only, bool use_last_properties) Line 1477\tC++\n \tblender.exe!wm_operator_call_internal(bContext * C, wmOperatorType * ot, PointerRNA * properties, ReportList * reports, const wmOperatorCallContext context, const bool poll_only, const wmEvent * event) Line 1676\tC++\n \t[Inline Frame] blender.exe!WM_operator_name_call_ptr(bContext *) Line 1721\tC++\n \tblender.exe!WM_operator_name_call_ptr_with_depends_on_cursor(bContext * C, wmOperatorType * ot, wmOperatorCallContext opcontext, PointerRNA * properties, const wmEvent * event, const char * drawstr) Line 1915\tC++\n \tblender.exe!ui_apply_but_funcs_after(bContext * C) Line 1017\tC++\n \tblender.exe!ui_handler_region_menu(bContext * C, const wmEvent * event, void * __formal) Line 11418\tC++\n \t[Inline Frame] blender.exe!wm_handler_ui_call(bContext *) Line 791\tC++\n \tblender.exe!wm_handlers_do_intern(bContext * C, wmWindow * win, wmEvent * event, ListBase * handlers) Line 3244\tC++\n \tblender.exe!wm_handlers_do(bContext * C, wmEvent * event, ListBase * handlers) Line 3364\tC++\n \tblender.exe!wm_event_do_handlers(bContext * C) Line 3958\tC++\n \tblender.exe!WM_main(bContext * C) Line 643\tC\n \tblender.exe!main(int argc, const unsigned char * * UNUSED_argv_c) Line 590\tC\n```\n\nThe SoftBody pointer passed in is garbage. Looking at the memory for the Object instance, I see:\n\n```lines=10\n0x0000018450826048 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................\n0x0000018450826058 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................\n0x0000018450826068 00 00 00 00 00 00 00 00 53 43 53 63 65 6e 65 00 ........SCScene.\n0x0000018450826078 74 61 67 65 00 61 69 6e 00 00 00 00 00 00 00 00 tage.ain........\n0x0000018450826088 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................\n0x0000018450826098 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................\n0x00000184508260A8 00 00 00 00 00 00 00 00 00 00 00 00 04 00 00 00 ................\n0x00000184508260B8 01 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................\n0x00000184508260C8 00 00 00 00 50 07 00 00 48 99 28 50 84 01 00 00 ....P...H™(P....\n0x00000184508260D8 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................\n0x00000184508260E8 40 db a3 42 84 01 00 00 00 00 00 00 00 00 00 00 @Û£B............\n0x00000184508260F8 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................\n0x0000018450826108 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................\n0x0000018450826118 00 00 00 00 00 00 00 00 08 dd 4e 09 84 01 00 00 .........ÝN.....\n0x0000018450826128 08 16 97 73 84 01 00 00 00 00 00 00 00 00 00 00 ..—s............\n0x0000018450826138 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................\n0x0000018450826148 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................\n0x0000018450826158 00 00 00 00 00 00 00 00 00 00 00 00 00 00 80 3f ..............€?\n0x0000018450826168 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................\n0x0000018450826178 00 00 00 00 00 00 00 00 00 00 00 00 00 00 80 3f ..............€?\n0x0000018450826188 00 00 00 00 00 00 00 00 01 00 00 00 00 00 00 00 ................\n0x0000018450826198 01 00 00 00 01 00 00 00 00 00 00 00 00 00 01 00 ................\n0x00000184508261A8 08 8f 23 50 84 01 00 00 00 00 00 00 00 00 00 00 ..#P............\n0x00000184508261B8 08 3c 23 50 84 01 00 00 00 00 00 00 00 00 00 00 .<#P............\n0x00000184508261C8 29 5c 0f 3d 29 5c 0f 3d cd cc cc 3d cd cc 4c 3d )\\.=)\\.=ÍÌÌ=ÍÌL=\n0x00000184508261D8 33 33 33 3e cd cc 4c 3d 9a 99 19 3e cd cc 4c 3d 333>ÍÌL=š™.>ÍÌL=\n0x00000184508261E8 11 02 18 00 5a 0f 02 00 00 00 00 00 00 00 00 00 ....Z...........\n0x00000184508261F8 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................\n0x0000018450826208 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................\n0x0000018450826218 4e 6f 6e 65 00 00 00 00 00 00 00 00 00 00 00 00 None............\n0x0000018450826228 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................\n0x0000018450826238 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................\n0x0000018450826248 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................\n0x0000018450826258 46 69 6c 6d 69 63 00 00 00 00 00 00 00 00 00 00 Filmic..........\n0x0000018450826268 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................\n0x0000018450826278 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................\n0x0000018450826288 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................\n0x0000018450826298 00 00 00 00 00 00 80 3f 00 00 00 00 00 00 00 00 ......€?........\n0x00000184508262A8 00 00 00 00 00 00 00 00 73 52 47 42 00 00 00 00 ........sRGB....\n0x00000184508262B8 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................\n0x00000184508262C8 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................\n0x00000184508262D8 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................\n0x00000184508262E8 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................\n0x00000184508262F8 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................\n0x0000018450826308 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................\n0x0000018450826318 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................\n0x0000018450826328 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................\n0x0000018450826338 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................\n0x0000018450826348 c0 00 00 00 44 ac 00 00 02 00 00 00 00 00 80 3f À...D¬........€?\n0x0000018450826358 00 00 00 00 00 00 00 00 00 00 00 00 ff ff ff ff ............ÿÿÿÿ\n0x0000018450826368 0a 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................\n0x0000018450826378 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................\n0x0000018450826388 fe 00 00 00 01 00 00 00 58 02 00 00 00 00 00 00 þ.......X.......\n0x0000018450826398 00 00 00 00 00 00 00 00 64 00 00 00 64 00 00 00 ........d...d...\n0x00000184508263A8 00 00 01 00 00 00 80 3f 00 00 80 3f 01 00 00 00 ......€?..€?....\n0x00000184508263B8 01 00 00 00 96 00 00 00 58 07 00 00 20 03 00 00 ....–...X... ...\n0x00000184508263C8 20 00 00 00 20 00 00 00 18 00 11 00 00 00 5a 00 ... .........Z.\n0x00000184508263D8 00 00 00 00 10 00 00 00 01 42 40 00 18 00 00 00 .........B@.....\n0x00000184508263E8 00 00 00 00 00 00 80 3f 00 00 00 00 00 00 80 3f ......€?......€?\n0x00000184508263F8 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................\n0x0000018450826408 00 00 00 00 00 00 80 3f 00 00 80 3f 00 00 80 3f ......€?..€?..€?\n0x0000018450826418 00 00 c0 3f 01 00 00 00 00 00 00 00 00 00 01 00 ..À?............\n0x0000018450826428 10 00 00 01 00 00 00 00 00 00 00 00 6f 12 83 3a ............o.ƒ:\n0x0000018450826438 00 00 00 00 2f 2f 2e 2e 5c 2e 2e 5c 4c 57 52 65 ....//..\\..\\LWRe\n0x0000018450826448 6e 64 65 72 5c 53 69 73 79 70 68 75 73 5c 00 72 nder\\Sisyphus\\.r\n0x0000018450826458 73 2f 53 74 65 70 68 65 6e 2f 44 65 73 6b 74 6f s/Stephen/Deskto\n0x0000018450826468 70 2f 42 61 6c 6c 73 52 65 6e 64 65 72 73 41 57 p/BallsRendersAW\n0x0000018450826478 53 2f 43 61 6d 65 72 61 30 38 2f 66 72 61 6d 65 S/Camera08/frame\n0x0000018450826488 5f 23 23 23 23 23 23 00 2f 43 61 6d 65 72 61 5f _######./Camera_\n0x0000018450826498 30 30 31 43 65 6e 74 72 65 54 69 6c 65 5f 23 23 001CentreTile_##\n0x00000184508264A8 23 00 64 65 62 75 67 5f 23 23 23 00 62 6c 65 5f #.debug_###.ble_\n0x00000184508264B8 23 23 23 00 00 00 00 00 00 00 00 00 00 00 00 00 ###.............\n0x00000184508264C8 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................\n```\n\nNote that the 'soft' value in the Object instance has a value of \n`+\t\t&object->soft\t0x00000184508264b8 {0x0000000000232323 {totpoint=??? totspring=??? bpoint=??? ...}}\tSoftBody * *`\n\nwhich points right in the middle of that path text (`rs/Stephen/Desktop/BallsRender/AWS/Camera08/frame######./Camera_001CentreTile_###.debug_###.ble_###`)\n\nSomething has written a path into the wrong memory space and corrupted this Object instance.\n\n\n", "Add UUID to Blender data-blocks\nHaving UUIDs to reference data-blocks of Blender would help in some cases with interaction with third party tools, especially when relations between different types of data storage is needed, and handling renaming of data-blocks across those is not possible.\n\nThis design task is here to define what would be expected from such feature, and how various issues should be addressed.\n\nSee also this [ML discussion](https:*lists.blender.org/pipermail/bf-committers/2020-November/050751.html).*Disclaimer: this is a **draft** design proposal currently.// \n\nCore Ideas\n----------\n\n* UUIDs should be 'real' ones, 128bits long.\n* UUIDs should be generated on demand, not systematically. *This process is not free, and internal handling of data-blocks by Blender itself should not use them at all.*\n** Think we should still store them as a systematic fixed chunk of data in the ID block in the .blend file though (being zeroed for non-generated ones), to ease their retrieval from third-party code 'parsing' .blend files?\n\nIssues to Investigate\n-------\n\n# Collision and Uniqueness\n**UUIDs should be absolutely unique withing a .blend file. *This would be easy to ensure.**Linked**data-block would not be concerned by this, since they belong to another .blend file.*** UUIDs should be reasonably unique across .blend files.\n***Creating new IDs from existing ones (internal copy, appending from a library, creating proxies or overrides from linked data) should nullify the UUID of the new data-block.*** 'Save file' operations explicitly creating a duplicate file (Save as, Save copy) should maybe enforce re-generating UUIDs?\n*** .blend file duplication would be the main source of collision. Not sure how to deal with that case, besides offering the possibility of a manual re-generation of UUIDs by user?\n*** If the 'file copy' case is solved, collision between different .blend files remains possible, though extremely unlikely.\n# Runtime IDs\n**Some system may generate a random number of data-blocks in a procedural way (e.g. from future geometry nodes evaluation.*** Persistence of UUID in such IDs is probably not possible? We should then accept that it would need to be re-generated when nodetree re-create data-blocks?\n*** This only concerns IDs that would be generated in Main database (and hence saved on disk), not runtime IDs.\n\nImplementation Hints\n---------\n\n* Search for existing implementations of UUIDs (e.g. in python).\n* Using OS-provided tools should be preferred solution as much as possible.\n* How should RNA (Py API) expose those 128bits UUIDs, as an array of 4 integers? An hexadecimal-encoded string?", "Always write unused IDs on save\n#61141 raises again the issue of not writing IDs with zero users on file save. This has also been a long known pain for artists, especially when starting to work with Blender.\n\n*Historical reason for this behavior was that it used to be pretty impossible to properly delete an ID while Blender was running, and that undoing such deletion was impossible. Those issues have been fixed since several years now.*\n\nProposal\n----------\n\n* - [ ] Do write datablocks with zero users on save *(the only exceptions could be library and linked data-blocks, I think?)*.\n* - [ ] When deleting some IDs, also delete its 'dependencies' if they are no more used at all.\n** - [ ] Main case: when deleting object, also delete its object data, shape keys, particle systems, ... *(this solves most of 'free large amounts of memory' issue)*\n** - [ ] Likewise, when deleting any ID, also delete its animdata's Action if not used anywhere else.\n** - [ ] This could also be options in the user preferences (similar to what we have currently to control what gets duplicated).\n* - [x] Make Purge accessible from the File menu and Blender File view in the outliner.\n* - [ ] Add an option to the Preferences, to run recursive purge on file save (see also #87490 (Recursive Purge Orphans datablocks on file save)).\n* - [ ] Changes to Purge operator itself:\n** - [x] Make purge recursive (i.e. also delete IDs that are currently used, but would have no users once currently unused ones get deleted).\n** - [x] Before it runs, show a popup with info on data types that will be deleted (5 materials, 3 meshes, etc) and allow users to confirm or cancel.\n** - [ ] Ideally should also allow expanded view to see exactly which datablocks?\n** - [ ] Add option to select which data types to purge.\n** - [x] After running, show \"X datablocks deleted\" message in the status bar.\n** - [x] Make it not save and reload?\n** - [x] Support undoing ID purge/deletion.\n\nAbout Fake User\n-------------------\n\n* - [ ] Tweak the ID template: remove the 'fake user' button, and have an 'unlink' button (`X` icon), and a delete button (`trashcan` icon).\n\n**Alternative 1**\n* - [ ] Keep fake user for use in the Outliner mostly (orphaned view, allows to do batch deletion while keeping some IDs with the purge button).\n* - [ ] Enable fake user by default for some data-block types:\n** - [ ] Materials, Textures, Images, Node groups.\n** - [ ] Brushes (already done iirc), Palettes…\n** - [ ] Others?\n\n**Alternative 2**\n* - [ ] Fully remove Fake User, and instead rely on the new `marked as asset` feature to protect IDs from purge deletion.\n** - [ ] This would imply a `do_version` to convert existing 'fake users' to 'marked as assets' IDs.\n\nNotes\n-------\n\n* Code wise, changes should be very minimal, unless we have to do a lot of UI work (would not expect it)." ]
[ "Store waveletNoiseTile.bin properly\nIn the current Blender 2.90 mantaflow is storing this noise file right in the current working directory (where the blender was started), which leading to leave this file (24MB) there and the CWD could be restricted to write." ]
Texture Paint : Sample Color redo panel stays when making brush strokes, can cause unintentional loss of work + related Sample Color redo panel bugs Operating system: Windows-10-10.0.19041-SP0 64 Bits Graphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.67 Broken: version: 2.92.0 Alpha Also tested in 2.85.3 LTS was a problem there too. Worked, kind of: In 2.79, while the Sample Color redo panel is also available while painting after sampling a color, changing a parameter in it does not undo all painting done from when the color was sampled. **Description** These issues are related to this bug I just reported: T83532 After sampling a color in texture paint mode, the redo panel will stay there while making brush strokes. The consequence of this is that if you change a parameter in that redo panel after making some brush strokes, it will undo all brush strokes made since you originally sampled that color. See here in this video, where I sample a color, draw something, then change a Sample Color parameter, and it undoes my drawing: [sample color redo panel.webm](sample_color_redo_panel.webm) When vertex painting, the Sample Color redo panel disappears as soon as you do anything else, so this isn't a problem there. I also found other bugs related to the Sample Color redo panel: - If you make Add to Palette *off* by default in the keymap entry for Sample Color, it will still be *on* by default when you perform the operation. Changing the default value for Sample Merged in the keymap *does* work though. - Even if you toggle Add to Palette *off* in the redo panel, the color will be added to the palette anyway. - On top of that, if you toggle it back *on* the redo panel, it will add the color to the palette *again*. If you keep toggling Add to Palette on and off in the redo panel, it will keep duplicating the color in the palette. - Enter texture paint mode, sample a color using S + left click - Draw anything, using less strokes than the undo step limit. - Change a parameter in the Sample Color redo panel which should still be open
[ "Image Editor \"Erase Alpha\" brush erases all channels of float images\nLinux 64-bit\n\nBroken: 2.92\nNote: In versions 2.83 and earlier, Alpha was not premultiplied (this started in 4212b6528a, unsure if this should be the case if we are only looking at the Color without Alpha?).\n\nErasing the alpha on float images erase the RGB channels as well.\n[erase_alpha_bug.mp4](erase_alpha_bug.mp4)\n\n - Open the attached file. (Left image is a Non-float while right image is Float, both have Alpha channel. We are seeing only the RGB channels).\n - Use the brush \"Erase Alpha\" to erase part of the non-floating-point image (on the left).\n - Use shift-click to sample the pixel-values of this image. The RGB channels have **NOT** actually been affected and the image only appears to have been premultiplied.\n - Use the brush \"Erase Alpha\" on the floating-point image (on the right).\n # Use shift-click to sample the pixel-values of this image. **ALL** channels were erased!\n\nIt may look like the same bug as #86866 but it isn't! The brush works as expected; it's the RGB display that's wrong.\n[image editor bug.blend](image_editor_bug.blend)\n\n", "Bake texture then the colour of texture is changed\nOperating system: Windows 10\nGraphics card: NVIDIA GTX 1050\n\nBroken: version: 2.82 (sub 7), branch: master, commit date: 2020-02-12 16:20, hash: 77d23b0bd76f, type: Release\nWorked: Never (2.80+)\n\nWhen I bake texture to a new UV colour is changed. After bake, I use the colour picker to define the colour.\nThe original texture of the cube has colour #41FF6A. Cube texture with new UV has #40FE69.\nI tried to bake at the same object and from one object to another - bug is here too.\n!!! Importantly !!! The bug is here if the original texture does not save to a file (jpg, tif, etc). if I save the original texture to file before baking the bug is not here.\n\n1. Add two cube.\n2. Cubes have to have different UV.\n3. Set colour #41FF6A as image texture at first cube (does not save texture in a file).\n4. Set Bake Type to Diffuse and uncheck Direct and Indirect in Bake.\n5. Bake.\n6. Take colour picker (I use ColorMania) and compare colours both cubes (the second cube will be #40FE69).\n", "Paint Mode: Erasing\nNOTE: This task is currently to document the requirements for erasing workflows for painting. This should be the basis for discussions on the implementation.\n\n# Goal\n\nFor an intuitive painting workflow it's necessary to have an eraser accessible at all times.\nThis has been a shortcoming in Blender for painting, since the erasing of alpha channels has only been available as a blending mode for brushes.\nThis is very hard to access via the UI and shortcuts.\n\n# Recommendations\n\nThe ideal solution is to have a very simple brush tool in the toolbar. Aside from the typical texture, stroke, falloff and cursor settings, it can only erase alpha.\n\nThis tool can then have the shortcut `E` assigned by default to make it very accessible.\n\n## Pure Emissive Colors\n\nThe motivation behind not offering a blending mode to \"Add Alpha\" in the Erase Tool is because this has been notoriously difficult to do like the user would expect.\nSee #86868 & #83342.\n\nWhen painting float or pre-multiplied images, the alpha is treated differently. Any color with an alpha 0 would have the RGB colors displayed as pure emissive colors and still visible.\nThe only way to erase the colors completely is to also erase the RGB channels to 0.\n\nAs a result the design for the brush should emphasise this: **The Erase brush is a destructive tool!**\nIf you erase the alpha directly via painting tools you should expect to likely lose the full RGBA color information.\nThe alpha 0 areas can be painted over with a new color afterwards. \n\nFor non destructive erasing of alpha values it is recommended to use a separate image as a mask. This can be done right now via nodes.\nThis non-destructive approach might not be very accessible right now but that can be addressed separately (Especially with the [layered textures design]())\n\n## Erasing Selections\n\nWe need to discuss how we want to handle other erasing operations like via Gesture Tools (Box/Lasso/Line Erase), or for example the Color Filter for gradual erasing. These generally affect the unmasked/selected areas.\nThere are different ways to enable this workflow.\n\n**Erase Operator**\n\nThe simplest way would be to add an operator to the menus and mapped to a shortcut (Like `Delete`) to erase the colors on any selected areas.\nThe user would in that case use the existing Gesture Tools and brushes to mask/select areas to define the areas to be deleted.\nThis approach would follow the Select -> Operate paradigm of Blender closest.\n\n**Erase Tools**\n\nThe existing Color Filter tool could receive an additional Filter Type to 'Erase'. This would allow gradual erasing in the case where it is needed.\nAdding Gesture Tools specifically or erasing is also possible but might just bloat the Toolbar.\n\n## Erase Mode\n\nAn alternative approach is to make the \"Erase Alpha\" blending mode in the regular painting tools more accessible.\nIn other painting application such as Krita every tools and brush has an \"Erase Mode\" button that can be easily toggled with a shortcut and applies globally to all tools and brushes.\nWe could implement this design as an alternative to the Erase Tools/Brush for users that prefer this workflow.\n\nIn that case the Erase Alpha blending mode would be a button in the header that can be toggled directly, instead of being part of the blending modes popup.\nA shortcut could also be assigned.\nThis toggle should be available for for all brushes and tools that affect colors. ", "\"Repeat History\" unavailable after \"Undo\"\nCurrently undo clears the operator history,\nideally this should instead keep these actions in sync with the undo history.\n", "render_color_index API is lost after GN mdifier\nOperating system: Mint\nGraphics card: Nvidia\n\nBroken: 3.6 beta\nWorked: ?\n\nrender_color_index API is lost after GN mdifier\n\nOpen the attached file and run the script\nWhen we get the evaluated mesh, you can see that for meshes without modifiers or with \"simple\" modifiers, we still can access the render_color_index value.\nFor GN modifier, this value is lost, return -1\n\nIt not happen is GN tree has only input -> output, but when you modify the tree, like in my example, value is -1\n\n", "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.", "Crash with animated displacement modifier in Texture paint mode while playing\nAMD Ryzen 5 2600, 16GB ram\nWindows 7 64bit\nNvidia GTX 1060 6gb (driver version 416.34)\n\n2.79b\n\nI intend to paint a heightmap interactively. So i keyframed a displacement modifier (2 frames) on a subdivided plane and assigned a texture.\nPlaying the timeline should now refresh the modifier every frame. \nPainting in the UV-editor this way works fine, but switching to texture paint mode and painting on the mesh directly crashes blender after about 0.5seconds.\n[HeightmapPaint.blend](HeightmapPaint.blend)\nI attached an example file.\nHit play and in the uv editor paint on the noise texture. This works okay.\nNow switch to Texture painting in the 3d viewport. The moment a stroke is applied to the mesh it should crash (it does consistently for me). ", "Color picker samples merged (display output) colors on a certain object regardless of \"Sample Merged\" setting\nOperating system: Windows 10 v1909\nGraphics card: NVIDIA GeForce GTX 1660 super\n\nThe bug occured on the latest Steam release of Blender (2.90.1). I also tried to open the project file with the said bug in 2.83 LTS steam beta branch but it happened there too.\n\nWhen trying to texture paint a certain project it ignores the \"Sample Merged\" setting and always picks the display output color, while other objects don't share this problem. \nIt happens regardless of the material or texture I'm editing, it seems to be tied to a single object. For example, If I create a cube and assign the material which the bugged object uses color picking works fine with it, and if I assign any other material to the bugged object it still samples display output color regardless of the settings.\n\nI'm sadly not sure how to reproduce it. Though I appended the bugged object to a fresh file: [color_picker_thing.blend](color_picker_thing.blend)\nIt's system info:\n[system-info.txt](system-info.txt)\nI separated it so you wouldn't have to dig through the mess that is my main project file :D. It retained it's weird inabillity to pick colors though.\n\nI couldn't find a solution to this when I tried to google for it, so my only assumption left here is it being a bug. I'm sorry in advance if something I said isn't clear. If needed, I can provide a whole project or try and provide more specific information if what I wrote here isn't enough as soon as possible.\nCheers!", "The colors of the vertices do not correspond to the values in which I paint them with vertex paint.\nOperating system: Windows-10-10.0.14393-SP0 64 Bits\nGraphics card: GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.38\n\nBroken: version: 2.92.0\n\nthe vertex color values that I get from the vertices in the shader editor node called \"vertex_color\" do not correspond to the values that I write there using vertex painting.\n\n![vertex_color.gif](vertex_color.gif)\nSet the viewport mode to render or material preview. And change the inputs from the manual value to the value taken from vertex color. As you can see, the values themselves should not differ, but the color change.\n\n[vertex_color_error.blend](vertex_color_error.blend)\n\nPerhaps this is due to this issue D10956, but I want to say that we then need the ability to convert from one color space to another.\nBecause I use a blender to create game models and would like to use vertex colors to mix materials. But I can't, because it doesn't correspond to the colors and values that I enter. And it will not match what I will see in the game.\nIn addition, I enter specific values using the color wheel and sliders. And I expect to get them unchanged. That would be logical.\n", "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)", "Undo eliminates brush texture\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\nI think it shouldn`t be undoable as other brush settings now.\nIt is much easier to delete texture manually, than restore it and tune it again.\n\n[2021-05-26_14-00-22.mp4](2021-05-26_14-00-22.mp4)\n\n\n", "[WIP] Design: Painting Color Management\nThis design are based on the next principles:\n\n* When mixing colors, do it always in the linear scene reference space. For Blender that is linear REC709.\n* Include the color space when storing colors for color picker and don't convert it the color channels.\n\n**Issues**\n\nCurrent issues we try to solve:\n\n* #68242 (Color space seems wrong while painting in image editor.)\n* Color picker stores in sRGB or linear REC709. the storage is defined by the RNA (COLOR, COLOR_GAMMA). Since blender 2.80 the default color picker is set to HSV, what has some usability issues (HSV has multiple values that represents the same black in sRGB and linear REC709). User notice this when they set `Value` to 0, that the next time they open the color picker that the `HUE` and `Saturation` are also set to 0. \n\n**Scoping**\n\nThe solution is focused on Sculpt/Paint brushes, but will be reusable in other areas. The solution is designed on single colors. `ImBuf` should be used when working with buffers. Changes to `ImBuf` are not in scope.\n\n**Proposal**\n\nProposal is to implement a framework for color picking and mixing colors. To test the framework we include the first implementation in the Paint and Sculpt Brushes. The idea of this approach is to be more explicit when colors are being used.\n\n__DNA__\n\nIn `DNA_color_types.h` add a struct that can store a color and relevant information of the color.\n\n```\ntypedef struct Color_RUNTIME_Color {\n float color_straight_alpha[4];\n float color_premult_alpha[4];\n} Color_RUNTIME_Color;\n\ntypedef struct Color_RUNTIME {\n /* flag contains the validity of the other fields */\n int flag;\n Color_RUNTIME_Color linear_scene;\n Color_RUNTIME_Color display;\n\n ...\n\n} Color_RUNTIME;\n\ntypedef struct Color3 {\n float components[3];\n float alpha;\n ColorManagedColorspaceSettings color_space;\n Color_RUNTIME runtime;\n} Color3;\n```\n\n`Color3.alpha` is always stored as straight alpha.\nThe runtime caches common conversions of the color in different OpenColorIO roles and alpha association. The `Color3.runtime` field will be flagged to be invalid when the scene color management is changed or a different scene is loaded. The runtime is also updated when the color management roles in the scene are changed, a another scene is loaded.\n\nIn `DNA_brush_types.h` deprecate the `rgb` and `alpha` and add a new field `Color3 color;`.\n\n__BKE__\n\nAdd functions in `BKE_colortools.h` for getting the values for a color in a specific OCIO Role, invalidate all `runtime` fields in loaded data, invalidate one `runtime` field.\n\n__UI__\n\nUpdate the color picker template to support this data structure. This also means that we don't do the pixel read to find the selected color, but interpret the screen coordinate on the wheel to find our what color has been picked.\n\n__Painting/Brushes__\n\nWhen doing this change a lot of compile errors needs to be fixed. This gives us the opportunity to migrate them to the new implementation and make sure we tackle these cases. Textures still needs special attention.\n\n\n__OCIO__\n\nThe color configuration needs to be adjusted with color spaces for the color picker role.\n ", "vertex paint sample color not working as intended.\nplatform: Windows-10-10.0.19042-SP0\nGraphics card: 1080\n\nBroken: 3.1.0 Alpha\ncommit date: 2021-11-14 00:26 hash: 7e82c840b7a4\nbuild date: 2021-11-15, 00:51:48\n\n**Short description**\nVertex color that is sampled changes.\nChange in sample color after moving mouse over panel\n\n**Steps to Reproduce**\n- Go into Vertex paint mode. (make sure viewport shading mode is set to rendered)\n- Select an object then press s to sample a vertex color and left click the mouse (to add to palette)\n# move the mouse over panel (selected color will be changed)\n\nThis seems to happen when you move the cursor over any part of the U.I.\n\n[Vcol.blend](Vcol.blend)", "Invert Masking behaviour for Sculpt/Paint Mode\nThis is a design related to the implementation of Paint Mode.\nIt outlines the possibility to invert the behavior & visualization of masks.\n**Current** = Masked vertices cannot be edited\n**Proposed** = Masks & Selections are the same -> They can be edited.\n\n# Current Issues\n\nThere are a few different issues that exist the with current way of how masks work.\n\n### An Inverted Workflow\n\nA typical workflow issue when using masks is that users mask a section of their mesh and then invert the mask.\nIn a lot of cases the areas you mask are the ones you DO want to edit.\nMasking is very much designed with this workflow in mind. But this leads to using `Invert` on the mask potentially hundreds of times per day.\n\n### Syncing Selections across Modes\n\nFor the implementation of Paint Mode it will be very beneficial to start syncing selections between various modes. \nSo if a selection is made in Edit Mode it will also appear as masked in Sculpt/Paint Mode (This would likely be a direct conversion every time you switch modes)\nThis will be less confusing and disconnected if both the selection in Edit Mode and the mask in Sculpt/Paint Mode are areas you CAN affect.\n\n### Masks vs Selections\n\nA current plan for the implementation of Paint Mode and the new Curves object type is to use \"Selections\". \nThe use case for sculpt mode masks and selections is essentially the same: \n**You define a temporary area that should be affected by your operations.**\n\nThe issue is that \"Masks\" also refer to the concept of for example creating an attribute (like a vertex group or color attribute)\n or a grayscale image texture and using it as a factor for shader/geometry nodes. The use case here is quite different:\n**You save an area for repeated use in materials and procedural networks.**\nFor example layering textures.\n\nReplacing the current concept of sculpt mode masks with selections would avoid confusion and make the use case of selections and masks very clear.\n\n# Proposal\n\n### Selection instead of Masking\n\nWe need to test the following behavior:\n- Rename \"Mask\" to \"Selection\" or \"Selection Mask\"\n- Unselected areas are darkened with an overlay\n- Selected areas are affected by brushes & other operations\n\nThere are use cases that are important to keep in mind with this change:\n- When entering sculpt mode, everything should already be selected.\n- Previous workflows (Mask brush) to create a deselected area and should still be accessible.\n\nOther areas of Blender will still refer to \"Masks\" like a Texture Mask in the brush settings, mask nodes, grease pencil layer masks and motion tracking masks.\n\n### Offer a preference to use the old behavior\n\nThere should be an option in the preferences to invert the selection behavior globally in sculpt/paint mode and get the old behavior back.\nTo what extend the inverted behavior would be done needs to be tested.", " Alpha channel of Tint Modifier don't Work with Fill material but work with stroke material.\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.3.1\n\nhi, it's been a while i didn't make a report for a bug, :) , well i'm back.\nthe Tint Modifier work well with `Stroke `material for every color channel R,G,B,A , but for Fill material we have problem with Alpha channel that don't work at all.\nthe first video show stroke works well with ALpha channel :\n[2022-10-16 13-12-36.mp4](2022-10-16_13-12-36.mp4)\nthe file\n[aplha color of tint modifier work well with stroke material.blend](aplha_color_of_tint_modifier_work_well_with_stroke_material.blend)\nsecont video show the problem with FILL material and alpha channel:\n[2022-10-16 13-14-27.mp4](2022-10-16_13-14-27.mp4)\nthe file\n[aplha color of tint modifier don't work with fill material.blend](aplha_color_of_tint_modifier_don_t_work_with_fill_material.blend)\nhope to get fixed.thank you for reading it\n\n" ]
[ "Sample texture color dialog isn't dismissed after use\nOperating system: W10\nGraphics card: GTX 970\n\n2.82a\n\nAfter use of the pipette in the Image Texture Editor, the 'F9' dialog box is not dismissed until an UNDO operation is performed.\n\n\nSample file included; Launch file. Switch to Texture Paint. In the Texture Image Editor, invoke the sample function with the S hotkey. Observe the dialog.[Sample Dialog Dismiss.blend](Sample_Dialog_Dismiss.blend)" ]
Unable to Select Operating system: Windows-10-10.0.19044-SP0 64 Bits Graphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 526.86 Broken: version: 3.5.0 Alpha Worked: Alpha before 2/7/2023 9AM MST update. Unable to select objects using the cursor. Start blender, deselect default cube, attempt to select anything in the scene.
[ "Compositor refresh on every 3D view edit and blocks UI\nOperating system: Windows-10-10.0.16299 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 419.67\n\nBroken: version: 2.80 (sub 74)\n\nAdjust operator panel for selection operations is greyed out after every operation. When you move cursor out of the input field it's active again. It happens only when compositor is opened and \"Use Nodes\" is selected. See video:\n[Desktop 2019.06.19 - 12.22.31.02.avi](Desktop_2019.06.19_-_12.22.31.02.avi)\n\n - Open attached file: [select_compositor_bug.blend](select_compositor_bug.blend)\n - Use Select > Checker deselect\n # Go to adjust operator panel and change one value. Menu will be greyed out until you move cursor out of input field.\nIt's the same with other selection operations like \"Select Similar\" or \"Select Sharp Edges\".", "Circle Select on a Curve in Edit Mode = _BLI_assert_abort for Pydebug of Blender 3.2\nOperating system: Windows 11\nGraphics card: Nvidia 3070ti\n\nBroken: 3.2 pydebug\nWorked: unknown\n\nIf you use circle select to click in viewport in edit mode of a curve object in Blender 3.2 Pydebug in VS 2019 (python/native debugging) it will crash and give you _BLI_assert_abort.\n\n```\nucrtbased.dll!issue_debug_notification(const wchar_t * const message) Line 28\n\tat minkernel\\crts\\ucrt\\src\\appcrt\\internal\\report_runtime_error.cpp(28)\nucrtbased.dll!__acrt_report_runtime_error(const wchar_t * message) Line 154\n\tat minkernel\\crts\\ucrt\\src\\appcrt\\internal\\report_runtime_error.cpp(154)\nucrtbased.dll!abort() Line 61\n\tat minkernel\\crts\\ucrt\\src\\appcrt\\startup\\abort.cpp(61)\nblender.exe!_BLI_assert_abort() Line 47\n\tat E:\\blender-git\\blender\\source\\blender\\blenlib\\intern\\BLI_assert.c(47)\nblender.exe!BKE_editmesh_from_object(Object * ob) Line 59\n\tat E:\\blender-git\\blender\\source\\blender\\blenkernel\\intern\\editmesh.c(59)\nblender.exe!em_setup_viewcontext(bContext * C, ViewContext * vc) Line 4359\n\tat E:\\blender-git\\blender\\source\\blender\\editors\\mesh\\editmesh_select.c(4359)\nblender.exe!view3d_circle_select_recalc(void * user_data) Line 4614\n\tat E:\\blender-git\\blender\\source\\blender\\editors\\space_view3d\\view3d_select.c(4614)\nblender.exe!view3d_circle_select_modal(bContext * C, wmOperator * op, const wmEvent * event) Line 4639\n\tat E:\\blender-git\\blender\\source\\blender\\editors\\space_view3d\\view3d_select.c(4639)\nblender.exe!wm_handler_operator_call(bContext * C, ListBase * handlers, wmEventHandler * handler_base, wmEvent * event, PointerRNA * properties, const unsigned char * kmi_idname) Line 2327\n\tat E:\\blender-git\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.c(2327)\nblender.exe!wm_handlers_do_intern(bContext * C, wmWindow * win, wmEvent * event, ListBase * handlers) Line 3227\n\tat E:\\blender-git\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.c(3227)\nblender.exe!wm_handlers_do(bContext * C, wmEvent * event, ListBase * handlers) Line 3279\n\tat E:\\blender-git\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.c(3279)\nblender.exe!wm_event_do_handlers(bContext * C) Line 3869\n\tat E:\\blender-git\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.c(3869)\nblender.exe!WM_main(bContext * C) Line 626\n\tat E:\\blender-git\\blender\\source\\blender\\windowmanager\\intern\\wm.c(626)\nblender.exe!main(int argc, const unsigned char * * UNUSED_argv_c) Line 551\n\tat E:\\blender-git\\blender\\source\\creator\\creator.c(551)\n[External Code]\n\n```\n\nDefault startup, object mode, add bezier curve, go into edit mode, switch to circle select, click viewport. Also happens with circle, nurbs curve, nurbs circle, and path.", "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.", "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", "Trembling when selected cube in edit mode\nOperating system: MacOS Sierra - Versione 10.12.6\nGraphics card: NVIDIA GeForce GTX 680MX 2048 MB\n\nBroken: 2.83.0 (2020-06-03), 2.90 (2020-06-12)\nWorked: 2.82a\n\nA strange flicker happens when I select the faces of the cube.\n\nI select the cube.\nI change the visualization in Edit Mode.\nI set select mode to Face.\nI select the faces of the cube but they do not remain selected instead, a strange flicker of the object occurs. Here a video example:\n\n[blender_283_bug.mp4](blender_283_bug.mp4)", "Cycles: Viewport rendering is restarted when selecting bone in a rig with drivers\nOperating system: Linux-5.15.11-76051511-generic-x86_64-with-glibc2.34 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.86\n\nBroken: version: 3.2.0 Alpha\nWorked: Unsure, possibly never\n\nWhen selecting bones or objects in very simple cases, the Cycles viewport rendering is not interrupted.\nHowever, if the armature has any drivers on it, selecting a bone will restart the viewport rendering.\n\n- File: [re_render_on_bone_select_with_drivers.blend](re_render_on_bone_select_with_drivers.blend)\n- Start viewport rendering.\n- Select one bone or another.\n- Viewport rendering is restarted on every selection.\n\n- Remove the driver from the bone's X location.\n- Issue is gone.", "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", "Cannot use keyframes, File select, File picker (eyedropper), etc. in modal Operators/Panels called by WindowManager\nOperating system: Win10\nGraphics card: Nvidia GTX 1060 6G\n\nBroken: 2.82\nWorked: None\n\nCannot use keyframes, File select, File picker (eyedropper), etc. in modal Operators/Panels called by WindowManager\n\nFor example, this is an operator called by WM to manipulate the location of the selected object. We cannot insert keyframes to the property from RMB > Insert Keyframe or from the anim dot after the property\n\n```\nimport bpy\n\nclass HelloWorldOperator(bpy.types.Operator):\n \"\"\"Creates a Panel in the Object properties window\"\"\"\n bl_label = \"Hello World Modal Operator\"\n bl_idname = \"test.hello\"\n\n def draw(self, context):\n layout = self.layout\n layout.use_property_split = True\n layout.use_property_decorate = True\n\n obj = context.active_object\n\n layout.label(text=\"Hello world!\", icon='WORLD_DATA')\n layout.prop(obj, 'location')\n \n def execute(self, context):\n return {'FINISHED'}\n \n def invoke(self, context, event):\n wm = context.window_manager\n return wm.invoke_props_dialog(self)\n\n\ndef register():\n bpy.utils.register_class(HelloWorldOperator)\n\n\ndef unregister():\n bpy.utils.unregister_class(HelloWorldOperator)\n\n\nif __name__ == \"__main__\":\n register()\n bpy.ops.test.hello('INVOKE_DEFAULT')\n\n```\n\nThis kind of problem exists in all modal-like panels or operators called by WM. The file picker from file_select is also not working. Is it RNA problem? I hope developer can generate its error message in the console. For now, I don't know what to do next. Please let me know how can I insert keyframes to properties in such panel/operators with right click\n\nBest wishes, thank u", "Redo panel does not work for the 3d cursor\nUbuntu 18.04\n\nBroken: 7d38654\n\nRedo panel for moving the 3d cursor does not work as expected.\n\nStart moving the 3d cursor and then change the value in the redo panel.\n![move 3d cursor.gif](move_3d_cursor.gif)\n\n\nMy guess is that this happens because the 3d cursor is not effected by the normal undo.", "Transform constraints not working with rigid body simulation\nOperating system: Ubuntu 16.04\nGraphics card: MSI 1080Ti\n\nBroken: 2.80, 337eb8c1de4c, master, 2019-03-27,\nWorked: 2.80, 8beab3e33922, master, 2019-01-21\n\nThe new blender release (as of hash: 936014ea8c74), seems to have disabled constraints from animations. \nIf you set a Minimum Z for a rigid body object, it will ignore that minimum.\n\n - Open the default room.\n - Place the cube at (0, 0, 5)\n - Add “Active” rigid body to the cube\n - Add “Limit Location” object constraint and check minimum Z = 0\n - Press play\n\nIn previous versions, the cube would drop and stop at z = 0, but now it falls to -infinity.", "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. ", "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", "Geometry Nodes: Disabled from viewport object is not visible as instance\nOperating system: win10\nGraphics card: 1050ti\n\nBroken: Current main.\nWorked: Never.\n\nDisabled from viewport object is not visible as instance.\n\nOpen attached file and check/uncheck `As Instance` option of _Object Info_ node.\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!", "Objects with negative and small scale cant be selected using Select Box without zooming. But Select Circle and Select Lasso work fine\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.89\n\nBroken: version: 2.91.2\n\nObjects in the sample scene have a very low negative scale. Something like -0.03. They are clearly visible but Select Box doesn't select them. But they can be selected with Lasso and Circle without problem. Please see an attached GIF.\n\n1. Open attached scene.\n2. Try to select all the objects with Select Box. Without zooming try to select them with Lasso Select\n3. Zoom a bit closer and try Select Box once again. You'll be able to select a few more objects\n4. Zoom really close, now all objects can be selected. \n\n![selectbox.gif](selectbox.gif)\n[small_objects.blend](small_objects.blend)\n" ]
[ "Regression: Object selection in viewport is not working\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3050 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.78\n\nBroken: master `8703db393bfb5290777c59ef29b43d485bcfb80e`\nWorked: 3.4\nCaused by b0b9e746fa\n\nUnable to select objects in viewport with Left mouse button\n\n- Open default scene\n- Click on any object" ]
GP Sculpt don't work well with view mode strokes version: 2.77 (sub 1), branch: master, commit date: 2016-05-10 11:02, hash: 898d040, type: Release build date: 2016-05-10, 11:04:18 GP Sculpt don't work well with view mode strokes 1- Draw a GP stroke in "view" mode 2- Use Grab GP sculpt to manipulate it Result: GP Sculpt work with a strange behaviour Cheers! Daniel
[ "Undoing using undo history in sulpt rendered mode won't work.\nOperating system: Linux-5.8.0-53-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: AMD RAVEN (DRM 3.38.0, 5.8.0-53-generic, LLVM 11.0.0) X.Org 4.6 (Core Profile) Mesa 20.2.6\n\nBroken: version: 3.0.0 Alpha\n\nUndoing using undo history in sculpt rendered mode doesn't work. This doesn't seem to be a problem in workbench i.e in solid and wireframe mode, bug only happens in rendered and material preview mode. In both cycles and evee \n\n1) Open default startup file.\n2)Go to sculpt mode\n3)Switch to rendered mode\n4)Make any number of brush strokes\n5)Undo to any step after the 'Original' step for example to the 'Sculpt Mode' step.\n\nIt is important that the undo history menu is used as opposed to ctrl+Z, even if you undo only one step back with the undo history menu. Also note that if you make any edits in edit mode before entering sculpt mode and making edits there and then undo back to edit mode everything looks the way it should but if you then redo to sculpt mode the same problem appears\n\n[#88330.webm](T88330.webm)", "bpy.ops.paint.image_paint with a texture requires initialization with manual paint stroke otherwise color not quite right\nWin 10 5820K GTX 970\n\n2.79b and latest daily build\n\nbpy.ops.paint.image_paint with slightly wrong colors when painting on object with texture on brush before a manual paint stroke applied\n\n1. Load attached file\n2. Run script\n3. With mouse over the cube - press space and type Simple Modal Operator to activate modal paint operator\n4. move mouse about to paint. \n5. left click to stop modal paint operator\n6. now paint on the cube normally by holding mouse button down\n7. you will see this is a slightly different color \n8. press space and type Simple Modal Operator to activate modal paint operator again\n9. move mouse around\n10. you should now see modal operator painting correctly\n\nThis seems to happen each time I change the texture on the brush to a new one (with obviously different colors on it)\n\nImage is attached showing this.\n\nPossibly something not being initialized properly?\n\nThanks you in advance for any work on this.\n\n[modal_paint.blend](modal_paint.blend)\n\n![PaintColorBug.JPG](PaintColorBug.JPG)\n", "Caustics not work as expected\nHi,\nI'm going crazy with shadow caustics.\nOddly they work when they turn off.\nIn the attached scene [caustics_not_work.blend](caustics_not_work.blend), if you disabled caustics on lights or objects, they will be displayed, otherwise no caustics will be displayed.", "Color Filter: Sliding UI\n# Issue\n\nCurrently when using using the Filter tools in Sculpt Mode, like the Color, Mesh or Cloth Filter, to start the operation you need to click anywhere in the viewport.\nClick and drag from left to right will have a positive effect and from right to left the inverse effect.\n\nThe exact behaviour is very hard to understand and no information on the actual strength is given in the UI.\nSo we should add a UI element to give additional information.\n\n# Solution\n\nLuckily [D9314](D9314) and [D9054](D9054) already implemented such a UI element and modal keymap that could be reused for the Filters.\nSo when executing a Filter it should display a scale in the header to know how strong or inverted the effect currently is.\nUnlike with the Pose Mode Breakdowner the slider should start at the 0 % mark.\nThe shortcuts `E` for overshoot, `Ctrl` for increments and `Shift` for precision should also be included.\n\nThe capped 100% and -100% points will have to be tested so as a user it is rarely necessary to press `E` to overshoot the range.", "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", "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", "Sculpt. Mesh/color filters. RMB do not cancel operation immediately\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.95\n\nBroken: version: 3.6.0 Alpha\n\nIf i press and drag with left mouse button, right click do not cancel operation and revert it immediately. It is a bug and inconsistency with grab/rotate/scale for example. RMB works with GRS awesome, as it should!\n\n", "Small improvements to 3D View Transform Manipulators\nAs per feedback from the Spring team, we would like to make some smaller improvements to the 3D View transform manipulators:\n\n\n - Increase the treshold for hiding the planar transform widgets, so that users don't accidentally drag the plane when they meant to drag the arrow\n - Increase arrow click threshold. Currently it's very unforgiving. Even if you click outside the arrow by one pixel, it doesn't register as an arrow click. Give it a few more pixels all the way around.\n - Separate the view-aligned rotation handle from the X, Y and Z rotation handles, so that users don't accidentally click the wrong one. We can make the view-aligned handle offset, like it was in 2.79\n", "Rotate drawing canvas (viewport)\nThis is a requested feature for all 2D artists, texture painters and sculptors.\nWe need a way of rotating the full viewport as other softwares do, because sometimes is easier draw from left to right instead of drawing vertical, especially for lines.\n\nThere are some add-ons already for that, but these are partiall solutions and only works in some situations. We need a more general solution.\n\nThis is general problem for any mode that need to use a pen for drawing.", "GPencil: Average tool in Vertex Paint mode not working as expected\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\nThe tool paints colors that exist in points far from the brush's area of influence and sometimes paints unexisting colors.\n\n1. Draw simple strokes with the Solid Stroke material.\n2. In VP mode paint half of it orange and half blue.\n3. try the the Average tool in the half blue area then in the other half.\n4. Now do Paint > Reset Vertex Color.\n5. Try the Average tool again.\n\n<video src=\"attachment\" title=\"Vertex Paint Bug-1.mp4\" controls></video>\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", "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!", "Draw: GPencil-Next\nUpdate GPencil engine to leverage the new capabilities of the new draw manager.\n", "Mask brush stops working in tiling sculpting mode after changing its size through \"F\" hotkey\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.59\n\nBroken: version: 2.93, 3.3.0\nWorked: -\n\nWhen an object has the Multires modifier, mask brush stops working in tiling sculpting mode after. (See video below)\n[Desktop 2022.09.17 - 21.18.10.07.mp4](Desktop_2022.09.17_-_21.18.10.07.mp4)\n\n- Open attached file or\n - Add a grid object\n - Add a multires modifier\n - Subdivide Simple a few times\n - Select mask brush in sculting mode\n - set tiling on x and y axis to 1 or 2m \n- try paint mask (sometimes the tiling doesn't work at this stage, you need to paint again and undo)\n- change brush size through F hotkey\n- try paint mask (tiling stops working)\n- press undo\n- try paint mask (tiling works again)\n\n[tiling_sculpt_bug.blend](tiling_sculpt_bug.blend)\n\n", "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)" ]
[ "2.77|Grease Pencil Sculpt buggy if strokes placed on \"View\"\nWin7 x64 || AMD A10-7850K Radeon R7\nBroken: 2.77 || 22a2853 (official 2.77)\nWorked: (none)\n\nIf \"**Stroke Placement**\" is set to \"**View**\", sculpting a Grease Pencil stroke useing either \"**Twist**\" or \"**Randomize**\" has the stroke zip somewhere offscreen in the 3D-View.\n\n\n\n 1. Open 2.77\n\n 2. Go to the \"Grease Pencil\"-Tab in the toolbar, switch \"Stroke Placement\" from \"Cursor\" to \"View\".\n\n 3. Draw a GP stroke in the 3D-View.\n\n 4. Enter GP-Stroke-Editmode.\n\n 5. Under \"Sculpt Strokes\" (toolbar), select either the \"Twist\", or the \"Randomize\" -brush (they both show the same, unexpected behaviour).\n\n 6. Try sculpting your stroke. \n\n\n- What happens for me is, whatever part of the stoke I sculpt on goes haywire (zips somewhere offscreen, see pic.).\n- All other brushes work as expected, even when \"Stroke Placement\" is set to \"View\".\n- \"Twist\", as well as \"Randomize\" work just fine if \"Stroke Placement\" is set to anything other than \"View\".\n\n\n![screen.jpg](screen.jpg)\n\nThe only info I could get from the 2.77 release notes was this (in the paragraph about the \"Twist\"-brush):\n\n - \"Note: This currently doesn't work so well in 2D editors.\"\nOn BA, user YAFU confirmed the problem on his linux x64 system, (quote) \"even in Blender downloaded today from Buildbot.\" (as of April 4th, 2016, GMT)\n\nThx., best regards, Uli\n\n" ]
Sculpting Multires Modifier Crash Widnwos 10 Pro GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 411.70 Broken: (Blender2.8) hash: 60d4d583760 Worked: (optional) Sculpting Multires Modifier will crash Bledner 2.8 1.Go to sculpting 2.Add a Multires Modifier 3.Press subdivide 1 time 4.Select the Smooth bursh 5.Click on the mode, and Blender crashes. [Blender 2.8 sculpt crash.blend](Blender_2.8_sculpt_crash.blend)
[ "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)", "Crash when baking a normal map from procedural materials\nOperating system:\nManjaro w/ KDE\nGraphics card:\nNvidia GTX 1060 6GB\n\nBroken: 2.80 Beta, 5e626e766459, branch: blender2.7, 2019-06-13\n\n\nI've sculpted a high poly model from the lowpoly one - baking normals from that works fine.\nWhen I created procedural materials using Geometry Pointiness, Noise, a painted texture and other sources to create additional normal information - the baking crashes.\n\nHere's the project file. It's huge (781 MB), but compresses very well (turns out the painted texture was wasting a lot of space), without it the file is only 12 MB).\n\n[Barrel_02 08.zip](Barrel_02_08.zip)\n\nNormal map baked from Highpoly model to Lowpoly model:\n![Barrel02 NOR.png](Barrel02_NOR.png)\nIf you disconnect the two materials on the highpoly model and just use a default Principled shader, it bakes fine.\n\n\nThe baking process crashes at various stages. First bake crashed after an hour or so, next attempts crashed much quicker.\n\nCrash logs:\n\n[Barrel_02 08.crash.txt](Barrel_02_08.crash.txt)\n\n[Barrel_02 07.crash.txt](Barrel_02_07.crash.txt)\n\n[Barrel_02 06.crash.txt](Barrel_02_06.crash.txt)", "Crash when sculpting with a texture, deleting the image of the texture and exiting sculpt mode\nOperating system: Windows 10\nGraphics card: RTX 2070 Super\n\nBroken: version: 3.4, 3.5, 3.6\nBroken: version: 3.3.3\nBroken: 3.1.0\nWorked: 3.0.1\nWorked: 2.93 LTS\n\nCaused by 9111ea78ac\n\nBlender crashes when a texture image is deleted and you exit sculpt mode.\n\nYou can test it inside the attached blend file. I basically just attached an image to a sculpting brush.\n\n1. Open the blend file below\n2. draw on the surface of the sphere\n3. delete the image inside the outliner\n4. exit sculpt mode\n\nCrash occurs because `item->image->runtime.cache_mutex` is null inside `BKE_image_pool_free`\n```\nStack trace:\nblender.exe :0x00007FF713D04C10 pthread_mutex_lock\nblender.exe :0x00007FF70E6EE880 BKE_image_pool_free\nblender.exe :0x00007FF70E6B5CF0 BKE_sculptsession_free\nblender.exe :0x00007FF70F1B67A0 ED_object_sculptmode_exit_ex\nblender.exe :0x00007FF70F1B85F0 sculpt_mode_toggle_exec\nblender.exe :0x00007FF70E953220 wm_operator_invoke\nblender.exe :0x00007FF70E9528D0 wm_operator_call_internal\nblender.exe :0x00007FF70E955880 WM_operator_name_call_ptr\nblender.exe :0x00007FF70F171800 ED_object_mode_set_ex\nblender.exe :0x00007FF70F148710 object_mode_set_exec\nblender.exe :0x00007FF70E953220 wm_operator_invoke\n```", "Crash 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.", "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", "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", "inset and bevel edits crashing blender 3.x\nThreadripper 1950x 128 gb ram 2tb SSD (home)\nNVIDA 3080 updated to latest drivers\n\nIntel i7 64 gb ram 2 tb SSD (work)\nAMD 6900xt updated to latest drivers\n\n\nHappens on all 3.x versions of blender.\n\nIssue happens on both my home PC (the thread ripper) and my work PC.\n\nStart editing default cube add bevels, insets place some cuts... crashes within a couple of minutes. Happens in all display modes.. mesh, solid, renders. Happens with a smooth display mesh and hard edges. Super frustrating need to save just before doing any of these procedures on any modeling task. Always update video drivers which probably cant be the issue because two different families of video cards in two different machines have the same issue. Been doing this ever since I updated to Blender 3. I assume it's a plugin I installed because I can't imagine why this would happen on two completely different computers. Is there a dump file or something I can send? Here is a video of a typical crash. No dialog box... just blender vanishes in the the middle of editing.\n\n", "Particle Edit mode for non hair particles - point select mode crash\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)\n\nBlender crashes when entering into the Particule Edit mode\n\n- Delete all objects from the default scene\n- Create a plane\n- Add a particle system\n- Set end frame to 50\n- Bake the particle system\n- Switch to the Particle Edit mode\n- Select Point select mode\n\n- > Crash\n\n[blender.crash.txt](blender.crash.txt)\n\n\n", "Regression: Crash when sculpting shape keys in 3.6.2 release\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.99\n\nBroken: version: 3.6.2\nWorked: 3.5 did not crash, I'm told.\n\n**Description**\nA user in a Discord community shared a file which was crashing for them while in Sculpt mode. I could reproduce the crash, so I simplified the file and found repro steps.\n<video src=\"attachment\" title=\"2023-09-14 00-35-34.mp4\" controls></video>\n\nAs you can see, it takes a few seconds of aggressively dragging the shape key value to get the crash to occur.\nAnother way to get the crash is to just make sculpt brush strokes. I found the shape key slider dragging easier, but I could get it to crash with sculpt strokes too, which was the original complaint from the user.\nMaybe worth noting that, as far as I can tell, if the shape key is not this extreme in its effect, then it seems even harder or impossible to produce the crash.\n\n- File: [Vessa_clean5.blend](attachment)\n- Make sure you're in sculpt mode (I don't think it can crash otherwise)\n- Drag the shape key value around for several seconds, or make a few dozen sculpt strokes\n- Should crash eventually.\n\n", "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)", "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", "Crash on applying boolean modifier\nOperating system: Linux Fedora V35\nGraphics card: Nvidia 3070TI\n\nBlender 3.1.2 and Blender 3.2.0 both crash\n\nI created a mesh object, then used boolean modifier to create a hollow center. I applied the modifier. When I go into edit to clean it up, it crashes.\n\napply the boolean modifier to the mesh \"Bottom\" with object \"Plug\" in the included blend file using all defaults. Enter edit mode and see the mesh is badly corrupted.\n\n[part7.blend](part7.blend)\n[printReady1.blend](printReady1.blend)", "EXCEPTION_ACCESS_VIOLATION when changing shaders\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.79\n\nBroken: version: 3.1.0\n\nThis also seems to crash 2.93 and 3.0. \n\nEXCEPTION_ACCESS_VIOLATION causes crash when some shaders are applied.\n\nOpen the file. In the shader editor, set the material of the cube to rim_gradient. Shift-click on the specified shader node in the picture to turn it into the material output. Observe crash.\n![crash_reproduction.png](crash_reproduction.png)\n\n[crash.blend](crash.blend)\n\n\n", "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", "Multires: Duplicating objects sets the viewport level to sculpt level\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: 3.1.0 Alpha\n\nWhen sculpting on an object with a multiresolution modifier there are 3 sliders to define the level of subdivision.\nWhen duplicating the object right now, it will set the viewport level to the same value as the sculpt level.\n\n- Add a multires modifier\n- Subdidive the object\n- Set the viewport level to soemthing other than the viewport value\n- Duplicate the object\n\n" ]
[ "2.8 Multiresolution Mesh crashes in Sculpt mode with Shift modifier\nUbuntu 18.04 using GeForce GTX 1060 Mobile\n\nBroken: fe07839d01b - 2018-10-30 23:52 \nAdding multiresolution mesh, subdividing, going into sculpt mode and then holding down SHIFT while sculpting causes core dump.\n\nOpen a new project. Add a multiresolution modifier to the mesh.\nSubdivide, then change to sculpt mode. Hold down SHIFT key while holding the left mouse button down on cube.\nSegfault.\n[blender.crash.txt](blender.crash.txt)\n[MuliresCrash.blend](MuliresCrash.blend)", "blender 2.8 crashes with Multiresolution modifier in sculpt mode\nWindows 10 / 1080ti\nBlender 2.8\nDate 2018-08-22 17:49\nHash 890623f8865\n\nblender 2.8 crashes with Multiresolution modifier in sculpt mode when undo action is pressed \n\n- add cube\n- add multiresolution modifier\n- subdivide once\n- go to sculpt mode\n- do few strokes and presss ctrl+z\n- crash\n", "Sculpting Crash\nWindwos 10 pro\n64 bite\nNvidia GeForce GTX 1080\nIntel(R) Core(TM) i7-7820hk CPU @ 290GHz\n32Gb Ram\n\n\nBroken: (2.80Alpha2 hash: 683d0f0a7e8)\nWorked: (2.79)\n\nIn sculpt mode when I use the Multires modifier and try to use the Smooth Brush tool, blender will crash\n\n[Blender 2.8 sculpt crash.blend](Blender_2.8_sculpt_crash.blend)\n\n1. add a Multires modifier\n2. add 1 or more subdivisions\n3. go to sculpt mode\n4. select the Smooth Brush\n5. click on the model, it will close/ crash blender 2.8\n", "bug when using sculpt mode and using multi resolution\nOperating system and graphics card\n\nBroken: (example: 2.69.7 4b206af, see splash screen)\nWorked: (optional)\n\nwen i select multi resolution modifier and go in to sculpt mode.\nthen i select smoot brush i clik some where on the mesch and it craches\n\n\nBased on a (as simple as possible) attached .blend file with minimum amount of steps\n[video blender 2.8 blender-2.80-3bc8bc0709a-win64 craches when using multi resolution modifere in sculpt mode and smoot brush](watch?v=arjxz1_VAds)\n" ]
Merging objects that use meshes with users count of 1 increases the file size massively Operating system: Linux-5.3.12-arch1-1-x86_64-with-arch 64 Bits Graphics card: GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.31 Broken: version: 2.81 (sub 16) Worked: (optional) I'm working on a architectural model. I imported the model from Rhino 3D using Collada. The file has about 300K vertices. I'm now merging similar objects by selecting them and pressing CTRL + J. After merging some objects the file size increased from 82MB to 1.4GB. First I thought that this was caused because I was merging objects that were sharing the same mesh data, but when I iterate over the meshes and print `mesh.users` their value is all 1, for each mesh. I purged all ophaned data too. As a test, I exported the .blend file to .obj. - The resulting .obj file was ~35MB. - Then I imported the file in a new .blend and saved that one, the file size of this .blend is 57MB. I've started a discussion here too: 4 **UPDATE 1** I toggled the `- [x] compression` box when saving and now the file is 18MB. I still think this is a bug as 300K vertices does not result in such a file size increase. Opening that file of 18MB results in ~2.6GB memory usage. 22hNroI **UPDATE 2** I think this is partly caused by the undo buffer somehow or at least, this issue is twofold; disabling the undo buffer allows me at least to continue working. What can cause this increase? I'm using a private 3D model which I can't share. I'm happy to share this privately but I can't post it online.
[ "Instancing Performance Improvements\nPerformance of instances in the viewport is much worse than is should be. This task is mean to keep track of possible improvements.\n- [ ] Use a vector or similar data structure instead of an linked list for storing an objects instances.\n- [ ] Don't recompute an object's instance list on every redraw.\n- [x] Store bounding box in geometry so that it is not recomputed for every geometry instance (#96968).\n- [ ] Remove the nested instance limit, avoiding the need to realize instances in some cases\n- [ ] Support passing many instances of the same to the render engine at once to reduce per-instance overhead. ", "BLENDER DISPLAYS INCORRECT NUMBER OF VERTICES, TRIANGLES AND FACES IN VIEWPORT\nOperating system: Windows 11 Pro 10.0.22621 Build 22621\nGraphics card: NVIDIA RTX 2070 SUPER\n\nBroken: 3.5.1\nWorked: Do not recall, however, I first posted this issue in the Blender 3D Artists FB Page on Sept. 8, 2022.\n\nIn the 3D VIEWPORT, with STATISTICS turned on, Blender 3.5.1 (and many previous versions) randomly show the incorrect number of VERTICES, FACES and TRIANGLES ( most often it is something like 10 or 20 BILLION). This SAME error occurs OVER and OVER during my repeated \"daily\" blender usage. I estimate that I have seen it now at least 30 times since I first reported it. I CANNOT SAY WHICH ACTION TRIGGERS IT. Many others have acknowledged that they have seen the same thing. It is very annoying because I OFTEN have large scenes and TRULY need to know how large my scene is, but often cannot. SOMETIMES restarting blender helps, but then it happens again within the newly opened session.\n\nIT IS POSSIBLE that this only happens with fairly large scenes, but since my scenes are usually very large, I cannot say for sure.\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\nThe blender files where I KNOW it has definitely happened are too large, detailed and proprietary. Sorry, I cannot provide. If I happen to see it in smaller, unimportant blender file, I shall add it to this bug.\n\n", "UV space aware triangulation\nPlease see #102683 for details, since the issue is described and discussed there. The basic suggestion is:\n\n> Add an option to the \"Triangulate Faces\" operator. It currently has Quad/N-gon methods for Beauty, Fixed, Longest edge etc. It seems reasonable to add options for \"Prevent UV overlaps\" and specify the source UV map.\n\n", "Packed OpenVDB volumes are not working (once unpacked to disk again they are though)\nOperating system: Windows 11\nGraphics card: NVIDIA GeForce RTX 2070 Super\n\nBroken: 3.2.2\nWorked: None\n\n.blend file size increases with 'Automatically pack resources' when OpenVDB volume is in scene. But it doesn't show up in the scene if the original VDB files are deleted. \n\n1. In an empty scene, {key shift A} to add an object and {nav Volume > Import OpenVDB}\n1. Import the attached VDB file\n1. Save the file (Note that the file size is something around 800 KB)\n1. {nav File > External Data > Pack Resources} or Turn `Automatically pack resources` on\n1. Save the blend file (Note that the file size is something around 6.800 KB)\n1. Delete original VDB files\n1. Revert or Reopen the saved .blend file\n1. Although the size is larger, when you open the blend file again, volume object shows nothing.\n\n[Cloud_1.VDB](Cloud_1.VDB)\n\n9. unpack the volume from the Properties Editor [ `use file from current directory (create if necessary)` option]:\n![image.png](image.png)\nThis will unpack the volume to `//volumes/Cloud_1.VDB`\n10. save the file\n11. revert the file >> now working again\n\nNOTE: doing the unpacking will leak memory", "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", "blender::Set exhibits poor behavior if growth occurs after a round of removals\nI noticed `blender::Set` behaving poorly when an `add` operation requiring container growth comes after various `remove` operations. The net effect being that the container actually shrinks.\n\nI'm guessing that what I'm seeing below is not expected.\n\nThe sequence went something like the following:\n\n```\nmy_set.reserve(64);\n\n// a series of adds and removes\n\nmy_set.add(...); *start of poor behavior* Current state of the container\n* removed_slots_\t54\n* occupied_and_removed_slots_\t64\n* usable_slots_\t64\n\n*The value 11 is passed into \"realloc_and_reinsert\" indicating we need space for at least 11 items (i.e. size + 1)* The following values are calculated\n* total_slots\t32\n* usable_slots\t16\n\nshrinkage :(\n\n// At the end of \"realloc_and_reinsert\" the state of the container is\n* removed_slots_\t0\n* occupied_and_removed_slots_\t10\n* usable_slots_\t16\n\n\n\n```", "Always write unused IDs on save\n#61141 raises again the issue of not writing IDs with zero users on file save. This has also been a long known pain for artists, especially when starting to work with Blender.\n\n*Historical reason for this behavior was that it used to be pretty impossible to properly delete an ID while Blender was running, and that undoing such deletion was impossible. Those issues have been fixed since several years now.*\n\nProposal\n----------\n\n* - [ ] Do write datablocks with zero users on save *(the only exceptions could be library and linked data-blocks, I think?)*.\n* - [ ] When deleting some IDs, also delete its 'dependencies' if they are no more used at all.\n** - [ ] Main case: when deleting object, also delete its object data, shape keys, particle systems, ... *(this solves most of 'free large amounts of memory' issue)*\n** - [ ] Likewise, when deleting any ID, also delete its animdata's Action if not used anywhere else.\n** - [ ] This could also be options in the user preferences (similar to what we have currently to control what gets duplicated).\n* - [x] Make Purge accessible from the File menu and Blender File view in the outliner.\n* - [ ] Add an option to the Preferences, to run recursive purge on file save (see also #87490 (Recursive Purge Orphans datablocks on file save)).\n* - [ ] Changes to Purge operator itself:\n** - [x] Make purge recursive (i.e. also delete IDs that are currently used, but would have no users once currently unused ones get deleted).\n** - [x] Before it runs, show a popup with info on data types that will be deleted (5 materials, 3 meshes, etc) and allow users to confirm or cancel.\n** - [ ] Ideally should also allow expanded view to see exactly which datablocks?\n** - [ ] Add option to select which data types to purge.\n** - [x] After running, show \"X datablocks deleted\" message in the status bar.\n** - [x] Make it not save and reload?\n** - [x] Support undoing ID purge/deletion.\n\nAbout Fake User\n-------------------\n\n* - [ ] Tweak the ID template: remove the 'fake user' button, and have an 'unlink' button (`X` icon), and a delete button (`trashcan` icon).\n\n**Alternative 1**\n* - [ ] Keep fake user for use in the Outliner mostly (orphaned view, allows to do batch deletion while keeping some IDs with the purge button).\n* - [ ] Enable fake user by default for some data-block types:\n** - [ ] Materials, Textures, Images, Node groups.\n** - [ ] Brushes (already done iirc), Palettes…\n** - [ ] Others?\n\n**Alternative 2**\n* - [ ] Fully remove Fake User, and instead rely on the new `marked as asset` feature to protect IDs from purge deletion.\n** - [ ] This would imply a `do_version` to convert existing 'fake users' to 'marked as assets' IDs.\n\nNotes\n-------\n\n* Code wise, changes should be very minimal, unless we have to do a lot of UI work (would not expect it).", "Array modifier is crazy, when using \"object offset\" pointed to empty, which is parented to curve\nOperating system: Mac OS Catalina 10.15.4 (latest)\nGraphics card: Intel HD 6000\n\nBroken: 2.83 beta as of 8-th of May\n\nArray modifier is crazy, when using \"object offset\" pointed to empty, which is parented to curve. And when the CURVE CONVERTED TO MESH -- it just destroys scale of object!\n\n1) Open .blend\n[plants.blend](plants.blend)\n2) Try to move empty -- everything works fine\n3) Select \"empty\" and \"petals\" (with shift) then parent them (Ctrl + P -- to object) to \"bezier curve\"\n4) Select bezier curve and \"convert to mesh\"\n5) Now try to move empty\n\nBefore:\n![Screenshot 2020-05-08 at 22.32.55.png](Screenshot_2020-05-08_at_22.32.55.png)\nAfter:\n![Screenshot 2020-05-08 at 22.33.14.png](Screenshot_2020-05-08_at_22.33.14.png)", "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", "Internal buffer overwrites during file import\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA RTX A5000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 527.56\n\nBroken: version: 3.4.1\n\nDebugged this a little and the best I can see is some file paths are overwriting parts of an Object instance\n\n- open file in blender 3.4.1 or later.\n- Switch to the Scene Properties panel\n- Expand Rigid Body World\n- Expand Cache\n- Click Delete Bake, and then Bake\n[resaved279b.blend](resaved279b.blend)\n[#103590.blend](T103590.blend)\n\n```lines=10\n>\tblender.exe!BKE_ptcache_id_from_softbody(PTCacheID * pid, Object * ob, SoftBody * sb) Line 894\tC\n\n \tblender.exe!foreach_object_ptcache(Scene * scene, Object * object, int duplis, bool(*)(PTCacheID *, void *) callback, void * callback_user_data) Line 1195\tC\n \t[Inline Frame] blender.exe!BKE_ptcache_ids_from_object(ListBase *) Line 1250\tC\n \tblender.exe!BKE_ptcache_id_find(Object * ob, Scene * scene, PointCache * cache) Line 1094\tC\n \tblender.exe!ptcache_baker_create(bContext * C, wmOperator * op, bool all) Line 193\tC\n \tblender.exe!ptcache_bake_invoke(bContext * C, wmOperator * op, const wmEvent * UNUSED_event) Line 216\tC\n \tblender.exe!wm_operator_invoke(bContext * C, wmOperatorType * ot, const wmEvent * event, PointerRNA * properties, ReportList * reports, const bool poll_only, bool use_last_properties) Line 1477\tC++\n \tblender.exe!wm_operator_call_internal(bContext * C, wmOperatorType * ot, PointerRNA * properties, ReportList * reports, const wmOperatorCallContext context, const bool poll_only, const wmEvent * event) Line 1676\tC++\n \t[Inline Frame] blender.exe!WM_operator_name_call_ptr(bContext *) Line 1721\tC++\n \tblender.exe!WM_operator_name_call_ptr_with_depends_on_cursor(bContext * C, wmOperatorType * ot, wmOperatorCallContext opcontext, PointerRNA * properties, const wmEvent * event, const char * drawstr) Line 1915\tC++\n \tblender.exe!ui_apply_but_funcs_after(bContext * C) Line 1017\tC++\n \tblender.exe!ui_handler_region_menu(bContext * C, const wmEvent * event, void * __formal) Line 11418\tC++\n \t[Inline Frame] blender.exe!wm_handler_ui_call(bContext *) Line 791\tC++\n \tblender.exe!wm_handlers_do_intern(bContext * C, wmWindow * win, wmEvent * event, ListBase * handlers) Line 3244\tC++\n \tblender.exe!wm_handlers_do(bContext * C, wmEvent * event, ListBase * handlers) Line 3364\tC++\n \tblender.exe!wm_event_do_handlers(bContext * C) Line 3958\tC++\n \tblender.exe!WM_main(bContext * C) Line 643\tC\n \tblender.exe!main(int argc, const unsigned char * * UNUSED_argv_c) Line 590\tC\n```\n\nThe SoftBody pointer passed in is garbage. Looking at the memory for the Object instance, I see:\n\n```lines=10\n0x0000018450826048 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................\n0x0000018450826058 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................\n0x0000018450826068 00 00 00 00 00 00 00 00 53 43 53 63 65 6e 65 00 ........SCScene.\n0x0000018450826078 74 61 67 65 00 61 69 6e 00 00 00 00 00 00 00 00 tage.ain........\n0x0000018450826088 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................\n0x0000018450826098 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................\n0x00000184508260A8 00 00 00 00 00 00 00 00 00 00 00 00 04 00 00 00 ................\n0x00000184508260B8 01 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................\n0x00000184508260C8 00 00 00 00 50 07 00 00 48 99 28 50 84 01 00 00 ....P...H™(P....\n0x00000184508260D8 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................\n0x00000184508260E8 40 db a3 42 84 01 00 00 00 00 00 00 00 00 00 00 @Û£B............\n0x00000184508260F8 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................\n0x0000018450826108 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................\n0x0000018450826118 00 00 00 00 00 00 00 00 08 dd 4e 09 84 01 00 00 .........ÝN.....\n0x0000018450826128 08 16 97 73 84 01 00 00 00 00 00 00 00 00 00 00 ..—s............\n0x0000018450826138 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................\n0x0000018450826148 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................\n0x0000018450826158 00 00 00 00 00 00 00 00 00 00 00 00 00 00 80 3f ..............€?\n0x0000018450826168 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................\n0x0000018450826178 00 00 00 00 00 00 00 00 00 00 00 00 00 00 80 3f ..............€?\n0x0000018450826188 00 00 00 00 00 00 00 00 01 00 00 00 00 00 00 00 ................\n0x0000018450826198 01 00 00 00 01 00 00 00 00 00 00 00 00 00 01 00 ................\n0x00000184508261A8 08 8f 23 50 84 01 00 00 00 00 00 00 00 00 00 00 ..#P............\n0x00000184508261B8 08 3c 23 50 84 01 00 00 00 00 00 00 00 00 00 00 .<#P............\n0x00000184508261C8 29 5c 0f 3d 29 5c 0f 3d cd cc cc 3d cd cc 4c 3d )\\.=)\\.=ÍÌÌ=ÍÌL=\n0x00000184508261D8 33 33 33 3e cd cc 4c 3d 9a 99 19 3e cd cc 4c 3d 333>ÍÌL=š™.>ÍÌL=\n0x00000184508261E8 11 02 18 00 5a 0f 02 00 00 00 00 00 00 00 00 00 ....Z...........\n0x00000184508261F8 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................\n0x0000018450826208 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................\n0x0000018450826218 4e 6f 6e 65 00 00 00 00 00 00 00 00 00 00 00 00 None............\n0x0000018450826228 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................\n0x0000018450826238 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................\n0x0000018450826248 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................\n0x0000018450826258 46 69 6c 6d 69 63 00 00 00 00 00 00 00 00 00 00 Filmic..........\n0x0000018450826268 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................\n0x0000018450826278 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................\n0x0000018450826288 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................\n0x0000018450826298 00 00 00 00 00 00 80 3f 00 00 00 00 00 00 00 00 ......€?........\n0x00000184508262A8 00 00 00 00 00 00 00 00 73 52 47 42 00 00 00 00 ........sRGB....\n0x00000184508262B8 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................\n0x00000184508262C8 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................\n0x00000184508262D8 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................\n0x00000184508262E8 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................\n0x00000184508262F8 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................\n0x0000018450826308 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................\n0x0000018450826318 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................\n0x0000018450826328 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................\n0x0000018450826338 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................\n0x0000018450826348 c0 00 00 00 44 ac 00 00 02 00 00 00 00 00 80 3f À...D¬........€?\n0x0000018450826358 00 00 00 00 00 00 00 00 00 00 00 00 ff ff ff ff ............ÿÿÿÿ\n0x0000018450826368 0a 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................\n0x0000018450826378 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................\n0x0000018450826388 fe 00 00 00 01 00 00 00 58 02 00 00 00 00 00 00 þ.......X.......\n0x0000018450826398 00 00 00 00 00 00 00 00 64 00 00 00 64 00 00 00 ........d...d...\n0x00000184508263A8 00 00 01 00 00 00 80 3f 00 00 80 3f 01 00 00 00 ......€?..€?....\n0x00000184508263B8 01 00 00 00 96 00 00 00 58 07 00 00 20 03 00 00 ....–...X... ...\n0x00000184508263C8 20 00 00 00 20 00 00 00 18 00 11 00 00 00 5a 00 ... .........Z.\n0x00000184508263D8 00 00 00 00 10 00 00 00 01 42 40 00 18 00 00 00 .........B@.....\n0x00000184508263E8 00 00 00 00 00 00 80 3f 00 00 00 00 00 00 80 3f ......€?......€?\n0x00000184508263F8 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................\n0x0000018450826408 00 00 00 00 00 00 80 3f 00 00 80 3f 00 00 80 3f ......€?..€?..€?\n0x0000018450826418 00 00 c0 3f 01 00 00 00 00 00 00 00 00 00 01 00 ..À?............\n0x0000018450826428 10 00 00 01 00 00 00 00 00 00 00 00 6f 12 83 3a ............o.ƒ:\n0x0000018450826438 00 00 00 00 2f 2f 2e 2e 5c 2e 2e 5c 4c 57 52 65 ....//..\\..\\LWRe\n0x0000018450826448 6e 64 65 72 5c 53 69 73 79 70 68 75 73 5c 00 72 nder\\Sisyphus\\.r\n0x0000018450826458 73 2f 53 74 65 70 68 65 6e 2f 44 65 73 6b 74 6f s/Stephen/Deskto\n0x0000018450826468 70 2f 42 61 6c 6c 73 52 65 6e 64 65 72 73 41 57 p/BallsRendersAW\n0x0000018450826478 53 2f 43 61 6d 65 72 61 30 38 2f 66 72 61 6d 65 S/Camera08/frame\n0x0000018450826488 5f 23 23 23 23 23 23 00 2f 43 61 6d 65 72 61 5f _######./Camera_\n0x0000018450826498 30 30 31 43 65 6e 74 72 65 54 69 6c 65 5f 23 23 001CentreTile_##\n0x00000184508264A8 23 00 64 65 62 75 67 5f 23 23 23 00 62 6c 65 5f #.debug_###.ble_\n0x00000184508264B8 23 23 23 00 00 00 00 00 00 00 00 00 00 00 00 00 ###.............\n0x00000184508264C8 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................\n```\n\nNote that the 'soft' value in the Object instance has a value of \n`+\t\t&object->soft\t0x00000184508264b8 {0x0000000000232323 {totpoint=??? totspring=??? bpoint=??? ...}}\tSoftBody * *`\n\nwhich points right in the middle of that path text (`rs/Stephen/Desktop/BallsRender/AWS/Camera08/frame######./Camera_001CentreTile_###.debug_###.ble_###`)\n\nSomething has written a path into the wrong memory space and corrupted this Object instance.\n\n\n", "Option to Apply multi-user\n### Motivation\n\nCurrently in Blender when you try to apply the transforms of an object that has its object data shared across multiple objects it will give an error message and abort the operation.\n\n![Screenshot_2021-02-01_15-25-16.png](Screenshot_2021-02-01_15-25-16.png)\n\nIn order for #83927 to get implemented this case needs to be tackled. So instead of failing the operation there needs to be an option to apply the transforms of the current or all affected objects anyway.\n\n### Proposal\n\nWhen trying to apply the transforms of an object with shared objetct data it will promt the user with a p[opup message with the text:\n\" Warning\nThe selected objects have shared data. Do you want to continue to apply?\"\n\nThere should be 3 options presented:\n\"Make single user and apply\", \"Apply all affected\" and \"Cancel\"\n\nThis should cover all desirable outcomes.\n\n### Unknowns\n\nMore possible issues by including this feature need to be discussed.", "Wrong description in the property of the Cube Projection Mapping\nBroken: version: 2.83 (sub 6)\n\nWhen you perform the `Cube Projection` `UV Mapping` operation, you see on the `Redo Panel` a property called \"Cube Size\" - \"Size of the cube to project on\".\nSo you espect the input value represent a 3d cube with that size.\nBut when you use the tool the input is the divider of the cube size.\nSo, for example, if you wants a mesh of size 2 to be projected on a cube size of 3, you don't write the value 3.0 to the \"Cube Size\", but you write the result of 2/3 (0.66).\n\n- Open Blender\n- Select the default cube\n- Go to edit mode\n- press U - `Cube Projection`\n- enter the 0.66 value.\n\nYou will see a output UV like this, that is the UV expected when you use a cube of size 3x3x3\n![image.png](image.png)\n\nIf you put an input of 2.0, this does not mean a cube with size 2x2x2, you obtain an UV like if the projection cube is twice the size (4 meters)\n![image.png](image.png)", "Connect Curve Splines Node\n{[F10175900](image.png) size=full}\n{[F10175899](image.png) size=full}\n\nThis node join splines from the input geometry sets into a single spline, depending on the merge settings.\n\n**Details**\n* The use cases are building and later filling a single shape from multiple curve primitives, creating a single spline from multiple objects, and other options where connecting splines is useful like in edit mode.\n* If end points of two splines are within the \"Merge Threshold\", they will be connected, just like in curve edit mode with the `F` shortcut.\n* If \"Add Segments\" is off, the node will not create new segments, only join end points and start points. (This corresponds to `F` and then deleting one control point in edit mode.\n* If the spline types do not match, a poly spline will be used for the result of that set of the input splines, in evaluated form. Poly splines are a good choice because they are the \"base\" of curve functionality.\n* If three end points are inside the merge threshold, the closest points will be connected, and as a fallback a choice could be made based on index.\n\n**Related Nodes**\n* \n\n**Further Questions**\n* Naming: \"Concatenate Curves\" or \"Join Splines\" or \"Connect Curves\" are other name possibilities.\n\n**Implementation**\nA first pass should find which start and end points are within a merge threshold. Keeping this operation from having N^2 runtime will be important. Then >2-way intersections should be dealt with, then data should be copied to the result, or possible moved with `std::move` if no connections were made to a spline.", "GPU subdivision: Wrong object's size when using subdivision surface modifier with GPU subdivision\nOperating system: Ubuntu 20.04\nGraphics card: Nvidia Geforce GTX 660\n\nBroken: 3.1\nWorked: 3.0\n\nWhen GPU subdivision is activated, the object with subdivision surface doesn't show the correct size on the dimension section of the properties' sidebar.\n\nSelect the default cube.\nAdd Subdivision surface modifier\nOpen the properties' sidebar with N, the dimensions should be 1,68m (for X, Y and Z) but it shows 2,0m for all the axes. By deactivating the \"GPU subdivision\" the panel shows the correct dimensions.\n", "Modifying Basis shape key .co via script in Object mode desyncs from mesh vertices causing new from_mix=False shape keys to revert script changes\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.11\n\nBroken: 2.79.0, 2.80.75, 2.93.7, 3.0.0, 3.2.0, 3.3.0 Alpha (branch: master, commit date: 2022-06-07 18:08, hash: 173a15bcda) (I have not tested any versions older than 2.79.0)\nWorked:\n\nModifying the Basis shape key of a mesh via script in Object mode does not update the mesh vertices to match the changes to the Basis shape key.\nWhen creating a new shape key with `from_mix=False`, the newly created shape key matches the positions of the mesh vertices instead of the Basis shape key, making the new shape key effectively undo the modifications via script.\nThis is confusing because there is no way to tell through the UI that the mesh vertices and Basis shape key have become desynchronised due to a script.\nFixing the desynchronised state is at least fairly simple, going into Edit mode and back out to Object mode will cause the mesh vertices to update to match the basis shape key, fixing the desync (of course, the script could also be modified to propagate the changes to the mesh vertices too).\nI'm unsure if the issue here should be considered the desync between basis shape key and mesh vertices, the behaviour of creating new shape keys with `from_mix=False` or a fault with the script for not also updating the mesh vertices, causing the desync in the first place.\n\n- Add a shape key to the default Cube so that the Cube now has a Basis shape key\n- Modify any of the .co of the Basis shape key's .data while remaining in Object mode by using a script or the Python console, e.g. `bpy.context.object.data.shape_keys.reference_key.data- [x].co.x += 1`\n- Add a new shape key to the default Cube with `from_mix=False` (either the UI, the operator used by the UI or the shape_key_add method of the Cube Object)\n- The newly created shape key will match the original cube shape instead of the basis shape key shape, so when activated (value -> 1.0) it will revert the mesh's shape back to the original cube shape\nAlternative steps to reproduce only the desync without creating a new shape key with `from_mix=False`:\n- Add a shape key to the default Cube so that the Cube now has a Basis shape key\n- Modify any of the .co of the Basis shape key's .data while remaining in Object mode by using a script or the Python console, e.g. `bpy.context.object.data.shape_keys.reference_key.data- [x].co.x += 1`\n- Remove the basis shape key from the Cube such that it no longer has any shape keys, the mesh will revert back to the original cube shape when doing so\n - If you were to instead go into Edit mode and back out to Object mode before removing the Basis shape key (thus fixing the desync), the Cube will remain in the shape of the Basis shape key when the Basis shape key is removed.\n\nModifying the Basis shape's .co via foreach_set('co', my_co_array) has the same issues, but note that it does not update the visuals of the cube in the 3D view immediately so it can appear as if it has done nothing until something else causes the visuals to update e.g.\n```me = bpy.context.object.data\nme.shape_keys.reference_key.data.foreach_set('co', [0,] * 3 * len(me.vertices))```\n\nIn both of these sets of steps, you can instead modify the .co of the mesh vertices to achieve the same issue, but with a reversed effect.\n\n----\nIf you select the default Cube as the active object, the following script will run through the first set of reproduction steps, creating shape keys with both `from_mix=True` and `from_mix=False` and printing whether they match the basis and if not, printing whether they instead match the mesh vertices:\n```import bpy\n\ndef cos_equal(shape_data_or_vertices1, shape_data_or_vertices2):\n```\n for data1, data2 in zip(shape_data_or_vertices1, shape_data_or_vertices2):\n if data1.co != data2.co:\n return False\n return True\n \n```\n\ncube = bpy.context.object\nme = cube.data\n\n# Remove all shape keys if the script has been run previously\nif me.shape_keys:\n```\n bpy.ops.object.shape_key_remove(all=True)\n```\n\nprint(\"\\nTesting shape keys in {}:\".format(bpy.app.version))\n\nbasis_shape = cube.shape_key_add(name='Basis')\n\nassert me.shape_keys.reference_key == basis_shape\n\n# Newly created Basis shape key should match the mesh vertices\nfor v, b in zip(me.vertices, basis_shape.data):\n```\n assert v.co == b.co\n```\n\n# Modify the basis shape key via script in some way\nbasis_shape.data- [x].co.x += 1\nprint(\"Modified basis shape key via script\")\n\nif cos_equal(me.vertices, basis_shape.data):\n```\n print(\"Basis shape key matches mesh vertices\")\n```\nelse:\n```\n print(\"Basis shape key does not match mesh vertices, there is desync!\")\n```\n\n# Create new shape key, from mix, using the shape_key_add funtion\nnew_shape_from_mix = cube.shape_key_add(name='from_mix=True', from_mix=True)\n\nassert new_shape_from_mix.relative_key == basis_shape\n\nif cos_equal(basis_shape.data, new_shape_from_mix.data):\n```\n print(\"from_mix=True matches basis shape key\")\n```\nelse:\n```\n print(\"from_mix=True does not match basis shape key!\")\n```\n # Compare against the mesh vertices instead\n```\n if cos_equal(me.vertices, new_shape_from_mix.data):\n print(\" from_mix=True matches mesh vertices\")\n else:\n print(\" from_mix=True does not match mesh vertices\")\n```\n\n# New shape key, not from mix, created using the shape_key_add funtion\nnew_shape = cube.shape_key_add(name='from_mix=False', from_mix=False)\n\nassert new_shape.relative_key == basis_shape\n\nif cos_equal(basis_shape.data, new_shape.data):\n```\n print(\"from_mix=False matches basis shape key\")\n```\nelse:\n```\n print(\"from_mix=False does not match basis shape key!\")\n```\n # Compare against the mesh vertices instead\n```\n if cos_equal(me.vertices, new_shape.data):\n print(\" from_mix=False matches mesh vertices\")\n else:\n print(\" from_mix=False does not match mesh vertices\")\n```\n```\nExample script output in the System console:\n```Testing shape keys in (3, 0, 0):\nModified basis shape key via script\nBasis shape key does not match mesh vertices, there is desync!\nfrom_mix=True matches basis shape key\nfrom_mix=False does not match basis shape key!\n```\nfrom_mix=False matches mesh vertices```" ]
[ "Merging/joining into single object can massively increase file size\nNOTE: Other triagers: please dont close this after a week, providing a repro case might take a bit.\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 497.29\n\nBroken: version: 3.1.0\nWorked: Not sure. \n\nSingle object massively increases file size vs separating the mesh into multiple objects\n\nStart Blender and delete all objects in the scene.\nCreate a new collection called \"Suzanne.\"\nAdd a Suzanne to this collection.\nSelect Suzanne and go to Edit mode\nSelect All\nGo to Mesh > Split > Faces and Edges by Vertices\nYou now have a single object that consists of separate faces.\nGo to Object Mode\nSave the file as \"Suzanne Whole\"\nGo back to Edit mode\nSelect All\nSeparate by Loose Parts\nGo back to Object Mode\nSave the file as \"Suzanne Parts\"\n\nYou will now see that the Suzanne Whole file is substantially larger than the Suzanne Parts file.\n\nContrary to what would be expected, having hundreds of objects drastically *reduces* the file size. However having the same amount of geometry in a single object causes the file size to balloon up, not by a small amount, but by a massive amount.\n\nWhen this is done with a more complicated model (in the tens or hundreds of thousands of polygons), it can result in a difference of a file going from 200MB to 5GB.\n\n\n[Suzanne - Whole.blend](Suzanne_-_Whole.blend)\n\n[Suzanne - Parts.blend](Suzanne_-_Parts.blend)\n\n" ]
bpy.data.libraries.load did not return a right collecition (geo nodes are bad too) Operating system: Windows-10-10.0.22000-SP0 64 Bits Graphics card: NVIDIA GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.84 Broken: version: 3.1.0 Alpha It is very like #94338, but now it turn to collection Check out this link 62 Download this lightstudio addon and append collection like this
[ "Outliner: Sorting not working for some types in Scene display mode\nBroken: Current master\nWorked: Never\n\n\nSorting elements in the outliner only works for objects. Scenes, collections, and other types are not sorted.\n\n<img src=\"https://projects.blender.orgattachment\">", "Add smart behavior (linking/instanciation) when pasting a collection in the Outliner or the 3DView\nOperating system: Linux-4.15.0-55-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.26\n\nBroken: version: 2.81 (sub 4)\nWorked: Never\n\nCopied Collection does not paste correctly in the Outliner \n\nCopy a Collection from the Outliner and Past it in the Outliner - Collection doesn't shown in the 'View Layer' but in 'Orphan Data'\n", "Unable to export/import EXR files after doing `import bpy` and when using the multiprocessing in Python (Blender freezes)\nI am trying to render depth maps and surface Normals using Cycles and store the results in OpenEXR format using nodes. I set up the nodes as follow using Blender's Python API:\n\n\n```\n#blenderClass.py\nimport importlib\n\nclass Blender(object):\n def __init__(self):\n self.bpy = importlib.import_module(\"bpy\")\n self.scene = self.bpy.context.scene\n self.scene.render.use_sequencer = False\n self.scene.display_settings.display_device = 'sRGB'\n\tself.scene.view_settings.view_transform = 'Raw'\n\tself.scene.sequencer_colorspace_settings.name = 'Raw'\n self.scene.render.engine = 'CYCLES'\n self.scene.use_nodes = True\n\tself.setupRenderNodes()\n\n def setupRenderNodes(self):\n\t\t\n\tfor node in self.scene.node_tree.nodes:\n\t\tself.scene.node_tree.nodes.remove(node)\n\trenderNode = self.scene.node_tree.nodes.new('CompositorNodeRLayers')\n\n\t# Depth map\n\tself.depthOutputNode = self.scene.node_tree.nodes.new('CompositorNodeOutputFile')\n\tself.depthOutputNode.format.file_format = 'OPEN_EXR'\n\tself.depthOutputNode.format.color_depth = '32'\n\tself.depthOutputNode.format.color_mode = 'RGB'\n\tself.depthOutputNode.format.exr_codec = 'ZIP'\n\tself.depthOutputNode.base_path = 'somePath/'\n\tself.depthOutputNode.file_slots[0].path = 'fileNameDepth#'\n\n\t# Link\n\tself.scene.node_tree.links.new(renderNode.outputs[2], self.depthOutputNode.inputs[0])\n\n def render(self, objPath):\n self.bpy.ops.import_scene.obj(filepath=objPath)\n self.bpy.ops.render.render(write_still=True)\n```\n\n```\n#main.py\nfrom multiprocessing import Process\nimport blenderClass import Blender\nblender = Blender()\n\nobjPaths = ['obj1.obj', 'obj2.obj', 'obj3.obj', 'obj4.obj']\n\nprocList = []\nfor path in objPaths:\n proc = Process(target=blender.render, kwargs={'objPath': path})\n procList.append(proc)\n proc.start()\n\nfor job in procList:\n job.join()\n```\n\nThe problem is when I do bpy.ops.render.render(write_still=True) Blender freezes and the results are not saved on disk. However, if I change OPEN_EXR_MULTILAYER and OPEN_EXR to PNG and change the color_depth to '16' everything works and I get the rendering results on disk. Note that I do not change any of my rendering engine settings like tile size, resolution etc. Does anyone know why Blender freezes and the rendering results are not on disk when using OpenEXR?\n\nThe strange thing is everything works normally when running Blender with GUI and setup the nodes and rendering engine the same way. It would be also useful if someone can try this and let me know if things work fine on their side.\n\nI'm not sure if this has something to do with the problem that I'm facing but I have compiled Blender manually and import it as a module in the Python installed on my machine. Here are the CMake settings I used to compile Blender 2.79b from source:\n\n\n```\ncmake blender \\\n -DCMAKE_INSTALL_PREFIX=/usr/lib/python3/dist-packages \\\n -DWITH_INSTALL_PORTABLE=OFF \\\n -DWITH_PYTHON_INSTALL=OFF \\\n -DWITH_PYTHON_MODULE=ON \\\n -DPYTHON_SITE_PACKAGES=/usr/lib/python3/dist-packages \\\n -DPYTHON_VERSION=3.5 \\\n -DWITH_OPENAL=ON \\\n -DWITH_CODEC_AVI=ON \\\n -DWITH_MOD_OCEANSIM=ON \\\n -DWITH_CODEC_FFMPEG=ON \\\n -DWITH_SYSTEM_GLEW=ON \\\n -DWITH_FFTW3=ON \\\n -DWITH_OPENCOLORIO=ON \\\n -DWITH_GAMEENGINE=OFF \\\n -DWITH_PLAYER=OFF\n```\n\nUpdate: I experience the same behavior with Blender 2.78 and 2.79, compiled with the same exact settings above.\n", "Wrong add selection to active collection operator description\nOperating system: Arch Linux\nGraphics card: GTX 970\n\nBroken: 036e95bb21fa\n\n\nWhen left-clicking on a collection in the outliner it is highlighted in white and its name is also shown in the 3D viewport and status bar. This to me indicates it is the \"active collection\", analogous to the active object. \n\nHowever, the tooltip (and collections in the list) for Add selection to active collection (Ctrl-Shift-G) says \"Add the object to the collection **that contains the active object**\". This indicates a different meaning of \"active collection\". \n\nSo two questions:\n- Which is the correct definition of active collection?\n- What is the use of the highlighted collection in the outliner?\n\n\n", "output_node.inputs.new() crash blender\nOperating system: Linux-5.15.0-57-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.86.01\n\nBroken: version: 3.4.1\n\ninput = output_node.inputs.new(type = 'RGBA',name = 'bob_sfog',identifier='bob_sfog') \ncrash blender\n\nOpen blender \nexecute line by line this srcript:\n\n```\nscene = bpy.data.scenes[0]\nscene.use_nodes = True\noutput_node = scene.node_tree.nodes.new(type='CompositorNodeOutputFile')\noutput_node.inputs.clear()\ninput = output_node.inputs.new(type = 'RGBA',name = 'bob_sfog',identifier='bob_sfog')\n```\n\n", "Line art intersections do not show when Source Type is Object\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Radeon(TM) RX 460 Graphics ATI Technologies Inc. 4.5.13596 Core Profile Context 20.10.35.02 27.20.1034.6\n\nBroken: version: 2.93.0 Alpha\n\nLine art intersections do not show when Source Type is Object.\n\nSwitch the Source Type to Collection or Scene in the following file.\n[line_art_intersection_bug.blend](line_art_intersection_bug.blend)\n\n", "isolate collection doesn't work on nested collections.\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.99\n\nBroken: version: 4.0.0 Alpha\n\nisolate collection doesn't work on nested collections.\n\n\nSee attached video. I've set the alt key to trigger collection isolation by the way.\n\n", "It says when I try to put my render into the downloads file permission denied can somebody help?\nOperating system: ?\nGraphics card: ?\n\nBroken: ?\nWorked: ?\n\n?\n\n?", "Geometry-node object-info rotation&scale outputs values are False if scale is negative \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 512.59\n\nBroken: version: 3.3.0\n\nthe object info rotation & scale values are false if the scale of the sampled object is negative \nsee video, where i compare with simple drivers of the object transforms\n\n[dffdsdfdsfsfd.mp4](dffdsdfdsfsfd.mp4)\n[buggy transforms.blend](buggy_transforms.blend)\n\n", "python display_shape don't work in GeometryNodeTree\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 496.76\n\nBroken: version: 3.1.0 Alpha\n\nWhen adding a custom node with custom socket to the GeometryNodeTree you can't alter the display_shape of the socket and the bpy.types.NodeSocketFloat or any socket type doesn't matter when connecting nodes it always stay red.\n\n![Screenshot 2022-01-18 191435.png](Screenshot_2022-01-18_191435.png)\nAttached a blend file with the script for quick testing\n[tst.blend](tst.blend)\n\nThis is not a problem in the Shader or Compositing editors:\n![image.png](image.png)\n![image.png](image.png)", "Collections without user not purged properly\nOperating system: Linux-5.17.15-76051715-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: Quadro RTX 6000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.48.07\n\nBroken: version: 3.4.0 Alpha\nWorked: unknown\n\nCollections are not purged properly when they are not actually being used anywhere\n[collections_not_purged-2022-08-03_14.06.40.mp4](collections_not_purged-2022-08-03_14.06.40.mp4)\n\nSee video\n\n", "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", "Can't scale area light in normal direction\nOperating system: Windows-10-10.0.15063-SP0 64 Bits\nGraphics card: Quadro K2200/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 416.78\n\nBroken: version: 2.82 (sub 5)\nWorked: blender-2.82-77c744054062-windows64\n\nDefault area lights need too much space in viewport, so I usually scale them down in normal direction to get smaller object. In this build I can't make it any more. One more thing, that also Spot lights need to much space in normal direction and I can't change it. I remember, that I 2.5 - 2.7x was function named clip start and clip end for this issue.\n\n1. Add area light.\n2. Hit S to scale and type 0,05 in Z direction.\n3. Notice, that doesn't happened.\n\n\n", "Grease Pencil ignores collection Line Art usage settings\nversion: 3.3.0 Beta, branch: master, commit date: 2022-07-28 22:39, hash: 6ca602dd9fa1, type: release\nbuild date: 2022-07-29, 00:21:12\nplatform: 'Windows-10-10.0.22000-SP0'\n\nrenderer:\t'NVIDIA GeForce RTX 3090/PCIe/SSE2'\nvendor:\t'NVIDIA Corporation'\nversion:\t'4.5.0 NVIDIA 516.59'\n\nGrese Pencil ingnores Collections Line Art usage settings. See my attachment and screenshot.\n\nOpen the attached file and check the line art settings in the torus collection.\n\n![image.png](image.png)\n\n[gpencil_outlines-test-3_3.blend](gpencil_outlines-test-3_3.blend)", "GN +motion blur =bi-direction\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\n![image.png](image.png)\n\n[Мошкара.blend](Мошкара.blend)\n\n" ]
[ "bpy.data.libraries.load does not return the right thing (Geometry Nodes, Collections, Shader nodes are fine)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 750 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 3.1.0 Alpha\nWorked: 3.0\n\nCaused by 0704570721\n\nWhen appending node group with libraries.load, it didn't return a right node group in at the first time\n```\nTarget node group: General MS 1.0\nGet node groups in with: ['General MS 1.0']\nGet node groups out with: [bpy.data.node_groups['adjt_switch_geo']]\nReturn node group <bpy_struct, GeometryNodeTree(\"adjt_switch_geo\") at 0x000001C760C1D608>\n```\n\nUse this script to import a node group, it return the wrong node group in the first time\n```\n def get_preset(dir_name, file_name, node_group_name):\n base_dir = os.path.join(bpy.utils.user_resource('SCRIPTS'), 'addons', __folder_name__, 'preset',\n dir_name, file_name)\n\n if node_group_name in bpy.data.node_groups:\n preset_node = bpy.data.node_groups[node_group_name]\n else:\n with bpy.data.libraries.load(base_dir, link=False) as (data_from, data_to):\n data_to.node_groups = [name for name in data_from.node_groups if name == node_group_name]\n\n print('Target node group:',node_group_name)\n print('Get node groups in with:',data_to.node_groups)\n print('Get node groups out with:',data_to.node_groups)\n\n preset_node = data_to.node_groups[0]\n print('Return node group',preset_node)\n\n return preset_node\n```\n\n\nShader nodes are fine apparently:\n\n[#94338.zip](T94338.zip)\n- extract .zip somewhere\n- Open `#94338.blend`\n- run script\n\nexpected output:\n```\nTarget node group: PricipledBSDF_wrapped\nGet node groups in with: ['PricipledBSDF_wrapped']\nGet node groups out with: [bpy.data.node_groups['PricipledBSDF_wrapped']]\nReturn node group <bpy_struct, ShaderNodeTree(\"PricipledBSDF_wrapped\") at 0x7faef0b4d008>\n```\n\nGeo nodes are not:\n[T94338_geo.zip](T94338_geo.zip)\n\n```\nTarget node group: Geo Top Group\nGet node groups in with: ['Geo Top Group']\nGet node groups out with: [bpy.data.node_groups['Geo In Group']]\nReturn node group <bpy_struct, GeometryNodeTree(\"Geo In Group\") at 0x000001AA21807008>\n```\n\nCollections dont work as well:\n[T94338_collections.zip](T94338_collections.zip)\n\n```\nTarget collection: foo\nGet collections in with: ['foo']\nGet collections out with: [bpy.data.collections['bar.001']]\nReturn collection <bpy_struct, Collection(\"bar.001\") at 0x7fe7a43d8ec8>\n```" ]
Doubled first character when type in Chinese Operating system: Windows-10-10.0.19041-SP0 64 Bits Graphics card: GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71 Broken: version: 2.91.0 Alpha This issuse occurs when tpye in Chinese amost in every namable field: ![1.png](1.png) ![2.png](2.png) (naming objects) In the above images,I'm using default microsoft Chinese input method.When typing "你好“, the keyborad input is "nihao" but the first letter is doubled;when typing "嘿" the input is "hei" but the first letter also doubled. ![3.png](3.png) (changing the content of a text strip in VES) ![4.png](4.png) (in output feild) ![5.png](5.png) (naming modifier) I'm using Win10 OS and if you are using Win10 too you can intall a new language through settings->time & language->language and add Chinese(for quick search you can copy this key word "中文"(no quotes)).
[ "Freeze on typing in name field of Named Attribute node\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 472.12\n\nBroken: version: 3.4.0 Alpha\n\nBlender freezes when I typing in name field of named attribute node\n\n- Open .blend file\n- select named attribute node and type {key C} twice\n![msg1043560862-70713.jpg](msg1043560862-70713.jpg)\n[Bug_GM_big_attribute.blend](Bug_GM_big_attribute.blend)", "Text object automatic bold/italic creation when font's aren't present\nCurrently the user needs to set bold/italic fonts, which may not always exist.\n\nThis task proposes to automatically calculate bold and italic fonts.\n\n- Italic: adjust slant with slider for how much to slant the text.\n- Bold: thicken the font by expanding the curve before tessellation.\n\nNote, automatic bold-creation is very likely to cause self intersection, we may need to improve filling before this is practical, or - filling may need to be performed on un-expanded charactersl", "render differs from PNG and freezes (Blender portable, Windows 10)\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 660/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nPortable \nBroken: version: 3.0.1\n\nafter unchecking \"copy\" and saving the render as PNG, the image look different.\n![image.png](image.png)\nBefore save to PNG / After\n![image.png](image.png)\n\nThe video of reproduce steps: [google drive ](view?usp=sharing)\nBut should the program behave like this? Maybe the problem is only in my system?\n\nSuch a problem (image look different) was mentioned in one [lesson ](watch?v=mCZIzjr8Y_M&t=575s). Unfortunately, the video is in Russian (can enable subtitles with machine translation)\n\n - `File → New → General`\n - `Render → Render Image`\n - `Image → Save as...`\n - unchek the box `Copy`\n # `Save As Image` button\n\nImage will suddenly look lighter in Blender", "Translated Interface when enable Tooltips\nOperating system: Windows\nBlender Version: 2.83.15\n\nIf you enable translation \"Tooltips\" then some interface elements are translated.\nThey must be translated if you enable translation \"Interface\", not \"Tooltips\".\n![Blender translation.png](Blender_translation.png)\n", "Language names may be incorrect in the language menu\nThe language menu, from the interface preferences, allows the user to choose the language of the interface. Each language appears in the current language (English by default), followed by the native language inside parentheses.\n\nBased on [a list of languages](List_of_Wikipedias) from Wikimedia, I suspect that some languages use the wrong name, but I only speak a few of those so I’d need the help of native speakers to confirm.\n\n![image](attachment)\n\nThe languages I suspect most of being incorrect are:\n\n- Abkhaz: Аԥсуа бызшәа -> Аԥсшәа\n- Kyrgyz: Кыргыз тили -> Кыргызча\n- Romanian: Român -> Română\n- Thai: ภาษาไทย -> ไทย\n\nIf you or someone you know speak any of those, please help!", "Assigning shortcuts: Lots of keyboard keys unknown to Blender (international keyboard layout)\nOperating system: Ubuntu 18.04\nGraphics card: GeForce GTX 1060\n\nBroken: 2.81a, 2.79, 2.81\nWorked: (optional)\n\n\nI want to use '<' key (grless in windows) as shortcut, like I have in Windows but it doesn't work with \"unsupported key: unknown\" message. The same behavior append with '^', '$', ':', '!' keys (maybe some more, didn't test) . All these keys work in all other apps.\nI have a french azerty keyboard and tried multiple keyboard configurations without success.\n\nInstall Ubuntu 18.04, install Blender 2.81a, plug a french azerty keyboard, try to change a shortcut with the mentioned keys.\n\nAdding some more info, the keys works in Blender console and text editor, it's only the shortcut assignation that doesn't work.\n\n\nI'm open to make some more testing if needed.", "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)", "Some hotkeys stop functioning after conforming Chinese/Japanese text input\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.68\n\nBroken: version: 3.0.0 Alpha\nWorked: 2.93.4\n\nSome hotkeys stop functioning after conforming Chinese/Japanese text input.In my case,the pie menu on {key ~}{key ,}{key .} are disabled, though if after input,switch to another input method, these hotkeys become available again.\nI‘m using **Microsoft Pinyin** input method on Win10.\n\n**Exact steps for others to reproduce the error==\n{icon fa-plus} OS Conditon: **WIN 10** |Blender: **3.0 Alpha**\n- Install **Microsoft Pinyin** input method:\n![adding a Chinese input method on Win10.png](adding_a_Chinese_input_method_on_Win10.png)\n- Default setup.\n- Rename the cube in Chinese/Japanese.\n- Test the hotkey {key ~}{key ,}{key .}, they shouldn't be functioning.\n- Change the input method to something else, test {key ~}{key ,}{key .}, they should be functioning again.\n- Input some Chinese/Japanese in the text field, test {key ~}{key ,}{key .}, they shouldn't be functioning again.\n\n", "Hindi font displayed wrongly\nOperating system: Windows/Linux\nGraphics card:\n\nBroken: 3.2.0 e05e1e369187\n\nDevanagari (the alphabet of the Hindi language) gets displayed wrongly. As a text object it displays `करिष्यामि` with the Font \"Mangal\" as this:\n\n![Screenshot_20220823_131454.png](Screenshot_20220823_131454.png)\n\nNotice the difference in the upper part of the letters.\nI'm aware that this might as well be an issue with the font. I checked the font with two font viewers one of which displayed it like blender does, the other one displayed it correctly.\n\nI've also been told that the display of hindi in the UI is not without issues, although that might be a different issue:\n![Screenshot_20220823_134603.png](Screenshot_20220823_134603.png)\n\nI am reporting this on behalf of another user and can only relay questions to them, not answer any about hindi language myself. I've attached a blend file and the font they sent me below.\n\n[bug report.zip](bug_report.zip)\n\n\nCreate a text object\nAs font select the one provided in the folder or, if you happen to have it installed, choose Mangal Regular\nChange the text to `करिष्यामि`", "GPencil: Layer transform is duplicated when duplicating object\n\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 960M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 391.25\n\nBroken: version: 3.2.0 Alpha\nWorked: I don't believe this has ever worked as expectated\n\n\nIf there is a transformation under the object data properties for a layer and the user duplicates the greasepencil object, the duplicated object will offset the greasepencil points by the vector specified in the layer transformation. It will retain the layer transformation from duplication, and will reapply the same transformation.\n\nIf I have a layer transformation of (0, 0.1, 0), the duplicated greasepencil object will have all points displaced by the (0, 0.1,0), but will still have an active layer offset of (0, 0.1, 0) which will cause a total of (0, 0.2, 0) displacement.\n\nThe only way to make the duplicated greasepencil object the same as the original, is to 0 out all the transforms on the duplicated object or go edit mode and correct the offset there. \n\nThis is more of an issue when overriding a library, since I can not 0 out the linked object layers without making them local to the file. The moment I override a linked greasepencil object/collection, the same issues as duplicating appear. \n\n\nIn the test file, duplicate the greasepencil object. Note how the 0.1 Transform Layer will translate 0.1 units on y after each duplication. This will occur if you make a library override of this object in another file.\n[Blender Bug with Layer Transform.blend](Blender_Bug_with_Layer_Transform.blend)\n", "Font Symbol Cleanup\nThis document is my attempt to justify my [proposed changes to the font glyphs ](D6055) by adding some more details.\n\n**The Fonts**\n\nBlender currently ships with *four different fonts*. Two are fixed width (for text editor and few other places) and two are variable width (used in most places of the interface). For each of these two types there is one small version containing mostly lower Latin characters (and therefore only working well for English) and an optional larger version that contains characters from multiple languages. By default the two minimal fonts are used, but you can enable the use of the larger international fonts by selecting the \"Translation\" checkbox in Preferences / Interface.\n\n**The Keyboard Glyphs**\n\nFonts can contain symbols and we make use of some when indicating some keypresses. Some keys, like \"←\" are easier to describe with a single symbol, rather than writing a more verbose \"left arrow\". Some keys, like \"⌘\" on Mac are more often shown as a symbol than written out as text as \"command\" (has been called \"Apple key\", \"clover key\", etc).\n\n*Do we need to show these as symbols?* At least sometimes. Many Mac users would prefer nothing but symbols, while many Windows users would prefer nothing text descriptions so we at least have to support the use of symbols, even if their use differs by platform.\n\n*Do they have to be shown as font symbols?* Yes. Although there are some times when we could have used icons for these, there are many times when these symbols need to used within text content. And in those cases it is important that they be scaled with the text to any size.\n\n**Font Type Reconciliation**\n\nThere are some glyphs that are in the fixed-width versions of the fonts but are not in the variable-width version. The Event Icons (shown in the footer) deal with this by selecting glyphs from one font versus another. But this does not help for other uses. For example, Mac users would like to see \"⇧\" used to indicate \"Shift\". Currently we can see this symbol in the footer but cannot see it in the menus for keyboard shortcuts because the symbol is not in the variable-width small font used in the UI by default.\n\nBy ensuring these symbols are all in the UI font, not only can we then see them properly in the UI to indicate shortcuts, but it also allows us to simplify the Event Icon code since it no longer has to select from multiple fonts depending on glyph.\n\n**International Font Reconciliation**\n\nThere are some symbols that are in the minimal (English) font that are not in the larger international font, and vice versa. It is very important that the international font be a complete superset of the smaller font. That is required for us to eventually [use only the international fonts ](D3705).\n\n**Size and Alignment**\n\nOur four fonts are all meta-fonts, containing characters from a number of different fonts. Over time each has gained new glyphs as they were needed, from a variety of donor fonts. Because of this the keyboard symbols we use do not share common sizes or alignment. Had they all be taken from the same font then each would work together harmoniously, with the same width, bearings, and vertical alignment.\n\nBy making these symbols share common sizes and alignment they can be placed by each other and still be readable. So if we need to use \"⇧⌘\" together we want them to be harmonious.\n\nAnd by making these gylphs similar size and alignment it also means we can further simplify the code in Event Icons that has to currently deal with per-character adjustments.\n\n**Future Work**\n\nOnce these glyph changes are accepted we can then use these characters where we want. For Macs this is important for shortcuts, but it also comes in handy for Windows users too. Although Windows users prefer text over symbols for things like \"Ctrl\" and \"Alt\", it would still be nice to use symbols for \"Windows key\" and \"Menu key\" since those two are never shown as text on keyboards.\n\nOnce we are able to swap out our minimal font for the international version without errors, we can consider making the international font the only fonts used. And at that point we can use a subset of the smaller font as a **fallback font**. That way if a user replaces the main UI font with something else they can still see these characters even if that font does not contain them.\n", "Suzanne (monkey) UV map is not symmetrical and has bad stretching around the beginning of the ear\nOperating system: Windows-10-10.0.16299-SP0 64 Bits\nGraphics card: NVIDIA GeForce 940MX/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.11\n\nBroken: has never worked as expected\nWorked: never worked, looking at the original task for default uv map for monkey primitive, it's wrong there also.\nT47488\n\nThe current UV map for the monkey default model is not symmetrical and has bad stretching around the beginning of the ear. \n\nNot symmetrical\n![bad uv monkey.png](bad_uv_monkey.png)\n![bad uv monkey2.png](bad_uv_monkey2.png)\n\nBad stretching\n![Bad stretching.png](Bad_stretching.png)\nExpected result\n![Expected result.png](Expected_result.png)\n\nThis also effects the way monkey was uv unwrapped since the uv islands cannot be unfolded correctly in a straight and symmetrical line due to the seams being misplaced.\ncurrent\n![current.png](current.png)\nexpected\n![Expected.png](Expected.png)\nexpected result .blend\n[Fix_Monkey_UVMap.blend](Fix_Monkey_UVMap.blend)\nmade a quick proposal for an improved version also for the eyes, currently they are rotated in a way which makes it bad for texturing since the margins are so thin in some places that the texturer can bleed over due to midmaping in some rare cases, this version fixes it. Also looks nicer. \n![improve.png](improve.png)\n[Improved_Monkey_UVMap.blend](Improved_Monkey_UVMap.blend)\nshift a, add mesh, monkey\n![shift a, add mesh, monkey.png](shift_a__add_mesh__monkey.png)\nenter edit mode and select all uvs in uv editor, UV, seams from islands\n![enter edit mode and select all uvs in uv editor, UV, seams from islands.png](enter_edit_mode_and_select_all_uvs_in_uv_editor__UV__seams_from_islands.png)\nAdd uv cheacker grid and look closely at where the ears start and notice that the seams are not symmetrical and some bad stretching around the beginning of the ear. \n\nbug .blend:\n[Suzanne (monkey) UV map Bug.blend](Suzanne__monkey__UV_map_Bug.blend)\nexpected result .blend:\n[Fix_Monkey_UVMap.blend](Fix_Monkey_UVMap.blend)\nimproved version .blend\n[Improved_Monkey_UVMap.blend](Improved_Monkey_UVMap.blend)\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 ", "Favorites menu does not take into account language change\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\n1. Set the display language to Chinese. \n2. Add some functions from the menu to the favorite menu. \n3. Switch the display language back to English\n\n", "Menu search is case sensitive for non-ASCII characters\nOperating system: Linux-6.2.0-32-generic-x86_64-with-glibc2.37 64 Bits, X11 UI\nGraphics card: NVIDIA GeForce RTX 3060 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 535.86.05\n\nBroken: version: 4.0.0 Alpha\nBroken: version: 2.80 (sub 75)\n\nWhen using the fuzzy search feature of some menus, the result is usually case-insensitive. But this only applies to ASCII characters.\nThis applies to the F3 menu, and those affected by #110855.\n\n- Set the translation to French in the User Preferences\n- Open a Geometry Nodes editor\n- Shift+A to bring up the Add Node menu\n- Start typing “éval” (the first E has an acute accent)\n - If you can’t input this, just copy and paste it\n- The expected results start with “Évaluer” (evaluate), but what comes up is “Décaler” (offset), probably because of the fuzzy search\n- Start typing “Éval”, with a capital É\n- The expected results are now displayed.\n\n<video src=\"attachment\" title=\"case_sensitive_search_na.mp4\" controls></video>" ]
[ "Microsoft Chinese Pinyin Input BUG\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 452.06\n\nBroken: version: 2.90.0\nBroken by win10 2004 update\n\n\nThe first letter of Chinese will always be repeated after typing it !\n\n\n\n![image.png](image.png)\n\n![image.png](image.png)\n\n![image.png](image.png)\n\n---------------------------------------------------------------------------------------------------------------\nThe steps of adding input method in Windows 10\n\nPress Ctrl+i to enter settings in Windows 10, and then type (language settings) in the search bar.\nAnd then follow the pictures below.\n\n\n![image.png](image.png)\n\n![image.png](image.png)\n\n-----------------------------------------------------------------------------------------------------------------\nTo reproduce the typing problems, you can press Win+Space to switch input method to Chinese Simplified.\n\nAfter that, you can try to type anything you want in blender in any areas, then you will see the problems occur.\n\nNOTE: Please also remember to switch the language preference in blender to Chinese too, because after i try a few times, I realise that I cannot even type Chinese in English language preference.\n\n![image.png](image.png)\n\n![image.png](image.png)\n\n" ]
[ VSE ] Transform strips crops oversized image Operating system: Linux-5.5.15-200.fc31.x86_64-x86_64-with-fedora-31-Thirty_One 64 Bits Graphics card: Mesa DRI Intel(R) HD Graphics 620 (Kaby Lake GT2) Intel Open Source Technology Center 4.5 (Core Profile) Mesa 19.2.8 Broken: version: 2.90 (sub 0) Inserting an image ( bigger than project resolution ), offsetting it ( for correct aspect ratio ) and using a transform strip for correct scaling crops the image. The transform strip does not take into account the image outside of the project resolution. Screenshot below: ![Screenshot from 2020-04-15 22-42-59.png](Screenshot_from_2020-04-15_22-42-59.png) Test file: [bug-vse-transformStrip-scaleCrop.blend](bug-vse-transformStrip-scaleCrop.blend)
[ "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)", "Remesh Resolution strange behaviour (Shift-R)\nOperating system: MacOS 10.14.6\nGraphics card: AMD Radeon R9\n\nBroken: Daily Build\nWorked: Don't know\n\n**Description**\nSetting the remesh resolution with Shift-R during sculpt when object is unproportional in size makes the grid fade (too quickly) and when zoomed in the numeric display of scale is upside down\n\nIn this small video clip, first part is correct behaviour.. second with disproportional object\n<video src=\"remesh_behaviour.mov\" controls></video>\n\n**Steps**\n- Use default cube\n- In edit mode scale the object 10x in Z only\n- Enter Sculpt mode\n- zoom in\n- Shift-R\n- observe grid fading and display upside down..\n\n[remesh_behaviour.mov](remesh_behaviour.mov)\n\n\n", "Large clay strip brush gives uneven and pointy results\nOperating system: Win11\nGraphics card: Nvidia 4090 Laptop\n\nBroken: 3.6.2\n\nLarge clay strip brush gives some very uneven and jagged results.\n\nSee the screenshots below:\n\n", "VSE placement of some elements is off by 1 px\nOperating system: Linux-5.4.0-81-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.91.03\n\nBroken: version: 3.0.0 Alpha\n\n[blender vse placement bug.blend](blender_vse_placement_bug.blend)\n![bug.jpg](bug.jpg)\nplace some elements smaller than the video canvas in vse by pixel and there will be errors. probably because the elements are smaller than full size.\n\nattached file:\nvse canvas size: 1000x1000px\nadded 500x500px image and placed it on -250;250\nduplicated the image to have 4 of them and tried to fill the whole canvas with the images by pixel perfect placement.\non my machine there are gaps appearing between the elements on the bottom right one, maybe there are different gaps on different machines, I had different gaps than these before.\neven setting it to 249 on one axis does not solve this but introduces unwanted gaps at the bottom. and it seems there are gaps between the bottom left image and the canvas bottom too.\n\nmy idea for a solution would be to start placing elements from to top left or bottom left and not from the center as the 0 in the center makes it weird and unintuitive, a 0 on x and y in a corner makes this a bit easier. That would lead to the need of anchor points on elements I think, elements should have an anchor on a corner (top left or the same as the canvas zero point as default) to make placing them also easier, switching corner for the anchor point could be an option as well as setting a value for the anchor point could be an option. rotation could also have the option to switch between center and anchor point rotation, same for scaling.\nAND anchor points would make it probably easier to implement object snapping, that would be really useful but has nothing to do with this bug report :)\n\n", "VSE UI: Change Path/Files is over exposed \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: 2.93.0\n\nChange Path/Files is exposed in four places. \n{[F10401818](image.png),size=full}\nAs this function is only working(afaik) on the active strip(why Files in plural?), it should only be exposed in the strip sidebar. See: #91306 If the function is basically the same as changing the path to the source file then the folder button next to the path should be enough. \nAlso, having it as a secret pop-up menu, shortcut key \"C\", is inconsistent with anything in Blender and this should be removed. \n\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", "Grease pencil set origin fails then object has transforms\nOperating system: Linux-5.19.0-32-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce RTX 4080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 525.78.01\n\nBroken: version: 3.4.1\n\nGrease pencil set origin fails then object has transforms\n\nCheck blend file:\n\n[GP test.blend](attachment)\n\n1 case: select left object, press W -> Set Origin -> Origin to Geometry.\n\nOrigin will move aside like if rotation is cleared.\n\n![Peek 2023-03-01 01-22.gif](attachment)\n\n2 case: select central object, press W -> Set Origin -> Origin to Geometry.\n\nOrigin will move to object like if scale is cleared.\n\n![Peek 2023-03-01 01-23.gif](attachment)\n\n3 case: Select all 3 objects, press W -> Set Origin -> Origin to Geometry.\n\nOrigin will move to object as intended, but geometry data moves itself.\n\n![Peek 2023-03-01 01-25.gif](attachment)\n\n", "VSE: Operators missing cache invalidation\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 462.59\n\nBroken: version: 3.1.0 Alpha\n\n\nThese things were also reported in: #90415 but not fixed yet. Invalidate cache = restart prefetch frames. \n\nScene Strips:\n - 3D View object changes in referenced Scene strip need to invalidate cache.\n - Changing the Post Processing setting in the referenced scene in a scene strip needs to invalidate cache.\n - Changes in Compositor need to invalidate cache.\n\nText Strips:\n - Doesn't update while entering text, but do when changing Wrap Width.\n\nSnap Strips to Current Frame:\n - Is not caching from the Playhead position. It actually makes prefetch caching stop. And it will only start again if Show Cache is disabled and reenabled. \n![snap_current_frame.gif](snap_current_frame.gif)\n\nModifiers:\n - Curves doesn't update Preview while dragging curve points, only on release.\n\nUnmute Strips:\n - Need to invalidate cache.\n\nBtw. caching still needs to work when reverse playing and also needs to keep some frames cached on the left side of the playhead for quick reverse playing. There might be an old report open for this, but I can't remember.\n\n\n", "VSE: No simultaneous strip snapping on left & right side [and right side favoured]\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\n{[F10300365](no-dual-strip-snapping.png),size=full}\nA strip in VSE cannot snap at left and right ends simultaneously. Annoying when the end that does not snap is the end that you're wanting to know the orientation of (especially when you're zoomed out and can't tell by eye). \n\nFurther to this, the right side snap will always prefer over the left. It seems it just searches the right side first, and if it snaps it just doesn't check the left side at all. I would find it very odd if dual snapping isn't intended, but if somehow there is no plan to add it in the near future, at least the behaviour should not prefer one side - like maybe prefer the side based on the direction the strip is dragged or something (snap first to the side of the direction the strip is heading?).\n\n[strips-do-not-snap-at-both-ends-simultaneously-and-right-side-is-preferred.blend](strips-do-not-snap-at-both-ends-simultaneously-and-right-side-is-preferred.blend)\n- Open the blend file, and drag colour strip along x-axis\n- Only the right end will snap, despite both ends clearly lining up with the metastrips\nNOTE: There is a reason I used a metastrip as the snap-to strips here, as there is another snapping bug I will be filing soon (and I didn't want that bug to mess up the behaviour in this one).\n", "Python API: TRANSFORM_OT_resize unrecognized in bpy.ops.mesh.extrude_region_move (macros can change their operators during execution)\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2070 Super/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.76\n\nBroken: version: 2.91.0\nWorked: (newest version of Blender that worked as expected): don't know\n\nError displayed in the system console: \"Converting py args to operator properties: : keyword \"TRANSFORM_OT_resize\" unrecognized\n\nIn a blank view \n- add a circle (with 'bpy.ops.mesh.primitive_circle_add(radius=1, enter_editmode=True, align='WORLD', location=(0, 0, 0), scale=(1, 1, 1))' in the Python console)\n- then extrude it toward the center by typing {key E}, then {key S} to create an annulus. \n- The command shown in the Info window is: \n\n```\nbpy.ops.mesh.extrude_region_move(MESH_OT_extrude_region={\"use_normal_flip\":False, \"use_dissolve_ortho_edges\":False, \"mirror\":False}, TRANSFORM_OT_resize={\"value\":(0.560534, 0.560534, 0.560534), ...etc\n```\n\nSo `TRANSFORM_OT_translate` (in a \"normal\" extrude_region), became `TRANSFORM_OT_resize` (by hitting {key S})\n\nThis same command pasted into the Python Console or in the text editor gives the error shown above.\n\n\n", "Blender development todo list -- Tools (migrated from wiki)\nNOTE: this is a direct dump of Tools (without cherrypicking the valid items)\n\n\n# Scene\n\n**New scene - Full Copy**\nSeveral things are still not copied or reassigned when using this tool:\n- [ ] Particles - Not even the particle systems themselves, not to mention re-assigning 'objects' pointers to copied IDs too, see #40891.\n- [ ] Textures when they are only used by e.g. modifiers (i.e. not by a material, world or lamp).\n- [ ] Textures used by modifiers are not re-assigned to new copies when possible either (only objects are handled).\n\n# Library System\n- [x] Hard (or even impossible) to relocate libraries that have been moved (#44958). Addressed in id-remap branch, hopefully merged in 2.78.\n- [ ] 'Find Missing Files' does not work with .blend lib files (impossible with current master, easy to do once id-remap is merged, see #47774).\n\n# Transform\n- [ ] API and draw code for manipulator needs to be redone still. For this reason no manipulator drawing happens during transform.\n- [ ] Manipulator click behavior (left-click-release a manipulator axis to enable a transform on that axis -> perform transform and wait for another left-click to confirm. Expected behavior from 2.4x)\n- [ ] Operator parameters in toolbar don't have to be drawn all always, needs cleanup.\n- [x] Transform redo fails when you change mode during transform (use R S G keys).\n- [x] Mirror of rotated objects doesn't always work correct #37928\n- [ ] Numeric input for rotational transform resolves to modulo 360. Should it? #40167 - ''possible fix included''.\n- [ ] Transform along the axis does incorrect axis projection in certain circumstances #40893\n- [ ] Scaling from zero is not possible with 'S' shortcut (#44551).\n- [ ] Transform redo fails when mouse move is required (#50419).\n- [ ] Apply Scale: Option not to scale all object properties (curve radius, empty scale, text scale... etc). \"Scale Properties\" toggle.\n- [ ] Cursor input to calculate rotation can accumulate a small amount of error (impacts bend and rotate) #53590\n- [ ] Armature edit-mode transform proportional editing doesn't work (#53992).\n\n**Transform Snap**\n- [x] Snapping to vertex slide (Taking into account multiple selections)(#48927).\n- [x] Snapping to face local axis doesn't snap the vertex to the face surface (#38438).\n- [ ] Snapping to self doesn't work with proportional edit-mode (#44793).\n- [ ] Snapping doesn't work for Boolean modifier (#35023).\n- [x] Snapping in object mode rotates object around their origin, instead of rotating them around their snapped point (#42362).\n- [ ] Snapping doesn't behave as expected when having several parented objects (#41199).\n- [ ] Snapping between multiple objects can give some working-as-intended, but in practice quite undesirable behavior (using bounding box) (#47171).\n- [ ] Snapping falls back to using a grid, however this isn't clearly communicated<br>(advanced snapping on faces, vertices, etc. only works on move/rot/scale, see #42798).\n- [ ] Snap to cursor and snap to grid could be made to work more consistently: See (#34441)\n- [ ] snap_project individual element on surface of other objects - watch?v=XrEPpHGoKlk&feature=youtu.be&t=1m10s;\n- [ ] Snap does not work for NURB surfaces (#78434);\n\n# DupliObject\n- [ ] There is no good way to control the rotation of objects in DupliFaces option (rotation is computed from face normal (which is good) and first three vertices of the polygon (which is weak, epic fail with e.g. Mirror modifier). See #37365.\n- [ ] Duplifaces don't work well with the mirror modifier, see #37820.\n\n# Curves\n- [ ] Capping front / back -ends of beveled curve doesn't work, see #26136\n- [ ] Constructive modifier kills generated UV mapping on bevelled curves, see #27411\n- [ ] Surfaces Make Segment rotates U/V even when it's not actually needed, see #31480\n- [ ] Couldn't cycle through vertices with the same location using mouse selection, see #36760\n- [ ] Curve tessellation might work not as it's expected to, see #37386, #40171\n- [ ] Curve deform doesn't work if curve is zero-scaled #38907\n- [ ] Nurbs clamp order by total number of points, this should be clamped at runtime #40378\n- [ ] Handling of non-smooth control points with (Bézier/poly) curves in general, and their rotation in particular, could be improved when generating BevelList & Path, see #44393.\n- [ ] In some cases Bevel should prefer \"clip\" behavior over trying to keep constant shape across the path #50720.\n\n# Text objects\n\n- [ ] Font formatting interface should be improved (#49599)\n- [ ] Default Bfont doesn't support russian characters (or any other non-european charset) in text object, while UI does show Russian characters (#53744)\n\n# Metas\n\n- [ ] Some shapes (Cube) for eg. draw far outside the tessellation bounds making them hard to select. see #47455\n\n# Meshes\n\n**Mesh Editing**\n- [ ] Knife & loopcut\n - [ ] Knife/loop cut need to work properly with operator properties/redo\n - [ ] Restore Quad Corner Cut Methods (Innervert, Fan and Path) for Subdivisions and Knifecut\n - [ ] Knife cuts side-on, intersecting the entire face, could be detected and ignored #43816\n- [ ] Mirror edit mesh operator (Ctrl M) fails to flip normals leaving an incorrectly mirrored mesh (turns normals inside)\n- [ ] Add option to disable n-gons usage for tools (might be useful for some usages) (see #31268)\n- [ ] 'Checker deselect' could be modified to work in some cases where it currently fails, (see #34544)\n- [ ] Merge meshes: add option to join UVs (and other CD layers!) by names rather than index (see #36749).\n- [ ] toolbar mesh Extrude operator inconsistency (see #36977).\n- [ ] Shape keys: Enhance memory usage (not storing vcos for unchanged vertices? See blender/blender-addons#39287).\n\n- [ ] Bevel\n - [ ] Better handling of profile=1, profile=0.25, and implement profile=0 cases (see #39132 and #38458 and #40278).\n - [ ] Generalize to handle several manifold sheets touching at a point (see #34678).\n - [ ] Improve clamping code (see #38871).\n - [ ] More options, e.g., spline spec for profile shape (see #40722) and vertex blends with setbacks.\n - [ ] Treat more cases like \"pipe\" to avoid bulges (see #40258)\n - [ ] Option to have bevel not create n-gons (see bf-funboard thread)\n - [ ] Sometimes leaves degenerated geometry (#48174)\n\n- [ ] DataTransfer/Geometry Matching\n - [ ] Add 'matching' algorithms based on 'similar shape' rather than simple items proximity/raycasting (see #46762 for a usecase) - WARNING: most likely advanced, mathy project!\n - [ ] A review of islands handling could also be useful, current code is rather complex and not so efficient.\n\n- [ ] Discussion\n - [ ] Extrude behaviour on cancel, see (#23492).\n\n**Text Editing (3D)**\n- [ ] When converting beveled text into a mesh - there are many doubles.\n- [ ] Text object requires better integration with the system clipboard, #38556, #46330\n- [ ] Support font kerning (#47725).\n\n**UV Unwrapping**\n- [ ] Settings for pack margin in different operators behaves inconsistently, see detailed description: 039547.html\n- [ ] Remove doubles has an option to Merge with unselected verts, This would be very handy for welding also.\n- [ ] Detect convex mesh without seams on unwrap and print warning.\n- [ ] Unwrapping fails on a particular strange topology (#31145)\n- [ ] Unwrapping for concave polygons is badly supported #41810\n- [ ] Face/edge selection in UV Editor does not work same as in 3DView (#52276).\n\n; Not ported from 2.4x\n- [ ] Click Project from face\n- [ ] Consolidate into one image\n- [ ] Billboard render on active\n- [ ] Unwrapping could run out of stack size for tricky geometry #42524\n\n**Vertex Paint**\n\n- [ ] Undo in vertex (and weight paint) behave differently to sculpt/project-paint modes regarding undo steps #52993\n\n### Sculpt & Paint\n\n**Sculpting**\n- [ ] Check documentation and fix hotkeys which could be useful for artists (or remove redundant hotkeys and update documentation), see #26017\n- [ ] Grab + symmetry can make things shoot off more quickly than they should (strength of movement is being double counted), see #25370\n- [ ] Not all drawing modes supports PBVH drawing, see #32454, #38608, #38609\n- [ ] Not all shading modes are supported for dyntopo, see #34010\n- [ ] Hidden faces are treated as hidden by sculpt tools but when PBVH drawing isn't used, the hidden faces display (and cant be edited), see #33078\n- [ ] Multires modifiers: makes mesh invisible after leaving sculpting mode, see #36591\n- [ ] Multires sculpt: artifacts grabbing between different levels #40465\n- [ ] Dyntopo does not support restoration when aborting a stroke, see #46456.\n\n**Painting (3D)**\n- [ ] Solve projection paint issue when one vertex in a face in behind the view in perspective mode<br>index.php?func=detail&aid=26393&group_id=9&atid=498\n- [ ] Continue to unify paint modes\n - [ ] Consistent brush texture mapping across paint modes (sculpt/tex paint/proj paint).\n - [ ] Consistent brush options, eg. 'Rake' or 'Anchored' in texture paint.\n- [ ] Make paint of displacement texture apply real time on model (optional). (#24657)\n- [ ] Allow view center to work for selected/active face in WPaint mode.\n- [ ] Viewport navigation for painting modes can be improved #48113\n- [ ] Users can perform strokes which apply to a huge number of pixels (by accident) - this could be handled gracefully #52351\n\n**Painting (2D)**\n- [ ] Clone image painting should support the same translation/rotation/scale tools as stencil texture mapping.\n- [ ] Stepped lines in image editor painting, blending should use float coordinates and interpolate (#52610)\n\n\n**Grease Pencil**\n- [ ] Default attach point of GP data is confusing ((#21969))\n- [ ] GP ignores color management ((#50149))\n\n### Materials\n- [ ] Improve handling of linking of materials to Object/Data. Right assigning a material-less data to object the materials from object are gone too (blender/blender-addons#23805, #52484).\n- [ ] Fix EnvMap update, it can depends on many different things in the scene (#41900).\n\n### Modifiers\n- [ ] Make (at least some) generative modifiers to handle custom normals (like e.g. mirror one, see #44058).\n\n**Array Modifier**\n- [ ] Has been re-written to use bmesh, making 2.63 slower then 2.62, There are areas where speed could be improved, for full info see #30695\n- [ ] Textures from cap objects are completely ignored and no way to override them, see #33578\n\n**Boolean Modifier**\n- [ ] Boolean modifier does not preserve vertices/edges data, see #32203, #33548\n- [ ] Issues with degenerated faces, see #30447\n\n**Decimate Modifier**\n- [ ] Limit decimation along seams (UV vertex color, etc), see #32203\n\n**Explode Modifier**\n\n- [ ] Does not preserve UV maps when using Cut Edges option (#46514)\n\n**Multires Modifier**\n- [ ] Only solid draw mode uses optimized drawing\n- [ ] \"Applying Base\" gives spikes on lover levels sometimes, see #35560, #37997\n\n**Bevel Modifier**\n- [ ] Does not preserve edge custom data, see #35314.\n\n**Simple Deform Modifier**\n- [ ] The bend/taper/twist options use fixed axis, add XYZ options would be nice. #33712\n\n**Skin Modifier**\n- [ ] Skin modifier very slow in some cases, see #40770\n\n**Solidify Modifier**\n- [ ] Curves tesselation creates zero area faces which solidify doesn't handle well #52170\n\n**Remesh Modifier**\n- [ ] Mesh data at extreme distance from origin (2**24), crashes #47209<br>''Note, this is a real corner case - yet its a bug because it shouldn't crash.''\n\n### Physics\n- [ ] Allow using multiple baked caches on a single object (having different frame ranges), see #41896.\n- [ ] Bullet: High memory usage for objects that don't have scale applied (#35799)\n\n**Baking**\n\n- [ ] Generic issue: baking ignores making pointcaches when modifier preview has been disabled. Doesn't need fix - but let's keep track of this for future work.\n- [ ] Point caches do not work well with time remapping (example #35968)\n\n**Cloth**\n- [ ] Proper handling of rendered subframes without baked pointcache, for more info see (#21948)\n- [ ] Proper handling of different vertices placed at the same position with \"Soft Body Self Collision\" option turned on (see (#26956)).\n- [ ] Cloths doesn't allow preview during bake (see (#30490)).\n- [ ] Dupli-group cloth in NLA fails (#29838)\n- [ ] 'Emit from: verts' not working as expected when deforming #36237\n- [ ] Collision of hairs doesn't works properly #39219\n- [ ] Memory optimizations are possible for cloth #42577\n- [ ] Cloth pre-roll feature is totally weird and needs reconsideration #40103\n\n**Collisions**\n- [ ] Collision modifier updates it's data structure even if there are no physics that need it (can be slow), a check should be added to make sure the data is actually needed, see (#26965).\n- [ ] Force fields and collision objects are not included in DupliObjects. This is mostly a design decision (duplis being a purely visual feature), but would be nice to support at least in groups. #35264 #36300\n\n**Hair**\n- [ ] Better handling of collisions & force fields for dynamic hair\n- [ ] Wave kink direction is totally uncontrollable, probably there needs to be a way to define hair tangent direction in particle edit mode.\n- [ ] Adding hair in particle mode only uses the deformed mesh, see (#25689).\n\n**Particles**\n- [ ] Particle emission between frames is only accurate for object level emitter/parent animation, for parenting or constraints an interpolation method needs to be implemented, but before this can be done pointcache code has to get some changes too. See (#36516) for more details.\n*; Parent animation is now supported {{GitCommit|c24a23f. Similar issue still persists for non-animated parents (e.g. rigid bodies) though #39923\n- [ ] Reactor particles\n- [ ] Conversion from some old files could be better\n- [ ] Vector blur + particles being born/dying doesn't work properly, see (#23320).\n- [ ] Metaballs don't work with particles when the particle view setting isn't \"render\", see (#25794) for more info.\n- [ ] \"Constructive modifiers before particles\" is still an open issue, but some way to handle this gracefully would be really nice, see (#25838) for more info.\n- [ ] Density of particles can't be animated with animated textures, see (#28212).\n- [ ] Instanced objects do not show in particle edit mode, see (#28431).\n- [ ] Issue with ghosting particles if you don't bake first. (#28116)\n- [ ] Linked groups: Force fields and guides only work if you use \"Effector Group\" feature, set to its own group.\n- [ ] Particle Hair dynamics: stops working after using \"Add tool\". (#30557)\n- [ ] Instanced objects don't draw in Particle Edit Mode. (#31913)\n- [ ] Child particles Interpolated mode only works well for Hair, for other particles it doesn't take particle lifetime into account. (#33390)\n- [ ] Particle emission doesn't support NGons.\n- [ ] Particle Object duplication doesn't work with Mirror modifier (#34705)\n- [ ] Particle systems fail to duplicate for smoke simulation (#34705)\n- [ ] Random distribution of particles fails in specific setups (#35598)\n- [ ] Default point cache step of 10 frames fails in some cases, see #38563\n- [ ] Particles tangent rotation control by vertex group missing, see #35103\n- [ ] Texture doesn't affect grid particles #40404\n- [ ] The particle system needs to be set to 'Newtonian Physics' for texture to influence the size, and with global gravity turned off #28263\n- [ ] Multiple issues with particles rotation #32340, #44088\n- [ ] Particles hidden in viewport reappear during rendering #40463\n- [ ] Particle initial speed is not properly inherited from the parent #41305\n- [ ] Point density textures can not be used to control particles #44901\n- [ ] Particle duplication in general is rather poorly implemented (no relink of used datablocks, no duplication of psettings ID when duplicating objects, …) #45843.\n- [ ] Grid distribution only supports From Dupli Generated, but not UV. Potentially could use nearest face. #48928\n- [ ] Particles aren't spawned correctly, they are sometimes generated at the same location as other particles, or at the object's origin. See #50135 for one scenario.\n- [ ] Particle editmode could have its 'own' [X-mirror] option (and not reuse editmode option). See #53872\n\n**Rigid Body**\n- [ ] Velocities are not cached, which prevents a proper state update when cache has time gaps #50230.\n\n### Image & Video\n\n**Compositing**\n- [ ] DOF Defocus node: fStop close to 128 fails to give good results, stay away from that value! (#24534)\n- [ ] DOF node gives no realistic results as users expect, documentation needs upgrade for it.\n- [ ] Defocus node is very slow when large blur radius is needed, could be optimized somehow (mipmap, summed area table?) (#29481)\n- [ ] Defocus node does not work nicely without a camera controlling the blur radius. This makes external compositing workflows with defocus difficult. At the heart of this is a design conflict, because defocus is not a true postprocessing effect #36745\n- [ ] Fast Gauss (Gabor filter, Young/VanVliet) has bad results for edge cases. Needs image processing guru (#25543)\n- [ ] Check on DPX and ASC_CDL and (#27377)\n- [ ] Map UV makes mapped images blurry, see #31868\n- [ ] Some nodes does not preserve alpha channel replacing it with fully opaque, see #32580\n- [ ] With new compositor, on loading files a compositor doesn't start (for existing buffers), so viewers remain empty as well. #35417\n- [ ] Ghost Glare is of limited use, needs clarification and probably a more sophisticated generic lens flare alternative #30389 #36488\n- [ ] Some node inputs require a single constant value and don't work with image-based per-pixel values (#36585). This leads to confusion when nodes apparently don't work, because nothing prevents linking such variable values into constant inputs. Compositor nodes should keep track of constant values and limited inputs on the node level (also in node groups!).\n- [ ] Compositor gives unexpected results with specific curve mapping due to precision loss, see #36621\n- [ ] \"Full Sample\" merging does not work with the File Output node, sample merging happens only for render result outside compositor. Real-time editing might also be improved to deal with samples better (#36811, #39143)\n- [ ] Accumulation method in the Lens Distortion node causes artifacts on noisy input #37462\n- [ ] Compositor does not support render slots #43260\n- [ ] Scaling down produces artifacts due to lack of ellipse filtering of sampler #51070\n\n**Image formats**\n- [ ] Upgrade our DPX code to read newer or different versions, copy the ImageMagick code? (#24716)\n- [ ] No support yet to output images in user chosen color space. (#37650)", "File Output node outputs incorrect dimensions in some cases\nOperating system: Linux 64-bit\n\n2.92\n\nWhen connected to certain composite node trees, the File Output node will output images with incorrect and unexpected dimensions. This appears to have something to do with the blur node, but I suspect the issue might occur with other nodes that alter the image buffer dimensions.\n\n[composite bug.blend](composite_bug.blend)\n\n - Open and inspect attached file\n - Adjust output file paths to whatever is convenient\n - Render a frame\n - Review the outputted image\n\n", "Sculpting Brush size becomes too big or too small outside the object when the radius unit is in scene\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.99\n\nBroken: version: 3.6.2\n\nSculpting Brush size becomes too big or too small outside the object when the radius unit is in the scene This is not file-specific it is happening in all files and for all objects. its sometimes hard to adjust the side at all when that happens. Attaching a video for reference\n\n- Create a new object and scale up or down a lot\n- Switch to sculpt mode\n- Change the Radius Unit to Scene\n- Examine the brush cursor size changes along the surface and in empty space from different angles & zoom", "Sculpt brush with texture breaks sculpt tiling\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: Radeon (TM) RX 470 Graphics ATI Technologies Inc. 4.5.14757 Core Profile Context 20.11.2 27.20.14501.18003\n\nBroken: version: 2.93.0 Alpha\n\nIf the sculpt brush has a texture enabled with mapping set to *Area Plane*, then tiled strokes break up and do not match properly at the seams.\nIn this example the original stroke is on the right.\n![tiling_bug.jpg](tiling_bug.jpg)\n\n1 Add texture to a brush\n2 Set mapping to area plane\n3 Enable tiling in the Symmetry drop-down menu\n4 Try sculpting at the seams\n\nOr use the file\n[tiling_bug.blend](tiling_bug.blend)\n\n", "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." ]
[ "Issue with transform (resize) effect when resizing images that are larger than render resolution\nOperating system: Ubuntu 18.04 LTS\nGraphics card: Nvidia GTX 1060\n\nBroken on all Versions of Blender: 2.79b and 2.8RC2\n\nWhen you import an image into Blender VSE, that has a larger resolution than the render resolution, blender can't shrink (transform) to show the full image. Instead blender shrinks the cropped image. This has been an issue with Blender as long as I have been teaching it -- since 2013.\n\n1) Set your render resolution in blender to 1280x720\n2) import an image that is 1920x1080 into the VSE.\n3) Check mark \"Offset\" in image properties. This will zoom in a cropped version of the image.\n4) Create a Transform Effect strip for the image.\n5) Select \"Uniform Scale\" on the Transform Strip and shrink the image. \n6) Only the cropped image will shrink.", "Large images gets cropped when downscaled in VSE\nLinux. Nvidia GForce GTX580\n\nBroken: 2.79.\nWorked: (optional)\n\nLarge images added in VSE gets scaled to render size.\nIf we want to keep aspect ratio we need to tick Image Offset. The image is now displayed at its original aspect and size.\nWe want to downscale this to reasonably fit the window so we add a Transform Effect strip.\nDownscaling the image now gets cropped to the area that is inside the render area.\nEffectively we can't use large images, say a logo or an image we want to do a Ken Burns effect on, in the VSE.\nSee attacked .blend\n\nSet VSE render to 1920x1080\nImport large image (like 2500x2500px).\nImage gets squashed to render dimensions\nTick Image Offset in Strip Input. Image scales to original size and aspect ration.\nAdd Transform strip.\nScale to 0.5\nSee image cropped when downscaled.\n[cropped_large-image.blend](cropped_large-image.blend)\n" ]
BGE crashes for "character" physics When I select the physics type "character" for the default cube in BGE and press play (p), blender crashes immediately. Worked fine in 2.74. Does not work in 2.75. Tested in Linux and Windows.
[ "Crash with animated displacement modifier in Texture paint mode while playing\nAMD Ryzen 5 2600, 16GB ram\nWindows 7 64bit\nNvidia GTX 1060 6gb (driver version 416.34)\n\n2.79b\n\nI intend to paint a heightmap interactively. So i keyframed a displacement modifier (2 frames) on a subdivided plane and assigned a texture.\nPlaying the timeline should now refresh the modifier every frame. \nPainting in the UV-editor this way works fine, but switching to texture paint mode and painting on the mesh directly crashes blender after about 0.5seconds.\n[HeightmapPaint.blend](HeightmapPaint.blend)\nI attached an example file.\nHit play and in the uv editor paint on the noise texture. This works okay.\nNow switch to Texture painting in the 3d viewport. The moment a stroke is applied to the mesh it should crash (it does consistently for me). ", "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", "Frequent render crashes in 3.5\nOperating system: macOS-12.3.1-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon Pro 5500M 1.2\n\nBroken: version: 3.5.0\n\nI've been encountering a lot of crashes in 3.5 when rendering in the background. Meaning I start a rendering, and move over to something like a browser. At random time Blender 3.5 just crashes. I've included a crash log file.\n\n\n", "Crash 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", "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", "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", "Non animatable properties\nBroken: version: 3.3.0 Alpha\n\nWorking on refreshing the in-built AnimAll addon by adding the latest properties supported in Blender.\n@ideasman42 asked me to file a task\n\nCertain properties are missing animation capabilities:\n\n - Lattice Vertex Groups\n - Mesh Vertex Creases", "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", "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", "Physics: The default value for Format Volumes is nothing...\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.96\n\nBroken: version: 2.93.4\n\nThe default value for Format Volumes is nothing...\nBlender will stop working if you try to let the Animation play. EDIT: Can no longer reproduce with Blender 3.0\n\nDo a Backspace (to reset to default) on \"Format Volume\"\n![2021-09-09 09_15_29-Blender_ [C__Users_raimund.klink_Downloads_adaptive bug2.blend].png](2021-09-09_09_15_29-Blender___C__Users_raimund.klink_Downloads_adaptive_bug2.blend_.png)\n[happy_little_bug.blend](happy_little_bug.blend)\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", "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", "Blender 3.5 and 3.5.1 are crashing while using Metal as backend\nOperating system: macOS 12.6.3\nGraphics card: Radeon Pro 580 8GB\n\nBroken: 3.50, 3.51 (Metall Backend)\nWorked: 3.50, 3.51 (OpenGL Backend)\n\nBlender simply hang. I use eevee, if you switch to rendered viewport shading it crashed complete system. I use Metall as backend, if I choose OpenGL it works fine. \n\n \nI attached an .blend file for example.\n\n", "Viscoelastic springs (particle system fluid emitter) crashes blender 2.90.1 (and probably in all versions)\nOperating system: Windows 10\nGraphics card: Nvidia GTX 1060 6gb\nCPU: Ryzen 7 3700x\n\nBroken: 2.90.1, 2.91, 2.92\nWorked: 2.83.x\n\nEnabling viscoelastic springs and try playing the simulation, or baking, it will crash at about frame 5. However when you put springs settings to 0 and turn on it doesn't happen, but doesn't have any effect either.\nThe project files I provide is for 2.90.1. the setup is default cube with particle system, below it another cube with collision with default settings.\n\n[BrokenViscoelastics.blend](BrokenViscoelastics.blend)\n\n- Open the attached file\n- Enabled Vicoelastic Springs\n- Bake", "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" ]
[ "Blender Game Engine Bullet physics bug\nOperating system: Windows 8.1 64-bit\ngraphics card: NVIDEA GeForce GTX 745\n\nBroken: 2.75 (newest version)\nWorking: Last time I checked, it worked for the last version\n\nDescription of error: on game engine, with bullet physics, when you add a mesh with character physics or soft body, it just crashed\n\ngo to game engine, keep bullet physics in world tab on, and make a mesh with character physics enabled, then press preview or even launch in standalone, blender or the standalone just crashes\n[gameslze.blend](gameslze.blend)\n\n[gameslze.blend1](gameslze.blend1)", "Softbody on Game Engine makes a segment fault\nBroken version: 2.75 (from blender.org)\n**No matter if uses old or new depsgraph.**\n\nWorking version: 2.74 (from blender.org)\n\n\nSoftbody object makes Blender crash with a segment fault.\n\n- New scene, make the default cube to have Softbody dynamics, change render engine to Game, start Game Engine: **CRASH**.\n\nUbuntu 14.04 64x, nVidia GT620.", "Blender exits itself when I try to run the game engine\nwindows 7 and GeForce GTX 760\n\nBroken: (2.75 hash: c6b042b)\nWorked: (2.74)\n\nWhen I press P blender closes instantly like it is somehow connected to the \"x\"(exit) button. Same thing happens if I try to run it through Game --> Start game engine.\nThere is no loading in the mouse cursor, no \"not responding message\", the ram and cpu cores performances don't change to suggest anything, nothing to suggest a technical crash. \n\nDownload this file and try to run the game engine: Cel+Shaded+Tutorial.blend (I uploaded it here with drag and drop also)[Cel Shaded Tutorial.blend](Cel_Shaded_Tutorial.blend)\nAlso an image of the error can be found here: starting-the-game-engine-causes-blender-exit" ]
Backface Issue Hello, Everytime I open an .obj into the workspace, "Show Backface" is enabled which makes me have to go through every material in the mesh and turn it off. ![Capture333.PNG](Capture333.PNG)
[ "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", "Inconsistency of some tools/operators (e.g. Subdivide) in regards to hidden geometry\nBroken: all or none\n\nI'm not really sure this is even an issue, though it feels like it. As far as I understand it, mesh editing tools are not supposed to affect hidden geometry. But the Subdivide tool does. Consider this mesh:\n![image.png](image.png)\n\nIf you hide the middle face...\n![image.png](image.png)\n\n...and then Subdivide the two remaining faces...\n![image.png](image.png)\n\n...Subdivide will create new edges cutting through the hidden face, also creating inconsistent selection (i.e. selected edges in face select mode). Shouldn't the operator check that that face is hidden and not create edges through it?", "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", "--render-output command line argument and backslash\n## Commandline Rendering\n\nOperating system: Windows 11\nGraphics card: NVIDIA GTX 3060 Ti\n\n3.4.1\n\n\nIf the value for \"-o\" or \"--render-output\" ends with a backslash no rendering occur and Blender exits clean (0) with no error.\n\n### Example\n\nRender blender-file in current folder to subfolder with a space.\n\n>blender -b myfile.blend -o \"my folder\\\\\" -F PNG -f 1\n\n```\nBlender 3.4.1 (hash 55485cb379f7 built 2022-12-20 01:51:19)\nRead prefs: C:\\Users\\***\\AppData\\Roaming\\Blender Foundation\\Blender\\3.4\\config\\userpref.blend\nRead blend: c:\\blender\\myfile.blend\n\nBlender quit\n```\n\n**Observed behavior**\nNo render. No errors. No information of what went wrong.\n\n**Expected behavior**\nBlender should render to generic file \"0001.png\" in folder \"c:\\blender\\my folder\".\nBlender should provide some information why nothing got rendered.\n\n\n", "Retopology: Active Object Geometry gets Occluded by Semi-Transparent Reference Object in Edit Mode\nOperating system: Linux Ubuntu 16.04\nGraphics card: Nvidia GeForce MX130\n\nBroken: 2.83.0\nWorked: 2.82.a\n\nActive mesh is occluded by high poly or another reference mesh in Edit mode. This is: I want to edit mesh A. I need mesh B to get a reference. So I make B to have a semi-transparent material for Viewport view. I select A and go to Edit mode to edit it. However, its edges and vertexes are occluded by B. We can see a comparison of 2.83.0 (first image) with 2.82a (second image): version: 2.83.0 does not show active object geometry so that we can not edit it. On the other hand 2.82a does show required geometry.\n\n![bug-2.83.0.png](bug-2.83.0.png) ![bug-2.82a.png](bug-2.82a.png)\n\n1. Open Blender 2.83.0\n2. Create a Sphere mesh in the world origin so that it fits inside the default cube.\n3. Assign a semi-transparent viewport display material to the Cube so that we can see the Sphere inside. Change color also to have a better view.\n4. Select Sphere and go to Edit mode.\n5. Press A to select all vertexes.\n6. We can see that Edges and Vertexes are occluded by the Cube so that we can not edit the Sphere properly.\n\n\n[bug-report.blend](bug-report.blend)\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", "Output UVs from mesh primitive nodes with anonymous attributes\nInstead of creating a named `uv_map` attribute on the geometry, they should be anonymous attribute field outputs. This brings up a few complications.\n- Currently we have no 2D vector socket. We probably want to avoid adding this for 3.0, so a 3D vector can be used for now. Automatic conversions will make versioning simple when we add a 2D vector socket, hopefully for 3.1.\n- The BMesh mesh primitive icosphere creates an `MLoopUV` attribute, this should be converted into a 3D vector anonymous attribute.\n\nThe output should be called \"UV Map\"", "Black render artifact with CPU+GPU rendering in viewport\nWindows 7 Pro\nNvidia Quadro P6000\nIntel Xeon E5-2690 v4\n\nBroken: daily builds 2.79 since at least 25.10.2017.\nWorked: -\n\nIf I enable combined CPU+GPU rendering, a black rectangle shows up on one of my objects. It shows up in viewport rendering, and also in the final render. This seems to be independent of the material used. I have provided a stripped down version of the scene where it is still visible. This time only in the viewport, the final render works for this simplified scene. \n\nThe artifact seems to be \"locked in space\", I can move or rotate the object away, so that it disappears. In some rotation angles it is not a black rectangle, but dense black lines. \nWhat is also interesting is that the surface of the object in not only black, but partly transparent. I have put a lamp and a cube inside the object in the demo scene, these should not be visible from outside, but they are.\n\n- Open file. In the render settings GPU compute should be turned on, and in the user preferences CUDA should have both the CPU and GPU selected.\n- Turn on viewport rendering. --> black box visible.\n- Then switch to CPU rendering. No more black box.\n\n[black_artifact_bug3.blend](black_artifact_bug3.blend)\n\n![blender_black_render_artifact_02.jpg](blender_black_render_artifact_02.jpg)", "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)", "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", "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", "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", "Vertex paint: polygon selection in X-ray mode do not select back faces\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.20\n\nBroken: version: 2.82 (sub 6)\n\n\n\nI suppose it is a bug, because , box selection + x-ray have differend behavior in edit mode.\nPlease check. Bug or flaw?\n[2020-01-23_08-12-52.mp4](2020-01-23_08-12-52.mp4)\n[vertex paint polygon selection.blend](vertex_paint_polygon_selection.blend)", "Faces culled with \"backface culling\" still receive shadows in the viewport\nSorry if this is a repeat report. I was unable to find another report for this.\n\nOperating system: NA\nGraphics card: NA\n\nBroken: All versions of Blender 2.8X and 2.90 that I am able to test.\nWorked: Never\n\n**Short description of error:**\nWhile the \"Backface culling\" option is enabled in the viewport, the culled backface will still receive a shadow when the \"shadow\" option is also enabled.\n\n![Screenshot from 2020-04-25 15-14-07.png](Screenshot_from_2020-04-25_15-14-07.png)\n\nFor example, here's a box with all it's normals facing inwards. With backface culling, we are able to see inside the box. But with shadows also enabled (as seen in the picture), shadows are cast onto the \"culled\" faces.\n\n![1.jpg](1.jpg)\n\n**Exact steps for others to reproduce the error:**\n1. Create scene with an object that has it's normal facing away from the camera (you're seeing the backface).\n2. Enable \"Backface culling\" in the viewport shading options.\n3. Enabled \"Shadows\" and adjust the position of the \"light\" such that the \"back face is in shadow.\n4. The backface should now have a shadow placed on it.\n5. If you reproduce the steps above for the workbench render engine, the same issue applies.\n\n[Backface Shadowing.blend](Backface_Shadowing.blend)", "Proposal: allow exporting of image annotations\nIt seems essential to me that Blender allows images with annotations to be saved with those annotations in the file.\nProbably as a flag in the file browser, perhaps disabled by default?" ]
[ "FBX/OBJ Import - Show Backfaces makes object look wrong and is ON by default.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.11\n\nBroken: version: 3.0.0 Alpha\nWorked: never\n\nWhen importing an fbx (especially from external programs), which has a texture connected to the alpha channel, blender automatically does two things:\n1. Changes Blend mode to Alpha Blend\n2. Enables \"Show Backface\" option\nThis in turn always looks like something is wrong with the mesh (see #86661 (Material setting \"show_transparent_back\" (Show Backface) gives weird results)) and you have to disable \"Show Backface\" option manually \nfor all materials every time you import something that uses textures\n\n\n\n - Add a model\n - Add a material\n - Add a texture\n - Save the texture\n - Export an FBX\n - Import an FBX\n\n\n\nSee video for example [ILOTlJyCf9.mp4](ILOTlJyCf9.mp4)\n\n" ]
Blender 2.78b cuda rendering broken on Mac. Illegal Address MacOS Sierra 10.12.2 2013 MacPro, Dual D700s, Titan X Cuda Card 12GB ram. Broken: 2.78b Worked: n/a I cant render using the GPU. Just using the BMW27.blend test file. Im running the latest Cuda Driver for Mac (8.0.62) and the latest nvidia driver for Mac (367.15.10.25f01). Previous versions of Blender work fine such as 2.78a etc. Load Blender 2.78b with a GeForce Cuda Card. Hit render.
[ "blender3.4 alpha new eevee a rendering on the flashback\nOperating system:windows10 21h1\nGraphics card: amd 6800xt (22.7.1 driver opengl doubled the performance of a version)\n\nBroken: blender-3.4.0-alpha+master.ca172677b1a7-windows.amd64-release\nWorked: There is no version that can be tested\n\n\nScene any scene including cube, whether window rendering or f12, directly exit the software.", "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 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", "Fill limited and unuspported GPUs list\nAfter [D5955: GPU: Platform Support Level](D5955) we have a mechanism to show one-time warnings for some GPUs on startup.\n\nHowever we still need to fill in this list. #61936 (EOL GPU problems tracking report) provides a starting point, along with other reported bugs. It may be most reliable to test for the driver version when possible, since often the bugs are in the driver, and old cards don't work with new drivers.\n\nWe will need to parse the driver version which can get tricky, need to look at a lot of OpenGL strings to figure out the patterns.\n\n- [x] Intel Windows\n- [x] Intel Linux (no known issues with OpenGL 3.3 drivers I believe)\n- [ ] AMD Windows\n**Latest GCN 1st gen drivers: 19.Q3.1 (pro), Adrenalin 2019 Edition 19.9.3** Latest Terascale 3 drivers: 15.201.2401.1010 (pro), 16.2.1, 15.7.1\n** Warn for driver version 16 and older. Or 18 and older?\n- [ ] AMD Linux\n** No obvious way to distinguish between Terascale and GCN. Maybe just don't warn as drivers are still being maintained for both.\n- [ ] NVIDIA: official driver\n**Latest driver for GTX 2xx: 342.01** Latest driver for NVIDIA Quadro Tesla: R340 U14 (342.00)\n** Warn for 341 and lower.\n- [ ] NVIDIA: nouveau driver unsupported\n** Always warn.\n- [ ] macOS\n** Test if operating system is 10.12 or newer.", "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", "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.", "Crash on render on some of the frames\nOperating system: Linux-4.4.0-154-generic-x86_64-with-debian-stretch-sid 64 Bits\n8x Tesla V100 SXM2 NVLINK Accelerator Cards\nDual XEON Scalable 4208 CPUs\n192 GB RAM\n\nBroken: version: 2.82 (sub 7)\nI also tested recent 2.83 build\n\nBlender crash when it renders scene frames from 346-639, the rest of the frames are fine.\nIt crashes for CPU anf GPU as well.\n\nIn order to render above frames I workaround the assert:\n\n```\n--- a/intern/cycles/kernel/kernel_compat_cpu.h\n+++ b/intern/cycles/kernel/kernel_compat_cpu.h\n@@ -74,8 +74,10 @@ CCL_NAMESPACE_BEGIN\n template<typename T> struct texture {\n ccl_always_inline const T &fetch(int index)\n {\n- kernel_assert(index >= 0 && index < width);\n- return data[index];\n+ //kernel_assert(index >= 0 && index < width);\n+ if (index < 0) return data[0];\n+ else if (index >= width) return data[width];{F8410049}\n+ else return data[index];\n }\n #if defined(__KERNEL_AVX__) || defined(__KERNEL_AVX2__)\n /* Reads 256 bytes but indexes in blocks of 128 bytes to maintain\n```\n\nThe scene is complex and I couldn't make it very simply and narrow the problem.\nPlease find the scene attached.\n\n[animation_002_02_part01.blend](animation_002_02_part01.blend)\n\n1. Open Blender 2.82\n2. Open attached scene\n3. Set frame 346, start render (F12)\n4. After one minute or so it will crash\n\n\n", "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", "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", "2.93 EEVEE viewport worse performance on iGPU\nOperating system: W10 20H2\nGraphics card: i5-8250U - IGPU UHD Graphics 620\n\nBroken: 2.93 release (windows store)\nWorked: 2.92 release (windows store)\n\n\nWith the new update i'm getting worse performance in EEVEE viewport, in the 2.92 version i had 18 fps, while in the new 2.93 i'm getting 8 fps\n\nScene has 1.200.000 tris\n\nScene has 40 mb \n\n[castle_of_maldrak.blend](castle_of_maldrak.blend)", "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", "Render animation cycles-x bug March 11, 2022\nOperating system: macOS-12.3-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 575 OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.8.13\n\nBroken: version: 3.2.0 Alpha\n\nRender count from 1 to 1200 frames\n![image.png](image.png)\n\nBlender 3.2.0 Alpha within Cycles-x\nPush the 'Command + F12\" and render animation cause bug between start to end (855 - 1200 frames)\n\nBlender and video file: [Blender 3-2-0 by Kent Davis March 11 2022.zip](Blender_3-2-0_by_Kent_Davis_March_11_2022.zip)\n\n![image.png](image.png)\n![image.png](image.png)\n![image.png](image.png)\n![image.png](image.png)\n![image.png](image.png)\n\nRadeon Pro 575:\n\n```\nChipset Model:\tRadeon Pro 575\nType:\tGPU\nBus:\tPCIe\nPCIe Lane Width:\tx16\nVRAM (Total):\t4 GB\nVendor:\tAMD (0x1002)\nDevice ID:\t0x67df\nRevision ID:\t0x00c4\nROM Revision:\t113-D000AA-931\nVBIOS Version:\t113-D0001A1P-025\nEFI Driver Version:\t01.00.931\nMetal Family:\tSupported, Metal GPUFamily macOS 2\nDisplays:\n```\niMac:\n```\nDisplay Type:\tBuilt-In Retina LCD\nResolution:\tRetina 5K (5120 x 2880)\nFramebuffer Depth:\t30-Bit Color (ARGB2101010)\nMain Display:\tYes\nMirror:\tOff\nOnline:\tYes\nAutomatically Adjust Brightness:\tNo\nConnection Type:\tInternal\n```\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)", "Blender 2.91 crashes when enabling Archipack addon\nOperating system: Linux-5.8.0-23-generic-x86_64-with-debian-bullseye-sid 64 Bits\nUbuntu 20.10 Groovy Gorilla (development branch)\nGraphics card: Mesa Intel(R) UHD Graphics 620 (KBL GT2) Intel 4.6 (Core Profile) Mesa 20.2.0\n\nBroken: version: 2.91.0 Alpha\n\nBlender crashes after enabling Archipack addon. Terminal says 'Aborted (core dumped).' Also, Blender doesn't record a crash.txt (that I can find). \n\nStart Blender>Edit>Preferences>Addons>Enable Archipack addon.\n\n[CoreDump.mp4](CoreDump.mp4)\n", "GPU subdivision: Wrong object's size when using subdivision surface modifier with GPU subdivision\nOperating system: Ubuntu 20.04\nGraphics card: Nvidia Geforce GTX 660\n\nBroken: 3.1\nWorked: 3.0\n\nWhen GPU subdivision is activated, the object with subdivision surface doesn't show the correct size on the dimension section of the properties' sidebar.\n\nSelect the default cube.\nAdd Subdivision surface modifier\nOpen the properties' sidebar with N, the dimensions should be 1,68m (for X, Y and Z) but it shows 2,0m for all the axes. By deactivating the \"GPU subdivision\" the panel shows the correct dimensions.\n" ]
[ "Error with GTX 750 Ti Cycles not working\nMAC OS SIERA 10.12.1\nNvididia driver .367.15.10.15.f03\nCUDA drivers 8.0.63\n\nBroken: 2.78b\nWorked: 2.78a\n\nCycles not running always get errors on GPU GTX 750ti. On All previous versions of blender it worked like charm. CPU rendering ok, but GPU no\n\nBased on a (as simple as possible) attached .blend file with minimum amount of steps\n![Screen Shot 2017-02-10 at 14.07.30.png](Screen_Shot_2017-02-10_at_14.07.30.png)", "blender 2.78b GPU errors with cycle render on gtx 750ti\nMAC OS SIERA 10.12.1\nNvididia driver .367.15.10.15.f03\nCUDA drivers 8.0.63\n\nBroken: 2.78b\nWorked: 2.78a\n\nCycles not running always get errors on GPU GTX 750ti. On All previous versions of blender it worked like charm. CPU rendering ok, but GPU no\n\nBased on a (as simple as possible) attached .blend file with minimum amount of steps\n" ]
Node Search Operating system: Windows-10-10.0.18362-SP0 64 Bits Graphics card: GeForce GTX 1060 3GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 432.00 Broken: version: 2.83 (sub 1) Worked: (optional) Material node editor search won't work When I press Shift + A, and hit "Search" in the Material Node Editor, there will appear an error
[ "Menu search is case sensitive for non-ASCII characters\nOperating system: Linux-6.2.0-32-generic-x86_64-with-glibc2.37 64 Bits, X11 UI\nGraphics card: NVIDIA GeForce RTX 3060 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 535.86.05\n\nBroken: version: 4.0.0 Alpha\nBroken: version: 2.80 (sub 75)\n\nWhen using the fuzzy search feature of some menus, the result is usually case-insensitive. But this only applies to ASCII characters.\nThis applies to the F3 menu, and those affected by #110855.\n\n- Set the translation to French in the User Preferences\n- Open a Geometry Nodes editor\n- Shift+A to bring up the Add Node menu\n- Start typing “éval” (the first E has an acute accent)\n - If you can’t input this, just copy and paste it\n- The expected results start with “Évaluer” (evaluate), but what comes up is “Décaler” (offset), probably because of the fuzzy search\n- Start typing “Éval”, with a capital É\n- The expected results are now displayed.\n\n<video src=\"attachment\" title=\"case_sensitive_search_na.mp4\" controls></video>", "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", "No preview icon in the material list\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.40\n\nBroken: version: 3.6.1\nWorked: (unknown)\n\nI noticed that for this material in the list it is not previewed, but in the \"Preview\" panel the preview is correct.\nThis is a simple setup of mixing 2 shaders using the \"Alpha\" attribute as a factor.\nThis situation makes it difficult to work when only using the drop-down list of materials in various situations..\n\nThx.\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", "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.", "WARN (bpy.rna) current value '3' matches no enum in 'SpaceProperties', '(null)', 'context'\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 512.96\n\nBroken: version: 3.3.0 Alpha\n\n```\nWARN (bpy.rna): C:\\Users\\blender\\git\\blender-vdev\\blender.git\\source\\blender\\python\\intern\\bpy_rna.c:1339 pyrna_enum_to_py: current value '3' matches no enum in 'SpaceProperties', '(null)', 'context'\n```\nwhen first time run the script below, it will get error`item.attr = val: enum \"MATERIAL\" not found in ()`\nbut when the property panel is exist (run the second time), it works. \nIt is an updata bug for the panel? How can I solve this problem or skip it?\n\n\n```\nimport bpy\n\narea_props = bpy.context.window_manager.windows[-1].screen.areas[-1]\narea_props.type = 'PROPERTIES'\nprint(area_props.spaces[0].context)\narea_props.spaces[0].context = \"MATERIAL\"\n```", "Geometry Nodes: Disabled from viewport object is not visible as instance\nOperating system: win10\nGraphics card: 1050ti\n\nBroken: Current main.\nWorked: Never.\n\nDisabled from viewport object is not visible as instance.\n\nOpen attached file and check/uncheck `As Instance` option of _Object Info_ node.\n\n", "Add-On: Material Utilities - Icon Id error\nOperating system: Linux-6.3.5-arch1-1-x86_64-with-glibc2.37 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 530.41.03\n\nBroken: version: 3.5.1\nWorked: never?\n\nIn certain situations the Material Utils menu will not list a newly created material.\n\n\n1. New scene.\n2. Assign material (with Material Utils menu) *not* having materials properties panel open.\n3. In shading editor, object : Drag and drop texture, hook up to color.\n4. Material Utils fails to list newly created material.\n5. Error message in console:\n```\nTraceback (most recent call last):\n File \"/usr/share/blender/3.5/scripts/addons/materials_utils/menus.py\", line 58, in draw\n icon_value = material.preview.icon_id)\n ^^^^^^^^^^^^^^^^^^^^^^^^\nAttributeError: 'NoneType' object has no attribute 'icon_id'\nTraceback (most recent call last):\n File \"/usr/share/blender/3.5/scripts/addons/materials_utils/menus.py\", line 58, in draw\n icon_value = material.preview.icon_id)\n ^^^^^^^^^^^^^^^^^^^^^^^^\nAttributeError: 'NoneType' object has no attribute 'icon_id'\n```\n\nNote: Changing the line to:\n`icon_value = layout.icon(material))`\nfixes the issue for me. fwiw.", "Outliner: Search box doesn't search in non-expanded sections in Data-API mode \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: 2.81 (sub 16)\nWorked: (optional)\n\nthe outliner's search box doesn't search in non-expanded sections of the outliner in the data-api mode]\n\n- Load default blender;\n- In the outliner display mode choose `Data API`;\n- Type \"Cube\" in to the search box - No results are returned;\n- Expand the object section;\n- Type \"Cube\" in to the search box again;\n- This time it finds it.\n\n", "Cycles XML, light node does not react to transform\nCycles XML, light node does not react to transform (it was ok before migration to graph/node* node parsing). Let me know if this is a bug or it is by design.\n\nSee attached sample XML.\n\n```\n<cycles>\n<transform translate=\"0 0 -4\"><camera type=\"perspective\" /></transform>\n<integrator max_volume_bounce=\"0\" method=\"branched_path\" sample_all_lights_direct=\"true\" sample_all_lights_indirect=\"true\"/>\n<background heterogeneous_volume=\"false\" volume_sampling_method=\"equiangular\" ><scatter_volume name=\"scatter\" color=\"0.8, 0.8, 0.8\" density=\"0.3\" /><connect from=\"scatter volume\" to=\"output volume\" /></background>\n<shader name=\"point_shader\"><emission name=\"emission\" color=\"0.8 0.1 0.1\" strength=\"100\" /><connect from=\"emission emission\" to=\"output surface\" /></shader>\n\n<state shader=\"point_shader\"><light type=\"point\" co=\"0 0 0\" size=\"0.01\" /></state>\n\n<!-- Light does not react to transform node -->\n<transform translate=\"0 0.5 0.0\">\n\t<state shader=\"point_shader\"><light type=\"point\" co=\"0 0 0\" size=\"0.01\" /></state>\n</transform>\n\n</cycles>\n```", "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", "Multiple Edge Loop Selection doesn't always work\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 527.56\n\nBroken: version: 3.5.0\nWorked: 3.3\n\nMultiple Edge Loop Selection (Shift+Alt+Select) will sometimes stop working until Shift is released and depressed again. Problem started in Blender 3.4 and did not exist in Blender 3.3 (tested).\n\n\n- Create a cylinder primitive.\n- Enter Edit Mode.\n- Attempt to Edge Loop Select multiple edges by holding Shift+Alt and clicking on them. Occasionally, this function will simply stop working after the first few selects -- no more edge loops can be selected -- until Shift is released and depressed again.\n\nThis problem does not occur for general multi selection (when only Shift is held).\n\n", "GPencil: W shortcut in Draw mode not working and displays error\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: 3.4.1\n\nThe W shortcut used to display the Context menu, the same summoned with RMB, but it's not working & displaying this error message:\n```\nTool 'builtin.select_box' not found for space 'VIEW_3D'\n```\nOpen a new 2D Animation file and press W.\n\n", "Wrong 'Vector Math' position in 'Add Node' menu\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 452.06\n\nBroken: version: 2.90.0\nWorked: not sure, but sure not in blender 2.91a :c\n\nIn Node Add Menu (Shift + A) Vector Math Node (Vector Node) is in Converter submenu/category\n\n1. Add some material to edit\n2. Go to Shader Editor (Shift + F3 or Shading Workspace)\n3. Try to find Vector Math node in Add Node Vector submenu (Shift + A; should be there)\n4. Find it in Converter submenu (but it's not converter, even blender uses Vector Color for this node)\n\n---------------\n - Photos\n - Here Vector Math is:\n![Where is.png](Where_is.png)\n\n### Here Vector Math should be:\n![Where should be.png](Where_should_be.png)\n\n### ...and how it looks in blender over all:\n![Overview.png](Overview.png)", "KeyingScreen Compositor node emits \"black holes\" \nThe attacged folder shows a bug in the KeyingScreen compositor node.\n\nIn the Screenshot GreenPlateBug-Screenshot.png it can be seen in the above compositor window that some areas are filled with black\ninstead of grey / green.\n\nThat appeared after creating the \"last\" track marker (the selected / larger track marker in the below window).\n\nIf you remove that larger marker, the bug disappears.\n\nTo reproduce, open the attached blend file, close render window, disconnect / reconnect the viewer node to the keying screen node to\nsee in backdrop display.\n\nThe bug appeared in a different usage of the KeyingScreen node with much fewer track markers, but since the circumstances of\nthe bug to appear is unclear, i had to add a lot marker here.\n\n\nBlender version 2.80 (snap Ubuntu version).\nOS: Ubuntu 19.04 x86\nGraphics Card: Prime Laptop (NVidia / Intel combination) Dell Inspirion 4500 Laptop in Intel mode\n" ]
[ "'Search nodes' does not work in compositor/shader editor [2.83]\nOperating system: Windows-10 64 Bits\n\nBroken: version: 2.83 (sub 1)\n\n\nIn compositor/shader editor when trying to search for nodes, it gives back error.\n\nGo to compositor/shader editor and click on {key Shift}+{key A}, *search*\n\n```\nTraceback (most recent call last):\n File \"C:\\...\\blender-2.83-7642ee627ad8-windows64\\2.83\\scripts\\startup\\bl_operators\\node.py\", line 241, in invoke\n self.store_mouse_cursor(context, event)\n File \"C:\\...\\blender-2.83-7642ee627ad8-windows64\\2.83\\scripts\\startup\\bl_operators\\node.py\", line 70, in store_mouse_cursor\n if context.region.type == 'WINDOW':\nAttributeError: 'NoneType' object has no attribute 'type'\n\nlocation: <unknown location>:-1\n```" ]
crash when adding texture paint workspace for the first time or going into texture paint mode Operating system: WINDOWS 10 Graphics card: NVIDIA GEFORCE 940 MX Broken:a2.80, 246604937, blender 2.8, 2018-12-19 Worked: (optional) If you do not have the tabs across the top of your screen, press add button, go to texture paint, click on it and blender will crash, this also happens if you go into texture paint mode via the 3d view by going up to the mode switcher button in the top left corner and clicking texture paint mode, it will also produce a crash.
[ "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", "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.", "Baking dynamic paint to image sequence is cancelled without user interaction\nOperating system: Window 10, 64 Bit, 128GB RAM\nGraphics card: RTX 3090 with the newest studio driver.\n\nBroken: 2.93.5\nWorked: ./.\n\nI am following the cggeek tutorial on creating rain effects (watch?v=35bbyAJodEQ). Like said in 06:30 of the tutorial I wanted to bake the image sequence.\nIt happened some times that the Blender status line said that the bake had started, it sopped announcing that the bake had been cancelled without user interaction.\nI installed 2.93.5 and isolated the 3 concerned objects: The emitter plane, the plane I want to create the baking for and the drop. I started Blender via the debugging command file, clicked on bake and Blender crashed. \nThese are the produced files:\n\n[blender_debug_output.txt](blender_debug_output.txt)\n\n[blender_system_info.txt](blender_system_info.txt)\n\nPreviously I have tried to find out if the modifier sequence has an effect, but it does not have one. The position of the Dynamic Paint modifier can be arbitrary, and it is not essential if the plan includes particle systems or not.\n\nAfter more trials I could not reproduce the crash, only the indication of cancelling appeared - furthermore withour interacton:\n\n![Screenshot 2021-10-09 141508.png](Screenshot_2021-10-09_141508.png)\n\nThanks\n\n- Open attached file (This is a minimum .blend file, which crashed on the first try after installing 2.93.5 and led to the production of the debug files above)\n- With the object \"aBodenFriedhof.002\" selected, go to {nav Physics Properties > Dynamic Paint > Output} and press `Bake Image Sequence`\nAfter a short time, the process will be canceled without an explanation.\n\n[dpSplit.blend](dpSplit.blend)\n", "Crash when switching to Sculpt mode\nOperating system: \nLinux bu-dvl-2 5.13.0-51-generic #58~20.04.1-Ubuntu SMP Tue Jun 14 11:29:12 UTC 2022 x86_64 x86_64 x86_64 GNU/Linux\n\nGraphics card:\n0:02.0 VGA compatible controller: Intel Corporation UHD Graphics 620 (rev 07)\n\nBroken: 3.2.0\n\ncrashed when switching to Sculpt mode\n\n- Open alien.blend (attached) \n- Switch to Sculpt mode\n\n[alien.blend](alien.blend)\n\ncrash.txt: \n[alien.crash.txt](alien.crash.txt)", "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 Painting on DDS Compressed Textures Corrupts Graphics Data \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: 3.1.0\n\nWorked better but not perfectly in 2.83.\n\n\nVersion 3.1: \nTexture painting on compressed textures results in corrupt graphics data and has poor performance when drawing while the texture is loaded in the 3D viewport.\n![PaintCompressedTexture 3.1.png](PaintCompressedTexture_3.1.png)\n\nVersion 2.93: \nEven worse performance. More graphical glitches in the image editor.\n![PaintCompressedTexture 2.93.png](PaintCompressedTexture_2.93.png)\n\nVersion 3.83:\nMuch Better performance. No corruption visible in the 2D image editor. Less severe graphics corruption in the 3D viewport.\n![PaintCompressedTexture 2.83.png](PaintCompressedTexture_2.83.png)\n\nAttempt texture painting on a compressed texture while the image is loaded in the 3D viewport.\nTest texture:\n[MipmapTest_00.dds](MipmapTest_00.dds)\n\n---\n**My Opinion**\n\nAll this said, I don't think Blender actually needs to support texture painting for compressed textures.\nSimply preventing the action and displaying an error message would be an adequate fix in my opinion.\nBlender does not currently allow saving to DDS format anyway.\n", "Crash clicking on Material Preview\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.92\n\nBroken: version: 2.92.0\n\nSometime, clicking on Material Preview button (Eevee) Blender 2.92 crashes without a reason.\nSee file and log attached\nThank you\n[Rocks_Pack.crash.txt](Rocks_Pack.crash.txt)\n\n-\n\n[Rocks_Pack.blend](Rocks_Pack.blend)", "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", "Selecting vertices and centering the model crashes Blender\nOperating system: Windows 10\nGraphics card: RTX 2070 \n\nBroken: 03015a9b222e\n\n\nSelecting some vertices and trying to center the selection crashes blender. See the crash log\n\n[crash.txt](crash.txt)\n\nOpen the attached .blend\nSelect the object\nGo into edit mode\nSelect all vertices\nCenter (press Numpad .)\n\n\n\n\n\n[_13122021_2147_15.blend](_13122021_2147_15.blend)", "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", "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 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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 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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 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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 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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. -----------------------------------------------------------", "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", "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```", "Unnecessary updates on brush texture preview are causing epileptic effect\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 20.4.2 26.20.15029.27017\n\nBroken: 2.83, 2.90, 2.91 (maybe all 2.8X and previous)\nWorked: N/A\n\nUnnecessary continuous updates on brush texture preview are causing epileptic effect when changing properties as brush color, brush size, etc...\n[GIF about issue in SculptMode by changing brush size ](2020-10-19_19-46-54.gif)\n\n1. Go to texture paint mode (or sculpt)\n2. Load texture image in some brush.\n3. Change brush color/size.\n\nVideo about issue when changing color in texture paint:\n[2020-10-19 20-10-00.mp4](2020-10-19_20-10-00.mp4)\n\n\n\n\n", "Blender Crashes on Render (Save As), then refuses to start\nOperating system: Windows 10\nGraphics card: NVIDIA GeForce RTX 3060\n\nBroken: 3.6.1\nWorked: N/A\n\nFirst observed with the attached file. I tried to save a png image render from it; when I clicked \"Save As,\" Blender crashed and then... wouldn't open. It seemed to initiate startup, because the little black window that usually notified me that it was reading my userprefs.py file would blink into existence just long enough for me to register what it said, then close itself and act like I hadn't clicked it.\n\nRestarting my computer fixes the problem temporarily, until the next crash. The crashes are inconsistent, but seem to happen only when I hit main menu items like Open or Save. This includes previous versions, apparently, as I still had 3.5 installed and it does the same quick blink.\n\nThe only thing I could think of was that that Read line in the black window referred to finding the userprefs file in C:\\ when I installed everything into M:\\, but I tried copying the required path over to C:\\ with no effect and also it gives me that same message when it's working and starts up fine.\n\nI also tried repairing the 3.6.1 install, and uninstalling/reinstalling, to no effect.\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n" ]
[ "Crash deleting selected objects last material in Texture Paint workspace\nOperating system: MacOS 10.14.2 (18C54) - 2017 MacBook Pro\nGraphics card: Radeon Pro 560 4096 MB Intel HD Graphics 630 1536 MB\n\nBroken:\nVersion 2.80 (2.80 2018-12-20, Blender Foundation) a91886e76ebd\n\nWorked: (optional)\n\nIn Texture Paint mode deleting the last material from your object causes a crash\n\nStart Blender\nChoose General\n(Default cube is already selected) \nSelect Texture Paint workspace\nIn the toolbar select - Material\nAt the top press '-' to delete the default material\nBlender crashes\n\nIt doesn't crash if you try the same in the Layout workspace\n\n2.8 is mind-blowingly amazing... you guys rock ! Thank you sooooo much :)" ]
Unable to edit Text object once Library Overrides is applied Operating system: macOS-11.5.2-x86_64-i386-64bit 64 Bits Graphics card: NVIDIA GeForce GT 750M OpenGL Engine NVIDIA Corporation 4.1 NVIDIA-16.0.13 Broken: version: 3.0.0 Alpha Broken: version: 2.93 LTS When a text object has a Library Override applied the text object remains un-editable A text object exists within a collection within a file - let's call this _Original.blend A new .blend file is created - New.blend Steps: File > Link... (locate Original.blend, locate Collection) then Link. The file is linked successfully. Steps: Select the Text object; Object > Relations > Make Library Override Library Override successfully applied Steps: Select the text object, TAB to Edit Pop-up message: Report: Error Unable to execute 'Toggle Edit Mode', error changing modes [_Original.blend](_Original.blend) {[F11216111](image.png), size=full} Thanks! You guys are doing an amazing job. You are the backbone of how Blender becomes as awesome as it is. Keep up the great work! We're all looking forward to the official release of 3.0. :)
[ "Text object automatic bold/italic creation when font's aren't present\nCurrently the user needs to set bold/italic fonts, which may not always exist.\n\nThis task proposes to automatically calculate bold and italic fonts.\n\n- Italic: adjust slant with slider for how much to slant the text.\n- Bold: thicken the font by expanding the curve before tessellation.\n\nNote, automatic bold-creation is very likely to cause self intersection, we may need to improve filling before this is practical, or - filling may need to be performed on un-expanded charactersl", "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", "Boolean merges CustomData inconsistently (UVs, VCols), breaks UV Map Node\nOperating system: Linux-5.0.0-25-generic-x86_64-with-Ubuntu-19.04-disco 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.34\n\nBroken: version: 2.81 (sub 2)\nWorked: (optional)\n\nThe UV Map of an object with Boolean Modifier doesn't work when the UV is assigned to the texture with the UV Map node. \n\nOpen this file:\n[boolean_uv_map.blend](boolean_uv_map.blend)\nThe UV layout of the bigger cube is not used. Once you unplug the custom UV Map node in the shader, the UV Map works again. It also works when you disable the Boolean Modifier. ", "Usability issues with old group operators\nBroken: 2.79, 2.8x\n\n\nWhen using linked objects, all the Group commands [Remove From Group / Remove From All Groups / Add Selected To Active Group / Remove Selected From Active Group] except [Create New Group (Ctrl G)], do nothing\n\n\nIn my particular usage, I link a scene from one file into my main scene, afterwards I create a [New scene with Link Objects] from the Linked scene. \n\n [GroupsFail.blend](GroupsFail.blend)\n [GroupsFail-MainScene.blend](GroupsFail-MainScene.blend)\n\nI can Create Groups by selected objects, and I can remove the group from the object in the Object Properties tab but the only way to remove multiple groups is through python script or deleting the group itself.\n\nSince this report is used to more generally handle issues with the old group operators and other reports have already been merged here, will also list these:\n- Ctrl G is placing new collections inside \"Orphan Data\"", "Linked Instances Across Scenes have unreliable updates when editing their common mesh data.\n\nBroken: 2.93.4 LTS;\nBroken: master\n\nWith two different objects in two different scenes sharing a same obdata Mesh, editing the mesh in one of the scene can fail to properly update object in the other scene.\n\n- Open attached file.\n- Go to scene 2.\n- Switch to Edit mode.\n- Assign the red material (first slot) to the cube in edit mode.\n- Switch back to Object mode.\n- Go to Scene 1, the Cube in Scene one still uses the second slot material (green).\n# Switch to edit mode and back, now the cube is shown with expected first material slot (red) as well.\n\nNOTE: If you replace step 4 by a mesh geometry editing (e.g. rotate the mesh in Edit mode), in current master there is the same missing update issue in Scene 1, but in 2.93LTS it is properly updated... Regression introduced by 51568030e9.\n\n[Example.blend](Example.blend)\n\n------------------------\n\n# Original report\n\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 680/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 2.93.0\n\nIf you link an instanced object to another scene, having it's material link to object, it can have a different material from the non-instance. However upon saving and re-opening the scene, the instance's material will revert to that of the non-instance. \n\n- Open attached file or\n - Take the default cube and assign a material to it. In the viewport display settings assign a color for the material, this will give feedback in the viewport to highlight the issue. \n - Create another material on the same cube and once again assign a color in the viewport display settings.\n - Set both materials to Object Link in the material properties. \n - Name the current scene \"Scene 1\" and proceed to create another scene named \"Scene 2\".\n - Return to Scene 1, and using Alt+D instance the cube.\n - Using Ctrl+ L, link the instance to Scene 2. Delete the newly created instance in Scene 1.\n- In Scene 2, assign the instance a different material than Scene 1 in edit mode. You now have 2 scenes, with 2 cubes that share mesh data, but that are using 2 different materials. This is the desired goal in practice.\n- Save the file and re-open it. Blender will have automatically assigned both cubes to 1 material.\n[Example.blend](Example.blend)\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", "Undo in Armature Edit Mode does not undo Custom Properties\nOperating system: Ubuntu 20.04\nGraphics card: Geforce MX230\n\nBroken: 3.5 Beta\n\nUndo in Armature Edit Mode does not undo changes to Armature Custom Properties\n\n- [optionally] In default scene delete all objects\n- Add an \"Armature\" object\n- Go to `Edit Mode`\n- In `Object Data Properties` add a `Custom Property`\n- Change the value of the property (to for example `0.0`) in order to add an Undo step\n- Try undo (`Ctrl+Z`)\n\nThe step is not undone in edit mode.\nInterestingly, changes to the Custom Properties of Bones are correctly undone in Edit mode.\nThis makes it seem that changes to Armature Custom Properties were perhaps missed in the Armature Edit Mode Undo Context.\n\n---\n**Original Report**\n[Video](3RZNWd5tRQI)\nNote when changing the **head size** in the redo panel, you can observe how the number of elements in in the Collection Property `bones_for_delete` grows.\n\n1. Execute the script generate_rig.py from the file, if you do not have automatic script execution enabled\n2. After execution, the Generate Rig panel will appear in the Rig category\n3. Select Empty.021 first, then Armature.001. Switch to armature editing mode, and click Generate Rig on the panel\n4. The bones will appear, and also the text on the panel will notify that there are elements in bones_for_delete. After that, you can scroll the **head size** on the redo panel, or simply undo the operator. the label in the panel will notify you that the number of items will not change\n\n", "Disabling/enabling in viewport a sub collection doesn't make the instances of the collection disabled/enabled unless you save and re-open the file\nOperating system: Windows 10 Pro 64-bit (10.0, Build 18363)\nGraphics card: NVIDIA GeForce 920M (Laptop)\n\nBroken: v2.83.13 Beta, 2020-04-21\n\nIf you disable/enable in viewport a sub collection of Collection then the instances of the parent collection \"Collection\" is not disabled/enabled in viewport unless you save and re-open the file.\n\n**Wanted result**\nThe wanted result is exactly like when you save and re-open the file, because for example if you enable/disable the cube which is child of child of Collection, then the instance of cube is enable/disabled. And just like that, SubCollection is child of Collection and if it's enable/disabled then the instance should be enabled/disabled too.\n\n![SubCollection_ViewportEnableDisable_refresh_bug.jpg](SubCollection_ViewportEnableDisable_refresh_bug.jpg)\n[SubCollection_ViewportEnableDisable_refresh_bug.blend](SubCollection_ViewportEnableDisable_refresh_bug.blend)\n1. Open the provided file.\n2. Disable in viewport the collection named \"**SubCollection**\" to unreveal it in viewport. Now the two collection instances \"Instance of '**Collection**' (1) & (2)\" are not hidden.\n3. Save the file.\n4. Press Ctrl+N and click General.\n5. Reopen the same file. Now the two collection instances before are hidden, but before they were not hidden, it's a bug about refreshing.\n6. Enable in viewport the collection named \"**SubCollection**\" to reveal it in viewport. Now the two collection instances \"Instance of '**Collection**' (1) & (2)\" are not shown.\n7. Save the file.\n8. Press Ctrl+N and click General.\n9. Reopen the same file. Now the two collection instances before are shown, but before they were not shown, it's a bug about refreshing.\n\n**Steps for others to explain the logic of the viewport visibility of Collection and Collection Instance, this is not a bug, it's a useful feature that you should keep**\n- Don't forget to enable the \"SubCollection\" if you didn't do it yet, you've already save and re-open the file.\n- Disable in viewport the collection named \"**Collection**\" to unreveal it (not SubCollection). Now the two collection instances \"Instance of '**SubCollection**' (1) & (2)\" are not hidden. Now Enable back the \"Collection\", the enablement of the 2 collection instances \"Instance of 'SubCollection' (1) & (2)\" don't depend on the viewport enablement of the collection named \"Collection\".\n\n**Description of the last steps**\nIt's very useful when you build a model in a .blend file at the origin (0, 0, 0), and its collection name is \"_MODEL_\", and you want to place a collection instance of it at other location (not origin), and you want to disable the model at the origin by disabling the parent collection of the collection named \"_MODEL_\", and you want to keep enabled (visible) the collection instances.\n![Monkey.jpg](Monkey.jpg)\n\n**People will adapt the non-logic bug but they will see weird things**\nThis is a big problem because if people don't know the bug then they think that it's the logic of viewport enablement of collection instances, and all their projects depend on that, but once they save and close and then re-open the file, they will see weird things.", "Edit Source operator missing the \"see XXX.py in the text editor\" info in the status bar\nOperating system: Linux-6.4.13-200.fc38.x86_64-x86_64-with-glibc2.37 64 Bits, WAYLAND UI\nGraphics card: AMD Radeon Graphics (renoir, LLVM 16.0.6, DRM 3.52, 6.4.13-200.fc38.x86_64) AMD 4.6 (Core Profile) Mesa 23.1.6\n\nBroken: version: 4.0.0 Alpha\nWorked: 3.6 LTS\n\nCaused by 1251b7c4001b3f7de158c089256b04c887d6c5bb\n\nEdit Source operator missing the \"see XXX.py in the text editor\" info in the status bar\n\n- use the context menu on a button in the UI and call Edit Source\n- this is missing the following info in the status bar:\n![image](attachment)\n\n", "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.).", "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)", "Library Overrides: Making an override for \"Selected & Content\" does not create overrides for content\nOperating system: Linux-6.1.18-200.fc37.x86_64-x86_64-with-glibc2.36 64 Bits, WAYLAND UI\nGraphics card: AMD Radeon Graphics (renoir, LLVM 15.0.7, DRM 3.49, 6.1.18-200.fc37.x86_64) AMD 4.6 (Core Profile) Mesa 22.3.7\n\nBroken: version: 4.0.0 Alpha\nWorked: --\n\nLibrary Overrides: Making an override for \"Selected & Content\" does not create overrides for content\n\n- open `main.blend`\n- with the linked Cube selected, do Outliner context menu > `Library Override` > `Make` > `Selected & Content`\n- override for object is created, however override for mesh is not\n\nNOTE: if you do it a second time, it works as expected.\n\nfor a comparsion:\n- open `main.blend`\n- with the linked Cube selected, do Outliner context menu > `Library Override` > `Make` > `Content`\n- override for mesh is properly created (so Outliner should know what \"Content\" is here)\n\n", "Design issue: Icon next to overridden property does not perform the function it strongly suggests\n3.0.0\n\nWhen a propertry is overridden, the \"animate property\" button next to it is replaced by this \"reset\" icon:\n![Untitled.png](Untitled.png)\nThese really seem to suggest that clicking them will remove the override. Instead it just adds a keyframe as usual. This seems misleading.\n\n - Override a property of some library override asset\n - Click the button to the right of that property\n\n", "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)", "Text strip duplication with madeup driver\nOperating system: Linux neo 5.10.68-1-MANJARO #1 SMP PREEMPT Wed Sep 22 12:29:47 UTC 2021 x86_64 GNU/Linux\nGraphics card: nvidia GTX 970\n\nBroken:\n```\n3.0.0-alpha+master.a3027fb09416-linux.x86_64\n```\nWorked: (?)\n\nI duplicated a Text strip via <shift><D>. Then the clone had a driver on 'Location X' set, that the original has not. If You delete that driver, blender crasches (see #91912)\n\n\n- Load attached file\n- Duplicate the Text strip with <Shift><D>\nThe new Text strip now has a driver on Location X\n\n[driver_duplicate_bug.blend](driver_duplicate_bug.blend)" ]
[ "[Bug] Add library overrides and edit mode issue\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87\n\nBroken: version: 2.90.0, and 2.9.1 Alpha branch: master, commit date: 2020-08-31 11:26, hash: `0330d1af29`\n\nCan't use the edit mode when adding library overrides, when it was possible in 2.83.5 LTS.\n\nWhen Linking a collection, then adding overrides to the object and the object data I can't go to edit mode on the object when it was possible in 2.83.5 LTS. I'm sending a short example in a zip file. \n\n[Error.zip](Error.zip)\n\n" ]
Camera background image jitter Operating system: Win10 Graphics card: Nvidia GTX 2070 SUPER Blender 2.93.4, 2.93.1 Tracked a drone footage, solved the camera, scaled camera in 3D and the background image jitters. More that I scale the camera more distorted and jittery the background image is. Have tried the same in clean Blender file and It always happen.[2021-09-24 08-08-19.mp4](2021-09-24_08-08-19.mp4)
[ "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", "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", "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", "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.", "pixelated Artifacts displayed in 3D view port on the wire frame with 'Outline Selected' On or 'smooth wires overlay' turn on.\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: AMD Radeon(TM) Graphics ATI Technologies Inc. 4.5.0 Core Profile Context 22.20.42.01.221031\n\nBroken: version: 3.5.1\n\nPixelated Artifacts are displayed on the selected object's wire frame in the 3D view port, in object mode when viewed through the camera with 'Outline Selected' turned On. The grid floor also has pixelated artifacts on it's wire frame in both edit and object mode when viewed through the camera and 'smooth wires' overlay is turned on in preferences -> view port -> quality. When you rotate the view and it brakes from the camera view the artifacts disappear.\n\nIn 3D view turn on 'Outline Selected' On and or in preferences -> View port -> quality turn on 'smooth wires' overlay.\nBased on the attached .blend file (as simple as possible)\n\n", "Black Artefacts in EEVEE on Transparent BSDF when using Alpha Hashed for Blend mode and Camera Depth Of Field\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 2.92.0\n\nBlack Artefacts in EEVEE on Transparent BSDF when using Alpha Hashed for Blend mode and Camera Depth Of Field, if Shader Color is not pure white (similar problem with Layer Weight)\n\n**Exact steps for others to reproduce the error**![transp_artifacts.png](transp_artifacts.png)\n- Open attached file (Just a simple box (can be a plane) with Transparent BSDF. Camera' distance or depth of focus influences the result. Attached pictures in Image Editor from a real case).\n- Press F12 to render\n[transprarent_shader_artifacts_with_camera_DOF1.blend](transprarent_shader_artifacts_with_camera_DOF1.blend)\n\n\n", "CameraView limits incorrect when using Vertical Sensor Fit\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.47\n\nBroken: version: 3.1.0\nWorked: cannot test, but I guess the CameraView code stayed untouched\n\nWhen working in a high aspect ratio scene, one can no longer zoom out enough in the CameraView NUM0 to see the whole camera perspective at once.\n\n1. set Resolution of a new default scene to 15552x864px (18:1)\n2. set the main camera to > Camera > Sensor Fit > Vertical > Height: 11 mm\n3. now enter via NUM0 the CameraView and try to zoom out to see the whole scene\n\n1. alternatively open the provided .blend file and go into NUM0\n2. now enter via NUM0 the CameraView and try to zoom out to see the whole scene\n[Based on the default startup or an attached .blend file (as simple as possible)][bug_camera_view.blend](bug_camera_view.blend)\n\nThanks in advance!", "\"Align Active Camera to View\" doesn't match properly\nOperating system: windows 10 21h2\nGraphics card: gtx 1070 ti\n\n3.1.2\n\n\"Align Active Camera to View\" doesn't match to the active and wanted 3D view boundaries and the object distance properly. See the attachments below. \n\n![the-wanted-3D-perspective-view.jpg](the-wanted-3D-perspective-view.jpg) ![align-camera-to-the-3D-view-doesnt-match.jpg](align-camera-to-the-3D-view-doesnt-match.jpg)\n\nThe steps for this: hit the \"Align Active Camera to view\" button in the \"View -> Align view\" menu in the 3D viewport, from where you want to achieve the desirable and proper view result, this result will be the same as I wrote in the short description. Which is very disturbing, mainly if someone came from eg. Maya or C4D to Blender. This is my blend file: [camera align problem.7z](camera_align_problem.7z)\n\nPlease correct this disturbing snapping malfunction in the near future! I would really appreciate that!\n\nThank you!", "Camera texture coordinate output in orthographic view is different from orthographic camera\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.07\n\nBroken: version: 3.0.0\n\n\nTexture coordinate camera output does not give expected results in the z component when viewing through the viewport in orthographic mode\n\nTexture coordinate camera output does not give expected results in the z component when viewing through the viewport in orthographic mode.\nTo see this seperate the z component and the problems will be directly visible.\nThis issue does not appear when viewing through a camera.\n\nTest file:\n[Camera_test.blend](Camera_test.blend)\n\nThank you and have a nice day!\n", "Cascaded shadows produced with EEVEE with orthographic camera loose resolution.\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2070 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.30\n\nBroken: version: 2.92.0 Alpha\nWorked: no idea?\n\nAs you can see in the image below, to the left side we have an orthographic camera, to the right we have a normal perspective view and the shadows are broken through the orthographic one, \n![2020-11-17 18_50_12-Settings.png](2020-11-17_18_50_12-Settings.png)\n\nCreate a new scene\nPut a plane to cast shadows from the light source\nselect the camera and switch it to orthographic.\nturn the light to sun light\ntada!\n\nIt doesn't seem to happen with the lights in either point, spot or area.\n", "Surface Deform modifier always updates when selecting objects\nOperating system: Windows 10\nGraphics card: NVidia GTX1080\n\n2.93.1, 2.93.3\n\nSurface Deform modifier causes click lag even if object or/and the modifier is disabled in viewport. It doesn't affect camera panning or rotation.\nWhile I'm at it, it also seems to keep unnecessary data in saved file. I wanted to provide an example file, but it turned out to be over 1 GB. I don't see why it keeps the deformed mesh in the file rather than recalculating it when we enable it or open the file.\nIt seemed to me to be the best way of making a chainmail, but I can't work with the lag.\n\n1. Subdivide the default cube with 7-10 cuts (7 enough for my PC, if in the end it doesn't lag, try more divisions).\n2. Duplicate the cube.\n3. Add subdivision modifier (level=6) to 2nd Cube, then add Surface Deform, set the source to 1st Cube, bind.\n4. Disable both objects in viewport, you can even disable the modifiers.\n5. Add a new Cube to the scene. Try selecting and deselecting in in the viewport. There's a lag. Camera panning and rotation works fine. The only way to fix the lag is to apply or remove the Surface Deform modifier.\n6. Save the file. Our file is just 396 faces with modifiers applied. It's over 1GB in size.\n\nVideo: hEQnVVvPEGU\n\nor\n- Open .blend file\n- Bind mesh to the target\n- Try to select the Cube.001 in viewport\n[#90985.blend](T90985.blend)\n", "wrong image resolution (dpi) reported for certain jpg files from Photoshop\nHappens on any os.\n\nBroken: (example: 2.91.2, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\nAlso happens on any other version\n\n\nDear Blender team,\nSorry if I am reporting this issue in the wrong place.\nI am closely working with blender API and recently discovered a weird behavior that when image resolution cant be parsed from image metadata the blender return some random value.\n\n>>> img = bpy.data.images.load(\"C:\\\\Users\\\\VartanSaakian\\\\Desktop\\\\testPng\\\\test2.jpg\")\n>>> print(img.resolution)\n\n<Vector (2834.6458, 2834.6458)>\n\nSee the example - in fact, image DPI is 300.\n\n![image.png](image.png)\n\nJust use following code and see the image resolution ->\nimg = bpy.data.images.load(image_path)", " 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", "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.", "Changing the 'Render Region' when rendering with Python with 'Persistent Images' checked results in glitched renders\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.30\n\nBroken: version: 2.82 (sub 1)\nWorked: -\n\n\nI have a (simplified) script that moves to a specific frame, sets the render region to a specific position and renders, before repeating the process for the next frame with a new render region position. When the 'Persistent Images' option in *Render> Performance> Final Render* is on, some of the resulting renders are glitched (they open but have artifacts) and the objects do not seem to be in the correct position. \n\nTurning off 'Persistent Images' results in renders with the objects in the expected location and without artifacts.\n\nFor some context, I do not specifically *want* to have 'Persistent Images' on; I have an add-on which repositions the render border on a per-frame basis and a user reported glitching renders.\n\n**Frame 8** - Persistent Images **off**- Correct location in render\n\n![Persistant Images off - frame 0008.png](Persistant_Images_off_-_frame_0008.png)\n\n**Frame 8** - Persistent Images **on**- Incorrect location in render and artifacts\n\n![Persistant Images on - frame 0008.png](Persistant_Images_on_-_frame_0008.png)\n\n**Frame 7** - Persistent Images **off**- Correct location in render\n\n![Persistant Images off - frame 0007.png](Persistant_Images_off_-_frame_0007.png)\n\n**Frame 7** - Persistent Images **on**- Incorrect location in render\n\n![Persistant Images on - frame 0007.png](Persistant_Images_on_-_frame_0007.png)\n\n\n[Render Region + Persistent Images bug.blend](Render_Region___Persistent_Images_bug.blend)\n\n 1. Open the attached blend file and set an output directory for the render.\n 2. Press 'Run Script' in the open text editor to render out the images.\n\nImages 3, 7, 8 and 9 will probably have artifacts and for the other frames the objects will be in the incorrect location (the border should be positioned perfectly around them).\n\n**Note**: I have set the script to render 10 frames because it seems to depend on what was rendered previously as to whether the glitches/incorrect positions will appear. Rendering the glitched frames on their own does not produce the errors consistently.\n\n" ]
[ "Camera BG jitter offset (regression)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.63\n\nBroken: version: 2.93.4\nBroken: 2.82\nWorked: 2.81a\n\nProbably caused by 9516921c05 (this certainly broke between ba1e9ae473 & da6929488a)\n\nCamera background jitters on large scene offsets.\n[bug_report_camera-bg-jitter-offset.zip](bug_report_camera-bg-jitter-offset.zip)\n\nTo see the bug:\n\n- Unzip and open the file [bug_camera-bg-jitter-offset_v001.blend] \n- Select [SceneNode] in the [tracked_cam] collection, make sure Viewport Shading is in Material Preview-mode.\n- Click \"Play Animation\" in the timeline.\n- Look below in the Graph Editor. I have tracked a camera in another softwaware, imported it by FBX into Blender. Here to show the bug I have the tracked camera and its parent at origo and then at frame 300 I offset it all to x 100'000 by y 5'000 units. This to show the obvious jitter of the camera background at this extreme location. \n- Happily, this does not affect the actual camera position, as I first thought. But it does affect the viewport renders, making it useless for previews on large scenes, like landscapes.\n- Now you can switch between Material Preview and Rendered View and scrub the timeline to see the difference too.\n\nVery best regards to all people in the team and greetings from Stockholm, Sweden,\nJonas Törnros (Bronze Dev. Fund contributor since dec. 2018)" ]
3D cursor snapping bug while snapping option is on active element Operating system: Windows-10-10.0.18363-SP0 64 Bits Graphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71 Broken: version: 3.0.0 please watch video there is everything important YoYT9LeSD50 but if you cannot watch the video there is description: when you press and hold shift than press right mouse button you will start to drag 3D cursor in the viewport of your scene (i have left click to select option). if you press shift -> right click -> ctrl than you can also snap your 3D cursor on vertex for example. but if you have selected snap with active element in snapping option the 3d cursor start to work weirdly. other snap to options work perfectly fine. just watch the video and you will be good :) have a nice day :)
[ "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", "The Tool Selector Window close one time every two times, when opened too closed to the bottom border of the screen\nOperating system: Windows 10\nGraphics card: GTX 1080\n\nBroken: 2.80\nWorked: (optional)\n\nThe Tool Window, open and close immediately, choosing the tool under the mouse cursor, if the tool window is opened too close from the bottom of the screen.\n\n1) In Edit > Preferences > Keymap, set the \"Space Bar action\" to \"Tools\"\n2) On the 3D viewport, place your mouse cursor in the top area of the viewport\n3) press the spacebar, the tool menu open without any problem, and you can choose a tool with a shortcut key (for example press B to choose the Box selection)\n4) You can repeat that several times in a row without any problems.\n5) Now move your mouse cursor much more closer to the bottom border of the screen, so that you know that the tool window will have to be shifted upward to be displayed correctly.\n6) Press the spacebar a first time. This is ok, you can select your tool\n7) Now press the spacebar a second time. This time, the tool window open and intermediately closed, and the tool selected is the one that is under your mouse cursor.\n8) Press the spacebar again: the tool window open normally\n9) Press the spacebar again: the bug reappear\n10) Now on, every one time over two, the bug appear.\n\n**Expected behavior**\nThe Tool Window should open and stay opened consistently, no matter where the mouse cursor is placed on the screen, when the spacebar is pressed.", "Scroll direction Natural doesn't work on node canvas views on macOS\nOperating system: macOS-12.6.1-arm64-arm-64bit 64 Bits\nGraphics card: Apple M1 Apple 4.1 Metal - 76.3\n\nBroken: version: 3.3.1\n\n**Short description of bug**\nI have scroll direction natural enabled for the my mouse and node views like shader editor, geometry, compositor etc ignore this setting and the direction of scroll is incorrect where scrolling down zoom out but it should be apposite and zoom-in.\n3D viewport behavior is correct and works as expected.\nI also tried to reset factory settings, and clean uninstall this issue still exists.\nThis issue I think is linked to this about invert direction scroll: T89906\n \n\n\n - On macOS make sure Scroll Direction: **Natural** is enabled. (by going to system preferences > mouse/trackpad > scroll & zoom)\n - Scrolling down using Magic mouse or Trackpad on on 3D viewport. and it should zoom-in. (expected behavior)\n # Repeating the step 2 in Shader editor. and it will zoom-out. (incorrect behavior)\n\n\n", "Snap move doesn't work with Spin tool\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GT 740/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 473.47\n\nBroken: version: 3.3.1\n\nSnapping doesn't work with transform gizmo in spin tool\n\n- Open .blend file\n- use spin tool\n- Move with transform gizmo and try to snap with ctrl key (works though for rotation)\n[#102198.blend](T102198.blend)", "Grease Pencil drawing next to objects using 3D cursor and View mode previews \nOperating system: \nGraphics card:\n![image.png](image.png) [system-info.txt](system-info.txt)\nBroken: Blender 2.92.0 Alpha - November 12, 10:10:02- bc090387ace9 - macOS 64 bit\nand blender-2.91.0-b99faa0f567f-macOS\nWorked: (blender-2.90.1-macOS)\n\nDrawing with the Grease pencil near objects sketches out and glitches through the object geometry and randomly offsets from the curser point when using a 3D cursor as the stroke placement and View as the drawing plane. The simple step by step video attached below best explains it. Note: this is not the case when starting the file in 2D Animation mode only when adding a grease pencil to a general 3D scene. Also, This problem did not exist with version 2.90.1\n\nSee the short video and blender files of the easiest set up to show the bug.\n\n[Grease Pencil Bug.mp4](Grease_Pencil_Bug.mp4)\n\n[Grease pencil Bug-latest build.blend](Grease_pencil_Bug-latest_build.blend)\n\n[Grease pencil Bug.blend](Grease_pencil_Bug.blend)\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!", "\"Cursor Extrude Vertex\" causes source vertex to snap\nOperating system: Tux-Based\nGraphics card: Intel\n\nBroken: 2.93\n\n\nThe [CTRL}+[RMB] extrude operator (`ops.mesh.dupli_extrude_cursor()`) causes the source vertex to be snapped, in addition to the newly created vertex:\n\n![WrongSnap.gif](WrongSnap.gif)\n\n(GIF.)\n\nSelect a vertex, and do [CTRL}+[RMB] in a situation where there is a valid snap position for it. (I used Surface snap with a surface behind it.)\n\nTest File:\n[#89647.blend](T89647.blend)", "Geometry Nodes fouling up motion blur\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA RTX A5000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 526.86\n\nBroken: version: 3.1.0\nWorked: N/A\n\nGeometry Nodes applied to a spline which affect its shape over time do not blur when Motion Blur is enabled.\n\nLoad attached simple file. Render frame zero. There is no blur at all. Render frame 1, *everything* is blurred, despite only part of the spline is in motion. It would appear the entire spline is blurred according to how the base object is moving, not how the spline is deformed as a result of the applied Geometry Nodes.\n\nNote that same file loaded into 3.3.1 causes Blender to crash (GPU rendering only - it's a stack corruption bug in the nVidia driver, but 3.1 doesn't cause a problem). I previously reported that crash but it was rejected due to possibly being related to the Photographer add-on, which I have uninstalled. It still crashes.[Motion Blur Bug.blend](Motion_Blur_Bug.blend)", "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", "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)", "Fullscreen doesn't activate if the 3d Viewport is maximized \nTested on :\n\n2.73 a\n\nGooseberry 2.73 # d92f591\n\nWhen the viewport is maximized ( Ctrl + Up Arrow). Switching to 3d view fullscreen mode wont work. ( Alt+F10 nor from the view menu button ). ", "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", "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", "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)", "Active selection not updated when selecting from outline\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 3GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.59\n\nBroken: version: 3.4.0 Alpha[Very Long File Name For No reason.blend](Very_Long_File_Name_For_No_reason.blend)\n\nThe current latest active selection is not updated when selecting from outliner.\nSelecting mesh then bones from viewport ![image.png](image.png)\nSelecting mesh then bones from outliner ![image.png](image.png)\n\n - Open the attached .blend file\n - From the 3D viewport : Click the mesh, then shift click the bones. Press CTRL+P, you can link the bones to the mesh.\n - From the outliner : Click the mesh, then shift click the bones. Press CTRL+P, you cannot link the bones to the mesh.\n[2022-08-07 16-35-46.mp4](2022-08-07_16-35-46.mp4)\n[Very Long File Name For No reason.blend](Very_Long_File_Name_For_No_reason.blend)\n\n" ]
[ "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)", "Incorrect 3D Cursor Movement with Axis Constraint\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.36\n\nBroken: version: 2.80 (sub 75)\nWorked: (optional)\n\nWhile moving the 3D cursor press one of the axis constraint keys (x, y, or z). The 3D cursor changes position when the key is pressed.\n\n\n* Start Blender with a default scene.\n* Select the Cursor toolbar item on the left (or Shift+Right click)\n* Press the \"x\" key on the keyboard.\n\nObserve that as \"x\" is pressed the position of the 3D cursor changes along the Y-axis. This is quite annoying, especially when trying to offset the location of a new object/etc. \n\nThis also happens when snapping is enabled with \"Absolute Grid Snap\" enabled resulting in the position of the 3D cursor not actually being on the grid.\n\n\n" ]
Incorrect shape for multires in sculpt When I'm sculpting this mesh with multires I have obtained a lot of problems. In general I see to errors, this first is the deformed mesh, like lines in the shoulders (near to the breasts), like you can see in the subdivision level 2 and 3, and this don't appear in 1 o 4. It don't have any reason, and if for example you solve the problem with smooth in level 3, it appear in the level 4, and if you resolve this in the 4, it happens again in the level 3. This make really hard to sculpt. I only see a "temporal solution" using the "apply base" command. But this not work properly and sometimes deform the mesh. [body15.blend](body15.blend) The other problem is in the parts where the mesh is touching itself (in the elbow of the left arm). The mesh make strange form, like spikes with the polygons. If you try to solve the problem in all levels, for example in the level 1, then you make the same with level 2, 3 and 4. If you go back to level 3, the problem appear with a different shape. [body15 2.blend](body15_2.blend) It happens in differents PC, with windows, OSX... but where I have seen clearly is in my PC in the office with Windows 7 64bits, Nvidia GTX 960, and the last release version of blender 2.77. And some partners have told me that they seen the same problem since a lot of time.
[ "QuadriFlow with the new symmetry option creates holes at the center\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.30\n\nBroken: version: 2.81 (sub 12)\n\n\nQuadriFlow creates hole artifacts like these when remeshing. Usually occurs after using Voxel Remesher and/or Dyntopo which can break symmetry at the center very often.\n![Openings in the symmetrical QuadriFlow.png](Openings_in_the_symmetrical_QuadriFlow.png)\n\n1) Sculpt something in Sculpt Mode and use Voxel Remesher/Dyntopo.\n2) Start QuadriFlow. It doesn't always produce these holes in the mesh, but keep repeating part one and two and you will eventually get these holes where each side hasn't been properly merged together.", "Advancing Displace and Solidify modifiers to handle overlaps\nI briefly discussed this with C. Barton. I often I solidify and displace surfaces in the processes I work on -- recently for 3d printing custom assistance devices including molds for casting rubber, customized computer peripherals, etc. Whether or not they use clear-cut geometric forms, or are of organic nature, they often succumb to the issue of intersections with displace/solidify. I've wanted to work out some details on processes which would enhance these modifiers, but need some help. I'd attempt to implement it so it would be inactive normally, and use thresholds when enabled, so as not to slow down the normal modifier functionality, and a require a minimum processing when the features are used.\n\nThe main issue I'm having is that the modifiers do not presently have access to information on adjacent vertices, and my first approach to an algorithm would examine, with some function fn(vertex_normal, displacement_amount), if there would be a crossing (e.g. if faces would intersect). Then the simplest method would angle the normals away from each other. However, this does all require the ability to examine adjacency, and I'm relatively inexperienced in blender internals, having only contributed minor bits to sculpting tools and physics code. Your guidance would be appreciated.\n\n", "Armature combined with subdivision incorrect normals\nOperating system: Windows 10 Pro\nGraphics card: GeForce 1050ti\n\nBroken: 2.82 (broken in a different way), 2.83.14, 2.92, 2.93 beta, 3.0 alpha\nWorked: 2.79b (important is working in 2.81)\nWhen using an armature modifier and subdivision modifier on the same mesh you get the wrong normals. If the armature is applied to the mesh then the subdivision normals are correct. The problem with the armature and subdivision together only applies if the armature is posed.\n\nThis broke between good ba1e9ae4733a and bad da6929488a64, probably 9516921c05\n\nI think that a bug has come into 2.82 a fix has been applied but it has broken it differently. So between 2.81 and 2.82 something broke, then a fix was put in that is still broken but in a different way. So 2.81 is the good version.\n\nCreate a mesh and create an armature on the mesh. Add a subdivision modifier. Make sure the armature has a pose. Show the normals.\nThe consequences will mean that the surfaces are wrong and the subsurface and general render will just look wrong.\nGood:\n![good.png](good.png)\nBad:\n![bad.png](bad.png)\n\n[blender2_79b.blend](blender2_79b.blend)\n\n[blender2_92.blend](blender2_92.blend)", "unwanted uv-gap created by bevel modifier\nOperating system and graphics card\nwindows 7\nNVIDIA GeForce GTX 660\n\nBroken: 3d243eb\nWorked: same error on offical release 2.78\n\nbevel modifier (bevel by weight) creates an unwanted UV-gap at a vertex with 5 edges connected. 2 edges has bevel weight. Error visible if bevel modifier is applied of if subdiv modifier is active. The UV-gap disappears if 4 out of 5 edges has a 90 degree angle to one another.\n\nBased on a (as simple as possible) attached .blend file with minimum amount of steps\nHard to explain how to model. Easiest for you is to open the .blend and test it. I put a shape key on the \"error mesh\". Turn the shapekey on/off to show the error.[bevel modifier error.blend](bevel_modifier_error.blend)", "No visible mesh on Viewport Screenshot in sculpt mode with Multires\nOperating system: Linux-6.2.11-gentoo-x86_64-AMD_Ryzen_Threadripper_1950X_16-Core_Processor-with-glibc2.36 64 Bits, X11 UI\nGraphics card: Quadro GP100/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 530.41.03\n\nBroken: version: 3.6.0 Alpha\n\nWhat the title says.\n\n- Add a cube\n- Enter sculpt mode\n- Add a multiresolution modifier and subdivide\n- Use the operator: Header -> View -> \"Viewport Render Image\"\n\n", "Overlapping objects of different sizes with volumetric materials render incorrectly\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.75\n\nBroken: version: 2.83.4\nWorked: 2.82a\n\n\nTwo cubes, both principled volume, one large one small, smaller cube inside larger cube. \n\nThe area inside the smaller cube from the view perspective renders differently than outside with a hard edge where the mesh ends, the effect is much easier to see with a texture controlling the volume density of the large cube. Looks to me like an issue with blender using different step sizes for different objects. Definitely not an issue with not enough transparency/volume light bounces, already tried that.\n\nOnly happens with cycles\n\nOpen blend file\nSwitch to rendered view\nToggle visibility of big volume and/or small volume in outliner to see difference\nExtra notes in shader nodes for big volume and small volume's materials\n\n[overlapping volumes hard edge bug.blend](overlapping_volumes_hard_edge_bug.blend)", "unsubdivide of Multires bug\n**Blender Version**2.91\n\nI try to use unsubdivide of Multires function in blender ,but the result is error.So I test in Zbrush with same modle, it work rightly.\n\nThe thing is,I want sculpt with tank top with no thickness,and add thick ness at last.So I first sculpt with Multires (3 level subdivide),and apply it,and I loop cut the edge with 7 loop cut.After that I add Multires,and use unsubdivide,the result go wrong.\n\nI use the same modle in Zbrush,it work rightly.[unsubdivide error.zip](unsubdivide_error.zip)", "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 ", "`bpy.context.space_data.overlay.grid_scale` returns inconsistent view3D grid scale in multi-view\nOperating system: win 10\nGraphics card: RTX 3090\n\nBroken: This was observed in 3.5 alpha but I don't think that is relevant \nWorked: N/A\n\n`bpy.context.space_data.overlay.grid_scale` does not apply to multi-view functionally, and any interaction with the 3D navigation sphere only effects the main window portion of multi-view.\n\nSee attached video for a demonstration of some of the odd behavior.\nSee attached blend to reproduce the error.\n\nEnter multi-grid view: **ctrl+alt+q** (mismatched transform grid) The main window is top right.\nClick any axis sphere in any 3D view that isn't the top right quadrant, only the main window transforms.\nYou will also notice that the main window also inherits the grid scale of the multi-view windows.\n\nPlaces to look maybe? [A](overlay_grid.cc#L86) [B](space_view3d)\n\n", "clay strip brush (and probably any brush) create some strange shading and geometry artifacts...\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.89\n\nBroken: version: 2.91.0\n\nclay strip brush (and probably any brush) create some strange shading and geometry artifacts...\n\n1. open blender, subdivide the default cube in edit mode a few times,\n2. add subdiv modifier with 3 levels (25,1 million in total) and apply modifier.\n3. go to sculpt mode and start playing with the clay strip brush and brush settings a little bit...\n4. change the sculpt plane to view plane, and add a stroke continuously in the edge of the cube, and some transparent shading bug appears when i go to check the back side of the stroke made, but this get fixed when i use the smooth brush a little bit in those boundary edges...\n![Captura de pantalla 2020-12-27 011521.png](Captura_de_pantalla_2020-12-27_011521.png)\n![Captura de pantalla 2020-12-27 011545.png](Captura_de_pantalla_2020-12-27_011545.png)\n5. change the sculpt plane to area plane again, and try on other edge the same again, and some grid topology starts to appear suddenly in the first stroke when drawing, but when i keep drawing it was less noticeable the artifact but was still there...\n![Captura de pantalla 2020-12-27 011700.png](Captura_de_pantalla_2020-12-27_011700.png)\n![Captura de pantalla 2020-12-27 011711.png](Captura_de_pantalla_2020-12-27_011711.png)\n\n", "Bevel profile incorrect when using arc for inner miter\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 Bevel operation and modifier has an incorrect profile when the inner miter is set to arc and the profile value is either very high or low.\nthis happens in both edge bevel and vertex bevel mode.\n\n|Inner miter sharp (Ok):\n|---\n|![untitled1.png](untitled1.png)\n\n|Inner miter arc:| \n|---|---\n|![untitled.png](untitled.png)|![untitled.png](https://archive.blender.org/developer/F13075861/untitled.png)\n|Shape 0.93|Shape 0.5\nIn this case the Bevel kind of overshoots.\n\nProbably related to #95916 (Pinching effect when using bevel and bevel modifier).\n\n- Open attached .blend file\n[Test.blend](Test.blend)\n\nThank you and have a great day!\n\n---\nUPDATE:\nIn some cases it can also happen with Inner Miter Sharp (#105064)\n", "Sculpting: Ctrl+S reverts recent progress. \nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1660 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 2.92.0,\nBroken too: b67423f806\n\nWhen saving with ctrl+S the last changes applied to sculpt with \"grab\" brush gets reverted. This should be observed by reopening the file. \n\n- Have a sculpt with dynamic topology. Disable dynamic topology for the next step.\n- Move a part of the mesh with the grab brush.\n- Save your last progress. \n- Reopen the file using file browser. All changes done with the grab brush will be undone.\n\n![grafik.png](grafik.png)\n\n[face sculpt broken.blend](face_sculpt_broken.blend)\n\nThanks, have a great day and stay healthy!", "Sculpting in Rendered Mode (EEVEE or Cycles) locks highly deformed areas of the mesh\nOperating system: Microsoft Windows 10 Pro\nGraphics card: Nvidia GeForce GTX 1050\nProcessor: Intel(R) Core(TM) i5-2500 CPU @ 3.30GHz, 3301 Mhz, 4 Core(s), 4 Logical Processor(s)\n\nBroken: 2.80 - 2.93.0-1b29e84c18dc\n\n\nWhen sculpting in rendered/material preview mode, highly deformed areas seem to occasionally \"lock\" and are not sculptable or even recognized by the cursor. However, when updating the mesh such as by remeshing or pressing \"Rebuild BVH\" under sculpt the areas are sculptable again. The problem doesn't occur in Solid or Wireframe mode or with dyntopo/multires enabled. Rebuild BVH doesn't alter the topology which means the issue is not due to insufficient topology. Also, setting the render engine to Workbench doesn't make the problem go away, even though, as far as I know, it is the same engine that Solid mode uses.\n\nAdd some subdivisions to the default cube and apply\nOpen the sculpting workspace\nSet mode to rendered\nStretch out the mesh with any brush\nTry to sculpt the deformed area and notice it is unsculptable\nAdd a remesh/rebuild BVH\nNow the affected area should be sculptable\n\nExample Video: [meshlocking.mkv](meshlocking.mkv)\n", "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", "Multi-Button Drag: not working properly for Object Dimensions\nWindows 7\n\nBroken: 2014-02-11\n\nMulti-Button Drag - D270 - doesn't work properly in N panel for Dimensions\n\nIf you drag over all 3, only X and Z change, Y remains unchanged. As mouse button is released, the first selected property will reset, only the last hovered is kept (and scale changed)" ]
[ "Multires spikes\nOS: Windows 7 Professional SP1\nGraphics card: nvidia geforce 560ti\n\nBroken: 2.69.1 r61064\n\nMultires occasionally messes up the geometry which leads to un-fixable spikes. When you try to smooth out the problem area on one multires level, it makes it even worse on other multires levels.\n\n\nI'm not sure how to get a sculpt into a state where this happens. In bugReport.blend, you'll see the spikes at multires level 3 near the knees. If you try to smooth them out, you'll get different spikes on multires level 4. Trying to smooth out the problem area on level 2 makes the level 3 spikes worse.\n\nI attempted to reproduce the bug on a simpler model in bugReport2.blend and it took a long time to get it into this state where this bug happens. I used the crease, grab, smooth, and clay strips brush a lot, scaled down the object and applied the scale (not sure if that matters), and did some more sculpting. When you smooth out the problem area on multires level 1, you get issues on higher levels.\n\nHere's a .zip of the files mentioned above: multires.zip\n" ]
keyframe_insert crash Operating system: Windows-10-10.0.19041-SP0 64 Bits Graphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40 Broken: version: 2.93.1 Error : EXCEPTION_ACCESS_VIOLATION Address : 0x00007FF7ED49CF3A Module : blender.exe Thread : 000024fc Crash{[F10207743](blender.crash.txt)} ``` for object1 in collection.all_objects: if type(object1) == bpy.types.Object : object1.hide_viewport = bool(hide_collection) object1.hide_render = bool(hide_collection) object1.keyframe_insert(data_path = "hide_viewport", frame = at_frame) object1.keyframe_insert(data_path = "hide_render", frame = at_frame) ``` - Open .blend file - Execute the script Test File: [bad_all_objects_method.blend](bad_all_objects_method.blend)
[ "Blender Opens Window then Closes/crashes\nOperating system: Windows 10\nGraphics card: AMD FirePro W2100\n\nBroken: 3.5.1 2023-04-24 18:11 Hash:e1ccd9d4a123 Branch: Blender -v3.5-release\nWorked: first version used on this computer\n\n-First attempted to run blender, found error by running the debug, error:\n\n_EXCEPTION_ACCESS_VIOLATION_\n\n- Did specific driver updates for AMD FirePro W2100 and Intel CPU\n\n- Then ran dell command update\n\n- New error appeared after driver updates and running blender:\n\n_A graphics card and driver with support for OpenGL 3.3 or higher is required.\nInstalling the latest driver for your graphics card might resolve the issue._\n\n- Then downloaded GPU-Z to figure out OpenGL version\n- Open GL version was 1.1 when monitor DisplayPort was plugged into the motherboard\n- Open GL version was 4.5 when monitor DisplayPort was plugged into GPU\n\n- Now blender window would appear but closes immediately\n- running blender_debug_gpu_glitchworkaround.cmd in the Blender file worked to make Blender run but is NOT the overall fix\n- updated python\n- did windows updates\n\nunsure\n\n", "Blender 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)", "output_node.inputs.new() crash blender\nOperating system: Linux-5.15.0-57-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.86.01\n\nBroken: version: 3.4.1\n\ninput = output_node.inputs.new(type = 'RGBA',name = 'bob_sfog',identifier='bob_sfog') \ncrash blender\n\nOpen blender \nexecute line by line this srcript:\n\n```\nscene = bpy.data.scenes[0]\nscene.use_nodes = True\noutput_node = scene.node_tree.nodes.new(type='CompositorNodeOutputFile')\noutput_node.inputs.clear()\ninput = output_node.inputs.new(type = 'RGBA',name = 'bob_sfog',identifier='bob_sfog')\n```\n\n", "blender crash itself while importing a dae (collide) file\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1650 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.3.1\nBroken: version: 2.82 and all versions in between then and now\nWorked: n/a\n\nHi, I'm using blender version 3.3 on a windows 10 downloaded on steam.\n\nwhen i try to import dae files, blender crashes itself and shuts down\n(this only happens with some dae files, not all and the ones who crash are not to big ).\n\nI tried to search with powershell to find the problem and I got this:\n\nError: EXCEPTION_ACCESS_VIOLATION\n[bgr_darryls_ship_ground.dae](bgr_darryls_ship_ground.dae)\n\n```\nThe gh->hashfp function pointer is NULL (hasn't been initialized yet)\n\nblender.exe!ghash_keyhash(const GHash * gh, const void * key) Line 133\tC\nblender.exe!ghash_lookup_entry(const GHash * gh, const void * key) Line 411\tC\nblender.exe!BLI_ghash_lookup(const GHash * gh, const void * key) Line 736\tC\nblender.exe!BKE_armature_find_bone_name(bArmature * arm, const unsigned char * name) Line 601\tC\nblender.exe!ArmatureImporter::create_armature_bones(Main * bmain, std::vector<Object *,std::allocator<Object *>> & arm_objs) Line 478\tC++\nblender.exe!ArmatureImporter::make_armatures(bContext * C, std::vector<Object *,std::allocator<Object *>> & objects_to_scale) Line 826\tC++\nblender.exe!DocumentImporter::finish() Line 228\tC++\n[External Code]\t\nblender.exe!DocumentImporter::import() Line 127\tC++\n```\n", "Nodes: Assert and crash: Editing nodes through the material panel and undo.\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: Intel(R) UHD Graphics 600 Intel 4.5.0 - Build 27.20.100.8729\n\nBroken: 3.4, 3.3, ... 2.8\nWorked: never\n\nWhen I select certain nodes from the materials tab after pressing undo on the last node change, blender crashes. But only if the last click is made with my wired USB mouse. Or even if the cursor was left on the button to switch tabs before clicking with the touchpad.\n\n\n```lines=10\n# Blender 3.4.0, Unknown revision\nbpy.context.space_data.context = 'MATERIAL' # Property\n\n# backtrace\nException Record:\n\nExceptionCode : EXCEPTION_ACCESS_VIOLATION\nException Address : 0x00007FF717820508\nException Module : blender.exe\nException Flags : 0x00000000\nException Parameters : 0x2\n\tParameters[0] : 0x0000000000000000\n\tParameters[1] : 0xFFFFFFFFFFFFFFFF\n\n\nStack trace:\nblender.exe :0x00007FF7178203F0 blender::ed::space_node::ui_template_node_link_menu F:\\Blender_build\\first\\blender\\source\\blender\\editors\\space_node\\node_templates.cc:659\nblender.exe :0x00007FF71736AAF0 ui_block_func_POPUP F:\\Blender_build\\first\\blender\\source\\blender\\editors\\interface\\interface_region_menu_popup.cc:183\nblender.exe :0x00007FF717463480 ui_popup_block_refresh F:\\Blender_build\\first\\blender\\source\\blender\\editors\\interface\\interface_region_popup.cc:566\nblender.exe :0x00007FF717463050 ui_popup_block_create F:\\Blender_build\\first\\blender\\source\\blender\\editors\\interface\\interface_region_popup.cc:796\nblender.exe :0x00007FF71736CA60 ui_popup_menu_create F:\\Blender_build\\first\\blender\\source\\blender\\editors\\interface\\interface_region_menu_popup.cc:358\nblender.exe :0x00007FF717397CC0 ui_block_open_begin F:\\Blender_build\\first\\blender\\source\\blender\\editors\\interface\\interface_handlers.c:4224\nblender.exe :0x00007FF717391810 button_activate_state F:\\Blender_build\\first\\blender\\source\\blender\\editors\\interface\\interface_handlers.c:8338\nblender.exe :0x00007FF71739CD50 ui_do_but_BLOCK F:\\Blender_build\\first\\blender\\source\\blender\\editors\\interface\\interface_handlers.c:5982\nblender.exe :0x00007FF7173A7AB0 ui_do_button F:\\Blender_build\\first\\blender\\source\\blender\\editors\\interface\\interface_handlers.c:8027\nblender.exe :0x00007FF7173A9D20 ui_handle_button_event F:\\Blender_build\\first\\blender\\source\\blender\\editors\\interface\\interface_handlers.c:9189\nblender.exe :0x00007FF7173BA070 ui_region_handler F:\\Blender_build\\first\\blender\\source\\blender\\editors\\interface\\interface_handlers.c:11275\nblender.exe :0x00007FF7156CFE60 wm_handler_ui_call F:\\Blender_build\\first\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.cc:786\nblender.exe :0x00007FF7156D1CE0 wm_handlers_do_intern F:\\Blender_build\\first\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.cc:3217\nblender.exe :0x00007FF7156D01F0 wm_handlers_do F:\\Blender_build\\first\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.cc:3334\nblender.exe :0x00007FF7156CB580 wm_event_do_region_handlers F:\\Blender_build\\first\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.cc:3754\nblender.exe :0x00007FF7156CB440 wm_event_do_handlers_area_regions F:\\Blender_build\\first\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.cc:3784\nblender.exe :0x00007FF7156DCD90 wm_event_do_handlers F:\\Blender_build\\first\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.cc:3979\nblender.exe :0x00007FF7156A5E50 WM_main F:\\Blender_build\\first\\blender\\source\\blender\\windowmanager\\intern\\wm.c:643\nblender.exe :0x00007FF714C52160 main F:\\Blender_build\\first\\blender\\source\\creator\\creator.c:579\nblender.exe :0x00007FF7186F9260 invoke_main D:\\a\\_work\\1\\s\\src\\vctools\\crt\\vcstartup\\src\\startup\\exe_common.inl:79\nblender.exe :0x00007FF7186F9010 __scrt_common_main_seh D:\\a\\_work\\1\\s\\src\\vctools\\crt\\vcstartup\\src\\startup\\exe_common.inl:288\nblender.exe :0x00007FF7186F8FF0 __scrt_common_main D:\\a\\_work\\1\\s\\src\\vctools\\crt\\vcstartup\\src\\startup\\exe_common.inl:331\nblender.exe :0x00007FF7186F9320 mainCRTStartup D:\\a\\_work\\1\\s\\src\\vctools\\crt\\vcstartup\\src\\startup\\exe_main.cpp:17\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThreads:\nThread : 00002514\nntdll.dll :0x00007FFEA42F0B00 ZwWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFEA42A26D0 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00002e60\nntdll.dll :0x00007FFEA42F0B00 ZwWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFEA42A26D0 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00002ab8\nntdll.dll :0x00007FFEA42F0B00 ZwWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFEA42A26D0 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00002e20\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\nucrtbased.dll :0x00007FFE7F734B90 register_onexit_function\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 000026a0\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\nucrtbased.dll :0x00007FFE7F734B90 register_onexit_function\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00002404\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\nucrtbased.dll :0x00007FFE7F734B90 register_onexit_function\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00002234\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\nucrtbased.dll :0x00007FFE7F734B90 register_onexit_function\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00000ddc\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\nucrtbased.dll :0x00007FFE7F734B90 register_onexit_function\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 0000305c\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\nucrtbased.dll :0x00007FFE7F734B90 register_onexit_function\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00002640\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\nucrtbased.dll :0x00007FFE7F734B90 register_onexit_function\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00001ec4\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\nucrtbased.dll :0x00007FFE7F734B90 register_onexit_function\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00002130\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\nucrtbased.dll :0x00007FFE7F734B90 register_onexit_function\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 000022e8\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\nucrtbased.dll :0x00007FFE7F734B90 register_onexit_function\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00001ff0\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\nucrtbased.dll :0x00007FFE7F734B90 register_onexit_function\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 000002f8\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\nucrtbased.dll :0x00007FFE7F734B90 register_onexit_function\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00000e8c\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\nucrtbased.dll :0x00007FFE7F734B90 register_onexit_function\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00001b88\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\nucrtbased.dll :0x00007FFE7F734B90 register_onexit_function\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00001f10\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\nucrtbased.dll :0x00007FFE7F734B90 register_onexit_function\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 0000132c\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\nnvoglv64.dll :0x00007FFE58561C00 DrvValidateVersion\nnvoglv64.dll :0x00007FFE582EF73C Symbols not available\n\n\nThread : 000000c0\nntdll.dll :0x00007FFEA42EDC00 ZwWaitForMultipleObjects\nKERNELBASE.dll :0x00007FFEA2020370 WaitForMultipleObjectsEx\nKERNELBASE.dll :0x00007FFEA2020350 WaitForMultipleObjects\nnvoglv64.dll :0x00007FFE58597770 DrvPresentBuffers\nnvoglv64.dll :0x00007FFE58597770 DrvPresentBuffers\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00002298\nwin32u.dll :0x00007FFEA1B5A0F0 NtUserMsgWaitForMultipleObjectsEx\nUSER32.dll :0x00007FFEA3570730 MsgWaitForMultipleObjectsEx\nnvoglv64.dll :0x00007FFE58561C00 DrvValidateVersion\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00001e98\nntdll.dll :0x00007FFEA42F0B00 ZwWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFEA42A26D0 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00002b4c\nntdll.dll :0x00007FFEA42F0B00 ZwWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFEA42A26D0 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00002278\nntdll.dll :0x00007FFEA42EDC00 ZwWaitForMultipleObjects\nKERNELBASE.dll :0x00007FFEA2020370 WaitForMultipleObjectsEx\ncombase.dll :0x00007FFEA3A83390 InternalTlsAllocData\ncombase.dll :0x00007FFEA3A83390 InternalTlsAllocData\ncombase.dll :0x00007FFEA3A83390 InternalTlsAllocData\ncombase.dll :0x00007FFEA3A83390 InternalTlsAllocData\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 000014f8\nwin32u.dll :0x00007FFEA1B5A0F0 NtUserMsgWaitForMultipleObjectsEx\nUSER32.dll :0x00007FFEA3570730 MsgWaitForMultipleObjectsEx\ndirectmanipulation.dll:0x00007FFE8DD7458B Symbols not available\n\n\nLoaded Modules :\n0x00007FF712C80000 3.4.0.0 blender.exe F:\\Blender_build\\first\\ninja_lite_debug\\source\\creator\\Debug\\blender_private.pdb \n0x00007FFEA4250000 10.0.19041.2130 ntdll.dll \n0x00007FFEA2540000 10.0.19041.1889 KERNEL32.DLL \n0x00007FFEA1FD0000 10.0.19041.2130 KERNELBASE.dll \n0x00007FFEA3550000 10.0.19041.2130 USER32.dll \n0x00007FFEA1B50000 10.0.19041.2130 win32u.dll \n0x00007FFEA2600000 10.0.19041.2130 GDI32.dll \n0x00007FFEA1CC0000 10.0.19041.2130 gdi32full.dll \n0x00007FFEA19B0000 10.0.19041.789 msvcp_win.dll \n0x00007FFEA1A50000 10.0.19041.789 ucrtbase.dll \n0x00007FFEA2630000 10.0.19041.2075 SHELL32.dll \n0x00007FFEA30A0000 10.0.19041.2130 ADVAPI32.dll \n0x00007FFEA34B0000 7.0.19041.546 msvcrt.dll \n0x00007FFEA3790000 10.0.19041.1865 sechost.dll \n0x00007FFEA38B0000 10.0.19041.1806 RPCRT4.dll \n0x00007FFEA2410000 10.0.19041.1202 ole32.dll \n0x00007FFEA39E0000 10.0.19041.2130 combase.dll \n0x00007FFEA22B0000 10.0.19041.2075 SHLWAPI.dll \n0x00007FFEA3270000 10.0.19041.1865 shcore.dll \n0x00007FFE83ED0000 14.32.31332.0 MSVCP140D.dll \n0x00007FFE8C790000 14.32.31332.0 VCRUNTIME140D.dll \n0x00007FFE9CEF0000 14.32.31332.0 VCRUNTIME140_1D.dll \n0x00007FFE7F6C0000 10.0.19041.685 ucrtbased.dll \n0x00007FFE844B0000 6.10.19041.1110 COMCTL32.dll \n0x00007FFE9C5E0000 10.0.19041.546 VERSION.dll \n0x00007FFE9B860000 10.0.19041.867 dbghelp.dll \n0x00007FFE9F730000 10.0.19041.746 dwmapi.dll \n0x00007FFE8C310000 tbb_debug.dll \n0x00007FFE7EC20000 epoxy-0.dll \n0x00007FFE67340000 3.10.8150.1013 python310_d.dll \n0x00007FFEA2F50000 10.0.19041.546 WS2_32.dll \n0x00007FFE98DC0000 14.32.31332.0 VCRUNTIME140.dll \n0x00007FFEA2310000 10.0.19041.546 IMM32.DLL \n0x00007FFE9FA40000 10.0.19041.2130 windows.storage.dll \n0x00007FFEA12E0000 10.0.19041.2075 Wldp.dll \n0x00007FFEA18A0000 10.0.19041.844 profapi.dll \n0x00007FFE9F460000 10.0.19041.2130 uxtheme.dll \n0x00007FFE9F840000 10.0.19041.546 kernel.appcore.dll \n0x00007FFEA1C30000 10.0.19041.1415 bcryptPrimitives.dll \n0x00007FFE8B530000 tbbmalloc_debug.dll \n0x00007FFEA3150000 10.0.19041.2075 MSCTF.dll \n0x00007FFEA2FC0000 10.0.19041.985 OLEAUT32.dll \n0x00007FFE824C0000 10.0.19041.2075 OPENGL32.DLL \n0x00007FFE8C420000 10.0.19041.2075 GLU32.dll \n0x00007FFEA3400000 2001.12.10941.16384 clbcatq.dll \n0x00007FFE9ADF0000 10.0.19041.2075 AppXDeploymentClient.dll \n0x00007FFE57830000 30.0.14.9649 nvoglv64.dll \n0x00007FFEA3D40000 10.0.19041.1741 SETUPAPI.dll \n0x00007FFEA1960000 10.0.19041.1620 cfgmgr32.dll \n0x00007FFEA1FA0000 10.0.19041.1023 bcrypt.dll \n0x00007FFE9D780000 10.0.19041.546 WTSAPI32.dll \n0x00007FFEA1250000 10.0.19041.546 CRYPTBASE.DLL \n0x00007FFEA1470000 10.0.19041.546 msasn1.dll \n0x00007FFE9C570000 10.0.19041.906 cryptnet.dll \n0x00007FFEA1DD0000 10.0.19041.1889 CRYPT32.dll \n0x00007FFE9AEF0000 10.0.19041.1949 drvstore.dll \n0x00007FFEA1650000 10.0.19041.1620 devobj.dll \n0x00007FFEA1F30000 10.0.19041.2075 WINTRUST.dll \n0x00007FFEA0AA0000 10.0.19041.546 ntmarta.dll \n0x00007FFE93710000 10.0.19041.546 dxcore.dll \n0x00007FFEA17D0000 10.0.19041.546 powrprof.dll \n0x00007FFEA17B0000 UMPDC.dll \n0x00007FFEA1740000 10.0.19041.2075 WINSTA.dll \n0x00007FFE87CC0000 10.0.19041.1387 dataexchange.dll \n0x00007FFE9D990000 10.0.19041.2075 d3d11.dll \n0x00007FFE9E1C0000 10.0.19041.2075 dcomp.dll \n0x00007FFEA0340000 10.0.19041.2075 dxgi.dll \n0x00007FFE94780000 10.0.19041.1865 twinapi.appcore.dll \n0x00007FFE93EB0000 10.0.19041.2075 textinputframework.dll \n0x00007FFE9ED10000 10.0.19041.746 CoreMessaging.dll \n0x00007FFE9EF10000 10.0.19041.546 CoreUIComponents.dll \n0x00007FFE9E060000 10.0.19041.2130 wintypes.dll \n0x00007FFE7E100000 10.0.19041.1949 explorerframe.dll \n0x00007FFE8DD60000 10.0.19041.1566 directmanipulation.dll \n0x00007FFEA1230000 10.0.19041.546 CRYPTSP.dll \n0x00007FFEA0960000 10.0.19041.1052 rsaenh.dll \n\n# Python backtrace\n```\n\n```lines=10\n# Blender 3.4.0, Commit date: 2022-10-20 00:36, Hash 3915f5300ad2\nbpy.context.space_data.context = 'MATERIAL' # Property\n\n# backtrace\nException Record:\n\nExceptionCode : EXCEPTION_ACCESS_VIOLATION\nException Address : 0x00007FF6E6FDF4EA\nException Module : blender.exe\nException Flags : 0x00000000\nException Parameters : 0x2\n\tParameters[0] : 0x0000000000000001\n\tParameters[1] : 0x00000000000001A1\n\n\nStack trace:\nblender.exe :0x00007FF6E6FDF4C0 nodeRemLink\nblender.exe :0x00007FF6E80A8DA0 blender::ed::space_node::node_socket_add_replace\nblender.exe :0x00007FF6E80A9980 blender::ed::space_node::ui_node_link\nblender.exe :0x00007FF6E7EBCF50 ui_apply_but_funcs_after\nblender.exe :0x00007FF6E7EC87F0 ui_handler_region_menu\nblender.exe :0x00007FF6E7495810 wm_handlers_do_intern\nblender.exe :0x00007FF6E7494C40 wm_handlers_do\nblender.exe :0x00007FF6E749B1B0 wm_event_do_handlers\nblender.exe :0x00007FF6E7480BC0 WM_main\nblender.exe :0x00007FF6E65512F0 main\nblender.exe :0x00007FF6EC6F4380 __scrt_common_main_seh\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThreads:\nThread : 000032c8\nntdll.dll :0x00007FFEA42F0B00 ZwWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFEA42A26D0 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00000778\nntdll.dll :0x00007FFEA42F0B00 ZwWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFEA42A26D0 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 000015a8\nntdll.dll :0x00007FFEA42F0B00 ZwWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFEA42A26D0 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 000022e0\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\nblender.exe :0x00007FF6ED271160 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF6ED270970 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6E6713C20 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 000018f0\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\nblender.exe :0x00007FF6ED271160 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF6ED270970 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6E6713C20 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00000f34\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\nblender.exe :0x00007FF6ED271160 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF6ED270970 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6E6713C20 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 0000265c\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\nblender.exe :0x00007FF6ED271160 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF6ED270970 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6E6713C20 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00000458\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\nblender.exe :0x00007FF6ED271160 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF6ED270970 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6E6713C20 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00000fdc\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\nblender.exe :0x00007FF6ED271160 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF6ED270970 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6E6713C20 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 0000198c\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\nblender.exe :0x00007FF6ED271160 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF6ED270970 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6E6713C20 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 000026e4\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\nblender.exe :0x00007FF6ED271160 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF6ED270970 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6E6713C20 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 000022f8\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\nblender.exe :0x00007FF6ED271160 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF6ED270970 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6E6713C20 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00001088\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\nblender.exe :0x00007FF6ED271160 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF6ED270970 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6E6713C20 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00001234\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\nblender.exe :0x00007FF6ED271160 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF6ED270970 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WaitForSingleObjectEx\nblender.exe :0x00007FF6ED271160 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF6ED270970 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6E6713C20 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00002228\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\nblender.exe :0x00007FF6ED271160 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF6ED270970 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6E6713C20 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 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\n0x00007FFE9B860000 10.0.19041.867 dbghelp.dll \n0x00007FFEA1FA0000 10.0.19041.1023 bcrypt.dll \n0x00007FFE68390000 5.7.0.7 sycl.dll \n0x00007FFEA2410000 10.0.19041.1202 ole32.dll \n0x00007FFEA39E0000 10.0.19041.2130 combase.dll \n0x00007FFEA3780000 10.0.19041.546 PSAPI.DLL \n0x00007FFE81390000 epoxy-0.dll \n0x00007FFEA3270000 10.0.19041.1865 shcore.dll \n0x00007FFE556F0000 cycles_kernel_oneapi.dll \n0x00007FFEA2310000 10.0.19041.546 IMM32.dll \n0x00007FFE53FA0000 9.0.0.0 openvdb.dll \n0x00007FFE67640000 59.16.100.0 avformat-59.dll \n0x00007FFE51AA0000 59.18.100.0 avcodec-59.dll \n0x00007FFE944D0000 59.4.100.0 avdevice-59.dll \n0x00007FFE7EBF0000 57.17.100.0 avutil-57.dll \n0x00007FFEA2FC0000 10.0.19041.985 OLEAUT32.dll \n0x00007FFE8C5C0000 6.4.100.0 swscale-6.dll \n0x0000000070440000 1.0.28.0 libsndfile-1.dll \n0x000000006ACC0000 libgmp-10.dll \n0x00007FFE83E80000 1.21.1.0 OpenAL32.dll \n0x00007FFE82490000 2.0.20.0 SDL2.dll \n0x00007FFE99D20000 libgmpxx.dll \n0x00007FFEA3D40000 10.0.19041.1741 SETUPAPI.dll \n0x00007FFE67170000 3.10.2150.1013 python310.dll \n0x00007FFE99A30000 tbbmalloc_proxy.dll \n0x00007FFE942E0000 10.0.19041.1 AVIFIL32.dll \n0x00007FFE844B0000 6.10.19041.1110 COMCTL32.dll \n0x00007FFE9C5E0000 10.0.19041.546 VERSION.dll \n0x0000000070680000 libfftw3-3.dll \n0x00007FFE9F730000 10.0.19041.746 dwmapi.dll \n0x00007FFE92F80000 10.0.19041.546 Secur32.dll \n0x00007FFE8C530000 4.3.100.0 swresample-4.dll \n0x00007FFE98880000 10.0.19041.1 AVICAP32.dll \n0x00007FFE936E0000 10.0.19041.546 WINMM.dll \n0x00007FFE9CED0000 10.0.19041.1 MSACM32.dll \n0x00007FFE8C420000 10.0.19041.1 MSVFW32.dll \n0x00007FFE96EB0000 10.0.19041.1 winmmbase.dll \n0x00007FFEA1820000 10.0.19041.2130 SSPICLI.DLL \n0x00007FFE9F840000 10.0.19041.546 kernel.appcore.dll \n0x00007FFE9FA40000 10.0.19041.2130 windows.storage.dll \n0x00007FFEA12E0000 10.0.19041.2075 Wldp.dll \n0x00007FFE9F460000 10.0.19041.2130 uxtheme.dll \n0x00007FFEA1C30000 10.0.19041.1415 bcryptPrimitives.dll \n0x00007FFEA18A0000 10.0.19041.844 profapi.dll \n0x00007FFEA3400000 2001.12.10941.16384 clbcatq.dll \n0x00007FFE9CFC0000 10.0.19041.1503 MMDevApi.dll \n0x00007FFEA1650000 10.0.19041.1620 DEVOBJ.dll \n0x00007FFE9D0C0000 10.0.19041.1865 AUDIOSES.DLL \n0x00007FFEA17D0000 10.0.19041.546 powrprof.dll \n0x00007FFEA17B0000 UMPDC.dll \n0x00007FFEA3150000 10.0.19041.2075 MSCTF.dll \n0x00007FFE80380000 10.0.19041.2075 OPENGL32.DLL \n0x00007FFE8B550000 10.0.19041.2075 GLU32.dll \n0x00007FFE9ADF0000 10.0.19041.2075 AppXDeploymentClient.dll \n0x00007FFE4EAE0000 30.0.14.9649 nvoglv64.dll \n0x00007FFE9D780000 10.0.19041.546 WTSAPI32.dll \n0x00007FFEA1250000 10.0.19041.546 CRYPTBASE.DLL \n0x00007FFEA1470000 10.0.19041.546 msasn1.dll \n0x00007FFE9C570000 10.0.19041.906 cryptnet.dll \n0x00007FFEA1DD0000 10.0.19041.1889 CRYPT32.dll \n0x00007FFE9AEF0000 10.0.19041.1949 drvstore.dll \n0x00007FFEA1F30000 10.0.19041.2075 WINTRUST.dll \n0x00007FFEA0AA0000 10.0.19041.546 ntmarta.dll \n0x00007FFE93710000 10.0.19041.546 dxcore.dll \n0x00007FFEA1740000 10.0.19041.2075 WINSTA.dll \n0x00007FFE87CC0000 10.0.19041.1387 dataexchange.dll \n0x00007FFE9D990000 10.0.19041.2075 d3d11.dll \n0x00007FFE9E1C0000 10.0.19041.2075 dcomp.dll \n0x00007FFEA0340000 10.0.19041.2075 dxgi.dll \n0x00007FFE94780000 10.0.19041.1865 twinapi.appcore.dll \n0x00007FFE93EB0000 10.0.19041.2075 textinputframework.dll \n0x00007FFE9EF10000 10.0.19041.546 CoreUIComponents.dll \n0x00007FFE9ED10000 10.0.19041.746 CoreMessaging.dll \n0x00007FFE9E060000 10.0.19041.2130 wintypes.dll \n0x00007FFE7E100000 10.0.19041.1949 explorerframe.dll \n0x00007FFE8DD60000 10.0.19041.1566 directmanipulation.dll \n0x00007FFEA1230000 10.0.19041.546 CRYPTSP.dll \n0x00007FFEA0960000 10.0.19041.1052 rsaenh.dll \n0x00007FFE66EB0000 30.0.14.9649 nvcuda.dll \n0x00007FFE4D460000 30.0.14.9649 nvcuda64.dll \n0x00007FFE788A0000 30.0.14.9649 nvapi64.dll \n\n# Python backtrace\n\n```\n\nBlenders: 3.4, 3.2, 3.0, 2.9, 2.83\n```lines=10\nC:\\Users\\rfnei>\"F:\\Диск I\\programm\\blenders\\свежак 24-14-8-11\\blender.exe\"\nRead prefs: C:\\Users\\rfnei\\AppData\\Roaming\\Blender Foundation\\Blender\\3.4\\config\\userpref.blend\nWarning: File written by newer Blender binary (304.3), expect loss of data!\nError : EXCEPTION_ACCESS_VIOLATION\nAddress : 0x00007FFE8C723020\nModule : MSVCP140.dll\nThread : 0000207c\nWriting: C:\\Users\\rfnei\\AppData\\Local\\Temp\\blender.crash.txt\n\nC:\\Users\\rfnei>\"F:\\Диск I\\programm\\blenders\\свежак 24-12-1\\blender.exe\"\nRead prefs: C:\\Users\\rfnei\\AppData\\Roaming\\Blender Foundation\\Blender\\3.2\\config\\userpref.blend\nError : EXCEPTION_ACCESS_VIOLATION\nAddress : 0x00007FF73481F663\nModule : blender.exe\nThread : 000029c0\nWriting: C:\\Users\\rfnei\\AppData\\Local\\Temp\\blender.crash.txt\n\nC:\\Users\\rfnei>\"F:\\Диск I\\programm\\blenders\\свежак 24-9-10\\blender.exe\"\nRead prefs: C:\\Users\\rfnei\\AppData\\Roaming\\Blender Foundation\\Blender\\3.1\\config\\userpref.blend\nERROR (bke.node): C:\\Users\\blender\\git\\blender-vdev\\blender.git\\source\\blender\\blenkernel\\intern\\node.cc:2222 nodeAddStaticNode: static node type 200 undefined\nError : EXCEPTION_ACCESS_VIOLATION\nAddress : 0x00007FF7A47ABC94\nModule : blender.exe\nThread : 00000674\nWriting: C:\\Users\\rfnei\\AppData\\Local\\Temp\\blender.crash.txt\n\nC:\\Users\\rfnei>\"F:\\Диск I\\programm\\blenders\\свежак 22-14\\blender.exe\"\nError : EXCEPTION_ACCESS_VIOLATION\nAddress : 0x00007FF776C49221\nModule : blender.exe\nThread : 00000cc0\nWriting: C:\\Users\\rfnei\\AppData\\Local\\Temp\\blender.crash.txt\n\nC:\\Users\\rfnei>\"F:\\Диск I\\programm\\blenders\\свежак 20-6\\blender.exe\"\nfound bundled python: F:\\╨Ф╨╕╤Б╨║ I\\programm\\blenders\\╤Б╨▓╨╡╨╢╨░╨║ 20-6\\2.83\\python\nError : EXCEPTION_ACCESS_VIOLATION\nAddress : 0x00007FF6508070ED\nModule : F:\\─шёъ I\\programm\\blenders\\ётхцръ 20-6\\blender.exe\n```\n\n1: Open blender to the default startup file.\n2: Go to the materials tab.\n3: Click on the button next to \"Surface\" labeled \"Principled BSDF\" and select a different node to switch it out.\n4: Press Ctrl + Z on the keyboard to undo the previous action.\n5: Repeat steps 3 and 4 with various nodes until it crashes.\n(There used to be a more consistent way of replicating this, making a mix shader, putting a glossy bsdf node in the top slot, then pressing undo and selecting an emission node instead, but it stopped crashing with that just before I sent this.\n. . . And it just started crashing with that again. I'm sorry I can't give you something more consistent.)\n\nBased on the default startup file.\n", "BMesh.free causes crash under curtain conditions\nOperating system: Linux-5.16.16-200.fc35.x86_64-x86_64-with-glibc2.34 64 Bits\nGraphics card: NVIDIA GeForce GTX 1660 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.47.03\n\nBroken: version: 3.2.0 Alpha\n```\nall 3.x versions are broken, 3.0.0 sometimes works\n```\nWorked: 2.93.8 LTS\nOn Fedora also some 2.91 versions have been affected, according to rebuild agains newer pythons.\nReported on redhat bugzilla: show_bug.cgi?id=1872980\n\n[blender.crash.txt](blender.crash.txt)\nUsing my python addon blender crashes on _PyEval_EvalFrameDefault or _Py_Dealloc.\n\nUnable to describe simple steps to reproduce. This happens using my python addon, but if a bug is in addon, still shouldn't crash blender but throw an python traceback.\nWhen I delete line describen in crash log's backtrace, then another row is marked as a problem, so unable to identify exactly what's happening.\nPlease, let me know, if you need more information.\n\n----\n\nEdit, run this script with the following command line arguments: [boxmaker_crash_single_script.py](boxmaker_crash_single_script.py)\n`blender -b --factory-startup --python boxmaker_crash_single_script.py`\n", "Crash upon renaming collection or clicking on Blenderkit after creating said collection (without renaming)\nOperating system: Win 10\nGraphics card: Nvidia Quadro M5000 \n\nBroken: 3.4.1\nWorked: 3.4.1\n\nCrash upon renaming collection or clicking on Blenderkit after creating said collection (without renaming). \n\n- Download file through the link from Google Drive attached (I leave the file as it is since I don't know what caused the problem)\n- Click in the collection \"Möblierung\",\n- create some new collection in it,\n- rename the new collection (with double click)\n- hit enter - crash\n\nOr create the collection, don't rename it and then click something in the interface (Blenderkit \"eye\" symbol in my case).\n\nReload didn't do anything, just kept crashing.\n\nLoaded a recent autosave, seems to work. Already hat to kill startup file and all settings yesterday, got permanent exception access violation crashes upon file load, after enabling some addon (TrueAssets) it worked.\n\nLink to the blend: view?usp=sharing\n\n", "Clicking \"Bake All Dynamics\" causing various crashes.\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 536.99\n\nBroken: version: 3.6.2\n\nUsing \"Bake All Dynamics\" is beyond finicky and crashes Blender in many different use cases. Many little \"tricks\" are needed to make it work. I am using Disk Cache for all below situations, but I believe the crashes happen with or without this.\n\nSituations where it crashes:\nClicking \"Bake All Dynamics\" within the Cloth cache settings. It seems it's required to click \"Bake All Dynamics\" button within the context of the Rigid Body system, or else it crashes instantly.\n\nClicking \"Bake All Dynamics\" in the context of hair dynamics seems to do nothing. Same goes for \"Update All to Frame\"\n\nIf a rigid body simulation has been baked, clicking \"Delete All Bakes\", then clicking \"Bake All Dynamics\" immediately will also crash blender. The only workaround for this is to \"move\" an object even if using a zero value, before clicking \"Bake All Dynamics\" again. This prevents the crash. \n\n\nCreate a Rigid Body Sim, create a Cloth Sim. Check \"Disk Cache\" as an option. Try the various methods listed above.\n\n", "Crash after executing the script\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 535.98\n\nBroken: version: 3.6.1 Release Candidate\n\nApplication crashes when clicking on the script run button\n\n1/ launch Blender\n2/ click on \"Scripting\" tab; click \"New\"\n3/ paste the following chatgpt generated script and run it: \n```\nimport bpy\nfrom math import sqrt, sin, cos\n\n# Define the vertices of the tetrahedrons\nvertices1 = [\n (1, 1, 1),\n (-1, -1, 1),\n (-1, 1, -1),\n (1, -1, -1)\n]\n\nvertices2 = [\n (1, -1, -1),\n (-1, 1, -1),\n (-1, -1, 1),\n (1, 1, 1)\n]\n\n# Define the faces of the tetrahedrons\nfaces1 = [\n (0, 1, 2),\n (0, 2, 3),\n (0, 3, 1),\n (1, 3, 2)\n]\n\nfaces2 = [\n (0, 1, 2),\n (0, 2, 3),\n (0, 3, 1),\n (1, 3, 2)\n]\n\n# Create new meshes and objects\nmesh1 = bpy.data.meshes.new(\"Tetrahedron1\")\nobj1 = bpy.data.objects.new(\"Tetrahedron1\", mesh1)\n\nmesh2 = bpy.data.meshes.new(\"Tetrahedron2\")\nobj2 = bpy.data.objects.new(\"Tetrahedron2\", mesh2)\n\n# Set the object locations and scene context\nobj1.location = (-2, 0, 0)\nbpy.context.scene.collection.objects.link(obj1)\n\nobj2.location = (2, 0, 0)\nbpy.context.scene.collection.objects.link(obj2)\n\n# Create the vertices and faces of the meshes\nmesh1.from_pydata(vertices1, [], faces1)\nmesh1.update(calc_edges=True)\n\nmesh2.from_pydata(vertices2, [], faces2)\nmesh2.update(calc_edges=True)\n\n# Hinge the tetrahedrons together by one edge\nedge1 = mesh1.edges[0]\nedge2 = mesh2.edges[2]\n\nbpy.ops.object.select_all(action='DESELECT')\nobj1.select_set(True)\nobj2.select_set(True)\n\nbpy.context.view_layer.objects.active = obj2\nbpy.ops.object.mode_set(mode='EDIT')\nbpy.ops.mesh.select_all(action='DESELECT')\nedge2.select = True\nbpy.ops.mesh.edge_face_add()\nbpy.ops.object.mode_set(mode='OBJECT')\n\n# Add an armature to the tetrahedrons\nbpy.ops.object.armature_add()\narmature = bpy.context.object\narmature.name = \"HingeArmature\"\narmature.location = (0, 0, 0)\n\n# Add bones to the armature\nbpy.ops.object.mode_set(mode='EDIT')\nbone1 = armature.data.edit_bones.new('Bone1')\nbone1.head = (0, 0, 0)\nbone1.tail = (-2, 0, 0)\nbone1.use_deform = False\n\nbone2 = armature.data.edit_bones.new('Bone2')\nbone2.head = (0, 0, 0)\nbone2.tail = (2, 0, 0)\nbone2.use_deform = False\n\nbpy.ops.object.mode_set(mode='OBJECT')\n\n# Parent the tetrahedrons to the armature\nobj1.parent = armature\nobj1.parent_type = 'BONE'\nobj1.parent_bone = 'Bone1'\n\nobj2.parent = armature\nobj2.parent_type = 'BONE'\nobj2.parent_bone = 'Bone2'\n\n# Animate the hinge\nframes = 30\n\nfor frame in range(frames):\n bpy.context.scene.frame_set(frame)\n\n angle = frame / frames * 2 * 3.14159265\n\n bone1.tail = (-2 * cos(angle), 0, -2 * sin(angle))\n bone2.tail = (2 * cos(angle), 0, 2 * sin(angle))\n\n bone1.keyframe_insert(data_path='tail')\n bone2.keyframe_insert(data_path='tail')\n```", "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", "crash when changing viewport shading to wireframe mode\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: AMD Radeon RX 5700 XT ATI Technologies Inc. 4.5.14760 Core Profile Context 21.2.3 27.20.14535.3005\n\nBroken: version: 3.0.0 Alpha, branch: master, commit date: 2021-04-23 20:25, hash: 17fca62fff9b, type: Release\nBroken: 2.81\nWorked: 2.80\n\n\nif you have a high poly mesh and try change the shading mode to wireframe. depending on the model it constantly crashes.\n\n\nI noticed this trying to make a retopo of a character. I tried to check what was causing de crash by deleting each object and testing the wireframe. \n\nI deleted everything but the main body mesh, without any uv map, vertex color or any other thing that could make it heavier, and also I tried reseting factory settings.\n\nI would send the file but its 200mb, the main mesh has about 4million vertices.\n![image.png](image.png)\n\nthe crash doesn't happen when changing to eevee or solid view, it only happens when changing to wireframe.\n\nImportant note: if you DON'T move the camera after opening the file before changing to wireframe it doesn't crash even if you go to solid and wireframe back and forth as shown in the video bellow \n[2021-05-01 14-18-16.mp4](2021-05-01_14-18-16.mp4)\n\n[blender_system_info.txt](blender_system_info.txt)\n[blender_debug_output.txt](blender_debug_output.txt)\n[untitled.blend](untitled.blend)\n- open the file above\n- rotate it about 180degrees\n- activate wireframe", "rigid-body bake to keyframes with visibility keyframes \nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.72\n\nBroken: version: 2.92.0\n\n\n\nI have a rigid-body object with visibility keyframes. and When I try to bake to keyframes I get an error:\n\n```\nPython: Traceback (most recent call last):\n File \"C:\\Program Files\\Blender Foundation\\Blender 2.92\\2.92\\scripts\\startup\\bl_operators\\rigidbody.py\", line 174, in execute\n bpy.ops.anim.keyframe_insert(type='BUILTIN_KSI_LocRot', confirm_success=False)\n File \"C:\\Program Files\\Blender Foundation\\Blender 2.92\\2.92\\scripts\\modules\\bpy\\ops.py\", line 132, in __call__\n ret = _op_call(self.idname_py(), None, kw)\nRuntimeError: Ошибка: Нет подходящей информации о контексте для активного ключевого набора\n\n\nlocation: <unknown location>:-1\n\nbpy.context.space_data.system_folders_active = 2\n «bug.blend» сохранено\nbpy.ops.rigidbody.bake_to_keyframes(frame_start=1, frame_end=250)\nPython: Traceback (most recent call last):\n File \"C:\\Program Files\\Blender Foundation\\Blender 2.92\\2.92\\scripts\\startup\\bl_operators\\rigidbody.py\", line 174, in execute\n bpy.ops.anim.keyframe_insert(type='BUILTIN_KSI_LocRot', confirm_success=False)\n File \"C:\\Program Files\\Blender Foundation\\Blender 2.92\\2.92\\scripts\\modules\\bpy\\ops.py\", line 132, in __call__\n ret = _op_call(self.idname_py(), None, kw)\nRuntimeError: Ошибка: Нет подходящей информации о контексте для активного ключевого набора\n\n\nlocation: <unknown location>:-1\n```\n\n\n\n\n[bug.blend](bug.blend)\n\n", "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.", "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```", "Serious problems with visibility when linking a character\nOperating system: Ubuntu 20.04\nGraphics card: Geforce MX230\n\nBroken: 3.3\n\n\nwhen linking a collection containing a character model, rig, etc., oddities occur with the visibility of the armature: when the overlays are turned off/ on, the armature is not displayed until some event occurs (this bug applies to the file where the model is located). undo ignores hiding bones (scene with linked and override character) for clarity, two animation files will be attached. in both, sometimes both of these bugs occur, while it is absolutely unpredictable\n[2022-09-16 02-20-35.mp4](2022-09-16_02-20-35.mp4)\n\n[broken_7.zip](broken_7.zip)\n\nfile with character in broken_7/stalker/\nfiles with animation in broken_7/3d_projects/tests/animation/\n" ]
[ "Crash after manipulating Object.hide_viewport while iterating Collection.all_objects\nOperating system: Win10\nGraphics card: nVidia 1070\n\nBroken: 2.80 (sub 47), branch: master, commit date: 2019-03-09 16:19, hash: 40412499433e\nWorked: A February build was fine, but I don't know the hash :-/\n\nRunning this script fragment will cause a crash inside the Collection.all_objects code path -- one of the 2 hide_viewport lines seems to trigger it:\n\n```\nimport bpy\n\nfor obj in bpy.context.collection.all_objects:\n print('Processing object : ', obj.name)\n\n prev_hide_viewport = obj.hide_viewport\n obj.hide_viewport = False\n\n obj.select_set(False)\n obj.hide_viewport = prev_hide_viewport\n```\n\n\n[hide_viewport-crash.blend](hide_viewport-crash.blend)\n- Load attached .blend\n- Hit Run Script\n\n```\nException thrown: read access violation.\nbase was 0xFFFFFFFFFFFFFFDF.\n\nblender.exe!rna_Collection_all_objects_get(CollectionPropertyIterator * iter) Line 62\tC\nblender.exe!Collection_all_objects_get(CollectionPropertyIterator * iter) Line 160\tC\nblender.exe!Collection_all_objects_next(CollectionPropertyIterator * iter) Line 181\tC\nblender.exe!RNA_property_collection_next(CollectionPropertyIterator * iter) Line 3660\tC\nblender.exe!pyrna_prop_collection_iter_next(BPy_PropertyCollectionIterRNA * self) Line 6634\tC\npython37_d.dll!00007ff80ec4b9ac()\tUnknown\npython37_d.dll!00007ff80ec49ecc()\tUnknown\npython37_d.dll!00007ff80ec48726()\tUnknown\npython37_d.dll!00007ff80ec4867e()\tUnknown\nblender.exe!python_script_exec(bContext * C, const unsigned char * fn, Text * text, ReportList * reports, const bool do_jump) Line 469\tC\n\n```" ]
Library override creating duplicate objects when nested libraries are updated and new objects are overridden. Operating system: macOS-12.6-arm64-arm-64bit 64 Bits Graphics card: Apple M1 Apple 4.1 Metal - 76.3 Broken: version: 3.3.0 Worked: n/a When a collection that is being linked in and overridden is updated, the new objects inside the collection are linked over, but they aren't overridden (despite being part of a collection that has been overridden). Manually overriding the new objects results in duplicate objects being created. Here's a screen recording where I go through the issue: [screen-recording.mp4](screen-recording.mp4) 1. Create a simple blend file, a rig with a mesh attached (prop 1) 2. Create a new Blend file with another rig and mesh. (prop 2) 3. Create a third Blend file. (environment) 4. Link in the collections from the prop files into the environment file. 5. Make sure the linked props are in a collection for linking to the animation file. 6. Library override the props. 7. Create a fourth blend file. (animation) 8. Link the collection containing the props in the environment file into the animation file. 9. Library override the environment object. 10. Create a fifth blend file, add a simple rig and mesh attached (prop 3). 11. Link prop 3 into the environment file and make a library override for it. 12. Open the animation file. The third prop is there, but it isn't overridden despite it being in a collection that has been overridden. 13. Library override the rig for the third prop. A duplicate rig and mesh object have been created outside of the environment collection. [sht-001.blend](sht-001.blend) [bowl.blend](bowl.blend) [table.blend](table.blend) [monkey.blend](monkey.blend) [env-room.blend](env-room.blend)
[ " Convert to Grease Pencil overwrites Name\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Quadro M2000M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 432.06\n\nBroken: version: 3.0.0 Alpha\nWorked: ? Was broken in 2.92 and 2.93\n\nUsing the Convert to Grease Pencil command on a curve, mesh, or text object overwrites the object name with GPencil \n\nSteps to reproduce: \n\n - Open up default blend file\n - Select default cube\n - Object>Convert>Grease Pencil\n - Observe the name change in the outliner\n # Have some coffee and ponder how to fix it \n\nThanks for all of your great work and this great program!\n", "Design issue: Icon next to overridden property does not perform the function it strongly suggests\n3.0.0\n\nWhen a propertry is overridden, the \"animate property\" button next to it is replaced by this \"reset\" icon:\n![Untitled.png](Untitled.png)\nThese really seem to suggest that clicking them will remove the override. Instead it just adds a keyframe as usual. This seems misleading.\n\n - Override a property of some library override asset\n - Click the button to the right of that property\n\n", "Additional unwanted objects being created when asset browser asset is used\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: 3.5.0\n\nAdditional duplicate (unwanted) objects being created when using assets from the asset browser.\n\nI haven't managed to consistently reproduce how I get this issue to happen. However, I have attached files which are guaranteed to demonstrate it.\n\n1. The oxford-straps-demo.blend file contains the source meshes which are placed in a collection and marked as asset called \"Source Asset\"\n\n2. The test-asset.blend file contains the \"Source Asset\" dropped in as Linked then Library Overridden. That itself is then marked again as an asset called \"Test Asset\". (This is my workflow - I would do this, then add materials at this stage).\n\n3. Open a new blend file and drop in the \"Test Asset\" (with Append). You will see the appended asset plus two other unwanted objects which are duplicates of the objects contained within the sealed asset.\n\nI have to delete these every time the asset is used.\n\n", "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", "Copy Rotation Constraint - adding rotations causes unexpected behaviour\nOperating system: Windows\nGraphics card: GTX 1650 Max-Q`\n\nBroken: v2.81a, v2.81, v2.82\n\nWhen adding a Copy Rotation constraint to an object, the `Add` mode seems to not work correctly\n(or at least how I would expect it to work). For example, setting the rotation of the object to (x,x,x) and\nthe target to (-x, -x, -x) does not consistently result in having no net effect. The value for which this *stops* \nworking is x >= 54.\n\n1 - Add an object, give it a rotation of (80, 80, 80), Euler XYZ (default)\n2 - Add an empty, give it a rotation of (-80, -80, -80)\n3 - Add a Copy rotation constraint on the object, and set the target to empty\n\nThe included `bug.blend` file contains an animation that goes over the values of x as described in the\nabove example from 0-100. The problem can be seen around halfway through the animation at the\ncritical value above.\n\n**Result**\nObject seems to have a weird rotation, which is not the expected outcome. The same happens\nwhen only one of the axes is rotated more, and also when they don't necessarily add up to 0.\n\nThis has been tested on multiple Windows machines.\n\n[bug.blend](bug.blend)\n\n\n\n\n\n\n\n\n", "Asset Browser: Instance option shifts objects from the nested collection to the world origin\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3050 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.78\n\nBroken: 3.5\nWorked: unsure\n\nIf we have a collection as a asset which contains nester collection, after spawning such collection with instance unchecked will keep \nobjects from nested collection at world origin\n\n- Download zip\n- Open default scene add set this as asset library path; `Example/Asset Browser`\n- Open asset browser -> select `User Library`\n- Drag & drop `Example_Object`\n- Uncheck `Instance` from redo panel. \nNotice collider objects shifts to World origin\nFound this issue by @JelSadones while discussing #103216 (Linked objects only count once towards the triangle count)\n- - - \n**Additional Info**\n- Open Prop_Example.blend\n- Remove `BoundingBox` and `CustomColliders` collection and move all objects under single collection (i.e. `Example_Object`)\n- Save file then open a default file.\n- Now drag & drop this asset and uncheck Instance option (all objects will be at the instanced position)\n\n[Example.zip](Example.zip)", "Recursive Purge Orphans datablocks on file save\nFully deleting datablocks from a blend file doesn't happen as easily as most users might expect, since \"delete\" is often used in the UI when \"un-link\" is what is actually meant. This can cause a lot of confusion and uncertainty during production. Proper deletion of datablocks requires that they are first un-linked, then they can be purged via File->Clean Up->Recursive Unused Datablocks. This works beautifully, and I would like to propose adding an option to have this operation executed after existing deletion operators. For example, after deleting a collection of objects, it would then also delete everything that was used only by those objects, such as their mesh and shape key datablocks, materials, actions, textures, etc.\n\nMy previous proposal was to have an option to execute Recursive Purge only on file save, which seemed to make sense to everyone I talked to at the time. (@dr.sybren @mont29 @JulianEisel @SimonThommes ) \nI still think that solution would be a step forward, but the new proposal above would achieve the same goals in an even more foolproof way. \n\n### Use case\nCurrently, this can very easily happen:\n- Animator duplicates an overridden character. All its objects get a .001 suffix.\n- Animator deletes that copy, saves their file, and later re-opens it. Only one \"layer\" of unused objects has been cleaned, so there can still be orphan object datablocks lying around unseen.\n- Animator duplicates the character again. Now the number suffix of their objects are all over the place. Some of them have .001 and others have .002.\n\nAs they continue working and duplicating characters, the old, unused objects slowly get deleted, and the name suffixes really get all over the place. It's not nice to get your objects names all mixed up like this, as things get really confusing when trying to troubleshoot problems in a production file, since everywhere where one object references another, the mismatching suffixes give the troubleshooter anxiety and uncertainty. The only way to avoid this currently is to tell the entire production team to always run a recursive Purge after deleting anything, which is very error-prone. \n\n\n### Potential issues\n\n- ~~The current recursive purge purges Text datablocks, which is bad because they don't have the possibility of a \"Fake User\", so they should be excluded (or better yet, be included in the \"fake user\" system, and get a fake user by default). ~~ (Fixed by [D10983](D10983))\n- Actions don't have fake user enabled by default. The long standing issue of Action datablocks \"disappearing\" on users and making them lose hours of work if they forget to click Fake User would be exacerbated by this change. This could be trivially fixed by giving Actions a fake user on creation, and forcing users to clean up their unused Actions themselves.", "Instanced Metaball Collection Issue\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 531.61\n\nBroken: version: 3.6.0 Alpha\n\nInstancing metaball collections on vertices + geometry nodes displays some unusual behavior. \n\nIf a sub metaball is moved to another collection, all metaballs stop rendering, but are still shown in the viewport. If the main metaball of the family is moved to another collection, behavior is as expected and it is removed from the instanced collection and renders correctly. \n\n\nBased on attached file: \n1. Take note that Mball.002 has already been placed in \"otherCollection\".\n1. Render: See All Mball's of Geometry nodes disappear. (bugged state).\n2. Move Mball.002 to \"metaballs\" collection.\n3. Render - all is well. (Fixed state).\n\n---\n1. Move \"Mball\" to \"otherCollection\".\n2. Render.\n3. All is well. (correct behavior for moving one item out of the collection).\n\nRenaming the metaballs is not helpful as I still wish for the metaballs to interact, I just wish to instance specific metaballs only within the family.\n\n", "Outliner: Unexpected behavior when duplicating object hierarchies\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\n**may not be a bug** - duplicate a parent object (i.e. an object that has child objects). The duplication automatically selects the new object in the 3D viewport but this selection differs from that shown in the outliner. This means dragging to, say, a new collection does not work as expected (only the parent object is moved leaving the child behind).\n\nThe set up (this is the attached blend file):-\n1. Create two cubes (or any meshes) and parent one to the other to form a hierarchy.\n2. Add the object(s) to a collection.\n3. Create another top level collection which is empty.\n\nThe aim:-\nTo duplicate the object(s) (not the collection) and copy the duplicate to the second (currently empty) collection.\n\nThe steps:-\n1. Right click the parent object in the outliner and choose \"Select Hierarchy\". Note that the outliner shows the selected objects with a blue background bar (as expected).\n\n2. In the 3D viewport, use Shift or Alt D (doesn't matter which) to create new duplicate objects. Note that the 3D viewport shows the duplicate parent and child selected. The outliner shows a new object selected (with blue bar) but the tree is collapsed so we can't see the child.\n\n3. In the outliner, click and drag the selected parent object to the empty collection. Note that only the parent moves, the child is left behind. This child has then to be dragged separately.\n\nAfter step 2, every visual cue leads the user to believe that the duplicate hierarchy is selected. And this is the intuitive behaviour expected. But expanding the outliner tree shows the child object is not, in fact, selected (no blue bar). So an additional step of having to reselect the hierarchy is required before step 3.\n\nThe main issue is that with lots of objects and detailed hierarchies, just forgetting that additional \"select hierarchy\" step before dragging means that child objects can be scattered all over the place away from their parent and the user is left picking through the large list trying to sort it out.\n\nThis may not be a bug, it may be working as designed. But I cannot think of a use case where the current functionality would be useful so I'm assuming it's a small selection bug.\n\n", "Rigid Body Physics forces no longer restricted to specific layers/collections\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: Intel(R) Iris(R) Plus Graphics Intel 4.5.0 - Build 26.20.100.7641\n\nBroken: version: 2.93.0 Alpha\n\nPrior to Blender version 2.8, forces would only affect rigid body objects within the same layers. With later versions the scene is managed via Collections but despite forces being able to be placed in any number of collections, all forces seem to affect rigid bodies in all collections.\n\nNote that saving a file with mulitple forces in different layers in Blender version 2.79b and loading into 2.93 Alpha does seem to retain the layer structure by creating an additional collection for the objects in different layers but the forces no longer work the same.\n\nAdd Rigid Body Physics to the default cube and duplicate it to a second cube. Move the second cube into a different collection. Switch off Scene Gravity. Create two forces that would affect the two cubes in different ways (eg, place one above one cube and the other below the other cube) and move the forces to the respective collection relating to its associated cube. This should result in each force affecting only one of the cubes (since they are in different collections). However, running the simulation results in both cubes being affected by both forces - rather than just the force in its own collection. \n\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)", "LibOverrides - Refactor how diffing of RNA collections is handled, and extend diffing possibilities.\n**Status:** \n\nMilestone 1 has been implemented in Blender 3.0.\n\nIt implies forward compatibility breakage (i.e. files saved in Blender 3.0 won't open in a fully correct state regarding inserted local override modifiers/constraints, in older versions). Some fix will be added to Blender 2.93 LTS to at least prevent crashes.\n\nMilestone 2 is not yet scheduled.\n\n---\n\n**Description**\n**Big picture:** \n\nThe insertion of new items in existing RNA collections of override data-blocks (e.g. object constraints or modifiers) was 'hacked' in in early stage of the project and unfortunately never properly reworked before it got into production.\n\nIt currently has a weird implementation and design flows that make it close to impossible to extend in practice (to support e.g. re-ordering, deletions, etc.)\n\n**Goals**:\n* Make current code match expected design of data model used to store overrides.\n* Support more complex operations over collection items (re-ordering, deletion?).\n\n**List Operations Design:**\nUltimately this would include `Insertion`, possibly `re-ordering` of existing (from linked data) items. Supporting `deletion` operation remains an open topic, as it has fairly complicated implications, and is not strictly needed since items can usually be muted/de-activated anyway.\n\n*Implementation comments are in italic below.*\n\n* Current Design:\n**Order of operations defined in the override property is crucial, since if you insert a new item `A`, and then another item `B` after `A`, you will need to use `A` as anchor for `B` insertion.** Insertion:\n***Insertion operations are applied in a separate, second pass after all other override operations have been applied.**** *This is a mistake, insertion and ordering should be applied **before** any other override operation, such that order of items in destination data fully matches the one it had when operations were generated by diffing code). This is especially important for index-based operations or index-only lists.*\n***If items in the collection can be referenced by unique names (e.g. modifiers, constraints), new items can be inserted anywhere, using any other existing item as anchor (insertion before/after that anchor item).*** If items in the collection can only be referenced by index (NLA tracks), new items can only be inserted after existing ones (i.e. after items coming from the linked reference datablock).\n***If name reference is defined, it takes precedence over index reference.*** If no valid reference is found, insertion point is assumed to be first (for insert after) or last (for insert before) position in the list.\n*** ***Current implementation main flaw:** it uses a single reference information, `subitem_local_name`/`subitem_local_index`. This is used to find the anchor item after which the new one (matching current override operation) is inserted, **in local override data**. The one to be inserted is then always considered to be the next item in the list of the local (source, stored-in-blend) override data. This makes `insert after` operation the only possible one currently.*\n*** *Items inserted in local override data have a specific flag, different for each type (e.g. `eModifierFlag_OverrideLibrary_Local` for modifiers, `CONSTRAINT_OVERRIDE_LIBRARY_LOCAL` for constraints, etc.).*\n**Re-ordering:*** Not supported.\n\n* Target Design:\n**Insertion:*** Fix current main issue by adding a third set of subitem data, called e.g. `subitem_storage_name`/`subitem_storage_index`, to be used by insertion operations to find the source item from the local override data used as storage, when re-applying overrides over linked localized data.\n**** *Versioning code could then simply detect that an insert operation has a define `subitem_local_xxx` info, but no `subitem_storage_xxx` one, and re-generate that one from the next item in the list of the local stored override data.*\n***The rest of the current design for insertions should then be fine.** Re-ordering:\n***This should only be supported for lists that can reference items by their names (Index-based ones would be too prone to produce invalid data if linked reference data changes).**Engineer plan:**\n* Research the best way to `do_version` to use existing data model in the expected way for current, already implemented code/supported feature. This might imply a breaking of forward compatibility.\n* Research more advanced algorithms able to detect deletion or re-ordering of existing items.\n\n**Work plan**\n\n- [x] **Milestone 1 - Refactor Existing Code/Feature** 33c5e7bcd5, ec71054a9b\n - [x] Change existing diffing code to generate expected override info (relatively easy).\n - [x] Versioning for old .blend files (backward compatibility, relatively easy).\n - [x] ~~Try to find a way to ensure forward compatibility (not sure this is possible without unreasonable changes to the override data structures).~~ *Not practical to implement.*\n - [x] Backport simple fix to 2.93 (and possibly 2.83) to avoid crashes on opening new 3.0 files. 95c82513ca 1d8d6c2f62\n\n- [ ] **Milestone 2 - Advanced Diffing**\n - [ ] Implement a diffing algorithm that would support re-ordering and deletion of existing items.\n\n**Branch**: ...\n\n---\n\n**Relevant links**:\n* ...", "Materials linked to 'Object' cause increased memory usage in Cycles\nOperating system: Windows-11 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 535.98\n\nBroken: version: 3.6.0\nWorked: never?\n\nIf an object has a material that is linked to Object (in the material tab), then such object cannot be instanced efficiently in Cycles. Each linked copy of the object uses a large amount of memory when rendering.\nIn this example rendering 100 instances of Suzanne takes as much memory as 1 object, if material is linked to object's data. When material is linked to object, vram usage goes up a lot.\n\n![link.jpg](attachment) ![link2.jpg](attachment)\n\n\n- Open the provided .blend file\n- Render the scene and note the memory usage\n- Select all monkeys\n- Go to material tab\n- While holding `Alt` click on the `Link` drop-down menu and chose Object\n- Render again\n- You should see memory usage increase significantly\n\n", "Hiding a nested collection doesn't immediately update its parent instances in the scene\nBroken: 483ae407d9d1 (blender2.8 HEAD)\nWorked: ?\n\nHiding a nested collection doesn't immediately update its parent instances in the scene.\n\n\n[outliner-deg.blend](outliner-deg.blend)\n\nHide the `Torus` collection (via the screen icon), this should hide this collection objects in the `B - I Instanced a torus` collection, however it doesn't unless you save and re-open or force depsgraph update in other ways.\n\n![image.png](image.png)\n\nIf you toggle the `A - I have a torus` collection off, this one affects the instanced visibility immediately.\n\n*Note 1: The file only has Empties because I was looking at the depsgraph image and it was giving me a simpler depsgraph this way.*", "Object Info node random output doesn't work properly\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: AMD Radeon HD 7600M Series ATI Technologies Inc. 4.5.13399 Core Profile Context 0\n\nBroken: version: 3.6.2\nWorked:\n\n**Short description of error and steps for others to reproduce the error**\nI have a scene with many collection instances of a collection containing a car and its wheels. The car has a material on it with its base color being controlled by an object info node's random output:\n[![enter image description here][1]][1]\n\nEverything looks good as long as I am in material preview with the overlays turned off:\n[![enter image description here][2]][2]\n\nBut with the overlays turned on(or sometimes the other way around) or if rendered using the EEVEE render engine, all the cars will have the same color.\n[![enter image description here][3]][3]\n\nHere is the .blend file:\n4whyzTYK#LYLMOGpAT3VvUi4j73Jg63W2p8sG_HRQ8L3E_A107z0\n\n [1]: Api9y.png\n [2]: XZ0Gz.png\n [3]: OeeZJ.jpg\n\n" ]
[ "Overriding an armature whose custom property is referenced by a driver in another object creates a duplicate object\n## Simplified Report\n\n- The following file contains an armature with a custom property that enables overrides.\n- The custom property is referenced by a driver in the modifier of the Plane object.\n- In a new file, link both objects from the attached file.\n- Override the plane and its contents.\n- Override the armature object.\n- Override the armature data-block.\n- A new duplicate of the plane is created. Which is the unexpected part.\n\n[libraryWithDriver.blend](libraryWithDriver.blend)\n\n[20220929-134743.mp4](20220929-134743.mp4)\n\n## Original Report\n\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.95\n\nBroken: version: 3.4.0 Alpha\nWorked: 3.2.2, `bcfdb14560e7`, 2022-08-02 18:15\n\nWhen there are rig and parented object linked and overriden, the attempt to make override over armature datablock produce a copy of parented object\n\nTo reproduce, try same with 3.3 and 3.4\nCreate new file, link both objects from Rig.blend\nMake Library override hierarchy for both,\nRig datablock stays linked.\nTry to make Library override hierarchy for it\n![67955211.png](67955211.png)\nb3.3 do it properly. b3.4 produce a copy of parented object only if original object was linked. If it wasn`t, action do not produce a copy. So there is no way to get rid of unwanted copy and it`s remove in this case.\n[Rig.blend](Rig.blend)" ]
geometry nodes and remesh - material bug Operating system: Windows-10-10.0.19043-SP0 64 Bits Graphics card: NVIDIA GeForce RTX 3060 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.47 Broken: version: 3.0.0 the object material is not assigned if you use geometry node mesh primitive instance and remesh modifier after 1. add geometry nodes to an object 2. distribute point on face 3. instance mesh primitive on point (like icosphere) 4. add realize instance node 5. add material (it will be show up) 5. add remesh modifier (the material will be unassigned) it works well if you use as instance an object in scene instead of a mesh primitive inside geometry node [material_remesh_bug.blend](material_remesh_bug.blend)
[ "Linked Instances Across Scenes have unreliable updates when editing their common mesh data.\n\nBroken: 2.93.4 LTS;\nBroken: master\n\nWith two different objects in two different scenes sharing a same obdata Mesh, editing the mesh in one of the scene can fail to properly update object in the other scene.\n\n- Open attached file.\n- Go to scene 2.\n- Switch to Edit mode.\n- Assign the red material (first slot) to the cube in edit mode.\n- Switch back to Object mode.\n- Go to Scene 1, the Cube in Scene one still uses the second slot material (green).\n# Switch to edit mode and back, now the cube is shown with expected first material slot (red) as well.\n\nNOTE: If you replace step 4 by a mesh geometry editing (e.g. rotate the mesh in Edit mode), in current master there is the same missing update issue in Scene 1, but in 2.93LTS it is properly updated... Regression introduced by 51568030e9.\n\n[Example.blend](Example.blend)\n\n------------------------\n\n# Original report\n\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 680/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 2.93.0\n\nIf you link an instanced object to another scene, having it's material link to object, it can have a different material from the non-instance. However upon saving and re-opening the scene, the instance's material will revert to that of the non-instance. \n\n- Open attached file or\n - Take the default cube and assign a material to it. In the viewport display settings assign a color for the material, this will give feedback in the viewport to highlight the issue. \n - Create another material on the same cube and once again assign a color in the viewport display settings.\n - Set both materials to Object Link in the material properties. \n - Name the current scene \"Scene 1\" and proceed to create another scene named \"Scene 2\".\n - Return to Scene 1, and using Alt+D instance the cube.\n - Using Ctrl+ L, link the instance to Scene 2. Delete the newly created instance in Scene 1.\n- In Scene 2, assign the instance a different material than Scene 1 in edit mode. You now have 2 scenes, with 2 cubes that share mesh data, but that are using 2 different materials. This is the desired goal in practice.\n- Save the file and re-open it. Blender will have automatically assigned both cubes to 1 material.\n[Example.blend](Example.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", "Cycles point cloud geometry on non-point-cloud object lacks deformation motion blur\nOperating system: macOS Big Sur 11.2.3\nCPU: 2.3 GHz 8-Core Intel Core i9\nGraphics card: AMD Radeon Pro 5500M 8 GB\n\nBroken: 3.1 Alpha, 214a56ce8c67, master, 2020-12-17\n\nPoints generated via geometry nodes on an object that is not itself a point cloud (e.g. a mesh or other type) lack deformation motion blur when rendered with Cycles.\n\nConversely, if the object is a point cloud it will successfully render points with deformation motion blur, even if they were generated via geometry nodes.\n\nThe source of the deformation doesn't seem to matter, only whether or not the object is of the point cloud type. I tried deformation from both geometry nodes and a displacement modifier.\n![Cycles_point_cloud_deformation_motion_blur_nodes.png](Cycles_point_cloud_deformation_motion_blur_nodes.png)\n\n![Cycles_point_cloud_deformation_motion_blur_render.png](Cycles_point_cloud_deformation_motion_blur_render.png)\nIn the example above, the same geometry nodes modifier is used on both a mesh and a point cloud object. The modifier both generates and rotates the points. As shown, only the point cloud object displays deformation motion blur.\n\nAs an aside: I also noticed that meshes generated with geometry nodes on point cloud objects do not have deformation motion blur.\n\n[Cycles_point_cloud_deformation_motion_blur.blend](Cycles_point_cloud_deformation_motion_blur.blend)\nOpen the attached blend file and hit F12 to render, or:\n1. Open Preferences -> Interface -> Display -> enable Developer Extras\n2. Then under Preferences -> Experimental -> Prototypes -> enable New Point Cloud Type\n3. Create both a mesh object and a point cloud object, then move them apart.\n4. Add the same geometry nodes modifier to both objects\n5. In the geometry nodes modifier add an icosphere node, followed by a mesh to points node\n6. Add a transform node after the mesh to points node\n7. Animate one of the values on the transform node, for example using keyframes or a \"frame\" driver.\n8. Under Render Properties set the render engine to Cycles and enable Motion Blur.\n9. Adjust the camera if needed to see both objects then render the image with F12\n10. The points generated by the mesh object won't show deformation blur while those generated on the point cloud object will.", "Output UVs from mesh primitive nodes with anonymous attributes\nInstead of creating a named `uv_map` attribute on the geometry, they should be anonymous attribute field outputs. This brings up a few complications.\n- Currently we have no 2D vector socket. We probably want to avoid adding this for 3.0, so a 3D vector can be used for now. Automatic conversions will make versioning simple when we add a 2D vector socket, hopefully for 3.1.\n- The BMesh mesh primitive icosphere creates an `MLoopUV` attribute, this should be converted into a 3D vector anonymous attribute.\n\nThe output should be called \"UV Map\"", "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).", "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", "FADE INNACTIVE GEOMETRY MODE doesn't work properly with COLLECTION INSTANCES\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: Radeon RX 570 Series ATI Technologies Inc. 4.5.13587 Core Profile Context 20.4.2 26.20.15029.27017\n\nBroken: version: 2.91.0 Alpha\nBroken: version: 2.91.0 Alpha\n\nI really like this mode, but it feels likeit not completely done. It's not work with collection instances at all.\nHere is was my expectations and what it looks like currently: \n![FADE INNACTIVE GEOMETRY + COLLECTION INSTANCES.jpg](FADE_INNACTIVE_GEOMETRY___COLLECTION_INSTANCES.jpg)\nAnd even instances from other scenes ignore this mode too. Will be cool if it(instances) will work in stream ideology of this mode\n\n\nOpen this file [FADE INNACTIVE GEOMETRY DOESN'T WORK PROPERLY WITH INSTANCES.blend](FADE_INNACTIVE_GEOMETRY_DOESN_T_WORK_PROPERLY_WITH_INSTANCES.blend) and select (one by one) buttom figures (cone/torus/cube) and after selecting each one - press Tab.\nYou will see that instances ignores this mode\n\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)", "Remesh Node\nRemesh Modifier Modes will be split into two separate nodes.\n1. Voxel Remesh (Voxel Remesh algorithm)\n2. Block Remesh (original Remesh algorithm mainly useful for block effect)\n\nProperties can be used as they are in the modifier.\n\nAlgorithms are already external from Modifier code so it should be easy to reuse it for the node.\n\n\n![voxel_remesh.png](voxel_remesh.png)\n\n![block_remesh.png](block_remesh.png)", "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).", "Boolean modifier assigns wrong material\nOperating system: win10\nGraphics card: 1050 ti\n\nBroken: 3.4 alpha\nWorked: 3.3.2\n\nMaterial transferred during boolean operation is not the one assigned to target geometry.\n\n[boolean_material_update_problem.blend](boolean_material_update_problem.blend)\nOpen attached file or:\n\n - Create some boolean difference situation with modifier\n - Add two materials to target, assign first to geometry and put it on second slot -> modifier owner slice has wrong material\n\n\n", "Dependency Graph: Assert for DEG_get_evaluated_scene\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 527.56\n\nBroken: version: 4.0.0 Alpha\n\nSee attached stack trace.\n\nDebug build:\n1. Default cube.\n2. Add Geometry Nodes modifier. In node tree:\n a. Add Cube primitive node.\n b. Add Scene Time node.\n c. Putt Cube geometry to Group Output node.\n d. Set some large values in Vertices inputs of Cube node. (~0.5s to compute)\n3. Start playing of animation.\n4. Click on some place of time line\n5. Press undo/redo few times.\n\n", "Converting Modifiers to Nodes\n### Benefits\nGeometry nodes offer increase flexibility and improved usability compared with modifiers:\n* The ability to easily deal with different data types in the same space.\n* Different operations can happen in parallel to be merged into the final result.\n* The attribute system is a massive improvement in terms of flexibility and options compared to vertex groups.\n* A nodes modifier can output different data types at the same time, including instances.\n* An improved interface, separating operations into their more basic parts, and providing visibility to more operations at the same time.\n* Many more opportunities for sharing creations with node groups.\n\n### Conclusions\n* The behavior of existing modifiers will not change.\n* For the foreseeable future, every modifier will still be available in the \"Add Modifier\" menu, even if it is internally implemented with nodes.\n* Many modifiers are useful to have as nodes and can be implemented directly, others with more than one node.\n* Eventually there could be a \"Convert to nodes\" operator for to switch modifiers to use a node group re-implementation.\n\n### General Questions\n* When should modifiers with multiple modes like \"Remesh\" or \"Decimate\" be split into separate nodes?\n* #86907 (Selection / Tagging in Geometry Nodes)\n\n### Functionality Available\n| Name | Note |\n| ---- | ---- |\n| **Vertex Weight Proximity** | In the \"Attribute Proximity\" node\n| **Volume to Mesh** | In the \"Volume to Mesh\" node\n| **Vertex Weight Mix** | The attribute system provides so much more flexibility!\n| **Edge Split** | In the \"Edge Split\" node\n| **Wave** | Effects like this are already possible to build with more complex node groups\n| **Triangulate** | In the \"Triangulate\" node\n| **Displace** | Covered by Attribute sample texture and attribute vector math (and attribute processor in the future)\n| **Warp** | This type of affect is possible to implement with attribute nodes (and attribute processor in the future) \n| **Mask** | #86640 Can also be replaced by \"Delete Geometry\". Though the armature mode would need design work. \n| **Boolean** | [D10599](D10599) \n| **Vertex Weight Edit** | This allows changing a vertex group with a curve mapping widget.\n| **Build** | #86640 Should be replaced by \"Delete Geometry\" node (along with an eventual `index` expression / attribute.\n| **Cast** | Can be generalized with \"Attribute Transfer Node\" / \"Geometry Proximity\" and primitive nodes. \n| **Shrinkwrap** | The proximity node and raycast means that this node can basically be recreated with nodes.\n| **Mesh to Volume** | #86838 Can be a straight copy from the modifier\n\n### Functionality Mostly Available\n| Name | Note |\n| ---- | ---- |\n| **Subdivision Surface** | [D10417](D10417) Needs two recently exposed enum options. \n| **Particle Instance** | The \"Create Along Paths\" option is not possible yet, that use case will likely be handled differently in geometry nodes. \n| **Data Transfer** | #86843 This can be solved (and simplified) with an \"Attribute Transfer\" node \n| **Weld** | #86913 Should be named \"Merge by Distance\". It should also support more component types besides mesh. \"Connected\" mode still needs to be supported.\n\n### Ready to Implement\nThere are no open design questions, but there may be code architecture questions to answer before work starts. \nFor example, modifiers generally retrieve weights from vertex groups, but geometry nodes do not create vertex groups.\n\nWhenever a problem like this comes up, sometimes it's possible to share code, \nbut it often makes more sense to rewrite or \"duplicate\" code, with the eventual aim of replacing the modifier anyway.\n\n| Name | Note |\n| ---- | ---- |\n| **Remesh** | #89052 Do modes get different nodes?\n| **Curve** | #88702 Requires testing regarding differences with modifier.\n| **Bevel** | #86841 Attribute domains can affect bevel control, custom profile should use proper curve geometry. \n| **Smooth** | #86903 Quite simple, can be generalized to smooth any attribute, not just position.\n| **Solidify** | #89050 Only non-manifold mode supported in the node. Some functionality could be split into separate nodes.\n| **Mesh Sequence Cache** | Can become an alembic import node that outputs multiple data types, mesh, points, and curves.\n\n### Needs Design\nMore design work is required to figure out the best solution for these modifiers,\nor stakeholder artists who can provide a better view of the use cases these modifiers address,\nor input from other developers.\n| Name | Note |\n| ---- | ---- |\n| **Screw** | #86901 Initial version seems simple, but some controls like \"Stretch UVs\" should be generalized. Maybe the whole modifier is too specific too\n| **Wireframe** | Uses BMesh, which, like Bevel, raises the question of how to pass information.\n| **Mirror** | #86904 Some aspects of this are covered by a transform node with a negative scale, but having a specific node is nice, especially to deal with other attributes. The node could support an arbitrary mirror plane. \n| **Laplacian Smooth** | Looks relatively simple. \n| **Volume Displace** | Should be relatively simple, but should be discussed briefly to make sure it fits into geometry nodes design. For example, maybe supporting attribute grids is a first step. \n| **Decimate** | #89051 This looks relatively simple to convert. This might be an opportunity to make some design changes though. \n| **UV Project** | Should be relatively simple to convert this, but may need to be changed for attribute access. \n| **Weighted Normal** | Many of these ideas could use generalization. A first step is exposing custom normals in some form. \n| **UV Warp** | Can probably be accomplished with attribute system. Investigation needed.\n| **Lattice** | Lattice data could become a geometry component type. \n| **Mesh Cache** | What are the differences between this and the Mesh Sequence Cache modifier? \n| **Simple Deform** | Probably fine, but maybe this could be generalized somehow? \n| **Normal Edit** | #93551 Exposing a write-able normal attribute may be enough for this (and an improvement).\n\n### Requires \"Binding\"\nNodes will need a way to store data for use later-- currently they cannot.\nThat should be designed first as a general idea before these nodes are implemented.\n| Name | Note |\n| ---- | ---- |\n| **Laplacian Deform** | Requires binding (persistent storage over evaluations). \n| **Mesh Deform** | Also requires binding. \n| **Hook** | Needs bind operations in edit mode (persistent storage). \n| **Surface Deform** | Requires binding. \n| **Smooth Corrective** | Requires binding. \n| **Skin** | Requires binding, marking root, etc. \n| **Armature** | Might be a very large project, many object level operations. \n\n### Simulation\nThese are modifiers that should tie into a more generalized simulation system.\nMost of the code can be reused in many cases like Mantaflow, but a direct copy from the modifier\nto a node would not make sense, and needs design for how node-based simulation should work.\n| Name | Note |\n| ---- | ---- |\n| **Soft Body** | |\n| **Explode** | Requires current particle system. \n| **Fluid** | Canonical example for the generalized solver idea. Particles and meshing can be separate steps for liquid\n| **Ocean** | This works differently from the other simulations, since it is self contained. \n| **Cloth** | \n| **Collision** | This is just a static \"collider\" tag, and a storage for settings. \n\n### Not to be Replaced\nThese are modifiers with a design that does not fit into the goals for geometry nodes.\nFor example, the multi-resolution modifier must be the first, and is more of a specific tool\nfor sculpt mode than a modifier \"function.\"\n| Name | Note |\n| ---- | ---- |\n| **Array** | Should be mostly replaced by instancing of geometry directly in the node tree. \n| **Multiresolution** | Needs design / architecture work. Object data type? Does not fit into geometry nodes design. \n| **Particle System** | To be replaced by particle nodes. \n| **Dynamic Paint** | This idea should be more generalized. ", "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.", "Geometry Nodes: Disabled from viewport object is not visible as instance\nOperating system: win10\nGraphics card: 1050ti\n\nBroken: Current main.\nWorked: Never.\n\nDisabled from viewport object is not visible as instance.\n\nOpen attached file and check/uncheck `As Instance` option of _Object Info_ node.\n\n" ]
[ "Remesh Modifier loses reference from Set Material in Geometry Nodes.\nOperating system: Linux-5.13.0-7620-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.86\n\nBroken: version: 3.0.0\n\nRemesh Modifier fails holding Set Material from Geometry Nodes.\n[RemeshBug.mp4](RemeshBug.mp4)\n\ncreate two materials for the default cube;\ngive them distinctive colors;\nadd a geometry nodes to the cube;\nadd a set material node;\nfeed it with the second material slot previously created;\nadd a remesh modifier.\n\nNotice the material set on the geometry nodes will fall back to the first material slot, not holding the modifier stack hierarchy.\nThis does not happen if you use other modifiers like bevel, subsurf, solidify, etc." ]
Rotating texture coordinate vector breaks Image Texture box projection mode Operating system: Windows 10 Graphics card: GTX1080Ti Broken: 2.8, 2.79 Worked: probably never When you rotate texture coordinate vector using texture mapping mode, it breaks the box projection mapping mode of Image Texture. This is a significant issue since box/triplanar mapping is a pivotal workflow in procedural texturing. Before rotation: ![Good.JPG](Good.JPG) After rotation: ![Bad.JPG](Bad.JPG) 1, Open the attached file: [BoxMapStretch.blend](BoxMapStretch.blend) 2, Switch viewport to rendered mode 3, In node editor, mapping node, start rotating the texture coordinates along any axis Result: The box projection stretches instead of rotating Expected. The box projection rotates.
[ "Cycles: Volumes in the world shader behave strangle with some textures\n**System Information:**\nOperating system: Linux-5.14.0-1-amd64-x86_64-with-glibc2.32 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.63.01\n\nBroken: version: 3.0.0 Alpha, and every version between master at 2.81 (That is how far I tested).\nWorked: Unsure\n\n**Short description of error:**\nWhen using certain procedural textures in the volume output of the world shader in Cycles, you get unexpected results.\n\n**Exact steps for others to reproduce the error:**\n1. Create a scene in Cycles.\n2. Change to the rendered viewport.\n3. Open a shader editor and change to the `World` shader and delete the `Background` node.\n4. In the `World Shader`add a `Magic Texture` node and connect one of the outputs to the `Volume` socket on the `World Output` node.\n5. You will noticed that in the viewport you can see the `Magic Texture` is projecting light onto objects in the scene, but you can't see the `Magic Texture` directly.\n6. Place a `Color Ramp` node between the `Magic Texture` and the `World Output` nodes. Now you can see the `Magic Texture` in the viewport.\n\nAnother test:\n1. Create a scene in Cycles.\n2. Change to the rendered viewport.\n3. Open a shader editor and change to the `World` shader and delete the `Background` node.\n4. Add a `Noise Texture` node and connect an output to the `Volume` socket on the `World Output` node.\n5. Notice that you can see the impact the `Noise Texture` is having on the scene, but you can't see the `Noise Texture`\n6. Place a `Color Ramp` between the `Noise Texture` and the `World Output` nodes. You still can't see the `Nosie Texture` in the scene.\n7. Place a `Volume Scatter` node in the `World Shader`, connecting the output to the `Volume` socket on the `World Output` node and connect the output of the `Color Ramp` node to the `Density` input of the `Volume Scatter` node. You can now see the noise texture in the volume if you have a light in your scene.\n8. Select the left most handle (the handle that is black) in the `Color Ramp` node and drag it closer to the position `0.5`. You will see the results you expect until you reach the position `0.5` where the volume will seem to disappear from your scene. Yet when you look at objects in the scene, the light reaching them is still affected by a volume shader you can't see.\n\nHere's a video demonstrating this:\n[Volumetrics not visibile in viewport in certain sitautions.mp4](Volumetrics_not_visibile_in_viewport_in_certain_sitautions.mp4)", "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", "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", "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", "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", "Dithering is not applied for Texture Baking\nDebian amd64, Radeon HD with fglrx\n\n\nBroken: current GIT, also many previous versions were affected in case of BI Baking\n\n\nDithering is not applied for Texture Baking, resulting in banding artefacts.\nCycles Baking and BI Baking are affected.\n\nAlso when saving a 32 bit float image as 8 bit PNG, no dithering is applied (despite Dithering was set to 1.0, and \"Save as Render\" was activated).\n\nA .blend file is attached. Click on \"Bake\" and wait a few seconds. After baking is finished you should see the banding artefacts in the dark-gray regions.\n\nThanks\n", "Skewed Rotation Bug - Using snap invert with align rotation on skews the rotation of the Mesh\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: GeForce MX150/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 388.73\n\nBroken: version: 3.1.2\n\nWith align rotation enabled from the snapping menu, snapping an object to another using *snap invert (pressing the ctrl button)* works normally until you move your cursor before clicking ctrl to snap. In other words, moving your mouse cursor and snapping skews the rotation for the next time you try to snap again. In the steps below, I'll be snapping to *face* with *median* selected, but the bug is also there with *edge mode*, and even *center* and *active*.\n\n* From the snapping menu, select *Face mode*, and choose to snap with the *median*, and only turn on *align rotation.* Do not turn on *snap during transform (the magnet)*, we will use *ctrl* to snap onto the mesh using *snap invert.*\n* Do not delete the default cube. Instead, create a cylinder, and move it away from the cube, and scale it down. We will be snapping the cylinder onto one of the cube's faces to demonstrate this bug, so you can enter side view if you'd like.\n* Click the cylinder, and enter *edit mode.* Press 'A' to select all vertices. Click 'G' to enter Transform mode, and try not to move your cursor.\n* Click ctrl to snap the cylinder onto the cube using *snap invert*. Next, click the RMB to cancel the transformation.\n* Click 'G' to enter Transform mode again. Next, move your cursor a notable distance to the side of the cube's face. Click ctrl to snap the cylinder onto the cube's face. Again, click the RMB to cancel the transformation.\n* Finally, click 'G' again, and click ctrl to snap the cylinder onto the cube's face, and notice that the rotation has been skewed.\n* (Bonus info, not needed) To return to your original snap rotation, you have to cancel the transformation and enter it again to snap, even multiple times. \n\n1) Here's a screenshot of the skewed rotation\n![Screenshot (68).png](Screenshot__68_.png)\n\n2) Since this is a bit more difficult to reproduce, I have provided a video on how to exactly reproduce this bug: [Video](xw4vYG9MOIA)\n\n3) Finally, here's the blend file:\n[Skewed_rotation_bug.blend](Skewed_rotation_bug.blend)\n\nP.S. I would also appreciate it if you can mention how align rotation works in edit mode.\n\nThank you so much for you work. Very much appreciated!!", "Rotate drawing canvas (viewport)\nThis is a requested feature for all 2D artists, texture painters and sculptors.\nWe need a way of rotating the full viewport as other softwares do, because sometimes is easier draw from left to right instead of drawing vertical, especially for lines.\n\nThere are some add-ons already for that, but these are partiall solutions and only works in some situations. We need a more general solution.\n\nThis is general problem for any mode that need to use a pen for drawing.", "Outline of plane in Object mode does not Render after applying transforms\nBroken: Current main.\nWorked: N/A.\n\nOutline of plane in Object mode does not Render after applying transforms and looking Down the plane in top down view or any view.\n\n1. Delete the default cube.\n2. Add a Plane.\n3. Numpad 7 for top down view.\n4. selct the plane and rotate on x axis 90 degrees\n5. Apply all transforms.\n\nFrom Blend File Just Select the plane and press numpad 7 to go to Topdown view and Out line should stop rendering.", "Make Thumbnail Dragging More Reliable\nOn some systems, the dragging is very glitchy and keeps invoking box selection instead.", "lattice modifier doens't keep original shape at rotation\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1660 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 527.56\n\nBroken: 3.6\nWorked: never?\n\nweird behavior of lattice modifier after rotation of 90 degree ()\n\n- Add a lattice modifier on object\n- Pick a curvature mode between bspline, catmull, cardinall - all behave the same\n- Select lattice object, switch to edit mode\n- Select all points of lattice, rotate lattice at 90 degree & I have this weird behavior where lattice doesn't keep original shape - screen will show better\n\n\n\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)", "Box select fails to select bones at certain zoom levels\nOperating system: Linux-5.19.0-43-generic-x86_64-with-glibc2.36 64 Bits, X11 UI\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 530.41.03\n\nBroken: version: 4.0.0 Alpha\nAlso 3.5 and 3.6\n\nBox select fails when zoomed out\n\n\n- Open [Select.blend](attachment)\n- Box select some of the bones in the provided file.\n- It doesn't work for me unless you zoom in first\n- If you display the bone as \"Wire\" or \"BBone\" then everything is selecting correctly, otherwise not.\n\nIt fails in both pose and edit modes, perspective or orthographic.\n\n", "Image sequences used on brushes do not update while texture painting (despite auto refresh option)\nBroken: 2.8x and later\nWorked: 2.79 and probably older\n\n\npainting with image sequencer (sprite) no longer works when holding click, but it updates when clicking again and again while painting\n\n\nSteps to reproduce the error (you must be in 2.8 or later)\n1) go to Texture tab\n2) create a new texture and open\n3) select the images that contain the same name with order numbers\n4) enable Cyclic and Auto Refresh\n5) make sure you set it as Texture Mask and not Texture\n6) set it to View Plane so the texture image follows the brush\n7) play the timeline and begin to draw on the mesh\n\nNotice how the image texture does not change when dragging on the mesh, but if you try to click again and again, it changes.\n\nthis is how it should look when it works:\n![Paint.gif](Paint.gif)\n\nThis must be brought back, it has soo much potential and possibilities!\nif this is something that is already considered and being worked on for the new upcoming blender version, then I'd be very happy\n\n[Desktop.zip](Desktop.zip)", "EEVEE image sequence frame offset not working [in multiple image texture nodes having the same image datablock]\nOperating system: WIN 10\nGraphics card: RTX 2070\n\nBroken: 2.81 date 2019-09-08\nWorked: none\n\nif I use one video texture in different materials, I only change the frame offset of the texture node\n- CYCLES: work as expected ( image is offset in time)\n- EEVEE: all materials use the same frame of the video texture\n\n![test_offset_v02_eevee.jpg](test_offset_v02_eevee.jpg)\n\n![test_offset_v02_cycles.jpg](test_offset_v02_cycles.jpg)\n\n[test_offset_blender-02.zip](test_offset_blender-02.zip)\n\n\nset viewport to \"rendered\" mode. just switch from EEVEE to CYCLES to see the difference (the number displayed on the texture is the frame number of the texture)" ]
[ "Cycles box mapping not working with rotated texture coordinates\nubuntu 14.04, 630GT, 4930k\n\nBroken: 2.74\n\n\nbox mapping doesn't work with object mapping (object) if the object is rotated (only 1 side is properly projected)\n\n\n1. open the blend file\n2. copy \"Cube\" and rotate it (90 degress)\n3. render\n\n\n\n\n\n\n\n\n", "Box mapping does not stick to the mesh when the object its deformed.\nOperating system: Linux-5.3.0-29-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 435.21\n\nBroken: \nversion: 2.83 (sub 2)\nversion: 2.82 (sub 6)\n\n\nWhen we use Texture Coordinate> Generated if in a image node set the proyection to sphere, flat or tube, the image sticks to the mesh perfectly when the vertices are moved by some deform modifier, however box does not stick to the vertex its always been projected from the sides.\n\n![image.png](image.png)\n\n[2020-02-03 19-42-48.mkv](2020-02-03_19-42-48.mkv)\n\ni expect this behaviour if im using a \"Object\" source at the \"Texture Coordinate\", but not the generated.\n\n[Box mapping generated .blend](Box_mapping_generated_.blend)\nPress play. \nTry changin in the image nodes the proyection type box its not goingto stick.\n\n", "Baked object coordinates don't work as expected when used with image texture node\nArchlinux\n\nBroken: 2.76b\n\n\nI attempted to bake the object coordinates of a group of objects to an image, \nin order to still be able to texture individual objects with blended-box mapping after joining them all into one object for the purpose of getting a unique random value for the whole group.\nI baked the coordinates to a full float exr to avoid clamping, however the baked coordinates don't map 2D image textures properly.\nIt does seem to work with procedural textures however.\n\nWhen compared directly, the baked coordinates *look* the same as the original coordinates. \n\n\n1. Open [baked_object_coordinates-original.blend](baked_object_coordinates-original.blend) and enable viewport render\n2. Open [baked_object_coordinates-baked.blend](baked_object_coordinates-baked.blend) and enable viewport render\n\nThe image texture is stretched along the side of the object in the second .blend.\nIt seems to work fine with a procedural texture (the second .blend looks just like the first).\n\n\n" ]
Adaptive Subdivision Problem windows 7 sp1 64bit Broken: 2.78 rc 0e5089c Worked: (optional) Adaptive Subdivision not normal when you rendering [bug_test.blend](bug_test.blend) Just download the bug_test.blend file ,than press Shift+Z preview rendering or by F12. and you can find the result not normal, only small part. the mesh was generated through the landscape add-ons. thanks! ![02.png](02.png)
[ "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", "Grid in rendered orthogonal views does not adapt to displacement\nOperating system: Darwin-19.6.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5500M OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.10.16\n\nBroken: version: 2.92.0 Alpha\nWorked: unknown\n\nWhen in rendered view, in an orthogonal view, the grid does not adapt to displacement, giving some strange looking results.\n\nAdd displacement to an object. Go to rendered view, orthogonal. Grid does not adapt to the new object shape, see screenshot.\n![Schermafbeelding 2020-11-02 om 22.27.59.png](Schermafbeelding_2020-11-02_om_22.27.59.png)\n", "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.", "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)", "Subdivision Surface: Out of memory exception in in post 2.79 versions\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: 2.90.0\nWorked: (2.79)\n\nWhen rendering a displacement heavy blend file, We consistently get out of memory exception in blender 2.8x and 2.9.\n\n - Open the attached blend file.\n - Click F12 (Render Image).\n # Wait till it crashes (approximately 6min).\n\nMore info about this blend file:\n```\nResolution: 650px by 650px\nCycles: 10\nAll polygons are triangles.\nOne material with a displacement map on all objects.\nSubdivision modifier with Catmull Clark with 1.0 adaptive value, on all 3 objects.\nSimplify->Render->Maximum Subdivion is equal to 2.\nSimplify->Render->Texture Limit is equal to 8192.\nSimplify->Viewport->Maximum Subdivion is equal to 0.\n```\n\n[Bug-Upload(2.79).blend](Bug-Upload_2.79_.blend)", "different Skin Modifier outputs for same mesh\nWindows 10\nNvidia Quadro 600\n\nBroken: 1422f0d\n\nThe skin modifier produces different meshes on the default cube.\n![skin_modifier_bug.gif](skin_modifier_bug.gif)\n\nTrigger the skin modifier to update by doing the same thing I do in the .gif\n\n[skin_modifier_bug.blend](skin_modifier_bug.blend)\n\nNote: this only seems to happen when the edges are orthogonal. When I move one point, the problem doesn't appear on this and connected points.\n\n(Originially reported here: 576)\n", "Working on a mesh that has a high multires subdivision causes blender to build Up memory even on lower levels.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.99\nRAM: 16GB\nCPU: AMD Ryzen 7 3800\n\nBroken: version: 3.6.0\n\nWhen editing a mesh that has been subdivided a few times will cause blender to increasingly start to consume more and more memory aggressively even if the modifier is turned off.\n\nSubdivide the mesh a few times using the multiresolution modifier, noted on 5-up levels on a mesh with originally 9 272 faces. then either switch the modifier Viewport Level to either 1 or disable It entirelly, start editing the mesh in edit mode the memory consumption stats will start to skyrocket with no signs of going back down until blender starts slowing down the computer and/or crashes entirely. (Got to about 32 GBs some times about where the computer would stop handling It anymore) I haven't tried doing it in workbench I think so I'd suggest trying to do It in Eevee mode too.\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", "Outline of plane in Object mode does not Render after applying transforms\nBroken: Current main.\nWorked: N/A.\n\nOutline of plane in Object mode does not Render after applying transforms and looking Down the plane in top down view or any view.\n\n1. Delete the default cube.\n2. Add a Plane.\n3. Numpad 7 for top down view.\n4. selct the plane and rotate on x axis 90 degrees\n5. Apply all transforms.\n\nFrom Blend File Just Select the plane and press numpad 7 to go to Topdown view and Out line should stop rendering.", "Cycles: improve subsurface scattering for some meshes shapes\nIn cycles-x, the Christensen-Burley dipole approximation was fully replaced by random walk.\n\nHowever for some mesh shapes results are not as good, or could be improved regardless.\n* Self-intersection meshes give dark borders. Counting back/front facing intersections could help determine inside/outside better to avoid such artifacts.\n* Sharp corners \"glow\", which may be physically correct but is not necessarily desired. It may be possible to add user control with an option somehow, using some minimum throughput\n\nIf these can't be solved, we may consider adding back the dipole approximation, but since path splitting and the memory usage is a difficult fit for the new kernels we'd really like to avoid it.", "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).", "Multiresolution displacement baking do not work properly\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 Beta\n\nOriginal on the left produces map, thad displace surface like on the right.\nI suppose, there is wrong gamut/ color conversion or baking ray shoots from Hipoly to lowpoly instead measuring height difference from lowpoly to hipoly. Displacement baking is not equal to normal baking!\n\n{[F10039179](изображение.png) size=full}\n\n[mr bake.blend](mr_bake.blend)\n\n[2021-04-26_15-44-07.mp4](2021-04-26_15-44-07.mp4)", "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", "Fast highpoly mesh editing\n**Status:** Need work plan \"approval\", all tasks listed already. Could use a design / engineer plan and ideally a commissioner (though if the scope here is super technical just having some artists testing may be enough.\n\n---\n\n**Team**\n**Commissioner:** `?`\n**Project leader:** @ideasman42 \n**Project members:** @fclem\n\n**Description**\n**Big picture:** 2.7x level of performance for mesh editing.\n\n**Use cases**:\n* Editing high poly objects with good performance without modifiers.\n* Sample file with 3M avaiable on request, file is ~300MB.\n\n**Design:** #74186 (Proposal for fast high poly mesh editing)\n\n**Engineer plan:** `?`\n\n**Work plan**\n\n**Milestone 1**\nTime estimate: `?`\n\n- [ ] Skip EditMesh to Mesh Conversion [D7169](D7169) (committed)\n\n - [x] Create API function to lazily initialize an edit-mesh objects evaluation mesh #64262\n - [x] Lazily initialize by disabling edit-mesh to mesh conversion in the modifier stack, calling lazy initialization where needed.\n - [ ] Replace lazy initialization with code that uses the edit-mesh, where practical. *(partially done)*\n - [ ] Evaluate production scenes *(yet to be defined)* to ensure that conversion isn't required for common editing operations.\n - [x] Draw manager support deformed edit-meshes, so an edit-mesh conversion isn't required when drawing an edit-meshes deformed cage *(similar to 2.7x support).*\n\n- [ ] Minimize GPU Transfer Overhead\n\n - [ ] Create API functions for tagging edit-mesh changes.\n - [ ] Limit updates to: selection data, active element.\n - [ ] Edge Flags Sharpness Seam\n - [ ] Limit updates to: deformations.\n\n - [ ] Coordinates, Face centers & normals.\n - [ ] Custom normals.\n - [ ] UV-tangents.\n\n - [ ] Limit updates to: custom-data layers.\n\n - [ ] UV coordinates.\n - [ ] UV selection.\n - [ ] Vertex color.\n - [ ] Vertex group color.\n - [ ] Custom normals.\n\n - [ ] Limit updates to: mesh properties.\n\n - [ ] Edge crease.\n - [ ] Edge flags (sharp, seam).\n - [ ] Face flags (freestyle).\n\n\n- [ ] Multi-Thread bmesh to mesh conversion.\n\n - [ ] For evaluation mesh *(uses simplified logic)*. [D6947](D6947)\n - [ ] For the full bmesh to mesh coversion *(uses more complex logic).*\n\n- [ ] Optimize edit-mesh GPU updating code\n\n *Benchmark production files, and investigate if the current code has room for improvement, making necessary optimizations.*\n\n**Milestone 2**\nTime estimate: `?`\n\n- [ ] Partial Geometry Updates\n\n - [ ] Support updating only modified geometry when transforming vertex coordinates.\n\n - [x] Coordinates.\n - [x] Normals.\n - [ ] Custom Normals *(note: need to investigate feasibility)*.\n - [ ] UV-tangents *(note: need to investigate feasibility)*.\n\n - [ ] Support partial updates for custom data layers.\n\n - [ ] UV mapping.\n\n - [ ] Mesh UV coordinates.\n - [ ] Mesh UV-tangents.\n - [ ] UV editor coordinate display.\n\n *note: we may run into diminishing returns with UV layer partial updates for custom-data layers, since only updating a single layer will already give us significant benefits. I'd suggest only to support this if it doesn't add a lot of code-complexity.*\n\n- [ ] Multi-object edit-mode\n\n - [ ] Undo optimization: skip mesh conversion for meshes which aren't modified.\n\n- [ ] BMesh support for the modifier stack.\n\n**Milestone 3 - opensubdiv**\n*Fast mesh OpenSubdiv viewport implementation.*\nTime estimate: `?`\n\n**Unknown Milestone**\n\n- [ ] Multi-thread edit-mesh to GPU data uploading.\n- [ ] Improve geometry buffer configuration (data layout used by the draw manager). \n\n\n**Notes:** Optimizing modifiers is out of the scope.\n\n---\n\n**Relevant links**:\n* #57936 (Mesh modeling performance regressions)", "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" ]
[ "Adaptive subdivision - parts of the mesh missing\n[adaptive_bug.blend](adaptive_bug.blend)\n\nI'm attaching a blend file. \n\nWith the adaptive option in subsurf, parts of the model get \"lost\" when rendering.\n\nThis was tested in Master.\n" ]
New layout of Mirror modifier doesn't have UV offset option Operating system: Windows-10-10.0.18362-SP0 64 Bits Graphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 432.00 Broken: version: 2.90.0 Alpha In the 2.83.1 Mirror modifier has an options for UV offset and flip: ![изображение.png](изображение.png) However, on latest builds with new layout offset option is missing: ![изображение.png](изображение.png) It was one of the most useful thing introduced in modifiers, hope it is just a bug. Open Blender -> select default cube -> add Mirror modifier
[ "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", "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)", "Mirror Pose: Custom center of symmetry\nAs it is now, the Mirror Pose operator works through a rig/root bone center, which is of limited use when the character has moved away from that center while animating. The center of Mirror Pose should be selected on a per armature basis and should be available in linked/proxied armatures for the animators to change never at rigging stage, so i would potentially display it only in pose mode in the tool bar or under the pose options..\n\n- In the armature, you could have a bone selector box, where you can pick the mirror bone and axis.\n- If nothing is selected then it defaults back to the current behaviour.\n\nNote that this design task is for poses only, and not other places, like sculpting, where mirroring is used.\n", "Keymap: custom key modifiers work inconsistently\nOperating system: Arch Linux, no DE, i3wm\nGraphics card: GTX 960\n\nBroken: 2.80\nWorked: 2.79\n\nI'm left-handed on the tablet, so I bind my sculpt hotkeys to the numberpad. Binding NumpadEnter+LMB to sculpt inverted (same as holding Ctrl) no longer works in 2.80. However, binding NumpadEnter+MMB to pan the view does work. Not sure where the conflict is. This setup did work in Blender 2.79.\n\nLoad factory settings\nImport .py keymap provided (or bind manually; sculpt.brush_stroke and view3d.move)\nEnter sculpt mode\nAttempt to sculpt inverted by holding NumpadEnter+LMB\n\n[system-info.txt](system-info.txt)\n[custom_modifier_bug.py](custom_modifier_bug.py)\n\nSimilar bugs from ages ago:\nT44349\nT34822", "Small improvements to 3D View Transform Manipulators\nAs per feedback from the Spring team, we would like to make some smaller improvements to the 3D View transform manipulators:\n\n\n - Increase the treshold for hiding the planar transform widgets, so that users don't accidentally drag the plane when they meant to drag the arrow\n - Increase arrow click threshold. Currently it's very unforgiving. Even if you click outside the arrow by one pixel, it doesn't register as an arrow click. Give it a few more pixels all the way around.\n - Separate the view-aligned rotation handle from the X, Y and Z rotation handles, so that users don't accidentally click the wrong one. We can make the view-aligned handle offset, like it was in 2.79\n", "Geometry Nodes \"On Cage\" modifier option does not adjust the editcage to the modifier result (instead, it modifes the result to the original editcage)\nOperating system: Linux-5.13.0-0.rc6.45.fc35.x86_64-x86_64-with-glibc2.34.9000 64 Bits\nGraphics card: NVIDIA GeForce GTX 970M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 495.44\n\nBroken: version: 3.3.0 Alpha\nWorked: never\n\nGeometry Nodes \"On Cage\" modifier option does not adjust the editcage to the modifier result (instead, it modifes the result to the original editcage)\n\n[GN_OnCage_option.blend](GN_OnCage_option.blend)\n- open .blend\n- we have two modifiers doing the same thing:\n - a GN modifier that just translates 2 along the X axis\n - a \"traditional\" displace modifer doing the same thing (could be achieved differently)\n![image.png](image.png)\n- now toggle the `On Cage` option in the modifier for the GN modifier (it puts the result in the space or the original editcage -- wrong)\n![image.png](image.png)\n- disable the GN modifier, enable the displace modifier, toggle its `On Cage` option (it puts the editcage in the space or the result -- expected)\n![image.png](image.png)\n", "Changing Resolution Preset doesn't allow to Undo\nBroken: 3.6.0\n\nChanging Resolution Preset and then trying to undo doesn't work, like if the action is not registered.\n![Screenshot from 2023-07-19 22-31-16.png](attachment)\n\n- Open Blender\n- Click on the Format panel on the right icon to change preset\n- Select a preset\n- Undo\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", "Skewed Rotation Bug - Using snap invert with align rotation on skews the rotation of the Mesh\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: GeForce MX150/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 388.73\n\nBroken: version: 3.1.2\n\nWith align rotation enabled from the snapping menu, snapping an object to another using *snap invert (pressing the ctrl button)* works normally until you move your cursor before clicking ctrl to snap. In other words, moving your mouse cursor and snapping skews the rotation for the next time you try to snap again. In the steps below, I'll be snapping to *face* with *median* selected, but the bug is also there with *edge mode*, and even *center* and *active*.\n\n* From the snapping menu, select *Face mode*, and choose to snap with the *median*, and only turn on *align rotation.* Do not turn on *snap during transform (the magnet)*, we will use *ctrl* to snap onto the mesh using *snap invert.*\n* Do not delete the default cube. Instead, create a cylinder, and move it away from the cube, and scale it down. We will be snapping the cylinder onto one of the cube's faces to demonstrate this bug, so you can enter side view if you'd like.\n* Click the cylinder, and enter *edit mode.* Press 'A' to select all vertices. Click 'G' to enter Transform mode, and try not to move your cursor.\n* Click ctrl to snap the cylinder onto the cube using *snap invert*. Next, click the RMB to cancel the transformation.\n* Click 'G' to enter Transform mode again. Next, move your cursor a notable distance to the side of the cube's face. Click ctrl to snap the cylinder onto the cube's face. Again, click the RMB to cancel the transformation.\n* Finally, click 'G' again, and click ctrl to snap the cylinder onto the cube's face, and notice that the rotation has been skewed.\n* (Bonus info, not needed) To return to your original snap rotation, you have to cancel the transformation and enter it again to snap, even multiple times. \n\n1) Here's a screenshot of the skewed rotation\n![Screenshot (68).png](Screenshot__68_.png)\n\n2) Since this is a bit more difficult to reproduce, I have provided a video on how to exactly reproduce this bug: [Video](xw4vYG9MOIA)\n\n3) Finally, here's the blend file:\n[Skewed_rotation_bug.blend](Skewed_rotation_bug.blend)\n\nP.S. I would also appreciate it if you can mention how align rotation works in edit mode.\n\nThank you so much for you work. Very much appreciated!!", "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", "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", "error in custom view3d.move Keymap Setting\nOperating system: Windows11\nGraphics card: It doesn't matter\n\nBroken: up to 3.5.1\n\n\n\nBecause I often use the 2D features in Blender, and the pan view function in Blender is not very convenient (requires using Shift + MMB), I made the settings as shown in the picture to add a new pan view keymap to Spacebar + LMB. In the normal object mode, I can indeed pan the view by using the new shortcut, but once I switch to any other mode, this shortcut key will be disabled. \n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n", "Subsurface modifier new \"OpenSubdiv\" method Issue\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 418.91\n\n\nBroken: version: 2.80 (sub 53), \nbranch: blender2.7, \ncommit date: 2019-03-31 21:52, \nhash: `b936d7b16c`\nWorked: (optional)\n\n\nIssues with the new \"OpenSubdiv\" modifier method.\n\n- Add a simple plane mesh in Blender 2.8\n- UV unwrap it\n- Import a texture and apply it to your plane\n- Add a Subsurf modifier \n\nHere is the issue in details.\nI was doing some texture work on High-poly models, and when I applied the textures to my model, they were deformed in places.\n![image.png](image.png)\n![image.png](image.png)\n![image.png](image.png)\n\nI later learned that the method used in Subsurface modifiers was changed :\n![image.png](image.png)\n\nWould there be any way to bring back the old method ?\nbecause this is going to break a LOT of my models.\n\n", "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", "Transform generalized custom-data correction support\n\n**Motivation:**\n\nHaving to manually adjust custom-data is tedious\nwhile there is a UV correction option,\nit's limited to vertex & slide.\n\nThis proposal is to generalize the option so it can be used for any\ntransform mode.\n\n\n**Solution:**\n\nThis proposes to add two kinds of custom-data correction methods.\n\n- Correct based on surrounding geometry, this is suitable for\n```\nvertex & edge slide.\n```\n *The existing logic for vertex & edge slide can be used here.*\n\n- Project Custom-Data\n\n```\nThis would project geometry onto the surfaces of the original mesh\nto calculate the custom-data.\nThis would allow geometry.\n```\n\n```\nThis could be used for other transform modes besides vertex/edge slide.\n```\n\n\n**Limitations:**\n\nThis option works best when adjusting small regions of geometry and often won't work well moving large regions of faces.\n\nThere is a limit to how much UV's can be corrected in this case without re-unwrapping/projecting\n*(which is beyond the scope of this proposal).*\n\n\n**User Interface:**\n\nThese would be shown in the tool options panel, we could keep the transform option too (although this isn't essential).\n\n----\n\nThere is a risk that users accidentally leave this enabled and transform their UV's when moving the geometry.\n\nSince we have other fairly obscure options (transform origins for example), it may be best to show these are enabled while transforming (as we do for auto-keyframe).\n" ]
[ "Mirror modifier lost UV offset only\nOperating system: Linux-5.4.0-39-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.100\n\nBroken: version: 2.90.0 Alpha\nWorked: 4d790516fbf8\n\nIn the lastest 2.9 builds offset for uvs its only for mirrored uvs and those should be two different options as in 2.8. \nOffset its mainly used to avoid baking errors with overlap uvs by moving the uv's outside off the 0 to 1 uv space but not mirrored only offset. \n![image.png](image.png)\n\nin 2.8 an early 2.9, before the drag-able modifiers where added, offset where different for mirrored and for just plain offset \n![image.png](image.png)\n![image.png](image.png)\n\n\n\n\n[Offset bug.blend](Offset_bug.blend)\n\n" ]
Hair width is lost and reset when appending from a 2.7 file win10 64, 16gb, gtx1060 Broken: blender-2.80.0-git.80ffa73b3f87-windows64 Attaching an object with hair from a 2.79 file to a 2.8 file, causes the width of the hair of said object to return to the default values. This only happens with Append and with 2.7 files. Appending an object with hair from a 2.8 file preserves the width of the hair, and so does Opening a 2.7 file in 2.8 directly, instead of appending. This is a 2.7 file. Create a new file Blender 2.8 and Append the oeebject "Roundcube" from this other file. The root width of the hair will be 1, instead of the 0.1 that I put [bug6.blend](bug6.blend)
[ "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", "Python variables becomes invalid when batch creating attribute layers\nOperating system: Gentoo Linux\nGraphics card: AMD WX 9100\n\nBroken: 3.2 and master\nWorked: I'm guessing this has been broken since attribute layers were introduced\n\nWhen creating new attributes layers via python, the returned attribute object will stop work after multiple layers are added.\nIt seems like the attribute layers might be reallocated and moved while the python pointers doesn't get updated when this happens.\n\nIn a python script, create multiple attributes for a mesh in a row and save the return value.\nNotice that if you add too many the previously returned variables will stop working.\n\nSteps to reproduce with the attached file:\n1. Click run script\n2. Notice that at2 through at5 is of length zero\n3. If you remove any one of the `new` calls the returned variables are valid.\n[attribute_error.blend](attribute_error.blend)", "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", "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", "NaN in object matrix of instanced objects\nRyzen 7 3800x\n31.9 GB Ram\nOperating system: Windows 10\nGraphics card: Nvidia 2060 6GB Ram\n\nI tested the same scene out on my other box and the problem happened. Both machines are running RTX 2060s. One is a Intel box and the other AMD.\n\n**Blender Version** 2.81 and 2.82a\nWorked: Nothing has worked\n\n**Error**\nYouTube link to render glitches: e1ScHjBANLk\n\nWhenever I start a render, around frame 58 the sun shadows just disappear.\nIf I close the scene and open it back up and render the frame where the shadows disappear, it will render fine. But after about 50 or so frames the shadows disappear again. \nIt works fine in viewport. \n\n**note**\nI deleted the volume light box with just a 1000 floating sprite boxes for the dust inside the garage. After that, the issue went away all together. I then added the volume box back and the problem happened again. It must have something to do with volume lighting. The grass outside is over 12k clones using a particle hair so it has something to do with volume lighting and particles inside a object. \n\n**Files**\n[Blender_Bug.zip](Blender_Bug.zip)\nIt was 12 GB, removed extra elements and brought it down to this.\nAround frame 60 if you render the animation 1-300 the shadow will disappear. Escape the render… The viewport will continue to display the shadow. But after the shadow disappears during the render, and without closing and reopening Blender, whenever you render that frame, the shadow “sun light” is absent. \n\n![test-test_0059.jpg](test-test_0059.jpg)\n![test-test_0060.jpg](test-test_0060.jpg)\n\n", "Sound Strips in VSE retain hard length limits when Sound Datablock is changed\nOperating system: Linux 64-bit\nGraphics card: GTX 1080 ti\n\n3.2.1 official\n\nIf the source of a sound strip in the VSE is changed to a different existing datablock, the length of the strip will not be updated and it will retain the same hard limits with regard to duration as the original sound, even if the new sound is longer.\n\n[SoundStripBug.blend](SoundStripBug.blend)\n - Open attached file\n - Select the shorter sound strip.\n - In the Source panel, change the sound for the strip from \"GetSomeCoffee.wav\" to \"Joe_trombone.wav\"\n - Despite having a longer sound now, you can't grab the right handle of the strip to make it any longer.\n # You can change the duration of the strip manually in the Time panel, but the highlighted duration of the original sound is still visible on the strip. If you grab the right handle, it will snap back.\n\n", "Flickering in unrelated hair strands when deleting hair\nOperating system: Linux-5.13.0-48-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.73.05\n\nBroken: version: 3.3.0 Alpha\nWorked: n/a\n\nWhen I delete the hair, the rest of the hair flickers. This doesn't happen when adding hair, changing their length, combing, ...\n\nNote it also happens when deleting hair with the density brush.\n\n* Open this file and delete some hair.\n\n[hair_flicker.blend](hair_flicker.blend)\n\nVideo:\n\n[flicker-2022-06-21_14.38.51.mp4](flicker-2022-06-21_14.38.51.mp4)", "Hair with 'Virtual Parents' acts wrong with clumping noise\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: since 2.79\n\n\n\nIf I use clumping + shorter than 4m hairs, virtual parents produces very weird result.\n\n[2021-01-12_06-46-35.mp4](2021-01-12_06-46-35.mp4)\n\n- In the default Cube, add a hair particle system\n- Change emission number to 100 e length to 0.2\n- In the `Children` panel enable \"`Interpolated`\"\n- In `Clumping` set `Clump` to `1.0` and enable \"`Clump Noise`\"\n- Set any value in `Virtual Parents`\n\nHere the file: try to change length, and clumping\n[untitled.blend](untitled.blend)", "Simulation issues with new hair object converted to legacy particle hair\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.3.1\n\nSimulation of particle hair system (legacy) which was converted from new hair object has issues. Hair does not seem to be attached to surface and has weird movement.\n\nI understand that this issue relates legacy particle system, which at some point will be removed. But as of this time, it is the only way to have hair physics simulation in blender. And it would be great to have this ability with converted hair object until it gets its own simulation capabilities.\n\n- Create sphere.\n- Create hair particle system on it.\n- Enable hair physics, play simulation, observe.\n- Convert hair particle system to new hair object.\n- Delete old hair particle system on sphere\n- Assign sphere as hair surface on new hair object properties, assign sphere uvmap as hair surface uvmap\n- Select new hair object and convert it to legacy particle system.\n- Disable new hair object in viewport\n- Select sphere again -> particle system -> Hair dynamics\n- Press play and observe\n\nTest file (First 6 steps included):\n[#101621.blend](T101621.blend)", "Missing DNA Defaults (\"Reset to Default Value\" sets to 0)\nSince f5e0dfe59c, we have a simple & practical way of setting up defaults for DNA data. These defaults are used for the \"Reset to Default Value\" operator, available in the context menu for buttons.\nHere's a helper script to extract the defaults: 432509\n\nThere are still a number of properties that don't have a default assigned. These can be reported here.\n\n\nNote that these missing defaults typically appear in \"groups\" because the entire data-structure misses the default value definition. In that case there's no need to list each individual value, just mention where they are (e.g. Armature object, relation settings).", "Wrong width returned from bpy.types.Window.width (depending on native pixel size)\n\nOS: macOS Mojave (10.14.6)\nGraphic card: Radeon Pro 450 2GB\n\n\n\nBroken version: 2.91.0\n\n\n**Description of error**\n\nbpy.types.Window.width does not return correct value in my environment.\n\nI tried to get window size of Blender via bpy.context.window_manager.windows- [x].width.\nBut the returned value differs from the actual window width (Actual window width: 2880, Returned value: 1680).\nAlso, I found that bpy.context.window_manager.windows- [x].x also returned invalid value.\n\nOther related values such as region.width, area.width seems fine in my environment.", "Reading from old 2.79 file. Mesh deform broken.\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: 2.91.0 Beta\nBroken: 2.83\nBroken: 2.82\nBroken: 2.81\nBroken: 2.80\nWorked: 2.79b\n\n\nOriginal (2.79)\n![57475347.png](57475347.png)\n\nAfter loading to 2.83.8+ versions\n![57464547.png](57464547.png)\n\nFile\n[MD.blend](MD.blend)\n", "Animated alembic curves dont update on render\nOperating system: Xubuntu 18.04\nGraphics card: Titan X (Pascal)\n\nBroken: 2.80 63ac7c799c8\n\nImported alembic objects with animated hair strands render incorrectly.\nThe cache doesn't get read properly and no updates happen in between frames when rendering, resulting in a render where the animation is stuck on the first frame of the cache.\nProblem persists between Eevee and Cycles. Regular mesh based caches work fine, this only seems to affect imported hair/curves.\nTried animating the frame parameter too, as well as adding a driver, but it doesn't help. Every render is static on the first frame of the cache.\n\n- Create hair system\n- Animate said hair system (dynamics / forces)\n- Export Hair to Alembic\n- Import Alembic with hair animation\n- Hair animation doesn't update on render\n\n[alembic-render.zip](alembic-render.zip)", "Linked Mesh Editing Doesn't Work As Expected When Using Data Transfer Modifier\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.19\n\nBroken: version: 2.82 (sub 7)\nWorked: 2.81 (sub 16)\n\nObject instances doesn't work as in blender 2.81\n\n\nIn blender 2.81, after entering the edit mode, all instances become active. You can see changes in real time.\nScreen below:\n![image.png](image.png)\n\nIn Blender 2.82 it work ok till some time. I couldn't determine at what moment it breaks...\n![image.png](image.png)\n\nChanges appears only after You enter to object mode.\n![image.png](image.png)\n\n\nHere is blend file to test\n[instances_issue.blend](instances_issue.blend)\n\n\n", "Use Scene Spacing Distance by default\nNOTE: This design is still being investigated and discussed. \n\n# Issue\n\nThe default for brushes in every mode has always been to use view based spacing for each stroke.\nThis wasn't always an issue since brushes used to work via a projected falloff.\n\nBut when using a spherical falloff on curved surfaces this can lead to inconsistent spacing artefacts.\nSince more painting and sculpting modes are implementing brushes with a spherical falloff by default, it is a reasonable adjustment to make the spacing also scene based.\n\n# First Steps\n\nBefore changing any defaults we should investigate any remaining issues, downsides or bugs if this behaviour would be implemented by default for all brushes.\nOnce it is clear that this change would be an overall improvement, and how feature might need to change.\n\n### Fix remaining bugs and issues\n\nFurther issues from using Scene Spacing need to be investigated.\nThe currently known reports are:\n- #98111 (Sculpt mode: Draw Sharp brush artefacts when using Scene Spacing in stroke settings)\n- #99638 (Line stroke method not working with Scene spacing)\n- #99642 (Clay strips brush freeze when coming from outside the horizon of surface curvature)\n- #99644 (Draw Sharp brush stops on anchored during the stroke)\n\n# Proposal\n\nScene spacing currently accomplishes two distinct behaviours:\n1. The spacing is consistent in 3 dimensions\n2. The spacing is consistent in world space (especially when zooming in/out)\n\nInstead of just making Scene Spacing Distance the default, we should change the \"View\" scene spacing to work 3 dimensionally for a better brush behaviour in general.\nThis could be accomplished by associating these two different behaviours with distinct settings:\n\n1. Setting the falloff to be Spherical or Projected = 3D or projected spacing distance\n2. Switching between View & Scene spacing distance = The spacing is a percentage of the relative brush size diameter or an absolute world size\n\nThe UI should then also reflect that change, by changing the spacing slider value:\n- View = Percentage\n- Scene = Distance in units\n\nThis updated View spacing then needs to be integrated in every mode for 3D painting/sculpting." ]
[ "Hair broken when appending a character.\nHair radius values get reset on a character when trying to append it or link it.\nThe test character works fine in 2.79 and also in 2.8, but not when being linked or appended into the scene - then hair shape radius and tip/root scaling get ruined/reset to default values. \n\n\nThe file I found this issue on is here on my GDrive:\n\n15mgKS4K3wfnAduRAbh8fmuGmCqZmO6dv?usp=sharing\n\nLet me know if I should create a simpler file when it's needed, but I assume the issue is quite clear. " ]
Hair broken when appending a character. Hair radius values get reset on a character when trying to append it or link it. The test character works fine in 2.79 and also in 2.8, but not when being linked or appended into the scene - then hair shape radius and tip/root scaling get ruined/reset to default values. The file I found this issue on is here on my GDrive: 15mgKS4K3wfnAduRAbh8fmuGmCqZmO6dv?usp=sharing Let me know if I should create a simpler file when it's needed, but I assume the issue is quite clear.
[ "Update 'dyntopo_detail_size_edit' to support Relative/Brush Detail settings\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\nAs of right now in sculpt mode the shortcut `R` is used while Dyntopo is enabled to change the detail size.\nIt calls the operator `SCULPT_OT_dyntopo_detail_size_edit` which displays a triangle overlay.\nIf `tool_settings.sculpt.detail_type_method` is not set to \"constant\" or \"manual\", it will fall back onto the older radial control `SCULPT_OT_set_detail_size` instead.\nThis operator is less ideal to control or display the target resolution.\n\n![500_dyntopo_detail_size.png](attachment)\n\nThe operator and overlays should be updated to work with either detail type method.\nThe methods \"Relative\" and \"Brush\" are screen based, instead of scene based, which doesn't strictly prevent the triangle overlay from displaying and estiamted resolution.\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)", "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", "Hair Dynamics Strange Behaviour\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.67\n\nBroken: version: 2.90.0\n\nI have not seen hair behave this way before. For this example file, I have simply used the default hair dynamics settings. I have a bake in the file attached, and you can try bake yourself to replicate the issue. The hair will fly all over the place, it is not colliding with anything and I cannot figure out what is causing the issue. It was recommended by a developer that I post the issue here for others to have a look, many thanks.\n[HairProb.blend](HairProb.blend)\n\n", "Copying in edit-mode copies the entire object, not the selection\nthere is an issue occurs when a part of (mesh) is copyed in the edit mode \nwhat happens when copying one part of a (mesh) and pasting it\nyou suppose to get this part only pasted ,but instead you get the whole (mesh) pasted\n\nfor examble if you have a cube model with a single face selected in the edit mode \nif you copyed then pasted it the result is the whole cube modele is pasted rather than the single face \n \n![1.png](1.png) \n\n![2.png](2.png)", "Hair dynamics stopped working after editing and combing in \"Particle Edit\"\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.76\n[system-info.txt](system-info.txt)\n\nBroken: version: 3.1.0 Alpha\n\nHair dynamics stopped working after editing and combing in \"Particle Edit\"\nPossible duplicates: #91258, #56818\n\n[#93344.blend](T93344.blend)\n\n- Open file\n- Cut hair with Cut brush\n# Comb hair with Comb brush with disabled Preserve Strand Lengths option\n\nSimulation no longer works", "\"Z\" changed to \"depth\" breaks consistency in compositing and in Render layers\n\nwin7 gtx 550ti\nOperating system and graphics card\n\nBroken by: 4cf7fc3b3a\n\n\"Z\" changed to \"depth\" breaks consistency in compositing and in Render layers\n\n\n- Make sure that the **z**-pass is checked in the Render Layers tab\n- Open node editor, notice that the**z**-pass is now **depth**-pass\n- Notice as well that everywhere else it is still consider as**z**-pass even in the manual z_combine.html\n\n![zed.png](zed.png)\n\nAlthough **depth** is more meaningful name, it is breaking consistency. Suggestion: we bring back the old behavior or we change everywhere to z-depth or depth.\n", "Wrong Radius visuals when joining two hair curves\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: AMD Radeon RX 5700 XT ATI Technologies Inc. 4.5.14800 Core Profile Context 22.5.1 30.0.15021.11005\n\nBroken: version: 3.3.0 Alpha\n\nIf you have two hair curves in geometry nodes and you join then, The radius of the first one is copied to the other, this only happens in EEVEE and in Solid view but not in cycles.\n\n[2022-07-16 23-01-18.mp4](2022-07-16_23-01-18.mp4)\n\nIn this file there is a setup that is affected by this issue, as well as a simplified version. You just need to open the file and change the order in the join node\n[radius bug.blend](radius_bug.blend)", "Subdivision modifier breaking custom normals.\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: Radeon RX 580 Series ATI Technologies Inc. 4.6.0 Core Profile Context 23.7.2.230718\n\nBroken: version: 4.0.0 Alpha (Also tested in v3.5.0 & v3.6.1)\nWorked: N/A\n\nIdentical normals are slightly messed up when a subdivision surface modifier is enabled, breaking cell shaders.\n\n1. Download the attached .blend file\n2. Change Viewport Shading to \"Rendered\"\n3. Enable/Disable the subdivision surface modifier.\n4. You might need to rotate the light slightly on the x-axis.\n\n\nSome notes:\n- All mesh normals were copied and pasted via \"Mesh/Normals/Copy Vector\" and \"Mesh/Normals/Paste Vector\".\n- \"Subdivision modifier/Use Custom Normals\" property is enabled.\n- Changing \"Render/Performance/High Quality Normals\" or \"Subdivision modifier/Use Limit Surface\" changes alters where the issues appear on Suzanne. (Sphere is unaffected.)\n- Issue doesn't occur on flat meshes.\n- Even after applying the modifier, repasting normals still leaves some artifacts.", "Crash When Adding Hair Subdivision upon Viewer node\nOperating system: Windows-10-10.0.17134-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 970M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.11\n\nBroken: version: 3.4.0 Alpha\nWorked: Never\n\nCaused by: c55d38f00b\n\n![image.png](image.png)\n\nAdding hair subdivision will cause crash immediately when you are using viewer node to visualize field values in the viewport.\nNote no crash will occur if the viewer node is inactive.\n\n[Hair Crash.crash.txt](Hair_Crash.crash.txt)\n\n1. select default cube\n2. shift+A to add empty hair\n3. in the node tree add viewer node.\n4. Crash if adding subdivision\n[Hair Crash.blend](Hair_Crash.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.", "Library Override broken for Snow character rig\nOperating system: Linux-5.15.0-73-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 530.41.03\n\nBroken: 3.0 to 4.0\nWorked: never?\n\nI tried to use the Snow character, following the guidelines. But every time I use the Libary Override, the character's eyebrows and neck get stretched and distorted. When the bug does not happen at the time, when saving and reopening the file it appears\n\n- Link the CH-snow collection\n- Object -> Relations -> Make Library Override\n- Save file then reopen it\n", "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", "Circle Select Tool improvements\n## Issue\n\nThe current problem with the Circle Select Tool is that it is very inconvenient to change the brush size. In the modal operator equivalent (Shortcut C) it's just about pressing + and - or using the scrollwheel but this is not an option for the Tool. Generally there are no shortcuts for Tools before they are initiated. If the settings need to be changed then this needs to happen in the Tool Settings in the header or sidebar.\nBut changing the radius via that slider in the settings is awkward and appears visually glitchy since it's intersecting with the UI itself.\n\n![Screenshot 2020-12-16 133043.jpg](Screenshot_2020-12-16_133043.jpg)\n\n## Proposals\n\nSo how can this be fixed. Ideally the solution should be as straight forward as possible without reshuffling the keymap. But it is very important that this is a general solution that can also be used for other brush-like Tools in the future (like proposed retopology tools that also rely on a brush radius)\n\n**1. More integrated modal shortcuts**\n\nOnce a Tool is initiated (usually by click & dragging) it uses the modal operator. This means that when using the Circle Select Tool and click & dragging, the radius can be changed with the mouse wheel & the + and - keys. \nThe current issue with this is that the Gizmo drawing is conflicting with the Tool Radius and that any changes to the radius are not updated in the tool settings.\nKeeping these 2 more in sync would be one solution or at least a great added feature.\n\n![Screenshot 2020-12-16 133624.jpg](Screenshot_2020-12-16_133624.jpg)\n\nIt should be updated to the way the annotate eraser tool works but with more accessible shortcuts for radius changes if the mouse wheel is not an option (pen users)\n\n**2. Include Brush Tools in more modes**\n\nAnother solution is to redesign the Circle Select Tool (and any tools, present or future, that work similarly) as a brush like in sculpt mode or the painting modes.\nThis means that when the Tool is active it does have a set of shortcuts that can change the tool settings before the tool is initiated.\n\n**Conflicts**\n\nAlmost all are already taken like the typical F for brush size changes. It's not clear what shortcut can be used. \nAlso any shortcut that would be available must then be exclusively used for those brush tools to avoid any conflicts. \n\n**Solutions**\n\n1. Find or make an available shortcut for brush tools radius. But this shortcut then needs to be left exclusive of those tools.\n2. Override needed shortcuts when brush tool is used (In this case F for the radius). This does introduce difficulties and extra tool switching in edit mode though. \n3. Reuse the shortcut C that is used for the Circle Select Tool to change the radius once the tool is active. This will be awkward and incompatible with future tools that will work similar though.\n\n## Open Topics\n\n- Can it be achieved to use both solutions to improve brush like tools?\n- Are there possibly other ways of solving the conflicts in proposal 2?\n- For proposal 1, what shortcuts could be better for adjusting the brush size? + & - are on the numpad and the brackets are too far to the right and on for example German keyboard layouts not very accessible.", "Object transforms affecting Sculpt Mode Brush behaviour\nThis is a design proposal to change some underlying behaviour of the brush system in Sculpt Mode.\n\n**The issue:**\nWhen scaling or rotating an object and then proceeding to sculpt on it in Sculpt Mode, the brush behaviour is generally affected by the transforms of the object.\nSo if the scaling is 1 on X & Y but 3 on Z, the brush radius will be 3 times as high. \nIf the object is scaled down in general, the brush strength will be lower in total.\nIf the object is also rotated, the brush radius will be as well and rake effects like for the Snake Hook brush will be badly affected since the object rotation is added to the rotation of the brush.\n\nIn recent versions the brush radius is at least reflecting the object transforms, which helps spotting these negative influences and reminding the user to apply the object transforms before sculpting.\nBut there is not benefit to having the Sculpt Mode being affected by the object transforms, so this is just a limitation of the current system.\nIt's also good to add that on the other hand Edit Mode is not negatively affected by the transforms of the object.\n\n[2020-03-02 11-42-04.mp4](2020-03-02_11-42-04.mp4)\n\n**The proposal:**\n\nTo make the sculpting workflow easier on the user it would be ideal if the brushes are not affected by the local transforms of the object but are instead based on the world scale & orientation.\nOnly symmetry options should be directly influenced bu the local transforms." ]
[ "Hair width is lost and reset when appending from a 2.7 file\nwin10 64, 16gb, gtx1060\n\nBroken: blender-2.80.0-git.80ffa73b3f87-windows64\n\nAttaching an object with hair from a 2.79 file to a 2.8 file, causes the width of the hair of said object to return to the default values. \n\nThis only happens with Append and with 2.7 files. Appending an object with hair from a 2.8 file preserves the width of the hair, and so does Opening a 2.7 file in 2.8 directly, instead of appending.\n\nThis is a 2.7 file. Create a new file Blender 2.8 and Append the oeebject \"Roundcube\" from this other file. The root width of the hair will be 1, instead of the 0.1 that I put\n\n[bug6.blend](bug6.blend)\n" ]
Blender has stopped working - windows error message on startup. Asus Maximus VI Formula MSI Twinfrozr IV 4GB GTX 770 SLI (6040x1080 + 1920x1200) Intel Core i7 4770k, (Overclocked) 1.25v, 4.4GHZ, Intel Turbo enabled, hyperthreading enabled. 900MHZ OC 16GB 2133MHZ Corsair Vengeance PRO XFX ProSeries Black Edition - 1050W PSU Samsung 840 EVO 250GB x2 (RAID 0) 142 GB avaliable 64KB stripe size Seagate barracude 2TB 7200 RPM as backup and storage 1,17TB remaining Windows 7 ULTIMATE 64-bit Temperatures are not an issue. - Processor does not exceed 54C at 100% load 99% cache usage. - GPU 1 80C 100% load. - GPU 2 70C 100% load Version Broken: 2.72b (x64) Worked: all the versions i have tried haven't worked. Concurrent issue: after installing the application, I attempt to start the program by double clicking the desktop icon it creates. [upon starting Blender.exe crashes, giving the following error message: ](7oWxky7.png) Blender has stopped working Windows can check online for a solution to the problem. - Check online for a solution and close the program. (Didn't work) - Close the program Additional Information: > Problem signature: ``` Problem Event Name: APPCRASH Application Name: blender-app.exe Application Version: 2.7.2.0 Application Timestamp: 5446569e Fault Module Name: MSVCR120.dll Fault Module Version: 12.0.21005.1 Fault Module Timestamp: 524f83ff Exception Code: c000001d Exception Offset: 0000000000092bc3 OS Version: 6.1.7600.2.0.0.256.1 Locale ID: 1030 Additional Information 1: 9c5b Additional Information 2: 9c5b99d1538af1465d6588ee6e30c6d2 Additional Information 3: ffa6 Additional Information 4: ffa6c829f7fac5222bb75dc93477b4fc ** ``` I don't know what causes the error, all i know s what the application tells me, as listed above.
[ "Blender 2.90.1 crashes after rendering the first few frames of animation.\n**System Information** \nOperating system: windows 10 64 bit\nGraphics card: Nvidia GeForce GTX 1650\n\nBroken: (2.90.1 3e85bb34d0d7; master)\nWorked(didn't): (only tried on 2.8.3 and did not work at all)\n\nWhen I try to render the animation, after about 50 or so frames(varies randomly), blender crashes with no alerts or anything that tells me what the error is, it simply closes.\nI've rendered another project, and that did indeed render, so I'm left confused why this short animation would cause a crash.\n\nEdit: I disabled motion blur, and it rendered fine. However, I would really like to know why blender won't render if motion blur is enabled. The renderer is Eevee and while my laptop isn't a super computer, it should be able to handle it. Thank you all in advance!\n\n- Open attached file\n- render the animation\n[cube-loop-tut-V1.0.blend](cube-loop-tut-V1.0.blend)", "Crash going to material preview or rendered shading mode Blender 2.83.0\nMacBook Pro 15 inch Early 2013\n2.7 GHz Intel Core i&\n16 GB 1600 Mhz DDR3\n|Operating system:|MacOS 10.12.5 - @Tramfabriek\n| -- | -- |\n||Mac OS X 10.12.6 (16G2136) - @johan-eds\n|| macOS 10.12.6 - @UmbertoOldani\n\n|Graphics card:|NVIDIA GeForce GT 650M 1024 MB + Intel HD Graphics 4000 1536 MB - @Tramfabriek\n| -- | -- |\n||NVIDIA GeForce GTX 775M, PCIe, 2048 MB - @johan-eds\n|| NVIDIA GeForce GTX 680MX 2048 MB - @UmbertoOldani\n\nBisected to find the bad commit: 804e90b42d\n\nCrash when clicking on Viewport Shading >Material Preview or >Rendered\nThis did happen already in the 2.83 betas, but none of the 2.82 and earlier version had this problem on this computer running this same OS at least since Blender 2.79.\n\n**System crash report 1** (crash in `UI_draw_roundbox_aa` -> `GPU_batch_draw `. Probably the material render icon):\n```lines=10\nThread 0 Crashed:: Dispatch queue: com.apple.main-thread\n0 libsystem_kernel.dylib \t0x00007fff909add42 __pthread_kill + 10\n1 libsystem_pthread.dylib \t0x00007fff90a9b457 pthread_kill + 90\n2 libsystem_c.dylib \t0x00007fff909134bb __abort + 140\n3 libsystem_c.dylib \t0x00007fff9091342f abort + 144\n4 libGPUSupportMercury.dylib \t0x00007fff88cdbfbf gpusGenerateCrashLog + 158\n5 com.apple.GeForceGLDriver \t0x00007fff76297390 0x7fff7607a000 + 2216848\n6 libGPUSupportMercury.dylib \t0x00007fff88cdd524 gpusSubmitDataBuffers + 560\n7 com.apple.GeForceGLDriver \t0x00007fff76385867 0x7fff7607a000 + 3192935\n8 com.apple.GeForceGLDriver \t0x00007fff763554fd 0x7fff7607a000 + 2995453\n9 com.apple.GeForceGLDriver \t0x00007fff76282a2b 0x7fff7607a000 + 2132523\n10 com.apple.GeForceGLDriver \t0x00007fff7626ee9a 0x7fff7607a000 + 2051738\n11 com.apple.GeForceGLDriver \t0x00007fff76289654 0x7fff7607a000 + 2160212\n12 com.apple.GeForceGLDriver \t0x00007fff7626af97 0x7fff7607a000 + 2035607\n13 com.apple.GeForceGLDriver \t0x00007fff763851ad gldUpdateDispatch + 1041\n14 GLEngine \t0x00007fff7ff1d32a gleDoDrawDispatchCoreGL3 + 520\n15 GLEngine \t0x00007fff7fecebd9 gleDrawArraysOrElements_Entries_Body + 128\n16 GLEngine \t0x00007fff7fecaab4 glDrawArraysInstanced_GL3Exec + 220\n17 org.blenderfoundation.blender \t0x0000000109614f2c GPU_batch_draw_advanced + 428\n18 org.blenderfoundation.blender \t0x0000000109614d6c GPU_batch_draw + 124\n19 org.blenderfoundation.blender \t0x0000000105218c51 UI_draw_roundbox_aa + 353\n20 org.blenderfoundation.blender \t0x0000000104f3d96c ED_region_do_draw + 1372\n21 org.blenderfoundation.blender \t0x0000000104b6d49c wm_draw_update + 2092\n22 org.blenderfoundation.blender \t0x0000000104b6b010 WM_main + 48\n23 org.blenderfoundation.blender \t0x0000000104827762 main + 962\n24 libdyld.dylib \t0x00007fff9087f235 start + 1\n\n\nThread 0 crashed with X86 Thread State (64-bit):\n rax: 0x0000000000000000 rbx: 0x0000000000000006 rcx: 0x00007fff5b521f78 rdx: 0x0000000000000000\n rdi: 0x0000000000000307 rsi: 0x0000000000000006 rbp: 0x00007fff5b521fa0 rsp: 0x00007fff5b521f78\n r8: 0x0000000000000000 r9: 0x0000000000989680 r10: 0x0000000008000000 r11: 0x0000000000000206\n r12: 0x000000011ab85cf8 r13: 0x0000000000000000 r14: 0x00007fff998033c0 r15: 0x000000011ab85000\n rip: 0x00007fff909add42 rfl: 0x0000000000000206 cr2: 0x00007fff960d0b58\n \nLogical CPU: 0\nError Code: 0x02000148\nTrap Number: 133\n```\n\n\n**System crash report 2** (crash in `blf_batch_draw ` -> `GPU_batch_draw `):\n```lines=10\nThread 0 Crashed:: Dispatch queue: com.apple.main-thread\n0 libsystem_kernel.dylib \t0x00007fff8b1dfd42 __pthread_kill + 10\n1 libsystem_pthread.dylib \t0x00007fff8b2cd457 pthread_kill + 90\n2 libsystem_c.dylib \t0x00007fff8b1454bb __abort + 140\n3 libsystem_c.dylib \t0x00007fff8b14542f abort + 144\n4 libGPUSupportMercury.dylib \t0x00007fff83587fbf gpusGenerateCrashLog + 158\n5 com.apple.GeForceGLDriver \t0x00007fff71040390 0x7fff70e23000 + 2216848\n6 libGPUSupportMercury.dylib \t0x00007fff83589524 gpusSubmitDataBuffers + 560\n7 com.apple.GeForceGLDriver \t0x00007fff7112e867 0x7fff70e23000 + 3192935\n8 com.apple.GeForceGLDriver \t0x00007fff710fe4fd 0x7fff70e23000 + 2995453\n9 com.apple.GeForceGLDriver \t0x00007fff7102ba2b 0x7fff70e23000 + 2132523\n10 com.apple.GeForceGLDriver \t0x00007fff71017f8e 0x7fff70e23000 + 2051982\n11 com.apple.GeForceGLDriver \t0x00007fff7100b6bc 0x7fff70e23000 + 2000572\n12 com.apple.GeForceGLDriver \t0x00007fff7100bec2 0x7fff70e23000 + 2002626\n13 com.apple.GeForceGLDriver \t0x00007fff7101113f 0x7fff70e23000 + 2023743\n14 com.apple.GeForceGLDriver \t0x00007fff7143f25e 0x7fff70e23000 + 6406750\n15 com.apple.GeForceGLDriver \t0x00007fff7143f4e6 0x7fff70e23000 + 6407398\n16 com.apple.GeForceGLDriver \t0x00007fff7143f5d7 0x7fff70e23000 + 6407639\n17 com.apple.GeForceGLDriver \t0x00007fff71013d3d 0x7fff70e23000 + 2035005\n18 com.apple.GeForceGLDriver \t0x00007fff7112e1ad gldUpdateDispatch + 1041\n19 GLEngine \t0x000000011925232a gleDoDrawDispatchCoreGL3 + 520\n20 GLEngine \t0x0000000119203bd9 gleDrawArraysOrElements_Entries_Body + 128\n21 GLEngine \t0x00000001191ffab4 glDrawArraysInstanced_GL3Exec + 220\n22 org.blenderfoundation.blender \t0x000000010b288f2c GPU_batch_draw_advanced + 428\n23 org.blenderfoundation.blender \t0x000000010b288d6c GPU_batch_draw + 124\n24 org.blenderfoundation.blender \t0x000000010b283d82 blf_batch_draw + 418\n25 org.blenderfoundation.blender \t0x000000010b282359 BLF_batch_draw_end + 9\n26 org.blenderfoundation.blender \t0x0000000106fc2163 view3d_draw_region_info + 8515\n27 org.blenderfoundation.blender \t0x0000000106936dbd DRW_draw_callbacks_post_scene + 445\n28 org.blenderfoundation.blender \t0x00000001069376cd DRW_draw_render_loop_ex + 1757\n29 org.blenderfoundation.blender \t0x0000000106fc2668 view3d_main_region_draw + 136\n30 org.blenderfoundation.blender \t0x0000000106bb157e ED_region_do_draw + 366\n31 org.blenderfoundation.blender \t0x00000001067e149c wm_draw_update + 2092\n32 org.blenderfoundation.blender \t0x00000001067df010 WM_main + 48\n33 org.blenderfoundation.blender \t0x000000010649b762 main + 962\n34 libdyld.dylib \t0x00007fff8b0b1235 start + 1\n\nThread 0 crashed with X86 Thread State (64-bit):\n rax: 0x0000000000000000 rbx: 0x0000000000000006 rcx: 0x00007fff598ab4b8 rdx: 0x0000000000000000\n rdi: 0x0000000000000307 rsi: 0x0000000000000006 rbp: 0x00007fff598ab4e0 rsp: 0x00007fff598ab4b8\n r8: 0x0000000000000000 r9: 0x0000000000989680 r10: 0x0000000008000000 r11: 0x0000000000000206\n r12: 0x0000000120bebcf8 r13: 0x0000000000000000 r14: 0x00007fff93fe13c0 r15: 0x0000000120beb000\n rip: 0x00007fff8b1dfd42 rfl: 0x0000000000000206 cr2: 0x00007fff8b1c727d\n \nLogical CPU: 0\nError Code: 0x02000148\nTrap Number: 133\n```\n\n1. Open Blender\n2. Click to remove start up information panel\n3. Click on Viewport Shading >Material Preview or >Rendered\n\nResult:\nCrash", "Crash 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", "Use after Free (according to asan) while baking.\nOperating system: Linux-5.4.0-90-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.82.00\n\nBroken: version: 3.1.0 Alpha, branch: Unknown, commit date: Unknown Unknown, hash: `rBUnknown`\nWorked:Don't know\n\nWhen pressing 'bake' in the attached (simple) blend file blender crashes when compiled with address sanitizer. Strangely only when in the UV-editor workspace, and not in the shading workspace.\n\n\n- build blender in debugmode with developer options\n- open the attached .blend\n- press bake\n\n\n[printuvs.blend](printuvs.blend)\n\nOr else from default startup:\n- build blender in debugmode with developer options\n- add a noise texture + colorramp to the base color input of the default material\n- add an image texture (sized 128x128) to the material and make it active\n- switch to uv editor workspace\n- switch renderer to cycles\n- open bake tab, choose diffuse bake\n- press bake\n\nASAN output:\n```\n\n==30632==ERROR: AddressSanitizer: heap-use-after-free on address 0x613000566c90 at pc 0x000006232e48 bp 0x7fff79d57550 sp 0x7fff79d57540\nREAD of size 4 at 0x613000566c90 thread T0\n - 0 0x6232e47 in paint_object_is_rendered_transparent /home/martijn/progs/blender-git/blender/source/blender/draw/engines/overlay/overlay_paint.c:52\n - 1 0x62333f5 in OVERLAY_paint_init /home/martijn/progs/blender-git/blender/source/blender/draw/engines/overlay/overlay_paint.c:75\n - 2 0x61e20f1 in OVERLAY_engine_init /home/martijn/progs/blender-git/blender/source/blender/draw/engines/overlay/overlay_engine.c:138\n - 3 0x60336a7 in drw_engines_init /home/martijn/progs/blender-git/blender/source/blender/draw/intern/draw_manager.c:1037\n - 4 0x60394be in DRW_draw_render_loop_ex /home/martijn/progs/blender-git/blender/source/blender/draw/intern/draw_manager.c:1641\n - 5 0x6038abd in DRW_draw_view /home/martijn/progs/blender-git/blender/source/blender/draw/intern/draw_manager.c:1571\n - 6 0xadf0436 in view3d_draw_view /home/martijn/progs/blender-git/blender/source/blender/editors/space_view3d/view3d_draw.c:1573\n - 7 0xadf05bf in view3d_main_region_draw /home/martijn/progs/blender-git/blender/source/blender/editors/space_view3d/view3d_draw.c:1595\n - 8 0x7f2353c in ED_region_do_draw /home/martijn/progs/blender-git/blender/source/blender/editors/screen/area.c:564\n - 9 0x53d6339 in wm_draw_window_offscreen /home/martijn/progs/blender-git/blender/source/blender/windowmanager/intern/wm_draw.c:730\n - 10 0x53d7569 in wm_draw_window /home/martijn/progs/blender-git/blender/source/blender/windowmanager/intern/wm_draw.c:880\n - 11 0x53d89d8 in wm_draw_update /home/martijn/progs/blender-git/blender/source/blender/windowmanager/intern/wm_draw.c:1081\n - 12 0x53c5120 in WM_main /home/martijn/progs/blender-git/blender/source/blender/windowmanager/intern/wm.c:658\n - 13 0x34c4239 in main /home/martijn/progs/blender-git/blender/source/creator/creator.c:558\n - 14 0x7f41af1ae0b2 in __libc_start_main (/lib/x86_64-linux-gnu/libc.so.6+0x270b2)\n - 15 0x34c35bd in _start (/mnt/fast/martijn/progs/blender-git/build_linux_debug/bin/blender+0x34c35bd)\n\n0x613000566c90 is located 208 bytes inside of 360-byte region [0x613000566bc0,0x613000566d28)\nfreed by thread T20 here:\n - 0 0x7f41af9ef1c7 in __interceptor_free ../../../../src/libsanitizer/asan/asan_malloc_linux.cpp:123\n - 1 0x1bb10832 in MEM_lockfree_freeN /home/martijn/progs/blender-git/blender/intern/guardedalloc/intern/mallocn_lockfree_impl.c:130\n - 2 0x5f86383 in blender::deg::IDNode::destroy() /home/martijn/progs/blender-git/blender/source/blender/depsgraph/intern/node/deg_node_id.cc:143\n - 3 0x5e21387 in clear_id_nodes_conditional<blender::deg::Depsgraph::clear_id_nodes()::<lambda(ID_Type)> > /home/martijn/progs/blender-git/blender/source/blender/depsgraph/intern/depsgraph.cc:162\n - 4 0x5e1e4c0 in blender::deg::Depsgraph::clear_id_nodes() /home/martijn/progs/blender-git/blender/source/blender/depsgraph/intern/depsgraph.cc:173\n - 5 0x5e1cdf8 in blender::deg::Depsgraph::~Depsgraph() /home/martijn/progs/blender-git/blender/source/blender/depsgraph/intern/depsgraph.cc:89\n - 6 0x5e20080 in DEG_graph_free /home/martijn/progs/blender-git/blender/source/blender/depsgraph/intern/depsgraph.cc:325\n - 7 0x9ca04e1 in bake /home/martijn/progs/blender-git/blender/source/blender/editors/object/object_bake_api.c:1608\n - 8 0x9ca3d40 in bake_startjob /home/martijn/progs/blender-git/blender/source/blender/editors/object/object_bake_api.c:1775\n - 9 0x5461946 in do_job_thread /home/martijn/progs/blender-git/blender/source/blender/windowmanager/intern/wm_jobs.c:393\n - 10 0x1bae287e in tslot_thread_start /home/martijn/progs/blender-git/blender/source/blender/blenlib/intern/threads.cc:231\n - 11 0x7f41af920608 in start_thread /build/glibc-YbNSs7/glibc-2.31/nptl/pthread_create.c:477\n\npreviously allocated by thread T20 here:\n - 0 0x7f41af9ef6f7 in __interceptor_calloc ../../../../src/libsanitizer/asan/asan_malloc_linux.cpp:154\n - 1 0x1bb10f20 in MEM_lockfree_callocN /home/martijn/progs/blender-git/blender/intern/guardedalloc/intern/mallocn_lockfree_impl.c:236\n - 2 0x370cccf in BKE_libblock_alloc_notest /home/martijn/progs/blender-git/blender/source/blender/blenkernel/intern/lib_id.c:1095\n - 3 0x5f84eff in blender::deg::IDNode::init_copy_on_write(ID*) /home/martijn/progs/blender-git/blender/source/blender/depsgraph/intern/node/deg_node_id.cc:114\n - 4 0x5e1e02c in blender::deg::Depsgraph::add_id_node(ID*, ID*) /home/martijn/progs/blender-git/blender/source/blender/depsgraph/intern/depsgraph.cc:127\n - 5 0x5fa14e5 in blender::deg::DepsgraphNodeBuilder::add_id_node(ID*) /home/martijn/progs/blender-git/blender/source/blender/depsgraph/intern/builder/deg_builder_nodes.cc:178\n - 6 0x5fcd141 in blender::deg::DepsgraphNodeBuilder::build_material(Material*) /home/martijn/progs/blender-git/blender/source/blender/depsgraph/intern/builder/deg_builder_nodes.cc:1797\n - 7 0x5fcdee5 in blender::deg::DepsgraphNodeBuilder::build_materials(Material**, int) /home/martijn/progs/blender-git/blender/source/blender/depsgraph/intern/builder/deg_builder_nodes.cc:1819\n - 8 0x5fb47b3 in blender::deg::DepsgraphNodeBuilder::build_object_data(Object*, bool) /home/martijn/progs/blender-git/blender/source/blender/depsgraph/intern/builder/deg_builder_nodes.cc:941\n - 9 0x5fb0010 in blender::deg::DepsgraphNodeBuilder::build_object(int, Object*, blender::deg::eDepsNode_LinkedState_Type, bool) /home/martijn/progs/blender-git/blender/source/blender/depsgraph/intern/builder/deg_builder_nodes.cc:787\n - 10 0x601516d in blender::deg::DepsgraphNodeBuilder::build_view_layer(Scene*, ViewLayer*, blender::deg::eDepsNode_LinkedState_Type) /home/martijn/progs/blender-git/blender/source/blender/depsgraph/intern/builder/deg_builder_nodes_view_layer.cc:117\n - 11 0x5f19f8e in blender::deg::ViewLayerBuilderPipeline::build_nodes(blender::deg::DepsgraphNodeBuilder&) /home/martijn/progs/blender-git/blender/source/blender/depsgraph/intern/builder/pipeline_view_layer.cc:35\n - 12 0x5f06808 in blender::deg::AbstractBuilderPipeline::build_step_nodes() /home/martijn/progs/blender-git/blender/source/blender/depsgraph/intern/builder/pipeline.cc:72\n - 13 0x5f058af in blender::deg::AbstractBuilderPipeline::build() /home/martijn/progs/blender-git/blender/source/blender/depsgraph/intern/builder/pipeline.cc:51\n - 14 0x5e2ff1d in DEG_graph_build_from_view_layer /home/martijn/progs/blender-git/blender/source/blender/depsgraph/intern/depsgraph_build.cc:259\n - 15 0x9c9c19e in bake /home/martijn/progs/blender-git/blender/source/blender/editors/object/object_bake_api.c:1236\n - 16 0x9ca3d40 in bake_startjob /home/martijn/progs/blender-git/blender/source/blender/editors/object/object_bake_api.c:1775\n - 17 0x5461946 in do_job_thread /home/martijn/progs/blender-git/blender/source/blender/windowmanager/intern/wm_jobs.c:393\n - 18 0x1bae287e in tslot_thread_start /home/martijn/progs/blender-git/blender/source/blender/blenlib/intern/threads.cc:231\n - 19 0x7f41af920608 in start_thread /build/glibc-YbNSs7/glibc-2.31/nptl/pthread_create.c:477\n\nThread T20 created by T0 here:\n - 0 0x7f41af996a65 in __interceptor_pthread_create ../../../../src/libsanitizer/asan/asan_interceptors.cpp:216\n - 1 0x1bae2aa8 in BLI_threadpool_insert /home/martijn/progs/blender-git/blender/source/blender/blenlib/intern/threads.cc:245\n - 2 0x546296a in WM_jobs_start /home/martijn/progs/blender-git/blender/source/blender/windowmanager/intern/wm_jobs.c:488\n - 3 0x9ca69f8 in bake_invoke /home/martijn/progs/blender-git/blender/source/blender/editors/object/object_bake_api.c:1938\n - 4 0x53e6d36 in wm_operator_invoke /home/martijn/progs/blender-git/blender/source/blender/windowmanager/intern/wm_event_system.c:1347\n - 5 0x53e8c9e in wm_operator_call_internal /home/martijn/progs/blender-git/blender/source/blender/windowmanager/intern/wm_event_system.c:1554\n - 6 0x53e8ef9 in WM_operator_name_call_ptr /home/martijn/progs/blender-git/blender/source/blender/windowmanager/intern/wm_event_system.c:1602\n - 7 0x53ea323 in WM_operator_name_call_ptr_with_depends_on_cursor /home/martijn/progs/blender-git/blender/source/blender/windowmanager/intern/wm_event_system.c:1790\n - 8 0xa4d665e in ui_apply_but_funcs_after /home/martijn/progs/blender-git/blender/source/blender/editors/interface/interface_handlers.c:1030\n - 9 0xa565bfd in ui_handler_region_menu /home/martijn/progs/blender-git/blender/source/blender/editors/interface/interface_handlers.c:11435\n - 10 0x53e0497 in wm_handler_ui_call /home/martijn/progs/blender-git/blender/source/blender/windowmanager/intern/wm_event_system.c:690\n - 11 0x53f88dc in wm_handlers_do_intern /home/martijn/progs/blender-git/blender/source/blender/windowmanager/intern/wm_event_system.c:3052\n - 12 0x53f99d3 in wm_handlers_do /home/martijn/progs/blender-git/blender/source/blender/windowmanager/intern/wm_event_system.c:3166\n - 13 0x53ffb0e in wm_event_do_handlers /home/martijn/progs/blender-git/blender/source/blender/windowmanager/intern/wm_event_system.c:3656\n - 14 0x53c5108 in WM_main /home/martijn/progs/blender-git/blender/source/blender/windowmanager/intern/wm.c:652\n - 15 0x34c4239 in main /home/martijn/progs/blender-git/blender/source/creator/creator.c:558\n #16 0x7f41af1ae0b2 in __libc_start_main (/lib/x86_64-linux-gnu/libc.so.6+0x270b2)\n\nSUMMARY: AddressSanitizer: heap-use-after-free /home/martijn/progs/blender-git/blender/source/blender/draw/engines/overlay/overlay_paint.c:52 in paint_object_is_rendered_transparent\nShadow bytes around the buggy address:\n 0x0c26800a4d40: fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd\n 0x0c26800a4d50: fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd\n 0x0c26800a4d60: fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd\n 0x0c26800a4d70: fa fa fa fa fa fa fa fa fd fd fd fd fd fd fd fd\n 0x0c26800a4d80: fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd\n=>0x0c26800a4d90: fd fd[fd]fd fd fd fd fd fd fd fd fd fd fd fd fd\n 0x0c26800a4da0: fd fd fd fd fd fa fa fa fa fa fa fa fa fa fa fa\n 0x0c26800a4db0: fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd\n 0x0c26800a4dc0: fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd\n 0x0c26800a4dd0: fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd\n 0x0c26800a4de0: fa fa fa fa fa fa fa fa fd fd fd fd fd fd fd fd\nShadow byte legend (one shadow byte represents 8 application bytes):\n Addressable: 00\n Partially addressable: 01 02 03 04 05 06 07 \n Heap left redzone: fa\n Freed heap region: fd\n Stack left redzone: f1\n Stack mid redzone: f2\n Stack right redzone: f3\n Stack after return: f5\n Stack use after scope: f8\n Global redzone: f9\n Global init order: f6\n Poisoned by user: f7\n Container overflow: fc\n Array cookie: ac\n Intra object redzone: bb\n ASan internal: fe\n Left alloca redzone: ca\n Right alloca redzone: cb\n Shadow gap: cc\n==30632==ABORTING\n```\n\n\n", "Batch Rendering Crashes if EEVEE set in scene\nOperating system: Windows 10\nGraphics card: Any or None\n\n2,83, 2,90, 2.92\n\nEEVEE is set as renderer in the scene file.\nThe scene is send to the render farm. \nOpenGL is not available as render farm is running as background service OR blades machines do not have any GPU at all.\nBlender in Commandline Crashes.\n\n(Side Note: Cycles works fine as CUDA is available within background service)\n\n\n**Expected Behavior**\nReport an error \"EEVEE requires OpenGL. Unable to find/initialize openGL32.dll\"\n\nTo reproduce the issue, you either need some helper service that starts Blender in commandline mode (I can provide one) OR you can use any machine that does not have a GPU installed.\nCreate a new scene with EEVEE as renderer.\nTry to commandline-render the scene.\n\nCommandline that we used:\n\"C:\\renderer_exe\\blender\\win_x64\\Blender_2.90\\blender.exe\" -b \"\\\\isilonai\\woodspeople\\Boar (With fur).blend\" -o \"\\\\isilonai\\woodspeople\\Boar (With fur)\\Brawler####\" -F PNG -x 1 -s 10 -e 10 -j 1 -t 24 -a -y\n\n\nCommandline output:\nR 6| >\"C:\\RR_localdata\\renderer_exe\\blender\\win_x64\\Blender_2.92\\blender.exe\" -b \"C:\\RR_localdata\\cachedscenes\\Home_3D\\Blender\\cube.blend\" -o \"C:\\RR_localdata\\renderout\\A\\3D\\Blender\\render\\myOut####\" -F PNG -x 1 -s 2 -e 3 -j 1 -t 24 -a -y \nR 7| Blender 2.92.0 Alpha (hash 719bea0d6d06 built 2021-01-12 23:10:47)\nR 8| Read blend: C:\\RR_localdata\\cachedscenes\\Home_3D\\Blender\\cube.blend\nR 9| Writing: C:\\RR_localdata\\temp\\A\\cube.crash.txt\nR 10| StdErr: Warning! Using result of ChoosePixelFormat.\nR 11| StdErr: Warning! Using result of ChoosePixelFormat.\nR 12| StdErr: Warning! Using result of ChoosePixelFormat.\nR 13| StdErr: Warning! Using result of ChoosePixelFormat.\nR 14| StdErr: Warning! Using result of ChoosePixelFormat.\nR 15| StdErr: Warning! Using result of ChoosePixelFormat.\nR 16| StdErr: Warning! Using result of ChoosePixelFormat.\nR 17| StdErr: Warning! Using result of ChoosePixelFormat.\nR 18| StdErr: Warning! Using result of ChoosePixelFormat.\nR 19| StdErr: Warning! Using result of ChoosePixelFormat.\nR 20| StdErr: Warning! Using result of ChoosePixelFormat.\nR 21| StdErr: Warning! Using result of ChoosePixelFormat.\nR 22| StdErr: Warning! Using result of ChoosePixelFormat.\nR 23| StdErr: Warning! Using result of ChoosePixelFormat.\nR 24| StdErr: Win32 Error# (127): The specified procedure could not be found.\nR 25| StdErr: Error : EXCEPTION_ACCESS_VIOLATION\nR 26| StdErr: Address : 0x00007FFF8DBA1C81\nR 27| StdErr: Module : VCRUNTIME140.dll\nR 28| StdErr: Thread : 00001c94\n[Boar.crash.txt](Boar.crash.txt)\n\n\n", "Crash on Mac when starting with `--debug-gpu` flag\nOperating system: Mac OS Ventura 13.1\nGraphics card: Apple M1 Max\n[system-info.txt](system-info.txt)\n\nBroken: 3.4.1\nWorked: 3.3.2\n\nBlender won't start on a Mac when starting with `--debug-gpu` flag.\nThe terminal output is this:\n\n```\n/Applications/Blender\\ 3.4.1.app/Contents/MacOS/Blender --debug-gpu\nRead prefs: /Users/vollstock/Library/Application Support/Blender/3.4/config/userpref.blend\nWARN (gpu.debug): source/blender/gpu/opengl/gl_debug.cc:165 init_gl_callbacks: Failed to hook OpenGL debug callback. Use fallback debug layer.\nzsh: segmentation fault /Applications/Blender\\ 3.4.1.app/Contents/MacOS/Blender --debug-gpu\n```\n\n\nStart with the flag\n\n```\n/Applications/Blender.app/Contents/MacOS/Blender --debug-gpu\n```", "Cycles 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)", "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)", "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", "Installation fails when desktop permission to write is denied\nOperating system: Windows 10\nGraphics card: N/A\n\nBroken: 3.6 lts\nWorked: Unknown\n\n**Short Description**\n\nBlender setup error : An error occurred while attempting to create the directory DESKTOP_PATH\nOptions are Retry or Cancel.\nSelecting cancel give a confirmation prompt and then rolls back the installation.\n\n- - -\nI do not want every program I install to create icons on my desktop so have remove permissions to prevent this which is why this error occurs. Even so setup should not fail simply because a desktop Icon can not be created.\n\n", "Keyed Particle Duration Crash\nOperating system: Windows 7 64\nGraphics card: nVidia GeForce GTX 970\n\nv.2.80.60\nDate: 2019-05-10 22:21\nHash: de9d846353bd\n\nBlender will sometimes crash when a keyed physics type particle system references more than one particle system. This usually occurs when attempting to change the duration setting of the second particle system.\n\nIn the provided file, change the duration setting in the particle system settings. Blender will crash.\n\n[Keyed Particle Duration Crash.blend](Keyed_Particle_Duration_Crash.blend)", "Crash 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 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", "Screen flickers / goes black/ red when starting up Blender in fullscreen via startup file.\nOperating system: macOS Big Sur 11.0.1\nGraphics card: Radeon Pro Vega 48 8GB\nProcessor: 3.6 GHz 8-Core Intel Core i9\niMac (Retina 5K, 27 inch, 2019)\nMemory: 72GB 2667 MHz DDR4\n\nBroken: Blender 2.83.9, 2.92 alpha `ba740ad2abc6`, 8dc95f61f3\n\nThe screen flickers/ goes black/ goes red for about 2-3 seconds if the startup file was saved with Blender in full screen. Opening the startup file's again after Blender becomes usable doesn't cause this.\n\n\n- Delete the 2.83 config file or start from Factory Settings\n- Start Blender and the splash screen is displayed correctly\n- Now Click the Green button at the top left hand corner to Maximise the screen to full\n- Save the Default Startup File\n- Reopen Blender and the screen turns red apart from the header bar which is displayed correctly\n- The screen stays red for about 3 seconds\n# The splash screen is now displayed correctly and I can use Blender so far without any issues\n\nRestarted the iMac and restarted Blender with the same red screen error as above\n\n**Workaround**\nPress the Green Button so that Blender is not maximised anymore\nSave the Default Startup File\nRestart Blender and the splash screen is displayed (without the red screen)\n\nThis is my first bug report, so I hope I have filed this correctly.\n\n\nKind Regards,\n\nClayton", "2.90 Not opening on Linux\nOperating system: Linux Mint 18.1\nGraphics card: Intel HD 620\n\nBroken: \nBlender 2.90 won't open up fully, it appears to open up and immediately closes\nWorked: \n\nTried a few different ways to open, won't open.\n\nOne of the methods I tried opening with was through the Terminal and this was the message I had returned back:\n\nRead prefs: /home/john/.config/blender/2.90/config/userpref.blend\nfound bundled python: /home/john/Desktop/3D Related/1BlenderVersions/blender-2.90.0-linux64/2.90/python\nGPUShader: linking error:\nerror: Input block `ShaderStageInterface' is not an output of the previous stage\n\nGPUShader: linking error:\nerror: Input block `ShaderStageInterface' is not an output of the previous stage\n\nWriting: /tmp/blender.crash.txt\nSegmentation fault" ]
[ "Can't start up Blender 2.7.2.0 in Windows 7 64bit, APPCRASH MSVCR120.dll\nHP Z400 with 18GB Ram\nOperativsystem:\tWindows 7 Enterprise, 64-bit (Service Pack 1)\nDirectX-version:\t11.0 \nGPU-enhetens processor:\t\tQuadro 2000\nDrivrutinsversion:\t340.84\nDirect3D API-version:\t11\nDirect3D funktionsnivå:\t11_0\nCUDA-kärnor:\t\t192 \nKärnklocka:\t\t625 MHz \nShaderklocka:\t\t1251 MHz\nMinnesdatahastighet:\t2608 MHz\nMinnesgränssnitt:\t128 Bitar \nMinnesbandbredd:\t41.73 GB/s\nTotalt tillgängligt grafikminne:\t9975 MB\nDedicerat videominne:\t1024 MB GDDR5\nSystemvideominne:\t0 MB\nDelat systemminne:\t8951 MB\nVideo BIOS-version:\t70.06.3F.00.04\nIRQ:\t\t\tNot used\nBuss:\t\t\tPCI Express x16 Gen2\nEnhets-ID:\t\t10DE 0DD8 084A103C\nArtikelnummer:\t\t1232 0500\n\n[Komponenter]\nnvui.dll\t\t8.17.13.4084\t\tNVIDIA User Experience Driver Component\nnvxdsync.exe\t\t8.17.13.4084\t\tNVIDIA User Experience Driver Component\nnvxdplcy.dll\t\t8.17.13.4084\t\tNVIDIA User Experience Driver Component\nnvxdbat.dll\t\t8.17.13.4084\t\tNVIDIA User Experience Driver Component\nnvxdapix.dll\t\t8.17.13.4084\t\tNVIDIA User Experience Driver Component\nNVCPL.DLL\t\t8.17.13.4084\t\tNVIDIA User Experience Driver Component\nnvCplUIR.dll\t\t7.8.800.0\t\tNVIDIA Control Panel\nnvCplUI.exe\t\t7.8.800.0\t\tNVIDIA Control Panel\nnvViTvSR.dll\t\t6.14.13.4084\t\tNVIDIA Video Server\nnvViTvS.dll\t\t6.14.13.4084\t\tNVIDIA Video Server\nNVSTVIEW.EXE\t\t7.17.13.4084\t\tNVIDIA 3D Vision Photo Viewer\nNVSTTEST.EXE\t\t7.17.13.4084\t\tNVIDIA 3D Vision Test Application\nNVSTRES.DLL\t\t7.17.13.4084\t\tNVIDIA 3D Vision Module\nnvDispSR.dll\t\t6.14.13.4084\t\tNVIDIA Display Server\nNVMCTRAY.DLL\t\t8.17.13.4084\t\tNVIDIA Media Center Library\nnvDispS.dll\t\t6.14.13.4084\t\tNVIDIA Display Server\nnvWSSR.dll\t\t6.14.13.4084\t\tNVIDIA Workstation Server\nnvWSS.dll\t\t6.14.13.4084\t\tNVIDIA Workstation Server\nNVCUDA.DLL\t\t8.17.13.4084\t\tNVIDIA CUDA 6.5.18 driver\nnvGameSR.dll\t\t6.14.13.4084\t\tNVIDIA 3D Settings Server\nnvGameS.dll\t\t6.14.13.4084\t\tNVIDIA 3D Settings Server\n\nWhen using the 2.7.0.0 it was python33.dll that caused the same APPCRASH, but then i also got a \"Runtime Error\" popup. Using 2.7.0.0 it dit not matter if i installed or using the standalone, 32 vs 64 bit - same problem.\n\nThis is from the crash-report.\n\n```\nProblemhändelsens namn:\tAPPCRASH\nProgramnamn:\tblender.exe\nProgramversion:\t2.7.0.0\nProgramtidsstämpel:\t5329fcab\nNamn på felmodul:\tpython33.dll\nModulens version:\t3.3.150.1013\nTidsstämpel för felmodul:\t50b3389c\nUndantagskod:\t40000015\nUndantagsförskjutning:\t000000000015796a\nOS-version:\t6.1.7601.2.1.0.256.4\nSpråkvariant-ID:\t1053\nYtterligare information 1:\t7909\nYtterligare information 2:\t79092b5ec77af11e27b582d7007be563\nYtterligare information 3:\t0589\nYtterligare information 4:\t058941dd4df6fc35ca48aecf8f2ce5c8\n```\n\n2.7.2.0 has the MSVCR120.exe that causes the APPCRASH. I am using the stand alone version (ZIP) and I am on an enterprise environment with a \"locked down\" computer - I am not an administrator user and cant even change my fonts.\n\nThis is from the crash-report.\n\nProblemhändelsens namn:\tAPPCRASH\n```\nProgramnamn:\tblender-app.exe\nProgramversion:\t2.7.2.0\nProgramtidsstämpel:\t543ec513\nNamn på felmodul:\tMSVCR120.dll\nModulens version:\t12.0.21005.1\nTidsstämpel för felmodul:\t524f83ff\nUndantagskod:\t40000015\nUndantagsförskjutning:\t0000000000074a46\nOS-version:\t6.1.7601.2.1.0.256.4\nSpråkvariant-ID:\t1053\nYtterligare information 1:\t2a8f\nYtterligare information 2:\t2a8f826e46538041c1c5cd9e1be3aabe\nYtterligare information 3:\t4144\nYtterligare information 4:\t4144b8bcb4ff62b08af727aea039ff6d\n```\n\nDouble click on blender.exe or blender-app.exe to start the application." ]
Dynamic Paint not working Operating system: Windows-10-10.0.17763 64 Bits Graphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.39 Broken: version: 2.80 (sub 75) Worked: Only on 2.79, as far as I know. Half of the functions of Dynamic Paint aren't working. DP works with Brushes and Canvas, but only two types of canvas are working: Waves and Displacement. Paint and Weight don't work. Create a Grid, subdivide 2 or 3 times. Create a Sphere. Make the grid a Canvas dynamic paint object. Make the Sphere a Brush dynamic paint object. On paint and weight modes of the canvas object, nothing works. On wave and displacement modes of the canvas, it works.
[ "Crash with animated displacement modifier in Texture paint mode while playing\nAMD Ryzen 5 2600, 16GB ram\nWindows 7 64bit\nNvidia GTX 1060 6gb (driver version 416.34)\n\n2.79b\n\nI intend to paint a heightmap interactively. So i keyframed a displacement modifier (2 frames) on a subdivided plane and assigned a texture.\nPlaying the timeline should now refresh the modifier every frame. \nPainting in the UV-editor this way works fine, but switching to texture paint mode and painting on the mesh directly crashes blender after about 0.5seconds.\n[HeightmapPaint.blend](HeightmapPaint.blend)\nI attached an example file.\nHit play and in the uv editor paint on the noise texture. This works okay.\nNow switch to Texture painting in the 3d viewport. The moment a stroke is applied to the mesh it should crash (it does consistently for me). ", "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", "Sculpt Paint: Accumulative Painting/Sculpting\nNOTE: This design is still under discussion and is incomplete.\n\nThe recent addition of painting tools in sculpt mode also added an alternative design for accumulative painting.\nBecause of this there are now two different ways of handling accumulative strength.\nThis needs to be polished and properly integrated into the UI and painting workflow.\n\n# Strength and Accumulate\n\nSo far brushes always had an \"Accumulate\" setting for removing the maximum strength cap. Brushes would then keep adding their effect as long as the stroke continues.\nOtherwise they would either accumulate up to a hard-coded upper strength cap (sculpt mode) or up to the set strength (painting modes).\n\nThe issues with this implementation are:\n- It is easy to accidentally clip the colors while painting (There is no upper cap with accumulate)\n- The setting is hidden in \"Advanced\" brush settings even though it is regularly used, and even preferred for painting.\n\n# Flow\n\nThe new painting brush in sculpt mode instead uses a \"Flow\" slider, which defines how strong each step of the stroke is. \nThe stroke will then keep accumulating more slowly towards the set Strength.\n\nThere are a few issues with this implementation:\n- The Flow setting is less accessible, even though it can sometimes to be the preferred way of changing the stroke intensity.\n- The relationship between Strength and Flow becomes very confusing, especially when comparing sculpting & painting brushes or when enabling pressure sensitivity settings\n\n# Proposal\n\nHow to make the settings and behaviours more predictable and accessible needs to be further discussed.", "Image sequences used on brushes do not update while texture painting (despite auto refresh option)\nBroken: 2.8x and later\nWorked: 2.79 and probably older\n\n\npainting with image sequencer (sprite) no longer works when holding click, but it updates when clicking again and again while painting\n\n\nSteps to reproduce the error (you must be in 2.8 or later)\n1) go to Texture tab\n2) create a new texture and open\n3) select the images that contain the same name with order numbers\n4) enable Cyclic and Auto Refresh\n5) make sure you set it as Texture Mask and not Texture\n6) set it to View Plane so the texture image follows the brush\n7) play the timeline and begin to draw on the mesh\n\nNotice how the image texture does not change when dragging on the mesh, but if you try to click again and again, it changes.\n\nthis is how it should look when it works:\n![Paint.gif](Paint.gif)\n\nThis must be brought back, it has soo much potential and possibilities!\nif this is something that is already considered and being worked on for the new upcoming blender version, then I'd be very happy\n\n[Desktop.zip](Desktop.zip)", "The time limit isn't working when rendering multiple tiles.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.11\n\nBroken: version: 3.0.0 Alpha\nWorked:\n\nThe time limit isn't working when rendering. \nHere are my settings ![image.png](image.png)\n\n\nEnable time limit and render an image\n\n\n\n", "Sculpt Mode Stroke Perfomance\nThis task intention is to plan how to tackle the stroke performance issue that sculpt mode has. This is the issue we are trying to solve:\n\n[2020-08-08 13-07-14.mp4](2020-08-08_13-07-14.mp4)\n\nThe plan is to avoid the slowdown that freeze the UI during the stroke. In any case, if the computer hardware is not enough to keep up with the mesh deformation, the stroke should lag consistently instead of freezing for several seconds.\n\nThis should not focus on:\n - Dyntopo performance (should be handled in a separate task as it has some specific performance issues).\n - Making large brush strokes and mesh filters faster.\n\nThese are the attempt the were made. There were some successful experiments, but none of them can provide the expected performance sculpt mode should have in a high end computer: \n\n### Control paint operator events rate\n\n- Dynamic Stroke Spacing [D8508](D8508): This is the solution with the most noticeable effect so far. In order to make this work, high frequency pen tablet events should be available in all platforms. This patch can be beneficial to merge also for not performance reasons as it will also allow to reduce the spacing of some brushes that need it. \n- Paint stroke step queue [D5676](D5676): This is not related to improve performance (it may even make performance worse), but to improve UX avoiding locking the UI. The idea was to use it for 2D painting were it works fine, but it 3D projection painting and Sculpt Mode it still has some issues.\n- Ignore INVETWEEN_MOUSE_EVENTS in grab brushes (in master since 2.81) [D5429](D5429): This also had a noticeable effect in the performance of these brushes.\n\n\n### Modify PBVH scheduler settings\n\n- Change Multires to limit the PBVH leaf size using vertices [D8454](D8454): This reduces the leaf limit for Multires. It improved performance in high end computers (Julien workstation). Before this patch, Multires was lagging with 80k vertices with 3 subdivisions levels.\n- Change PBVH leaf limit size [D8442](D8442): This has a noticeable effect in performance. Stroke performance usually improves when making the limit size lower, but this makes tools that modify all nodes slower (like elastic deform or the mesh filters). When increasing the limit size, stroke performance is worse, but tools that modify the whole mesh are faster.\n- PBVH Scheduler performance design task: #72943\n\n\n### Other info\n\nI tested sculpt mode in the following computers, all of them running Ubuntu:\n\n- Mini-PC media center: i3, 8GB integrated graphics.\n- Gaming Laptop: i7 9750H, GTX 1650, 16GB\n- Workstation: Threadripper 3990X, Radeon Pro VII, 128GB\n\nThis is my experience so far\n\n- Performance does not scale: The workstation and the mini-pc have the same stroke performance and lag problem. In the case of the mini-pc, performance is clearly limited by the GPU as the viewport lags with high poly meshes without doing any strokes.\n- Removing the normal recalculation completely before drawing the PBVH does not have any noticeable effect. If we can find a fix that only works for flat shading (so we can move these updates to somewhere else), it should be acceptable, \n- I did a refactor during the 2.82 development to unify all the loops for the Clay Strips brush as suggested in #68873. It didn't have any noticeable performance effect.\n- In 2.81 the scheduler was changed to TBB. Before that change, Sculpt Mode was noticeable faster disabling multithreaded sculpting. This option is no longer available.\n- This bug fix removed a heavy computation per vertex in clay strips. Even after the fix, the stroke lag is still there\n- Stroke lag is generally higher in Multires than in meshes, when we should expect Multires to be faster than meshes (less cache misses).\n- In the gaming laptop with the EEVEE PBVH drawing enabled, stroke performance is almost the same (if not better) in EEVEE than in workbench. I did't test this with the workstation because I can't guarantee that the new GPU is working correctly. This makes me think that this problem is not related to a viewport drawing issue.\n- The default Sculpt Vertex Colors paint brush does not need normal updates, sampling the area normal or updating the nodes bounding boxes, but it is also affected by the stroke lag issue. \n- The Brush cursor is using a PBVH raycast and a multithreaded task to sample the area normal, but it is not affected by the lag, no matter how fast you move the cursor over the mesh. \n\n### Performance reference benchmark\n\nEven this is not an easy to define thing, we should have a fixed performance reference benchmark for sculpting for supported devices. This should allow people to report performance issues with different setups instead of just assuming that performance is bad because Blender is not a especialized software, so we can have more data to debug this issue (the same way if we notice that moving elements in edit mode on a 20 vertices mesh lags, we know it is a bug).\n\nAs and initial proposal, I would expect that with a 500k - 750k vertices mesh, Sculpt Mode should never lag regardless of the stroke size or stroke speed, in any computer that meets the minimum requirements to run Blender.\n\n\n\n\n\n\n\n", "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)", "Weight Paint Vertex Selection Display issue\nOperating system: Linux Mint\nGraphics card: RTX 3070\n\nBroken: latest master\nWorked: never really, more on that below\n\nWhen in weight paint mode with\n* vertex selection enabled\n* show wire enabled\n\nedges will not be drawn within the selection\n![image](attachment)\n\n**The odd part**\nClicking in an empty space will get the wires to show again, but keep the vertices selected. ![image](attachment)\nThat's a behaviour that has changed from 3.1.2 to 3.2.2\nPreviously it deselected the vertices but didn't draw the edges\n![image](attachment)\n\n\nBased on the default startup or an attached .blend file (as simple as possible).\n* Open the attached blender file\n* you can see that edges are not drawn between selected vertices\n* click in an empty space (important to click, not click drag)\n* vertices stay selected but wires are drawn\n\n", "custom brushes icon won't show up is some cases\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.51\n\nBroken: version: 2.91.0\n\nIn some cases the custom icon of the brushes won't load properly. Even by reassigning it it doesn't work.\n\nOpen the attached file and try to assign the accatech custom icon to the active brush (but anykind of image won't load)\n\nThankyou\n\n![inset06_icon.png](inset06_icon.png)\n![icon_ss.png](icon_ss.png)\n[icon.blend](icon.blend)", "Missing undo push for Paint Mask and Vertex Selection in weight paint\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.77\n\nBroken: version: 3.0.0 Alpha\n\nEnabling or disabling of the Paint Mask and Vertex Selection modes is missing an undo push\n\n![image.png](image.png)\n\n[Weight.blend](Weight.blend)\nEnable Paint Mask\n![image.png](image.png)\nPaint on the model\nUndo\nResult: Both the paint and the paint mask mode are undone", "Vertex Paint bug with Falloff Angle\nBroken: 2.79.x, Win32 & Mac\n\nSee video below.\n\nTo reproduce, set Falloff Angle to 45, and paint (one continuous stroke)\nwith the brush radius approximately equal to the object.\n\nAll by default (2D Falloff and Accumulate is OFF).\n\n[vertex-paint-falloff-angle-bug.blend](vertex-paint-falloff-angle-bug.blend)\n\n---\n\nSmall brush size is ok:\n![vertex-paint-falloff-angle-ok.png](vertex-paint-falloff-angle-ok.png)\n\nIncreased size produces artifacts:\n![vertex-paint-falloff-angle-bug.png](vertex-paint-falloff-angle-bug.png)\n\n---\n\n[vertex-paint-falloff-angle-bug.mp4](vertex-paint-falloff-angle-bug.mp4)", "Baking Procedural Wave Textures\nOperating system: Win10\nGraphics card: Nvid 2080ti / 3090 \n\n3.4 (and others)\n\nCannot bake these textures correctly. \n\nCreate an object. \nAdd a wave texture, set it to uv, and scale it to show many even lines. \nAdd a color ramp to tighten those lines, setting it to constant. \nPlug this into the bump/normal to make raised lines. \nNow bake this. \n\nThe lines will be a broken mess most of the time. I have tried almost every trick I can find/think of, and nothing makes this better. \n\nI am not sure it's a bug, but it is certainly a problem.\n\n", "Dynamic paint sub-steps don't work when the brush position is set in geometry nodes\n\nI believe this **may** be the same issue as T40597\n\nIn order to have a brush follow a potentially very large collection of curves in sequence, I'm using geometry nodes to set the position, which avoids the pain of having to join the curve paths or painstakingly tweak the offsets and influence keyframes for each and every one.\n\nThis works, but with sub-steps enabled it seems that the nodes are still only being updated once/frame. Or, if they are being updated, then the `seconds` input from the `Scene Time` node is being derived from the `frames` value which is clamped to an integer.\n\n\n[text_path_test.blend](text_path_test.blend)\n", "Snapping collision object to particle emitter not working\nOperating system: Linux-5.9.3-1-MANJARO-x86_64-with-arch-Manjaro-Linux 64 Bits\nGraphics card: AMD VERDE (DRM 2.50.0, 5.9.3-1-MANJARO, LLVM 10.0.1) X.Org 4.5 (Core Profile) Mesa 20.2.1\n\nBroken: 2.79 - version: 2.92.0 Alpha\nWorked: -\n\nIt is impossible to snap an object with Collision to an object with a Particle System (not event the snapping circle showing up), but it works the other way round (SnapTo set to everything but Increment). This seems to have been around for a long time, but I can't find any report regarding the issue.\n\nAdd a particle system to the default cube (P)\nAdd another primitive, activate collision in the physics settings (C)\nTry snapping C to P, it won't work\nBut snapping P to C works and collision objects can be snapped to each other. C to P only works if you remove the collision or the particle system.\n\n", "Converting hair don't work\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.3.0\nWorked: -\n\nUsing any of the conversion options in {nav Obejct > Convert}:\n1. Converting the new hair curves systems to any other type don't work, \n2. Converting the new hair curves systems to `Curves` removes the `Surface Deform` modifier\n\n- add a mesh and add the `Empty Hair` curves\n- go to sculpt mode for the hair system\n- add some hair and optionally start to sculpt the the hair with the Comb brush\n- go to object mode\n- press {key F3} or go to {nav Obejct > Convert} and try convert the hair to any other type.\nNoting will hapen unless you convert it to `Curves`, but the `Surface Deform` modifier will disapper.\n\n[Test Hair2.blend](Test_Hair2.blend)\n\nthis files has the old and new hair system for teating, and the old has a tool the new don't have, vutting the size of the hair. I don't know if that is a missing tool or by design, but I real hope that can be added later.\n\nkeep up the grate work :-)" ]
[ "Weight paint not showing in Dynamic Paint\nOperating system: macOS 10.14.6, Darwin-18.7.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 560X OpenGL Engine ATI Technologies Inc. 4.1 ATI-2.11.20\n\n\nBroken: version: 2.80 (sub 75)\nWorked: (optional)\n\nHi everyone. If what I'm describing is a design decision and not a bug, my apologies for wasting your time. :) \nUnlike the previous version of Blender 2.79b, weight paint will not show in the viewport when adding Dynamic Paint physics to a canvas object. \n1) make a plane\n2) go to the physics tab and enable Dynamic Paint, then Add Canvas\n3) under 'Surface', change the Surface Type from Paint to Weight. In the old version, the plane would turn blue, and interactions between the canvas object and a brush would show up. \n" ]
Tools menu often disappears as soon as it is drawn in Sculpt mode Operating system: Darwin-20.2.0-x86_64-i386-64bit 64 Bits Graphics card: AMD Radeon Pro 555X OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.2.13 Broken: version: 2.93.0 Alpha Worked: Unsure When in Sculpt Mode bringing up the Tools menu using Spacebar (or Shift-Spacebar) frequently shows the menu briefly and then it disappears selecting the brush under the cursor. Summoning the menu again always works after the initial failure. It is difficult to definitely describe when this goes wrong but here is what I have noticed so far. It always fails right after entering Sculpt mode. E.g. - Enter Object mode - Enter Sculpt mode - Use Spacebar or Shift-Spacebar (according to your settings) to try to bring up the tools menu. - Observe that the menu displays and instantly disappears selecting whatever brush was under the cursor. - Use Spacebar or Shift-Spacebar again to summon the menu. - Observe that the menu works properly Frequently the problem occurs again right after completing some sculpting activities but not always. It usually happens with the "blue" brushes (e.g. Draw, Draw Sharp, Clay, Claiy Strips, Clay Thumb, Layer, Inflate, Blob). The problem seems to only manifest when trying the bring up the Tools menu while the cursor is still over the geometry being sculpted. If the cursor is over the background I do not observe the problem: - Enter Sculpt mode - Choose the Draw brush - Do some sculpting - Keep the cursor over the geometry being sculpted - Use Spacebar or Shift-Spacebar to try to bring up the Tools menu - Frequently observe that them menu displaces and instantly disappears - Use Spacebar or Shift-Spacebar again to summon the menu. - Observe that the menu works properly - Do some more sculpting - Move the cursor away from the geometry being sculpted and over the background - Use Spacebar or Shift-Spacebar to try to bring up the Tools menu - Observe that the menu works properly
[ "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)", "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. ", "Prompt when entering sculpt mode on non-uniform scaling\n### Motivation\n\nIn the sculpting workflow it is a common step to always apply the scaling of an object so that the tools, brushes and operations work as expected.\nThis is adding extra steps for the user for something that could be automated or fixed. It also confuses most beginners who need to learn this the hard way.\n\n### Proposal\n\nAdd a prompt when entering sculpt mode on an object that has non-unform scaling. This popup will behave similarly to enabling dyntopo while having object data that could be destroyed by using that option:\n![Screenshot 2020-12-18 122910.jpg](Screenshot_2020-12-18_122910.jpg)\n\nThis popup will ask the user \" Warning!\"\n\"You are entering sculpt mode on an object with non-uniform scaling values. We recommend to apply the scaling of the object before proceeding.\"\n\nIt will then offer 2 options: \"Apply Scale\" which is highlighted and will be used when pressing enter, and \"Don't Apply\" which enters sculpt mode regardless without applying the scale.\n\nIf the scaling is applied the normals should also be recalculated if the scale was negative. This will save the user some trouble of going into edit mode and doing this manually.\n\n### Issues\nCertain bugs would lead to progress being destroyed such as #74361.\nThese need to be resolved first.\n\nAlso ff the user wants to keep the scale intact it will also prompt them every time they enter sculpt mode. Potentially this is not ideal but still better than not having the prompt.", "Grease Pencil Sculpt mode - clone brush and select\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.15\n\nBroken: version: 2.82 (sub 1)\nWorked: (optional)\n\n\nThe clone brush requires you to copy a brush before you can use it. In Blender 2.80 you have a select menu in all submodes. In Blender 2.82 you miss the select menu without masking submode.\n\nNow for the bug: without masking you can call the select tools by hotkey, but you can't use it. And this means that the clone tool requires to be in a selection mask mode so that you can select, copy and clone the brush.\n\n\nOpen Blender, create a grease pencil object. Switch to Sculpt mode. Activate the Clone brush. Press C to select what you want to clone. You can't.\n\n![select280.jpg](select280.jpg)\n\n![ clonebrush282.jpg](_clonebrush282.jpg)\n\n\n\n\n\n\n", "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.", "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", "Node sockets disappearing but still dragging works\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.93\n\nBroken: version: 3.4.0 Alpha\n\nWhen a node is added and zoomed out, the node sockets disappear. But still, the drag function works.\n\n[Node Socket Bug Report .mp4](Node_Socket_Bug_Report_.mp4)", "Disable selection operators in sculpt mode\nA small task to improve keymap changes from #105298\n\nSelect operators can be used in sculpt mode, even though they have no effect:\n\n- `view3d.select_circle`\n- `view3d.select_box`\n- `view3d.select_lass`\n\nEspecially due to recent keymap cleanups, the circle select operator can be called with the shortcut `C`. These operators need to be disabled while in that mode to prevent this.\n\n", "Undo/Redo if Sculpt Mode toggle doesn't have Undo History produces Draw Brush in Sculpt Mode\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 465.89\n\nBroken: version: 2.93.0 Alpha\n\nUndo/Redo if Sculpt Mode toggle doesn't have Undo history produces Draw Brush in Sculpt Mode\n\nCreate new 2D animation project\nInstall the following addon, which binds a \"gpencil.sculptmode_toggle\" with no Undo history to \"LEFT_CTRL\" and \"ed.undo\" to \"D\" \n[no_undo_sculpt.py](no_undo_sculpt.py)\nDraw lines in paint mode\nHold \"LEFT_CTRL\" to switch to sculpt mode, press \"Z\" to undo\nDraw brush is now in Sculpt Mode\nAlso affects redo if you use \"D\" to undo and not switch to Sculpt Mode, use \"CTRL+SHIFT+Z\" to redo\nWhile in this state, pressing \"TAB\" to switch modes produces \"Unable to execute 'Strokes Sculpt Mode Toggle', error changing modes\"\nPressing \"TAB\" again switches to Object Mode\n[2021-04-08 16-51-03-00.00.00.000-00.00.28.016.mp4](2021-04-08_16-51-03-00.00.00.000-00.00.28.016.mp4)", "Lattice loses base shape after removing all shape keys\nOperating system: win64\nGraphics card: 1050ti\n\nBroken: 3.2.0\n\nLattice doesn't restore geometry after pressing *Delete all shape keys* from *Shape Key Specials* rollout. Manual removing is also broken.\n\n\n\n - Add Lattice to default scene\n - Create a shape key for it\n # Press *Delete all shape keys* from *Shape Key Specials* rollout (below \"+\" & \"-\" buttons) -> shape key is applying instead of removing\n\nOr in attached file do step 3\n\n[lattice_remove_shapekey.blend](lattice_remove_shapekey.blend)", "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)", "Use Scene Spacing Distance by default\nNOTE: This design is still being investigated and discussed. \n\n# Issue\n\nThe default for brushes in every mode has always been to use view based spacing for each stroke.\nThis wasn't always an issue since brushes used to work via a projected falloff.\n\nBut when using a spherical falloff on curved surfaces this can lead to inconsistent spacing artefacts.\nSince more painting and sculpting modes are implementing brushes with a spherical falloff by default, it is a reasonable adjustment to make the spacing also scene based.\n\n# First Steps\n\nBefore changing any defaults we should investigate any remaining issues, downsides or bugs if this behaviour would be implemented by default for all brushes.\nOnce it is clear that this change would be an overall improvement, and how feature might need to change.\n\n### Fix remaining bugs and issues\n\nFurther issues from using Scene Spacing need to be investigated.\nThe currently known reports are:\n- #98111 (Sculpt mode: Draw Sharp brush artefacts when using Scene Spacing in stroke settings)\n- #99638 (Line stroke method not working with Scene spacing)\n- #99642 (Clay strips brush freeze when coming from outside the horizon of surface curvature)\n- #99644 (Draw Sharp brush stops on anchored during the stroke)\n\n# Proposal\n\nScene spacing currently accomplishes two distinct behaviours:\n1. The spacing is consistent in 3 dimensions\n2. The spacing is consistent in world space (especially when zooming in/out)\n\nInstead of just making Scene Spacing Distance the default, we should change the \"View\" scene spacing to work 3 dimensionally for a better brush behaviour in general.\nThis could be accomplished by associating these two different behaviours with distinct settings:\n\n1. Setting the falloff to be Spherical or Projected = 3D or projected spacing distance\n2. Switching between View & Scene spacing distance = The spacing is a percentage of the relative brush size diameter or an absolute world size\n\nThe UI should then also reflect that change, by changing the spacing slider value:\n- View = Percentage\n- Scene = Distance in units\n\nThis updated View spacing then needs to be integrated in every mode for 3D painting/sculpting.", "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.", "creating a new collection in linked scene (same blend file) causes objects placed in it to dissapear from the outliner in the first scene.\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 536.99\n\nBroken: version: 4.0.0 Alpha\nWorked: unknown\n\nCreating a new collection in linked scene (same blend file) causes objects placed in it to disappear from the outliner in the first scene.\n\n1. Open default blender scene.\n2. Click the new scene button and choose linked copy.\n3. In the new scene, create a new collection and drag the cube into it.\n4. Go back to the first scene.\n5. The cube is gone and the new conllection not listed in the outliner.\n\n", "Disabled Selectability: it is still possible to enter other modes (The new Switch Objects operator, py API, ...) - should this be prevented?\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 452.06\n\nBroken: version: 2.91.0 Alpha\n\nAfter trying the new Switch Objects operator in Sculpt Mode and Edit Mode, I noticed that the operator completely ignores if an object has Disable Selection active or not in the Outliner.\n[Desktop 2020.09.19 - 22.58.16.01.mp4](Desktop_2020.09.19_-_22.58.16.01.mp4)\n\n1. Have two separate objects in your scene. Go into Sculpt Mode or Edit Mode with one object.\n2. Use Disable Selection in the Outliner on the object you are not selecting in Sculpt Mode/Edit Mode.\n3. Click on the object that uses Disable Selection. You will be able to select it regardless." ]
[ "Tool Menu does not wait in Sculpt mode unless the cursor is hovering on the previously selected tool.\nOperating system: Windows 10\nGraphics card:\n\nBroken: 2.90.3 alpha Date: 2020-05-25 19:50 Hash : 5254ffa17bf0 Branch: master\n\nTools menu does not wait even for a second Shift + Spacebar in Sculpt mode. Tricky thing is : unless the mouse cursor is on the previously selected tool in the menu.\n\n- Go to Sculpt Mode\n- Press Shift + Spacebar.\n\nOnly when you PRESS TWICE the \"Shift Spacebar\" key combination TOOL MENU STAYS. i.e., Only if cursor hovering on the previously selected tool menu stays otherwise it disappears. " ]
Clicking Item Excluded from View Layer crashes Blender Operating system: Darwin-19.6.0-x86_64-i386-64bit 64 Bits Graphics card: AMD Radeon Pro Vega 48 OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.10.15 Broken: version: 2.83.3 Broken: 2.91.0 Alpha Date 20202-07-31 21:27, Hash 106e7654e857, Branch Master Worked: None Working my way through a certain donut tutorial. When I go to include one of my excluded collections in the view layer, Blender crashes. This also happens if I try to duplicate it, delete it, etc. I've included a video and the file in question. Let me know if you need any of the text from the error report that pops up. [donut4.blend](donut4.blend) [Screen Recording 2020-08-01 at 9.57.49 AM.mov](Screen_Recording_2020-08-01_at_9.57.49_AM.mov)
[ "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", "Error: Illegal address in CUDA queue copy_from_device\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 535.98\n\nBroken: version: 3.6.0\n\nWhen rendering in GPU mode, Render crashes.\n\nAttached Blend File\nAny frame after 1150 crashes on render with the title error for us.\nTry rendering frame 1160 - This one crashes for me all the time.\n\n", "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", "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", "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", "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)", "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", "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)", "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", "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)", "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 ", "Crash/Assert with two modifiers that require normals data [e.g. DataTransfer]\nOperating system: Windows-10-10.0.16299-SP0 64 Bits\nGraphics card: GeForce MX150/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.87\n\nBroken: version: 2.90.0\n\nCrash/Assert with two modifiers that require custom normals data [e.g. DataTransfer]\n\nIn a Debug build:\n\n[#84664.blend](T84664.blend)\n- Open File\n- add another modifier that requires normal data (e.g. Displace), or just duplicate the existing modifier\n\n[un2.blend](un2.blend)\n- Try to go to edit mode of \"Vert.011\"\n- Blender will crash.\n\n", "Crash when 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", "Blender 2.91 crashes when enabling Archipack addon\nOperating system: Linux-5.8.0-23-generic-x86_64-with-debian-bullseye-sid 64 Bits\nUbuntu 20.10 Groovy Gorilla (development branch)\nGraphics card: Mesa Intel(R) UHD Graphics 620 (KBL GT2) Intel 4.6 (Core Profile) Mesa 20.2.0\n\nBroken: version: 2.91.0 Alpha\n\nBlender crashes after enabling Archipack addon. Terminal says 'Aborted (core dumped).' Also, Blender doesn't record a crash.txt (that I can find). \n\nStart Blender>Edit>Preferences>Addons>Enable Archipack addon.\n\n[CoreDump.mp4](CoreDump.mp4)\n", "Crash when importing Collada .dae file\nOperating system: macOS 10.15.7 (19H114)\nGraphics card: AMD Radeon Pro 5500M 8 GB graphics\n\nBroken: 2.91.0 (2.91.0 2020-11-25)\nWorked: N/A\n\nI exported the attached .dae file from SceneKit on iOS. When I try to open it in Blender, it crashes. It's worth noting that [Apple's documentation ](1523577-write) for the SceneKit → .dae export says it should work only on macOS, but I was able to use it on the iOS simulator. It's possible that I'm using some sort of unsupported configuration, but Blender should at least report an error instead of crashing. And if there's something wrong with the .dae file, I'd like to report it to Apple.\n\n1. Open Blender.\n2. Choose **File** → **Import** → **Collada (Default) (.dae)**.\n4. Choose the attached Juggler.dae file.\n5. Try to import with default options: all checkboxes are Unchecked under Import Data Options, Armature Options, and Keep Bind Info.\n6. Crash.\n\n[juggler.dae](juggler.dae)\n\n[Blender_2020-12-29-143229_A9918.crash](Blender_2020-12-29-143229_A9918.crash)" ]
[ "Crash when including a collection that was excluded\nOperating system: Debian 10.4 (Buster)\nGraphics card: GeForce GTX 1060 6GB\n\nBroken: blender-2.83.3-linux64\n\nWhile following this tutorial watch?v=CwJrb3vjAaA, blender crashed when I tried to include a collection that was excluded.\n\n[ocean1.crash.txt](ocean1.crash.txt)" ]
When using edit mode, win10 & HDR, it does not show white cross cursor! Operating system: **Windows 10** Version: **1803**. Operating System Version: **17134.648** Graphics card: NVIDIA TITAN XP Version Blender: 2.80 (Sub 48), bf9904ec8018, master, 2019-03-13 00:20 Worked: (optional) When in Windows 10, I activated the HDR-WCG, with a resolution of 3840x2160, 10bits depth color. When using edit mode in Blender 2.8; the cursor does not show the white cross; being almost transparent. And this makes editing mode in HDR very difficult. But if I turn off the HDR mode in Windows 10, then it shows me again in Blender's edit mode; the white cross of the cursor. Please, I would appreciate a solution to this, because I am not the only one who is having this specific problem. Thanks in advance! In Windows 10, with the HDR-WCG activated, enter Blender 2.80, and activate the edit mode, you will see how the cursor stops showing the white cross and becomes almost transparent. Based on the default startup or an attached .blend file (as simple as possible).
[ "Area Light Leave light border traces on surfaces (less noticable on CPU)\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.59\n\nBroken: version: 3.2.0 Beta\nBroken: 3.1, 3.0\nWorked: never?\n\nArea light leaves visible trailing light on wide surfaces\n\n\n[Area light trails_render.blend](Area_light_trails_render.blend)\n\n 1.open Blender\n 2.add a plane scale it by 30\n 3.change point light to area light\n\n![image.png](image.png)\n", "Highlighting active area (design task)\nThis design tasks was created in response to [D5047: UI: Dim Text Editor Caret and Selections When Inactive](D5047). \n\n----\n\nCurrently the active area isn't always as obvious as it could be, while the header changes color, little else changes.\n\nSome possible solutions:\n\n- Increase the header contrast.\n\n *Some headers are transparent, so adjusting menu background or similar might be needed instead.*\n- Highlight the border around the area.\n\n- Change the background color of the area.\n\n *In some cases this wont work well, for text-editor, Python-console or outliner it could work, for image or 3D view, we can't always do this.*\n\n- Change the color of the content (highlight gizmos, cursor, change selection color... etc),\n\n```\nD5047 does this for the text editor. \n```\n\n *Relies on there being a selection to see the change, may cause flicker effect since Blender users sloppy focus.*", "Eevee clamping color values when viewport rendering and using viewport HDRI\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.11\n[system-info.txt](system-info.txt)\n\nBroken: version: 3.0.0 Alpha\nWorked: (never)\n\nWhen doing a viewport render, color values are being clamped. In 2.92 a workaround for this was introduced - if you disable overlays, color is being processed as it should.\nHowever, if you use a viewport HDRI, even with the overlays turned off, values are still clamped.\nAs these two are often used together to get some quick snaps, it is a little inconvenient\n\n![untitled.png](untitled.png)\n\n[#88288.blend](T88288.blend)\n\n- Open file\n- Switch to rendered view\n# Viewport render image\n\nColors are clamped even though overlays are disabled\n", "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.", "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)", "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.", "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}", "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", "UV Editor Header and Windows background colors do not match in 3.0\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: 3.0.0\n\nWhen setting UV Editor and Header Color and Window Background color to same value, the resulting displayed UI colors do not match in neither hovered or unhovered state. This is inconsistent with other editors, such as Properties editor, where the colors match correctly.\n![image.png](image.png)\n1. In Theme editor, UV/Image Editor, Theme space, set both Window Background and Header color to the same dark gray color.\nResult: The colors displayed in the UI do not match when cursor is not over the editor\nExpected: The colors match when cursor is not over the editor, like with other editors\n\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)", "MacOS, Metal: Banding artefacts in viewport when using curves in color management\nOperating system: macOS-13.2.1-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon Pro Vega 64 1.2\nScreen: iMac 27 inch Retina 30bit\n\nBroken: version: 3.5.0\nWorked: same version with openGL viewport API\n\nIn the \"wanderer\" demo file you get white lines in the bright parts of the scene. They are visible in rendered view as well as in the final render (but only inside blender). \nWhen \"Use Curves\" in \"Color Management\" is turned off, they dissapear. \nWhen switching back to openGL api everything looks ok.\n\nOpen the demo file wanderer wanderer.blend\n\n", "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.", "Make Links > Objects to Scene: Does not changes origing point color. We have no visual indication!\nOperating system: Linux-5.11.0-7620-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.57.02\n\nBroken: version: 2.93.2\n\n\n![2021-08-06_09-15.png](2021-08-06_09-15.png)\n\nIn 2.79 it was visually distinguishable per scene linked objects by a bluish tinted origin point but this behavior is missing since 2.8 series has started (for no apparent reason).\n\nThis visual feedback is very important. It basically tells you:\nHey! If you touch me, you change me in all scenes I'm living at! Be aware!\n\nAnd the fact now I have remember what can I touch and what I can't, since my project is increasing in complexity, is overwhelming.\nYou might say: use library overrides then! But no, these are different features and both accomplish different purposes and they can keep coexisting. (unless we could now make a library override for a datablock in the same file, but that is not the case).\n\nAlso, the 2.93 manual states the expected behavior:\n![2021-08-06_09-22.png](2021-08-06_09-22.png)\nBut this is not the case anymore for a while!\nI have been silently waiting for this to be fixed but its time to ask our dear developers to take a look onto this. Please, bring it back!\nOr maybe even enabling the ability to define a different outline color too. (honestly a tinted dot for me is enough)\n\nBest regards,\nJulio.\n\n", "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", "Allow changing Color Picker value with the trackpad\nOperating system: macOS-12.6.3-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon Pro 455 1.2\n\nBroken: version: 4.0.0 Alpha\nWorked: never\n\n\nWe can use the mouse wheel while hovering over the Color Picker to edit the value.\nBut this feature doesn't work when we use the trackpad scroll.\n\nThe required changes are quite simple: D8811\n\nInside the Color Picker popup box, scroll over the color wheel.\n\n" ]
[ "Poorly visible mouse cursor in Edit Mode when activated High Dynamic Range (HDR) and Wide Color Gamut (WCG) in Windows 10.\nOperating system: Windows 10 Pro 64-bit 1803 17134.590\nGraphics card: GeForce GTX 1080 Ti driver 419.35\n\nBroken:\n2.79.7, 4c3be0bf5229, blender2.7, 2019-03-01 \n2.80 Beta, a0f2923fd821, blender2.7, 2019-03-08\n\nPoorly visible mouse cursor in Edit Mode when activated High Dynamic Range (HDR) and Wide Color Gamut (WCG) in Windows 10.\n\nTo enable HDR in Windows 10, and start by opening up your Start menu and going to the Settings app.\n![windows-10-hdr-settings.jpg](windows-10-hdr-settings.jpg)\nFrom here click on “Display,” and you should see a toggle below the Night Light option that reads “HDR and WCG”\n![windows-10-hdr-settings-toggle1.jpg](windows-10-hdr-settings-toggle1.jpg)\nIf “HDR and WCG” enable\n![hdr_on_2.jpg](hdr_on_2.jpg)\n![hdr_on.jpg](hdr_on.jpg)\nIf “HDR and WCG” disable\n![hdr_off_2.jpg](hdr_off_2.jpg)\n![hdr_off.jpg](hdr_off.jpg)" ]
Selecting Particle Edit integration mode will cause blender to crash 10.13.6 (17G65) NVIDIA GeForce GTX 780M 4096 MB Web Driver 387.10.10.10.40.105 Broken:2.8 Alpha d28d202fd1 [edit-particle.blend](edit-particle.blend) Using attached blend file. 1. Select 'Particle Edit' from interaction mode 2. Blender crashes MacOS Crash Report: Notes: Translocated Process Crashed Thread: 1 Exception Type: EXC_CRASH (SIGSEGV) Exception Codes: 0x0000000000000000, 0x0000000000000000 Exception Note: EXC_CORPSE_NOTIFY Termination Signal: Segmentation fault: 11 Termination Reason: Namespace SIGNAL, Code 0xb Terminating Process: blender [1190] Thread 0:: Dispatch queue: com.apple.main-thread 0 com.nvidia.web.GeForceGLDriverWeb 0x0000000125698cc1 0x12530a000 + 3730625 1 libGPUSupportMercury.dylib 0x00007fff58ae1fa3 gldUpdateTransformFeedbackState + 14 2 org.blenderfoundation.blender 0x000000010fab4945 GPU_shader_transform_feedback_enable + 101 3 org.blenderfoundation.blender 0x000000010fae3d2e drw_draw_pass_ex + 1102 4 org.blenderfoundation.blender 0x000000010fadc41b DRW_draw_render_loop_ex + 1227 5 org.blenderfoundation.blender 0x000000010f5c525c view3d_main_region_draw + 124 6 org.blenderfoundation.blender 0x000000010f7d26ca ED_region_do_draw + 362 7 org.blenderfoundation.blender 0x000000010f4dd6f3 wm_draw_update + 1619 8 org.blenderfoundation.blender 0x000000010f4d8fe0 WM_main + 48 9 org.blenderfoundation.blender 0x000000010f4d4e8c main + 972 10 libdyld.dylib 0x00007fff67ea1015 start + 1
[ "Blender Crash. Code marked as unreachable has been executed.\nOperating system: Windows-11-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 536.67\n\nBroken: version: 3.6.1, 4.0.0 Alpha\nWorked: didn't test\n\nOpen the .blend and go to frame 60. Crash\n\nThis is a .blend from a random user. So, sadly, I don't know the exact steps to reproduce.\nIt just said: \"Code marked as unreachable has been executed. Please report this as a bug.\"\n\n", "Crash undoing in certain scenario (disabling Global Undo)\nOperating system: Linux-5.10.12-200.fc33.x86_64-x86_64-with-glibc2.32 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: 2.82a\n\nCrash undoing in certain scenario (disabling Global Undo)\n\nFrom the default startup file (order of operations is important here):\n- move the cube (could be any objectmode operator) {key G Z 3}\n- disable `Global Undo` in Preferences {key F4} > `Preferences` > `System` > uncheck `Global Undo`\n- add an armature {key Shift A} > `Armature`\n- go to pose mode\n- select bone\n- move bone\n- Undo {key Ctrl Z}\n - > crash\n\n```\n1 BKE_scene_object_base_flag_sync_from_base scene.c 2914 0x35b41a9 \n2 BKE_scene_set_background scene.c 2125 0x35b2957 \n3 setup_app_data blendfile.c 386 0x4b63950 \n4 setup_app_blend_file_data blendfile.c 416 0x4b639e4 \n5 BKE_blendfile_read_from_memfile blendfile.c 524 0x4b63e38 \n6 BKE_memfile_undo_decode blender_undo.c 88 0x4b62cc0 \n7 memfile_undosys_step_decode memfile_undo.c 193 0x486eb47 \n8 undosys_step_decode undo_system.c 214 0x4bb97ec \n9 BKE_undosys_step_load_data_ex undo_system.c 809 0x4bbb2df \n10 BKE_undosys_step_undo_with_data_ex undo_system.c 870 0x4bbb4a4 \n11 BKE_undosys_step_undo_with_data undo_system.c 880 0x4bbb4d3 \n12 BKE_undosys_step_undo undo_system.c 889 0x4bbb511 \n13 ed_undo_step_direction ed_undo.c 278 0x486c907 \n14 ed_undo_exec ed_undo.c 489 0x486d214 \n15 wm_operator_invoke wm_event_system.c 1332 0x3a17b06 \n16 wm_handler_operator_call wm_event_system.c 2161 0x3a198e3 \n17 wm_handlers_do_keymap_with_keymap_handler wm_event_system.c 2486 0x3a1a617 \n18 wm_handlers_do_intern wm_event_system.c 2782 0x3a1b591 \n19 wm_handlers_do wm_event_system.c 2914 0x3a1bafc \n20 wm_event_do_handlers wm_event_system.c 3445 0x3a1d2a3 \n```\n```\n \n```\n\n\n", "Crash on render on some of the frames\nOperating system: Linux-4.4.0-154-generic-x86_64-with-debian-stretch-sid 64 Bits\n8x Tesla V100 SXM2 NVLINK Accelerator Cards\nDual XEON Scalable 4208 CPUs\n192 GB RAM\n\nBroken: version: 2.82 (sub 7)\nI also tested recent 2.83 build\n\nBlender crash when it renders scene frames from 346-639, the rest of the frames are fine.\nIt crashes for CPU anf GPU as well.\n\nIn order to render above frames I workaround the assert:\n\n```\n--- a/intern/cycles/kernel/kernel_compat_cpu.h\n+++ b/intern/cycles/kernel/kernel_compat_cpu.h\n@@ -74,8 +74,10 @@ CCL_NAMESPACE_BEGIN\n template<typename T> struct texture {\n ccl_always_inline const T &fetch(int index)\n {\n- kernel_assert(index >= 0 && index < width);\n- return data[index];\n+ //kernel_assert(index >= 0 && index < width);\n+ if (index < 0) return data[0];\n+ else if (index >= width) return data[width];{F8410049}\n+ else return data[index];\n }\n #if defined(__KERNEL_AVX__) || defined(__KERNEL_AVX2__)\n /* Reads 256 bytes but indexes in blocks of 128 bytes to maintain\n```\n\nThe scene is complex and I couldn't make it very simply and narrow the problem.\nPlease find the scene attached.\n\n[animation_002_02_part01.blend](animation_002_02_part01.blend)\n\n1. Open Blender 2.82\n2. Open attached scene\n3. Set frame 346, start render (F12)\n4. After one minute or so it will crash\n\n\n", "Rendering animation using \"Generate\" type modifiers after animated displacement texture crashes Blender\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.79\n\nBroken: version: 2.92.0 Alpha\nWorked: 2.83.10\n\nIf 2 high poly (~100k faces per obj) objects in modifiers properties have after Displacement modifier (with animated texture) \"Generate\" type modifiers (I've tried Boolean and Decimate), Blender cant run Animation render (but still can run Image render). \nCrash happens on 2.9 and higher. I've tested this on 2.83.10 LTS (from steam) and everything worked fine there.\nCrashes with Decimate a little bit hard to recreate. So I will go with steps for \"Boolean crash\"\n\n- create Cude, Empty and Icosphere\n- Add Subdivision mod. to Cube: set it to \"Simple\" and 7 levels\n- Add Displacement mod. to Cube and set texture (Clouds) coordinates to object - Empty\n- Add Boolean mod. (difference) and select object Icosphere\n- Select Cude with Icosphere and duplicate them\n- Save and press Render Animation\n[bug.blend](bug.blend)\n[bug.crash.txt](bug.crash.txt)\n\n```lines\n## 3883==ERROR: AddressSanitizer: heap-use-after-free on address 0x61500034ec08 at pc 0x000016fc795d bp 0x7fffc19dd6c0 sp 0x7fffc19dd6b0\nREAD of size 8 at 0x61500034ec08 thread #15\n - 0 0x16fc795c in blender::gpu::GLBatch::verts_(int) const /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/opengl/gl_batch.hh:112\n - 1 0x17013501 in blender::gpu::GLVertArray::update_bindings(unsigned int, GPUBatch const*, blender::gpu::ShaderInterface const*, int) /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/opengl/gl_vertex_array.cc:124\n - 2 0x16fa900b in blender::gpu::GLVaoCache::vao_get(GPUBatch*) /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/opengl/gl_batch.cc:273\n - 3 0x16fa84d8 in blender::gpu::GLVaoCache::base_instance_vao_get(GPUBatch*, int) /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/opengl/gl_batch.cc:234\n - 4 0x16fa9d3e in blender::gpu::GLBatch::bind(int) /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/opengl/gl_batch.cc:317\n - 5 0x16fa9f3f in blender::gpu::GLBatch::draw(int, int, int, int) /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/opengl/gl_batch.cc:328\n - 6 0x16eca2be in GPU_batch_draw_advanced /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/intern/gpu_batch.cc:282\n - 7 0x16fc1207 in blender::gpu::GLDrawList::append(GPUBatch*, int, int) /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/opengl/gl_drawlist.cc:122\n - 8 0x16efa9f5 in GPU_draw_list_append /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/intern/gpu_drawlist.cc:52\n - 9 0x5978acc in draw_indirect_call /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/intern/draw_manager_exec.c:598\n - 10 0x5978acc in draw_call_batching_flush /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/intern/draw_manager_exec.c:795\n - 11 0x597c5f0 in draw_call_batching_finish /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/intern/draw_manager_exec.c:891\n - 12 0x597eae7 in draw_shgroup /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/intern/draw_manager_exec.c:1056\n - 13 0x597f89f in drw_draw_pass_ex /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/intern/draw_manager_exec.c:1113\n - 14 0x597fe50 in DRW_draw_pass /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/intern/draw_manager_exec.c:1153\n - 15 0x5c51bc0 in EEVEE_velocity_resolve /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/engines/eevee/eevee_effects.c:466\n - 16 0x5c5202b in EEVEE_draw_effects /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/engines/eevee/eevee_effects.c:486\n - 17 0x5a21f42 in EEVEE_render_draw /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/engines/eevee/eevee_render.c:671\n - 18 0x59b1dbc in eevee_render_to_image /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/engines/eevee/eevee_engine.c:559\n - 19 0x5948820 in DRW_render_to_image /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/intern/draw_manager.c:1909\n - 20 0x14ff1d77 in engine_render_view_layer /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/engine.c:786\n - 21 0x14ff40a3 in RE_engine_render /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/engine.c:914\n - 22 0x1501aafb in do_render_3d /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:1132\n - 23 0x1501c24a in do_render /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:1209\n - 24 0x1501e036 in do_render_composite /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:1349\n - 25 0x15022789 in do_render_all_options /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:1615\n - 26 0x15027839 in RE_RenderFrame /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:2015\n - 27 0xd7b42cf in render_startjob /home/dev/01-data/01-git/blender-git/blender/source/blender/editors/render/render_internal.c:630\n - 28 0x4fed4f1 in do_job_thread /home/dev/01-data/01-git/blender-git/blender/source/blender/windowmanager/intern/wm_jobs.c:389\n - 29 0x18de408d in tslot_thread_start /home/dev/01-data/01-git/blender-git/blender/source/blender/blenlib/intern/threads.cc:231\n - 30 0x7ffff7566608 in start_thread /build/glibc-ZN95T4/glibc-2.31/nptl/pthread_create.c:477\n - 31 0x7ffff6f46292 in __clone (/lib/x86_64-linux-gnu/libc.so.6+0x122292)\n\n0x61500034ec08 is located 8 bytes inside of 512-byte region [0x61500034ec00,0x61500034ee00)\nfreed by thread #15 here:\n - 0 0x7ffff76927cf in __interceptor_free (/lib/x86_64-linux-gnu/libasan.so.5+0x10d7cf)\n - 1 0x18e0eab0 in MEM_lockfree_freeN /home/dev/01-data/01-git/blender-git/blender/intern/guardedalloc/intern/mallocn_lockfree_impl.c:129\n - 2 0x16ef56c6 in blender::gpu::GLVertBuf::operator delete(void*) /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/opengl/gl_vertex_buffer.hh:57\n - 3 0x17018021 in blender::gpu::GLVertBuf::~GLVertBuf() /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/opengl/gl_vertex_buffer.hh:35\n - 4 0x16f8bb19 in blender::gpu::VertBuf::reference_remove() /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/intern/gpu_vertex_buffer_private.hh:94\n - 5 0x16f877f5 in GPU_vertbuf_discard /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/intern/gpu_vertex_buffer.cc:161\n - 6 0x5a0eab8 in EEVEE_motion_blur_cache_finish /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/engines/eevee/eevee_motion_blur.c:449\n - 7 0x59b1bef in eevee_render_to_image /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/engines/eevee/eevee_engine.c:542\n - 8 0x5948820 in DRW_render_to_image /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/intern/draw_manager.c:1909\n - 9 0x14ff1d77 in engine_render_view_layer /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/engine.c:786\n - 10 0x14ff40a3 in RE_engine_render /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/engine.c:914\n - 11 0x1501aafb in do_render_3d /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:1132\n - 12 0x1501c24a in do_render /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:1209\n - 13 0x1501e036 in do_render_composite /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:1349\n - 14 0x15022789 in do_render_all_options /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:1615\n - 15 0x15027839 in RE_RenderFrame /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:2015\n - 16 0xd7b42cf in render_startjob /home/dev/01-data/01-git/blender-git/blender/source/blender/editors/render/render_internal.c:630\n - 17 0x4fed4f1 in do_job_thread /home/dev/01-data/01-git/blender-git/blender/source/blender/windowmanager/intern/wm_jobs.c:389\n - 18 0x18de408d in tslot_thread_start /home/dev/01-data/01-git/blender-git/blender/source/blender/blenlib/intern/threads.cc:231\n - 19 0x7ffff7566608 in start_thread /build/glibc-ZN95T4/glibc-2.31/nptl/pthread_create.c:477\n\npreviously allocated by thread #15 here:\n - 0 0x7ffff7692bc8 in malloc (/lib/x86_64-linux-gnu/libasan.so.5+0x10dbc8)\n - 1 0x18e0f510 in MEM_lockfree_mallocN /home/dev/01-data/01-git/blender-git/blender/intern/guardedalloc/intern/mallocn_lockfree_impl.c:276\n - 2 0x16ef5676 in blender::gpu::GLVertBuf::operator new(unsigned long) /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/opengl/gl_vertex_buffer.hh:57\n - 3 0x16ef70a2 in blender::gpu::GLBackend::vertbuf_alloc() /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/opengl/gl_backend.hh:121\n - 4 0x16f85d10 in blender::gpu::VertBuf::duplicate() /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/intern/gpu_vertex_buffer.cc:77\n - 5 0x16f8750d in GPU_vertbuf_duplicate /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/intern/gpu_vertex_buffer.cc:149\n - 6 0x5a0ee06 in EEVEE_motion_blur_cache_finish /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/engines/eevee/eevee_motion_blur.c:467\n - 7 0x59b1953 in eevee_render_to_image /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/engines/eevee/eevee_engine.c:507\n - 8 0x5948820 in DRW_render_to_image /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/intern/draw_manager.c:1909\n - 9 0x14ff1d77 in engine_render_view_layer /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/engine.c:786\n - 10 0x14ff40a3 in RE_engine_render /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/engine.c:914\n - 11 0x1501aafb in do_render_3d /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:1132\n - 12 0x1501c24a in do_render /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:1209\n - 13 0x1501e036 in do_render_composite /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:1349\n - 14 0x15022789 in do_render_all_options /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:1615\n - 15 0x15027839 in RE_RenderFrame /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:2015\n - 16 0xd7b42cf in render_startjob /home/dev/01-data/01-git/blender-git/blender/source/blender/editors/render/render_internal.c:630\n - 17 0x4fed4f1 in do_job_thread /home/dev/01-data/01-git/blender-git/blender/source/blender/windowmanager/intern/wm_jobs.c:389\n - 18 0x18de408d in tslot_thread_start /home/dev/01-data/01-git/blender-git/blender/source/blender/blenlib/intern/threads.cc:231\n - 19 0x7ffff7566608 in start_thread /build/glibc-ZN95T4/glibc-2.31/nptl/pthread_create.c:477\n\nThread #15 created by T0 here:\n - 0 0x7ffff75bf805 in pthread_create (/lib/x86_64-linux-gnu/libasan.so.5+0x3a805)\n - 1 0x18de42b9 in BLI_threadpool_insert /home/dev/01-data/01-git/blender-git/blender/source/blender/blenlib/intern/threads.cc:245\n - 2 0x4fee516 in WM_jobs_start /home/dev/01-data/01-git/blender-git/blender/source/blender/windowmanager/intern/wm_jobs.c:484\n - 3 0xd7b88bd in screen_render_invoke /home/dev/01-data/01-git/blender-git/blender/source/blender/editors/render/render_internal.c:1041\n - 4 0x4f8f3ba in wm_operator_invoke /home/dev/01-data/01-git/blender-git/blender/source/blender/windowmanager/intern/wm_event_system.c:1293\n - 5 0x4f912f2 in wm_operator_call_internal /home/dev/01-data/01-git/blender-git/blender/source/blender/windowmanager/intern/wm_event_system.c:1500\n - 6 0x4f91551 in WM_operator_name_call_ptr /home/dev/01-data/01-git/blender-git/blender/source/blender/windowmanager/intern/wm_event_system.c:1548\n - 7 0x90f1c95 in ui_apply_but_funcs_after /home/dev/01-data/01-git/blender-git/blender/source/blender/editors/interface/interface_handlers.c:932\n - 8 0x917b8d0 in ui_handler_region_menu /home/dev/01-data/01-git/blender-git/blender/source/blender/editors/interface/interface_handlers.c:10809\n - 9 0x4f88a9b in wm_handler_ui_call /home/dev/01-data/01-git/blender-git/blender/source/blender/windowmanager/intern/wm_event_system.c:636\n - 10 0x4f9ec36 in wm_handlers_do_intern /home/dev/01-data/01-git/blender-git/blender/source/blender/windowmanager/intern/wm_event_system.c:2757\n - 11 0x4f9fc78 in wm_handlers_do /home/dev/01-data/01-git/blender-git/blender/source/blender/windowmanager/intern/wm_event_system.c:2865\n - 12 0x4fa537f in wm_event_do_handlers /home/dev/01-data/01-git/blender-git/blender/source/blender/windowmanager/intern/wm_event_system.c:3288\n - 13 0x4f732cf in WM_main /home/dev/01-data/01-git/blender-git/blender/source/blender/windowmanager/intern/wm.c:635\n - 14 0x34f58fa in main /home/dev/01-data/01-git/blender-git/blender/source/creator/creator.c:522\n - 15 0x7ffff6e4b0b2 in __libc_start_main (/lib/x86_64-linux-gnu/libc.so.6+0x270b2)\n\nSUMMARY: AddressSanitizer: heap-use-after-free /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/opengl/gl_batch.hh:112 in blender::gpu::GLBatch::verts_(int) const\nShadow bytes around the buggy address:\n 0x0c2a80061d30: fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd\n 0x0c2a80061d40: fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd\n 0x0c2a80061d50: fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd\n 0x0c2a80061d60: fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd fa\n 0x0c2a80061d70: fa fa fa fa fa fa fa fa fa fa fa fa fa fa fa fa\n# >0x0c2a80061d80: fd[fd]fd fd fd fd fd fd fd fd fd fd fd fd fd fd\n 0x0c2a80061d90: fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd\n 0x0c2a80061da0: fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd\n 0x0c2a80061db0: fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd\n 0x0c2a80061dc0: fa fa fa fa fa fa fa fa fa fa fa fa fa fa fa fa\n 0x0c2a80061dd0: fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd\nShadow byte legend (one shadow byte represents 8 application bytes):\n```\nAddressable: 00\nPartially addressable: 01 02 03 04 05 06 07 \nHeap left redzone: fa\nFreed heap region: fd\nStack left redzone: f1\nStack mid redzone: f2\nStack right redzone: f3\nStack after return: f5\nStack use after scope: f8\nGlobal redzone: f9\nGlobal init order: f6\nPoisoned by user: f7\nContainer overflow: fc\nArray cookie: ac\nIntra object redzone: bb\nASan internal: fe\nLeft alloca redzone: ca\nRight alloca redzone: cb\nShadow gap: cc\n```\n", "Crash (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 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", "Title: CTRL-Z from edit into sculpt mode causes crash if mesh has shape-keys \nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 980 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 452.06\n\nBroken: version: 2.91.0 Alpha\nWorked: 2.82 (sub 7)\n\nBlender crashes when you CTRL-Z back to sculpt mode when the mesh has shape-keys. This bug happens in 2.83.0 and up, only in the Windows builds. Tested in Linux Mint 19.3 and had no crash there.\n\nAdd basis shape-key on any mesh -> change to sculpt mode -> Change mode to edit -> Undo back -> This causes a crash when it undoes back to sculpt mode.\n", "Blender 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", "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.", "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/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", "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", "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 crashes with Segmentation fault when selecting Render Preview in Cycles with GPU Compute\nOperating system: Linux-6.1.46-gentoo-gentoo-dist-x86_64-12th_Gen_Intel-R-_Core-TM-_i3-12100F-with-glibc2.37 64 Bits, X11 UI\nGraphics card: AMD Radeon RX 6400 (navi24, LLVM 16.0.6, DRM 3.49, 6.1.46-gentoo-gentoo-dist) AMD 4.6 (Core Profile) Mesa 23.1.6\n\nBroken: version: 3.6.0\nWorked: - (read description)\n\nWhen I try to render using Cycles on my GPU, blender immediately crashes with Segmentation fault, as the error message. Here are the logs that were shown right before the Segmentation fault:\n```\nI0903 17:06:40.864868 14239 device.cpp:511] Mapped host memory limit set to 12,302,073,856 bytes. (11.46G)\nI0903 17:06:40.865039 14239 device_impl.cpp:62] Using AVX2 CPU kernels.\nWriting: /tmp/blender.crash.txt\nzsh: segmentation fault blender-3.6 --debug-all\n```\nIt worked with =dev-libs/rocm-comgr-5.3.3-r2, but started happening after the new update of the package. I used to apply a patch that solved the problem of being unable to select the render device in Blender's options (27552#issuecomment-1379233453), but with the new rocm-comgr package, the original problem solved itself. The old version of Blender (version 3.5.1) that worked before rocm-comgr got the new update, doesn't work now.\n\n1. Open the Render properties tab and set the Render Engine to Cycles.\n2. Set the device to GPU Compute.\n3. Set the viewport shading to Rendered.\n\n", "Crash when rendering (Apple M2)\nOperating system: macOS-13.5.2-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M2 Max 1.2\n\nBroken: version: 3.6.2\n\n[Rendering with GPU (metal) works fine without fire simulation, with fire simulation the render crashes, while rendering in the viewport is no problem.]\n\n\n" ]
[ "Blender 2.8 Particle edit crash\n{[F5081919](crash.mp4)}MacOS with intel core i5 and NVIDIA GeForce 640M 512 MB\n\n**version**: Blender 2.8 Alpha 2 (latest MacOS version as of 14 oct 2018)\n\nWhen entering particle edit mode, Blender will always crash (I have tried repeatedly and did various changes (adding material, changing shape, altering hair count). This bug has been in the system in Alpha version 1 for MacOS too. Also now is a good time to point out that hair for any object looks very dodgy when added but the issue resolves itself when entering edit mode and out.\n\n**To get the bug**\nOpen any new file and add any shape. Add a particle system and set it to hair. Enter Particle Edit mode.\nBlender crashes. Video included\n" ]
EEvee volume render error with mutiple volumes **System Information** Operating system: Windows 10 Graphics card: rtx4090 Broken: 3.31 lts worked: 3.0 render result error, not render as the viewport shows. this error show up when mutiple volumes in one scene. i had another scene that i can‘t render 2 vdb sequence at the same time。 but in 3.0 it works fine. Based on the default startup or an attached .blend file (as simple as possible). mutiple volume object that includ vdb [bug.blend](bug.blend) ![360截图20221020150831350.jpg](360截图20221020150831350.jpg)
[ "Viewport performance slows down when using OptiX Denoiser on Windows machine with dual GPUs.\nOperating system: \nWindows 11 (Windows 10 has the same bug)\nGraphics card: \n2x Geforce RTX 3090\nGraphics driver\nNvidia Driver 511.65 / 511.79 / 472.12 ...\n\nBroken: \nBlender 3.10 05697470abd0d / All versions of 3.1, 3.0 and 3.2 are the same.\n\nWorked: \nBlender 2.90\n\nViewport render slows down when using the OptiX viewport denoiser with two GPUs enabled using OptiX.\nIf you check only one GPU, it will work at a normal speed.\n\nAs far as I know, it is a bug in Windows 10 and Windows 11, probably it works normally in Linux.\n\n1. Run Blender on Windows.\n2. Check the two GPUs on OptiX in Preferences.\n3. Turn on Viewport Denoiser (OptiX)\n4. Rotate the basic cube. It's slowly rendered.\n5. Uncheck one GPU. It works fast normally.\n\n[1.mp4](1.mp4)", "EEVEE - Screen space reflections artifacts\nOperating system: Linux-5.3.0-7625-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.44\n\nBroken: version: 2.83 (sub 2)\nWorked: ?\n\nSSR shows some strips when I have bad data for normals.\n\nOpen the file:\n[ssr_sripts.blend](ssr_sripts.blend)\n\nIf you click anywhere multiple times, viewport gets darker and darker.\n\nBefore:\n![image.png](image.png)\n\nAfter clicking the glossy node header a few times:\n![image.png](image.png)\n", "Eevee alpha blend mode bug\nOperating system: Linux-5.4.0-74-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.80\n\nBroken: version: 2.93.0\n\nThis bug happened since blender 2.90\n\nIn the scene the two objects with alpha blend mode, flip the transparency depending on the point of view.\n\n[0000-0050.mp4](0000-0050.mp4)\n\nTest file:\n[Ui1.blend](Ui1.blend)\n", "Eevee Light Limitation failing to render at well under light limit\nOperating system: OS X 11.5.2\nGraphics card: AMD Radeon Pro 580\n\nAlso on Intel HD 6000, macOS 10.14.\n\nBroken:2.93.1 (2.93.1 2021-06-23), 2.93.5, 3.0 a217e043be\nWorked:\n\n\nUnder the impression that 128 lights is the limit. My system's render is failing at 11 area lights\nI have an image of what it is doing. It splits the viewport into four areas yellow, red, blue, green\n![Screen Shot 2021-09-22 at 12.59.23.png](Screen_Shot_2021-09-22_at_12.59.23.png)\n\n\n\n- On Default cube scene, add eleven area lights.\n- Set Shadow settings -> both of Cube size or Cascade Size to 4096.\n- Viewport render using Eevee.\n\n\n[Light ViewportRender ERror.blend](Light_ViewportRender_ERror.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)", "EEVEE: Crash if computation is too heavy for the system (TDR issue)\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.64\n\n\nBroken: version: 2.80 (sub 72)\nWorked: (optional)\n\n\nAny time I try to render an image sequence in any format in Eevee, it constantly crashes the whole program on the first frame. I was able to render before until I changed some camera location animations and adding a focusing animation. As well as changing the camera sensor size. I am rendering in 4K I have attached the log file.\n[blender_debug_output.txt](blender_debug_output.txt)\n\n[blender_system_info.txt](blender_system_info.txt)\n\n[NebulaV2.blend](NebulaV2.blend)", "EEVEE-Next: Refactor renderpass storage\nCurrently render-passes are allocated in multiple texture buffers.\nThey take a lot of binding points and currently prevent the deferred pipeline to output diffuse color correctly.\n\nThe plan is to combine all render-passes into the same array texture and use an associated UBO containing offset to the layer of each pass type.\n\nThis would very similar to the AOV support.\n\nAnother direct benefit of this would be that the GBuffer encoding could be simplified.\n\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)", "Composited cycles render passes not matching combined output\nOperating system: Microsoft Windows [Version 10.0.19042.2251]\nGraphics card: Nvidia Quadro RTX 4000 (driver 512.36)\n\nBroken: 3.3.1 and 3.4.0\nWorked: Unknown\n\nCarrying out manual composition of the Cycles render passes as described in the Blender documentation is not resulting in the same result as the combined output.\n\nFig 1 shows the blender manual description of how passes are combined for the final output (edited by me with how I think the volume passes are included - the documentation doesn't explain this).\n![fig1_blender_manual.PNG](fig1_blender_manual.PNG)\n\nFig 2 shows my compositor node tree that matches that description.\n![fig2_compositor_nodetree.PNG](fig2_compositor_nodetree.PNG)\n\nFig 3 is the compositor output...\n![fig3_composite_4096samples.png](fig3_composite_4096samples.png)\n...and Fig 4 is the combined noisy image output. If you click on Fig 3 or 4 to expan the image view then use the left/right arrows on your keyboard you can flick between these two images to clearly see the difference.\n![fig4_noisyimage_4096samples.png](fig4_noisyimage_4096samples.png)\n\nNeither are denoised to eliminate that as a contributory factor (I used 4096 samples to keep noise low). Fig 5 highlights the regions where I'm seeing significant shading differences...\n![fig5_significant_difference_regions.png](fig5_significant_difference_regions.png)\n\nFigs 6,7,8 are closer views of these regions.\n![fig6_sphere_comparison.PNG](fig6_sphere_comparison.PNG)\n![fig7_sphere_rim_highlight_problems.PNG](fig7_sphere_rim_highlight_problems.PNG)\n![fig8_missing_shading_on_floor.PNG](fig8_missing_shading_on_floor.PNG)\n\nThe key issues (shown in Fig 5) are the missing shading around the sphere rim, and missing shading on the floor panels at the larger rib regions between the panels. The missing shading around the sphere rim is exacerbated when denoising is applied and those notches become more pronounced. All other regions appear to be the same to me.\n\nA potential clue: the issue might be originating with the DiffDir and/or the DiffInd passes, because the sphere rim highlight 'notches' and the darker regions on the floor panels are both visible when those two passes are multiplied in the compositor node tree (see Fig 9 showing viewer output from that multiply node).\n![fig9_multipled_DiffDir_and_DiffInd.png](fig9_multipled_DiffDir_and_DiffInd.png)\n\nLoad the attached blend file and render in cycles (caution - its currently set to 4096 samples... you dont need to render it with as many samples to see the issue!). Compare the 'noisy image' output and the compositor output.\n[cycles_compositor_combine.blend](cycles_compositor_combine.blend)", "Eevee volume ghosting on animation playback\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.41\n\nBroken: version: 2.83 (sub 13)\nWorked: not known VDB imports only in 2.83\n\nPlay back of imported VDB in eevee creates ghosting \n\nImport VDB\n>scale to 0.01 \n>edit frame range to match sequence ie 240 \n> add Sun \n> edit Volume Shadows \n> Edit Blackbody emission to 10 show fire from temperature \n>play sequence \n\n\n![image.png](image.png)\n\n\n\n\n", "multiview: overwrite and file naming \n\n\"not overwrite\" option doesn't work with multiview when some views already exist on disk, could be a minor problem but rendering one single view with views option activated create a 0 byte \"myfile_L.jpg\" file but save only myfile.jpg\n\n\n\n\n\n", "Irradiance volume visibility collection not working properly\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 960M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.13\n\nBroken: version: 2.93.5\nWorked: Unknown\n\nThe irradiance volume visibility collection is not working as intended. File is included.\n\nDownload [this example. ](view?usp=sharing)\nWhen you open the file you'll notice immediately that the IV is already set to Collection, which means in theory it should NOT be affecting anything in \"Collection 2\". Even if you delete the light cache and rebake it, no matter what happens, it affects everything outside \"Collection\" regardless. The way I see it, visibility collection is meant to affect whom it collects lights from and meshes to light up, but so far it only seems to care about gathering lights alone.\n\nThis ALSO affects rendering it out. For that, just change the view layer to V1, and turn on Collection 2 to replicate.\n\nWorse still, disabling the visibility/renders of the irradance volume still lights up other objects no matter what. This, in my opinion, is a huge issue. It means I have to delete the light cache whenever I need it off, and rebake it, wasting a TON of time just to render it and only have it affect a singular object.", "Broken edge lines with boolean and freestyle\nOperating system: Linux-5.0.7-200.fc29.x86_64-x86_64-with-fedora-29-Twenty_Nine 64 Bits\nGraphics card: GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 418.56\n\n\nBroken: version: 2.80 (sub 58)\nWorked: (optional)\n\n\nI'm seeing two different issues:\n(1) There is a broken line in the edge (see attached render). Rotating the object for a different angle, changing the boolean by moving one of the cylinders, etc. still causes broken lines, sometimes on multiple edges. Also, using the simple surface (without the toon shading setup of Shader-to-RGB and gradient) still causes the broken line. ![sekhar-04-20-19-eevee.png](sekhar-04-20-19-eevee.png)\n(2) The second possible issue is that while Eeevee renders correctly otherwise, Cycles also has the broken line and in addition seems to be rendering incorrectly for the toon shade effect - i.e., all solid color vs. multiple colors expected, see attached render. ![sekhar-04-20-19-cycles.png](sekhar-04-20-19-cycles.png)\n\nCreate a cube and two cylinders. Add two boolean modifiers to the cube to subtract the two cylinders. Add a toon shading setup (shader to RGB and gradient) and free style to render lines for edges. Render with Eevee and Cycles (see above). File attached. [sekhar-04-20.blend](sekhar-04-20.blend)\n\n", "Viewport display of multiple Dupli-Collections when different draw-types are used : wireframe might disappear (only selected are garuanteed to draw)\nOperating system: Windows 10 / Ubuntu 20.04\nGraphics card: GTX 1080 / RTX 3080\n\nBroken: 2d9d08677e a2d59b2dac \nBroken: all versions >= 2.8\nWorked: 2.79\n\nViewport display of Dupli-Collections is inconsistant.\nDigging deeper into it, it looks to be when there are different draw types on the same dupli-collection\n\n1. Open attached blend file\n2. select the empties in the middle of the screen which do not look like they have anything attached\n3. notice how they randomly appear / disappear upon selection.\n4. note that one of instancer is set to `Textured` draw type, the other to `Wire`, if all are set to `Wire` the issue is gone\n\nThis has happened in quite a few of our production scenes.[bug.blend](bug.blend)\n\nNOTE: Might boil down to be the same as #101822 (Collection instance set to Display As Wire doesn't show in Solid mode when not selected) or #86732 (Instanced wire objects are hidden in solid mode instead wire appearance)\n\n", "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" ]
[ "Blender eevee OpenVDB Rendering with other volume issue\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.4.0 Alpha\n\nUse OpenVDB and with other volume object is correct showing on viewport, but in the rendering will have issue.\nAlso 3.3 have this problem too\n\nImport OpenVDB\nCreate a volume cube or/and import other VDB\nRendering\n\n\nviewport\n[2022-10-05 15-47-06.mp4](2022-10-05_15-47-06.mp4)\nrender\n[220001-0061.mp4](220001-0061.mp4)\n[Blender files.zip](Blender_files.zip)", "Regression: when the scene has multiple volumes, some of them get wrong transformation in Eevee's render\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.2.0, caused by fa3bd17ae8\nWorked: (3.1.2)\n\nWhen rendering a scene in eevee, that contains volumetric materials applied to volume objects, the rendered result doesn't match the viewport preview. Some volumes are missing and the lighting is wrong. There are also strange rectangular voxel streaks. The issue is also present in Blender 3.2 and 3.4 alpha. It works fine in Blender 3.1.\n\nI'm attaching a file where this error is present.\n\nI've created a few \"smoke streaks\" by making some simple mesh geometry using the skin modifier and subdivision, then using a mesh to volume and a couple of volume displace modifiers. I've then applied a material with a principled volume shader to the volumes and added some point lights to the scene.\n\nWhen previewing the scene in the viewport with Eevee, everything looks as desired. But when rendering the scene (using F12), also using Eevee as the renderer, the final rendered image does not coincide with the preview in the viewport. I expect some slight differences between the preview and the final render, but in this case the two results look drastically different and the final render looks wrong and has some visible voxel streak artifacts.\n\nThe issue is also present in Blender 3.2.2 and 3.4.0 alpha. However, this exact same scene renders just as previewed in Blender 3.1.2.\n\nFor example, this is what the scene looks like in the viewport, and also rendered in Blender 3.1.2, where the issue isn't present:\n![eevee volumetrics render - blender 3-1-2.jpg](eevee_volumetrics_render_-_blender_3-1-2.jpg)\n\nAnd this is what it looks like when rendered in Blender 3.3.1 (and also in 3.2.2 and 3.4.0 alpha):\n![eevee volumetrics render - blender 3-3-1.jpg](eevee_volumetrics_render_-_blender_3-3-1.jpg)\n\n\n- Open attached `eevee_volumetric_render_bug-3_2.blend` file\n- press {key F12} to render\nCompare viewport result with Render result\n\nSimplified file:\n[eevee_volumetric_render_bug-3_2.blend](eevee_volumetric_render_bug-3_2.blend)\n\nOriginal file:\n[blender 3.2+ eevee volumetric render bug 001.blend](blender_3.2__eevee_volumetric_render_bug_001.blend)\n\nThank you for your time and development!" ]
Boolean not cutting Broken: 2.92 Worked: Unfixed one second the boolean modifier doesnt work and the next it works it takes about an hour to fix i don't change any settings it just starts working it happens when you use boolean (diffrence) 5-9 times [Boolean_wont_work.blend](Boolean_wont_work.blend)
[ "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", "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", "Knife Tool when faces are exactly aligned (zero screen-space-area), get cut diagonally\nWindows 7 SP1\nGtx 770\n\nBroken: : Started at 2.72 until now 2.73a\nWorked: 2.71\n\n\nWhen > Knife Tool > Cut through > it will create a tri on other planes that is not projected ex. orthographic view + top\n\n\n\n\nVideo ( please download for High quality Drop Box )\n\n2.73a Version ( Heavy Plugin and Shortcut Keys )\n2.73_Modified.mp4?dl=1\n\n\n2.73a Restore Factory ( Deleted >Appdata > Blender foundation )\n[restored.mp4](restored.mp4)\n\n2.71\nknife is working as intended\n2.71.mp4?dl=0\n\n[TEST.blend](TEST.blend)\n\n\nQ> Hi i would like to ask if i should mind because it is normal function and a new feature of 2.72 and not a bug ?", "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)", "Linked Mesh Editing Doesn't Work As Expected When Using Data Transfer Modifier\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.19\n\nBroken: version: 2.82 (sub 7)\nWorked: 2.81 (sub 16)\n\nObject instances doesn't work as in blender 2.81\n\n\nIn blender 2.81, after entering the edit mode, all instances become active. You can see changes in real time.\nScreen below:\n![image.png](image.png)\n\nIn Blender 2.82 it work ok till some time. I couldn't determine at what moment it breaks...\n![image.png](image.png)\n\nChanges appears only after You enter to object mode.\n![image.png](image.png)\n\n\nHere is blend file to test\n[instances_issue.blend](instances_issue.blend)\n\n\n", "Knife tool fails on a non-planar n-gon\nBroken: 2.74 up to and including 2.92 master\nWorked: 2.73 (yes, I bisected that far back ;) )\n\n\nKnife tool fails to cut between verts in n-gons of certain configuration.\n\n\nLoad the attached .blend and try to make a knife cut between the two selected verts (i.e. try to create an edge connecting them).\n\n[knife_fail.blend](knife_fail.blend)\n\n(If you want to test in 2.73 yourself, copy the object from a running instance of 2.9x into 2.73 using ctrl+c/ctrl+v, then replace the mesh in another existing mesh object).", "Stitch tool only works on separate islands\nHello,\n\nIn my opinion the biggest issue with UVs in blender right now is the stitch tool.\n\nIn its current state you are unable to stitch edges that belong to the same UV island. It will only function if you are stitching two different UV islands together. \n\nThe only way to sew edges together that belong to the same island is to either change your seams and unfold the UV island again or manually go through each UV point and merge them one by one.\n\nI propose that we have full control over the stitch tool and remove this limitation. If the selected edges have the capability to be stitched, the tool should function as expected regardless if the selected edges belong to the same UV island or not.\n\nThanks to the Devs for all your efforts.\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", "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)", "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)", "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}", "Modifier are still evaluated even when not required.\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.13\n\nBroken: version: 3.0.0\nWorked: never\n\nModifiers are evaluated, even when blank, for example a lattice modifier without any lattice, would still make depth graph calculation or something like that, that make each action (select, move, rotate, etc.) verry slower.\n\nCreate/ import a large object (60M poly mesh for example).\nAdd lattice modifier, let all option blank. \nDisable viewport visibility of this modifier.\nTry to move/rotate/scale the object in the viewport, the performance is really low.\n\nIn order to transform your mesh, you need to remove all modifiers, and add then back once transform is convenient.\n", "Intersect Boolean does not work properly when mesh has a degenerate face\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: Radeon (TM) RX 480 Graphics ATI Technologies Inc. 4.5.14760 Core Profile Context 20.45.37.01 27.20.14537.1001\n\nBroken: version: 2.91 - 3.0.0\nWorked: n/a\n\nThe `Intersect Boolean` Exact mode does not work correctly when the mesh has at least one degenerate face.\nIn this case, it was tested on a mesh with a triangle whose vertices are collinear\n\n- Open attached file - (The edited mesh has a degenerate triangle)\n- Go to `Face` -> `Intersect (Boolean)` - (The operation will not work because of that triangle)\n\n- Undo the operation\n- Move the triangle vertex a little so that the face is no longer degenerate.\n- Reselect that loose geometry ({key L})\n- Redo Boolean operation (now it works)\n[intersect_w_degenerated_tri.blend](intersect_w_degenerated_tri.blend)\n\n", "Annotations (D) do not work with 3d cursor tool (keymap issue)\nMacBook Pro (Retina, 15-inch, Mid 2015)\n2.5 GHz Intel Core i7\n16 GB 1600 MHz DDR3\nAMD Radeon R9 M370X 2048 MB\nIntel Iris Pro 1536 MB\n\nBlender 2.80 Alpha 2\nHash: c94f806dc73\n\ndate: 2018-11-14 22:51\n\nAnnotation tool does not work when pressing D and LEFT MOUSE BUTTON.\n\nAnnotation tool will work when searching with CMD+F; but also within the search, if you click ENTER the annotation tool will pop up for a split second and disappear. \n\nAttaching a short video.\n[Annotation Bug.mov](Annotation_Bug.mov)\n", "Adding new hook while in Edit mode breaks when trying to undo/redo the operator\nWin7 (32bit)\n\nBroken: 2.78a\n\n\n- Add Path from Curve menu, add new Armature\n- Assign Bone to control point as Hook\n- Blank Hook modifier appears along with real one\n\nScreencast: [screencast0001-0250.mp4](screencast0001-0250.mp4)\n" ]
[ "Boolean is not working properly with exact faces as 2.92\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.27\n\nBroken: version: 2.93.1\nWorked: 2.92\n\nI had a file that has a wall with multiple Booleans and it was working very well in the previous version , now it is almost not working , I guess it is a bug related to hole tolerant feature as this wasn't available before\n\nJust opening an file created with 2.92 , Boolean operation doesn't work as intended \n\n[Notch.blend](Notch.blend)\n[Notch.blend](Notch.blend)\n\n", "Boolean modifier: a mesh is not cutted from another mesh\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.55\n\nBroken: version: 2.93.3\n\nWhen you apply the boolean modifier to the \"corridor\" object, the cutout (a hole for door) in the mesh is not displayed (this bug is reproduced not on all devices and I could not repeat it in a new simple project so I send you a huge file)\n![image.png](image.png)\n\n1. Open blend file\n2. Open modifier properties for object \"Corridor\"\n3. Make sure that modifier \"Boolean.006\" for object \"WC_public_door_space\" is working and object \"WC_public_door_space\" is hidden\n4. Make sure that cutout for this object is not represented in 3D Viewport section\n(sorry again for the huge file) [countryhouse.blend](countryhouse.blend)\n\n" ]
Geometry nodes viewer overlay drawing order messed up in xray view mode Operating system: Linux-5.17.15-76051715-generic-x86_64-with-glibc2.35 64 Bits Graphics card: Quadro RTX 6000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.48.07 Broken: version: 3.5.0 Alpha When the viewport drawing is in xray mode the geometry nodes viewer overlyay seems to pick the drawing order quite arbitrarily based on the face index afaict, leading to some artefacts. ![image.png](image.png) ![image.png](image.png) This might be also a design topic, as it is not entirely clear what should be drawn. The face orientation overlay for example just doesn't draw at all in xray mode. But the current behavior at least seems like a bug to me. file: [geonodes_overlay_xray_drawing.blend](geonodes_overlay_xray_drawing.blend)
[ "Mesh Analysis broken by Hidden Wireframe\nOperating system: Linux\nGraphics card: Intel\n\nBroken: 2.93\n\n\nThe Mesh Analysis overlay seems to draw only back faces when the Hidden Wireframe overlay is also enabled:\n\n![image.png](image.png)\n\nThe vertical red streak is Suzanne's right ear, which should probably be occluded. The back faces of the right eyebrow are also rendered green, but the front faces of the left one aren't.\n\n\nTurn on both the \"Mesh Analysis\" and \"Hidden Wireframe\" overlays in Edit Mode.", "UV map inconsistency after bevel modifier\nOperating system: win10\nGraphics card: 1050ti\n\nBroken: 3.4.1\n\nMesh position in edit mode affects how bevel processes UV map\n\nIn attached file translate selected part of mesh along world Z axis -> UV is changing position\n[bevel_uv_issue.blend](bevel_uv_issue.blend)", "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", "Weird edge lines in 3D Viewport (Edit Mode - Orthographic View)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.68\n\nBroken: version: 2.93.3\n\nIn Edit Mode when switching to Orthographic mode the edges sometimes look very thin, jaggy, disappearing in some place, dotted line style or just barely visible. Nothing changes when changing the distance to the object. Nothing changes if selecting Vertex select/Edge select/Face select. However, lines are visible with a very good (usual quality) in Orthographic view when switching to Object Mode and turning on Wireframe on shaded (Overlay dropdown). If Wireframe on shaded option is enabled the edges looks good even in Edit Mode in Orthographic view.\n\nI can't reproduce this error in another scene.![blender_2.93.3_bug.png](blender_2.93.3_bug.png)\n\n[MAGPUL STR Carbine Stock 009.blend](MAGPUL_STR_Carbine_Stock_009.blend)\n[system-info.txt](system-info.txt)\n\n\n", "Sharp normals along base mesh wires in multires sculpting with smooth shading\nOperating system: Linux-5.4.0-47-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: Quadro GP100/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.100\n\nBroken: version: 2.91.0 Alpha\nWorked: As far as I know in 2.79 before the inclusion of OpenSubdiv\n\nThis has been a long standing issue in multires sculpting with shading artefacts in smooth shading.\nThese will only start appearing when sculpting on the surface and may flicker between different spots when sculpting directly over them.\n\n- Create a suzanne head\n- Add a multires modifier with 4 subdivisions\n- Change the object to smooth shading\n- Enter sculpt mode and smooth on the surface of the object\n\nOn these spots the sharp shading should consistently appear among others. A high contrast Matcap can help with spotting them.\nIn this example they are very subtle but they can be extremely noticeable on very curved surfaces.\n\n![Screenshot_2020-09-09_17-35-27.png](Screenshot_2020-09-09_17-35-27.png)\n\n![Screenshot_2020-09-09_17-35-46.png](Screenshot_2020-09-09_17-35-46.png)\n\n", "Weird Motion Blur with Simulation Nodes\nBroken: 3.6.2\n\nMotion Blur doesn't work properly with Geometry Nodes instances.\nAs shown in the rendered video, the motion blur seems to give weird results, the motion trails of the instanced particles from the Geometry Nodes (and Simulation Nodes) setup don't seem to follow their direction properly.\n\n<video src=\"attachment\" title=\"animation.mp4\" controls></video>\n\n[Test.blend](attachment)\n- Open file\n- Hit play to bake simulation until let's say frame 45\n- Render frame 45\n\n", "Regression: Multi sockets on muted nodes display wrong internal noodle\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 531.29\n\nBroken: version: 3.5.0 Release Candidate\nAlso broken in 3.4\nWorked: 3.3.1\n\nWhen a node with a multi socket (e.g. Join Geometry or Mesh Boolean) is muted, the visual internal noodle goes from the last (bottom) input instead of the first (top) input, even though it is the top input that is actually passed through.\n| 3.3 | 3.5 |\n| -- | -- |\n| ![image](attachment) | ![image](attachment) |\n\n- Open attached .blend file or\n - Create a geometry node group\n - Connect two or more different inputs into a Join Geometry node\n- Mute the Join node\n\nObserve the discrepancy between the visualized noodle and the actual result in the viewport\n\n", "In orthogonal view, XYZ axis overlay toggle doesn't work with axis aligned views\nBroken: 2.8x\n\nIn orthogonal view, XYZ axis overlay toggle doesn't work\n\n- press numpad 1/3/7\n- toggle xyz axis from overlays panel, they won't hide.\n\nVideo: [F8571714](2020-06-02_20-18-29.mp4)", "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.*", "Edit mode: Fill region operator wrong behavior.\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: since 2.79 till now. \nTested with 2.79b, 2.83.9, 2.92, 2.93 3ea1779365b5\n\n\nFill region operator fails with this geometry. Test my file.\n{[F9906012](9540941.png) size = full}\n[untitled.blend](untitled.blend)\n[2021-03-23_23-38-13.mp4](2021-03-23_23-38-13.mp4)\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", "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", "Geometry Nodes: volume output shows as cube in eevee rendered view\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.30\n\nBroken: version: 2.93.0 Alpha\n\nVolumes outputted via geometry nodes appear as a cube when rendering in eevee\n\n - Solid viewport: Looks ok\n - eevee material preview/rendered: Volume appears as a cube\n\t\nThis affects volumes from the Points To Volume node as well as when using a volume via a Object Info node. Cycles seems ok once the material has been assigned to the object instead of the data.\nI did try some debugging for this issue and it appears that the volume is setup correctly but the rendering code seems to be called twice once for the real volume and again for an empty mesh which obscures the real volume. \n\n\nOutput a volume with geometry nodes and switch to the eevee rendered view (Right side of picture below)\n![VolumeOutput.PNG](VolumeOutput.PNG)\n\n", "Data Transfer doesn't work in some situations (geometry nodes modifier preceeding the Data Transfer modifier)\nOperating system: Windows 10\nGraphics card: Nvidia GeForce GT960\n\nBroken: 3.5.0 (2023/01/11)\n\nData Transfer does not work on geometry generated by Geometry Nodes\n\nError is set up in the attached file:\n\n[Color Transfer Test.blend](Color_Transfer_Test.blend)\n\nDoesnt work in `Material` or `Rendered` viewport mode either.\n\n[Color Transfer Test 2.blend](Color_Transfer_Test_2.blend)\n\nI don't know if it's related (it feels like it is) but even setting color inside a geometry node (on geo node created meshes) doesn't work in Material or Rendered viewport modes.\n\n[GeometryNodesColorBug.blend](GeometryNodesColorBug.blend)", "Overlay-Next\nUpdate Overlay engine to leverage the new capabilities of the new draw manager.\n\nRequires #102177 (Draw: Selection Next)\n\n#### Complex:\n- [ ] Armature\n- [ ] Edit Mesh\n- [ ] Edit Curve\n- [ ] Edit Uv\n- [ ] Gpencil\n- [ ] Selection Outlines\n- [ ] Wireframe\n\n#### Medium:\n- [ ] Line Anti-Aliasing\n- [ ] Particles\n- [ ] Sculpt\n- [ ] Volume\n\n#### Easy:\n- [ ] Attribute Viewer\n- [x] Background\n- [ ] Bounds\n- [ ] Curves\n- [ ] Camera\n- [ ] Edit Text\n- [x] Empties\n- [ ] Facing\n- [ ] Force Fields\n- [x] Grid\n- [ ] Lattice\n- [ ] Lights\n- [ ] Light Probes\n- [ ] Relation Lines\n- [ ] Speaker" ]
[ "Viewer node draw depth issue in x-ray mode\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.77\n\nBroken: version: 3.4.0 Alpha\nWorked: Never\n\nViewer node viewport overlay is having some Z-depth drawing issues. Seems to be caused by the X-Ray toggle.\n![image.png](image.png)\n![image.png](image.png)\n\nAdd an object in geometry nodes and view with viewer node\n\n" ]
Blender hair curve sculpt mode is not honoring Orbit around selection settings Operating system: Linux-5.15.0-47-generic-x86_64-with-glibc2.35 64 Bits Graphics card: Mesa Intel(R) HD Graphics 630 (KBL GT2) Intel 4.6 (Core Profile) Mesa 22.0.5 Broken: version: 3.4.0 Alpha Hair curves in sculpt mode is rotating viewport from the origin of hair (hair origin set to origin of the surface target mesh) 1. Enable Orbit around selection settings in blender preferences. {[F13485149](image.png), size=full} 2. Open attached .blend file. where the cube (represents character head here) is positioned away from its origin (mesh origin is supposed to be at character foot/world origin) 3. Select Curves object under cube. 4. Go to sculpt curves object mode from viewport top-left corner 5. Try to rotate around hair with middle mouse button {[F13485238](image.png), size=full} **Actual result** Viewport rotates around hair origin (character foot position). **Expected result** Viewport should rotate around hair curves. Preferably like in sculpt/edit mesh mode (around last sculpted vertex). Based on the the attached .blend file. [hair_curve_sculpt_rotation.blend](hair_curve_sculpt_rotation.blend) Thanks!
[ "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.", "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", "Hair children are jumping around on skinned mesh\nOperating system: Windows 10\nGraphics card: AMD\n\n**Blender Version\nBroken: 3.5, 3.6\nWorked: 3.4\n\nProblem:\nWhen I use hair with interpolated children on a skinned/ rigged mesh, the hair folicles jump around /change position wildly when i move the bones. For example: When I rotate the arm of my rigged character up or down, the hair all over his body jumps around randomly from (rendered) frame to frame. This problem did not exist in version 3.4, everything works fine in 3.4. It appeared in 3.5 and 3.6.\n\n\n- Make a mesh and some bones.\n- Skin the mesh with automatic weights.\n- Add hair and children (interpolated).\n- now move the bones and check the _rendered_ images. The hair will jump around wildly on the mesh.\n\n", "Curves sculptmode: Slide tool with Pressure Sensitivity always resets at the end of the stroke\nOperating system: Linux-5.18.16-arch1-1-x86_64-with-glibc2.36 64 Bits\nGraphics card: NVIDIA GeForce GT 1030/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.65.01\n\nBroken: version: 3.3.0 Beta\n\nCurves will snap back to it's original coordinates after the stroke. Turning off the pressure sensitivity will allow the hair curves to stay.\n\n*Use a pentablet or a screen display with pressure sensitivity*\n - Load Factory Settings\n - Go to 3D Viewport\n - Add mesh primitive\n - Add curve hair object while mesh primitive is active\n - Go to sculpt mode\n - Add some hair with the [**Add**] tool\n # Slide hair with the [**Slide**] tool\n\n----\n**Pentablet:** XP-Pen Deco 01 V2\n\n", "Hair rotation/tilt do not work with path\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\nWhen i am trying to use rotation with paths/strands it just do not work at all.\nI know that new hair system is in development and probably this issue will not be fixed for current system.\nBut I hope, it will fixed at least for next one. Perhaps as «initial normal distortion» or something like that.\n\n[2020-11-08_22-11-50.mp4](2020-11-08_22-11-50.mp4)\n\n**to reproduce**\nOpen a file, switch rendering type to path.\n[hairRotation.blend](hairRotation.blend)", "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)", "Cycles rendering world origin extremely slow when using hair particle system with density maps (no, really!)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.92\n\nBroken: version: 2.93.1\nTested in 2.93.1, 2.90 on CPU and Nvidia GPU.\n\nCycles is rendering the world origin extremely slowly, even if there is nothing at all in view.\nSeems to be caused by Hair particle system using a texture influencing density.\n\nWatch this video for me walking through the bug:\nwatch?v=3DdTrC-qN2M\n\n[particle_render_slow.blend](particle_render_slow.blend)\nRender image\n\n", "GPencil: Square type strokes do not react to Rotation option with Solid Shading\nOperating system: Linux-5.10.0-6-amd64-x86_64-with-glibc2.31 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.73.01\n\nBroken: version: 3.0.0 Alpha\nWorked: ?\n\nThe stroke type Squares draw little squares at the points of the stroke. The rotation is controlled by the alignment option and the rotation slider, which in this case does nothing if solid shading mode is selected. Note that textures are not displayed in solid shading mode and even if used the squares don't rotate as long as I am in solid shading mode.\n\n1. Add default Stroke Grease Pencil Object\n2. Navigate to the Material and change Line Type to Squares\n3. Make sure you are in Solid Shading Mode with \"Color\" not set to \"Texture\"\n4. Change the Rotation slider from the same panel, which says in the tooltip it should rotate the squares\n5. observe how the squares do nothing at all.\n\n", "Metal backend: View Port drawing issue with face orientation\nOperating system: macOS-13.4-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API Intel(R) Iris(TM) Plus Graphics 1.2\n\nBroken: version: 3.5.1, 3.6-beta, 4.0\nWorked: with OpenGL backend\n\nWhen enabling \"face orientation\" in the view port the display does not update until I rotate the model. When rotating the model the face orientation colour overlay display is broken.\n\nSee attached screen movie showing the issue.\n\nTo reproduce:\n1. start with a new default scene\n2. enable face orientation overlay from view port overlays menu\n3. rotate the cube\n\nThis was observed using the default startup cube.\n\n", "Hair particles roots moving when using curl kink type and simple children\nOperating system:Windows 10\nGraphics card: Nvidia RTX\n\nBroken: 3.0+\n\n\n\nWhen you use particle hair with simple children and you try to add the curl kink. The roots move with the amplitude. The only thing that keeps the roots in their place is to turn on the clumping. This doesn't happen when you use the interpolated children\n\nI don't know if it's a bug (most likely) but it is extremely frustrating\n\n Take a look at the video.I've added the file just in case\n \n Thanks\n\n", "Particle hair (chilrden) not showing up on viewport - Blender 3.1\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\nBroken: version: 3.1.2\nWorked: 3.0.1\n\nHey guys, Not sure if I am doing something wrong but on 3.1 + 3.1.2. hair particles are not showing up after a certain number on the \"display amounts\" - For the attached project for example if I go beyond 16 on the display amounts, all the hair disappears. The same happens if I increase the Stand steps on the Viewport Display panel\n\nmay that be a bug ? I am not sure, it looks like one because in 3.0 the problem does not appear. \n\n\nIncrease the number of the Children Display amount.\n\nthanks a lot! \n\n\n[hair-particles-issue-Mac-AMD-3-1.blend](hair-particles-issue-Mac-AMD-3-1.blend)", "Improved Rake functionality\nFor now it would be best to focus this implementation on Sculpt Mode, since this will be the basis of the upcoming Paint Mode.\n\n## Issue\n\nWhen using an image texture in a brush you can enable the option \"Rake\" so that the texture rotation is following the direction of the stroke.\nThis has a huge issue that it stamps the entire texture repeatedly which makes it impossible to create a smooth curved texture that accurately follows the stroke.\n\n![F13080487](image.png)\n\n![F13080519](image.png)\n\n## Proposal\n\nEssentially we need to implement a way to split up the brush texture into many thin slices and apply them to the stroke incrementally.\nThis way it will have the visible effect of putting the texture on a paint roller and rolling it over a surface.\nThis would also make it possible to assign a very wide texture to a brush and paint it in a curved way on the surface.\n\n[roll brush mockup.mp4](roll_brush_mockup.mp4)\n\nAdjusting the texture size should help to redefine how stretched the used texture is:\n\nSize = 1\n![F13080507](image.png)\n\nSize = 0.25\n![F13080509](image.png)\n\nSize = 2 \n![F13080511](image.png)\n\n### Open Questions\n\nIt still needs to be discussed how this setting will be exposed and how it relates to the mapping, stroke and rake setting.", "Grease pencil set origin fails then object has transforms\nOperating system: Linux-5.19.0-32-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce RTX 4080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 525.78.01\n\nBroken: version: 3.4.1\n\nGrease pencil set origin fails then object has transforms\n\nCheck blend file:\n\n[GP test.blend](attachment)\n\n1 case: select left object, press W -> Set Origin -> Origin to Geometry.\n\nOrigin will move aside like if rotation is cleared.\n\n![Peek 2023-03-01 01-22.gif](attachment)\n\n2 case: select central object, press W -> Set Origin -> Origin to Geometry.\n\nOrigin will move to object like if scale is cleared.\n\n![Peek 2023-03-01 01-23.gif](attachment)\n\n3 case: Select all 3 objects, press W -> Set Origin -> Origin to Geometry.\n\nOrigin will move to object as intended, but geometry data moves itself.\n\n![Peek 2023-03-01 01-25.gif](attachment)\n\n", "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", "Invert Masking behaviour for Sculpt/Paint Mode\nThis is a design related to the implementation of Paint Mode.\nIt outlines the possibility to invert the behavior & visualization of masks.\n**Current** = Masked vertices cannot be edited\n**Proposed** = Masks & Selections are the same -> They can be edited.\n\n# Current Issues\n\nThere are a few different issues that exist the with current way of how masks work.\n\n### An Inverted Workflow\n\nA typical workflow issue when using masks is that users mask a section of their mesh and then invert the mask.\nIn a lot of cases the areas you mask are the ones you DO want to edit.\nMasking is very much designed with this workflow in mind. But this leads to using `Invert` on the mask potentially hundreds of times per day.\n\n### Syncing Selections across Modes\n\nFor the implementation of Paint Mode it will be very beneficial to start syncing selections between various modes. \nSo if a selection is made in Edit Mode it will also appear as masked in Sculpt/Paint Mode (This would likely be a direct conversion every time you switch modes)\nThis will be less confusing and disconnected if both the selection in Edit Mode and the mask in Sculpt/Paint Mode are areas you CAN affect.\n\n### Masks vs Selections\n\nA current plan for the implementation of Paint Mode and the new Curves object type is to use \"Selections\". \nThe use case for sculpt mode masks and selections is essentially the same: \n**You define a temporary area that should be affected by your operations.**\n\nThe issue is that \"Masks\" also refer to the concept of for example creating an attribute (like a vertex group or color attribute)\n or a grayscale image texture and using it as a factor for shader/geometry nodes. The use case here is quite different:\n**You save an area for repeated use in materials and procedural networks.**\nFor example layering textures.\n\nReplacing the current concept of sculpt mode masks with selections would avoid confusion and make the use case of selections and masks very clear.\n\n# Proposal\n\n### Selection instead of Masking\n\nWe need to test the following behavior:\n- Rename \"Mask\" to \"Selection\" or \"Selection Mask\"\n- Unselected areas are darkened with an overlay\n- Selected areas are affected by brushes & other operations\n\nThere are use cases that are important to keep in mind with this change:\n- When entering sculpt mode, everything should already be selected.\n- Previous workflows (Mask brush) to create a deselected area and should still be accessible.\n\nOther areas of Blender will still refer to \"Masks\" like a Texture Mask in the brush settings, mask nodes, grease pencil layer masks and motion tracking masks.\n\n### Offer a preference to use the old behavior\n\nThere should be an option in the preferences to invert the selection behavior globally in sculpt/paint mode and get the old behavior back.\nTo what extend the inverted behavior would be done needs to be tested." ]
[ "Curves sculptmode: orbit around selection does not orbit around last stroke\nOperating system: Linux-5.19.6-200.fc36.x86_64-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.65.01\n\nBroken: version: 3.4.0 Alpha\nWorked: -\n\nCurves sculptmode: orbit around selection does not orbit around last stroke. This works in any other paintmode and for consistency, it should also work in curves sculptmode.\n\n[curves_sculptmode_orbit_around_selection.blend](curves_sculptmode_orbit_around_selection.blend)\n- open .blend\n- make sure you have `Preferences` > `Navigation` > `Orbit & Pan` > `Orbit Around Selection` enabled\n- do a stroke where the \"1\" annotation is and orbit the viewport\n- do a stroke where the \"2\" annotation is and orbit the viewport\n- no difference, always orbiting around the curves center\n\n" ]
Starts with default scene instead of actually opening file on MacOS Operating system: Mac OS Sierra 10.12.6, Mac OS Mojave 10.14.4, Mac OS Catalina 10.5.1 Graphics card: Intel HD 6000 Broken: (example: 2.80 release, 2.81 beta 2019-11-11) Worked: (optional) 2,79 When opening file from finder (and when blender is not yet launched), blender opens default scene instead of opening scene in file. This is due to MacOS firstly opening blender "as app", and THEN (if you click one more time on file in finder) opening scene in file. IF BLENDER IS RUNNING THE BUG WON'T WORK. This bug works with any blender file, though with 2.79 everything was fine. Duplicate of #66722 with more details Video: watch?v=EzWcYr915o8&feature=youtu.be 1) Desirably reboot Mac OS just to be sure OR kill all processes of "blender.app" 2) Open any ".blend" file from finder 3) "Blender.app" launches with default scene 4) Open ".blend" file again 5) Now file from ".blend" loads properly, and proper scene is shown in "Blender.app"
[ "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.", "CPU render will look different to GPU render and fails randomly\nWin 10, GTX 880M, GTX 1080TI Founders Edition\n\nBroken: blender-2.79.0-git.2ca1f29-windows64\nWorked: na\n\nAttached you'll finde a scene what has issues with GPU rendering. The scene is using the old shaders with a bevel shader (OSL).\n\nThe preview will not start or maybe it takes a very long time. Here nothing happened.\nIn GPU mode the preview starts as expected.\n\nWhen I try to render with F12 in CPU mode it doesn't start or maybe it will start after a long time. Here nothing happened after 10 minutes.\nWhen I render a small region with CPU it takes a long time till it starts to render.\nWhen I start rendering in GPU mode it starts fast as expected ignoring OSL of course.\n\nIn the ZIP and attached you'll see a picture with a split screen. Left side is GPU. Right CPU. The results are different. Transparent parts with DOF will have extreme noise.\n\nLoad the scene and press F12. Here CPU render will not start as expected.\nSwitch to GPU and press F12. Rendering will start.\nDefine a small region where the transparent parts are. Press F12. It will take really long but start. Result has noise at the transparent parts.\nThis might be a bug in the Cycles render engine or an issue with the shader tree.\n\n[170902_Blender_279_Cycles_CPU_Issue.zip](170902_Blender_279_Cycles_CPU_Issue.zip)\n![GPU_vs_GPU_279_Render.jpg](GPU_vs_GPU_279_Render.jpg)\n\n\n", "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.", "Compositor in start up file does not show specific passes\nBroken: version: 3.1.0 Alpha\nWorked: Prior to 7e712b2d6a\n\nWhen loading the startup file, some passes will be missing from the compositor. For example the denoiser.\n\nHere is a video showing off the issue: [F12781327](Missing_Passes_in_Compositor.mp4)\n\nWatch the video above or follow the steps below:\n\n1. Start up Blender and change the render engine to Cycles.\n2. Go to the `Viewlayer Properties` tab and enable Denoising Data.\n3. Change one of the areas to the `Compositor` and tick the `Use Nodes` box.\n4. Take note of the passes that are available on the `Render layer` node.\n5. Select from the top of Blender `File -> Defaults -> Save Startup File`\n6. Close Blender\n7. Open a new instance of Blender 3.1 and notice that the `Render Layer` node is missing some of the inputs that should be there.\n\nHow it looks before you re-open Blender:\n{[F13081662](image.png), size=full}\n\nHow it looks afterwards:\n{[F13081667](image.png), size=full}\n\n\nExample of startup.blend:\n[startup.blend](startup.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", "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", "Blender 4 Alpha Won't Open\nOperating system: Linux-5.15.0-79-generic-x86_64-with-glibc2.31 64 Bits, X11 UI\nGraphics card: AMD JUNIPER (DRM 2.50.0 / 5.15.0-79-generic, LLVM 12.0.0) X.Org 3.3 (Core Profile) Mesa 21.2.6\n\nBroken: I tried opening Blender 4.0.0 - Alpha\n August 30, 13:25:10\n e071288ab290\n tar.xz\n 250.91MB\n\nWorked: Blender 4 Alpha from July 15 opens, though.\nBlender 4.0.0 - Alpha\n July 15, 02:35:02\n d8e4fe320784\n tar.xz\n 249.01MB\n\n\n\n- I tried opening Blender 4 Alpha, latest version, and nothing happens.\n- I also tried an earlier version from August 15, and another from July 15.\n- August 15 wouldn't open. I made sure it was set to \"run as executable\".\n- July 15 opens, though.\n- I might check other versions. They take a while to download, though (I live in Canada).\n\n\nBased on the default startup or an attached .blend file (as simple as possible).\n - Not sure how others can reproduce this unless they have my pc, or are having the same problem.\n - If there's some kind of terminal window thingy that writes down info while trying to open Blender, let me know how to do that, and I'll copy and paste whatever it says.\n- Note: sometimes Blender 3.6 doesn't open at first. But if I try again, it opens just fine.\n\n", "Add option for Render Layers node to render in native scene resolution\nOperating system: 64bit Windows 10\nGraphics card: RTX 3090\n\nBroken: 2.93.6; 3.6.0\nWorked: - \n\nWhen using a file output node to save different scenes in different formats while rendering an animation, the file will always be in the format dimension of the currently active scene.\n\n**Possible overlapping with:**\n87447\n\nYou use the provided sample files and press render. \nYou will need to navigate to the set output paths in the Compositing node. \nC:\\OutputTest(3.6) and C:\\OutputTest_293(2.93)\n\n**Replicate yourself:**\n\n1. open default scene\n2. duplicate scene using \"Linked Copy\"\n3. in freshly duplicated Scene, change the \"Format\" > \"Resolution\" to 9:16 1080x1920\n4. open Compositing > \"Use Nodes\"\n5. add a \"File Output\" node > select it\n6. expand \"Properties\" and create a second output using \"Add Input\"\n7. duplicate \"Render Layers\" node and select the other scene in the duplicated \"Render Layers\" node\n8. plug each \"Render Layers ⇾ Image\" into one of the inputs of the \"File Output\" node\n9. now press Render\n\n**Expected Result:**\nEvery image is saved by the File Output node in its own resolution, respective of the parent scenes \"Format\" settings.\n\n**Actual Result:**\nAll images have the resolution of the currently selected Scene. \n\n**2.93.6 File**\n[OutputNode_Test_293.blend](attachment)\n**3.6.0 File**\n[OutputNode_Test_36.blend](attachment)\n\n", "crash freeze with ellie_animation.blend file\nOperating system: macOS-10.15.7-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon RX 580 OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.10.23\n\nBroken: version: 3.2.0\nv3.0.1 also broken for this file\n\nwhen opening the demo file ellie_animation.blend the Blender crash freezes with spinning beachball.\n\nopen the demo file ellie_animation.blend \nBlender has spinning beachball\nmacOS Activity Monitor built-in utility shows Blender (Not responding). \nI have to force quit blender.\n\nother blender files I have work ok. other blender demo files work ok.", "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", "eGPU doesn't get used by EEVEE on Windows (Mac / Bootcamp)\nOperating system: Windows 10 1903 (Bootcamp)\nGraphics card: Radeon RX 560, Radeon RX Vega 64\nDevice: Macbook Pro 15\" 2018\n\nBroken: 2.82\n\nWhile using a eGPU on Windows 10 via Bootcamp, Blender doesn't use the external GPU to accelerate and power EEVEE. No matter if the Blender Graphic Setting preferences are set to High Performance, ergo utilizing the RX Vega 64 in any scenario. Missing usage of the external GPU can be tracked via the Task Manager -> Performance Tab. (See screenshots).\n\n**Note 1:**Cycles on Windows/OpenCL recognize and uses the external GPU with no issue as expected.\n\n**Note 2:** On Mac OS Catalina, EEVEE can use the external GPU as expected by enabling the option 'Prefer External GPU'.\n\nSo the problem affects only Windows when an external GPU is used for EEVEE only.\n\n\n![Annotation 2020-03-01 232325.jpg](Annotation_2020-03-01_232325.jpg)\n\n![Annotation 2020-03-01 232145.jpg](Annotation_2020-03-01_232145.jpg)\n\n\n- Open Blender and launch a rendering with EEVEE\n- Check GPU usage through Task Manager \n- On any operating during rendering the external GPU is not used at all.", "Add eastern languages input to Blender\nOS X 10.6 through macOS 10.12\nall hardware configurations\n\nBroken: all versions (as far as I know), including 2.78\nWorked: never\n\nBlender is unable to accept Japanese text input. In almost any other Mac application, when the input source is switched to Japanese the application can accept Japanese text. Note that Japanese text input appears to work fine on Windows builds. This may pertain to other Asian languages as well, but I have not verified it.\nThis lack of support is a pity, considering that Blender is otherwise fully supporting Japanese translation of menu items and such. If you go to Blender User Preferences > System and enable International Fonts for Japanese in all three available categories you will find that Blender will add new objects with Japanese names - instead of \"Cube\" you will get \"立方体\" ...but you will not be able to directly rename it to another Japanese name. You can however paste Japanese text from the clipboard and it works.\n\n1. Enable Japanese text input on the Mac. System Preferences > Language & Text > Input Sources (may vary depending on OS version)\n2. Enable Japanese text input (sometimes referred to as \"Kotoeri\").\n3. Confirm Japanese text input is working. This can be done in Text Edit. Use the icon in the Menu Bar to switch to Hiragana input (represented by an あ character). Now when you type \"aka\" (meaning red) it should concert to \"あか\". Converting further to kanji will produce results such as \"赤\". \n4. Try this in Blender. Try to rename the default cube object to \"あか\" or \"赤\" and you will find it is impossible. Blender simply refuses the input.\n5. Next, try to create a Text object and type Japanese text in it. This fails as well, not surprisingly. There is no way to type Japanese into a text object, even when a Japanese font (such as KozGoPr6n-Regular) is selected. Again, it can be pasted from the clipboard, but not typed.", "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", "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)", "Fullscreen doesn't activate if the 3d Viewport is maximized \nTested on :\n\n2.73 a\n\nGooseberry 2.73 # d92f591\n\nWhen the viewport is maximized ( Ctrl + Up Arrow). Switching to 3d view fullscreen mode wont work. ( Alt+F10 nor from the view menu button ). " ]
[ "Blender stuck on default scene if some other app takes focus after double clicking file in Finder\nOperating system: Mac OS Sierra 10.12.6, Mac OS Mojave 10.14.4, Mac OS Catalina 10.5.1\nGraphics card: Intel HD 6000\n\nBroken: (example: 2.80 release, 2.81 release, 2.82a release), 2.83 beta (27 May), 2.90 b84c380aaa\n\nIf you double click a .blend file in Finder, and do nothing afterwards, blender will take focus, show splash screen + the cube scene for a moment and then show the contents of the file you wanted to open.\n\nBut if you *steal* focus from Blender before it launches (and give it to Finder) using the steps given below, if never moves past the default scene. \n\n\n\n- Make sure no Blender process is open.\n- Open Finder, double click on a Blend file, AND immediately click in Finder toolbar, or sidebar or icon in the Dock to make sure Finder has the focus.\n- Blender appears in dock, takes focus, shows the UI but is stuck on splash screen. \n\nSince this doesn't happen if \n- you launch blender from terminal with file path argument then steal focus. \n- OR you keep a window open from a debugger and then double click open a file and steal focus. \n, I couldn't get the logs. So you'd have to try it yourself. \n\nVideo: watch?v=EzWcYr915o8&feature=youtu.be" ]
Scale-cage detects wrong drag points at small object`s scale. Operating system: Windows-8.1-6.3.9600-SP0 64 Bits Graphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 375.70 Broken: version: 2.93.4 Release Candidate Worked: ? Try to scale this object with cage. When object is small, Blender selects wrong handle/point on cage: [sc.blend](sc.blend) [2021-08-25_20-18-40.mp4](2021-08-25_20-18-40.mp4)
[ "Snap cursor gets too small sometimes\nBroken: version: 2.93.6 Release Candidate\nWorked: Never\n\nWhen the snap cursor doesn't snap anything (or is snapped to grid) and you zoom in on the scene, it gets too small.\n|![Screen Shot 08-16-22 at 03.13 AM 001.PNG](Screen_Shot_08-16-22_at_03.13_AM_001.PNG)|![Screen Shot 08-16-22 at 03.13 AM.PNG](Screen_Shot_08-16-22_at_03.13_AM.PNG)|![Screen Shot 08-16-22 at 03.15 AM.PNG](Screen_Shot_08-16-22_at_03.15_AM.PNG)\n| -- | -- | -- |\n\nNOTE: the cursor displays increments that are not actually used for snapping. This can be confusing when trying to increment over small distances.\n\n- Enable the `Add Cube` tool (to display the cursor)\n- Point to a region of the Grid further in the background.\n- Zoom In\n\n", "Lag Adjusting Value Sliders & Navigating Nested Menus with a Wacom Tablet\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Intel(R) UHD Graphics Intel 4.5.0 - Build 27.20.100.8681\n\nBroken: version: 3.0.0 Alpha\nWorked: 2.93.2\n\nTrying to change the value of shapekeys or shader sliders with my stylus doesn't get detected the first few seconds, then picks up, but in a non responsive way. Also while using my stylus, if I navigate to a nested menu like say \"Object > Transform\" There's a Lag when moving to another option in the \"Object\" Menu.\n\nThe steps above should apply. I did notice though, that if I change my Tablet API from 'Automatic' to 'wintab' in the the input preferences, it helps, but its still not as responsive as it is in 2.93\n\nAll these issues though, were non existent, if I tried using my laptop's trackpad. Also, my tablet is a Wacom Intuous Touch 5 with a stylus that supports up to 2048 levels if pressure sensitivity and has tilt support, just incase it could be any of these causing the issue. \n\nThanks.\n\n", "blender::Set exhibits poor behavior if growth occurs after a round of removals\nI noticed `blender::Set` behaving poorly when an `add` operation requiring container growth comes after various `remove` operations. The net effect being that the container actually shrinks.\n\nI'm guessing that what I'm seeing below is not expected.\n\nThe sequence went something like the following:\n\n```\nmy_set.reserve(64);\n\n// a series of adds and removes\n\nmy_set.add(...); *start of poor behavior* Current state of the container\n* removed_slots_\t54\n* occupied_and_removed_slots_\t64\n* usable_slots_\t64\n\n*The value 11 is passed into \"realloc_and_reinsert\" indicating we need space for at least 11 items (i.e. size + 1)* The following values are calculated\n* total_slots\t32\n* usable_slots\t16\n\nshrinkage :(\n\n// At the end of \"realloc_and_reinsert\" the state of the container is\n* removed_slots_\t0\n* occupied_and_removed_slots_\t10\n* usable_slots_\t16\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", "Inconsistent input drag editing\nOperating system:\nGraphics card:\n\nBroken: \nWorked: \n\nSome inputs that allows editing whit mouse drag can change values with any drag movement, and the will be clamped to \nmin-max values, but other inputs relies on mouse position rather that the drag movement, this makes that if the user makes a drag beyond bounds, to be able to edit the values the user need to move the mouse again within the bounds of the input, that is not necessary because mouse is not visible.\n\n\n1. Use the color picker and move the mouse to the left beyond limits\n2. Move the mouse to the right, see that there not instantly a value change, the invisible mouse need to enters within bounds\n\n\n\nHere in the video, i edited the surface radius and is is visible that any movement changes the value\nBut for Surface the mouse need to be reallocated in the input box\nAlso for color picker\nImportant Note: **I force to show the mouse** to see the actual mouse movement, using the slider or color picker without knowing where the mouse is makes it feel weird \n<video src=\"attachment\" title=\"2023-08-16 17-58-31.mp4\" controls></video>\n\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)", "Geometry nodes. Objects with negative scale have positive scale as instances\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.95\n\nBroken: version: 3.3.3\n3.4.1 and 3.5 are broken too\n\nWhen I instance from collection, objects with negative scale passes only positive scale to instances.\nCheck file and video.\n\n", "Displacement map, wrong normals and shadows on triangle geometry\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Quadro RTX 3000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 452.69\n\nBroken: version: 2.92.0\nWorked: ?\n\nExperimental Cycles displacement introduces rendering artifacts on some geometries made of triangles. The problem seem to disappear on quad geometry.\n\nOpen the attached \"displace-problem.blend\" file.\nRender an image, or enable Cycles preview in viewport.\nThe left object is made of triangles, and appears with problems.\nThe right object is made of 1 quad, and appears fine.\n\n[displace-problem.blend](displace-problem.blend)\n", "Multi-Button Drag: not working properly for Object Dimensions\nWindows 7\n\nBroken: 2014-02-11\n\nMulti-Button Drag - D270 - doesn't work properly in N panel for Dimensions\n\nIf you drag over all 3, only X and Z change, Y remains unchanged. As mouse button is released, the first selected property will reset, only the last hovered is kept (and scale changed)", "UI: Drag Tool option is misaligned and should not use colon\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 462.59\n\nBroken: version: 3.0.0 Alpha\n\nDrag Tool option is misaligned and should not use colon:\n{[F11087908](image.png), size=full}\n\nBtw. `Gizmos:` shouldn't use colon either\n\n", "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", "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", "Wrong teleport behaviour if scene scale is greater than 1.\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 960/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 526.47\n\nBroken: version: 3.3.1\n\nCalling teleport using a scene scale greater than 1 will place the camera in a wrong position whose height is greater than expected\n\n\nPreferences>Navigation>View height = 1.7m (default value)\nSceneProperties>Units>Units Scale = 10 (10x default value)\nAdd a plane, it will act as a ground, scale it to 50x\nAdd a cube (default 2m)\nusing Walk navigation, enable gravity with tab, the camera will stay more or less on the same height as the cube. (1.7m ~ 2.0m), everything works as expected.\nbut, if you teleport to any location on the plane, the new camera position will be the cursor position + 17m on the Z axis instead of 1.7m on the Z axis.\nThe blend file contains a scene with a plane and a cube, all done using scene scale 10.\n\n[Scale10Problem.blend](Scale10Problem.blend)\n\n", "Grease pencil edit mode proportional edit \"connected\" bug\nOperating system:\nGraphics card:\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\n\nProportional edited vertices from a mesh behave different when editing in \"only connected\" than GP points do. Mesh points (vertices) calculate the influence by the length of the path, while GP strokes react as soon as they get into the influence circle.\nTheleft rectangle in the picture is a mesh, the rectangle on the right is a grease pencil object. Notice how the points react differently.\n![Bildschirmfoto zu 2020-03-17 00-40-03.png](Bildschirmfoto_zu_2020-03-17_00-40-03.png)\n![Bildschirmfoto zu 2020-03-17 00-40-19.png](Bildschirmfoto_zu_2020-03-17_00-40-19.png)\n\n[ProportE.bug.blend](ProportE.bug.blend)", "Wrong tool highlighted\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\nIf you change any default tool and save startup file, highlighted tool shows wrong tool:\nI's related to new great feature: d99af958d7f990427d663e7eea969deb152c7297\n\n1. Change your selection to `select circle`.\n2. Save startup file (file-default-save startup file).\n3. Now create new file (file-new-general).\n4. Click and hold your selection tool to choose between them.\n5. You see wrong item highlighted like picture below.\nOther tools have same problem." ]
[ "Unpredictable behaviour of Scale Cage\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 2.92.0\n\nI’m trying to scale some objects using scale cage, instead of the standard scaling tool. I always pick handles in the middle of faces, expecting the object to be scaled in one axis, but sometimes, it randomly gets scaled along 2 or 3 axes. I think the issue is that Blender doesn’t pick the right scaling handle, even though my mouse cursor is right at it.\n\nWhether the wrong handle is picked or not, depends on the view angle and how close the handles are to each other on screen. You will probably not experience it with a default cube on a new model, but see the file I attached.\nFirst, maintain exactly the view I have set, and grab the scale cage handle marked red on the screenshot.\nThen, change your view by orbiting around the selected box. Try to look at it from the other side. You'll notice that cage scaling works properly from some points of view.\n\nHere, someone has described a similar issue:\nblender-wrongly-thinks-i-clicks-a-scale-cage-manipulator-that-closest-to-camera\n\n![-2021-sep-14-022.jpg](-2021-sep-14-022.jpg)\n[scale cage.blend](scale_cage.blend)\n", "Scale Cage doesn't work well for small/large objects\nOperating system: Win10\nGraphics card: GTX2080\n\nBroken: master 2.92 / 02948a2\n\nUsing the scale cage to scale an object along an axis does not work properly:\n\n\n1. The click region of the handles are not correctly calculated (see video), which is hard to see, because...\n2. The control handles don't have a hover effect (like all other gizmos), and...\n3. The tool tip is only displayed for the outer pixel edge of the interaction zone.\n\nMy assumption is, that the hover regions are too large, overlapping, and not sorted correctly with results in unexpected behavior of scaling on two or three axis.\n\nAdding a simple hover effect (2) would drastically improve the situation.\n\nZjJlZb-RuRE\n\n[2022-01-30_00-32-30.mp4](2022-01-30_00-32-30.mp4)" ]
2.8/2.79 Bug: Glare Effect in Compositing Not Working with Transparency in Cycles/Eevee Windows 10 64-bit, Geforce GTX 970, Intel Core i7-6700k, 16GB Ram 2.80.0 Date: 2018-08-11 18:54 Hash: b4b8d3ab0e4 Branch: blender2.8 The Glare effect in Compositing does not work properly in both Cycles and Eevee when using transparency. This issue also exists in 2.79 versions. ![lights_Cycles_normal.png](lights_Cycles_normal.png) ![lights_Cycles_Transparent.png](lights_Cycles_Transparent.png) ![lights_Eevee_normal.png](lights_Eevee_normal.png) ![lights_Eevee_Transparent.png](lights_Eevee_Transparent.png) ![lights_Compositing.png](lights_Compositing.png) ![lights_2.79.png](lights_2.79.png) Select the render engine of choice, choose PNG for the output with alpha included, enable the Scene's transparency in Film, then render image. [lights.blend](lights.blend)
[ "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", "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.", "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.", "EEVEE motion blur doesn't work on objects with loose geometry\nOperating system: Windows 10\nGraphics card: Nvidia RTX 3080, 3090\n\nBroken: 2.93.6\nWorked: never\n\nEevee motion blur doesn't work on skinned to an armature objects with vertices or edges that not owned by any face.\n\n1. Create a cube and an armature\n2. Skin the cube to the armature by an Armature modifier and painting weight\n3. Animate bone\n4. Turn on motion blur en EEVEE.\n5. Duplicate a single vertex or extrude it\n6 Render.\n\nAll these steps was done in the attatched file, you can just render it. [motion_blur_bug.blend](motion_blur_bug.blend)", "Shading or Lighting Discrepancy issue\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.97\n\n\nBroken: version: 2.80 (sub 75)\nWorked: (optional)\n\n\nSo I’ve been having this problem since working in 2.8 and I don’t have a clue what could be causing this issue but I went and stripped down a project as simple as possible trying to isolate the root cause. It seems its a mesh that has an emissive material and when I disconnect the node or hide the mesh the problem disappears. Weird thing is that the brighter version is when hiding mesh number 2. I am attaching the file.\n\nYou will see how the tone changes. This never happened to me after so many years using Blender until now already in a few projects in 2.8. \n\n- Open attached file.\n- Render once using slot 1.\n- Hide mesh 2 or disconnect the emissive node.\n- Render again using slot 2.\n# Toggle with J\n\nNotice the different lighting between each result.\n\n[Shading Issue - Simplied.blend](Shading_Issue_-_Simplied.blend)", "Cycles motion blur does not interpolate correctly\nOperating system: Fedora Linux (Wayland)\nGraphics card: AMD GPU (but Cycles renders on AMD CPU)\n\nBroken: 3.5.0\nWorked: never? (same results till 2.83)\n\nCycles motion blur interpolation is strange.\nIt's very noticeable when an object or the camera is bound to a constraint and the motion blur shutter is set very high (like 60 frames). Cycles motion blur will interpolate it wrong. I will include pictures and .blend files\n\n- Open attached .blend file\n- Render the first frame with EEVEE and Cycles and compare the motion blur.\n\n", "Eevee: Soft shadows causing flickering in animation and temporal AA in scenes\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 435.80\n\n\nBroken: version: 2.80 (sub 75)\nWorked: (optional)\n\n\nEevee soft shadows in objects with thin reflections causes flickering in animation and temporal AA in still images. This type reflections common in interior Arch Viz.\n\nScene 1 example of flickering of soft shadows in animation. I have remove all light probes and effects to focus only light and shadows. Open attach file \"Scene1_AA_eevee.blend\".\nRender the animation with Soft Shadows ON. Then Render animation with Soft Shadows OFF.\n[Scene1_AA_eevee.blend](Scene1_AA_eevee.blend)\n\nAnimation with Soft Shadows ON. Make sure to play video at full size. If not video will be alias by the video player.\n[Scene1_AA_eevee.mp4](Scene1_AA_eevee.mp4)\n\nAnimation with Soft Shadows OFF. Make sure to play video at full size. If not video will be alias by the video player.\n[Scene1_AA_No_SShadow_eevee.mp4](Scene1_AA_No_SShadow_eevee.mp4)\n\nAnimation in Cycles for comparison. Make sure to play video at full size. If not video will be alias by the video player.\n[Scene1_AA_cycles.mp4](Scene1_AA_cycles.mp4)\n\n******************************************************************************************************\nScene 2 example of temporal anti-aliasing cause by soft shadows. I have simplify the scene 2 to focus only light and shadows. Open attach file \"Scene2_AA_eevee.blend\".\nRender Image with Soft Shadows ON. Then Render Image with Soft Shadows OFF.\n[Scene2_AA_eevee.blend](Scene2_AA_eevee.blend)\n\nRender image with Soft Shadows ON. Make sure to view at full size. Notice the temporal AA on the edges on horizontal counter, vertical counter, oven handle and oven racks.\n![Scene2_AA_eevee.jpg](Scene2_AA_eevee.jpg)\n\nRender image with Soft Shadows OFF. Make sure to view at full size. Notice the temporal AA is gone.\n![Scene2_AA_No_SShadows_eevee.jpg](Scene2_AA_No_SShadows_eevee.jpg)\n\nRender image with Cycles for comparison. Make sure to view at full size.\n![Scene2_AA_cycles.jpg](Scene2_AA_cycles.jpg)\n\n", "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 baking\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.", "Gradients not working on Grease pencil masks\n\nOperating system: windows 10\nGraphics card: GEForce RTX 2080 super\n\n**Blender Version** 2.9\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\n\nGradient layers not working properly with Grease Pencil if you open the example file 5c30cf5f637c8d7750c8aa6c you will see that applying the mask to the gradient layer does not work as in the preview from the old version of blender, the layer is not \"multiplying\" to give a sense of shadow on the lower layers of Grease pencil it just looks like a dirty overlay, also radial gradients do not work or are not visible.\n\nBased on the default startup or an attached .blend file (as simple as possible).", "VSE: The blend and opacity settings that strips are created with does not match the default values they revert back to\nOperating system: Linux-5.4.0-80-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\nStrips are created by default with blend method \"Cross\" and blend opacity \"1\", however reverting to default values results in \"Replace\" and \"0\".\n\n- Open VSE\n- Add/create any strip\n- Under strip properties in sidebar, note that blend method is \"Cross\", and opacity value is \"1\"\n- Choose \"Reset to default value\" from context menu for both of these settings\n- Blend method will change to \"Replace\"\n- Opacity value will change to \"0\"", "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", "Cycles brightness difference between CPU, GPU and CPU+GPU\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.59\n\nBroken: version: 3.3.1\n\nSeems a noticeable difference on how cycles render depending if you use GPU, CPU and XPU and you use transparent materials.\n\nGPU\n![gpu.png](gpu.png) \n\nCPU:\n![cpu.png](cpu.png)\n\nCPU+GPU:\n![xpu.png](xpu.png)\n\nAs you can see, there's a visible line at the top of the render-\nTrying to encapsulate the bug i get this result. \n\nCreate a interior scene, add a glass material and try to render with both CPU and GPU.\n**i guess the problem is related to the material.\n![untitled.png](untitled.png)\n\nHere is the scene.. \n[GlobalIllumination2.blend](GlobalIllumination2.blend)\n\nThanks.\n\n\n", "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" ]
[ "Glare Node Transparency Issue\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: AMD Radeon R6 ATI Technologies Inc. 4.5.13497 Core Profile Context 23.20.768.12\n\nBroken: version: 2.81 (sub 16)\nWorked: (optional)\n\nWhenever I use the glare node while the film transparency button is on, the glare doesn't show over the alpha.\n\nMake an object use the emission node, turn on the film transparency button. I figured as much, but just to make sure, the Principled Shader emission node and Principled Volume shader do it as well.\nBased on the default startup\n\n" ]
Glare Node Transparency Issue Operating system: Windows-10-10.0.18362 64 Bits Graphics card: AMD Radeon R6 ATI Technologies Inc. 4.5.13497 Core Profile Context 23.20.768.12 Broken: version: 2.81 (sub 16) Worked: (optional) Whenever I use the glare node while the film transparency button is on, the glare doesn't show over the alpha. Make an object use the emission node, turn on the film transparency button. I figured as much, but just to make sure, the Principled Shader emission node and Principled Volume shader do it as well. Based on the default startup
[ "sphere eyes inside so darkness\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\nSphere eye inside so dark 3D Viewport\n\nOpen the [file](https://projects.blender.orgattachment)\nCompare preview with Metal and OpenGL \n", "Erase Alpha in vertex paint not working\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1660 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 446.14\n\nBroken: version: 2.83.0\nWorked: latest 2.7 nightly build date 2019/06/27\n\nErase Alpha not showing in viewport.\n\ngo to vertex paint set mode to erase alpha and when painting nothing happens.\nalso found no ways to use the alpha data.\n\nVertex Alpha painting are needed for asset creation on some game engines like creation engine.\n", "HDRI Preview Spheres appear in surface reflections\n\n\nBroken: version: 2.82 (sub 7)\nMaster\n\nWhen using material shading and overlays in the viewport, the gizmo at the bottom-left corner (sphere displaying the environment map used for preview) is reflected by shiny surfaces in the 3D world, despite technically being a part of the UI. Using the icon to show / hide overlays affects this, the reflection also disappears when overlays are hidden.\n\nShould work in any setup, if there are issues replicating this let me know and I'll extract the relevant part from my project's blend file. Just add a plane, lower its material roughness so it's shiny, move the view upward so the overlays appear under it, and you should see the strange reflection.\n\n![Screenshot_20200224_210232.png](Screenshot_20200224_210232.png)\n\n[HDRI_reflected_in_viewport.blend](HDRI_reflected_in_viewport.blend)", "Wireframe overlay opacity does not work correctly with viewer node\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: Radeon RX 570 Series ATI Technologies Inc. 4.5.0 Core Profile Context 23.3.1.230305\n\nBroken: version: 3.6.0 Alpha\nWorked: n/a\n\nAlso confirmed in 3.4 (which introduced the Viewer Node).\n\nWireframe overlay opacity does not work correctly if Geometry Nodes viewer node is activated and it's showing attribute.\n\nIt looks as if there's extra wireframe overlay under the usual overlay. Remaining wireframe does not respect smooth wires option from the preferences.\n\n- From the startup file, add Geometry Nodes to the cube\n- From Geometry Nodes editor, add a node that outputs attribute (Random Value node for example)\n- Connect Group Input and the attribute node to Viewer node\n- From viewport overlay option, enable wireframe. Try opacity slider\n\nVideo:\n<video src=\"attachment\" controls></video>\n\nFile for quick test:\n[ViewerNodeWireframe.blend](attachment)\n\n", "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", "Cycles Ray Visibility trick for motion blur on objects with animated render-ability is no longer working\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 398.11\n\n\nBroken: version: 2.80 (sub 74)\nWorked: 2.79b, date: 2018-03-22 14:10, hash: `f4dc9f9d68b`\n\n\nCycles motion blur artifacting is a known issue with objects that become renderable while the shutter is open.\nA workaround is to transfer the Restrict Render animation to all the Cycles Ray Visibility options at the object level.\nThis solution worked for us in production on Next Gen using 2.78, but appears to no longer work in 2.80.\n\nThe attached file contains 4 planes linked to an animated camera. The 2 on the right are just static. The one on the upper left has animated Restrict Render to reveal the plane on frame 6. The plane on the lower left has Cycles Ray Visibility revealing it on frame 6.\nSince all planes are linked to the camera and have no transformation animation, none of them should show any motion blur at all.\n\nOpen the attached file in 2.79b and render frame 6 to see that the top left plane appears blurred (it shouldn't) and the lower left plane appears correct.\nOpen the attached file in 2.80 and render frame 6 to see that both left side planes are now showing the blur artifact.[rnd.motion_blur_bug.v0003.blend](rnd.motion_blur_bug.v0003.blend)\n\n", "Fully transparent generated images draw colors in image editor\nGenerated images follow the next alpha association:\n* Byte images use straight alpha\n* Float images use premultipled alpha\n\nIt is easy to create a fully transparent image with a non black color. Since Blender 2.91 we introduced drawing of pure emissive colors in the image editor these colors resulting in drawing the generated color perceptually without alpha. This could introduce confusion to our users. This report will collect these reports.\n\n\n", "Volume scatter and absorption shaders do not work with mesh to volume modifier in eevee\nOperating system: macOS-13.1-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 Max 1.2\n\nBroken: 3.2.1; version: 3.5.0 Alpha\nWorked: unknown\n\nWhen using the mesh to volume modifier, volumes are not visible with the volume scatter and absorption shaders in eevee. They are visible with the principled volume shader. They are also visible when using the geometry nodes mesh to volume node instead of the modifier. \n\nAdditionally a very specific bug occurs: when I have the scatter or absorption node attached, then go to eevee rendered view, switch back to cycles rendered view and then attach the principled volume, the geonodes volume becomes invisible. That becomes visible again when I manipulate the blackbody intensity value (but not any of the other values in the shader node). \n\nSee attached blend file\nWhen in viewport shading or eevee rendered view, the cube with the mesh to volume modifier does not render when volume scatter or absorption nodes are connected. Attach the principled volume node and it does render.\n\n[Volume shader test.blend](Volume_shader_test.blend)\n\n", "Alpha mode 'Straight' on Image Texture node behaves differently between Cycles and Eevee\nOperating system: Windows 10 Pro x64\nGraphics card: GTX 1080Ti for display, RTX 3090 for render\n\nBroken: 3.3.1\nWorked: I don't know\n\nWhen the `Alpha` property is set to `Straight`, the result is different between Eevee and Cycles.\n![image.png](image.png)\n\n- Open the .blend file provided\n- Set one of the viewports to Material Preview and the other to Rendered\nNote that the results of the images are different\n[alpha_mode_eevee_vs_cycles.blend](alpha_mode_eevee_vs_cycles.blend)\n\nOriginal file\n[test leaking_ori.blend](test_leaking_ori.blend)\n", "Black Artefacts in EEVEE on Transparent BSDF when using Alpha Hashed for Blend mode and Camera Depth Of Field\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 2.92.0\n\nBlack Artefacts in EEVEE on Transparent BSDF when using Alpha Hashed for Blend mode and Camera Depth Of Field, if Shader Color is not pure white (similar problem with Layer Weight)\n\n**Exact steps for others to reproduce the error**![transp_artifacts.png](transp_artifacts.png)\n- Open attached file (Just a simple box (can be a plane) with Transparent BSDF. Camera' distance or depth of focus influences the result. Attached pictures in Image Editor from a real case).\n- Press F12 to render\n[transprarent_shader_artifacts_with_camera_DOF1.blend](transprarent_shader_artifacts_with_camera_DOF1.blend)\n\n\n", "Cycles shading nodes missing updates when editing muted nodes\nOperating system: Linux-5.13.0-28-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.103.01\n\nBroken: version: 3.2.0 Alpha\n\nConnecting, desconnecting or muting separate node doesn't properly update \n[cycles update.m4v](cycles_update.m4v)\n\n[cycles update bug.blend](cycles_update_bug.blend)\n\n1- Switch viewport to render preview\n2-Connect the separate node. \n3-mute unmute, connect disconnect as its shown in the video description. ", "Node search: Arrow cuts off when highlighting\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3050 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 532.03\n\nBroken: 3.0, 4.0\nWorked: never\n\nIn nodes search panel, arrow is partially visible on the hovered element\nThis is due to overlapping as Harley mentioned in: 112183#issuecomment-1017576: [image](blenderattachment)\n\n- Open GN workspace\n- add node tree\n- F3 to open search panel,, notice the arrow of highlighted element\n![image](attachment)\n\n", "Make Links > Objects to Scene: Does not changes origing point color. We have no visual indication!\nOperating system: Linux-5.11.0-7620-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.57.02\n\nBroken: version: 2.93.2\n\n\n![2021-08-06_09-15.png](2021-08-06_09-15.png)\n\nIn 2.79 it was visually distinguishable per scene linked objects by a bluish tinted origin point but this behavior is missing since 2.8 series has started (for no apparent reason).\n\nThis visual feedback is very important. It basically tells you:\nHey! If you touch me, you change me in all scenes I'm living at! Be aware!\n\nAnd the fact now I have remember what can I touch and what I can't, since my project is increasing in complexity, is overwhelming.\nYou might say: use library overrides then! But no, these are different features and both accomplish different purposes and they can keep coexisting. (unless we could now make a library override for a datablock in the same file, but that is not the case).\n\nAlso, the 2.93 manual states the expected behavior:\n![2021-08-06_09-22.png](2021-08-06_09-22.png)\nBut this is not the case anymore for a while!\nI have been silently waiting for this to be fixed but its time to ask our dear developers to take a look onto this. Please, bring it back!\nOr maybe even enabling the ability to define a different outline color too. (honestly a tinted dot for me is enough)\n\nBest regards,\nJulio.\n\n", "Viewport material is darker than the rendered version\nOperating system: Windows-8.1-6.3.9600 64 Bits\nGraphics card: Intel(R) HD Graphics 4400 Intel 4.3.0 - Build 10.18.14.5067\n\nBroken: version: 2.82 (sub 3)\nConfirmed in 2.81 release\n\n\nThe material consists \na transparent shade mixed with a translucent shade, mixed with an emission shade with\nfrenel node multiplied with a noise texture as the factor\n\nThe sample sizes are the same\n\nJust render\n\n![bug.PNG](bug.PNG)\n[necro_core_reduced.blend](necro_core_reduced.blend)", "Material rendered as black with motion blur and intersecting geometry (was:motion blur bug in geometry nodes)\nOperating system: Linux-5.13.0-23-generic-x86_64-with-glibc2.34 64 Bits\nGraphics card: Mesa DRI Intel(R) HD Graphics 4600 (HSW GT2) Intel Open Source Technology Center 4.5 (Core Profile) Mesa 21.2.2\n\nBroken: version: 3.0.0\n\nwhen i turned on motion blur seems that exactly when a instance intersects another instance is rendered as black\n\nwhen motion blur is turned on and two instances instect each other its rendered as black\nif frame 27 is rendered u are able to see the bug\n![Screenshot_20220109_153550.png](Screenshot_20220109_153550.png)\n[domino line.blend](domino_line.blend)\n\nedit (Martijn) : Renamed to make the problem slightly clearer. \nIt doesn't happen every time, when rendering with Optix I can reasonably reliably reproduce it.\n" ]
[ "2.8/2.79 Bug: Glare Effect in Compositing Not Working with Transparency in Cycles/Eevee \nWindows 10 64-bit, Geforce GTX 970, Intel Core i7-6700k, 16GB Ram\n2.80.0\nDate: 2018-08-11 18:54\nHash: b4b8d3ab0e4\nBranch: blender2.8 \n\nThe Glare effect in Compositing does not work properly in both Cycles and Eevee when using transparency. This issue also exists in 2.79 versions. ![lights_Cycles_normal.png](lights_Cycles_normal.png) ![lights_Cycles_Transparent.png](lights_Cycles_Transparent.png) ![lights_Eevee_normal.png](lights_Eevee_normal.png) ![lights_Eevee_Transparent.png](lights_Eevee_Transparent.png) ![lights_Compositing.png](lights_Compositing.png) ![lights_2.79.png](lights_2.79.png)\n\n\nSelect the render engine of choice, choose PNG for the output with alpha included, enable the Scene's transparency in Film, then render image. [lights.blend](lights.blend)\n" ]
Blender crashes when Clicking on User Prefrences Operating system: Linux-5.13.11-1-MANJARO-x86_64-with-glibc2.33 64 Bits Graphics card: Mesa DRI Intel(R) HD Graphics 4000 (IVB GT2) Intel Open Source Technology Center 4.2 (Core Profile) Mesa 21.1.6 Broken: version: 2.93.2 [Blender crashes when clicking prefrences] [open blender >click in prefernces>blender crashes] Read prefs: /home/evanib/.config/blender/3.0/config/userpref.blend [xcb] Unknown sequence number while processing queue [xcb] Most likely this is a multi-threaded client and XInitThreads has not been called [xcb] Aborting, sorry about that. blender: xcb_io.c:269: poll_for_event: Assertion `!xcb_xlib_threads_sequence_lost' failed. the problem seems to go away when you save the file
[ "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", "Rigify crash in edit mode\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Radeon RX550/550 Series ATI Technologies Inc. 4.5.0 Core Profile Context 23.3.2.230315\n\nBroken: version: 3.5.0\n\nWhen I orbit the view in edit mode, the program crashes after a few seconds. Especially around the hands and face.\nIn version 3.1.2 it does not happen to me, it does happen in 3.3.0 and 3.5.\nTried to clean and reinstall, update drivers, save file in 3.1.2 and open in new versions, but the bug persists.\n\nSorry for bothering you, I hope you have a good day.-\n\n\ncreate human metarig, go to edit mode, orbit the view. Orbiting around hands seems to crash faster.\n\n", "Blender GUI freezes when using activate_init = True\nOperating system: W10 64bit\nGraphics card: nVidia GTX 970\n\nBroken: blender-2.83-71b1ee940bb0-windows64\n\n\nOnce this bug T71112 was fixed I tried to \"use activate_init = True\" in my addon, but I'm still getting Blender GUI to freeze.\n\n* Open up [bugreport.blend](bugreport.blend) and run the script in Text Editor\n* Search for \"Name Location\" operator and run it\n* Type a text and hit OK. An Empty object is placed into the scene, named by what you typed in, but whole GUI becomes unresponsive.\n", " EXCEPTION_ACCESS_VIOLATION when entering Edit Mode\nOperating system: Windows 10 1903 (18362.239)\nGraphics card: Intel HD Graphics 4000\n\n***Broken:***\nBlender 2.80 (sub 75) / 2019-07-29 09:44 AM Windows / Stable\nBlender 2.81 (sub 1), branch: master, commit date: 2019-08-13 11:31, hash: 6f9cbbc8ec4f\n***Worked:***\nBlender 2.79 (copied mesh over through copybuffer.blend)\n\n\nWhen entering edit mode of a specific object Blender crashes with EXCEPTION_ACCESS_VIOLATION. Logs and example .blend provided.\n\nThe issue shouldn't be in my GPU, since the same issue persists even with Software Rendering.\n\n1. Open up example file\n[window_broken.blend](window_broken.blend)\n\n2. Select `window_panes` and enter Edit Mode\n3. Get EXCEPTION_ACCESS_VIOLATION\n\n**Logs (2.80 `blender_factory_startup`)**\n[blender_system_info.txt](blender_system_info.txt)\n[blender_debug_output.txt](blender_debug_output.txt)\n\n**Logs (2.81 `blender_factory_startup`)**\n[blender_system_info.txt](blender_system_info.txt)\n\n[blender_debug_output.txt](blender_debug_output.txt)", "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", "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", "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. ", "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 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", "My blender doesnt open\nOperating system: Windows 10\nGraphics card: ?\n\n\nBroken: 3.6.2 LTS\nWorked: ?\n\n\nWhenever I try to open blender a Pop up appears saying \" No se pudo inicia la aplicacion;la configuracion en paralelo no es correcta.Consulte el registro de eventos de la aplicacion o use la herramienta sxstrace.exe para obtener mas detalles\"\n\nI have no idea, the one thats dowloaded by ZIP, i have already tryed this by the installer and the same problem\n\n\nWay literally, download blender and try to open it\nBased on the default startup or an attached .blend file (as simple as possible).\n\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 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WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00009918\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 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configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 000059e4\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 0000a018\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 000085a8\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 0000b1ac\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 0000921c\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00005544\nntdll.dll 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RtlUserThreadStart\n\n\nThread : 000071a0\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 0000b0d4\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00004bc0\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00009d28\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00008010\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nLoaded Modules :\n0x00007FF66CA80000 3.4.0.0 blender.exe C:\\Users\\John\\Desktop\\blender-3.4.0-alpha+master.659b63751d63-windows.amd64-release\\blender.pdb \n0x00007FFF41C90000 10.0.19041.662 ntdll.dll \n0x00007FFF40620000 10.0.19041.662 KERNEL32.DLL \n0x00007FFF3F640000 10.0.19041.662 KERNELBASE.dll \n0x00007FFF40C70000 10.0.19041.546 WS2_32.dll \n0x00007FFF41310000 10.0.19041.662 RPCRT4.dll \n0x00007FFF41170000 10.0.19041.685 USER32.dll \n0x00007FFF1D640000 tbb.dll \n0x00007FFF3FCC0000 10.0.19041.662 win32u.dll \n0x00007FFF41940000 10.0.19041.685 GDI32.dll \n0x00007FFF1D600000 tbbmalloc.dll \n0x00007FFF3FAB0000 10.0.19041.685 gdi32full.dll \n0x00007FFF3FA10000 10.0.19041.546 msvcp_win.dll \n0x00007FFF3F910000 10.0.19041.546 ucrtbase.dll \n0x00007FFF417D0000 10.0.19041.610 ADVAPI32.dll \n0x00007FFF406E0000 7.0.19041.546 msvcrt.dll \n0x00007FFF41980000 10.0.19041.662 sechost.dll \n0x00007FFF3FED0000 10.0.19041.662 SHELL32.dll \n0x00007FFF283E0000 14.29.30139.0 VCRUNTIME140.dll \n0x00007FFF3AE70000 14.29.30139.0 VCRUNTIME140_1.dll \n0x00007FFF40F00000 10.0.19041.546 SHLWAPI.dll \n0x00007FFEC90D0000 14.29.30139.0 MSVCP140.dll \n0x00007FFF3FC70000 10.0.19041.546 CFGMGR32.dll \n0x00007FFF36DA0000 10.0.19041.488 dbghelp.dll \n0x00007FFF3FBC0000 10.0.19041.662 bcrypt.dll \n0x00007FFF40CE0000 10.0.19041.546 ole32.dll \n0x00007FFF41470000 10.0.19041.662 combase.dll \n0x00007FFEC8180000 10.0.19041.546 OPENGL32.dll \n0x00007FFF41440000 10.0.19041.546 PSAPI.DLL \n0x00007FFF41A20000 10.0.19041.662 shcore.dll \n0x00007FFF3FEA0000 10.0.19041.546 IMM32.dll \n0x00007FFEB74B0000 9.0.0.0 openvdb.dll \n0x00007FFEC5BE0000 59.16.100.0 avformat-59.dll \n0x00007FFEB4FB0000 59.18.100.0 avcodec-59.dll \n0x00007FFF1D5D0000 59.4.100.0 avdevice-59.dll \n0x00007FFF40FC0000 10.0.19041.546 OLEAUT32.dll \n0x00007FFEC9030000 6.4.100.0 swscale-6.dll \n0x00007FFEC5A00000 57.17.100.0 avutil-57.dll \n0x0000000070440000 1.0.28.0 libsndfile-1.dll \n0x00007FFEC5190000 1.21.1.0 OpenAL32.dll \n0x000000006ACC0000 libgmp-10.dll \n0x00007FFEC29E0000 2.0.20.0 SDL2.dll \n0x00007FFF39630000 libgmpxx.dll \n0x00007FFEC0D70000 3.10.2150.1013 python310.dll \n0x00007FFF40780000 10.0.19041.546 SETUPAPI.dll \n0x00007FFF300E0000 tbbmalloc_proxy.dll \n0x00007FFF31280000 6.10.19041.488 COMCTL32.dll \n0x00007FFF1C490000 10.0.19041.1 AVIFIL32.dll \n0x00007FFF39120000 10.0.19041.546 VERSION.dll \n0x00007FFF3D210000 10.0.19041.546 dwmapi.dll \n0x00007FFF1C460000 10.0.19041.546 GLU32.dll \n0x0000000070680000 libfftw3-3.dll \n0x00007FFF27EE0000 10.0.19041.546 Secur32.dll \n0x00007FFECB6B0000 4.3.100.0 swresample-4.dll \n0x00007FFECBF00000 10.0.19041.1 AVICAP32.dll \n0x00007FFF2EBF0000 10.0.19041.546 WINMM.dll \n0x00007FFF20660000 10.0.19041.1 MSACM32.dll \n0x00007FFECB5D0000 10.0.19041.1 MSVFW32.dll \n0x00007FFF24F20000 10.0.19041.1 winmmbase.dll \n0x00007FFF3F280000 10.0.19041.662 SSPICLI.DLL \n0x00007FFF3D240000 10.0.19041.546 kernel.appcore.dll \n0x00007FFF3D520000 10.0.19041.662 windows.storage.dll \n0x00007FFF3EE40000 10.0.19041.662 Wldp.dll \n0x00007FFF3CE80000 10.0.19041.610 uxtheme.dll \n0x0000022043090000 10.0.19041.662 bcryptPrimitives.dll \n0x00007FFF3F300000 10.0.19041.546 profapi.dll \n0x00007FFF41880000 2001.12.10941.16384 clbcatq.dll \n0x00007FFF38BE0000 10.0.19041.546 MMDevApi.dll \n0x00007FFF3F180000 10.0.19041.546 DEVOBJ.dll \n0x00007FFF38EF0000 10.0.19041.662 AUDIOSES.DLL \n0x00007FFF3E980000 10.0.19041.546 powrprof.dll \n0x00007FFF3E840000 UMPDC.dll \n0x00007FFF41AD0000 10.0.19041.662 MSCTF.dll \n0x00007FFF39850000 10.0.19041.662 AppXDeploymentClient.dll \n0x00007FFE80E80000 31.0.15.1640 nvoglv64.dll \n0x00007FFF3AE30000 10.0.19041.546 \n```\n\n\n - The conditions have been changed, but the error is still present. -----------------------------------------------------------", "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", "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", "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 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" ]
[ "crash on export / import / file saving (xcb)\nOperating system: Linux-5.11.0-37-generic-x86_64-with-glibc2.31 64 Bits (KDE NEON)\nGraphics card: Mesa Intel(R) HD Graphics 4000 (IVB GT2) Intel 4.2 (Core Profile) Mesa 21.3.0-devel (git-c6b8702 2021-10-03 focal-oibaf-ppa)\n\nBroken: version: 2.93.4\nP.S. I also tried 2.90 beta\n\ncrash on export / import / file saving\n\nI tried the version from snap and steam... and this error in terminal:\n[xcb] Unknown sequence number while processing queue\n[xcb] Most likely this is a multi-threaded client and XInitThreads has not been called\n[xcb] Aborting, sorry about that.\nblender: ../../src/xcb_io.c:260: poll_for_event: Assertion `!xcb_xlib_threads_sequence_lost' failed.\nAborted\n\n\ncrash on export / import / file saving, No matter what the file is\n", "Blender often crashes with xcb-related error messages\nOperating system: Manjaro Linux (current) on X11 (KDE Plasma)\nGraphics card: Intel HD Graphics 3000 (Mesa drivers)\n\nBroken: 2.93.1\n\nAfter a fresh install, Blender often crashes with xcb-related errors. Sometimes immediately after launch (after the UI shows briefly), sometimes when opening Edit -> Preferences.\n\nConsole output at moment of crash:\n\n[xcb] Unknown sequence number while processing queue\n[xcb] Most likely this is a multi-threaded client and XInitThreads has not been called\n[xcb] Aborting, sorry about that.\nblender: xcb_io.c:269: poll_for_event: Assertion `!xcb_xlib_threads_sequence_lost' failed.\n\nIt seems like this bug is most often triggered when an additional window is opened (preferences, render, etc.)" ]
Bone Heat Weighting: failed to find solution for one or more bones win 7 SP1, GTX 670M Broken: 2.78a and 2.78.4 I can't succeed in parenting a character to a rig with the "automatic weights" function. "Bone Heat Weighting: failed to find solution for one or more bones" is always returned. Character mesh seems okay, there are no separated parts and no non-manifolds vertex/edges. 1. select the character 2. select the rig 3. CTRL +P with "automatic weights" attached .blend file : AUTOMATIC WEIGHTS.blend
[ "Problem with parent_vertices attribute\nOperating system: Microsoft Windows 10 Professionnel\nGraphics card: Nvidia Gefroce RTX 2080 Super\n\nBlender 3.0.0, hash: f1cca3055776 , branch: master\n\n**Short description of the bug**\nThe attributes parent_vertices is by default to [0,0,0] but it cause some problem :\nWhen you select the 0th vertex of a mesh and parent an other object with the vertex_parent_set() function the list still be the same [0,0,0].\nSo when the parent mesh is deleted you cannot know if there were a parent before. \nMaybe set the default list to [None, None, None] will avoid the problem.\n", "Bone IK constraint - add lockable axis properties for stretching\n*Adding task after e-mail conversation with Sybren 2020-12-17*\n\nThe bone IK constraint can activate stretching on the constrained bones if constrained bones has \n\n**Properties / Bone properties / Inverse Kinematics / IK Stretch > 0**\n\nexample:\n```\nbpy.context.object.pose.bones[\"Bone.005\"].ik_stretch = 0.01\n\n```\n\nThe problem is that the constrained bones stretch in all axes and not only in the +Y axis of the bone, which results in unwanted \"scaling\" of each bone. \n\n---\nHere is a video showing the issue:\n\n[ik stretch.mp4](ik_stretch.mp4)\n\n---\nMy suggestion is to fix this by adding properties to each bone that show the resulting IK stretching per axis on each bone. These properties should be readable (for drivers) but not possible for the user to change, since the stretching is generated. The property should be lockable by the user in order to fix any unwanted scaling on a specific axis.\n\nAnother solution is to add properties that is a factor (multiplier) to the scaling/stretching per axis. The upside is that the user can change the values, but the downside is that the user does not have a property to read the generated IK stretch values. \n\nI leave it up to you to decide what is the most \"blender way\" in regards to implementation.\n\n\n![image.png](image.png)", "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)", "Bone drivers do not copy when duplicated\nMac OSX 10.9.5 and NVIDIA GeForce GTX 470\n\nBroken: 2.77 (sub 3)\nWorked: ?\n\nIf a bone has any driver (on constraint or property) and it is duplicated (shift D in edit mode or \"symmetrize\") the drivers are not copied.\n\nBone constraints, however, copy perfectly and also try to find the correct .L or .R target if applicable.\nThis would save a lot of time if the drivers worked in the same way.\n", "Crash on accessing Bone Driver in Python\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 522.30\n\nBroken: version: 3.3.0\n\nAccessing Bone Driver via Python:\n\n```\nbpy.context.active_object.animation_data.drivers['pose.bones[\"Bone.001\"].bbone_curveinz']\n```\ncauses crash.\n\n[python.blend](python.blend)\n - Press enter in console.", "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\".", "Multi-Object (Weight) Painting\nMulti-object weight painting would be extremely useful when rigging characters with clothing pieces that are separate objects. If a character has a shirt and a jacket, they both have to be weight painted identically, but separately.\n\nThe objects could be combined, but that would mean they must share a modifier stack, which is not always an option. We could also paint one then transfer the weights, but that only works between very similar objects. So we are stuck with meticulously weight painting both clothing pieces, while making sure the weights match between them.\n\nWith multi-object weight paint, the same brush strokes could affect both meshes, so they would be a lot easier to keep in sync.\n\nThe bare minimum functionality that I would consider useful:\n- Be able to select an armature then several meshes that are rigged to it, and enter weight paint mode\n- Selecting a bone activates the relevant vertex group on all meshes\n- Brush strokes affect all meshes\n- Can switch to multi-object edit mode\n- Geometry masking features work\n\nIn my personal workflow, supporting multiple armatures is not important.\nIf anyone thinks this is important, please comment with a use case example.\n\nAdditional functionality that would be nice to have:\n- Indicating active object in the 3D View. So far this hasn't been necessary, since it was always just one object.\n- Changing the active object without leaving weight paint mode. Symmetry settings are stored on the mesh, so this would be needed to be able to access those.\n- All of the above for Vertex and Texture Paint :)\n\nI tried to keep wall of text to a minimum, I hope this is not too bad @ideasman42 :)", "Gradient weight tool confusing (using previous tool brush)\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.20\n\nBroken: version: 2.82 (sub 7)\nWorked: (optional)\n\nGradient Tool in its current state is not very user friendly:\n\n- generally this accesses previously selected tools brush as it doesnt have its own brush (so it looks like it has its own settings for strength/weight, but those are from an 'alien' brush) when `Unified Weight` is turned ON (default) the tool actually works with the `Unified Weight` (set on some other brush, e.g. the Draw Brush), but doesnt present you with that value in the UI (bug!)\n- when `Unified Weight` is turned OFF you are actually tweaking the weight setting of the previously selected tools brush (the 'alien' one) -- this causes confusion (it doesnt affect e.g. `Blur`, `Average` or `Smear` since these dont have weight capabilities)\n- this is even worse when tweaking the Strength, you are actually tweaking the weight setting of the previously selected tools brush (the 'alien' one), this affects `Blur`, `Average` or `Smear` (and Unified Strength is OFF by default!)\n\nSo not sure how to solve the issue with the \"tweaking setting of a seemingly unrelated brush\" issue, what I think we should do though is at least have the values in the UI respect Unified Weight / Unified Strength since this is what the tool will use internally...\n\nSo the main issue is fixed in f38c54d56e: Fix Vertex weight gradient tool show wrong weight/strength values in the UI.\n\n", "Multi mesh edit mode select assert\nOperating system: Windows 10\nGraphics card: RTX 2070\n\nBroken: 3.6 alpha, main branch as of writing.\nWorked: Not sure, any release build I suppose.\n\nWhen editing multiple meshes while xray is enabled, using pick select can call assert:\n```\nBLI_assert failed: C:\\GitHub\\Blender\\blender\\source\\blender\\blenkernel\\intern\\object.cc:1756, BKE_object_eval_assign_data(), at 'object_eval->runtime.data_eval == nullptr'\n```\n\nMake sure you're using a debug build.\n1. Add one cube, or two if you don't have one yet.\n2. Select both cubes and enter edit mode.\n3. Enable x-ray.\n4. Click on a vertex on one object, then on the background, then on a vertex on the other object, then on the background again.\n5. Repeat this a few times and it should raise an assert.\n", "Scale and rotate using individual origins as the transform pivot point is useless on poly and NURBS spline types\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.96\n\nBroken: version: 3.1.0 Alpha\n\nWith Bezier curves, using scale resizes the handles for each control point, but with paths and meshes converted into curves does nothing since they don't have handles. It would have been more useful if it used the median point for each isolated spline instead. That is what I expected it would do.", "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", "Performance issues when moving bones of an armature when the Outliner is set to Blender file\nBroken: 2.93\n\nThis happens on heavy scenes and with many linked files, if you have an Outliner opened and set to \"Blender file\".\nThe fps drops dramatically only when trying to move a bone of an armature. It doesn't matter the complexity of said armature.\nThe problem stops happening after closing the Blender file Outliner.\nCould it be related to this other fix? T87842", "Multi-object mode support (parent task)\nThis is a parent task to manage to todo's for multi object editing.\n\nThere are many small todo's.\n\n### Reference Patches:\n\nFor anyone interested in helping out, here are some example commits which can be used as a reference.\n\n- Edit Mesh Face Poke - 3a9669bfff *Committed without indentation, so you can see lines changed more easily.*\n- Edit Mesh Flip Normals - 4704f2687a\n- Pose Mode: Flip Quaternions - 7560aabf71\n\n\nOther commits may be useful too.\n\n### Object Loops\n\nThere is some duplicate code for looping over objects.\n\nWe'll keep the option of having a way of simplifying the looping open.\n\n----\n\nNote: to collect operator ID's.\n\n- this script helps copy them from menus: [P656](P656.txt)\n- this is a more efficient version that watches the x11 clipboard so you can hover over items and press Ctrl-C: [P657](P657.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", "Impossible to weight paint certain vertices\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.47\n\nBroken: version: 3.0.0 Alpha\nBroken a7ac8a22f8\nWorked c8df6f2cf9 (huh!)\nBroken 9a85592dde\nBroken 382e7ce9ec\nBroken 2.81 release\nBroken 2.80 release\n\nToo often when weight painting it's impossible to paint over certain vertices.\n\n[Weight Paint Bug.blend](Weight_Paint_Bug.blend)\nTry to paint over the middle vertex (0 weight)\n![image.png](image.png)\n\n" ]
[ "Bone Heat Weighting: failed... error hapens or not, depending on the character size or number of polygons,\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.4.0\n\nIf I parent a 3d model to a rigify metarig (or rig), I have a chance of getting the error or not, depending of the character's size, and number of polygons. Same character with diferent polygons, or size, will parent ok or will show the error:\n'Bone heat weighting: failed to find a solution for one or more bones'.\ndepending on settings.\n\n\nIn the Blend File I provide:\nSelect Blenderella's 3d Mesh, press shift, select the metarig. Right Click>Parent with automatic weights.\nYou can observe the parenting happens ok. Blenderella has 15k poligons.\n\nUndo the parenting.\nGo to the modifiers tab. Apply 1 subdivision. Blenderella now will have around 45k polygons.\nParent again with automatic weights. The error will appear.\n\nUndo the parenting.\n\nScale both, 3d model and the metarig, x10. Apply location, rotation and scale to both.\nParent again with automatic weighs. The operation is done ok again.\n\nThis happens to me with all the characters I rig with rigify. I have to scale it x10 in order to work. Then scale it down when in the 3d scene. It's annoying. It has happened since 2.78 or before. I hope a solution can be found. Thank you.\n\nI know this error can happen in other circumstances, and has been discused. But since this happens or not, to the exact same character with the exact same rig, depending on its size, I think that this is a different variation that has not been discussed or maybe you are not aware of this. Please forgive me if not.\n\n[Bella_bodycanon_RIG_ok.blend](Bella_bodycanon_RIG_ok.blend)\n", "Rigify: Bone Heat Weighting: failed to find solution for one or more bones\nWindow 7 x64, i7-4820, Nvidia gtx780, 32gb ram\n\n**Blender Official Version**\nBroken: 2.75a c27589e and in 2.76RC2 e24ea81\nWorked: 2.70a f93bc76\n\n**Description**\nAfter generating rig with Rigify, the parenting with automatic weights fail to assign weights.\nIt still works in official 2.70a but not since 2.75 maybe earlier. Manual weight painting still works.\nAutomatic weight still works with other with non-rigify armature.\n\nParent(Ctrl+P) the rig to the model with automatic weights: (Ctrl+P not executed in this file yet)\n[AutomaticWeightsBug.blend](AutomaticWeightsBug.blend)\n![AutomaticWeightsBug.jpg](AutomaticWeightsBug.jpg)\n", "Bone Heat weighting: failed (due to none of the vertices in an island being visible to any bones)\n**Win 10 64. gtx 970**\n\n**Blender 2.75a Hash c27589e**\n\n**Bone Heat weighting: failed to find solution for one or more bones**\n\nI attach the blend file and two prints..\n\nAlso the same broblems apper when i try to \"assign automatic from bones\" by individual bones in Weight Paint. Like one by one. Please see print2.\n\n![print2.jpg](print2.jpg)\n\n![print.jpg](print.jpg)\n\n[cat.blend](cat.blend)\n" ]
Bone constraint Copy Scale doesn't copy negative values Operating system: Windows-10-10.0.19041-SP0 64 Bits Graphics card: NVIDIA GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.49 Broken: version: 3.0.0 Beta Couldn't load my scene in a 2.9 release {[F11816009](Bug_Bone_Constraints.blend)}Bone constraint Copy Scale doesn't copy negative values
[ "Checker texture artifacts when feeded with object texture coordinates\nOperating system: Linux-5.4.0-90-generic-x86_64-with-glibc2.27 64 Bits\nGraphics card: GeForce GTX 1660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.91.03\n\nBroken: version: 3.1.0 Alpha\nWorked: afaik never, still had this issues with all previous versions down to 2.7\n\nChecker texture has calcuation issues when feeded with object texture coordinates.\nOther textures like brick or voronoy are ok.\n\ncreate a plane\nassign the checker texture with object coordinates\n\n\n[checker_texture_problem.blend](checker_texture_problem.blend)\n![checker_texture_problem.jpg](checker_texture_problem.jpg)\n", "Bone Override Transform affects bone local axis display.\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 522.30\n\nBroken: version: 3.3.0\n\nWhen a bone gets assigned a display transform override, it's viewport display axis gets transformed, which probably shouldn't happen as its purpose is to display the Bone's not it's Shape's local axes.\n\n[override-transform.blend](override-transform.blend)\n - Remove Override Transform from Bone's Viewport Display's Custom Shape -> Displayed Bone's axes change location.", "Vertex Transformation, Number Rounding Problem, versions 2.79 and above!\nOperating system: Windows 7 x64 Ultimate SP1\nGraphics card: onboard Intel HD 4600\n\nBroken:\n2.79 (latest) AND 2.80 latest beta\n\nWorked: (optional)\n2.77a works correctly!\n\n\nThis problem is happening on blender versions 2.79 and 2.80! It is NOT present in 2.77a.\nHow to replicate: Selecting a vertex and clicking on its axis transformation on the right pane (N), for example on the Y-axis, enter the number 47.15426 for example.\nSo far, so good. But after clicking on that same field again (to edit or just copy the value to the clipboard), it gets automatically rounded off (just by clicking on it) to 47.1543 for no reason.\nBasically, when I want to select the coordinate of that vertex (47.15426 is its correct value) and just copy it to my clipboard so I can paste it into another program, that number gets changed automatically to 47.1543 inside Blender and it stays that way after de-selecting the Y-axis number field in the Transformation tab!\n\nIn 2.77a version, no such thing can happen, I have been using it since 2016 and there weren't any problems with that.\nI have tested both the 32-bit and 64-bit versions of the affected 2.79 and 2.80 releases, all have this issue.\n\nOpen the attached .blend file: [vertex_coordinate_rounding_problem.blend](vertex_coordinate_rounding_problem.blend)\nThe vertex is already selected. Just navigate with your mouse to the Y: axis transformation and click on the field with the number. It will change from 47.15426 to 47.1543 (which literally lowers the precision of the float by a decimal point). If you try that in Blender 2.77a, this will not happen.", "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)", "Limit Scale does not Limit Scale on the Minimum Value\nOperating system and graphics card\nOS X 10.8.5\nGraphics AMD Radeon HD 6490M 256 MB\n\n\nBroken: Blender 2.69\n\nThe Limit Scale constraint fails with a minimum value of 0.0. The user is able to bypass the minimum and scale all the way \"down\" to the negative maximum value. It is easiest to bypass the minimum value at 0.0. It is also possible at values close to zero such as 0.2 or 0.4, but the user must move the mouse rather quickly to jump over the minimum value into the negative side.\n\nThis is reproducible with the default blend or with the attached.\n[limit_scale_bug.blend](limit_scale_bug.blend)\n", "Grease Pencil keyframes not updating after GPencilFrames.copy()\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 527.56\n\nBroken: version: 3.5.0 Alpha\n\nCopied keyframes do not update with Grease Pencil Layer\n\n- Create a new document with the 2D Animation template\n- Draw a shape \n- (Note by @iss) It may be necessary to make new keyframe at later frame, see video\n- Run the below script in the Text Editor\n# Run the \"Grease Pencil Test Script\" command from the Draw Menu\n\nThe Grease Pencil data isn't updating in the Viewport unless the playhead is going backwards, a keyframe is deleted, or if the keyframes are added to a new `GPencil` object. I believe the issue is because the keyframes generated with `GPencilFrames.copy` are missing the layer update for some reason. If I use `GPencilFrames.new()` and copy every attribute manually, this issue does not happen. In the below code, I am updating all of the data I know to be possible.\n\n```\nimport bpy\n\ndef main(context):\n active_layer = context.active_gpencil_layer\n frames = active_layer.frames\n start_frame = frames[0]\n frame_numbers = [frame.frame_number for frame in frames]\n\n for frame in range(start_frame.frame_number, context.scene.frame_end+1):\n if frame in frame_numbers:\n continue\n new_frame = frames.copy(start_frame)\n for i,start_stroke in enumerate(start_frame.strokes):\n new_stroke = new_frame.strokes[i]\n for p,start_pt in enumerate(start_stroke.points):\n new_pt = new_stroke.points[p]\n new_pt.co[0] = start_pt.co[0]+(frame*0.5)\n new_frame.frame_number = frame\n\n gpencil = context.object\n gpencil.data.layers.update()\n for l in gpencil.data.layers:\n l.frames.update()\n for f in l.frames:\n f.strokes.update()\n for s in f.strokes:\n s.points.update()\n\n gpencil.data.update_tag()\n context.view_layer.depsgraph.update()\n context.view_layer.update()\n bpy.ops.gpencil.recalc_geometry()\n\nclass GPENCIL_OT_simple_operator(bpy.types.Operator):\n bl_idname = \"gpencil.simple_operator\"\n bl_label = \"Grease Pencil Test Script\"\n\n def execute(self, context):\n main(context)\n return {'FINISHED'}\n\ndef draw(self, context):\n self.layout.operator(GPENCIL_OT_simple_operator.bl_idname)\n\ndef register():\n bpy.utils.register_class(GPENCIL_OT_simple_operator)\n bpy.types.VIEW3D_MT_draw_gpencil.append(draw)\n\ndef unregister():\n bpy.utils.unregister_class(GPENCIL_OT_simple_operator)\n bpy.types.VIEW3D_MT_draw_gpencil.remove(draw)\n\nif __name__ == \"__main__\":\n register()\n```\n\nPlease disregard the step where I put the GP Object into Edit mode & create a new keyframe. This step is not necessary to seeing the `GPencilFrames.copy` bug.\n[duplicated_frame.mp4](duplicated_frame.mp4)\n\nNot sure if the bug will show consistently, but here is the scene file:\n[Grease_Pencil_Data_Bug.blend](Grease_Pencil_Data_Bug.blend)", "UI: activate_init doesn't work with Int and Float type properties\nOperating system: Windows & Linux\n\nBroken: 3.2\nWorked: Unknown\n\nUsing activate_init to allow users to directly edit a property doesn't seem to work when the property is of type IntProperty or FloatProperty.\n\n1. Open the attached script in blenders text editor\n2. Run the script\n3. Go to the 3d viewport\n4. Ensure an object is selected/active\n5. Run the simple operator, either through the menu or operator search\n6. Notice that the property in the popup is not directly editable\n\n[test_activate_init.py](test_activate_init.py)", "Blender GUI freezes when using activate_init = True\nOperating system: W10 64bit\nGraphics card: nVidia GTX 970\n\nBroken: blender-2.83-71b1ee940bb0-windows64\n\n\nOnce this bug T71112 was fixed I tried to \"use activate_init = True\" in my addon, but I'm still getting Blender GUI to freeze.\n\n* Open up [bugreport.blend](bugreport.blend) and run the script in Text Editor\n* Search for \"Name Location\" operator and run it\n* Type a text and hit OK. An Empty object is placed into the scene, named by what you typed in, but whole GUI becomes unresponsive.\n", "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", "VSE: Transform settings doesn't get copied across scenes\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\nTransform settings doesn't get copied across scenes\n\nCopy a strip, which doesn't match the render resolution, across scenes:\n{[F10121941](copy_missing_transform.gif),size=full}\n\n", "Nurbs curve order setting won't preserve on duplication\nWindows 8.1 x64\nRenderer: GeForce GTX 650/PCIe/SSE2\nVendor: NVIDIA Corporation\nVersion: 4.4.0\n\nBroken: 2.70.5 90db85a\nWorked: 2.69 release\n\nNurbs curve order setting won't preserve on duplication.\n\n\n- Open blend file [nurbs.blend](nurbs.blend)\n- Try to copy part of the curve and see how order setting changes\n\nLittle GIF animation to illustrate the issue:\n![order.gif](order.gif)\n", "X-Ray and Wireframe-Only modes not working in weight painting mode\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 4080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.49\n\nBroken: version: 3.5.0 Beta\n\nX-Ray and Wireframe-Only modes not working in weight painting mode.\nIf I remember correctly it worked in earlier versions of Blender, like 3.0 or maybe even earlier, but then was broken.\n\nWatch attached video for demonstration.\n\nCreate any object, go to Weight Paint Mode.\nTry to use X-Ray shading or Wireframe-only shading modes. The 3d-model is fully opaque.\nGoto Vertex selection, With X-Ray set to 1 I can't even select backface vertices, only if I lower it value a bit - it start working, but 3d-object is still opaque.\n+ Looks like Show wireframe checkbox (in viewport overlays panel) in this mode not working also.\n\nvideo:", "Properties don't update focus when copy/paste an object\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 511.79\n\nBroken: version: 3.0.1, 3.1.2\nWorked: I don't know\n\nIf you **Copy/Paste** object with **Ctrl+C**, **Ctrl+V** the Property window will still have focus on the old object (although a new one is selected).\nIn this case, the **Duplicate** operation works correctly, the focus is on the new object (the one that is selected).\nReproduce on **Scene objects** and on **Nodes** in node editor. I think there are many more places.\n\n[filename700.mp4](filename700.mp4)\n[filename704.mp4](filename704.mp4)\n\nIn node editor\n1) Select any node.\n2) Copy and paste node with Ctrl+C/Ctrl+V.\n3) Change any properties, you can see that you are changing the previous object, although a new one is selected.\n\n", "Push/Relax/Breakdown pose operators may flip rotation of quaternion bones\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 750 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 2.93.8\n\nPush/Relax/Breakdown pose operators may flip rotation of quaternion bones\nWhen the animation plays, this bone suddenly rotates unnaturally.\n\n - Open the attached blend file\n - Use Push/Relax/Breakdown to the bone and set a keyframe.\n - Check the bone animation.\n[flip_when_use_breakdown.blend](flip_when_use_breakdown.blend)", "bump node ignores height input (with certain inouts used as mapping vectors in the tree, seems to require `SOCKET_OUT_POINT`as opposed to `SOCKET_OUT_NORMAL`)\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.89\n\nBroken: version: 2.93.0 Alpha\n\n\nbump node does not react to data.\n\n[bump bug.blend](bump_bug.blend)\n\n\n![image.png](image.png)\n\n\n![image.png](image.png)\n\n\nFor Cylces, the following seem to be the working inputs (the ones that trigger the availability of requirements for the bump node):\n- Geometry node\n - Position\n - Parametric\n - all others dont trigger the requirements (derrivatives?)\n- Texture Coordinate node\n - Generated\n - UV\n - Object\n - Camera\n - Window\n - all others dont trigger the requirements (derrivatives?)" ]
[ "Transformation constraint produces unwanted result (for Bones if constraint influence is not set to 1.0, objects even at influence of 1.0)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.49\n\nBroken: version: 2.83, 3.0.0\nWorked: ?\n\nBone constraint influence produce unwanted result if not set to 1\nHappens with the Transformation Constraint and the Copy Transform constraint when scale is targeted\nThis problem only appears when scaling on the local Y axis.\n\n- Open attached file\n- Scale `Bone 1` in local Y to values less than 0.0\nThe orientation of Bone 2 jumps to an unpredictable value.\n[Bug_Bone_Constraints_Simple.blend](Bug_Bone_Constraints_Simple.blend)\n\n\n61fe88aedc and #27886 (Transform constraint maps wrongly with negative scale) are related\n\nIf you do this with objects (instead of bones as in the example file), the constraint relationship line also jumps to some virtual point in negative space for the target which clearly feels like a bug. And for objects, this also seems wrong even at influence of 1.0\n[repro.blend](repro.blend)" ]
Nodes connected to Subsurface Radius input not working properly on Eevee Operating system: Windows 10 Graphics card: NVidia Broken: version: 3.0.0 Alpha, branch: master, commit date: 2021-07-28 18:16, hash: 8aa1c0a326 Worked: Never When connecting the `Combine XYZ` node (for example) to the `Subsurface Radius` input of `Principle BSDF`, the resulting effect is not as expected. The XYZ values affect the result somewhat, but not in the same way as seen in Cycles or without connecting the node. - Open attached .blend file - Set the render preview # Disconnect `Combine XYZ` from the `Principle BSDF` to see the difference [SSS_simplified.blend](SSS_simplified.blend)
[ "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", "Two Shader to RGB nodes fed from the same BSDF : one produces black result\nOperating system: OSX 10.15.7 / Windows 10\nGraphics card: Geforce GT650M / Geforce 2060\n\n3.6.0\n\nThis should be a white cube:\n\n![Screenshot 2023-07-19 at 14.18.38.png](attachment)\n\nOpen the blender file...\n\nHere a additional screenshot, see that If I use two Principled BSDF's instead of one (with the same settings...), then the problem is 'fixed'.\n\n![Screenshot 2023-07-19 at 14.20.28.png](attachment)\n\n", "The bridge tool fails in a situation with multiple rows of faces facing each other\nWin10 Pro 64 bit; AMD Ryzen 2700X; Nvidia GTX 1060 6GB; 32 gigs RAM\n\nBroken: hash d1be30f (buildbot build May 4).\nWorked: never\n\nIn a situation where you have multiple rows of faces that face each other across empty space (with other areas where they face away from each other). The bridge tool (even with*loop pairs* checked) is unable to give priority to the direction the normals are facing. The result of this is that instead of getting nice bridges among the multiple rows of cubes, the tool produces faces that overlap and have zero area. As hinted, the*loop pairs* checkbox in this case does not do anything and the result is the same.\n\nOpen the .blend, invoke the bridge operator (the result is the same whether or not \"loop pairs\" is selected.\n\n**blend**\n[IffyBridge.blend](IffyBridge.blend)\n\n[IffyBridge.blend](IffyBridge.blend) (updated blend)\n\nAn additional note; I submitted this issue years ago, but it was never fixed and I couldn't find my old report. If the bug is not going to be fixed, then just close this as a todo item or with a \"won't fix\" tag.\n", "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!", "Multiscatter GGX Glass Shader - Roughness has no effect until 0.05\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: 3.0.0\n\nWhen using the Principled BSDF with Multiscatter GGX the roughness input has no influence on the shader if the input is between 0-0.05.\n\n[Multitest.blend](Multitest.blend)\n\nIn this test file only the specular reflection is visible. The gradient going into the roughness input goes from 0 at the top to 1 at the bottom. As can be seen there is no change in roughness if the input is between 0-0.05 and there is a sudden transition the to roughness=0.06.\n\nThis problem is exclusive to Multiscatter GGX and does not occur with other microfacet distribution models.\n\nThank you and have a great day!", "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", "Eevee: math wrap and floor, AMD Driver precision issues\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Radeon RX 5500 XT ATI Technologies Inc. 4.5.14831 Core Profile Context 21.5.1 27.20.21003.1028\n\nBroken: version: 2.92.0\nBlender 2.83 LTS has same problem\n\nMath and Vector Wrap give different results for Eevee and Cycles, also doesn't swap min max, when max is less than min\n\n\n**More info**\nThis is important for an upcoming Shader Nodes patch that relies on wrap operation\nalso for shader setups that rely on this\n\nother people tested this, the problem seems to appear only on AMD Windows\n\n\nWhen Using -3 as Min for wrap, and 3 as max, some values give different results in Eevee than in Cycles\nFloor operation is probably the cause of this\nthis node setup \n![image.png](image.png)\n\nCycles\n![cycles.jpg](cycles.jpg)\n\nEevee\n![eevee.jpg](eevee.jpg)\n\n[eevee_math_wrap_different_from_cycles.blend](eevee_math_wrap_different_from_cycles.blend)\n\n", "Unify Image Texture node in geometry and shader nodes\nGeometry nodes added a new Image Texture node where the image datablock is a socket.\n\nWe should unify these two nodes. There are some design decision to make regarding how to deal with image users and the frame offset socket, see discussion in {[D12827](D12827).}. ", "World aov output nodes dont work unless background node's colour is >= 0.0001\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.99\n\nBroken: version: 3.6.3 Release Candidate\nWorked: Unknown\n\nWorld aov output nodes dont work unless background node's colour is >= 0.0001\n\n\n1. Open attached file\n2. go to the compositor of 'scene' and render still image\n3. the custom world aov is blank\n4. go to scene.001 and render\n5. the world aov now outputs correctly\n\nBoth scene's are identical, the only difference is scene.001's world background node's colour is set to 0.0001. The custom AOV is of type Value rather than colour. This is problematic because it breaks compositor setups that check for values > 0 etc.\n\n", "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?", "Cycles subsurface handled differently in the diffuse passes\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: 3.0.1\nWorked: version: 2.93.8\n\nWhen a material has subsurface, the diffuse passes now show a discrepancy in how they are handled compared to versions prior to 3.0.\nIn 2.93, the diffuse color pass for Cycles was similar to Eevee. Now the color pass is brightened even when the subsurface value is low (but nonzero).\n\n|Eevee|Cycles 2.93.8|Cycles 3.1.2|\n| -- | -- | -- |\n|![diffuse_color_eevee.png](diffuse_color_eevee.png)|![diffuse_color_cycles_2.93.png](https://archive.blender.org/developer/F12963470/diffuse_color_cycles_2.93.png)|![diffuse_color_cycles_3.1.png](diffuse_color_cycles_3.1.png)|\n\nTest file:\n[#96967.blend](T96967.blend)\nThis is a part of the [junk shop file from the blender cloud.](5dd6d7044441651fa3decb56)\nThe diffuse color pass is sent to the composite output.\nYou can compare rendering using Eevee and Cycles.\n\n\n", "Cycles volume rendering issues when domain overlaps a plane\nOperating system: Windows 10\nGraphics card: gtx 760 and 1070\n\nBroken: 2.79b(master, release) and 2.80\n\n\n\nShadows on intersecting geometry from Objects with volume shader yield unusable result when using object ray visibility settings.\nWith 2.80 using collections to set objects not visible in camera also fails to achieve this with volumes.\n\nDesired result with volume objects would yield in a same result as done with node group(picture 2)\n\nDoing camera visibility in the shader with nodes works .correctly \n\n\n![incorrect result.jpg](incorrect_result.jpg)\n![correct result.jpg](correct_result.jpg)\n[smoke_incorrect shadow.blend1](smoke_incorrect_shadow.blend1)\nAttached blend file(2.80)\n- run smoke simulation for a couple of frames and switch to rendered view\n- toggle object camera ray visibility", "Alpha mode 'Straight' on Image Texture node behaves differently between Cycles and Eevee\nOperating system: Windows 10 Pro x64\nGraphics card: GTX 1080Ti for display, RTX 3090 for render\n\nBroken: 3.3.1\nWorked: I don't know\n\nWhen the `Alpha` property is set to `Straight`, the result is different between Eevee and Cycles.\n![image.png](image.png)\n\n- Open the .blend file provided\n- Set one of the viewports to Material Preview and the other to Rendered\nNote that the results of the images are different\n[alpha_mode_eevee_vs_cycles.blend](alpha_mode_eevee_vs_cycles.blend)\n\nOriginal file\n[test leaking_ori.blend](test_leaking_ori.blend)\n", "Bump node bump converges to different result than displacement bump\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: 3.0.0\n\nUsing the same height map in combination with the bump node gives a different result than using the displacement node with bump only.\n![image.png](image.png)\n\nWhen switching between the bump and displacement node one can notice a visible brightness difference in parts of the shape.\nWhat is perplexing however is that upon inspecting the normals used in rendering (switch render pass to normals), they are identical.\nSo the problem probably doesn't lie in how the shading normals are calculated but rather how cycles uses these.\n\n- Open attached file\n- Disconnect the displacement Map and connect the Bump Node to the `Principled BSFD` Node\nNotice the difference, (one receives less light)\n[test.blend](test.blend)\n\n\nThank you and have a great day!\n\n", "UV: Modified Edges UV overlay don't show on generated Mesh from Geometry Nodes\nBroken: version: 3.6.0\n\n\"Modified Edges\" UV Option does not work when there is Join Node or primitives is used to generate geometry.\n\nIn setup like this, where we generate UVs in GN, and have \"Modified Edges\" overlay work correctly.\n![image](attachment)\n\n\nWhen we generate geometry eg. by using Join Node, or Primitives. Overlay no longer works (even in UV sync mode where all UVs should be shown)\n\n![image](attachment)\n\n\nI'm not sure if its desired behavior because eg. some setup do work when we modify and not generate new geometry.\n![image](attachment)\n\n--\n![image](attachment)\n(that's the overlay if someone is not aware of its existence :p)\n\n\n- Open attached .blend file. (Note that the UV for \"Modified Edges\" is showing as expected)\n- Unmute `Join Geometry` node. (UV for \"Modified Edges\" no longer appears)" ]
[ "Eevee Subsurface Scattering Radius Inputs not Working Properly\nOperating system: Window 10 64bit\nGraphics card: Nvidia GT-740\n\nBroken: Blender 2.80 Beta, 2019-01-11 23:51, Hash: ce3475f74794 || Eevee\n\nWorked: Blender 2.80 Beta, 2019-01-11 23:51, Hash: ce3475f74794 || Cycles\n\nUnable to use RGB values in any form as input to Subsurface Scattering Radius input socket in Eevee, can still multiply values to change size.\n\n![SSSCONTROL.png](SSSCONTROL.png)\n\nCycles has no issues with this input, so I believe the method is valid.\n![SSSCONTROLNEW.png](SSSCONTROLNEW.png)\n\nFor quick view:\nOpen attached .blend file. Set to Rendered Preview, notice there is red SSS in preview despite the input color of \"Scattering Color\" being green. Switch to Cycles, notice that the green value is displayed properly. Switch back to Eevee, change the color input of \"Scatter Color\" to any color you like, notice that the only thing that may have changed is the size of the scatter, not the color.\n\nFor simple reproduction:\nIn a new Blend file, set Rendering Engine to Eevee, in the Scene Settings, check the box labeled Subsurface Scattering, create a UV Sphere, shade smooth, and create a Sun lamp, open a Shader Editor so that you can still see the 3D View, set preview to Rendered, create a material utilizing the Principled BSDF node, set the Subsurface value to 1, notice that SSS should be working now, attach an RGB node to the Subsurface Scattering Radius input, change the color of the RGB node to any color you like, notice the color does not change, switch Rendering Engine to Cycles, notice the color value you selected earlier now appears in the render.\n\n[SSSCONTROL.blend](SSSCONTROL.blend)" ]
Crash when opening material preview Operating system: Windows-10-10.0.19044-SP0 64 Bits Graphics card: NVIDIA GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15 Broken: version: 3.2.0 Beta Blender crach when i open the material preview [material_crash.blend](material_crash.blend) open the included blend file, blender will crash when switching to the material preview
[ "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", "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", "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", "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", "blender's UI repeatedly freezes when editing a material while the material settings are open.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.11\n\nBroken: version: 2.93.2 Release Candidate\n\nWhen I load any .blend file containing at least 1 material that has image texture maps assigned to it, and I open the material settings, blender's UI will freeze for a while when I change any value or property related to said material, either in the shader editor or the material settings. \n\nThe whole process will repeat whenever you change any value/property in the materials settings or shader editor. The time it freezes depends on what formats and resolutions the textures are. In the below example with 16k textures, it should freeze for about 10 seconds on a fast computer, but if you replace the textures with 8 or 16k PNGs (which are available from the same site where the blend is hosted), the freeze time increases significantly: 120 seconds or more. \n\nThe only way to get it to stop repeatedly freezing is to close the material settings. \nIt will keep happening in render preview or in solid mode, it also happens regardless of whether the material preview in the material properties is enabled or disabled. \n\nThis also happens with 8k and 4k textures, but it's less noticeable.\n![material change.png](material_change.png)\n\n1. download and open clay_floor_001.blend\n2. select the sphere.\n3. open the material settings.\n4. change any property or value in the material properties or in the shader editor\n5. wait for a moment and blender's UI should freeze completely for 10-25 seconds. \n6. after it unfreezes, change any value/property in the materials properties or shader editor again, and the process should repeat.\n\ndownload the blend hosted here: clay_floor_001\nNote: you can also download png versions of the textures for this blend by clicking the little menu button to the top right of the site.\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 when rendering (Apple M2)\nOperating system: macOS-13.5.2-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M2 Max 1.2\n\nBroken: version: 3.6.2\n\n[Rendering with GPU (metal) works fine without fire simulation, with fire simulation the render crashes, while rendering in the viewport is no problem.]\n\n\n", "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)", "Collada export crashes (when relative \"//\" is in `Preferences` > `File Paths` > `Temporary Files`)\nOperating system: macOS 12.1\nGraphics card: M1 MBP\n\nBroken: 3.0 with the attached userpref.blend\nBroken: 2.93.8\nBroken: 2.83.19\n\n\n\nfrom factory-startup:\n\n- - [x] type `//` in `Preferences` > `File Paths` > `Temporary Files`\n- - [x] `Export` > `Collada`\n- crash\n\nnote: in a debug build, the following assert is hit after step [1]\n```\n./bin/blender(BLI_system_backtrace+0x26) [0xf4a5f1b]\n./bin/blender(_BLI_assert_print_backtrace+0x16) [0xf344596]\n./bin/blender(BLI_exists+0x2a) [0xf497c6c]\n./bin/blender(BLI_is_dir+0x18) [0xf497d21]\n./bin/blender() [0x3c2a38d]\n./bin/blender(BKE_tempdir_init+0x27) [0x3c2a5e2]\n./bin/blender() [0x4c1ec17]\n./bin/blender() [0x4a2e592]\n./bin/blender(RNA_property_update+0x50) [0x4a2e7ca]\n./bin/blender() [0x55d728b]\n./bin/blender() [0x55f3b4a]\n./bin/blender() [0x435810e]\n./bin/blender() [0x435e018]\n./bin/blender() [0x435e5cc]\n./bin/blender(wm_event_do_handlers+0x7a0) [0x435fd81]\n./bin/blender(WM_main+0x30) [0x4351d2e]\n./bin/blender() [0x3c236af]\n/lib64/libc.so.6(+0x2d590) [0x7fb0c4842590]\n/lib64/libc.so.6(__libc_start_main+0x89) [0x7fb0c4842649]\n./bin/blender(_start+0x25) [0x3c23095]\nBLI_assert failed: source/blender/blenlib/intern/storage.c:348, BLI_exists(), at '!BLI_path_is_rel(path)'\n```", "Crash when switching to Sculpt mode\nOperating system: \nLinux bu-dvl-2 5.13.0-51-generic #58~20.04.1-Ubuntu SMP Tue Jun 14 11:29:12 UTC 2022 x86_64 x86_64 x86_64 GNU/Linux\n\nGraphics card:\n0:02.0 VGA compatible controller: Intel Corporation UHD Graphics 620 (rev 07)\n\nBroken: 3.2.0\n\ncrashed when switching to Sculpt mode\n\n- Open alien.blend (attached) \n- Switch to Sculpt mode\n\n[alien.blend](alien.blend)\n\ncrash.txt: \n[alien.crash.txt](alien.crash.txt)", "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)", "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)", "Some meshes causing crash on file opening since Blender 3.4\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 522.30\n\nBroken: version: 3.4.0\nWorked: 3.3.2\n\nOpening some files in Blender 3.4 was causing a crash. The source was narrowed down to a mesh that might be corrupt in some way, and upon entering Edit Mode crashes 3.3 too, however 3.2 did not crash on opening the file, thus at least allowing to delete such meshes.\n\n[Amphitheater-cedar3.blend](Amphitheater-cedar3.blend)\nOpen the file -> Crash", "Blender crashes when computing normals of a particular mesh\nOperating system: macOS (Monterey) 12.1 (21C52)\nGraphics card: AMD Radeon Pro 5300M 4 GB\nGraphics card: Intel UHD Graphics 630 1536 MB\n\nBroken: 3.0.0 (3.0.0 2021-12-03)\nWorked: Was not observed to work\n\nCrashes on opening file attached. Crashes on other files. Randomly crashes when editing using models exported from Roblox (.obj files).\n\nOpen attached blend file. You get the crash report (crashes with different stacks for other files and when editing):\n\n[hacker_revenge.blend](hacker_revenge.blend)\n\n```\nlines=12, name=Translated Report\nProcess: Blender [2869]\nPath: /Applications/Blender.app/Contents/MacOS/Blender\nIdentifier: org.blenderfoundation.blender\nVersion: 3.0.0 (3.0.0 2021-12-03)\nCode Type: X86-64 (Native)\nParent Process: zsh [1661]\nResponsible: Terminal [1596]\nUser ID: 501\n\nDate/Time: 2021-12-21 10:11:52.0228 +0100\nOS Version: macOS 12.1 (21C52)\nReport Version: 12\nBridge OS Version: 6.1 (19P647)\nAnonymous UUID: BAF76297-0E65-F3CC-0672-23E0B08EE74B\n\n\nTime Awake Since Boot: 28000 seconds\n\nSystem Integrity Protection: enabled\n\nCrashed Thread: 1\n\nException Type: EXC_CRASH (SIGSEGV)\nException Codes: 0x0000000000000000, 0x0000000000000000\nException Note: EXC_CORPSE_NOTIFY\n\nTermination Reason: Namespace SIGNAL, Code 11 Segmentation fault: 11\nTerminating Process: Blender [2869]\n\nThread 0:: Dispatch queue: com.apple.main-thread\n0 Blender \t 0x10bf80451 loop_split_worker_do(LoopSplitTaskDataCommon*, LoopSplitTaskData*, BLI_Stack*) + 209\n1 Blender \t 0x10bf7f289 loop_split_generator(TaskPool*, LoopSplitTaskDataCommon*) + 361\n2 Blender \t 0x10bf7efa6 BKE_mesh_normals_loop_split + 502\n3 Blender \t 0x10bf685aa BKE_mesh_calc_normals_split_ex + 426\n4 Blender \t 0x10bde8e75 mesh_calc_modifier_final_normals(Mesh const*, CustomData_MeshMasks const*, bool, Mesh*) + 165\n5 Blender \t 0x10bde8f42 tbb::interface7::internal::delegated_function<mesh_calc_modifiers(Depsgraph*, Scene*, Object*, bool, bool, CustomData_MeshMasks const*, int, bool, bool, Mesh**, Mesh**, GeometrySet**)::$_0 const, void>::operator()() const + 66\n6 Blender \t 0x10c355b7b tbb::interface7::internal::isolate_within_arena(tbb::interface7::internal::delegate_base&, long) + 75\n7 Blender \t 0x10bde7482 mesh_calc_modifiers(Depsgraph*, Scene*, Object*, bool, bool, CustomData_MeshMasks const*, int, bool, bool, Mesh**, Mesh**, GeometrySet**) + 1602\n8 Blender \t 0x10bde6b45 mesh_build_data(Depsgraph*, Scene*, Object*, CustomData_MeshMasks const*, bool) + 133\n9 Blender \t 0x10bde5cc5 makeDerivedMesh + 133\n10 Blender \t 0x10bfe1bb8 BKE_object_handle_data_update + 1016\n11 Blender \t 0x10bfe1ff4 BKE_object_eval_uber_data + 52\n12 Blender \t 0x10c491b76 blender::deg::(anonymous namespace)::deg_task_run_func(TaskPool*, void*) + 134\n13 Blender \t 0x115d6f092 tbb::internal::function_task<Task>::execute() + 18\n14 Blender \t 0x10c362679 tbb::internal::custom_scheduler<tbb::internal::IntelSchedulerTraits>::process_bypass_loop(tbb::internal::context_guard_helper<false>&, tbb::task*, long) + 393\n15 Blender \t 0x10c361cc1 tbb::internal::custom_scheduler<tbb::internal::IntelSchedulerTraits>::local_wait_for_all(tbb::task&, tbb::task*) + 225\n16 Blender \t 0x10dff0f58 tbb::internal::task_group_base::wait() + 24\n17 Blender \t 0x115d6ed02 BLI_task_pool_work_and_wait + 482\n18 Blender \t 0x10c491941 blender::deg::deg_evaluate_on_refresh(blender::deg::Depsgraph*) + 673\n19 Blender \t 0x10c02d868 scene_graph_update_tagged + 424\n20 Blender \t 0x10c36bab3 wm_event_do_depsgraph + 179\n21 Blender \t 0x10c376068 wm_file_read_post + 312\n22 Blender \t 0x10c3752fd WM_file_read + 749\n23 Blender \t 0x10c37adb6 wm_open_mainfile__open + 342\n24 Blender \t 0x10c372de9 wm_operator_invoke + 521\n25 Blender \t 0x10c36cde9 wm_operator_call_internal + 329\n26 Blender \t 0x10c36d5d4 WM_operator_name_call_ptr_with_depends_on_cursor + 164\n27 Blender \t 0x10ce91b76 ui_apply_but_funcs_after + 310\n28 Blender \t 0x10ce8e023 ui_handler_region_menu + 387\n29 Blender \t 0x10c373706 wm_handlers_do_intern + 950\n30 Blender \t 0x10c36f0b4 wm_handlers_do + 52\n31 Blender \t 0x10c36e4e3 wm_event_do_handlers + 1539\n32 Blender \t 0x10c3665d0 WM_main + 32\n33 Blender \t 0x10bdd54eb main + 907\n34 dyld \t 0x1254f84fe start + 462\n\nThread 1 Crashed:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff808049178 _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff808049647 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x113f9d26f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 Blender \t 0x113f9bcfe void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 2:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff808049178 _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff808049647 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x113f9d26f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 Blender \t 0x113f9bcfe void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 3:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff808049178 _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff808049647 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x113f9d26f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 Blender \t 0x113f9bcfe void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 4:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff808049178 _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff808049647 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x113f9d26f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 Blender \t 0x113f9bcfe void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 5:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff808049178 _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff808049647 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x113f9d26f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 Blender \t 0x113f9bcfe void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 6:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff808049178 _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff808049647 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x113f9d26f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 Blender \t 0x113f9bcfe void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 7:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff808049178 _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff808049647 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x113f9d26f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 Blender \t 0x113f9bcfe void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 8:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff808049178 _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff808049647 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x113f9d26f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 Blender \t 0x113f9bcfe void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 9:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff808049178 _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff808049647 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x113f9d26f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 Blender \t 0x113f9bcfe void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 10:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff808049178 _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff808049647 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x113f9d26f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 Blender \t 0x113f9bcfe void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 11:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff808049178 _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff808049647 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x113f9d26f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 Blender \t 0x113f9bcfe void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 12:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff808049178 _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff808049647 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x113f9d26f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 Blender \t 0x113f9bcfe void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 13:: AMCP Logging Spool\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 caulk \t 0x7ff810c831c0 caulk::mach::semaphore::wait_or_error() + 16\n2 caulk \t 0x7ff810c6a08a caulk::concurrent::details::worker_thread::run() + 36\n3 caulk \t 0x7ff810c69d4e void* caulk::thread_proxy<std::__1::tuple<caulk::thread::attributes, void (caulk::concurrent::details::worker_thread::*)(), std::__1::tuple<caulk::concurrent::details::worker_thread*> > >(void*) + 41\n4 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n5 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 14:\n0 libsystem_pthread.dylib \t 0x7ff8081fafec start_wqthread + 0\n\nThread 15:: com.apple.audio.IOThread.client\n0 libsystem_kernel.dylib \t 0x7ff8081c2aba mach_msg_trap + 10\n1 libsystem_kernel.dylib \t 0x7ff8081c2e2b mach_msg + 59\n2 CoreAudio \t 0x7ff809e4695b HALB_MachPort::SendSimpleMessageWithSimpleReply(unsigned int, unsigned int, int, int&, bool, unsigned int) + 111\n3 CoreAudio \t 0x7ff809cd50ff HALC_ProxyIOContext::IOWorkLoop() + 3937\n4 CoreAudio \t 0x7ff809cd3bc1 invocation function for block in HALC_ProxyIOContext::HALC_ProxyIOContext(unsigned int, unsigned int) + 63\n5 CoreAudio \t 0x7ff809e9c76c HALB_IOThread::Entry(void*) + 72\n6 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n7 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 16:\n0 libsystem_pthread.dylib \t 0x7ff8081fafec start_wqthread + 0\n\nThread 17:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 Blender \t 0x10c35d378 tbb::internal::rml::private_worker::run() + 344\n2 Blender \t 0x10c35d219 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 18:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 Blender \t 0x10c35d378 tbb::internal::rml::private_worker::run() + 344\n2 Blender \t 0x10c35d219 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 19:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 Blender \t 0x10c35d378 tbb::internal::rml::private_worker::run() + 344\n2 Blender \t 0x10c35d219 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 20:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 Blender \t 0x10c35d378 tbb::internal::rml::private_worker::run() + 344\n2 Blender \t 0x10c35d219 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 21:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 Blender \t 0x10c35d378 tbb::internal::rml::private_worker::run() + 344\n2 Blender \t 0x10c35d219 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 22:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 Blender \t 0x10c35d378 tbb::internal::rml::private_worker::run() + 344\n2 Blender \t 0x10c35d219 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 23:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 Blender \t 0x10c35d378 tbb::internal::rml::private_worker::run() + 344\n2 Blender \t 0x10c35d219 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 24:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 Blender \t 0x10c35d378 tbb::internal::rml::private_worker::run() + 344\n2 Blender \t 0x10c35d219 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 25:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 Blender \t 0x10c35d378 tbb::internal::rml::private_worker::run() + 344\n2 Blender \t 0x10c35d219 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 26:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 Blender \t 0x10c35d378 tbb::internal::rml::private_worker::run() + 344\n2 Blender \t 0x10c35d219 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 27:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 Blender \t 0x10c35d378 tbb::internal::rml::private_worker::run() + 344\n2 Blender \t 0x10c35d219 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 28:\n0 libsystem_pthread.dylib \t 0x7ff8081fafec start_wqthread + 0\n\nThread 29:\n0 libsystem_pthread.dylib \t 0x7ff8081fafec start_wqthread + 0\n\nThread 30:\n0 libsystem_pthread.dylib \t 0x7ff8081fafec start_wqthread + 0\n\nThread 31:\n0 libsystem_pthread.dylib \t 0x7ff8081fafec start_wqthread + 0\n\nThread 32:: com.apple.NSEventThread\n0 libsystem_kernel.dylib \t 0x7ff8081c2aba mach_msg_trap + 10\n1 libsystem_kernel.dylib \t 0x7ff8081c2e2b mach_msg + 59\n2 CoreFoundation \t 0x7ff8082c6af2 __CFRunLoopServiceMachPort + 319\n3 CoreFoundation \t 0x7ff8082c51cb __CFRunLoopRun + 1325\n4 CoreFoundation \t 0x7ff8082c45dd CFRunLoopRunSpecific + 563\n5 AppKit \t 0x7ff80ae61d98 _NSEventThread + 132\n6 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n7 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\n\nThread 1 crashed with X86 Thread State (64-bit):\n rax: 0x000000000000000e rbx: 0x0000600003c40090 rcx: 0x000070000d0a5f08 rdx: 0x0000000000000028\n rdi: 0x0000000000002403 rsi: 0x0000000000000003 rbp: 0x000070000d0a5f20 rsp: 0x000070000d0a5f08\n r8: 0x0000000000002503 r9: 0x0000000000000000 r10: 0x0000000000002403 r11: 0x0000000000000246\n r12: 0x0000000000000000 r13: 0x0000000000000000 r14: 0x0000600003c40090 r15: 0xffffffffffffffff\n rip: 0x00007ff8081c2af6 rfl: 0x0000000000000246 cr2: 0x000070000d0a5ff8\n \nLogical CPU: 0\nError Code: 0x01000024 \nTrap Number: 133\n\n\nBinary Images:\n 0x10bc58000 - 0x118253fff org.blenderfoundation.blender (3.0.0) <8acf8f8a-1a0b-37b4-a45b-75aaca58c182> /Applications/Blender.app/Contents/MacOS/Blender\n 0x1254f3000 - 0x12555efff dyld (*) <cef5a27a-d50b-3020-af03-1734b19bc8c5> /usr/lib/dyld\n 0x7ff8081c2000 - 0x7ff8081f8fff libsystem_kernel.dylib (*) <5aa1e5be-b5b8-3a02-9885-a8c99e0ca378> /usr/lib/system/libsystem_kernel.dylib\n 0x7ff808046000 - 0x7ff80808cfff libdispatch.dylib (*) <c8f7bfb6-4b1a-37cd-a32d-cd5069c916df> /usr/lib/system/libdispatch.dylib\n 0x7ff8081f9000 - 0x7ff808204fff libsystem_pthread.dylib (*) <6c7561b4-4b92-3f45-921e-abe669299844> /usr/lib/system/libsystem_pthread.dylib\n 0x7ff810c68000 - 0x7ff810c8afff com.apple.audio.caulk (1.0) <e76d1ab3-89c2-3a93-990b-30827fcf89b0> /System/Library/PrivateFrameworks/caulk.framework/Versions/A/caulk\n 0x7ff809b1e000 - 0x7ff80a245fff com.apple.audio.CoreAudio (5.0) <33f55d9c-eaef-3fbd-add5-ed3e54925762> /System/Library/Frameworks/CoreAudio.framework/Versions/A/CoreAudio\n 0x7ff808246000 - 0x7ff808748fff com.apple.CoreFoundation (6.9) <eab0e216-2a9e-31ce-9164-fdf3ebcf7bd3> /System/Library/Frameworks/CoreFoundation.framework/Versions/A/CoreFoundation\n 0x7ff80acb5000 - 0x7ff80bb43fff com.apple.AppKit (6.9) <d23b9681-3764-3298-a716-fbb511dd5a7c> /System/Library/Frameworks/AppKit.framework/Versions/C/AppKit\n\nExternal Modification Summary:\n Calls made by other processes targeting this process:\n task_for_pid: 0\n thread_create: 0\n thread_set_state: 0\n Calls made by this process:\n task_for_pid: 0\n thread_create: 0\n thread_set_state: 0\n Calls made by all processes on this machine:\n task_for_pid: 0\n thread_create: 0\n thread_set_state: 0\n\nVM Region Summary:\nReadOnly portion of Libraries: Total=1.2G resident=0K(0%) swapped_out_or_unallocated=1.2G(100%)\nWritable regions: Total=2.3G written=0K(0%) resident=0K(0%) swapped_out=0K(0%) unallocated=2.3G(100%)\n\n VIRTUAL REGION \nREGION TYPE SIZE COUNT (non-coalesced) \n=========== ======= ======= \nAccelerate framework 384K 3 \nActivity Tracing 256K 1 \nCG backing stores 2688K 4 \nCG image 76K 4 \nColorSync 224K 25 \nCoreAnimation 116K 9 \nCoreGraphics 12K 2 \nCoreUI image data 972K 7 \nFoundation 16K 1 \nKernel Alloc Once 8K 1 \nMALLOC 436.3M 85 \nMALLOC guard page 48K 10 \nMALLOC_MEDIUM (reserved) 1.4G 12 reserved VM address space (unallocated)\nMALLOC_NANO (reserved) 384.0M 1 reserved VM address space (unallocated)\nOpenGL GLSL 256K 3 \nSTACK GUARD 132K 33 \nStack 55.8M 33 \nVM_ALLOCATE 34.1M 147 \nVM_ALLOCATE (reserved) 32K 1 reserved VM address space (unallocated)\n__DATA 98.7M 349 \n__DATA_CONST 17.0M 205 \n__DATA_DIRTY 774K 118 \n__FONT_DATA 4K 1 \n__GLSLBUILTINS 5176K 1 \n__LINKEDIT 698.8M 17 \n__OBJC_RO 81.8M 1 \n__OBJC_RW 3136K 2 \n__TEXT 479.1M 361 \n__UNICODE 588K 1 \ndyld private memory 1088K 3 \nmapped file 163.7M 24 \nshared memory 808K 22 \n=========== ======= ======= \nTOTAL 3.8G 1487 \nTOTAL, minus reserved VM space 2.0G 1487 \n```\n\n```\nlines=12, name=Full Report\n{\"app_name\":\"Blender\",\"timestamp\":\"2021-12-21 10:11:52.00 +0100\",\"app_version\":\"3.0.0\",\"slice_uuid\":\"8acf8f8a-1a0b-37b4-a45b-75aaca58c182\",\"build_version\":\"3.0.0 2021-12-03\",\"platform\":1,\"bundleID\":\"org.blenderfoundation.blender\",\"share_with_app_devs\":0,\"is_first_party\":0,\"bug_type\":\"309\",\"os_version\":\"macOS 12.1 (21C52)\",\"incident_id\":\"9B83A860-E322-4D03-B0CE-187C62682666\",\"name\":\"Blender\"}\n{\n \"uptime\" : 28000,\n \"procLaunch\" : \"2021-12-21 10:11:31.6855 +0100\",\n \"procRole\" : \"Foreground\",\n \"version\" : 2,\n \"userID\" : 501,\n \"deployVersion\" : 210,\n \"modelCode\" : \"MacBookPro16,1\",\n \"procStartAbsTime\" : 28935533255199,\n \"coalitionID\" : 1696,\n \"osVersion\" : {\n \"train\" : \"macOS 12.1\",\n \"build\" : \"21C52\",\n \"releaseType\" : \"User\"\n },\n \"captureTime\" : \"2021-12-21 10:11:52.0228 +0100\",\n \"incident\" : \"9B83A860-E322-4D03-B0CE-187C62682666\",\n \"bug_type\" : \"309\",\n \"pid\" : 2869,\n \"procExitAbsTime\" : 28955868010950,\n \"cpuType\" : \"X86-64\",\n \"procName\" : \"Blender\",\n \"procPath\" : \"\\/Applications\\/Blender.app\\/Contents\\/MacOS\\/Blender\",\n \"bundleInfo\" : {\"CFBundleShortVersionString\":\"3.0.0\",\"CFBundleVersion\":\"3.0.0 2021-12-03\",\"CFBundleIdentifier\":\"org.blenderfoundation.blender\"},\n \"storeInfo\" : 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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```", "Viewport animation render crashes when collapsing the viewport.\nBroken: version: 2.91.0 Beta (and 2.83, 2.80, ...)\nWorked: never\n\nViewport animation render crashes when collapsing the viewport.\n\n[0001-0485.mp4](0001-0485.mp4)\n[Viewport render crash.blend](Viewport_render_crash.blend)\n\n" ]
[ "Regression: Crash in EEVEE when switched to material preview or viewport/final render\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: 3.2 beta, current master\nCaused by 35594f4b92\n\nIn default scene, crash occurs when performing final render\n\n- Open default scene\n- {nav Render > Render Animation/Image} or switch to material preview/ viewport render", "[Eevee / Viewport] Material Preview / Render Crashes Blender\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.59\n\nBroken: version: 3.3.0 Alpha\nWorked: Last build\n\nGoing into Material Preview or Rendering crashes Blender.\n\n1. Go to Material Preview.\n2. Crash\n3. Press F12 to Render\n4. Crash.\n\nCrash Log: [blender_debug_output.txt](blender_debug_output.txt)\n\n", "Blender crash when switching to Material Preview in viewport\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.49\n\nBroken: version: 3.2.0 Beta\nWorked: version 3.1.2 Stable, branch: master, commit date: 2022-03-31 17:40, hash `cc66d1020c3b`\n\nBlender crashes when switching to Material Preview viewer node on default Blend file\n\nOpen Blender 3.2 daily build\nSwitch viewport to Material Preview\nSimilar issue noted with enabling Bloom in Eevee. Checked to ensure Bloom was disabled. Crash occurred with Bloom disabled.\nAttempted to load factory default Blend file. Crash occurred with factory defaults.\nAttempted to load various other Blend files confirmed working in stable release versions. Crash occurred when attempting to switch to Material Preview viewport.\nConfirmed Blender daily build 3.3 Alpha hash `b46825545325` is experiencing identical crash under identical circumstances.\n\n[blender_system_info.txt](blender_system_info.txt)\n\n[blender_debug_output.txt](blender_debug_output.txt)\n\n" ]
Particle Instance Modifier producing weird deformations with dynamics enabled Operating system: Windows-10-10.0.22000-SP0 64 Bits Graphics card: NVIDIA GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.96 Broken: version: 3.2.0 When Instancing a custom object like cables on hair particles, with dynamics enabled, the custom object squashes and deforms in weird ways, unlike when using curve modifier, I need to achieve a specific result "attached example in C4D Picture 02,03", I've tried many ways to achieve a clean instance but all result in Picture 01, if there is a hidden setting or a way of achieving a clean deform, I'd appreciate it if you explain it to me, Thank you o much [Test.blend](Test.blend) ![02.png](02.png) ![03.png](03.png) ![01.png](01.png)
[ "Principled BSDF Anisotropy black faces\nWin10, 1080Ti\n\nBroken: 2.79\n\nIt seems that using anisotropy produces black odd artifacts under certain mesh circumstances. I don't think this happens often as it seems the actual mesh caused it, possibly by being a little bit too symmetrical? \n\nI suppose often it goes unnoticed so I thought it might be good for someone to investigate upon if there isn't some inconsistency.\n\nRotating the object by the tiniest bit helps (probably helps by something being non 0 ^__^).\n\nMoving random vertices randomly produces different results that are often completely correct or at least 50% correct. Good to try that in Rendered mode.\n\nScreenshot: ![Anisotropy_Bug.JPG](Anisotropy_Bug.JPG)\n\nBlend: [Anisotropy_Bug.blend](Anisotropy_Bug.blend)", "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)", "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", "Improvements to Curve Modifiers (Animation Curves)\nThe intention of this design task is to improve the ways we interact with modifiers amongst multiple curves and other missing options like \"baking\" the result to the curve.\n\nBased on using modifiers for different things myself here is what I feel would be best:\n\n - First thing is to add a new menu under \"channel\" to add any modifier to all the selected/highlighted channels.\n - Also a second option to remove all modifiers from selected/highlighted channels. (as in most cases you'd only add one modifier to a channel).\n - This could be complimented by a remove all modifiers of x type from selected channels.\n - under Shift G (new menu for graph editor) select grouped everywhere else we could have an option to select curves with x type of modifier.\n - Add a naming box with automatic unique names to the curve modifiers in the same fashion as in the object modifiers, this will allow association and the use of \"alt\" for editing multiple modifiers. ![image.png](image.png)\n - At the top where the copy / paste modifiers buttons are paste should allow \"alt\" modifier to paste to all selected curves/channels or adding a second paste button that will do just that. ![image.png](image.png)\n # Among with the checkbox for activation and the x for modifier deletion a similar menu to this ![image.png](image.png) could be added with the option to apply which should allow animation baking to the curve with simplified version of the \"bake action...\" operator allowing to define the range and steps and to delete or disable the baked modifiers for baking the resulting animation to that curve.\n\nAll of these are up for discussion but I feel it would improve heaps the way we can work with curve modifiers making them super more useful than they are right now because I feel in general people would use them much more if they were easy to handle for more than just one curve at a time.\n\nWhat do you guys think?\n \n\n\n\n\n", "Can't Animate Texture Mapping Offset For Particle Hair\nWindow 7 64bit 8gb\nnvidia 660\n\nBroken: 2.72 RC\nWorked: I thought this was possible all the way back into the 2.4 series.\n\nAdd a single keyframe to particle texture mapping coordinates.\nMove to another frame and type a new number in the *Offset* mapping field and it will jump back to the number of the first keyframe.\nIn this state there is no way to animate the*Offset*. Even if I insert the same value at the new time location and edit the value in the graph editor the system still refuses to use the *Offset*information for the particle system hair density.\n\nOpen the Attached BLEND file and type a new number in the *X Offset* field.\nThe system refuses to accept the input and resets to the keyframe value.\n\nNOTE: This seems to only be a problem in the *Offset* and *Size* properties for Mapping. You will also see in the BLEND file that I have successfully keyframed the R value of the RGB without experiencing the same problem.\n\n[27_sequin_star_curtain_1a.blend](27_sequin_star_curtain_1a.blend)\n", "Modifier parameter driven by custom property recalculates with any transform.\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: 2.92.0 Alpha\n\nIt is no matter what source drives modifier and what parameter drivered.\n[2021-02-01_19-50-30.mp4](2021-02-01_19-50-30.mp4)\n\n[untitled.blend](untitled.blend)", "Eevee contact shadows appearing from objects with shadows disabled\nOperating system: Windows 10\nGraphics card: RTX 3080\n\nversion: 3.5.1\n\nIssue:\nObjects in Eevee with the material setting \"Shadow Mode\" set to \"None\" still casts contact shadows.\n\nreplication:\nWith the default scene add a plane and scale it up so a visible shadow is being casted on it from the default cube, go into material settings of the default cube and set shadow mode to none. Then go to the default point light and enable contact shadows on it. (or view the blend file)\n\n", "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", "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)", "Wire objects that are being displayed on front only updates visibility after interaction\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: AMD Radeon RX 5700 XT ATI Technologies Inc. 4.5.14802 Core Profile Context 22.2.1 30.0.14023.7007\n\nBroken: version: 3.2.0 Alpha\n\nThis problem is similar to the one found in #84717, but in this case it is only affecting objects that are marked as in front and wired mode. I noticed it happening in a rig, but It can be applied at anything that is wire.\n\n\n- Using Any object go to viewport display and mark in front and set it to wire in the display as. (you can also use a rig with custom shapes, e.g. the one in rigify.)\n```\n{F12895660}\n```\n- Disable and then Enable Overlays\n[2022-03-03 11-21-26.mp4](2022-03-03_11-21-26.mp4)", "\"Long Hair\" children pulled to world origin when using Texture (2.93.4 regression)\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: 2.93.4\nWorked: 2.93.3\n\nMy particle hair system works as expected in 2.91+ up to 2.93.3:\n![hair_292.JPG](hair_292.JPG)\n\nIn 2.93.4, the children are pulled towards world (not object) origin:\n![hair_2934.JPG](hair_2934.JPG)\n\nThis appears to only happen IF a texture is used to affect Density AND \"Long Hair\" is checked.\n\n\n\n1. Move default cube away from origin\n2. Add particle system\n3. Enable interpolated children\n4. Check \"Long Hair\"\n5. Add a Texture (even a cloud texture works)\n6. Enable Density influence\n\n![bug3.JPG](bug3.JPG)\n\nBlend file with error:\n\n[Bug3.blend](Bug3.blend)\n", "Converting hair don't work\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.3.0\nWorked: -\n\nUsing any of the conversion options in {nav Obejct > Convert}:\n1. Converting the new hair curves systems to any other type don't work, \n2. Converting the new hair curves systems to `Curves` removes the `Surface Deform` modifier\n\n- add a mesh and add the `Empty Hair` curves\n- go to sculpt mode for the hair system\n- add some hair and optionally start to sculpt the the hair with the Comb brush\n- go to object mode\n- press {key F3} or go to {nav Obejct > Convert} and try convert the hair to any other type.\nNoting will hapen unless you convert it to `Curves`, but the `Surface Deform` modifier will disapper.\n\n[Test Hair2.blend](Test_Hair2.blend)\n\nthis files has the old and new hair system for teating, and the old has a tool the new don't have, vutting the size of the hair. I don't know if that is a missing tool or by design, but I real hope that can be added later.\n\nkeep up the grate work :-)", "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", "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", "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" ]
[ "Broken Twist on meshes deformed with Particle Instance Modifier with Along Path\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 2.90.1\n\nThe twist of a mesh deformed with the Particle Instance Modifier with the Along Path option seems broken, more noticeable with steep curvature in hairs. I compare it to the Curve Deform modifier as an example of proper deformation. Now, you may say it's an unfair comparison given that curves have an explicit twist that you can modify, unlike hairs. But even without controlling the initial twist of the hair, it's broken in a couple of ways.\n\nFirst, it deforms the mesh unevenly, with some vertices twisting more than others, even in a case where vertices are completely equidistant around the origin and both origins are aligned, like the cube in this image. The selected face and the edgeloop here should be squares but aren't, unlike in the curve deform modifier ![image.png](image.png)\nSecond, when changing the length with the Position Slider, the whole thing seems to change twist at once. Instead of having a consistent twist on each point of the path [Particle Instance Mod bug2.mp4](Particle_Instance_Mod_bug2.mp4)\nAs a side note, when using Along Path, finding how to orient your mesh to the hair is unintuitive, always using the global Y axis as the length axis in which I added subdivisions but then twisting weirdly when changing the Axis option in the modifier, I settled for Z in this example.\n\n\nAttached is the same file used in the video, you can open it and move the Position slider in the Particle Instance Modifier, the scale of the Curve Deform modifier example is driven by it so you can see both changing in real time.\n\n[ParticleInstanceTwistBug.blend](ParticleInstanceTwistBug.blend)\n\nWhy do I think this is happening? Well, if you select the object with the particle system, go to the particle properties, and change the length of the hair under the Render>Timing>End subpanel, you can see the problem is the same, basically the twist changes with length. Maybe the modifier should do something different and get the twist from the whole length particle and then scale the mesh instance before deforming or something like that, idk\n\n" ]
Viewport panning (with shift) or zoom (with ctrl) not working when another aplication has the focus Operating system: Windows-10-10.0.19044-SP0 64 Bits Graphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.93 Broken: version: 3.2.2 The key combination for viewport panning (shift+middle click) or zooming (ctrl + middle click) does not work if another aplication had the focus before clicking on Blender's viewport. This is especially annoying when looking at references on a second monitor and then wanting to pan or zoom in the active Camera in Blender, as the camera will change to the perspective and it will just rotate. - Any scene. Default scene will work. - Have Blender visible on screen, and then use any other program (for example on a second monitor with pureRef, firefox, etc.). - Shift + middle click or ctrl + middle click on Blender's viewport directly. The camera will now rotate (leaving the active camera if it was enabled) instead of panning or zooming. thanks a lot for your work!
[ "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", "3D cursor not respecting orientation setting if other tools are active.\n**System Information:**\nNA\n\n**Blender Version:**\nBroken: Blender 2.8 Beta 0f5b53ba4dc\nRetested with Blender 2.90 c880e54a95dd (2020-05-14 22:52)\n\n**Short description of error:**\nThere are a few inconsistencies with the 3D cursor in the 3D viewport. Here are the steps to reproduce.\n1. Load up Blender. For this example I will use left click select. Right click select also experiences this issue.\n2. Select the 3D cursor from the tool bar and in the tool settings change the orientation to something other than \"View\" (I'll use \"Geometry\" in my example).\n3. Switch to any other tool on the toolbar and move the 3D cursor using `Shift-RMB`. The 3D cursor will move, but it will take on the orientation of the viewport, not the set 3D cursor orientation.\n\nHere's some interesting things to note:\n\nIf the tool you have selected is \"Tweak\" (found by cycling through the \"Box select\" tool until you get to tweak), the 3D cursor orientation will respect the orientation set in the 3D cursor settings.\n\nThis is interesting because as @lichtwerk has pointed out in the comments, there are settings in the keymap panel to control this. In the keymap there are options under the section \"3D View>3D View (Global)>Set 3D cursor\" and \"3D View>Object mode>3D View Tool (tweak)>Set 3D cursor\". Both of these options default to have the orientation as \"View\" (but gray out) which is technically the cause for the behavior I saw in the original copy of this report, but for some reason, the \"tweak\" tool doesn't follow the keymap. Or both keymaps are supposed to reference the orientation set by the user (signified by the grayed out buttons in the keymap) and \"3D View (Global)>Set 3D cursor\" isn't doing that.", "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", "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", "Intermittent: Control + MMB to zoom non responsive or sluggish vs mouse speed\nOperating system: MacOS Ventura 13.4.1\nGraphics card: M1\n\nBroken: 3.5.1, Hash: e1ccd9d4a1d3, Branch: blender-v3.5-release\n\nZoom via Control + MMB becomes very sluggish to the point where excessive movement of the mouse is required. Does not match the mouse pointer speed for the rest of the application. \n\nAny model in perspective mode. Attempt to zoom view to the object.\n\n", "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", "Unwanted camera movement\nOperating system:\nGraphics card: NVIDIA GeForce RTX 3060 Ti\n\nBroken: 3.6.1, 2023, non of the versions I have tried has worked \n\n\nI have enabled the feauture to \"fly around\" by pressing shift + f. When you press those buttons you will be able to fly using W D A S keys. Sometimes when I use this feauture it works fine but after a while it starts bugging. For example I use this tool for zooming in on objects really close and when this bug comes in this happens: I go really near the object and everything looks fine but when i left click like your supposed to do the camera moves places. It usally starts just moving a little, but the closer you get to an object the more it moves. Like it snaps out of place.\n\n\n- click shift + F \n- move near an object (cube) \n- left click to settle the camera\n- and see how it moves\n\n", "Regression from 3.3: Invalid button mapping on SpaceMouse Enterprise (256f:c633)\nButton mapping on this device is now completely scrambled. For example pressing \"Shift\" deletes selected object, \"Lock rotation\" is interpreted as play/pause, \"Button 6\" rotates camera 90deg CCW and \"1\" brings up the menu. Other buttons do not seem to register.\n\n\nBus 003 Device 013: ID 256f:c633 3Dconnexion SpaceMouse Enterprise\n\nTested on macOS Ventura and Ubuntu 22.04\n\nIn blender 3.3.2 on Linux and macOS, some buttons function correctly:\n - Shift\n - Ctrl\n - Alt\n - Rotate\n - Top\n - Front\n - Right\n\n Basically all other keys in 3.3.2 bring up the on-screen menu.\n\n\nTested versions: 3.4, 3.5 and 3.6.\n\nOperating system: macOS-14.0-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 Pro 1.2\n\nBroken: version: 3.6.0\nWorked: 3.3.2\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)", "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", "Using viewport visibility as a driver doesn't work without constantly updating it in the driver property\nBroken: version 2.93\nWorked: Never (2.8+)\n\n\nUsing viewport visibility as a driver from another object doesn't works unless you constantly hit \"update dependencies\" it in the driver property.\n ![update dependencies.JPG](update_dependencies.JPG)\n \nFor this, i used the cube's visibility as a driver on the shape key of the sphere.\n[The not working file.blend](The_not_working_file.blend)\nIn the outliner, enable the viewport visibility for the cube, then disable it again. The shape key doesnt update unless you go into the driver property and hit the update dependency button.\n\n\n\n[The working one.blend](The_working_one.blend)\nThis is what i was hoping it would do. The only way I could use viewport visibility as a driver is to use a custom property on that object then use the custom property as a proxy.\n\nIs there a reason why it dont update if you use visibility as a driver from another object or is that a bug?\n\n**Steps to reproduce**\n[The not working file.blend](The_not_working_file.blend)\n\n- Open file\n- Click on Disable in Viewports icon on Cube object in outliner\nSphere shape should be change, but it doesn't", "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", "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.", "mouse scroll zoom freeze in first attempt \nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce 940M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.11\n\nBroken: version: 3.0.0 Alpha\n\nHello , i tried new version for blender 2.92 and found that whenever i rotate my object or do pan, immediate after that zoom in and zoom our \"with mouse scroll\" not working for some fraction of second. it freez for one scroll motion. Otherwise working fine with \"alt+MMB\" \nAlso i tried this same thing with version3.0.0 but same thing happened. Don't remember about the previous version. \n\nalso i checked my mouse with other 3d software but it worked fine there. so mouse is not causing errors i hope. \n\nopen fresh blend file\nrotate camera/view with MMB\nimmediate after rotating the camera/view scroll in or our. It will miss for sure. \n\nbut the speed for rotating and zoom in our should be fast. it worked in slow manner. \n\n\nThanks in advance, \n", "Changing rotation axis in operator panel has no effect\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.27\n\nBroken: version: 3.1.0 Alpha\n\nAfter confirming a rotation operator with a click, attempting to change the axis in the popup panel has no result.\n\n\nAdd any object. Press R to rotate it, and choose any specific axis. After you click to confirm, attempt to change the axis of rotation in the operator panel. \n" ]
[ "first pan/zoom doesn't get recognized when window isn't active\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.59\n\nBroken: version: 3.1.2\nWorked: never?\n\nWhen working with blender and multiple floating windows / other programs, blender doesn't recognize the modifier keys on the first interaction with the non active window, so it defaults to the middle mouse button without modifiers (e.g. orbit in 3d viewport).\n\n- Start blender\n- open floating window (graph editor for example)\n- interact with graph editor\n- hover mouse over 3d viewport, shift+mmb to pan or ctrl+mmb to zoom\nblender will rotate the viewport instead of paning/zooming\n\n\nThis is kind of a duplicate of a feature request I did a few years ago on RCS:\n\n?sorting=hot\n\nbut I think it really qualifies as a bug (since it's possible in linux and pretty much any other 3d program) and is REALLY annoying and happens dozens of times each day.\n", "Second Monitor Windows Not Dynamic Under Mouse\nOperating system: Windows 11 22H2\nGraphics card: 3090 Ti\n\nBroken: 3.4\nWorked: Never\n\nFor as long as I have been using Blender (since 2.8) with two monitors, I've always had to click into the second monitor in order for the shortcuts to work under the mouse on that screen. \n\nI once raised the concern that the item picker didn't work from one monitor to the next, and this was subsequently fixed very swiftly in Blender 2.9. I was very impressed! Ideally this is also a concern that can be address because it considerably slows down my workflow.\n\nEXAMPLE GIVEN:\n\nWhen I'm working on Monitor 1, I can roll the mouse over any area on the screen and use a keyboard shortcut that is relevant to that module *without having to click into that area* (in other words, it is dynamic). However, if I roll the mouse over to Monitor 2, none of the keyboard shortcuts work unless I *click into that area* somewhere.\n\nThis is disruptive because often when I click I am deselecting objects that I have just selected on the other screen, so I have to either hit undo or reselect the objects again. (i.e. if you have a top view on one monitor and a perspective view on the other monitor, and you want to seamlessly move between them, currently you cannot.)\n\nThis is just one of many examples of how this lack of dynamic response from one screen to the other is detrimental to the experience of using Blender.\n\n" ]
How to handle deletion of parent catalogs from the UI Currently if you delete a parent catalog, in the UI it seems like the catalog still exists, because the tree will display a "fake" catalog, just representing a path component of the child catalog. You have to explicitly delete the child catalog for this path to disappear as well. This will probably be solved once #91451 is done. Still creating a task for this to make sure it's checked.
[ "Collection Assets: To Instance or Not to Instance\nWhen using collections as assets, it needs to be defined when dropping a collection should use instancing and when not. Instancing collections basically means a non-editable version of the collection is added to the scene, with an empty acting as the pivot point. So the collection can be transformed by transforming the empty, but the contents of the collection aren't editable without further steps.\n\ncollection.html\n\n## Proposal: Operator Option\n\nWhile we could just add another option for instancing to the Asset Browser, next to the *Import Type* option, it adds clutter and also requires setting up things before dragging: If you dragged in an asset and used the wrong setting or change your mind afterwards, you'd have to undo and perform the operation again, or manually replace the collection.\nSo it violates the [Operate -> Settings design paradigm ](Paradigms#Operate_-.3E_Settings) of Blender. Instead the proposal is to have this controlled via an operator option, whereby the option will remember what it was set to last. Another setting could still be added, but the operator setting should be useful either way.\n\n***Current File* Asset Library**\n\nIn the *Current File* asset library we often reuse data, but not as often as with the *Append (Reuse Data)* option. E.g. materials are shared, but objects are duplicated including their mesh. [D12879](D12879) tries to make things more unified & explicit, but it's on hold.\n\nNo strong opinion on how this should be handled, I'd say let's avoid confusing users by sharing meshes. So:\n- If the *Instance* operator option is...:\n - ... true: Create a new collection instance.\n - ... false: Add a new collection (no instance). If the collection already exists in the file, all objects will be duplicated.\n\n**Other Asset Libraries**\n\n**Link:**\n- Use drop operator option to determine if instancing should be used (*Instance* option)\n\n**Append:**\n- If the *Instance* operator option is...:\n - ... true: Create a new collection instance.\n - ... false: Add a new collection (no instance). If the collection already exists in the file, all objects will be duplicated.\n\n**Append (Reuse Data):**\n- If the *Instance* operator option is...:\n - ... true: Create a new collection instance.\n - ... false: Add a new collection (no instance). If the collection already exists in the file, a new collection is created but the object's meshes are shared.\n\n**Determining the Drop Location & Rotation**\n\nIdea is to make the drop location and rotation be defined visually. So when dropping a collection, it is transformed to land under the mouse cursor (and later use bounding-box snapping), regardless of where the instance empty is, or regardeless of the collection instance offset. They are reverse applied.\n\nNotes:\n- The drop transform will have to be applied to all added objects, including objects used by the objects inside the collection, which are not in the collection itself. E.g. if an object has a parent or a boolean modifier, the parent or boolean-object is imported along, and the relative transform needs to be preserved. We already do this for dropping object assets, code can be shared.\n- When linking without instancing, the dropped collection will use the drop location of the source file.\n\n**What Should be the Default**\n\nThere seems to be some agreement that in production environments, instancing should be the default. However for beginners (or anybody unfamiliar with collection instancing) this may be a bit confusing. Needs some feedback, for now instancing can be the default behavior.\n\n", "Dynamic Asset Catalogs\nDynamic catalogs support is a missing part of the asset catalog design. Essentially, they are custom filter settings that are stored and displayed for fast access. The author of an asset library could set them up and have them stored inside the library. However the user of the asset library should also be able to create own dynamic catalogs, and have them stored as part of the preferences.\n\nAlso see: #asset-navigation-organization", "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)", "Redo panel overlaps part of the interface\nIn the image editor, the redo panel covers part of the pixel values. \nWould be nice if such panel could be dismissed, or if it would take into account the possible presence of the pixel value subheader.\n\n[open_image_overlay.mov](open_image_overlay.mov)", "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", "Importing a keymap with a default name makes a non deletable copy\nBroken: version: 3.2.1\n\nAfter importing a keymap configuration with the name \"Blender\" it created a copy of the default setting that is impossible to remove from the UI at least.\n\n![image.png](image.png)\n\n![image.png](image.png)\n\nImport a keymap setting with a default name\n\n\n**Fix**\nDelete keymap configuration from the user folder directly \n\n> \\AppData\\Roaming\\Blender Foundation\\Blender\\3.1\\scripts\\presets\\keyconfig\n\n\n", "Reference/background images hide additional information in the Properties Editor\nOperating system: Linux-6.4.13-200.fc38.x86_64-x86_64-with-glibc2.37 64 Bits, WAYLAND UI\nGraphics card: AMD Radeon Graphics (renoir, LLVM 16.0.6, DRM 3.52, 6.4.13-200.fc38.x86_64) AMD 4.6 (Core Profile) Mesa 23.1.6\n\nBroken: version: 4.0.0 Alpha\n\nReference/background images hide additional information in the Properties Editor\n\n- Add > Image > Reference / Background\n- observe the Image panel in the Properties Editor\n![image](attachment)\n- compare with the Image panel in the Image Editor\n![image](attachment)\n\n", "Measures are referred to as annotation layers but are not deleted when removing the layer.\nBroken: version: 2.83 (sub 0)\n\nUnable to delete measure through annotation layers, only after getting into edit mode on an object the measure annotations dissapears.\n\n- In the default blender scene select the `Measure` tool and create a measure in 3dview.\n- Go to Sidebar(N) -> View -> Annotations and remove `RulerData3D`.\n- Note that the ruler remains in 3dview.\n", "Collections (parent task)\nPossible improvements for collections user interface:\n* G-key group operators in the 3D viewport and object properties should become more clear.\n* Creating a new collection in the outliner could put all the selected objects (and collections?) in it.\n* Shortcut keys to improve usability, as in #54707.", "Tweak tool deselects previously selected items.\nOperating system: Windows\nGraphics card: 1060\n\nBroken: All 2.8 versions\n\nTweak tool deselects previously selected items.\n![Blender tweak tool.gif](Blender_tweak_tool.gif)\n\n", "Node Group usability tasks for Node assets\n* Enum socket\n* Custom warnings and errors\n* Panels / Sub-panels\n* Dynamic UI changes\n* Surface choice for inputs in modifiers\n\n", "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", "Design issue: Icon next to overridden property does not perform the function it strongly suggests\n3.0.0\n\nWhen a propertry is overridden, the \"animate property\" button next to it is replaced by this \"reset\" icon:\n![Untitled.png](Untitled.png)\nThese really seem to suggest that clicking them will remove the override. Instead it just adds a keyframe as usual. This seems misleading.\n\n - Override a property of some library override asset\n - Click the button to the right of that property\n\n", "Blender development todo list -- Render\nNOTE: this is a direct dump of Render (without cherrypicking the valid items)\n\n### Render & UI\n\n- [ ] While rendering, manipulating images (like reload, resizing generated) can still crash Blender. Better image \"owner\" locking is required for 2.5 (#28477)\n- [ ] While rendering, several UI changes can cause crashes (#24758)\n- [ ] Rendering can't really use normal scene data if ui is interactive without causing all kinds of trouble, for examples and related issues see the item above this one.. and the reports (#26535)\n- [ ] Renaming scene leads to missing rendered result in image editor and compositor (see (#30222))\n- [ ] Rendering with File Output nodes could produce unwanted output images, see (#38605)\n- [ ] Shaded draw mode (using render code for vertex colors) is most certainly not coming back\n- [ ] Color Management can be communicated better, like when sampling colors in Image Window it confuses (could indicate such). Color Management also wasn't added backward compatible, disabling it gives dark results.\n- [ ] Compositor \"file out\" node doesn't work for FSA, and as color management troubles too.\n- [ ] FSA render uses temp files with names preventing other Blender instances to render too. (#28314)\n- [ ] Texture nodes have been implemented by recursively (backwards) calling parent nodes, this gives issues for viewers, previews and threads in general.We will try to keep it stable, but the functionality for this is going to replaced with a better shader system in 2.6. (compositor and material nodes call nodes forward, sorted on dependency. Each node is only called once this way).\n- [ ] Render display in Image window, for a window previously showing UV editor, doesn't restore correctly. (#26828). Code for this is too much spread around and fuzzy, needs full revision.\n- [ ] Object transform is not possible during rendering #37019\n- [ ] Don't render and warn when a driver or pre-render script can't be executed, a texture is missing, physics are not baked. Needed e.g. when renderfarms have scripts blocked.\n\n### Node Textures\n- [ ] Grouping texture nodes affects on data range #45696\n\n### Baking\n- [ ] add option to smooth vertex colors as a post process after baking #35066.\n- [ ] Baking to a low-res textures might miss pixels which lies on the UV island boundary #37681\n- [ ] Vertex baking might cause AO artifacts #44178\n- [ ] Support dupligroups #43553\n- [ ] Modifier produces non deterministic effects #42015\n- [ ] Update Blender side baking to support different topologies needed for adaptive subdivision #49405", "Sorted Collection info Instance - update problem\nAs showed in the gif, there's an update problem in the spreadsheet, somehow the name get updated when an user change the name in the outliner, but the order stay the same, sending another update signal (refresh the collection picker or edit mode toggle) is needed to refresh the order. \n\n![update.gif](update.gif)\n\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 Alpha\n\n" ]
[ "Improve catalog deletion (including multiple catalogs with the same path)\nIf there are multiple catalogs for the same path, currently if you click the 'x' icon in the UI, you won't see any change. In the background Blender deleted the catalog, but the UI now shows the next catalog defining that same path.\nIt's more of a design question how we should handle this. But the current behavior is confusing, we should address that.\n\nThis is easy to test with the catalog definition file from the unit tests, which defines `character/Ellie/poselib` twice. Just copy this to a asset library and try deleting the catalog at that path.\n\n-------------\n\nThis is the proposed handling of catalog deletion:\n\n- - [x] Deletion of catalogs shall happen by path. All catalogs with the given path shall be deleted. (ad1735f8ed)\n- - [x] Child catalogs shall also be deleted. *This could become optional later, with the alternative behaviour moving children one level up, ensuring uniqueness of their path.* (ad1735f8ed)\n- - [ ] ~~A separate sub-tree *Deleted Catalogs* shall be shown in the asset browser. Once the user saves the catalogs, this sub-tree will be empty again.~~ Decided not to do this, as \"Trashcan\" behaviour implies much more than this. If this is something that should be there, it should be designed properly. For now, artists can use undo.\n\n" ]
Diffuse light passes disappears Operating system: Windows-10-10.0.17763 64 Bits Graphics card: GeForce GTX 1060 3GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.86 Broken: version: 2.80 (sub 75) Worked: (optional) every time I open a blender file, the light passes gets unchecked and all nodes connection with these disappears In Cycles, go to passes and check diffuse color, use it in the compositor (attached to something, doesn't matter what), render and then save. then close the file, reopen it and the pass will be unchecked and all the node connection with it will disappear
[ "Cycles viewport render border no longer shows scene behind with OpenGL\nOperating system: Ubuntu 18.04\nGraphics card: GTX 1080\n\nBroken: 2.80 Hash: 42dd888b98\nWorked: 2.79b.\n\nCycles Preview render removes all shading from the scene. This is very evident when using border renders to help isolate down sections to work on (which is key for working on large scale production scenes.\n\n1. Open attached blend file in blender 2.79\n2. hit shift z in the 3d viewport\n3. notice how you can see the building to the left\n4. close blender 2.79, and open the attahced blend file in blender 2.8\n5. hit shift z in the 3d viewport (blender 2.79 keymap)\n6. notice how you cannot see the building to the left anymore? \n\nThis means that reframing whilst border rendering is no longer possible, nor is it possible to change the border render without guessing to work on a different area of the frame without having to go back to solid mode and then back to rendered mode. Going in and out of solid mode can be 20-30 seconds on production scenes so limiting the amount of switching is important.\n\n[example.blend](example.blend)", "Animating hide_viewport propertie deselect objects\nOperating system: Linux-4.15.0-20-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 418.87.01\n\nBroken: version: 2.81 (sub 16)\n\nWhen animating the \"*hide_viewport*\" propertie of an object it deselect it, this was not the case in 2.79.\nNot only the selection is lost but this make the user unable to use filters \"*Selected only*\" in combination with \"*Display hidden*\" like you could do in 2.79\n\n{[F7930271](losing_selection_and_only_select_filter.gif), size=full}\n\nAnimate the hide_viewport visibility of an object, in graph editor toggle on *Selected only* and *Display hidden*. Select the object and then scrub in/out the animated hide range, object gets deselected.\nExample blend : [animated_display_on_cube.blend](animated_display_on_cube.blend)\n\nSomeone also mentionned it in blender stack exchange with gifs to compare 2.79 and 2.8+ behavior : hiding-object-in-2-80-via-animated-disable-in-viewport-loses-selection\n\n\nThank you !\n\n", "Denoising - artefacts when transparent background is enabled\nOperating system: Windows-10-10.0.16299 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 419.67\n\nBroken: version: 2.81 (sub 4)\n\nWhen \"Transparent\" is enabled in \"Film\" tab, denoising (old blender denoiser) is producing dark pixels. It seems to happen only with an environment map. When \"World\" is set to flat color, problem disappears. Here's an example (zoomed in):\n\n![denoising_bug_alpha.png](denoising_bug_alpha.png)\n\nThere seem to be holes in \"Denoising Depth\" pass which seem to coincide with the bad pixels.\n\n![obraz.png](obraz.png)\n\nWhen you turn transparency off, those artefacts disappear:\n\n![denoising_bug_no_alpha.png](denoising_bug_no_alpha.png)\n\nDenoising Depth also looks a lot cleaner, although there are still couple of bad pixels:\n\n![obraz.png](obraz.png)\n\nHere's a file with the example above. It has env map packed in.\n\n[denoiser_artefacts_bug.blend](denoiser_artefacts_bug.blend)", "Cycles X: Camera-visible lamps are not affected by holdout\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.96\n\nBroken: version: 3.0.0 Alpha\n\nBlender 3.0 adds a feature where camera ray visibility can be enabled on lamps, making them directly visible. However, if this option is enabled simultaneously with the holdout option, the lamp will remain visible. Holdout should override camera visibility, as holdout can be changed per-view layer. With the current behavior, a directly-visible lamp will appear again on holdout layers, copying it's direct brightness for every layer it appears as a holdout in.\n\nSee attached .blend file, which contains a point lamp with holdout and camera visibility both enabled. Note that the lamp remains visible. In fact, the holdout option seems to have no affect at all.\n\n[holdout_lamp_bug.blend](holdout_lamp_bug.blend)\n\n", "Noisy Mist and Depth Pass\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.49\n\nBroken: version: 3.6.0 Alpha\n\nProbably related to the same issue described in #65887 and #66149, that when there is a transparency in the material the mist pass produces noise on the object using transparency.\n\nIn this issue, the Mist pass gets noisy once it reaches a volumetric boundary.\n\nThe same with the depth pass, but with normalized values.\n\nDenoising depth node seems to partially fix the depth problem, but denoising mist pass may result in washed out image if the mist is strong over an area with transparency, like grass or something\n![](https://projects.blender.orgattachment)\n![](https://projects.blender.orgattachment)\n\n- Open attached .blend file\n- Render (`F12`)\n- Check Misty or Depth (normalized) pass\n\n[Test.blend](https://projects.blender.orgattachment)", "Presence of node socket in the context is unstable (layout context pointer lost on OK button of invoke_props_dialog)\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.09\n\nBroken: version: 3.0.0 Beta\n\nIt looks like that if operator is called from a socket interface it has the socket in given context. But if the operator calls popup panel the socket is disappearing from the context if mouse cursors reaches some invisible boundary and after that execute method can't relay on socket to be in the context. It would be nice if the socket would be more persistent in different parts of operators' lives.)) P.S. the same problem with `context.node`\n\n[2021-11-04 22-07-56.mp4](2021-11-04_22-07-56.mp4)\n\n[untitled.blend](untitled.blend)\n1. Download the file\n2. Run the script\n3. Push first button on the socket\n4. Push second button on the socket\n5. Tracking the status of the socket in the panel interface move mouse closer to the OK button and beyond the panel borders\n6. Press OK\n7. Read console\n\n\n", "NaN pixels in Normal Pass\nOperating system: Linux-3.10.0-1127.10.1.el7.x86_64-x86_64-with-centos-7.8.2003-Core 64 Bits\nGraphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.64\n\nBroken: version: 2.83.0\nWorked: (Unknown)\n\nI produced a template based rendering solution and am experiencing occasion nan pixels in the normal pass output. Nan pixels are occurring in both CPU and GPU renders on a number of different hardware configurations.\n\nI've stripped down one of the files that exhibit the issue, see nan pixel at x162, y78 of normal pass.\nChanging visibility of the lights collection, specifically the 'LightArea', removes the pixel. Changing render resolution, sample seed, or adaptive sampling, can remove bad pixels.\nDisconnecting the normal map node on the geometry object's material removes the pixel. Providing input to that node, both textures and noise, has no effect on the pixel.\nChanging the transform on the rendered geometry removes the nan, regardless of whether the pixels occur on transparent background.\n\n[nan_pixel_isolated.blend](nan_pixel_isolated.blend)", "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", "Cycles Ray Visibility trick for motion blur on objects with animated render-ability is no longer working\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 398.11\n\n\nBroken: version: 2.80 (sub 74)\nWorked: 2.79b, date: 2018-03-22 14:10, hash: `f4dc9f9d68b`\n\n\nCycles motion blur artifacting is a known issue with objects that become renderable while the shutter is open.\nA workaround is to transfer the Restrict Render animation to all the Cycles Ray Visibility options at the object level.\nThis solution worked for us in production on Next Gen using 2.78, but appears to no longer work in 2.80.\n\nThe attached file contains 4 planes linked to an animated camera. The 2 on the right are just static. The one on the upper left has animated Restrict Render to reveal the plane on frame 6. The plane on the lower left has Cycles Ray Visibility revealing it on frame 6.\nSince all planes are linked to the camera and have no transformation animation, none of them should show any motion blur at all.\n\nOpen the attached file in 2.79b and render frame 6 to see that the top left plane appears blurred (it shouldn't) and the lower left plane appears correct.\nOpen the attached file in 2.80 and render frame 6 to see that both left side planes are now showing the blur artifact.[rnd.motion_blur_bug.v0003.blend](rnd.motion_blur_bug.v0003.blend)\n\n", "Random rectangles 'missing' when rendering with optix + motion blur\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 532.03\n\nBroken: version: 3.5.0\n\nEdit: I downloaded 3.5.1 and It still occurs there\n\nWhen I render a scene that uses motion blur with optix, there are randomly rectangles/sections where it skips straight to the background. Its random and only exists in some frames, and does not appear when using cuda. The object it appears on (or near) has motion blur disabled.\n\nIts very random and I'm not sure how to reproduce it in a simpler scene. I've had it happen in several different complex scenes and its always been an issue when ever theres an object that has motion blur disabled\n\nOptix with Motion Blur\n![optix](5kkEIhc.png)\n\nOptix without Motion Blur\n![optixnomb](7QkpRM8.png)\n\nCuda with Motion Blur\n![cuda](g2c3XyE.png)\n\n", "Inconsistent behavior of knife tool\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: AMD Radeon(TM) 535 ATI Technologies Inc. 4.5.13540 Core Profile Context 25.20.14002.1\n\nBroken: version: 2.93.0 Alpha, branch: `master` , commit date: `2021-03-24`, hash: `26b45448abf`\n\n\nAfter confirming the cut ( hit `space` ) , sometimes one or more drawn knife edges disappear ( problem seen with edges . verts does not disappear )\n\n - Select default cube ( any mesh ) \n - Move to edit mode \n - Select knife tool \n - draw cuts with knife tool . Issue is more predictable when initial and final verts of a cut are closer and end vertices near the center of face\n```\n ( not necessary though ) \n```\nVideo :\n( Unpredicted behavior is visible from 13th sec )\n\n [Blender 2021-03-25 14-52-57.mp4](Blender_2021-03-25_14-52-57.mp4)\n\n", "Edges, generated with Triangulate modifier looks differend and do not disappear with hiding.\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GT 640/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87\n\nBroken: version: 2.90.0 Alpha\n2.83 release\n\n\n[2020-06-18_15-14-00.mp4](2020-06-18_15-14-00.mp4)\n[untitled.blend](untitled.blend)\n\nDefault cube with Triangulate modifier, wireframe mode, edit mode.\nSelect all, hide. You will have this.\n![42185019.png](42185019.png)\n\nThere is no way to part of mesh with generated edges and hide another part.\nAlso weird shading for polygons.\n![42204622.png](42204622.png)\n\n", "Colorpicker: Hue is not saved if Saturation is on 0\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87\n\nBroken: version: 3.0.0 Alpha\n\nThis is an interesting papercut I noticed a lot. When you start changing the hue of a color but the saturation is on 0, it won't remember that hue if you close and reopen the color picker.\nThis can be annoying at times, especially when using the Square (SV + H) color picker layout.\nMy guess is that this is because the values that are actually stored for the color are the RGB values and not the HSV values.\nSo if a color is (0.5, 0.5, 0.5) and you change the hue, it is meaningless.\nBut perhaps this can still be improved since other painting applications are actually saving the HSV values and artists would expect Blender to remember what Hue is chosen even if the color is essentially grey.\n\nThis can be easily shown by changing the hue on a color with 0 saturation. The 2 hue sliders are of course not actually changing the color but they are also disconnected and not remembered.\nBut once there is a bit of saturation this is fixed.\n\n[2021-05-13 18-50-05.mp4](2021-05-13_18-50-05.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.", "Animated curves flickers when Motion Blur and Persistent Data are enabled\nIf there is an animated curve and Motion Blur + Persistent Data are enabled, the curves will randomly appear and disappear. Here is a simplified file that reproduces the issue on master. Render the animation an notice how the curves flicker.\n\n[curvesAnimatedCyclesIssue.blend](curvesAnimatedCyclesIssue.blend)\n\n### Original Report\n\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nDisplay Graphics card: Radeon RX 580 Series 4.5.14800 Core Profile Context 22.3.1 30.0.15002.1004\nCUDA enabled Graphics card: NVIDIA GeForce GTX 1650 Driver version. DCH 472.12\nCPU: Ryzen 7 2700 (16 threads, 8 cores) \n\n\nBroken: version: 3.2.0\n\n**Description of error**\nObjects disappear from what seems to be random frames close to the beginning of keyframed object transformations in renders produced with Cycles (only).\nThis appears to be the same bug as archived [#40313 ](T40313).\n\n![glitch closeup.gif](glitch_closeup.gif)\n\nBug is more prevalent in blender version: 3.1.2 however is still present.\nRender Examples:\n3.1: \n[3.1 build.mkv](3.1_build.mkv)\n3.2: \n[3.2 build.mkv](3.2_build.mkv)\n\nThis Project was using AnimAll addon to animate some of the objects featuring the glitch, these appare to be the only ones still glitching in 3.2. However testing this Addon in a controlled environment does not feature this behaviour, which might suggest its cause is elsewhere, but might be aggravated by animating individual vertices. \n\n* Open Attached Blend file\n* Render Animation in Cycles using files settings.\n\nThis render was made using GPU Compute with CUDA and CPU enabled in system preferences.\nEdit: works on CPU only also. Updated .Blend file with packed textures.\n\nFile removed now simplified is available\n" ]
[ "Some Passes turn off when reopening a file despite saving\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.15\n\nBroken: version: 2.81 (sub 4)\n\n\nIf you have these passes turned on, save and reload the file, they will appear turned off: Diffuse color, Subsurface color, Emission, and Normal \nThis can mess up your renders if you're using them in compositing and forget to manually turn them on each time you open the file.\n![example.png](example.png)\n\n\n\nOpen this file and you can already see the four passes are turned off despite me having turned on all of them and saved it. Turn them on again, save the file, and reopen, and they will appear turned off\n[Passes.blend](Passes.blend)\n\n" ]
Can't edit object in Local View when collection is hidden Broken: 2.83, 2.90 alpha Object is unresponsive in Local View when it's collection is hidden, though the object doesn't get hidden. [2020-07-07 21-41-19.mp4](2020-07-07_21-41-19.mp4) open blender select object go into local view hide it's collection the object still shows, and is unresponsive.
[ "Cycles does not respect Object->Holdout option.\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 528.24\n\nBroken: version: 3.5.0\nWorked: Never (Goes as far back as 3.0 where the object->holdout option is added)\n\n\nCycles does not respect Object->Holdout option.\n\n\n- Open the provided file.\n- Press render.\n- The plane which is set as \"holdout\" doesn't mask the image.\n - Expected: the region of the plane should be zero alpha.\n", "Pinning Bones/Constraint Tabs in Properties Editor doesn't work\nBroken: 2.76 - master (1283c66)\nWorked: Unknown\n\nThe context pinning functionality in the Properties Editor doesn't work for Bones and Constraints. There may be a few others too that I haven't noticed yet, but these are the biggest ones.\n", "Cannot disable shadows if an object is set to holdout.\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.49\n\nBroken: Confirmed on Version 3.4 to version: 3.5.0\nWorked: Never (Goes as far as 3.0, since the addition of the \"Object Properties -> Visibility -> Holdout\"option)\n\nCannot control an objects shadow visibility if the object is set to holdout. Having a shadow on a holdout object does not work as expected, especially when trying to use the holdout object as a 3d mask.\n\n\n- Set scene renderer to Eevee.\n- Create an object, set \"Shadow Mode\" to none in the material shader of said object.\n- The object will no longer have a shadow, as expected. \n- Set the object to holdout via \"Object Properties -> Visibility -> Holdout\" option, and the shadow reappears. Can not turn off shadow as long as this option is on.\n - However, if use Holdout shader in the nodes and connect it directly to the Surface output, no shadow will appear (this matches expectation).\n\nAdded a file that directly shows the issue.", "Blender GUI freezes when using activate_init = True\nOperating system: W10 64bit\nGraphics card: nVidia GTX 970\n\nBroken: blender-2.83-71b1ee940bb0-windows64\n\n\nOnce this bug T71112 was fixed I tried to \"use activate_init = True\" in my addon, but I'm still getting Blender GUI to freeze.\n\n* Open up [bugreport.blend](bugreport.blend) and run the script in Text Editor\n* Search for \"Name Location\" operator and run it\n* Type a text and hit OK. An Empty object is placed into the scene, named by what you typed in, but whole GUI becomes unresponsive.\n", "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", "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", "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", "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", "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).", "shadow catcher appearing in vector pass\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.99\n\nBroken: version: 4.0.0 Alpha\n\nvector data is present for the shadow catcher objects. This needs to be omitted otherwise the vector blur node can't be used to add motion blur to the 3d elements, because unwanted motion blur will be added to the environment pass. If it a backplate was used then it wouldn't be a problem, transparent film could be set, and the blur would only affect the geometry. This also has an issue though, because the vector blur pass modifies the alpha too, so the shadow catcher vector could still affect the blur of the 3d geometry even if it's hidden by transparency.\n\n\n1. open attached file\n2. go to frame 10\n3. open the compositor\n4. render still frame\n5. check the compositor backdrop (shows vector data for the shadow catcher).\n\nSame result if film is set to transparent.\n\n", "Sorted Collection info Instance - update problem\nAs showed in the gif, there's an update problem in the spreadsheet, somehow the name get updated when an user change the name in the outliner, but the order stay the same, sending another update signal (refresh the collection picker or edit mode toggle) is needed to refresh the order. \n\n![update.gif](update.gif)\n\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 Alpha\n\n", "Object/Collection Previews: Which Render Settings to Use?\nWhen rendering an object without full materials (as we do for object previews, for performance & compatibility reasons), there are two basic object colors we can use: The material and the material's viewport one.", "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", "Geometry Nodes: Disabled from viewport object is not visible as instance\nOperating system: win10\nGraphics card: 1050ti\n\nBroken: Current main.\nWorked: Never.\n\nDisabled from viewport object is not visible as instance.\n\nOpen attached file and check/uncheck `As Instance` option of _Object Info_ node.\n\n", "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)" ]
[ "Switching collections when an object is still in local view is behaving unexpectedly.\nBroken: version: 2.83 (sub 13)\nWorked: 2.79\n\nSwitching to a different collection when an object is still in local view in one collection is behaving unexpectedly.\n\n1. Open the default scene and add a sphere then move it to a new collection.\n2. In the first collection, select the cube and go into local view and switch to the second collection by pressing 2\n\nIn the outliner that the second collection is active but you can see the cube still in the viewport. You can go in an out of various modes but can't do selection, transformation or any other operations. Basically the viewport is somewhat frozen. If you exit local view now, the second collection in shown.\n\nIn blender 2.79, you couldn't switch layers if an object was in local view.\n\n", "Mesh selection bug in local view\nOperating system: Windows 10 x64 1903 (build 18362.959)\nGraphics card: NVIDIA GeForce 940MX, and Intel HD 620\n\nBroken: 2.83.3 (currently latest build for Steam, idk the other numbers), Beta 2.90.0-221604cdd663\n\nIn local view mode when hide from viewport collection with object(s) moved to local view - mesh selection doesn't work\n\nJust 2 collections, 1 can be empty and another with object -> Select object -> Local View -> Hide collection -> selection in Edit Mode doesn't work\n[2020-07-28 22-17-31.mp4](2020-07-28_22-17-31.mp4)", "Local View mode don't allow select the object if it is hide\nBroken: 2.82a\n\nYou can not select one object that you can see in the viewport inside local mode because local mode ignore visible property of the collection.\n\n- Create a new scene,\n- duplicate the default cube,\n- move the cube.001 to other collection.\n- Enter local mode (/ key) with cube.001 selected\n- hide cube.001 in the outliner by clicking in the eye of the collection.\nThe object won't be hide and you cannot select or deselect normally.\nIt happens also with the file saved and loaded again. So you can use the file that I share to test the problem\n\n[example.blend](example.blend)", "Object gets stuck on local view\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.37\n\nBroken: version: 2.82 (sub 7)\nWorked: (optional)\n\nObject gets stuck on local view\n\n1- make an object \n2-move to a collection\n3-go to local view (num /)\n4-go to edit mode on object\n5-hide viewport the collection (not the object)\n6-object gets stuck on viewport with no functionality other then getting stuck there!\n[local Bug.blend](local_Bug.blend)\n", "Changing layer visibility when an object is in local mode results in edit mode state where user can't select anything\nOperating system: win 10\nGraphics card: 2080ti\n\nBroken: blender-2.83-9605c2616696\nWorked: 2.79 (although it's different because 2.79 didn't have collections)\n\nIf a scene has multiple collections they can be switched using the hotkeys 1 2 3 4 +(its possible to do this manually with the outliner too).\nIf the user is in layer #1, selects an objects and switches to local mode then uses 2 3 4+ hotkeys to change layer, the object in local mode stays visible on screen even though it is now in a hidden collection. \nIt is possible to enter edit mode, but is now impossible to select any elements.\n\nThis is a common occurrence (for me anyway) because 1 2 3 are the hotkeys for vert edge and face selection in edit mode and I often press them too early.\n\n2.79 blocked the 1 2 3 4+ hotkeys while in local mode, perhaps that is the best solution as it's not clear why users would want to change collection while in local mode.\n\nMake a scene with 2 collections and objects in both.\nPress the hotkey 1 to make collection 1 visible and collection 2 hidden\nSelect visible object from collection 1 and enter local mode.\nPress the hotkey 2 to make collection 2 visible and collection 1 hidden, confirm by looking at the eye icons in outliner.\nBecause we are in local mode, nothing should have changed in the 3d view and you should still see the object from collection #1\nEnter edit mode and notice how you cannot select any elements of the mesh.", "Hiding collection when in Local view leaves object visible, but not selectable with mouse\nOperating system: Linux 5.4.2-arch1-1\nGraphics card: GTX980Ti\n\nBroken: 2.82 (66d773c2e7c595a65454ce1f0ca8f131a03125ed)\n\nIf you hide a collection an object is part of, and that object is currently in Local view, the object remains drawn in viewport, but cannot be (de-)selected with mouse in object mode, and, when switched to edit mode, none of the elements can be (de-)selected with mouse either.\n\n1. Load default scene.\n2. Move Cube to a new collection.\n3. With Cube selected, switch to Local view\n4. Hide Cube's collection (e.g. with default keymap, press 1 to only show the default Collection)\n\nNote that Cube is still visible, but you can't (de-)select it by clicking. If you enter edit mode, clicking on elements also does not (de-)select them." ]
Bool node socket checkboxes dont work for shader nodes Operating system: Windows-10-10.0.19042-SP0 64 Bits Graphics card: NVIDIA GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 527.56 Broken: version: 3.6.0 Worked: Never? When put into a shader node setup via the data api outliner, the boolean checkbox wont work. Integer sockets & inputs do however. See blend file. Data itself is passed around fine (IE, an int or float is plugged in), its just the checkbox doesn't seem to output its default value correctly. Whether ints working is intentional or not, if they do it seems like bools should as well but just dont?
[ "Writing to 8 bit integer \"enum\" attributes in geometry nodes\nThis is needed to make writing `curve_type`, `normal_mode`, and other curve attributes work properly. There are two potential approaches:\n- Allow writing `int32_t` values as `int8_t` attributes transparently.\n - This is inconsistent with the way we handle byte colors and other types currently.\n- Add a `8 Bit Integer` mode to the store named attribute node\n - This should probably be done anyway\n - It's a little less intuitive, since it doesn't \"just work\"\n - It also doesn't solve writing with the modifier output attributes\n\nThere is also the problem of clamping the written values when they are out of range of the enum.", "Blender-3.1 (git) boolean in Geomenty Nodes issue\nOperating system:\nGraphics card:\n\nBroken: All\n\nBulean issue like T91889\nbut now in GN\n[2021-11-25_22-29-42.mp4](2021-11-25_22-29-42.mp4)\nTest Scene\n[parktronic1-Blender-3.blend](parktronic1-Blender-3.blend)", "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", "Texture properties not working with OSL enabled and unpacked textures\nOperating system: Linux-5.11.7-arch1-1-x86_64-with-glibc2.33 64 Bits\nGraphics card: Mesa DRI Intel(R) HD Graphics 520 (SKL GT2) Intel Open Source Technology Center 4.6 (Core Profile) Mesa 20.3.4\n\nBroken: version: 2.92.0\nBroken: version: 2.93.0 Alpha\n\nI have a texture with RGB channels set to 1 and alpha set to 0. When trying to use this texture with OSL, the alpha property (at least) of the image texture node does not work when the texture is unpacked. I set it to channel packed, expecting the color data to be always white. The problem is that when the texture is unpacked, the color data is black.\n\n1. Open the attached file.\n2. Set viewport shading to rendered.\n3. The plane shows as white (as it should).\n4. Unpack the texture.tga file.\n5. Toggle between preview and rendered viewport shading to refresh.\n6. The plane now shows as black.\n7. Pack the texture again.\n8. The plane shows as white again.\n\n[bug.blend](bug.blend)", "World aov output nodes dont work unless background node's colour is >= 0.0001\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.99\n\nBroken: version: 3.6.3 Release Candidate\nWorked: Unknown\n\nWorld aov output nodes dont work unless background node's colour is >= 0.0001\n\n\n1. Open attached file\n2. go to the compositor of 'scene' and render still image\n3. the custom world aov is blank\n4. go to scene.001 and render\n5. the world aov now outputs correctly\n\nBoth scene's are identical, the only difference is scene.001's world background node's colour is set to 0.0001. The custom AOV is of type Value rather than colour. This is problematic because it breaks compositor setups that check for values > 0 etc.\n\n", "Eyedropper for props does not work in dialog boxes\nBlender 2.81, 71f2229b0d82\nfor example, in Texture Paint Context Menu\nI wanted to implement something using Operator and context.window_manager.invoke_props_dialog()\nThis is not a bug, but why not do it at the dialog level.\n![context.png](context.png)", "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)", "Custom RenderEngine: Shader Editor issues\nOperating system: Arch Linux\nGraphics card: GTX Titan\n\nBroken: git version, 2.81.8 (f2400c1bb5e2)\n\n\nBehaviour with respect to keeping Cycles/Evee shader nodes around seems to be inconsistent with the documentation, as the shader editor is either not available or shows an incomplete list of shader nodes.\n\n\nOn bpy.types.RenderEngine.html the property `bl_use_shading_nodes_custom` is described as\n\n> Don't expose Cycles and Eevee shading nodes in the node editor user interface, so own nodes can be used instead\n\n\nUsing the attached RenderEngine test class, which is based on the code in the above doc page:\n\n1. Start `blender -P blender_render_engine.test.py`\n2. Switch to `Custom` renderer\n\nI see the following depending on `bl_use_shading_nodes_custom`:\n\n- When `bl_use_shading_nodes_custom` is `False` (i.e. keep Cycles/Eevee nodes\n```\naround) the Shader editor's add node menu (`Shift+A`) under `Shader` only \nhas a `Principled Volume` entry, other Cycles nodes are gone. But when creating a new material in\nthe editor the initial graph is `Principled BSDF -> Material Output`, i.e.\nusing the principled BSDF node that cannot be created from the menu.\n```\n\n- When `bl_use_shading_nodes_custom` is `True` the Shader editor is \n```\nno longer available. Is this new behaviour, where a custom RE\nneeds to provide its own editor page, instead of adding to the existing shader editor?\n\n```\nThere's also a corner case when having the Shader editor visible (for example when Cycles is active) and then switching to a render engine that has `bl_use_shading_nodes_custom=True`: the icon for the editor will become blank, but the Shader editor remains visible. In the console I warnings in this case:\n\n`WARN (bpy.rna): ../source/blender/python/intern/bpy_rna.c:1451 pyrna_enum_to_py: current value '3' matches no enum in 'SpaceNodeEditor', '(null)', 'tree_type'`\n\n [blender_render_engine.test.py](blender_render_engine.test.py)\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.", "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", "Error code in NodeShader Color default_value\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 536.99\n\nBroken: version: 4.0.0 Alpha\n\ncode in files\nthe color default_value require a 3-dimensional array , but when specified as a 3-dimensional array, the red channel is missing\n\n\n", "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", "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 ", "Cycles shaders show up in EEVEE list (Properties > Material tab > Surface panel)\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.60\n\nBroken: version: 2.80 (sub 75)\nAlso confirmed broken in 2.80 release candidates 2 and 3\nWorked: ----\n\nSome shaders not yet available in EEVEE, such as the Toon shader, are included in the list of shaders in the materials tab of the properties window even when EEVEE is selected as the render engine. When such shaders are selected, adjusting most of their parameters has no effect on the viewport/render. Currently, the only way to know which shaders are supported is either by trial and error or by using the node editor.\n\n1. With a fresh blender scene, check that EEVEE is the selected render engine, and go to materials tab in the properties window\n2. You should already have a material if it's the default cube scene. In the surface panel, click on the shader selector (set to principled BSDF by default)\n3. The menu that shows up includes Toon shader among other unsupported ones.\n\n[Based on the default startup]\n\n**Screenshot**\n![image.png](image.png)\n\n", "Cycles XML, light node does not react to transform\nCycles XML, light node does not react to transform (it was ok before migration to graph/node* node parsing). Let me know if this is a bug or it is by design.\n\nSee attached sample XML.\n\n```\n<cycles>\n<transform translate=\"0 0 -4\"><camera type=\"perspective\" /></transform>\n<integrator max_volume_bounce=\"0\" method=\"branched_path\" sample_all_lights_direct=\"true\" sample_all_lights_indirect=\"true\"/>\n<background heterogeneous_volume=\"false\" volume_sampling_method=\"equiangular\" ><scatter_volume name=\"scatter\" color=\"0.8, 0.8, 0.8\" density=\"0.3\" /><connect from=\"scatter volume\" to=\"output volume\" /></background>\n<shader name=\"point_shader\"><emission name=\"emission\" color=\"0.8 0.1 0.1\" strength=\"100\" /><connect from=\"emission emission\" to=\"output surface\" /></shader>\n\n<state shader=\"point_shader\"><light type=\"point\" co=\"0 0 0\" size=\"0.01\" /></state>\n\n<!-- Light does not react to transform node -->\n<transform translate=\"0 0.5 0.0\">\n\t<state shader=\"point_shader\"><light type=\"point\" co=\"0 0 0\" size=\"0.01\" /></state>\n</transform>\n\n</cycles>\n```" ]
[ "OSL CheckBox socket not working in NodeGroup\nOperating system: Windows 10 Home\nGraphics card: NVIDIA GeForce MX250\n\nBroken: 3.5.0\n\nOSL CheckBox socket doesn't work if the node is in the NodeGroup\n\n![image](attachment)\n![image](attachment)\n\n```osl\nshader test(\nint CheckBok = 0\n [[string widget = \"checkBox\"]],\noutput float out = 0\n){\nout = CheckBok;\n}\n```\n\n" ]
CPU+GPU(AMD) = Different rendering results macOS 10.14 Mojave GPU: Radeon Pro Duo CPU: Intel Core i7 Broken: (Blender 2.80.29 4a013e5dd5c) Blender Cycles | CPU+GPU(AMD) = Different rendering results = GPU Denoising is black{[F5317864](Untitled.jpg)}
[ "Segfault after F12 render with multi-GPU Intel ARC A770 and experimental oneAPI packages on Debian\nOperating system: Linux-6.4.0-1-amd64-x86_64-with-glibc2.37 (Debian sid)\nGraphics card: two identical Intel ARC A770 Limited Edition 16GB\n\nBroken: 3.6.1, 4.0.0 Alpha, branch: main, commit date: 2023-07-25 19:23, hash: aebc743bf1c7\nWorked: 3.4, 3.4.1, 3.5.1\n\nSegfault when rendering Victor benchmark scene with F12 with second Intel ARC A770. This happens only when the second GPU is chosen as rendering device in Cycles. If both GPUs are selected first one seems to work correctly, but the second one causes a crash/error.\nEmbree on GPU does not seems to matter.\n\nBoth F12 and viewport renders with the second GPU give:\n`oneAPI kernel \"shader_eval_curve_shadow_transparency\" execution error: got runtime exception \"Native API failed. Native API returns: -50 (PI_ERROR_INVALID_ARG_VALUE) -50 (PI_ERROR_INVALID_ARG_VALUE)\"`\n\nRelevant info:\nI'm using following packages from experimental sources (I'm impatient I know :) ), so this crash might be very well caused by their incompatibility with Debian sid:\n`libigc1` - 1.0.13822.1-1\n`libigdfcl1` - 1.0.13822.1-1\n`intel-opencl-icd` - 23.13.26032.7-1\nRest of the packages, including all dependencies are from Debian sid.\n\nFull backtrace:\n\n```\n(gdb) backtrace full\n#0 0x0000000001cfee77 in ?? ()\nNo symbol table info available.\n#1 0x0000000001cffab9 in ?? ()\nNo symbol table info available.\n#2 0x0000000001b0fa9c in ?? ()\nNo symbol table info available.\n#3 0x0000000000f376a3 in ?? ()\nNo symbol table info available.\n#4 0x00007fffebaa63ec in start_thread (arg=<optimized out>) at ./nptl/pthread_create.c:444\n ret = <optimized out>\n pd = <optimized out>\n out = <optimized out>\n unwind_buf = {cancel_jmp_buf = {{jmp_buf = {140737147199792, -8317621660586406251, -286296, 11, 140737488344416, 140734520795136, 8317937541230038677, 8317594907036290709}, mask_was_saved = 0}}, priv = {\n pad = {0x0, 0x0, 0x0, 0x0}, data = {prev = 0x0, cleanup = 0x0, canceltype = 0}}}\n not_first_call = <optimized out>\n#5 0x00007fffebb26a1c in clone3 () at ../sysdeps/unix/sysv/linux/x86_64/clone3.S:81\nNo locals.\n(gdb)\n```\n\n1. On Debian sid install experimental packages mentioned above.\n2. Set second ARC GPU as a rendering device in Blender. \n3. Open Victor benchmark scene.\n4. Hit F12 and wait for the crash.", "The Denoise Node Turns the Rendered Image into Pure Black at the Resolution of 1920 *1920 \nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce MX130/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87\nCPU: Intel Core i7-8550U\n\nBroken: version: 2.90 (sub 1)\nWorked: Never\n\nThe denoise node fails to work when the render resolution is set to 1920*1920\n\nBased on the default startup, you can also check out the attached .blend file as well if you want.\n1. Switch the render engine to Cycles\n2. Under Output Properties tab, set the resolution to 1920*1920, make sure the percentage is 100%\n3. Under View Layer Properties tab, check Denoising Data\n4. Go to the Compositor, add a denoise node, connect all three sockets accordingly\n5. Hit F12 to render\nThen you will see, after the render is done, the image becomes pure black.\n\n[Denoise Node Resolution Bug.blend](Denoise_Node_Resolution_Bug.blend)\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", "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)", "OptiX denoiser creates dark artifacts in viewport when used with 2 GPUs\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 526.98\n\nBroken: version: 3.3.1\n\nThe OptiX denoiser creates several black sectors in the viewport. The smaller the area to be cleaned the more visible the error is.\nThis is only present when I have my 2 GPUs activated at the same time (3070 and 2060s). And it works normally when I enable only one of them.\n\n![Screenshot 2022-12-06 140609.png](Screenshot_2022-12-06_140609.png)\n\n1. Activate both GPUs in preferences (OptiX or CUDA)\n2. Select Cycles render > GPU\n3. Activate viewport denoise and select OptiX.\n4. In viewport (Ctrl + B) set a small render region.\n[Based on the default startup]\n\n", "Point density texture rendering differently from command line\nOperating system: Windows, Linux\nGraphics card: Not relevant, works the same on CPU / GPU\n\nBroken: All, including the last 3.1 alpha c34ea3323a3a\nWorked: None, as far as I can tell\n\nWhen rendering via command line, a texture with point density and emission renders completely different from rendering via full Blender. The attached file contains a simple example. I also attached sample renders for both command line and full interface.\n\n1. Open blend file in full Blender, render it.\n2. Render the same file via command line\n\n[pointdensity-cmd-bug.blend](pointdensity-cmd-bug.blend) \n![full.jpg](full.jpg)\n![cmd.jpg](cmd.jpg)", "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)", "Volumes look much much different in master compared to 2.79b\nWindows 10 pro x64\nGTX 970\nThread Ripper 1950x\n\n![2018-09-01_16-30-18.png](2018-09-01_16-30-18.png)\n\nBasic volume shader with noise texture from build bot today doesnt look the same as 2.79b\n![blender_2018-09-01_16-30-03.png](blender_2018-09-01_16-30-03.png)\n\n![blender_2018-09-01_16-30-55.png](blender_2018-09-01_16-30-55.png)\n[untitled.blend](untitled.blend)\n", "GPU: Workarounds and Device Features checks becoming obsolete\nBlender 4.0 bumped its OpenGL version from 3.3 Core profile to 4.3 Core profile. Some workarounds and optional device features were added to the GPU Backend in order to emulate features that were not available on all platforms.\n\nThis issue contains a list of features, workarounds that we should revisit.\n\n* `shader_draw_parameters` In Vulkan these seems to be supported even on low end devices (displayreport.php?id=23923#features_core_11) we might want to consider making this a requirement, although it is not required by vulkan.\n* `compute_shader_support` is required for workbench-next\n* `shader_storage_buffer_objects_support` is required (#112572)\n* `shader_image_load_store_support` is required. \n* `clear_viewport_workaround` should be solved by the editor, not by the gpu backend. IIRC the VSE has fixed this some months ago.\n* remove `--debug-gpu-disable-ssbo` as SSBO's are required. (#112571)\n\n", "Regression: Pixels in render result appear blurry during rendering\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 Alpha\nWorked: 3.4.1\n\nPixels in the render result can appear to be stretched into 1x2, 2x1 or 2x2 pixels depending on window resolution. \nThis is only the case while the render is still going; when it finishes the pixels appear as they should.\n![image.png](image.png)\n\n1. Start rendering any scene, most noticeable in scenes with easily visible noise like this one: \n[noisebox.blend](noisebox.blend)\n2. Resize the window while the render is running\n3. Observe pixels changing size\n[blender_2023-02-07_04-11-02.mp4](blender_2023-02-07_04-11-02.mp4)\n", "3D Texturing: When changing the texture resolution, the pixel data isn't recreated\n* Start painting\n* Change image resolution\n* Continue painting.\n\nWe have a safe guard for this, but it doesn't seem to work anymore.\n", "Black render artifact with CPU+GPU rendering in viewport\nWindows 7 Pro\nNvidia Quadro P6000\nIntel Xeon E5-2690 v4\n\nBroken: daily builds 2.79 since at least 25.10.2017.\nWorked: -\n\nIf I enable combined CPU+GPU rendering, a black rectangle shows up on one of my objects. It shows up in viewport rendering, and also in the final render. This seems to be independent of the material used. I have provided a stripped down version of the scene where it is still visible. This time only in the viewport, the final render works for this simplified scene. \n\nThe artifact seems to be \"locked in space\", I can move or rotate the object away, so that it disappears. In some rotation angles it is not a black rectangle, but dense black lines. \nWhat is also interesting is that the surface of the object in not only black, but partly transparent. I have put a lamp and a cube inside the object in the demo scene, these should not be visible from outside, but they are.\n\n- Open file. In the render settings GPU compute should be turned on, and in the user preferences CUDA should have both the CPU and GPU selected.\n- Turn on viewport rendering. --> black box visible.\n- Then switch to CPU rendering. No more black box.\n\n[black_artifact_bug3.blend](black_artifact_bug3.blend)\n\n![blender_black_render_artifact_02.jpg](blender_black_render_artifact_02.jpg)", "Render animation cycles-x bug March 11, 2022\nOperating system: macOS-12.3-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 575 OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.8.13\n\nBroken: version: 3.2.0 Alpha\n\nRender count from 1 to 1200 frames\n![image.png](image.png)\n\nBlender 3.2.0 Alpha within Cycles-x\nPush the 'Command + F12\" and render animation cause bug between start to end (855 - 1200 frames)\n\nBlender and video file: [Blender 3-2-0 by Kent Davis March 11 2022.zip](Blender_3-2-0_by_Kent_Davis_March_11_2022.zip)\n\n![image.png](image.png)\n![image.png](image.png)\n![image.png](image.png)\n![image.png](image.png)\n![image.png](image.png)\n\nRadeon Pro 575:\n\n```\nChipset Model:\tRadeon Pro 575\nType:\tGPU\nBus:\tPCIe\nPCIe Lane Width:\tx16\nVRAM (Total):\t4 GB\nVendor:\tAMD (0x1002)\nDevice ID:\t0x67df\nRevision ID:\t0x00c4\nROM Revision:\t113-D000AA-931\nVBIOS Version:\t113-D0001A1P-025\nEFI Driver Version:\t01.00.931\nMetal Family:\tSupported, Metal GPUFamily macOS 2\nDisplays:\n```\niMac:\n```\nDisplay Type:\tBuilt-In Retina LCD\nResolution:\tRetina 5K (5120 x 2880)\nFramebuffer Depth:\t30-Bit Color (ARGB2101010)\nMain Display:\tYes\nMirror:\tOff\nOnline:\tYes\nAutomatically Adjust Brightness:\tNo\nConnection Type:\tInternal\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", "Cycles: adaptive sampling improvements\n- [x] Optimize PMJ pattern generation, and generate more samples\n- [x] Solve issues with combined CPU and GPU not using the same amount of samples. Possibly by using a higher adaptive step for both CPU and GPU.\n- [x] Render multiple small times at the same time for GPU, to allow adaptive sampling to stop and match CPU without too much performance impact.\n- [x] Denoising can detect patterns due to adaptive sampling only working per tile. (#79190)\n\n- [ ] Detect errors in larger windows or using some hierarchical methods, as the simple 3x3 window fails for noisy scenes \n- [ ] Analyze different error metrics, and consider adding some user control over this" ]
[ "Denoising feature. Bug on GPU render (Mac OsX 10.11.6)\nSystem Information\nOsx 10.11.6 (MacBookPro11,5 Intel Core i7)\nAMD Radeon R9-M370X\n\nBlender Version\n2.78-db8bc1d9829-OSX-10.6 (jul 21)\n\nShort description of error\nDenoising feature is not working on GPU rendering. It works on CPU rendering. Using Cycles.\n\nScene test ![denoising test_scene.png](denoising_test_scene.png)\n\nCPU render ![denoising test_cpu render.png](denoising_test_cpu_render.png)\n\nGPU render ![denoising test_gpu render.png](denoising_test_gpu_render.png)\n\nExact steps for others to reproduce the error\nI just created a mokey with a diffuse shader and sun lamp. Denoising activated using default settings and rendered on CPU and GPU. Tested several times with similar corrupt image result on GPU.", "Fails on Mac with Amd gpu (baking and denosing feature)\niMac 5k 2017 \n3.8 GHz Intel Core i5\nRadeon Pro 580 8 GB\n\nBlender 2.79\n\nWhen I render in Cycles with gpu and denoising feature the image is black...\nWhen I bake a combined map with gpu blender freezes...\nBut in booted Windows 10 everything is fine and works well...\n\nI need to know how to fix it.\nThanks", "GPU Denoising turning tiles pure black, resulting in a pure black final frame.\niMac Pro (2017)\nProcessor: 3GHz Intel Xeon W 10 Core CPU\nMemory: 64GB 2666 MHz DDR4\nGraphics: Radeon Pro Vega 64 16GB\n\nBroken: (2.79 5bd8ac9)\n\nWhen blender is set to GPU Compute and denoising is enable, the denoising process turns each tile to a pure black, so final output is a pure black frame \n\nrendering file with GPU Compute and denoising enabled.\n\n![denoising-black.jpg](denoising-black.jpg)\n\n[denoising-black.blend](denoising-black.blend)\n", "Error Cycles Denoising using GPU AMD Radeon RX580 on Mac OS High sierra\nOperating system:\nGraphics card:\n\nBroken:\n(example: 2.79b release)\n(example: 2.80, edbf15d3c044, blender2.8, 2018-11-28, as found on the splash screen)\nWorked: (optional)\n\nMy computer:\nMac Pro 2013, Using External GPU Amd Rdeon RX580.\n\nIn the rendeing process using Cycles, i Activate the Desnoising option in \"View Layer\". The resulting image has \"Black\" boxes where the GPU denoise worked, not happen when use only CPU. This has been happenig in the olds 2.8 alpha versions.\n\nI´m Render using GPU + CPU\n\n[test gpu denoise.blend](test_gpu_denoise.blend)\n\n![bug denoising using GPU.jpg](bug_denoising_using_GPU.jpg)", "BLENDER 2.79 RC2 - DENOISE NOT WORKING ON MACPRO OSX EL CAPITAIN\n\nMACPRO OSX EL CAPITAIN 10.11.6\nDUAL AMD FirePro [D700](D700)\n\nBroken: 2.79 rc2\nWorked: --\n\nWhen I turn Denoise on the begining of the render is fine but when the denoise pass kicks in it make evething black.\n\nJust turn Denoise on and render.\nBased on a (as simple as possible) attached .blend file with minimum amount of steps\n", "denoiser glitch?\nOperating system and graphics card\niMac\nMacOS High Sierra Version 10.13.2 (17C88)\n\n\nversion 2.79\n\nThe denoiser (whether I use clamping settings or not) goes through the render motions, but then produces an all-black screen.\n\nplease see attachments. I simply checked the \"Denoising\" checkbox before clicking the \"Render Image\" pull down selection.\n\nThank you for your assistance with this!\n![Screen Shot 2018-01-18 at 9.46.40 AM.png](Screen_Shot_2018-01-18_at_9.46.40_AM.png)\n\n![Screen Shot 2018-01-18 at 9.47.38 AM.png](Screen_Shot_2018-01-18_at_9.47.38_AM.png)\n\n![Screen Shot 2018-01-18 at 9.49.09 AM.png](Screen_Shot_2018-01-18_at_9.49.09_AM.png)\n\n![Screen Shot 2018-01-18 at 9.47.09 AM.png](Screen_Shot_2018-01-18_at_9.47.09_AM.png)\n\n![Screen Shot 2018-01-18 at 9.48.47 AM.png](Screen_Shot_2018-01-18_at_9.48.47_AM.png)\n\n![Screen Shot 2018-01-18 at 9.49.33 AM.png](Screen_Shot_2018-01-18_at_9.49.33_AM.png)\n" ]
Switch Object hotkey D does not work Operating system: Windows-10-10.0.19041-SP0 64 Bits Graphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.38 Broken: version: 2.91.0 Alpha We have since i think Blender 2.90 a hotkey to switch to the next mesh object in Edit and Sculpt mode. The hotkey is D. But it does nothing in the current builds. Open Blender, duplicate the standard cube. Enter Edit Mode. Press D Nothing happens. Using another hotkey did not help. It is no overriding problem from what i can say. I tried with shift ctrl alt f, a key that does not exist in the keymap. ![disfunctional.jpg](disfunctional.jpg)
[ "No (selection) tool in Image editor mask mode (Left-click and drag selection doesn't work)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 2.93.0 Alpha\n\nLeft-click and drag selection doesn't work in Image editor -> Viewer Node -> Mask mode\n\nCreate a mask in the Image Editor and try to select it with left-click and drag selection\n\n![Mask shot.png](Mask_shot.png)\n", "Skipping node auto-attachment doesn't work with custom keymap\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 526.86\n\nBroken: version: 3.5.0 Alpha\nWorked: none\n\nBy default holding `ALT` while dragging a node disables auto-attachment. However, this doesn't work when using a custom keymap that has been imported from previous version. The prompt doesn't show which key to hold, and holding `ALT` just makes the prompt flicker like crazy, but doesn't disable auto-attachment.\n\n![prompt.jpg](prompt.jpg)\n\n\n**Steps to reproduce the bug**\n\n - Switch to a keymap that has been created with an earlier Blender version\n - Move a node in any node editor\n - Hold `ALT`\n\n\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", "Sculpting: Shape Keys: Sculpting should show the mesh using a shape key value of 1\nOperating system: Linux-5.3.0-46-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 (sub 2)\n\n\nSculpting: Shape Keys: Sculpting should show the mesh using a shape key value of 1.\nThis should work similarly to when enting edit mode while using shape keys;\nthe mesh should shown using a value of 1 and the value slider in the shape key panel should be greyed out.\n\nThis was found with [D7826](D7826)\n\n\n- . Create base shape key and a second key\n- . modify the mesh of the second key \n- . set value to 0\n- . Enter edit mode and then sculpt mode comparing the differences.", "Transform orientation undo is inconsistent.\n\nBroken: 3.0\nWorked: ?\n\nTransform orientation undo is inconsistent. It works in object mode, but doesn't work properly in edit mode. In edit mode it sometimes won't undo, or undoes together with another different step(like changing mode, or moving vertex).\n\n- Open default startup;\n- Change the Transform Orientation from Global to something else\n- Undo/redo - it works;\n\n---\n- Reopen default file\n- Go to edit mode\n- move vertex\n- Change the Transform Orientation\n- undo multiple times - Will never undo the Transform Orientation. (now deselect cube and perform undo operation: will revert selected transform orientation)\n\n", "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", "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", "Emulate 3 Button Mouse conflicting with Add Primitive tool\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 446.14\n\nBroken: version: 2.91.0 Alpha\n\nAs the title suggests, emulate 3 button mouse which works with Alt key conflicts with the alt key of the Add primitive tool where you get to extrude on both sides. I can't commit the extrude while holding alt.\n\n[2020-08-30 21-56-30.mp4](2020-08-30_21-56-30.mp4)\n1. Turn on Emulate 3 button mouse\n2. Select Add Primitive tool, drag out a shape.\n3. Hold Alt to turn on double side extrude and try to click to commit and it won't.\n\n", "Proportional Editing O key shortcuts bug/deceptive?\nOperating system and graphics card\n\nBroken: (example: 2.69.7 4b206af, see splash screen)\nWorked: (optional)\n\n\nBased on a (as simple as possible) attached .blend file with minimum amount of steps\nI am using Blender GIT Rev b6df448 on a Fedora 20 Linux 64Bit Box with an Intel 3000HD gfx\ndebug build.\n\nI noticed that when in Edit Mode with a Mesh Object selected pressing the [o Key] while over\nthe 3D Viewport only enables or disabled Proportional Editing Mode. It never cycles through\nall the other available options (Connected & Project 2d) in the\n[3D View Editor Header > Mesh > Proportional Editing] sub-menu even though it has the shortcuts\nnext to their names. This is different from the Proportional Editing Falloff entries which use\n[SHIFT Key + o Key] they do have all their entries cycled through when using their shortcut (and\nkeyboard shortcuts next to they names).\n\nShould the short cut names against the entries that are not cycled through be removed?\n\n[3D_View_Editor_Header-Mesh-ProportionalEditing-OkeyBug.blend](3D_View_Editor_Header-Mesh-ProportionalEditing-OkeyBug.blend)\n\n[system-info.txt](system-info.txt)", "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", "Multiple calls of 'view3d.select' with LMB selection keymap\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: Radeon (TM) RX 480 Graphics ATI Technologies Inc. 4.5.14760 Core Profile Context 20.45.37.01 27.20.14537.1001\n\nBroken: 2.83, 3.2.0\nWorked: Apparently never\n\nIn the left-click selection settings, considering only `Object Mode` in the keymap, there are currently 3 places setting the {key LMB} selection shortcut:\n1. {nav 3D View > 3D View (Global) > Selection}\n2. {nav 3D View > Object Mode > 3D View Tool: Tweak > Selection}\n3. {nav 3D View > Object Mode > 3D View Tool: Tweak (fallback) > Selection}\n\nRespectively each of them can be tested by pressing {key LMB} in the `3D View` under the following conditions:\n1. Always active\n2. Active when `Tweak Selection Tool` is enabled (between selection tools)\n3. Active when fallback selection is `Tweak` and the `Selection Tool` is not enabled\n\nThe problem is that, in the cases `2` and `3`, the key item of `1` is also mapped resulting in `view3d.select` being called 2 times (since this operator is pass though).\n\nThis can be a problem for users editing the settings as they need to make sure the properties of both calls are \"compatible\".\n\nNOTE: for undo, with the default settings, this is not a problem as an undo step is only added when something changes.\n\n - Make sure to use keymap with LMB selection\n\n **Testing the Selection Tool Shortcut:**\n - In the 3D view, activate the `Tweak` selection tool\n - In the keymap, go to {nav 3D View > Object Mode > 3D View Tool: Tweak > Selection} and disable the option `Deselect On Nothing`\n - In the 3d View, select the Cube and then click on an empty region - Note that the Cube has been deselected which is wrong\n - In the keymap, go to {nav 3D View > 3D View (Global) > Selection} and disable the option `Deselect On Nothing`\n - In the 3d View, select the Cube and then click on an empty region - Note that the Cube has **not** been deselected which is correct.\n\n **Testing the Selection Fallback Shortcut:**\n - Re-enable all `Deselect On Nothing` options and now disable the option located in {nav 3D View > Object Mode > 3D View Tool: Tweak (fallback) > Selection}\n - In the 3D View, activate a tool other than the selection tool (so the selection fallback will be used)\n - select the Cube and then click on an empty region - Note that the Cube has been deselected which is wrong\nRepeat the last two steps of the selection test with the tool to get the expected result.", "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", "Apply Base (Multiresolution Modifier) on mesh with shape keys distorts the mesh\nBroken: version: 2.83 (sub 8)\nWorked: Doesn't Work even in Blender 2.79b official release. I haven't tested versions earlier than that.\n\nPressing Apply base using the multires modifier on a mesh with a stored Basis shape key causes artifacting and mesh corruption. Undo still works though.\n\n1. Delete Default Cube\n2. Add Plane mesh (Shift+A > Mesh > Plane)\n3. Add Basis Shape Key.\n4. Add Multiresolution modifier\n5. Subdivide multiple times. (Either Catmull-Clark or Simple type)\n6. (optional) Apply brush strokes in Sculpting mode. \n7. Press Apply Base in Modifier Properties.\n\nor\n\n1. Open attached file\n2. Press Apply Base in the Modifier Properties.\n\n[Shape key Multires Bug.blend](Shape_key_Multires_Bug.blend)\n\n", "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", "Multires Level switching undo bug\nOperating system: Linux-5.4.0-42-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: Quadro GP100/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.100\n\nBroken: version: 2.90.0 Beta\n\nWhen sculpting in multires, the switching between different levels of subdivision is not included in the undo stack.\nBecause of this, when sculpting changes in the model, then switching between levels and sculpting more and afterwards using undo, it will not reliably undo the strokes.\nIn some cases it won't undo at all unless it exits sculpt mode or reaches some point in the undo stack where the level gets changes another time.\n\n\n[2020-08-03 15-38-50.mp4](2020-08-03_15-38-50.mp4)\n\n- Add an object with a multiresolution modifier and subdivide it a few times\n- Sculpt changes on the highest level, then on a lower level and then again on a higher level\n- Undo all those strokes until the mesh breaks or you exit sculpt mode and all is reverted at the same time" ]
[ "Object switching in Sculpt mode doesn't work\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.87\n\nBroken: version: 2.91.0\n\n\n1. Add multiple objects to empty scene\n2. Go to sculpt mode\n3. Hover over other objects and hit the designated hotkey \"D\". It should now switch active object, but doesnt do it.\n\n\n" ]
Object switching in Sculpt mode doesn't work Operating system: Windows-10-10.0.19041-SP0 64 Bits Graphics card: GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.87 Broken: version: 2.91.0 1. Add multiple objects to empty scene 2. Go to sculpt mode 3. Hover over other objects and hit the designated hotkey "D". It should now switch active object, but doesnt do it.
[ "Select Circle doesn't apply changes to radius while running back to active tool\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: 2.83 (sub 5)\nWorked: (optional)\n\nIf i change radius with LMB+MScroll, it resets to initial after LMB release\n[2020-03-02_21-20-49.mp4](2020-03-02_21-20-49.mp4)\nIf it is by design, I can`t find hotkeys to change circle radius permanently.\nI am trying to replace C-selection with this tool in my pipeline because it allow to rotate around object.\nFor me mass selection looks like this: take big brush, select big mass, change brush to smaller one, correct selection, zoom in and manually select/deselect certain faces/points. So I don`t see the point to have temporary radius for 1 stroke.\n\nI asked few skillfull guys. They still use C-selection, because it keep it`s radius.", "Sculpting laggy and weak from some directions.\nOperating system: Windows 10\nGraphics card: Nvidia GTX 970\n\nBroken: 3.6.1\nWorked:Never(2.80+)\n\nWhen i try to sculpt from from below, using radius unit: scene, sculptings get laggy and the stroke is weak.\n\nI'm trying to sculpt stones for a wall in place.\nThe sculpting works fine if i first move the stone i'm working on to the scene origin. This adds a lot of work as i want to for example put bevels on all objects first, then go on with cracks and other features!\n\nTo reproduce:\nOpen file, sculpt from top and bottom\n\nFile is default sculpt template with sphere moved up by 5 and using scene radius.\n\n", "Hiding Armature in Outliner while in Pose Mode, leaves viewport without ability to select or exit the Pose Mode.\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: 3.0.0\n\nWhen Armature is hidden via Outliner in Pose Mode, the selection, active object, and the Mode remains on that armature, not allowing to select anything anymore. Same happens with Meshes and Edit Mode, but one is still able to exit the Edit Mode. I assume it's likely that one either shouldn't be able to hide the object one is in Edit/Pose mode with, or the Mode probably should be exited upon hiding it's object. Or, at least, switching the Mode off shouldn't be disabled if the object is considered still active/selected.\n\n[armature.blend](armature.blend)\n - Select Bone,\n - Press Disable in Viewports for Armature object in Outliner,\n - > Can't select other objects in viewport now, or exit the pose mode.", "Undo in Sculpt Mode\n\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.30\n\nBroken: version: 2.90.1\n\nWhen I apply undo in sculpt mode it applies to my previous settings as well (symmetry activation, some of brush settings and any settings in sculpt mode). \nThis is so annoying moment please help with it?\n\n", "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", "Texture Paint mode tools swap when exiting maximized area\nOperating system: Linux-5.17.5-76051705-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: Quadro RTX 6000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.68.02\n\nBroken: version: 3.3.0 Alpha\nWorked: unknown\n\n[texture_paint_tool_swapping-2022-05-10_12.52.16.mp4](texture_paint_tool_swapping-2022-05-10_12.52.16.mp4)\n\n- Go to texture paint mode\n- open second image editor\n- maximize the area of the 3D viewport\n- change the active tool\n- un-maximize the area\n", "GPencil: Hotkeys of Tools is not consistent when Draw Tool is active\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 388.76\n\nBroken: version: 2.81 (sub 11)\nWorked: (optional)\n\nI'm not sure whether this is intended or not.\nHotkeys (1 to 9) shift downward one by one depending on whether you are in a draw tool or not.\n\n1. Go to Draw Mode\n2. Select a draw tool by pressing Shift Spacebar, O (Not 1)\n3. Select a fill tool by pressing Shift Spacebar, 1\n4. Select a draw tool by pressing Shift Spacebar, 1 (Not O)\n\n![hotkey_tool.png](hotkey_tool.png)", "Select similar face regions doesn't work across objects in multi-object edit mode\nOperating system: Windows 10\nGraphics card: GTX 1070\n\nBroken:\n3.0.0 alpha, 3.1.0 alpha\n\nSimilar face regions don't get selected across objects in multi-object edit mode.\n\n\nBased on the attached .blend file.\n\nI made a scene with a cube and bevelled its edges. I then copied the cube, selected both objects, entered edit mode and selected 3 faces of the active cube object where bevelled edges meet.\nThen I went to Select Similar > Face Regions and Blender selected 7 analogous face regions, but only on the active cube, not on the other object.\nIn comparison, if I add materials to these objects and try selecting faces by similar materials, both objects' faces will be selected. Any other trait among \"Select Similar\" will select faces across multiple objects.\n\n![-2021-nov-9-004.jpg](-2021-nov-9-004.jpg)\n\n[similar face regions don't get selected across objects in multi-object edit.blend](similar_face_regions_don_t_get_selected_across_objects_in_multi-object_edit.blend)", "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.", "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", "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", "Regression: Sculpt mode Annotation tool cursor conflict\nOperating system: Win 10\n\nBroken: 2.91, 3.4\nWorked: 2.90\nCaused by b9e4696641\n\nThe Annotation tool in sculpt mode is not using it's proper cursor. It's using the regular sculpting cursor instead.\nWhen you start drawing, the original cursor shows up on top of the regular sculpting cursor. \nThe end result is two cursors displaying at the same time and the original one flickering sometimes...\n\nTry to use the Annotation tool in sculpt mode....\n\nHere 2.90 (working fine)\n![2020-10-22_07-36-09.gif](2020-10-22_07-36-09.gif)\n\nHere 2.91 (broken)\n![2020-10-22_07-37-00.gif](2020-10-22_07-37-00.gif)\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", "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. ", "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)" ]
[ "Switch Object hotkey D does not work\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.38\n\nBroken: version: 2.91.0 Alpha\n\nWe have since i think Blender 2.90 a hotkey to switch to the next mesh object in Edit and Sculpt mode. The hotkey is D. But it does nothing in the current builds.\n\n\nOpen Blender, duplicate the standard cube.\nEnter Edit Mode. \nPress D\nNothing happens.\nUsing another hotkey did not help. It is no overriding problem from what i can say. I tried with shift ctrl alt f, a key that does not exist in the keymap.\n\n![disfunctional.jpg](disfunctional.jpg)\n" ]
Crash when using Hair Dynamics Operating system: Windows 11 22H2 (OS build 22621.1778) Graphics card: NVIDIA GeForce RTX 3080 Broken: c5e9ccba7a03775e96d0dd6b1f9d2668129ef83c Worked: Application crashes when rendering hair dynamics 1. Add Particles to the cube 2. Select "Hair" 3. Check "Hair Dynamics" 4. Click space bar Error stack trace: > blender.exe!copy_v3_v3(float * r, const float * a) Line 44 C++ blender.exe!bvhtree_update_from_cloth(ClothModifierData * clmd, bool moving, bool self) Line 186 C++ blender.exe!cloth_bvh_collision(Depsgraph * depsgraph, Object * ob, ClothModifierData * clmd, float step, float dt) Line 1588 C++ blender.exe!cloth_solve_collisions(Depsgraph * depsgraph, Object * ob, ClothModifierData * clmd, float step, float dt) Line 1197 C++ blender.exe!SIM_cloth_solve(Depsgraph * depsgraph, Object * ob, float frame, ClothModifierData * clmd, ListBase * effectors) Line 1318 C++ blender.exe!do_step_cloth(Depsgraph * depsgraph, Object * ob, ClothModifierData * clmd, Mesh * result, int framenr) Line 302 C++ blender.exe!clothModifier_do(ClothModifierData * clmd, Depsgraph * depsgraph, Scene * scene, Object * ob, Mesh * mesh, float[3] * vertexCos) Line 415 C++ blender.exe!do_hair_dynamics(ParticleSimulationData * sim) Line 3511 C blender.exe!hair_step(ParticleSimulationData * sim, float cfra, const bool use_render_params) Line 3555 C blender.exe!particle_system_update(Depsgraph * depsgraph, Scene * scene, Object * ob, ParticleSystem * psys, const bool use_render_params) Line 4882 C blender.exe!deformVerts(ModifierData * md, const ModifierEvalContext * ctx, Mesh * mesh, float[3] * vertexCos, int verts_num) Line 217 C++ blender.exe!BKE_modifier_deform_verts(ModifierData * md, const ModifierEvalContext * ctx, Mesh * me, float[3] * vertexCos, int numVerts) Line 1022 C++ blender.exe!mesh_calc_modifiers(Depsgraph * depsgraph, const Scene * scene, Object * ob, const bool use_deform, const bool need_mapping, const CustomData_MeshMasks * dataMask, const bool use_cache, const bool allow_shared_mesh, Mesh * * r_deform, Mesh * * r_final, GeometrySet * * r_geometry_set) Line 704 C++ blender.exe!mesh_build_data(Depsgraph * depsgraph, const Scene * scene, Object * ob, const CustomData_MeshMasks * dataMask, const bool need_mapping) Line 1479 C++ blender.exe!makeDerivedMesh(Depsgraph * depsgraph, const Scene * scene, Object * ob, const CustomData_MeshMasks * dataMask) Line 1644 C++ blender.exe!BKE_object_handle_data_update(Depsgraph * depsgraph, Scene * scene, Object * ob) Line 166 C++ blender.exe!BKE_object_eval_uber_data(Depsgraph * depsgraph, Scene * scene, Object * ob) Line 332 C++ blender.exe!blender::deg::DepsgraphNodeBuilder::build_object_data_geometry::__l2::<lambda_1>::operator()(Depsgraph * depsgraph) Line 1620 C++ [External Code] blender.exe!blender::deg::`anonymous namespace'::evaluate_node(const blender::deg::`anonymous-namespace'::DepsgraphEvalState * state, blender::deg::OperationNode * operation_node) Line 108 C++ blender.exe!blender::deg::`anonymous namespace'::deg_task_run_func(TaskPool * pool, void * taskdata) Line 121 C++ blender.exe!Task::operator()() Line 165 C++ blender.exe!tbb::internal::function_task<Task>::execute() Line 1060 C++ [External Code] blender.exe!tbb::task::wait_for_all() Line 821 C++ blender.exe!tbb::internal::task_group_base::wait() Line 168 C++ blender.exe!tbb_task_pool_work_and_wait(TaskPool * pool) Line 240 C++ blender.exe!BLI_task_pool_work_and_wait(TaskPool * pool) Line 471 C++ blender.exe!blender::deg::`anonymous namespace'::evaluate_graph_threaded_stage(blender::deg::`anonymous-namespace'::DepsgraphEvalState * state, TaskPool * task_pool, const blender::deg::`anonymous-namespace'::EvaluationStage stage) Line 324 C++ blender.exe!blender::deg::deg_evaluate_on_refresh(blender::deg::Depsgraph * graph) Line 447 C++ blender.exe!deg_flush_updates_and_refresh(blender::deg::Depsgraph * deg_graph) Line 45 C++ blender.exe!DEG_evaluate_on_framechange(Depsgraph * graph, float frame) Line 80 C++ blender.exe!BKE_scene_graph_update_for_newframe_ex(Depsgraph * depsgraph, bool clear_recalc) Line 2818 C++ blender.exe!BKE_scene_graph_update_for_newframe(Depsgraph * depsgraph) Line 2866 C++ blender.exe!ED_update_for_newframe(Main * bmain, Depsgraph * depsgraph) Line 1810 C blender.exe!screen_animation_step_invoke(bContext * C, wmOperator * UNUSED_op, const wmEvent * event) Line 4764 C blender.exe!wm_operator_invoke(bContext * C, wmOperatorType * ot, const wmEvent * event, PointerRNA * properties, ReportList * reports, const bool poll_only, bool use_last_properties) Line 1529 C++ blender.exe!wm_handler_operator_call(bContext * C, ListBase * handlers, wmEventHandler * handler_base, wmEvent * event, PointerRNA * properties, const char * kmi_idname) Line 2565 C++ blender.exe!wm_handlers_do_keymap_with_keymap_handler(bContext * C, wmEvent * event, ListBase * handlers, wmEventHandler_Keymap * handler, wmKeyMap * keymap, const bool do_debug_handler) Line 2960 C++ blender.exe!wm_handlers_do_intern(bContext * C, wmWindow * win, wmEvent * event, ListBase * handlers) Line 3291 C++ blender.exe!wm_handlers_do(bContext * C, wmEvent * event, ListBase * handlers) Line 3429 C++ blender.exe!wm_event_do_handlers(bContext * C) Line 4140 C++ blender.exe!WM_main(bContext * C) Line 649 C blender.exe!main(int argc, const unsigned char * * UNUSED_argv_c) Line 586 C [External Code]
[ "Hair Curves: Posed hair curves get stuck onto a wrong pose upon entering and exiting Sculpt, Vertex Paint or Weight Paint mode on the surface object\nOperating system: Windows 10\nGraphics card: Nvidia RTX 2060 Super\n\nBroken: 3.6.1\nWorked: n/a\n\nOn posed hair when using the 'deform curves on surface' node, if you enter and exit Sculpt, Vertex Paint or Weight Paint mode on the surface object, the posed hair will get stuck on a wrong pose, see attached images for comparison. You don't have to edit anything for the bug to occur. \n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n1. Open the file and select the \"Surface\" object\n2. Enter and exit Sculpt, Vertex Paint or Weight Paint mode\n3. The hair curves object should now have deformed onto a wrong pose and can't be fixed until you reload the file\n\nThis bug still appears in the final render and can only be fixed by reloading the save file.\n\n", "Crash on applying boolean modifier\nOperating system: Linux Fedora V35\nGraphics card: Nvidia 3070TI\n\nBlender 3.1.2 and Blender 3.2.0 both crash\n\nI created a mesh object, then used boolean modifier to create a hollow center. I applied the modifier. When I go into edit to clean it up, it crashes.\n\napply the boolean modifier to the mesh \"Bottom\" with object \"Plug\" in the included blend file using all defaults. Enter edit mode and see the mesh is badly corrupted.\n\n[part7.blend](part7.blend)\n[printReady1.blend](printReady1.blend)", "Adding texture to particle emission density breaks particle simulation\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\nPlease see attached file, after adding cloud texture and enabling Density in Texture influences, the simulated particles either stick to the surface or fly of into infinity as a group. \n\nOpen attached file and play animation, note some particles either sticking or a large group of particles incorrectly flying of.[particle_system_broken.blend](particle_system_broken.blend)\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", "Particle simulations dont generate valid disk caches\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 462.30\n\nBroken: version: 2.93.1\n\nand I tried on the blender-2.83 LTS and it has the same issue.\n\nBlender stops simulating particle systems. if I'm baking them it just puts noting in the bake if I'm rendering without baking first if doesn't do anything except make my fans run full blast.\n\ncreate a bunch of particle sims. Use I used the script in the blend to do it.\nrun bake all dynamics. Only the first few of them actually generate anything.\n\nOf don't bake and just try to render. It freeze.\n\n[bugReportFireworks.blend](bugReportFireworks.blend)", "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", "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 Hair Particles interprets the color from the newer vertex domain and float color types wrong\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.3.0\n\nI am trying to modify hair color using color attribute (called as vertex color in previous versions). But hair particles simply ignores the color attribute. I just plugged in a musgrave texture and that works as expected but color attribute does not. I have attached a screenshot for a better understanding.\n\n\n\n\n![Clr_Attr.jpg](Clr_Attr.jpg)", "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 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", "EXCEPTION_ACCESS_VIOLATION when changing shaders\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.79\n\nBroken: version: 3.1.0\n\nThis also seems to crash 2.93 and 3.0. \n\nEXCEPTION_ACCESS_VIOLATION causes crash when some shaders are applied.\n\nOpen the file. In the shader editor, set the material of the cube to rim_gradient. Shift-click on the specified shader node in the picture to turn it into the material output. Observe crash.\n![crash_reproduction.png](crash_reproduction.png)\n\n[crash.blend](crash.blend)\n\n\n", "Memory leak while rendering with particle hair?\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 4090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.49\nSystem Memory: 32 GB\n\nBroken: version: 3.4.0\nWorked: Could not find any which made a difference (tried 3.4.1, 3.3, 3.2, and 2.83)\n\nHi\nI've been having a problem where, while rendering in cycles, a blend file appears to be causing system memory usage to increase every frame. It does seem to plateau eventually, but the memory committed remains high even after the rendering is finished or stopped.\n\nI tried to simplify things down as much as possible, it's just the mesh and the object with several particle hair systems.\n\nRender the sample blend file.\nOriginal (240 MB)\nSample.blend?dl=0\nCompressed (54 MB)\nSample.zip?dl=0\nOr\n-Create new blend file\n-Set to render using cycles (gpu using optix)\n-Append \"Sample\" collection from attached blend file\n-Render", "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", "Hair (Particles): Cannot animate the property hair_lenght\nOperating system: Windows-10-10.0.17763-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: 2.93.5\n\nI can't animate the hair_lenght property in hair (particles)\n\n1. Select an object (mesh) and add hair (particles) to it.\n2. Add an animation key in the Hair Lenght property (4m by default).\n3. Change to another frame, modify the Hair Lenght property (put 0m for example) and add a new animation key.\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." ]
[ "Regression: Particle hair crash when using Hair Dynamisc\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.41\n\nBroken: version: 3.6.0 Beta\nWorked: (3.5.1)\n\nCaused by 7eee378eccc8\n\nPress play with partical hair when Hair Dynamics is Enable will rash blender.\n\n1. Add a partickle system and changes it to hair.\n2. Enable Hair Dynamics.\n3. Press play and blender crashes." ]
Eevee render freezes the windows while it's rendering Operating system: Windows-10-10.0.18362-SP0 64 Bits Graphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.19 Broken: version: 2.82 (sub 7), branch: master, commit date: 2020-02-12 16:20, hash: 77d23b0bd7 Worked: (optional) Render anything with eevee completely freeze Blender window. Just open Render with default lights&cube scene , press F12 to render and the blender window is froze (unrespond, cant click nor do anything) until the task is finished. Cycle works fine. Just upgraded my GPU so not sure if this is a hardware issue.
[ "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", "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", "Entire system freezing while using NLA in Blender 2.91 and newer (Mesa only?)\nOperating system: Fedora 33\nGraphics card: Intel HD Graphics 520 (Mesa 20.2.4)\n\nBroken: 2.91\nWorked: 2.90.1\n\nBlender randomly freeze entire graphics system. After freezing, last 2 frames is flickering if you move mouse. I can even save my work with CTRL+S, but after that i need to restart my computer. Setting INTEL_DEBUG=reemit environment variable fixes the issue.\n\nMethod 1\nAdd a few keyframes.\nScroll up and down in the NLA editor.\n[blender-freeze-2.mp4](blender-freeze-2.mp4)\n\nMethod 2\n\nJust do something, even in Solid view, even in Video Sequence editor. I don't know how to reproduce, it happens after 10 minutes of work. Also i notice some glitches in VSE with image strips. Also bug with Depth of Field was fixed in this version, probably this fix relate to this bug.\n\nBug with depth of view that was fixed:\nT77828\n\nIssue with VSE\n[blender-vse-artifacts-1.webm](blender-vse-artifacts-1.webm)", "Viewport rendering bug : unable to make the render progress (infinite calculation)\nOperating system: Windows 11\nGraphics card: RTX 3090\n\n**3.0.1**\n\nI installed the latest studio drivers for the graphic card (28 january 2022 version), and then :\n\nI encounter a really strange bug when using the viewport rendering (with or without denoising) on some projects. This bug only happens on this new computer, not on my iMac.\n\nDescription : it's like the viewport rendering \"never stops\" and fails to progress. I see the object, but in the \"worst\" rendered version only. It doesn't progress at all and I can hear the graphic card working infinitely, trying to calculate it.\n\nThe bug is present both using CUDA and Optix. Notice that normal rendering works really fine.\n\nUPDATE : The bug is also present with an old version of the studio drivers.\n\nBlend file : [realistic-atom-1.blend](realistic-atom-1.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", "Opening preferences while rendering causes rendering not to be finished (but computing continues)\nOperating system: W10\nGraphics card: 980Ti\n\nBroken: 2.80 19-03-31\nWorked: (optional)\n\nWhile rendering in a separate window, you can go back to main window, open preferences and boom, preferences are opened in the render window. You can see the progress bar on windows taskbar still going on, everything is being computed, but you are not going to get the full image. You can open the Rendering tab and see your render as 'finished' even though it's still computing. After it finishes - it does not update the image. It's in the state from the moment of opening settings.\n\n1. Click F11 to open rendering window\n2. Start rendering\n3. Minimize/switch windows to the main blender window\n4. Open preferences from the menu\n5. No profit, see desciption.", "Rigidbody doesn't work when you change motion blur steps in eevee\nOperating system:debian buster\nGraphics card:nvidia gtx 1070\n\nBroken: (example: 2.90, 0330d1df29c0, master, 2020-08-31, as found on the splash screen)\nWorked: Never\n\nRendering unbaked rigidbody simulation in eevee with motion blur with 2 or more steps will cause simulation to stop working.\n\n[#80388.blend](T80388.blend)\n- Open file\n- Check if rigidbody simulation works\n- Render image\n- Check if rigidbody simulation works\nIt doesn't work anymore.", "Particle simulations dont generate valid disk caches\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 462.30\n\nBroken: version: 2.93.1\n\nand I tried on the blender-2.83 LTS and it has the same issue.\n\nBlender stops simulating particle systems. if I'm baking them it just puts noting in the bake if I'm rendering without baking first if doesn't do anything except make my fans run full blast.\n\ncreate a bunch of particle sims. Use I used the script in the blend to do it.\nrun bake all dynamics. Only the first few of them actually generate anything.\n\nOf don't bake and just try to render. It freeze.\n\n[bugReportFireworks.blend](bugReportFireworks.blend)", "Draw: Codegen crash MSVC 2019 debug build Mr elephant eevee\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.24\n\nBroken: version: 3.5.0 Alpha\n\nFirst not working commit: d2728868c01d97540c9e5cd24adcf5f0ae6b232a (I did a bisect)\n\nBlender compiled in debug mode with MSVC 2019 is crashing in the joined scene when we switch to eevee\n\n- Compile blender master (2023/01/31) with Visual Studio 2019 in debug mode\n- Open blender with Visual studio 2019 debugger\n- Open the file joined here\n- Switch to eevee rendered mode\n\n- > it is causing a crash since the commit I mentionned\n\n\nMr elephant optimized .blend:\n\n[mr_elephantAnimed_fixed.blend](mr_elephantAnimed_fixed.blend)\n\ngif:\n\n![Animation.gif](Animation.gif)\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)", "Eevee slower than cycles when using a lot of particles or collection instances\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.66\n\nBroken: version: 2.83 (sub 17)\n\nWhen using a lot of collection instances with particles in them, or with a lot of objects, Eevee seems to be very slow in evaluating the scene. \neevee: 2min and 2sek \ncycles (gpu): 9sek\n\nopen the file switch to cycles - hit render\nswitch to eevee hit render\n", "\"RENDER_OT_render\" called with \"EXEC_DEFAULT\" freezes Blender with Eevee motion blur enabled\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 Beta\n\nbpy.ops.render.render() called without 'INVOKE_DEFAULT' from the Python Console or script freezes Blender when Eevee motion blur is enabled.\nAnd the same issue is in the 2.91 Alpha version.\n\n----\n\n- Open Blender\n- Make sure context scene render engine is Eevee\n- Turn on motion blur\n- Open Python console\n- type in bpy.ops.render.render() and hit enter\n\n----\n\n*Edit* (added method that doesn't activate via Python).\n\n**Exact steps to reproduce the error without activating from Python.**\n- Open Blender\n- Make sure context scene render engine is Eevee\n- Turn on motion blur\n- Run this script in the text editor\n\n\n```\nimport bpy\ndef menu_func_import(self, context):\n layout = self.layout\n layout.operator_context = 'EXEC_DEFAULT'\n layout.operator(\"render.render\", text=\"Blocking Render\")\nbpy.types.TOPBAR_MT_render.append(menu_func_import)\n```\n\n- Run \"Render -> Blocking Render\" from the top-bar.", "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)", "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.", "Calling operator from handler that saves bmesh freezes blender forever\nBlender version: 3.5.1\n\nI setup some shader to run on top of blender viewport and connected it’s update to `SpaceView3D.draw_handler_add`. The idea was that shader will only work in EDIT mode and if user exists it then it will automatically trigger some operator.\nLine that freezes Blender is `bm.to_mesh(context.object.data)` although it doens’t freeze right away.\n\nWhat I’ve found that if I call operator that edits mesh from bmesh then it freezes Blender entirely.\nCurrently as a workaround I moved operator’s code to some function and call it instead of because `bm.to_mesh(context.object.data)` doesn’t seem to freeze Blender when it’s called from handler without operator.\n\n\nEasy way to reproduce (create default scene, make sure cube is selected, run the script):\n\n```python\nimport bpy\nfrom bpy.types import SpaceView3D\nimport bmesh\n\nclass TestHandler:\n installed = None\n\n @classmethod\n def install(cls, context):\n handler = cls()\n cls.installed = SpaceView3D.draw_handler_add(\n handler, (context, ), \"WINDOW\", \"POST_VIEW\"\n )\n\n @classmethod\n def uninstall(cls):\n try:\n SpaceView3D.draw_handler_remove(cls.installed, \"WINDOW\")\n except ValueError:\n pass\n cls.installed = None\n\n def __call__(self, context):\n obj = context.object\n if obj.mode != \"EDIT\":\n TestHandler.uninstall()\n bpy.ops.test.test()\n print('HANDLER CALL FINISHED') # never printed\n return\n \n print('HANDLER FINISHED')\n\nclass TestOperator(bpy.types.Operator):\n bl_idname = \"test.test\"\n bl_label = \"test\"\n\n def execute(self, context):\n print('TEST OPERATOR CALLED')\n bm = bmesh.new()\n\n # WITHOUT THIS LINE IT DOESN'T FREEZE\n bm.to_mesh(context.object.data)\n\n # still printed\n print('TEST OPERATOR FINISHED')\n return {\"FINISHED\"}\n \nclass TestSetupOperator(bpy.types.Operator):\n bl_idname = \"test.test_setup\"\n bl_label = \"test\"\n\n def execute(self, context):\n print('TEST SETUP OPERATOR CALLED')\n TestHandler.install(context)\n return {\"FINISHED\"}\n\n\nbpy.utils.register_class(TestOperator)\nbpy.utils.register_class(TestSetupOperator)\nbpy.ops.object.mode_set(mode=\"EDIT\")\nbpy.ops.test.test_setup()\n# freezes on the next step\nbpy.ops.object.mode_set(mode=\"OBJECT\")\n```\n\n" ]
[ "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.", "Stopping a render in Eevee takes a long time.\nWindows 10 Pro\nGraphics card: NVIDIA 1050 Ti\nDell Laptop\n\nBlender 2.81\n\nWhen Eevee is rendering, it doesn't like to be canceled. It often takes a while to stop rendering after ESC has been hit or the cancel render X has been pressed. I realize I don't have the largest GPU in the world, but I never experienced this with Cycles. No hate to Eevee, as it's amazing, but this is a weird delay. I'm guessing its because Eevee takes so much of the GPU resources, Blender can barley run its GUI, or that's what it feels like when a render is going.\n\nI often render animations with Eevee, and it happens with every render. " ]
Blender do not show viewport render at all Operating system: Windows-7-6.1.7601-SP1 64 Bits Graphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.86 Broken: version: 2.80 (sub 74) Worked: version: 2.80 (sub 74) Render is happens and jpg can be saved, but window is grayed. Perhaps connected with #65951 [2019-06-23_19-20-32.mp4](2019-06-23_19-20-32.mp4) Try to render basic scene from viewport.
[ "Viewport display broken for fire- solid and rendered mode (Cycles & Eevee)\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.86\n\nBroken: version: 2.83 (sub 0)\nWorked: (optional)\n\n[Fire seems to get 'stuck' in the viewport (as in it does not disappear), it does however behave correctly when F12 rendered.\nThis happens in 2.83Alpha and 2.82Beta (both downloaded as of today, approx 16:00 Sydney time 15 Jan 2020)]\n\n[Bake the attached and observe.\nhere's what it looks like-\n[ViewportFire_2-82+2-83.mp4](ViewportFire_2-82_2-83.mp4)\n\nIt works Ok when F12 rendered as seen here-\n[Fire26Nov20190001-0050.mp4](Fire26Nov20190001-0050.mp4)\nI couldn't be bothered to render out the clip in Cycles but stills show the error is only in the viewport-\n![ViewportfireBroken.JPG](ViewportfireBroken.JPG)\n\nHere's the .blend-\n[Fire2.83A.blend](Fire2.83A.blend)\n\nThis works properly in the 26November2019 build, here's what that looks like-\n{[F8279386](ViewportFireMantaflow_26-11-19Build.mp4)}]\n\n", "Cycles Regression: Changing \"Start Samples\" in denoiser resets viewport render\nOperating system: Linux-5.14.0-3-amd64-x86_64-with-glibc2.32 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 495.29.05\n\nBroken version: 3.0.0 Alpha\nWorked: Prior to Cycles-X merge\n\nChanging the `Start Samples` value for the viewport denoiser resets the viewport rendering. This did not happen prior to the Cycles-X merge.\n\n1. Create a scene that has noticeable amounts of noise in Cycles.\n2. Enable viewport denoising.\n3. Enter rendered viewport mode.\n4. Change the `Start Samples` value of the viewport denoiser. You will notice that viewport rendering will reset back to 1 sample. This did not happen prior to the Cycles-X merge.", "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", "Compositor in start up file does not show specific passes\nBroken: version: 3.1.0 Alpha\nWorked: Prior to 7e712b2d6a\n\nWhen loading the startup file, some passes will be missing from the compositor. For example the denoiser.\n\nHere is a video showing off the issue: [F12781327](Missing_Passes_in_Compositor.mp4)\n\nWatch the video above or follow the steps below:\n\n1. Start up Blender and change the render engine to Cycles.\n2. Go to the `Viewlayer Properties` tab and enable Denoising Data.\n3. Change one of the areas to the `Compositor` and tick the `Use Nodes` box.\n4. Take note of the passes that are available on the `Render layer` node.\n5. Select from the top of Blender `File -> Defaults -> Save Startup File`\n6. Close Blender\n7. Open a new instance of Blender 3.1 and notice that the `Render Layer` node is missing some of the inputs that should be there.\n\nHow it looks before you re-open Blender:\n{[F13081662](image.png), size=full}\n\nHow it looks afterwards:\n{[F13081667](image.png), size=full}\n\n\nExample of startup.blend:\n[startup.blend](startup.blend)", "Freestyle doesn't render hair\nOperating system: Win10 64bit\nGraphics card: gtx1050ti\n\nBroken: 2.8-155c62b070a9\nWorked: 2.79b\n\nRender file with Cycles in 2.79b and 2.8. In 2.8 only mesh is outlined.\n[free.blend](free.blend)", "\"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)", "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.", "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", "Viewport rendering bug : unable to make the render progress (infinite calculation)\nOperating system: Windows 11\nGraphics card: RTX 3090\n\n**3.0.1**\n\nI installed the latest studio drivers for the graphic card (28 january 2022 version), and then :\n\nI encounter a really strange bug when using the viewport rendering (with or without denoising) on some projects. This bug only happens on this new computer, not on my iMac.\n\nDescription : it's like the viewport rendering \"never stops\" and fails to progress. I see the object, but in the \"worst\" rendered version only. It doesn't progress at all and I can hear the graphic card working infinitely, trying to calculate it.\n\nThe bug is present both using CUDA and Optix. Notice that normal rendering works really fine.\n\nUPDATE : The bug is also present with an old version of the studio drivers.\n\nBlend file : [realistic-atom-1.blend](realistic-atom-1.blend)\n\n", "gpu.types.GPUOffscreen renders nothing when samples > 0\nOperating system: Linux-5.3.0-55-lowlatency-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 435.21\n\nBroken: version: 2.83.0\nWorked: None known 2.90 alpha has same issue\n\nOffscreen rendering from Python fails if GPUOffscreen buffer is created with any number of of samples > 0. If samples > 0, nothing is drawn (nor is there any error)\n\nRun the small script in the attached .blend (it is the sample script for offscreen rendering from the documentation but with samples>0)\nThe generated image is empty.\n\n(full system info also in .blend in text buffer system-info.txt)\n[MSAA bug.blend](MSAA_bug.blend)\n", "Handler save_pre doesn't get called for session recovery save\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 980M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 389.12\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\nThe Python handler `save_pre` does not get executed when Blender saves the session recovery file on exit. When add-on's are actively using this handler, they are very likely generating or finalizing data that will be saved along with the file. Skipping over this event while such add-ons are active is likely to cause data loss or strange bugs that will be difficult to track down.\n\nWrite a simple script that prints something to the console when `save_pre` is called, then exit Blender with it active. You can launch Blender from a console window to keep the window open after it exits.\n\n[#71506.blend](T71506.blend)", "(Linux; AMD Radeon GPU) Rendering a complex scene with eevee crashes desktop environment / causes rendering and viewport artifacts\n```\nOperating system: EndeavourOS Linux / Fedora Linux (Same issue on both distros)\nGPU: AMD Radeon RX 6800 XT (16 GB VRAM)\nCPU: AMD Ryzen 5 3600\n```\n\n```\nrenderer:\t'AMD Radeon Graphics (renoir, LLVM 15.0.7, DRM 3.49, 6.1.18-200.fc37.x86_64)'\nvendor:\t\t'AMD'\nversion:\t'4.6 (Core Profile) Mesa 22.3.7'\ndevice type:\t'AMD'\nbackend type:\t'OPENGL'\n```\n\nBroken: 3.4.1, 55485cb379f7, blender-v3.4-release; 3.5.0 Release Candidate, d5d8246441a5, blender-v3.5-release (both version exhibit the issue)\n\nWhen rendering complex scenes in Eevee (Scenes with many different objects), one of the following occurs:\n\n 1. On **X11**: Computer freezes for about 5 seconds before all monitors cut to black. After about 5 seconds on a black screen, the login screen appears and I can log in as normal, as if I logged out. All of the applications have closed.\n 2. On **Wayland**: Render finishes rendering, but many of the objects appear broken; they are semi transparent or appear as if they were using the holdout shader. Returning to the viewport causes all objects with transparency to flicker randomly and appear distorted. Occasionally, the desktop of the computer itself will become broken and artifacted, only logging out or restarting fixes it. This usually isn't possible, however, as after a short while everything all displays cut to a black screen. Unlike X11, however, the only way to recover from this is to restart the PC by holding down the power button.\n\nThis issue **only occurs on linux and does not occur on my Windows 10 partition**, even with the exact same settings and scene. It also only occurs when actually trying to render the scene. In the viewport everything works just fine, even on rendered view where everything looks the same as it should in the render.\n\nThis issue seems to occur regardless of the GPU Usage; even when I limit the GPU clock and power draw significantly it still happens.\n\nThe attached .blend file is an example of a simple scene which triggers the bug. It seems to occur no matter what the render settings are set to.\n\n", "Viewport not updated after changing material properties\nWindows 10\nGraphics card:\nGTX 1660TI\n\n\nBroken: version: 3.2.0 Beta\nWorked 3.0\n\nHello. If you create an object, for example, a sphere, assign it a material with a base color, for example, red or something else, then copy the material, create another object, create a material for it, and then paste the material on the new object, the material that was copied will be inserted, but if after that you start changing it it will not change on the object until it is reselected.\nWhy don't its settings change immediately after changing them in the settings? Is this a bug or is it supposed to be like this?\n![изображение.png](изображение.png)\nI copied the material from the sphere to the cylinder, it was added to it, after that I replaced the base color on it with green but it does not change on the cylinder.\n\n**Steps to reproduce**\n[#98458.blend](T98458.blend)\n\n- Open file\n- Copy material from selected (green) cube\n- Paste material to other cube\n- Change Base Color in pasted material\n\nColor is not updated in viewport.", "different generation of graphic card won't utilise together.\nOperating system: Windows 10\nGraphics card: Radeon R9 295X2 (secondary chip) + Radeon RX560 4GB\nAMD Ryzen 1700X\nMSI X370 Gaming Pro Carbon\n3 * 8GB DDR4-2400\n\nBroken: 2.82.7 to 2.83.3 <--- where x is from 0 to current stable version\nWorked: 2.8, 2.83.4 (partly worked, may end up sudden wattman reset)\n\nRadeon Version: 20.7.2\n\nafter the 3rd step, the render did not show anything, switching back to material viewport, the whole program was frozen. not sure if that is graphic card problem, but that way i could not even render anything. on 2.82.7, this also happened and the render kernels failed to work.\n\n\n1. open up a file of as shown\n2. set the preferences that would use OpenCL to render with R9 295X2 (and RX560)\n3. preview in Cycles\n4. unable to load the preview, switch back to material viewport.\n\n[zeta school 1.blend](zeta_school_1.blend)", "Generic Input in a Group Node displays as Grayscale, when it is in fact neutral.\nSolution: \n\n![Capture.PNG](Capture.PNG)\n\nIn the example above, the only change would be that the socket next to the Input would be empty instead of gray. This would fix the wrong impression that it's a Grayscale input - it's not, it's neutral as Sergey stated." ]
[ "Viewport render image not work in image editor mode\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 388.13\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\nViewport render image not work in image editor mode\n\n1. switch the Display mode to Image editor; Render/Display Mode/Image editor.\n![QQ截图20190624092506.png](QQ截图20190624092506.png)\n\n2. Render the Image with opengl; View/ Viewport Render Image\n![QQ截图20190624092351.png](QQ截图20190624092351.png)\n\n3. you will see nothing in image editor. \n\n\n", "Saving project right before rendering (Cycles) causes empty render-preview\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: ~ a week ago\n\n\nhere the video. Image rendered properly and can be saved but preview is invisible\n[2019-06-20_12-45-25.mp4](2019-06-20_12-45-25.mp4)\n\nchange file (rendering border for example), save file, start to render, you will see no preview.\n", "Blender 2.8 Compositor: Viewer broken\nOperating system: Windows 10 Pro 1903\nGraphics card: GTX 1060 latest driver\n\nBroken: blender-2.80.0-git.e7a0f0a9934e-windows64\nWorked: -\n\nI have a compositing scene with a broken Viewer. This can be fixed by restarting Blender but I haven't a possible reason investigated yet. It will lose the Viewer preview but saving the result works. The backdrop preview in the compositing window works fine.\n\nI will prepare a scene later.", "Render Result disappears when any manupulation is done after save .blend file\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 382.05\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\nSaving .blend file when render result (or other image) is shown in image editor,\nand do zooming or other manupulation in image editor, the render result disappears. \n\nThe attached .blend file has 3D view port panel and Image Editor showing Render Result.\nRender the scene, and the Render Result will be shown in Image Editor.\n(Display mode for render was set to \"Image Editor\")\n\nThen save the project with Ctrl-S. The render result is still shown at this moment.\nHowever, when you do any manupulation on the image editor, the render result disappears.\n(Re-selecting the Render Result in the editor recovers the image.\nSo that this may be not so serious, but can be annoying)\n\n[ImageEditor.blend](ImageEditor.blend)\n\n" ]
Clearcoat issue with transparent objects Operating system: Windows-10-10.0.22621-SP0 64 Bits (Windows 11 Home) Graphics card: NVIDIA GeForce RTX 3060 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.41 Broken: version: 3.6.0 If you place an object with transparency (e.g. decals) on top of an object with clearcoat enabled — the object with transparency will be slightly visible. Important: when clearcoat roughness is set to 0 - everything is okay. 1. Create an object with clearcoat set to 1, clearcoat roughness set to 0.1 2. Create an object with Transparent shader, Color set to 1 3. Place the transparent object on top of an object with clearcoat enabled.
[ "Empty Images react with Viewport World Opacity\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 2.83.8 through 2.93 master.\nWorked: version: 2.82a\n\nThere is a problem in EEVEE where Empty Images Depth set to \"Back\" will also draw them behind the world HDRI background. So the Image will fade into the background when changing the Viewport Shadings World Opacity.\n![EmptyImageOpacityBug.jpg](EmptyImageOpacityBug.jpg)\n(From the image you can see that it only reacts with values below 1.0. Opacity maxed out will make Empty images non transparent again. That's where I started to think this isn't fully intended to work like that, because consequential the value 1.0 would go full transparent.)\n\nMy issue here is that working with images shouldn't be relevant to this setting at all (as its shown for value 1.0).\nThe current behavior discourages to use world opacity in order to keep a clear image or if I want to use the color picker in the image for example.\n\n[EmptyImageOpacityBug.blend](EmptyImageOpacityBug.blend)\n![Circles.png](Circles.png)\n1. Create an Empty, set to Image display.\n2. Set its Depth Setting to \"Back\"\n3. Change the Viewport Shading > World Opacity\n\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", "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", "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)", "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.", "Clearcoat roughness is clamped to ~0.017 in Cycles\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: 3.5.0 Alpha\n\nAny value for clearcoat roughness lower than 0.017 is just 0\n\n- Open attached .blend file\n- Note that at 0.018 `Clearcoat Roughness` the roughness is visible\n- Set the roughness to `0.017` (just go back 1 frame in the timeline as the value is animated in the file)\n- Note that now the roughness is now invisible\nIt's perfectly sharp at 0.17, only after 0.18 it has roughness\n[Clearcoat bug.blend](Clearcoat_bug.blend)", "UV: Modified Edges UV overlay don't show on generated Mesh from Geometry Nodes\nBroken: version: 3.6.0\n\n\"Modified Edges\" UV Option does not work when there is Join Node or primitives is used to generate geometry.\n\nIn setup like this, where we generate UVs in GN, and have \"Modified Edges\" overlay work correctly.\n![image](attachment)\n\n\nWhen we generate geometry eg. by using Join Node, or Primitives. Overlay no longer works (even in UV sync mode where all UVs should be shown)\n\n![image](attachment)\n\n\nI'm not sure if its desired behavior because eg. some setup do work when we modify and not generate new geometry.\n![image](attachment)\n\n--\n![image](attachment)\n(that's the overlay if someone is not aware of its existence :p)\n\n\n- Open attached .blend file. (Note that the UV for \"Modified Edges\" is showing as expected)\n- Unmute `Join Geometry` node. (UV for \"Modified Edges\" no longer appears)", "Render will not load anything but a cube silhouette in a new untouched file\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: AMD Radeon(TM) R4 Graphics ATI Technologies Inc. 4.5.14830 Core Profile Context 21.09.04 27.20.20904.1\n\nBroken: version: 3.6.2\n\nSo, when I open in a new file, new to blender and following a tutorial, I go to render the cube immediately, but instead of a gray cube with shading, it is a transparent silhouette. I have touched nothing, just installed from steam, and opened. Then that, IDK what's going on with it.\n\nIDK what to put here, since I didn't do anything.\n\n\n", "Cycles: tapering hair transparency fails in '3D Curves' mode [regression] (probably caused by embree)\nOperating system: Ubuntu 20 LTS and MacOS Mojave\nGraphics card: Quadro p2000\n\nBroken: 2.92 and latest 2.93.0 alpha 5f1f233dc97de34f6be0f51edd3cbf2d8247fbda\nWorked: 2.82a and 2.83.4\n\nThis broke somewhere between b21ba5e579 and f2b5f731d5\nAssume 99436acde8\n\nSetting a transparent BSDF shader to hair in 3D curves mode yields a visible error where parts of the hair are black.\nThis issue is visible in the viewport and at render time. It affects both CPU and GPU rendering.\n\nIn ribbons mode, transparency works almost as expected. I noticed that when hair strands overlap and they have transparency, they are not transparent but they take the background opaque color instead, so the hair strands below are \"covered\" with background color.\n\nembree\n![image.png](image.png)\nbefore embree\n![image.png](image.png)\n\n[#86500.blend](T86500.blend)\nOpen file and switch to rendered view\n\n---\n\nOriginal report:\n\nInitial setup in viewport: a cube with 20 hair strands:\n![hair_transparency_blender_283_vp.png](hair_transparency_blender_283_vp.png)\n\nRender in version 2.83.4:\n![hair_transparency_blender_283.png](hair_transparency_blender_283.png)\n\nRender in version 2.92+\n![hair_transparency_issue_blender_292.png](hair_transparency_issue_blender_292.png)\n\n\nAttached is a .blend file example (so that you don't need to reproduce the steps below). [transparent_hair_curves_issue.blend](transparent_hair_curves_issue.blend)\nIf you run it on Blender 2.82a, rendering should show only a cube. Blender 2.92+ will show the issue.\n\nSteps:\n- Open a new default blender scene with a cube\n- Choose Cycles renderer\n- Under Render Properties > Hair, select 3D Curves\n- Add a hair particle system to it\n- Lower particle count to 10\n- Set segments to 5\n- Enable Hair Dynamics, play the timeline for a while until hair bends\n- Go to simulated frame 30 (just an example)\n- Scroll down in psys panel to Render, enable b-spline with steps 2\n- In Timing, set start to 0.361 (just for testing purpose)\n- In Hair Shape, set Diameter Root 0.5, Tip 1, Radius Scale 1.00\n- Render in viewport or to an image (same result)", "4.0A producing specular reflections of area lights on diffuse surfaces, 3.6.1 doesn't behave this way.\nOperating system: macOS-13.4.1-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 Pro 1.2\n\nBroken: version: 3.6.1 & 4.0 Alpha\n\nArea lights in 4.0 Alpha producing specular reflections on diffuse only (specular = 0) surfaces in 4.0.\n\nI tried to report this discrepancy to the developer forum but can't seem to post it there, so I figured maybe whoever monitors this could help. \n\nIn 3.6.1, if a material has no specular component, area lights only produce diffuse illumination. But in the 4.0 alpha (build downloaded 8/14), the area light produces a specular reflection. I don't know if this is a new intentional development thing, or if it's somehow related to the light linking feature.\n\n", "HDRI Preview Spheres appear in surface reflections\n\n\nBroken: version: 2.82 (sub 7)\nMaster\n\nWhen using material shading and overlays in the viewport, the gizmo at the bottom-left corner (sphere displaying the environment map used for preview) is reflected by shiny surfaces in the 3D world, despite technically being a part of the UI. Using the icon to show / hide overlays affects this, the reflection also disappears when overlays are hidden.\n\nShould work in any setup, if there are issues replicating this let me know and I'll extract the relevant part from my project's blend file. Just add a plane, lower its material roughness so it's shiny, move the view upward so the overlays appear under it, and you should see the strange reflection.\n\n![Screenshot_20200224_210232.png](Screenshot_20200224_210232.png)\n\n[HDRI_reflected_in_viewport.blend](HDRI_reflected_in_viewport.blend)", "Error in bone Theming\nBroken: 3.6.1\n\n\nExists several Errors in bone edit mode theming:\n1. The Head/Tail of bone uses color of vertex, including when selecting state. There should be a separate parameter for the color of the Head/Tail itself, and the color when they are selected\n2. Outline of bone body uses Wire edit color, outline when bone is selected don`t have parameter \n<video src=\"attachment\" title=\"2023-08-07 08-56-49.mp4\" controls></video>\n\nBone pose mode theming also have several problem: \n1. bone outline when don`t select, uses Wire color, it's inconvenient\n2. \"Pose bone\" - the confusing parameter name, is actually the color of the selected bone. a parameter similar to object selected. it should be called \"Pose bone Selected\"\n<video src=\"attachment\" title=\"2023-08-07 08-58-49.mp4\" controls></video>\n\n", "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", "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", "Material setting \"show_transparent_back\" (Show Backface) gives weird results\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 2.92.0\n\n![ShowTransparentBackBug.jpg](ShowTransparentBackBug.jpg)\nMy materials are messed up by having blend mode set to \"Alpha Blend\" and \"Show Backface\" set true.\n(The checkbox for \"Show Backface\" pops up if a materials blend mode is set to Alpha Blend\")\n\nIs this normal behaviour?\nThe intend here was to see every side of the cube with a bit of transparency.\n\n[ShowTransparentBackBug.blend](ShowTransparentBackBug.blend)\n1. Add a Cube (subdivide a few times) and give it a material\n2. Go to material settings and set the materials...\n- Blend mode to \"Alpha Blend\"\n- Backface Culling to False\n- Show Backface to True" ]
[ "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" ]
Sculpt: bad strokes and strength change with steeper angle Operating system: Windows-8.1-6.3.9600-SP0 64 Bits Graphics card: NVIDIA GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 473.04 Broken: version: 3.2.0 Beta perhaps related or the same with #98111 (Sculpt mode: Draw Sharp brush artefacts when using Scene Spacing in stroke settings) But in this case brush do not go out of object`s silhoette As title say. When I try to sulpt on steeper angle, blender change the strength of brush. With very steep angle i have huge artifacts and lags. ![59960918.png](59960918.png) [2022-05-15_21-14-04.mp4](2022-05-15_21-14-04.mp4)
[ "GPencil: Massive slowdown when stroke number scales\nOperating system: Win10\nGraphics card: NV GTX960 / NV RTX 2080\n\nBroken: e03d78417a77\nWorked: never \n\n\nOur artist want to make \"gris\" quality characters with a lot of inner shades, and created a huge character with lot of strokes and did not break it down in sub objects.\nAlas when using \"Edit mode\" to animate the keys blender gets extremely choppy.\nIf we remove strokes situation gets better which leads us to believe that stroke/key storage is too linear or computed during motion\n\ndownload : view\ngo to \"strokes\" \ngo to edit mode\nselect hairs\nmove hairs around\nobserve any movement or undo is very choppy and slow \n\nnote :\nAs a dodge, we will try to split the character strokes in sub objects but we thought it would be important for this use case to be fixed because going back and forth in sub objects can be a time consuming and be counter intuitive for less technical artists.\nThank you so much for reading and creating GPencil.", "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", "Grease pencil. Curve editing on the stroke with spikes ruin spikes\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 have sharp spikes on my stroke, different steps clear spikes or make em smoothed (blender creates aligned curve points instead free and sharp)\n\n[2021-04-09_17-04-45.mp4](2021-04-09_17-04-45.mp4)\n\n[GPspikes.blend](GPspikes.blend)", "Remeshing object with subdivision modifier hangs Blender\nOperating system: macOS 10.14.6\nGraphics card:\n\nBroken: All versions of Blender but tested on Version 2.93.0 (2.93.0 2021-02-25) & Version 2.92.0 (2.92.0 2021-02-25)\nWorked: ?\n\nRemeshing object with subdivision modifier hangs Blender\n1 Add a subdivision modifier to the default cube, set it to 2 or more.\n2 Jump into Sculpt mode and remesh with default voxel settings, it should work fine.\n3 Undo the last remesh and now change the voxel size to 0.002 m and remesh again, it hangs.\n\n\nDo step 1 again, this time apply subdivision modifier and then try to remesh with voxel size of 0.002 m, it should work\n\n![blenremesh2.jpg](blenremesh2.jpg)\n\n![blenremesh.jpg](blenremesh.jpg)", "Grease pencil: unstable offset height (surface drawing)\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 3.1.0 Alpha\n\nWhen I use perspective camera, and try to drad on surface with GP, offset is unstable and depends on distance from camera.\n\nTest File:\n[#94735.blend](T94735.blend)\n[2022-01-08_10-23-37.mp4](2022-01-08_10-23-37.mp4)\n", "Sculpt Paint: Smoothing Strength\nNOTE: This design is still under discussion and potentially incomplete.\n\n# Issues\n\n### Hard to access smoothing strength\n\nIn sculpt mode it is possible to smooth geometry or colors (blurring) directly by holding `Shift`.\nAdjusting the smoothing strength should be very accessible.\nUnfortunately the current design in sculpt mode is less than ideal.\n\nFor sculpting brushes the strength of the smooth brush is used as the global smoothing strength.\nSo the workflow has been to switch to the smooth brush and adjust the brush strength there.\nThis is not as intuitive as changing the strength of the currently active brush.\n\n### Bloating keymap & toolbar\n\nSince Blender 3.2 we also have a paint brush within the same mode. The issue here is that the paint brush smoothing strength is hard-coded. We must add a way to control the color smoothing strength.\nWe could change that wit the same solution as the regular sculpting brushes, but that would mean adding another smoothing brush and another shortcut. \nThis unnecessarily bloats the keymap and toolbar further. We shouldn't add any more smoothing brushes unless really necessary.\n\n# Proposal:\n\nA possible solution for this would be to make the smoothing strength a brush setting for every brush.\nThis would have the following advantages:\n\n- We could add a shortcut operator on `Alt F` to control the smoothing strength of the currently active brush. This makes the setting much more accessible.\n- Depending on if you are using a sculpting or a smoothing brush, the shortcut operator would control the related smoothing strength\n- The smoothing strength can have a \"Use Unified Strength\" toggle (enabled by default), to optionally give each brush the smoothing strength it needs (This would need further investigation into the toggle behaviour)", "Converting hair don't work\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.3.0\nWorked: -\n\nUsing any of the conversion options in {nav Obejct > Convert}:\n1. Converting the new hair curves systems to any other type don't work, \n2. Converting the new hair curves systems to `Curves` removes the `Surface Deform` modifier\n\n- add a mesh and add the `Empty Hair` curves\n- go to sculpt mode for the hair system\n- add some hair and optionally start to sculpt the the hair with the Comb brush\n- go to object mode\n- press {key F3} or go to {nav Obejct > Convert} and try convert the hair to any other type.\nNoting will hapen unless you convert it to `Curves`, but the `Surface Deform` modifier will disapper.\n\n[Test Hair2.blend](Test_Hair2.blend)\n\nthis files has the old and new hair system for teating, and the old has a tool the new don't have, vutting the size of the hair. I don't know if that is a missing tool or by design, but I real hope that can be added later.\n\nkeep up the grate work :-)", "Poor stroke quality when a model is far from the world origin\nOperating system: Win 10\nGraphics card: Nvidia Rtx 2070\n\nBroken: 2.83, master\nWorked: perhaps never?\n\njittery strokes when mesh is far from the world origin in perspective mode\n\nHow to reproduce this bug : \n- Create a grid (set the location to x : 2000 m and y : 1000 m)\n- Create a multires modifier, with 5 subdiv.\n- Sculpt with the clay brush\n- In Perspective mode (left stroke) the stroke is ugly\n- In ortho mode (right stroke) the stroke is clean\nTo fix the stroke poor quality, i had to fine tune the Clip start and the clip end values of the 3d view. \n[#102747.blend](T102747.blend)\n![image.png](image.png)", "Dynamic paint sub-steps don't work when the brush position is set in geometry nodes\n\nI believe this **may** be the same issue as T40597\n\nIn order to have a brush follow a potentially very large collection of curves in sequence, I'm using geometry nodes to set the position, which avoids the pain of having to join the curve paths or painstakingly tweak the offsets and influence keyframes for each and every one.\n\nThis works, but with sub-steps enabled it seems that the nodes are still only being updated once/frame. Or, if they are being updated, then the `seconds` input from the `Scene Time` node is being derived from the `frames` value which is clamped to an integer.\n\n\n[text_path_test.blend](text_path_test.blend)\n", "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", "Lag Adjusting Value Sliders & Navigating Nested Menus with a Wacom Tablet\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Intel(R) UHD Graphics Intel 4.5.0 - Build 27.20.100.8681\n\nBroken: version: 3.0.0 Alpha\nWorked: 2.93.2\n\nTrying to change the value of shapekeys or shader sliders with my stylus doesn't get detected the first few seconds, then picks up, but in a non responsive way. Also while using my stylus, if I navigate to a nested menu like say \"Object > Transform\" There's a Lag when moving to another option in the \"Object\" Menu.\n\nThe steps above should apply. I did notice though, that if I change my Tablet API from 'Automatic' to 'wintab' in the the input preferences, it helps, but its still not as responsive as it is in 2.93\n\nAll these issues though, were non existent, if I tried using my laptop's trackpad. Also, my tablet is a Wacom Intuous Touch 5 with a stylus that supports up to 2048 levels if pressure sensitivity and has tilt support, just incase it could be any of these causing the issue. \n\nThanks.\n\n", "Sculpt mode - program crash: brush smooth + graphics tablet\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.30\n\nBroken: version: 3.6.0\n\nUnless explicitly specified in \"preferences > input > tablet > tablet API > wintab or windows ink\", it crashes when using smooth brush. If I use the \"automatically\" setting.\nFor the bug to recur, the brush must take a force or size parameter from the pressure force on the graphics tablet. If I use the mouse, the error does not occur.\nThis error is repeated in any scene and with any object. I created a cube, remesh it and used a smooth brush in sculpt mode. Blender crashes to completion.\n\ngraphics tablet: xp-pen star 06\n\n", "Weight Painting intermittent issues with brush, not adding or subtracting weight, not influencing correct areas\nOperating system: Windows 10 Pro\nGraphics card: RTX 2080ti + 3x GTX 1080Ti - Running 4 monitors and a pen tablet at three different resolutions using outputs from two GPUs (4k, 1440p, 1080p)\n\nBroken: 2.81 stable\nWorked: 2.80\n\n\nI have had numerous issues with weight painting in 2.81, however duplicating them has been problematic as this crops up intermittently. In this example, I saved this working file right at the moment I started having problems. Here I can neither add nor subtract weight with the brush in Weight paint mode from a certain distance from the model. \n\nIn other instances, I've had issues with the brush *not painting over the vertices it's over*. I use a hard falloff brush, so anything inside the circle gets painted, anything outside gets nothing. Essentially, it acts like the circle where the brush is being displayed, is not where the circle actually is, if that makes sense.\n\n\n*I tried exporting this to it's own file, but that seems to fix it. It has to be in the full working file I'll provide here. You should hopefully be able to open the file, already be in weight painting mode, with the brush set up, over some masked vertices ready to add or subtract. Try switching the brush to add, and zoomed in fairly close, add some weight, and nothing happens. However, zoom out and do the same thing, and watch weight be added.*\n\nYou can kind of jump around and try rigging other parts of the car, I've been having issues with it off and on for the past few days.\n\n[70sNewYorkers.blend](70sNewYorkers.blend)", "Hair particles: Entering sculpt mode [dyntopo] changes hair particle distribution without warning\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.30\n\nBroken: version: 2.81 (sub 12)\nWorked: Don't know\n\nEntering Sculpt Mode can mess up particle settings without warning. See the attached gif. \n![sculpt_hair_example.gif](sculpt_hair_example.gif)\n\nIn the attached blend file, notice hair in the \"x\" pattern on the cube. Switch to Sculpt Mode, then back to the Particle Edit mode. Notice the hair pattern has changed. \n\n[sculpt_hair_test.blend](sculpt_hair_test.blend)\n\nTo reproduce the issue from scratch, follow these steps: \n- Modify a mesh using sculpting tools with Dyntopo enabled. \n- Make sure the mesh has no vertex data that would cause Dyntopo to turn off when you switch away from and back to sculpting mode.\n- Make sure Dyntopo is on and switch away from sculpting mode.\n- Add a hair particle system to the mesh. Use the particle editor to add a recognizable shape to the hair.\n- Switch to sculpting mode.\n- Switch back to the particle editor and see the shape of the hair.", "Brush Management: setting a brushes tool [vertex_tool, weight_tool, ...] may leave you with unaccesible tools (when no corresponding brush is left)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GT 630M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 391.35\n\nBroken: version: 2.83.2\n\nSee attached gif. Scene is the default scene without camera and light. Once I start switching tools in Weight Paint Mode through the different methods shown in the gif, I eventually reach a point where I lose access to some tools. Notice that even though the brush menus initially show the expected brush as the one currently selected, it isn't the one performing the painting (shown in the gif as the desync between \"Active Tool\" and the brush that appears as selected). As the gif also shows, the side menu doesn't select the expected brush either. \n\nAs a side question: why is the Smear brush named \"Smear.001\"? instead of just \"Smear\" like the other brushes?\n\nSee gif. \n\nThanks.\n\n![asd.gif](asd.gif)\n\n\n" ]
[ "Sculpt mode: Draw Sharp brush artefacts when using Scene Spacing in stroke settings\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**To reproduce**\nBrush stroke important settings:\n1% stepping, scene stepping\n\nI suppose there is no limiter and with very steep angle step become extremely tight instead to keep constant step.\n\n[2022-05-14_08-04-06.mp4](2022-05-14_08-04-06.mp4)\n\n[untitled.blend](untitled.blend)\n[2022-05-14_08-10-44.mp4](2022-05-14_08-10-44.mp4)\n\n" ]
Inconsistent behaviour of material assignment using geometry nodes There seems to be an issue with the way that material assignment is handled on geometry nodes level. Right now the behaviour is quite inconsistent. In some cases there is a default material assigned that is not assigned to any material slot of the object. That happens for both the pre-existing and generated geometry. Muting and unmuting specific nodes has different effects on this. Especially muting the `Group Input` node (which should not even be possible and is not displayed in the UI) seems to reliably assign the default material, why muting and unmuting the Subdiv node, seems to reliably bring the assigned materials back. Note that the material slots are selected so link the materials to `Data` and not `Object`. [geo-nodes_materials-2021-02-24_15.20.33.mp4](geo-nodes_materials-2021-02-24_15.20.33.mp4) [geometry_nodes_materials.blend](geometry_nodes_materials.blend)
[ "Geometry Nodes Inputs `is_animatable` Property Incorrectly Returns False\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\n\nGeometry Nodes inputs' context menus ([WM_MT_button_context ](bpy.types.Menu.html#extending-the-button-context-menu)) incorrectly show the inputs' `is_animatable` property as `False` when the property does accept keyframes (see screenshot, attached).\n![image.png](image.png)\n\n - Open the attached .blend file (attached, below)\n - Run the script in the Text Editor\n - Right-click the Input property of the Cube's Geometry Nodes Modifier\n - Open the System Console to see the `is_animatable` property of `context.button_prop` is `False`\n[is_animatable.blend](is_animatable.blend)", "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: Store Named Attribute does not propagate existing data when the domain changes\nOperating system: Linux-5.17.15-76051715-generic-x86_64-with-glibc2.35 64 Bits, X11 UI\nGraphics card: Quadro RTX 6000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.48.07\n\nBroken: version: 3.6.0 Beta\nWorked: Never.\n\nWhen using `Store Named Attribute` using a selection to store data on a subset of the geometry, the remaining elements keep their data that is already stored in that attribute. Because the name space of all attributes is shared, regardless of the domain, storing under the same name on a different domain will overwrite the attribute data. However, this will not implicitly propagate the existing attribute data for elements outside of the selection. That would be the expected behavior, as without a change of domain this is what happens and implicit domain conversions happen regularly in geometry nodes as necessary.\n\n| On a top face | On bottom vertex |\n| -- | -- |\n| ![Screenshot from 2023-06-01 16-29-16.png](attachment) | ![Screenshot from 2023-06-01 16-29-30.png](attachment) |\n\n[store_attribute_propagation.blend](attachment)\n\n", "Geometry Nodes: Only re-evaluated log do update available attributes in drop-down menu\nBroken: version: 4.0.0 Alpha\n\nThis is a fairly insignificant UI bug. If the GeoNodes modifier is disabled, the list of available attributes to select in one of the inputs is not updated. For example, when a vertex group is renamed, that won't be reflected in the list, until the modifier is enabled again. Can result in a bit of confusion.\n\n1. Open attached file.\n2. Notice the GeoNode modifier is disabled.\n3. Rename the vertex group.\n4. Try assigning the renamed vertex group as the modifier's Factor input; You can't, because it won't appear in the list.\n5. Enabling the modifier updates the list again, and then all is well.\n\n", "Cannot set the Color attribute to display an object through Geometry Nodes\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 535.98\n\nBroken: version: 3.5.1\nWorked: version: 3.4.1\n\nbehavior changed in 6514bb05ea\n\nUsing the \"Store Named Attribute\" node setting the Attribute \"Col\" in geometry nodes, no longer sets the Vertexcolor of an object procedurally. When the Curve is converted to mesh and then the created \"Col\" Vertexcolor attribute is clicked, the colors show up.\n\nIn 3.4 and below this would override the vertexcolor attribute in \"realtime\" without converting the curve to mesh.\n\nOn a Curve Object, add a geometry node\n- create \"Store Named Attribute\"\n- set the \"Name\" to \"Col\"\n- change the color\n- Set the Viewport shading to color \"Attribute\" (seeattached Images) to view the result\n\nAttached file with example setup that used to overwrite the vertexcolor in 3.4.1, but no longer does in 3.5.1\n\n", "Links persist invisibly after their source sockets are removed\nBroken: Probably forever (e.g. 3.0, 3.1)\nWorked: N/A\n\nIf the output socket of a node is removed, the input socket it was connected to does not show a button to input a value. It acts like it's still connected.\n\n**Detailed replication**\n1. Go into the Shader Editor\n2. Create the *Voronoi Texture* node and a *Math* node\n3. Set the *Voronoi Texture* node to 4D, and plug its new W output into the *Math* node\n4. Set the *Voronoi Texture* node to 3D. Observe that the input on the *Math* node still acts like it's connected\n5. Click and drag from that input on the *Math* node. A bogus wire will appear from the *Voronoi Texture* node, coming from where the W output used to be.\n\nYou can then plug this wire into another socket. It will disappear again once you let go. If you set the *Voronoi Texture* node back to 4D, the wires will re-appear.\n\nVideo example:\n\n[XwBMq60aMI.mp4](XwBMq60aMI.mp4)\n\n**Another example:**\n\n{[F13079601](free-socket.blend), size=full}\n\nIn this case you can even save the file in this state where you can't see or edit the value of the node until you disconnect it.\n\n![image.png](image.png)", "Applying geometry nodes modifier create an empty material slot for no reason\nOperating system: W10\n\n3.4.1\n\nApplying geometry nodes modifier create an extra empty material slot for no reason.\n\n| Geometry node tree | Applyed mesh |\n| -- | -- |\n| ![image](attachment) | ![image](attachment) |\n\n1. Create an object\n2. Add a GN modifier\n3. Create some geometry inside GN and assign a material to it (or don't)\n4. Apply the modifier, you'll get an empty material slot on the object.\n\n", "Material slots undo is inconsistent in non-Object modes\nBroken: 3.0\nMaterial slots undo is inconsistent. Sometimes multiple slots are added/removed in one undo, and sometimes undo won't change back mode.\n\n\ntab to edit mode \nadd a material slot\nundo twice\nadd another material slot\nundo\nboth material slots will be undone. Also undo won't go back into edit mode.\nif you redo both material slots are redone at the same time.\n", "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).", "Delete Geometry node face mode behaves unexpectedly when used after Join Geometry\nOperating system: Windows-10-10.0.18363-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.68\n\nBroken: version: 3.2.1\nWorked: N/A (problem exists on 3.1.2)\n\n\nNot sure if this is by design, but I find that the following behaviour unexpected:\n\n- By itself, a Mesh Line output connected to Delete Geometry + Geometry Proximity node using Face mode won't delete anything.\n- However, when such a Mesh Line is joined with a Grid primitive, then Delete Geometry + Geometry Proximity in Face mode will cause all of Mesh Line to be deleted, regardless of distances.\n\n![Screenshot 2022-07-13 175154.jpg](Screenshot_2022-07-13_175154.jpg)\n\n![Screenshot 2022-07-13 175147.jpg](Screenshot_2022-07-13_175147.jpg)\n\n![Screenshot 2022-07-13 175140.jpg](Screenshot_2022-07-13_175140.jpg)\n\n\n- Download the blend and observe Mesh Line is preserved.\n- Unmute Grid node link to Join Geometry, and observe Mesh Line is now gone.\n\n[line-deletion.blend](line-deletion.blend)\n", "Geometry Node: Changing modifier input values with python no cause update\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.72\n\nBroken: version: 2.93.0 Alpha\n\n\nChanging modifier input values with python no cause update.\nBy code:\n\n```\nbpy.data.objects[\"Cube\"].modifiers[\"GeometryNodes\"][\"Input_1\"][0] = 13.8\n```\n\nValue in modifier property was changed. User interface no updated before modifiers panel are not redrawn. Result of modifier didn't updated.\n\n![image.png](image.png)\n\n- Open attached file\n- Run the code `bpy.data.objects[\"Cube\"].modifiers[\"GeometryNodes\"][\"Input_7\"] = 1.0` in the python console\nThe modifier UI may change, but the Viewport does not.\n[geom_node_py_bug.blend](geom_node_py_bug.blend)\n\n", "Delete geometry node performance regression writing to multiple vertex groups in 3.1\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.84\n\nBroken: version: 3.1.0\nWorked: 3.0.1 and older\n\nCaused by f5e5a0987a\n\nUsing a combination of Delete Geometry node along side the Armature modifier makes the node run slower and slower the more vertex groups armature is using. The difference is an immense drop from 144fps back to 8fps using the same .blend file in 3.0.1 and 3.1\n\n[Delete Geometry + Armature 3.0.1.blend](Delete_Geometry___Armature_3.0.1.blend)\n![2022-03-10 01_42_58-Window.png](2022-03-10_01_42_58-Window.png)\n[Delete Geometry + Armature 3.1.blend](Delete_Geometry___Armature_3.1.blend)\n![2022-03-10 01_42_26-Window.png](2022-03-10_01_42_26-Window.png)\n**.blend file overview**\n![2022-03-10 02_06_30-Window.png](2022-03-10_02_06_30-Window.png)\n\nI would argue that this bug is a high priority issue and makes a lot of the character animation workflows impossible to use in 3.1 .\nDelete Geometry Node has been a replacement for the Mask Modifier ever since Geometry Nodes was introduced, it is a crucial part of a lot workflows. \n\n\n\n**More information if needed :**\n\n- Order of the modifiers does not matter\n- Vertex groups on the mesh have to be used by the armature for it to take an affect, however the vertex group used to delete the geometry is not being used by the Armature\n- The issue seems to be that the Node is now checking every single vertex group instead of the single attribute given to it\n- The more vertex groups used by the armature the worse the performance\n\n\n\n", "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", "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", "Geo Nodes lose instances during a Cycles animation render\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.84\n\nBroken: version: 3.0.1\nWorked: 3.0.1 is the oldest version of Blender that can use the nodes needed for the project to take place.\n\nGeo Nodes lose instances during a Cycles animation render\n\nFollow the tutorial detailed in this video: watch?v=rRGq4C1KPOE \n\nThe following are a screenshot of my Geo Nodes group and blend file of the offending Geo Node group.\n\n![Geo Nodes set up for missing instances.png](Geo_Nodes_set_up_for_missing_instances.png)\n\n[Bridge run.blend](Bridge_run.blend)\n\n" ]
[ "Geometry Nodes: non-deterministic material handling in Join Geometry node\nOperating system: Darwin-20.2.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5500M OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.2.13\n\nBroken: version: 2.93.0 Alpha\nWorked: -\n\nAdding a node sometimes randomly disables the material textures in the 3d view. So far this has happened with adding a transform node and attribute randomise node (last one unconnected). With the attached file, a reliable way to reproduce this is to duplicate the transform node and add it directly to the right of the original one. The only reliable way to undo this I have found so far is to mute and unmute the attribute fill node (undoing adding the just added node doesn't help).\n![Schermafbeelding 2021-02-24 om 21.33.07.png](Schermafbeelding_2021-02-24_om_21.33.07.png)\n\n![Schermafbeelding 2021-02-24 om 21.32.31.png](Schermafbeelding_2021-02-24_om_21.32.31.png)\n\n\n[Donut geometry nodes.blend](Donut_geometry_nodes.blend)\n[Schermopname 2021-02-24 om 21.37.44.mov](Schermopname_2021-02-24_om_21.37.44.mov)\n" ]
Geometry Nodes: non-deterministic material handling in Join Geometry node Operating system: Darwin-20.2.0-x86_64-i386-64bit 64 Bits Graphics card: AMD Radeon Pro 5500M OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.2.13 Broken: version: 2.93.0 Alpha Worked: - Adding a node sometimes randomly disables the material textures in the 3d view. So far this has happened with adding a transform node and attribute randomise node (last one unconnected). With the attached file, a reliable way to reproduce this is to duplicate the transform node and add it directly to the right of the original one. The only reliable way to undo this I have found so far is to mute and unmute the attribute fill node (undoing adding the just added node doesn't help). ![Schermafbeelding 2021-02-24 om 21.33.07.png](Schermafbeelding_2021-02-24_om_21.33.07.png) ![Schermafbeelding 2021-02-24 om 21.32.31.png](Schermafbeelding_2021-02-24_om_21.32.31.png) [Donut geometry nodes.blend](Donut_geometry_nodes.blend) [Schermopname 2021-02-24 om 21.37.44.mov](Schermopname_2021-02-24_om_21.37.44.mov)
[ "Node Tools Overview\n## Background\nWith node group assets becoming more prevalent and geometry nodes becoming essential\nfor manipulating geometry in Blender, we want to add the ability to implement operators\nwith geometry node groups.\n\nRelevant node groups would need a geometry input and output, and could have other inputs (and possibly outputs), with similar mappings as the geometry nodes modifier.\n\nAdditionally, specific inputs could be marked as editable modally, for example, a \"Factor\" input could be controlled by moving the mouse cursor left or right.\n\nThe specific data design still needs to be settled on (i.e. is the node group an operator, or does an operator reference a node group?).\n\n## Design\n- The node group itself is the operator asset\n- Geometry nodes gets new input nodes\n\t- Selection\n\t- Mouse coordinates\n - View transform\n - 3D cursor location\n - etc.\n- Geometry node groups with these input nodes can only be used as operators\n\t- This design is similar to the shared node groups between shader and geometry nodes, for example.\n- The group outputs are used to adjust the output geometry\n\t- The geometry output will adjust the \"active\" geometry\n - We _might_ need to store a specific mapping for outputs, but relying on the name is a start\n- The project is \"completely finished\" when any existing edit mode operator could be implemented with nodes\n\n## Implementation\n\n_Organized by priority in each category_\n\n### 4.0 Targets\n\n_Changes needed to move the feature out of experimental and enable it in the release_\n\n- [x] Initial basic feature for curves sculpt mode e4cc91a6113f14418b5d8f2a0aace252dc3949d8\n- [x] Allow controlling which modes assets are available in fd9d22ba57d75b278a0350492c5eab2d39d39070\n- [x] Update 3D view menus dynamically (avoid need to restart Blender) cc83951951efc28411960d950435224e8d06606c\n- [ ] Make object info node geometry output work properly\n- [x] #111529 Show menus for unassigned node group assets d2d4de8c710c4e8e648a86f904e6436133664836\n- [x] Tool specific nodes\n - [x] Selection input e3e6fb8ecf8252344e9bfc9dc255bf7f722aa5f0\n - [x] Set selection e3e6fb8ecf8252344e9bfc9dc255bf7f722aa5f0\n - [x] 3D cursor e3e6fb8ecf8252344e9bfc9dc255bf7f722aa5f0\n - [x] Sculpt face sets input e3e6fb8ecf8252344e9bfc9dc255bf7f722aa5f0\n- [ ] Node group inputs displayed in the redo panel\n - [x] Initial input drawing bc393c403325c956ec4e83eeb072a9bdb2e7824d\n - [x] Display node group name in panel title f0467b4615b366f34f0daae81ef717c342e8f520 ee1ee584ded3b76fdd9b661244274af850b08fa9\n - [ ] Add attribute search\n - [x] Don't draw redo panel when there are no inputs c59d998ce524e37c2449694602fb6d57b6d292fa\n- [x] #111523 Improved default traits b4dc16f32d92a2fbc140abfe6eb438ff11b5d5e8\n- [ ] #111524 Finalize trait popover locations\n- [ ] Add support for evaluating output attributes\n- [x] Shortcut support 65591b2c8cc83b024bc0a283bae1bbeb7ee85132\n- [x] Quick favorite support 65591b2c8cc83b024bc0a283bae1bbeb7ee85132\n- [ ] #111526 Filter data-block selector based on tool/modifier option #112389\n- [ ] Publish the user manual\n\n### Polishing\n\n_Not necessarily required for a release in main_\n\n- [ ] Show visual difference for tool nodes in modifier context\n- [ ] Show visual difference for viewer and simulation nodes in tool context\n- [ ] Resolve flickering in asset browser when using redo panel\n- [ ] Warnings in node editor header\n - [ ] When node group is not an asset (with button to mark as asset) #110813\n - [ ] When the node group is not marked as a tool #110813\n - [ ] When asset is not in a catalog (and not in a menu) #110813\n\n### Milestone 2\n\n_The second phase of the project, after the fundamentals are working well_\n\n- [ ] Option to show settings in popup before operation starts\n- [ ] Tool specific nodes\n - [ ] Sculpt \"soft selection\" input and set\n - [ ] View transform\n - [ ] Mouse position\n - [ ] Deformed (\"cage\") positions\n- [ ] Modal operator support\n- [ ] \"Wait for cursor\" option\n- [ ] Store operator properties for the next execution\n\n\n## Use Cases and Ideas\n- [ ] Mesh sculpt \"face set extract\"\n- [ ] Mesh sculpt \"mask extract\"\n- [ ] Lasso selection operator", "Multires: Editing base mesh creates random results on higher subdiv levels\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.67\n\nBroken: version: 2.90.1\n\nI applied a multiresolution modifier on this mesh, and it adds geometry that I didn't sculpt on the mesh (bumps, cracks...). It isn't always symmetric, as it happened even after I made more progress in my project. Deleting a face of the mesh and recreating it is enough to generate more of that random geometry. I don't know how to reproduce the problem. Removing and reapplying the multiresolution modifier works, but all the other sculpting is lost.\n[multiresolution.rar](multiresolution.rar)\n[multires_problem.blend](multires_problem.blend)\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", "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", "Texture Node Editor Using nodes causes weird issues in sculpt mode.\nOperating system: Linux-5.15.0-48-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.76\n\nBroken: version: 3.3.1\nWorked: perhaps never? (can redo in 2.83)\n\nAdding an image from the nodes of the texture editor for example, a sculpting brush, causes really weird issues. Disabling nodes and using the texture properties does not have this issue.\n\n- Check the blend file. Try sculpting, you will see weird noise being displaced with the texture.\n- Now disable the nodes and set the texture type from the texture properties to the same image. Sculpting again you see the issue is not happening.\n[bug.blend](bug.blend)\n\n![bug.png](bug.png)\n\n", "Solidify Node\nWe will drop support for Simple mode since the difference is hard to tell and performance-wise better to optimize the Complex mode than maintaining both.\n\nFill and Only options are a bit confusing in the modifier since fill refers to the fill of the rim and has to be checked on to make Rim Only work.\nInstead, I suggest making Fill refer to the part that is not the rim and Rim refer to the rim and make them independent from each other and both true by default.\n\nThe modifier has options for a vertex group as a factor for the thickness and two vertex groups to store the fill and rim geometry.\nvertex groups will be replaced by two attribute string fields for the factor and to tag the rim geometry\n\n![solidify.png](solidify.png)", "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: Input Color node: Custom color and value color is the same property\nOperating system: Linux-5.15.0-60-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 3GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.86.01\n\nBroken: version: 3.4.1\nWorked: Never.\n\n\nCustom color and value color is the same property. Impossible to set custom color to node, always edited value color.\n\n1. Create Geometry Node tree.\n2. Create `Input Color` node\n3. In `N` panel, `Node` page:\n a. Enable `Custom Color` button.\n b. Try to change custom color.", "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", "Merging vertices keeps vertex groups from one vertex, discards others\n[merge_vgroup_bug.webm](merge_vgroup_bug.webm)\nBroken: 2.80, d3870471edd7, 2019-02-12\n\nWhen merging vertices (either directly or using \"Remove Doubles\"), vertex groups are only inherited from one vertex and the others are discarded (effectively at random). Expected behavior is that all vertex groups assigned to the vertices to be merged will be inherited.\n\nDoing the same but with materials instead of vertex groups results in expected behavior (all materials assigned to the vertices to be merged are inherited), so I guess there's a case to be made for consistency.\n\n - Open the attached .blend file\n - Note that the vertex group \"top_group\" contains all top vertices and \"bottom_group\" contains all bottom vertices\n - Select all vertices\n - Remove Doubles\n # Note that the merged vertices only inherited vertex groups from either \"top_group\" or \"bottom_group\", instead of both\n[merge_vgroup_bug.blend](merge_vgroup_bug.blend)", "Data Transfer doesn't work in some situations (geometry nodes modifier preceeding the Data Transfer modifier)\nOperating system: Windows 10\nGraphics card: Nvidia GeForce GT960\n\nBroken: 3.5.0 (2023/01/11)\n\nData Transfer does not work on geometry generated by Geometry Nodes\n\nError is set up in the attached file:\n\n[Color Transfer Test.blend](Color_Transfer_Test.blend)\n\nDoesnt work in `Material` or `Rendered` viewport mode either.\n\n[Color Transfer Test 2.blend](Color_Transfer_Test_2.blend)\n\nI don't know if it's related (it feels like it is) but even setting color inside a geometry node (on geo node created meshes) doesn't work in Material or Rendered viewport modes.\n\n[GeometryNodesColorBug.blend](GeometryNodesColorBug.blend)", "Extremely Long time delay using geometry nodes with simple mesh boolean node 37706ms\nOperating system: Linux-5.13.0-41-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: 3.2.0 Beta\n\nExtremely Long time delay using geometry nodes with simple mesh boolean node and difference (it takes **37706ms** for the mesh boolean node to do a cylinder difference)\n\n\nI've included the blend file which shows the times when you change the item to do a boolean difference 1 cylinder/count to 2 cylinder/count. \n\n**When I use the Boolean Modifier this time lag doesn't occur**. I've included this in the blend file for testing also.\n\n**PS: this time lag also occurs in Blender 3.1.2**\n\n![screenshot-May-10-2022-11-06-57.png](screenshot-May-10-2022-11-06-57.png)\n\n[prego lid gn.blend.zip](prego_lid_gn.blend.zip)\n", "Geometry nodes material index attribute not working correctly on generated/instanced geometry\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: 2.93.0 Alpha\nFYI, the history on this:\nprior to 1a81d268a1 this was working in editmode (but not objectmode)\nafter 1a81d268a1 no material was shown in the viewport at all\nthen with 6583fb67c6 we had first material showing again, but setting index was not working in either objectmode nor editmode\n\nchanging the material_index attribute does not seem to have an effect on created/instanced data, even though the material index seems to change accurately in the spreadsheet and the material slots are set to `Object` type. What is especially strange about this is that the issue does not persist for cycles rendering.\n[geo-nodes_material_index_bug-2021-04-09_12.25.49.mp4](geo-nodes_material_index_bug-2021-04-09_12.25.49.mp4)\n(same for geometry generated with a primitive node)\n\nOriginal file:\n[geo-nodes_material_index_viewport.blend](geo-nodes_material_index_viewport.blend)\n\nUpdated to fields:\n[geo-nodes_material_index_viewport.blend](geo-nodes_material_index_viewport.blend)\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", "Unify Image Texture node in geometry and shader nodes\nGeometry nodes added a new Image Texture node where the image datablock is a socket.\n\nWe should unify these two nodes. There are some design decision to make regarding how to deal with image users and the frame offset socket, see discussion in {[D12827](D12827).}. " ]
[ "Inconsistent behaviour of material assignment using geometry nodes\nThere seems to be an issue with the way that material assignment is handled on geometry nodes level. \nRight now the behaviour is quite inconsistent. \nIn some cases there is a default material assigned that is not assigned to any material slot of the object. That happens for both the pre-existing and generated geometry.\nMuting and unmuting specific nodes has different effects on this. Especially muting the `Group Input` node (which should not even be possible and is not displayed in the UI) seems to reliably assign the default material, why muting and unmuting the Subdiv node, seems to reliably bring the assigned materials back.\nNote that the material slots are selected so link the materials to `Data` and not `Object`.\n\n[geo-nodes_materials-2021-02-24_15.20.33.mp4](geo-nodes_materials-2021-02-24_15.20.33.mp4)\n[geometry_nodes_materials.blend](geometry_nodes_materials.blend)" ]
Blender 2.83 LTS has required macOS 10.15+ for the last two versions Operating system: Darwin-18.7.0-x86_64-i386-64bit 64 Bits Graphics card: AMD Radeon R9 M370X OpenGL Engine ATI Technologies Inc. 4.1 ATI-2.11.25 Broken: version: 2.83.14, 2.83.15 Blender 2.83.14 and 2.83.15 have been unable to run on macOS 10.14 Mojave and lower. They should be rebuilt URGENTLY. Blender officially supports 10.12+ but technically hasn't for weeks. Download version 2.83.14 and 2.83.15 from [blender.org/lts ]() and try to open it on macOS 10.14 or lower. ![Screen Shot 2021-05-30 at 05.12.03.png](Screen_Shot_2021-05-30_at_05.12.03.png)
[ "Text Editor scrolling lag, macOS Metal backend\nOperating system: macOS-12.6.3-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon Pro 455 1.2\n\nBroken: version: 4.0.0 Alpha\nWorked: OpenGL\n\nThere is a lag when scrolling in Text Editor. (macOS, Metal backend)\n\n- In text editor, open a big text (like `gizmo_custom_geometry.py` from Templates)\n- Try using MMB-drag or try scrolling on the trackpad\n\nMMB-drag: you will see some page lag from the cursor, while with OpenGL the page moves with the cursor.\n\nTrackpad: if you scroll, stop and hold; the text will continue scrolling after you stop your fingers. When using the OpenGL backend it stopped immediately.\n\n", "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", "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```\nThread 0 Crashed:: Dispatch queue: com.apple.main-thread\n0 Blender \t 0x109d2903d (anonymous namespace)::Local::Local() + 29\n1 Blender \t 0x109d28fe9 memory_usage_init + 25\n2 Blender \t 0x109d26f09 MEM_init_memleak_detection + 9\n3 Blender \t 0x101e098c3 main + 227\n4 dyld \t 0x7ff815a5241f start + 1903\n```", "Dual monitor issue\nOperating system: macOS-13.2.1-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M2 Pro 1.2\n\nBroken: version: 3.5.0\n\nUsing a new Mac Mini Pro with single monitor (Apple Studio Display), Blender 3.5 is very fast.\nAdd in a second Studio display and the interface becomes 'clunky', contextual menus take sometimes 2 or 3 seconds to appear, playback is jerky. \n\nTried various settings in preferences but no change. Unplugging the second monitor returns good performance...\n\nUodate:\nSetting 'GPU Backend' to 'OpenGL' improves things a little...\n\nUpdate-2:\nVersion 3.4.1 seems to have similar issues\n\nUpdate-3\nI seem to have solved some of the issue..\nThe Apple Studio Displays have 4 input ports, one Thunderbolt port and 3 USB-C ports.\nThe external display was plugged into one of the USB-C ports.\nSwapping input to the Thunbderbolt port seems to speed things up.\nStill a lot of lag on contextual menu pop-up,and selection box drag out.\n\nUpdate-4\nSo it tried reducing the Blender window to 1/4 screen, Blender becomes smooth again.\n\nI then methodically made it bigger and bigger until the latency suddenly reappears.\n\nProvided I leave around 15mm of gap around the edge of the Blender window with the desktop peeking around the edge, Blender stays very smooth.\n\nPull it a bit further out and the latency returns.\n\nIt can’t cope with absolute full screen, knock it back 5% smaller and it’s fine.\n\nWeird!!\n\n\n\n", "Crash when importing / working with big or multiple VDB's in Shaded or Rendered 3dView (GPU & CPU)\nOperating system: macOS-13.3.1-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon Pro 5700 XT 1.2\n\nBroken: version: 3.6.0 Alpha\n\n\nBlender crashes when using big VDB files or scattered VDB's.(clouds)\nIn the viewport, when scattering VDB files, it is only possible in wireframe view mode.\n- When switching to only GPU shaded or rendered mode blender crashes.\n- When switching to only CPU you are able to use wirframe and rendered 3dview as well as rendering the image.\nBut not shaded view!\n\nMacOS 13.3.1 CPU --> 64GB \nAMD Radeon Pro 5700XT GPU --> 16GB\n\nSingle VDB files up to 450MB are OK. \nBigger cloud VDB used = 2.8GB crashes right after or while importing.\nThe scattered clouds are smaller in filesize, but more of them used.\n\nWhen opening the files, it's then only possible in wireframe mode.\n\n3DViewport used without realtime compositor !\n\nSince this is to big to upload here, the VDB file is here for free to test: clouds/\n\nOpen latest MacOS Blender version, switch to wireframe mode and CPU.\nImport the VDB from the link above.\nNow try shaded & rendered 3dview with CPU and then GPU. \n\n\nCRASHLOG:\n```\nRead prefs: \"/Users/NURB/Library/Application Support/Blender/3.6/config/userpref.blend\"\nDevice with name AMD Radeon Pro 5700 XT supports metal minimum requirements\nMETAL API - DETECTED GPU: AMD Radeon Pro 5700 XT\nregister\n\nWARN (bpy.rna): source/blender/python/intern/bpy_rna.c:1342 pyrna_enum_to_py: current value '17' matches no enum in 'View3DShading', '(null)', 'studio_light'\nWARN (bpy.rna): source/blender/python/intern/bpy_rna.c:1342 pyrna_enum_to_py: current value '17' matches no enum in 'View3DShading', '(null)', 'studio_light'\n\n[MTLTextureDescriptorInternal validateWithDevice:]:1344: failed assertion `Texture Descriptor Validation\nMTLTextureDescriptor has depth (2088) greater than the maximum allowed size of 2048.'\n\n[1] 42841 abort /Users/NURB/blender-git/build_darwin/bin/Blender.app/Contents/MacOS/Blender\n```\n", "macOS: Slowdown/crashes/ empty windows when using Sidecar feature with iPad\nOperating system: Darwin-20.3.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5300M OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.2.15\n\nBroken: version: 2.91.2\n[system-info.txt](system-info.txt)\n\n\nBlender slows down immensely (moving view around while looking at the default cube goes from smooth 60fps to around 15fps) when I am using my iPad as an external display using the Sidecar feature on my Mac. \nBlender is still running on my laptop's primary display, not the external display, when this occurs. Crashes also happen sometimes when using a Sidecar external monitor, but none of this occurs when using any other external monitor. Sometimes blender goes back to normal speed while using Sidecar, but then the preferences screen in Blender shows up as a blank screen.\n\n\nOpen Blender while using an iPad as an external monitor with Sidecar, or begin using Sidecar while blender is already open.\nOutcome 1: Blender runs incredibly slowly, no matter which display it is on, and sometimes crashes just while navigating, or trying to render a scene.\nOutcome 2: Blender runs at full speed, no matter which display it is on, but when I attempt to open the preferences menu, it shows up as a blank screen, and when I try to render a scene, the render window shows up as a blank screen.\n[Based on the default startup.]\n\nIncluded are a crash log from one of the crashes, and my blender system info file.\n[Blender_2021-02-04-192954_nert-macbook.txt](Blender_2021-02-04-192954_nert-macbook.txt)", "crash freeze with ellie_animation.blend file\nOperating system: macOS-10.15.7-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon RX 580 OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.10.23\n\nBroken: version: 3.2.0\nv3.0.1 also broken for this file\n\nwhen opening the demo file ellie_animation.blend the Blender crash freezes with spinning beachball.\n\nopen the demo file ellie_animation.blend \nBlender has spinning beachball\nmacOS Activity Monitor built-in utility shows Blender (Not responding). \nI have to force quit blender.\n\nother blender files I have work ok. other blender demo files work ok.", "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", "Huge memory consumption by studio HDRIs previews\nOperating system: MacOS 10.14.5\nGraphics card: Intel UHD Graphics 630 1536 MB\n\nBroken: 2.91 d8585e184a\n\nGrab a texture file of 10-20 MB size. \nPut it in \"~/Library/Application Support/Blender/2.91/datafiles/studiolights/world\". Duplicate the texture file around 10 times.\nOpen Blender, open preferences, lights tab. \nSee memory increase.\n\n\n![image.png](image.png)", "Very slow brushstroke in Blender 2.91 compared with older Blender version\nWin 10\n2080 rtx\n\nblender 2.90 and 2.91\n\npainting is very low and produce imprecise brushstroke with blender 2.91 compared with 2.90 (and previous) blender version. \n\nlook at the videos and/or try to paint with the attached file.\nThanks\n[blender_2.91.mkv](blender_2.91.mkv)\n\n[test_painting.blend](test_painting.blend)\n\n[blender_2.90.mkv](blender_2.90.mkv)\n\n", "Support MinGW\nWe have some patches in MINGW-packages to make blender build on MinGW.\nWe already have it for Windows ARM64.\nIs it OK to upstream those patches?", "Add eastern languages input to Blender\nOS X 10.6 through macOS 10.12\nall hardware configurations\n\nBroken: all versions (as far as I know), including 2.78\nWorked: never\n\nBlender is unable to accept Japanese text input. In almost any other Mac application, when the input source is switched to Japanese the application can accept Japanese text. Note that Japanese text input appears to work fine on Windows builds. This may pertain to other Asian languages as well, but I have not verified it.\nThis lack of support is a pity, considering that Blender is otherwise fully supporting Japanese translation of menu items and such. If you go to Blender User Preferences > System and enable International Fonts for Japanese in all three available categories you will find that Blender will add new objects with Japanese names - instead of \"Cube\" you will get \"立方体\" ...but you will not be able to directly rename it to another Japanese name. You can however paste Japanese text from the clipboard and it works.\n\n1. Enable Japanese text input on the Mac. System Preferences > Language & Text > Input Sources (may vary depending on OS version)\n2. Enable Japanese text input (sometimes referred to as \"Kotoeri\").\n3. Confirm Japanese text input is working. This can be done in Text Edit. Use the icon in the Menu Bar to switch to Hiragana input (represented by an あ character). Now when you type \"aka\" (meaning red) it should concert to \"あか\". Converting further to kanji will produce results such as \"赤\". \n4. Try this in Blender. Try to rename the default cube object to \"あか\" or \"赤\" and you will find it is impossible. Blender simply refuses the input.\n5. Next, try to create a Text object and type Japanese text in it. This fails as well, not surprisingly. There is no way to type Japanese into a text object, even when a Japanese font (such as KozGoPr6n-Regular) is selected. Again, it can be pasted from the clipboard, but not typed.", "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*, 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},\n {\n \"rolloutId\" : \"607844aa04477260f58a8077\",\n \"factorPackIds\" : {\n \"SIRI_MORPHUN_ASSETS\" : \"6103050cbfe6dc472e1c982a\"\n },\n \"deploymentId\" : 240000066\n },\n {\n \"rolloutId\" : \"5ffde50ce2aacd000d47a95f\",\n \"factorPackIds\" : {\n\n },\n \"deploymentId\" : 240000090\n },\n {\n \"rolloutId\" : \"602ad4dac86151000cf27e46\",\n \"factorPackIds\" : {\n \"SIRI_DICTATION_ASSETS\" : \"6193d03f2171a2330e561dfc\"\n },\n \"deploymentId\" : 240000290\n },\n {\n \"rolloutId\" : \"60da5e84ab0ca017dace9abf\",\n \"factorPackIds\" : {\n\n },\n \"deploymentId\" : 240000008\n }\n ],\n \"experiments\" : [\n\n ]\n}\n}\n\nModel: MacBookPro16,1, BootROM 1715.60.5.0.0 (iBridge: 19.16.10647.0.0,0), 6 processors, 6-Core Intel Core i7, 2,6 GHz, 32 GB, SMC \nGraphics: Intel UHD Graphics 630, Intel UHD Graphics 630, Built-In\nGraphics: AMD Radeon Pro 5300M, AMD Radeon Pro 5300M, PCIe, 4 GB\nDisplay: Color LCD, 3072 x 1920 Retina, Main, MirrorOff, Online\nMemory Module: BANK 0/ChannelA-DIMM0, 16 GB, DDR4, 2667 MHz, Micron, MT40A2G8NEA-062E:J\nMemory Module: BANK 2/ChannelB-DIMM0, 16 GB, DDR4, 2667 MHz, Micron, MT40A2G8NEA-062E:J\nAirPort: spairport_wireless_card_type_wifi (0x14E4, 0x7BF), wl0: Jul 12 2021 18:02:56 version 9.30.464.0.32.5.76 FWID 01-c081cfed\nBluetooth: Version (null), 0 services, 0 devices, 0 incoming serial ports\nNetwork Service: Wi-Fi, AirPort, en0\nUSB Device: USB31Bus\nUSB Device: T2Bus\nUSB Device: composite_device\nUSB Device: Touch Bar Backlight\nUSB Device: Touch Bar Display\nUSB Device: Apple Internal Keyboard / Trackpad\nUSB Device: Headset\nUSB Device: Ambient Light Sensor\nUSB Device: FaceTime HD Camera (Built-in)\nUSB Device: Apple T2 Controller\nThunderbolt Bus: MacBook Pro, Apple Inc., 63.5\nThunderbolt Bus: MacBook Pro, Apple Inc., 63.5\n```", "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```", "Menu items slow to open, laggy, in video editing mode on Mac M2\n```\n====================================\n= Blender 3.6.2 System Information =\n====================================\n\n\nBlender:\n====================================\n\nversion: 3.6.2, branch: blender-v3.6-release, commit date: 2023-08-16 16:43, hash: e53e55951e7a, type: release\nbuild date: 2023-08-16, 23:43:53\nplatform: 'macOS-13.2-arm64-arm-64bit'\nbinary path: '/Applications/Blender.app/Contents/MacOS/Blender'\nbuild cflags: -Wall -Werror=implicit-function-declaration -Werror=return-type -Wno-tautological-compare -Wno-unknown-pragmas -Wno-char-subscripts -Wstrict-prototypes -Wmissing-prototypes -Wunused-parameter -Werror=unguarded-availability-new -mmacosx-version-min=11.00 -Xclang -fopenmp -I'/Users/blender/git/blender-v360/blender.git/../lib/darwin_arm64/openmp/include' -std=gnu11 -pipe -funsigned-char -fno-strict-aliasing -ffp-contract=off \nbuild cxxflags: -Wall -Wc++20-designator -Wno-tautological-compare -Wno-unknown-pragmas -Wno-char-subscripts -Wno-overloaded-virtual -Wno-sign-compare -Wno-invalid-offsetof -Wno-suggest-override -Werror=unguarded-availability-new -mmacosx-version-min=11.00 -ftemplate-depth=1024 -stdlib=libc++ -Xclang -fopenmp -I'/Users/blender/git/blender-v360/blender.git/../lib/darwin_arm64/openmp/include' -pipe -funsigned-char -fno-strict-aliasing -ffp-contract=off \nbuild linkflags: -fexceptions -framework CoreServices -framework Foundation -framework IOKit -framework AppKit -framework Cocoa -framework Carbon -framework AudioUnit -framework AudioToolbox -framework CoreAudio -framework Metal -framework QuartzCore -framework Accelerate -framework ForceFeedback -framework GameController -framework CoreHaptics -liconv -Wl,-unexported_symbols_list,'/Users/blender/git/blender-v360/blender.git/source/creator/symbols_apple.map' -stdlib=libc++\nbuild system: CMake\n\nPython:\n====================================\n\nversion: 3.10.12 (main, Jun 20 2023, 20:10:37) [Clang 14.0.3 (clang-1403.0.22.14.1)]\nfile system encoding: utf-8:surrogateescape\npaths:\n\t'/Applications/Blender.app/Contents/Resources/3.6/scripts/startup'\n\t'/Applications/Blender.app/Contents/Resources/3.6/scripts/modules'\n\t'/Applications/Blender.app/Contents/Resources/3.6/python/lib/python310.zip'\n\t'/Applications/Blender.app/Contents/Resources/3.6/python/lib/python3.10'\n\t'/Applications/Blender.app/Contents/Resources/3.6/python/lib/python3.10/lib-dynload'\n\t'/Applications/Blender.app/Contents/Resources/3.6/python/lib/python3.10/site-packages'\n\t'/Applications/Blender.app/Contents/Resources/3.6/scripts/freestyle/modules'\n\t'/Applications/Blender.app/Contents/Resources/3.6/scripts/addons/modules'\n\t'/Users/local/Library/Application Support/Blender/3.6/scripts/addons/modules'\n\t'/Applications/Blender.app/Contents/Resources/3.6/scripts/addons'\n\t'/Applications/Blender.app/Contents/Resources/3.6/scripts/addons_contrib'\n\nPython (External Binary):\n====================================\n\nbinary path: '/Applications/Blender.app/Contents/Resources/3.6/python/bin/python3.10'\nversion: Python 3.10.12\n\nDirectories:\n====================================\n\nscripts:\n\t'/Applications/Blender.app/Contents/Resources/3.6/scripts'\nuser scripts: '/Users/local/Library/Application Support/Blender/3.6/scripts'\npref scripts:\ndatafiles: '/Users/local/Library/Application Support/Blender/3.6/datafiles'\nconfig: '/Users/local/Library/Application Support/Blender/3.6/config'\nscripts: '/Users/local/Library/Application Support/Blender/3.6/scripts'\nautosave: '/Users/local/Library/Application Support/Blender/3.6/autosave'\ntempdir: '/var/folders/7v/szffw42146z3d53bhf53scw80000gn/T/blender_AEVBnW/'\n\nFFmpeg:\n====================================\n\navcodec: '60, 3, 100'\navdevice: '60, 1, 100'\navformat: '60, 3, 100'\navutil: '58, 2, 100'\nswscale: ' 7, 1, 100'\n\nSDL:\n====================================\n\nVersion: 2.0.20\nLoading method: linked (WITH_SDL_DYNLOAD=OFF)\n\nOther Libraries:\n====================================\n\nOpenColorIO: 2, 2, 0\nOpenImageIO: 2, 4, 11\nOpenShadingLanguage: 1, 13, 0\nOpenSubdiv: 3, 5, 0\nOpenVDB: 10, 0, 0\nAlembic: 1, 8, 3\nUSD: 0, 23, 5\n\nGPU:\n====================================\n\nrenderer:\t'Metal API'\nvendor:\t\t'Apple M2 Pro'\nversion:\t'1.2'\ndevice type:\t'APPLE'\nbackend type:\t'METAL'\nextensions:\n\nImplementation Dependent GPU Limits:\n====================================\n\nMaximum Batch Vertices:\t-2147483648\nMaximum Batch Indices:\t-2147483648\n\nGLSL:\nMaximum Varying Floats:\t60\nMaximum Vertex Attributes:\t31\nMaximum Vertex Uniform Components:\t1024\nMaximum Fragment Uniform Components:\t1024\nMaximum Vertex Image Units:\t128\nMaximum Fragment Image Units:\t128\nMaximum Pipeline Image Units:\t128\n\nFeatures:\nCompute Shader Support: \t1\nShader Storage Buffer Objects Support:\t1\nImage Load/Store Support: \t1\n\nCycles:\n====================================\n\n\nCPU device capabilities: \n\nMetal device capabilities:\nNumber of devices: 1\n\t\tDevice: Apple M2 Pro (GPU - 16 cores)\n\nEnabled add-ons:\n====================================\n\nio_anim_bvh (version: (1, 0, 1), path: /Applications/Blender.app/Contents/Resources/3.6/scripts/addons/io_anim_bvh/__init__.py)\nio_curve_svg (version: UNKNOWN, path: /Applications/Blender.app/Contents/Resources/3.6/scripts/addons/io_curve_svg/__init__.py)\nio_mesh_ply (version: (2, 2, 0), path: /Applications/Blender.app/Contents/Resources/3.6/scripts/addons/io_mesh_ply/__init__.py)\nio_mesh_stl (version: (1, 1, 3), path: /Applications/Blender.app/Contents/Resources/3.6/scripts/addons/io_mesh_stl/__init__.py)\nio_mesh_uv_layout (version: (1, 1, 6), path: /Applications/Blender.app/Contents/Resources/3.6/scripts/addons/io_mesh_uv_layout/__init__.py)\nio_scene_fbx (version: (5, 4, 0), path: /Applications/Blender.app/Contents/Resources/3.6/scripts/addons/io_scene_fbx/__init__.py)\nio_scene_gltf2 (version: (3, 6, 27), path: /Applications/Blender.app/Contents/Resources/3.6/scripts/addons/io_scene_gltf2/__init__.py)\nio_scene_obj (version: (3, 9, 0), path: /Applications/Blender.app/Contents/Resources/3.6/scripts/addons/io_scene_obj/__init__.py)\nio_scene_x3d (version: (2, 3, 1), path: /Applications/Blender.app/Contents/Resources/3.6/scripts/addons/io_scene_x3d/__init__.py)\ncycles (version: UNKNOWN, path: /Applications/Blender.app/Contents/Resources/3.6/scripts/addons/cycles/__init__.py)\npose_library (version: (2, 0), path: /Applications/Blender.app/Contents/Resources/3.6/scripts/addons/pose_library/__init__.py)\n```" ]
[ "Macos 10.13.6 High Sierra cannot run new built of 2.93 beta and 3.0.0 alpha\nBroken versions: \nMay 20, 04:55:24 - blender-v293-release - 0456223cde98\nMay 20, 22:40:36 - 3.0.0 alpha master - 695fa3a4a1a2\n\nWorked on:\nblender-X-3.0.0-c77529091f8d-macOS\nblender-2.93.0-f240b5e5f712-macOS\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\nAs of today, I cannot run the new built for both 2.93 beta and 3.0 alpha on Macos High Sierra 10.13. The following message gets displayed: \"You can't use this version of the application \"Blender.app\" with this version of Macos. You have macOS 10.13.6. The application requires 10.15 or later\"\n\n", "Is macOS Mojave not supported anymore?\nOperating system: mac OS Mojave 10.14.6 (18G9028)\nGraphics card:\n\nblender-2.93.0-beta(May19th build)\nblender-3.0.0-alpha (May19th build)\nblender-3.0.0-alpha (May20th build)\n\nI haven't tried blender-2.83.15-stable release but I'm thinking it'll be the same.\n\n\nIt looks like macOS Mojave is not supported all of a sudden in the latest builds, I can't launch the program anymore.\n![blenbend.jpg](blenbend.jpg)\n\nBased on the default startup or an attached .blend file (as simple as possible)." ]
Collision life Operating system: Windows-10-10.0.22000-SP0 64 Bits Graphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.65 Broken: version: 3.0.1 Collision doesn't work before frame zero. I put the starting point of the particules simulation at -300, cause i need the particules to be already there at the begining of the scene, but the problem comes from the collider, who doesn't seems to exists before frame zero. So the particules just falls until frame zero and then, they start colliding with the collider.
[ "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", "Animating particle lifetime effects all spawned particles in Cycles render\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.70\n\nBroken: version: 2.81 (sub 3)\n\nI animate particle lifetime to control the flow of particles from an emitter (setting it to 1 to cut off the flow). Unfortunately even after baking particle dynamics rendering in Cycles will cause the whole system to cut off/die when the lifetime of the particles is animated to a value of 1. This doesn't happen in viewport or anywhere else; only during Cycles render. \n\nMake particle system that has initial velocity from face(s), using an object for render. \nUse keyframes to animate the particle lifetime with \"constant\" interpolation. Set the lifetime to 1 when you want to cut off the \"flow\" of particles. \nIn viewport this will look as expected and the existing particles will continue to exist while new particles have a lifetime of 1.\nBake dynamics. \nUse Cycles render to render the animation: at the point that the animated value for lifetime is reached ALL particles emitted, old and new, are destroyed.", "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", "Mantaflow liquid collisions not working properly\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 2.90.1\n\nUnless a liquid collision effector's Surface Thickness is set to at least 0.5 or set to \"Is Planar\" it is not used.\n\nI reference two examples for liquid and smoke+fire [examples ]] and there are several issues logged in [[ https:*blender.stackexchange.com/search?q=liquid+collision | Blender stackexchange ]], along with my [[ 111042 | investigation ](http:*optionpeer.com/jimtpersonal/collisions.zip).\n\nA collision effector is ignored unless Surface Thickness is set to at least 0.5 or set to \"Is Planar\". However as [docs ](effector.html) state Surface Thickness is \"Additional area around the effector\".\n\nIn my first example \"liquid collision.blend\" the results (show in \"liquid collision.png\") shows how the extra Surface Thickness effects the liquid that becomes more confined in the container, whereas setting it to less than 0.5 will cause the liquid to fall through the container.\n\nThe same is true in the \"muzzle*.blend\" file where the flash & smoke comes through the collision object unless Surface Thickness is set (incorrectly) to at least 0.5\n\n[liquid collision.blend](liquid_collision.blend)\n[muzzle flash no projectile.blend](muzzle_flash_no_projectile.blend)\n![liquid collision.png](liquid_collision.png)", "Compositor seam after rotation\nOperating system: windows\nGraphics card: gtx1050\n\nBroken: 2.93, 3.0, 4.0\nWorked: \n\nThere is a seam after the rotate node, which isnt present before it. Also If you set the rotation to 0 degree there will be no seam.\n\ncheck in the provided file: [compositor seam bug.blend](compositor_seam_bug.blend)", "Connect failed in certain case\nWin8 64bit | GTX680 \n\nBroken: 2.71.6 a0b3604\n\nWhen select two vertices and press J to connect, it fails to add vertices to edges in between.\n\nPlease see the attached case for example. Thanks for checking.\n\n![connect.png](connect.png)\n\n[vertex_connect.blend](vertex_connect.blend)", "Weird Motion Blur with Simulation Nodes\nBroken: 3.6.2\n\nMotion Blur doesn't work properly with Geometry Nodes instances.\nAs shown in the rendered video, the motion blur seems to give weird results, the motion trails of the instanced particles from the Geometry Nodes (and Simulation Nodes) setup don't seem to follow their direction properly.\n\n<video src=\"attachment\" title=\"animation.mp4\" controls></video>\n\n[Test.blend](attachment)\n- Open file\n- Hit play to bake simulation until let's say frame 45\n- Render frame 45\n\n", "Geometry Nodes fouling up motion blur\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA RTX A5000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 526.86\n\nBroken: version: 3.1.0\nWorked: N/A\n\nGeometry Nodes applied to a spline which affect its shape over time do not blur when Motion Blur is enabled.\n\nLoad attached simple file. Render frame zero. There is no blur at all. Render frame 1, *everything* is blurred, despite only part of the spline is in motion. It would appear the entire spline is blurred according to how the base object is moving, not how the spline is deformed as a result of the applied Geometry Nodes.\n\nNote that same file loaded into 3.3.1 causes Blender to crash (GPU rendering only - it's a stack corruption bug in the nVidia driver, but 3.1 doesn't cause a problem). I previously reported that crash but it was rejected due to possibly being related to the Photographer add-on, which I have uninstalled. It still crashes.[Motion Blur Bug.blend](Motion_Blur_Bug.blend)", "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", "The time limit isn't working when rendering multiple tiles.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.11\n\nBroken: version: 3.0.0 Alpha\nWorked:\n\nThe time limit isn't working when rendering. \nHere are my settings ![image.png](image.png)\n\n\nEnable time limit and render an image\n\n\n\n", "Smoke simulation silently fails in Sync to Audio or Frame Dropping playback\nSmoke simulation silently fails in Sync to Audio or Frame Dropping playback\n\n---\n\n**Original Report:**\n\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 462.30\n\nBroken: version: 3.1.2\nWorked: Never (tried 2.93, 2.83)\n\nThe smoke simulation does not simulate beyond the first frame in this particular file. Any smoke simulation added or appended from other files stops working as well.\n\nHowever, everything works fine in new files on the same system & hardware.\n\n[smoke simulation issue.blend](smoke_simulation_issue.blend). \n\nOpen the blend file, move the smoke domain to clear the old cache.\nHit play and the smoke is not moving. Other physics (rigid body, particles) are working fine.\n\nDelete everything, add a cube, add the quick smoke effect, and the same happens.\n\n", "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.", "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.", "Motion blur doesn't work with curve with subdivision\nOperating system: Windows 10\nGraphics card: GTX 780\n\nBroken: blender 3.3.1\nWorked:\n\nMotion blur doesn't work with curve with subdivision\n\n- render F12 : the motion blur works with simple curve\n- subdivise curve\n- render F12 : the motion blur doesn't work anymore\n\n![image.png](image.png)\n\n![image2.png](image2.png)\n\n[motion_blur_curve.blend](motion_blur_curve.blend)\n\nThanks a lot!", "Particle Texture influence broken when using two particle system on the same object\nOperating system: Ubuntu 18.04\nGraphics card: GeForce 970GTX\n\nBroken: 2.90.1\nWorked: Never (2.8+)\n\n\nWhen using two particles system on the same object with an influencing texture, one particle system has a wrong influence (e.g. Particle System shrink to quickly)\n\nBlend File: [particle_texture_bug.blend](particle_texture_bug.blend)\n\n0. Set the animation start and end to 100 - 200\n1. Create an Emitter and a Particle Object\n2. Add a Particle System to the Emitter and use the Particle Object for rendering\n3. Set the Start and End to 100 - 200\n4. Give the Particle System a Blend Texture that influences the size with \"Strand/Particle\" as Coordinates\n5. Add another System and Duplicate the previous one to get the exact same setting\n6. Change the Start and End of the new System to 0 - 100\n7. Bake all Dynamics\n8. Render Frame 199 and compare to rendering of 101. The particles in 199 are tiny in comparison (or invisible). They should look near identical\n\nOptional: \n9. Remove the 0-100 Particle and Redo Baking\n10. Frame 199 now has normal sized particles\n" ]
[ "The collision modifier doesn't kill particles before the scene's start frame\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 960M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 465.89\n\nBroken: version: 3.0.0 Alpha\nWorked: It didn't work on 2.79\n\nParticles that start before the scene's start frame aren't killed by objects with a collision modifier that is set to kill particles.\n\n1. Add an object (A);\n2. Add a particle system to A;\n3. Add another object (B);\n4. Add a collision modifier to B;\n5. Set use_particle_kill to True on B's collision modifier;\n6. Set frame_start to a negative number on A's particle system;\n7. Move the objects so that the particles of A will eventually touch B before the scene's frame_start;\n8. Play the animation.\n[collision_does_not_kill_particles_before_start_frame.blend](collision_does_not_kill_particles_before_start_frame.blend)\n\n", "Particle not render correctly at frame zero\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 2.82 - 2.91.0 Beta\nWorked: -\n\n\nViewport showing particles as expected at frame 0, but they render right at emitter, like never started.\nAlso baked version say it's 87 frames, but 0-87 it's 88\nPlease watch the video to see the issue:\n\n[2020-10-27_14-36-31.mp4](2020-10-27_14-36-31.mp4)\n\n\n\nyou can use this .blend file:\n\n[particle_bug.blend](particle_bug.blend)\n\n", "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" ]
Unable to render using GPU Operating system: Linux-5.3.0-40-generic-x86_64-with-Ubuntu-19.10-eoan 64 Bits Graphics card: AMD Radeon RX 5700 XT (NAVI10, DRM 3.33.0, 5.3.0-40-generic, LLVM 9.0.0) X.Org 4.5 (Core Profile) Mesa 19.2.8 Broken: version: 2.83 (sub 5) Worked: 2.81 Render does not start when using GPU to render. Set GPU as render device > Render **2.83:** Notice there's no info bar at the top of the render window, and no error output on the terminal ![Screenshot from 2020-02-28 12-45-05.png](Screenshot_from_2020-02-28_12-45-05.png) **2.81:** Normal operation ![Screenshot from 2020-02-28 12-43-35.png](Screenshot_from_2020-02-28_12-43-35.png)
[ "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.", "Unable to execute Toggle Edit Mode - error changing modes\nOperating system: Linux-5.15.11-1-MANJARO-x86_64-with-glibc2.33 64 Bits\nGraphics card: Mesa DRI Intel(R) HD Graphics 4600 (HSW GT2) Intel Open Source Technology Center 4.5 (Core Profile) Mesa 21.3.2\n\nBroken: version: 3.1.0 Alpha\n\n\nIt happens when I try to toggle to Edit Mode on second scene if first scene has edit mode a object\n\n\n\n1) Open file\n2) Select scene \"Scene.001\" and try to toggle to Edit Mode\n3) Get a error\n\nIt is issue or planned (user) error? Getting the error don't full inform an user. Why the error happens? A user may be confused :)\n\nP.S. For fix the error need in scene \"Scene.002\" to disable Edit Mode and than can be to switch to edit mode in \"Scene.001\"\n\n[edit-mode.blend](edit-mode.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)", "Crushed Velvet Eevee render problems in Cycles\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.75\n\nBroken: version: \n- 2.93.0 Alpha\n- 2.82 (sub 7)\nWorked: ?\n\n\nThe *Crushed Velvet* material from the *Material Library* does not render properly with Cycles when setting the device to *GPU*.\n\n- Load the simplified material attached below\n- Set the render device to *CPU* and render. The output should be all black\n# Set the render device to *GPU* and render.. Depending whether you have only GPU(s) activated in the preferences or also CPU(s) you should see one of the following. When only GPU(s) are enabled you should get a proper render. When CPU(s) are also enabled you should get dark render tiles that are rendered on the CPUs.\n\n[VelvetTestSimplified2.blend](VelvetTestSimplified2.blend)\n\n---\n\nOriginal description:\nI'm attaching the .blend file I used to test this issue. I'm not even sure this is a bug or simply me not being overly familiar with materials yet, but it feels like a bug. An dit may be a Blender bug and nothing to do with this add-on. Obviously, this material renders fine in Eevee, but it also renders fine in Cycles when using CPU to render, but has major artifacts when using GPU to render. I've attached a render to show what I'm getting in case you don't experience it.![Velvet.png](Velvet.png)\n\nThe steps I took to get here are, \n\nBasically, I have a default scene I use to do my modeling or as a start point. It's very basic. I was experiencing this issue in another project I was working on and noticed it went away when I changed the material on one object. \n\n- I loaded up my basic start file\n- selected the sphere\n- Scrolled down to the Material Library VX panel in the Material Properties tab\n- Loaded the Sample Library\n- Chose the Crushed Velvet Eevee material and clicked Apply to Selected\n\nThat's it. I had initially thought it was simply a problem rendering in Cycles but for my first render, I forgot to switch from CPU to GPU and noticed it rendered fine. So I did a few more tests and it renders fine with CPU every time, but not with GPU.\n\n[VelvertTest.blend](VelvertTest.blend)\n\n", "bake operator reports uninitialised image that isn't even in use in the shader..\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 526.98\n\nBroken: version: 3.5.1 Release Candidate\n\ncan't bake due to strange error\n\nopen blend file\nselect object\nselect the baked image texture node in the shader editor\nclick bake in the render setting (leave settings as is)\n\nstrange error pops up saying \n\"uninitialised image \"nightmare0134.png\" from object 'pavement.002'\n\nThis image isn't even in use by the shader.\n\nPS, it seems intermittently not possible to paste screengrabs into this new bug reporter. Also, how to do bullet points and embed video?\n\n", "GPU: Workarounds and Device Features checks becoming obsolete\nBlender 4.0 bumped its OpenGL version from 3.3 Core profile to 4.3 Core profile. Some workarounds and optional device features were added to the GPU Backend in order to emulate features that were not available on all platforms.\n\nThis issue contains a list of features, workarounds that we should revisit.\n\n* `shader_draw_parameters` In Vulkan these seems to be supported even on low end devices (displayreport.php?id=23923#features_core_11) we might want to consider making this a requirement, although it is not required by vulkan.\n* `compute_shader_support` is required for workbench-next\n* `shader_storage_buffer_objects_support` is required (#112572)\n* `shader_image_load_store_support` is required. \n* `clear_viewport_workaround` should be solved by the editor, not by the gpu backend. IIRC the VSE has fixed this some months ago.\n* remove `--debug-gpu-disable-ssbo` as SSBO's are required. (#112571)\n\n", "Optix not available after Manjaro Update\nOperating system: Linux-5.17.1-3-MANJARO-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.60.02\n\nBroken: version: 3.1.2\nWorked: both 3.1.0 as well as 3.1.2 was working before the Manjaro update. Version 3.0.0 is still working, regardless of the OS update.\n\nSince the last Manjaro Update I get an error message when I try to switch to rendered view in Blender 3.1.2 :\n```\nFailed to load Optix Kernel from: '/_DATA_WK/Blender/blender-3.1.2-linux-x64/3.1/scripts/addons/cycles/lib/kernel_optix.ptx' (OPTIX_ERROR_INVALID_FUNCTION_USE)\n```\n\nI tested it with Blender installed from the Manjaro Repository as well with Blender from Blender.org (extracted to the above location).\nBoth of them gives the same error message (with different kernel_optix.ptx location of course.)\nThey were working perfectly before the OS update. Blender 3.0.0 still works fine. \n\n- Start Blender. (No need to load any file or content).\n- switch to Rendered Viewport Shading. \n\n", "Unusable display with AMD driver errors.\nOperating system: Ubuntu 22.04.2 LTS/Kernel version 5.15.0.75/FOSS amdgpu driver(default)\nGraphics card:MSI Radeon RX580 8GB\n\nBroken: 3.5.1, 3.1.0\nWorked: 3.1.0(Did not experience this until recently)\n\nWhen editing UV GPU gets reset after errors, the compositor does not recover. Garbled image on the screen with displays unusable. Log data attached.\n\nThis happens when pressing .(dot) on the keypad, selecting or moving a UV.\n\n", "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", "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 has froze my Manajro Linux, which has corrupted my root Btrfs filesystem, rendering the machine unable to boot\nOperating system: Manjaro Linux\nGraphics card: Radeon RX 5500/5500M / Pro 5500M\n\nBroken: Blender 2.90.0, 2.90.1, 2.91.0 Alpha\nWorked: none yet\n\nWhen doing a very specific thing in Shader editor using Eevee rendered, my system froze. I've rebooted and tried again. It froze again, only this time when I rebooted it I was greeted by an emergency shell. My root Btrfs filesystem is unmountable. I'm currently performing disk imaging, and will attempt to fix the FS or restore the system from backup.\n\nHere's the screen that I saw after rebooting my laptop after the second lock-up:\n![f3fb1797-440e-4a7c-b33b-f19af8b479ce.jpg](f3fb1797-440e-4a7c-b33b-f19af8b479ce.jpg)\n\n\nI have a specific .blend file that when loaded on Manjaro Linux will freeze the system. I've tried again booting a fresh Manjaro 20.1.1. However it's a confidential client project and I cannot share it publicly.\n\nI wasn't able to reproduce the problem on Windows 10 running on the same laptop.\n\nI suspect the problem could be in an AMD GPU driver - it's the only thing that I believe has enough system access to mess up a roo t filesystem that was involved. And it's clear the problem was triggered by a certain material in Blender, while rendering with Eevee.\n\nNote that the system won't freeze until I turn on Rendered view. Using Material Preview is fine.\nTwo first time when it happened it was immediately after I have added a mix node to add another texture to an existing image path in an Eevee material.\nI thought that maybe texture sizes could be the problem, as I've been using 3 8K textures, and maybe the laptop's GPU can't handle that, but filesystem corruption should never be the result of that.", "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", "5700 xt not working with HIP cycles\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: AMD Radeon RX 5700 XT ATI Technologies Inc. 4.5.0 Core Profile Context 22.20.27.09.230330\n\nBroken: version: 3.6.2\n\nI am trying to render my donut, but I can only do so with CPU. Whenever I try to render with GPU compute HIP with my 5700 xt enabled, the screen freezes; it becomes unresponsive and I have to manually close the program. My hardware doesn´t seem to be the problem, afterburner is detecting everything and it seems fine. Drivers updated, latest Windows 11 version\n\n1. Hit render with cycles active, GPU compute and the 5700 xt activated in HIP/system/preferences tab.\n\n", "HIP binary kernel not found\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: AMD Radeon 780M Graphics ATI Technologies Inc. 4.5.0 Core Profile Context 23.9.1.230821\n\nBroken: version: 3.6.2\n\nCan't Render with GPU.\nHIP binary kernel for this graphics card compute capability (11.0) not found.\n![error.jpg](attachment)\n\n- Render any file with HIP\n\n", "gpu.types.GPUOffscreen renders nothing when samples > 0\nOperating system: Linux-5.3.0-55-lowlatency-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 435.21\n\nBroken: version: 2.83.0\nWorked: None known 2.90 alpha has same issue\n\nOffscreen rendering from Python fails if GPUOffscreen buffer is created with any number of of samples > 0. If samples > 0, nothing is drawn (nor is there any error)\n\nRun the small script in the attached .blend (it is the sample script for offscreen rendering from the documentation but with samples>0)\nThe generated image is empty.\n\n(full system info also in .blend in text buffer system-info.txt)\n[MSAA bug.blend](MSAA_bug.blend)\n" ]
[ "Cycles render hangs on Linux and AMD Radeon RX 5700 XT\nOperating system: Linux-5.3.0-40-generic-x86_64-with-Ubuntu-19.10-eoan 64 Bits\nGraphics card: AMD Radeon RX 5700 XT (NAVI10, DRM 3.33.0, 5.3.0-40-generic, LLVM 9.0.0) X.Org 4.5 (Core Profile) Mesa 19.2.8\n\nBroken: version: 2.83 (sub 5)\nWorked: 2.81\n\nBlender fails to render using GPU\n\nblender --factory-startup > set render engine to Cycles > Set Device to GPU > Preferences - System - OpenCL > Render\n\nRender fails with an error:\n```\nSplit kernel error: failed to load kernel_path_init\n```\n\n[blender-debug-gpu.txt](blender-debug-gpu.txt)\n\n" ]
Crash when attempting to sculpt a mesh with a multiresolution modifier and applied mirror modifier Update reply below contains reproduceable steps to create objects showcasing this bug from scratch; original post in this post left for posterity. The issue appears to involve a Multiresolution modifier with subdivision levels causing a crash when attempting to sculpt the relevant object but only in the case where a specifically configured Mirror modifier had been copied and applied after creation of the Multiresolution modifier. Operating system: Windows 7 Ultimate - Version 6.1.7601 Service Pack 1 Build 7601 Graphics card: Nvidia GeForce GTX 950 Broken: 2.80, 2.81 release Trying to use sculpt tools on a specific object in my file ("sculpt_figure res2 breasts") causes Blender to crash. I had not encountered any crashing issues involving sculpting up until I tried sculpting this particular object. The crash reproduces on multiple systems. I have attached the blend file in question. Removing either the Multi-resolution modifier or the Armature modifier from this object ("sculpt_figure res2 breasts") allows the object to be sculpted without crashing. Adding a new Multi-resolution or Armature modifier after either modifier has been removed also allows sculpting without crashing. The crash only happens when attempting to sculpt the object as is without removing and/or re-adding said modifiers. The object in question ("sculpt_figure res2 breasts") was created by duplicating the object "sculpt_figure res2" and removing a selection of faces from the duplicated mesh, adding edge creasing to edges in the duplicated mesh, applying a mirror modifier belonging to the duplicated mesh, and adding a multi-resolution modifier to the duplicated mesh. I am not certain the order in which these actions were performed. Open the provided file "sculpt8_2.blend." Select the object "sculpt_figure res2 breasts" in the "sculpt" collection if not already selected. Enter sculpt mode. Select a sculpt tool (tested with Draw brush, Thumb brush, Mask brush). Click the sculpt tool on the mesh to attempt sculpting [sculpt8_2.blend](sculpt8_2.blend)
[ "Armature combined with subdivision incorrect normals\nOperating system: Windows 10 Pro\nGraphics card: GeForce 1050ti\n\nBroken: 2.82 (broken in a different way), 2.83.14, 2.92, 2.93 beta, 3.0 alpha\nWorked: 2.79b (important is working in 2.81)\nWhen using an armature modifier and subdivision modifier on the same mesh you get the wrong normals. If the armature is applied to the mesh then the subdivision normals are correct. The problem with the armature and subdivision together only applies if the armature is posed.\n\nThis broke between good ba1e9ae4733a and bad da6929488a64, probably 9516921c05\n\nI think that a bug has come into 2.82 a fix has been applied but it has broken it differently. So between 2.81 and 2.82 something broke, then a fix was put in that is still broken but in a different way. So 2.81 is the good version.\n\nCreate a mesh and create an armature on the mesh. Add a subdivision modifier. Make sure the armature has a pose. Show the normals.\nThe consequences will mean that the surfaces are wrong and the subsurface and general render will just look wrong.\nGood:\n![good.png](good.png)\nBad:\n![bad.png](bad.png)\n\n[blender2_79b.blend](blender2_79b.blend)\n\n[blender2_92.blend](blender2_92.blend)", "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", "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", "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", "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", "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.", "Subdivision Surface: Out of memory exception in in post 2.79 versions\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: 2.90.0\nWorked: (2.79)\n\nWhen rendering a displacement heavy blend file, We consistently get out of memory exception in blender 2.8x and 2.9.\n\n - Open the attached blend file.\n - Click F12 (Render Image).\n # Wait till it crashes (approximately 6min).\n\nMore info about this blend file:\n```\nResolution: 650px by 650px\nCycles: 10\nAll polygons are triangles.\nOne material with a displacement map on all objects.\nSubdivision modifier with Catmull Clark with 1.0 adaptive value, on all 3 objects.\nSimplify->Render->Maximum Subdivion is equal to 2.\nSimplify->Render->Texture Limit is equal to 8192.\nSimplify->Viewport->Maximum Subdivion is equal to 0.\n```\n\n[Bug-Upload(2.79).blend](Bug-Upload_2.79_.blend)", "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", "Multires Level switching undo bug\nOperating system: Linux-5.4.0-42-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: Quadro GP100/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.100\n\nBroken: version: 2.90.0 Beta\n\nWhen sculpting in multires, the switching between different levels of subdivision is not included in the undo stack.\nBecause of this, when sculpting changes in the model, then switching between levels and sculpting more and afterwards using undo, it will not reliably undo the strokes.\nIn some cases it won't undo at all unless it exits sculpt mode or reaches some point in the undo stack where the level gets changes another time.\n\n\n[2020-08-03 15-38-50.mp4](2020-08-03_15-38-50.mp4)\n\n- Add an object with a multiresolution modifier and subdivide it a few times\n- Sculpt changes on the highest level, then on a lower level and then again on a higher level\n- Undo all those strokes until the mesh breaks or you exit sculpt mode and all is reverted at the same time", "Crash with animated displacement modifier in Texture paint mode while playing\nAMD Ryzen 5 2600, 16GB ram\nWindows 7 64bit\nNvidia GTX 1060 6gb (driver version 416.34)\n\n2.79b\n\nI intend to paint a heightmap interactively. So i keyframed a displacement modifier (2 frames) on a subdivided plane and assigned a texture.\nPlaying the timeline should now refresh the modifier every frame. \nPainting in the UV-editor this way works fine, but switching to texture paint mode and painting on the mesh directly crashes blender after about 0.5seconds.\n[HeightmapPaint.blend](HeightmapPaint.blend)\nI attached an example file.\nHit play and in the uv editor paint on the noise texture. This works okay.\nNow switch to Texture painting in the 3d viewport. The moment a stroke is applied to the mesh it should crash (it does consistently for me). ", "Blender 2.92.0 crashes when baking steam simulation\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.92\nCPU: Intel Core i7-8700K\nMemory: 32 GB\n\nBroken: version: 2.92.0\nWorked: I have not tried any other version than 2.92.0 (sorry)\n\nI tried to make a simple steam simulation following the steps described here: watch?v=_K0XsHht6pg. It crashed while baking, and tried to simplify the setup with a minimal set of objects, and it still crashes after baking about 30-50% of the 300 frames.\n\nFollow the steps as described in the video watch?v=_K0XsHht6pg\n\nAttached is .blend file that I tried to make as simple as possible: [steam.blend](steam.blend)\n\n - Open the attached file\n - Press \"Bake Data\" for Physics Properties for the cube\n - Blender crashes after 30%-50% of baking\n\nI have not tried a newer experimental release or an older release.\n\nI was able to reproduce the issue with the default 32 Resolution Divisions (which is way faster to reproduce than the 160 in the included file). I then tried experimenting which exact setting caused the crash. I got it to crash with Adaptive Domain disabled, and Gas Heat 1.5 and Dissolve Time 30, but now I'm not able to reproduce anymore with any setting (at least with 32 Resolution Divisions).\n\nAfter some more experimenting, it seems it randomly crashes and sometimes works. It is definitely reproducible with 32 Resolution Divisions. I kept all settings as I had before, which had worked successfully, but then changed the Time Scale to 0.8, and then it crashed again when baking. However, it had previously crashed at least once with the exact same settings with which I had also successfully baked (and the Time Scale at the default 1.0), so it is not the Time Scale that is causing the issue.", "Title: CTRL-Z from edit into sculpt mode causes crash if mesh has shape-keys \nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 980 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 452.06\n\nBroken: version: 2.91.0 Alpha\nWorked: 2.82 (sub 7)\n\nBlender crashes when you CTRL-Z back to sculpt mode when the mesh has shape-keys. This bug happens in 2.83.0 and up, only in the Windows builds. Tested in Linux Mint 19.3 and had no crash there.\n\nAdd basis shape-key on any mesh -> change to sculpt mode -> Change mode to edit -> Undo back -> This causes a crash when it undoes back to sculpt mode.\n", "Blender 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", "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", "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" ]
[ "MultiRes+Solidify while trying to use Sculpt Mode cause Blender to crash\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.30\n\nBroken: version: 2.81 (sub 12)\nWorked: (optional)\n\nI tried deactivating one modifier while keeping the other one active to see if Blender would crash, but this was not the case. Only when I used both simultaneously did the program reliably crash every time, regardless of brush.\n\nAdd the modifiers that are active in the video and follow along. \n[Desktop 2019.09.23 - 00.49.39.02.mp4](Desktop_2019.09.23_-_00.49.39.02.mp4)\n" ]
Muting pair of specific Nodes in the Compositor results in crash Operating system: Linux-5.4.0-37-generic-x86_64-with-debian-bullseye-sid 64 Bits Graphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.64 Broken: version: 2.83.0 Worked: no idea about Linux version, but no issues in the official Windows release Blender crashes when muting 2 connected nodes in the compositor. This happens with certain types of nodes combined. There needs to be an active Viewer output node and Backdrop enabled. Open attached blend file: 1. press F12 to render 2. go back to Compositor 3. select both the Blur & Colorramp node and press M to Mute This should result in a crash. [mute_nodes_crash.blend](mute_nodes_crash.blend)
[ "MultiRes+Solidify while trying to use Sculpt Mode cause Blender to crash\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.30\n\nBroken: version: 2.81 (sub 12)\nWorked: (optional)\n\nI tried deactivating one modifier while keeping the other one active to see if Blender would crash, but this was not the case. Only when I used both simultaneously did the program reliably crash every time, regardless of brush.\n\nAdd the modifiers that are active in the video and follow along. \n[Desktop 2019.09.23 - 00.49.39.02.mp4](Desktop_2019.09.23_-_00.49.39.02.mp4)\n", "Crash on toggle bone layer\nOperating system: OpenSUSE Linux, kernel 5.10.7\nGraphics card: intel \n\nBroken: blender-2.92.0-a5637756491c-linux64\n\nBlender crashes when I'm trying to enable bone layer visibility.\n\n1) Open example file: \n[rig-bug3.blend](rig-bug3.blend)\n2) Click on the *second* rig bone layer: ![Screenshot-rig-bug.jpeg](Screenshot-rig-bug.jpeg)\n\nResult: blender crashes with backtrace:\n\n```\n# Blender 2.92.0, Commit date: 2021-02-05 15:23, Hash a5637756491c\nbpy.ops.outliner.item_activate(extend=False, deselect_all=True) # Operator\nbpy.ops.outliner.item_rename() # Operator\nbpy.ops.outliner.orphans_purge(num_deleted=40) # Operator\nDeleted 40 data-block(s) # Info\nbpy.ops.outliner.orphans_purge(num_deleted=10) # Operator\nDeleted 10 data-block(s) # Info\nbpy.ops.outliner.orphans_purge(num_deleted=1) # Operator\nDeleted 1 data-block(s) # Info\nNo orphaned data-blocks to purge # Info\nSaved \"rig-bug3.blend\" # Info\nbpy.context.space_data.context = 'DATA' # Property\nSaved \"rig-bug3.blend\" # Info\n\n# backtrace\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(BLI_system_backtrace+0x20) [0x865fd90]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender() [0xeb3a2a]\n/lib64/libc.so.6(+0x3d6c0) [0x7ff5377926c0]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(DRW_displist_vertbuf_create_pos_and_nor+0x5e) [0x13d443e]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(DRW_curve_batch_cache_create_requested+0x4ea) [0x13d24ea]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender() [0x85bf76b]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(BLI_ghash_free+0x4e) [0x85c00ee]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender() [0x13840e7]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(DRW_draw_render_loop_ex+0x1ac) [0x138649c]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(view3d_main_region_draw+0x8f) [0x1c0442f]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(ED_region_do_draw+0x7e1) [0x17ab221]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(wm_draw_update+0x52e) [0x123c70e]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(WM_main+0x30) [0x123a5a0]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(main+0x31e) [0xdeb30e]\n/lib64/libc.so.6(__libc_start_main+0xea) [0x7ff53777ce0a]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender() [0xeb03c3]\n\n```", "Crash on render on some of the frames\nOperating system: Linux-4.4.0-154-generic-x86_64-with-debian-stretch-sid 64 Bits\n8x Tesla V100 SXM2 NVLINK Accelerator Cards\nDual XEON Scalable 4208 CPUs\n192 GB RAM\n\nBroken: version: 2.82 (sub 7)\nI also tested recent 2.83 build\n\nBlender crash when it renders scene frames from 346-639, the rest of the frames are fine.\nIt crashes for CPU anf GPU as well.\n\nIn order to render above frames I workaround the assert:\n\n```\n--- a/intern/cycles/kernel/kernel_compat_cpu.h\n+++ b/intern/cycles/kernel/kernel_compat_cpu.h\n@@ -74,8 +74,10 @@ CCL_NAMESPACE_BEGIN\n template<typename T> struct texture {\n ccl_always_inline const T &fetch(int index)\n {\n- kernel_assert(index >= 0 && index < width);\n- return data[index];\n+ //kernel_assert(index >= 0 && index < width);\n+ if (index < 0) return data[0];\n+ else if (index >= width) return data[width];{F8410049}\n+ else return data[index];\n }\n #if defined(__KERNEL_AVX__) || defined(__KERNEL_AVX2__)\n /* Reads 256 bytes but indexes in blocks of 128 bytes to maintain\n```\n\nThe scene is complex and I couldn't make it very simply and narrow the problem.\nPlease find the scene attached.\n\n[animation_002_02_part01.blend](animation_002_02_part01.blend)\n\n1. Open Blender 2.82\n2. Open attached scene\n3. Set frame 346, start render (F12)\n4. After one minute or so it will crash\n\n\n", "Python API: \"NodeLink\" object in 'insert_link' callback of bpy.types.Node causes crash when reading some properties.\nOperating system: Linux-5.15.65-1-MANJARO-x86_64-with-glibc2.36 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.65.01\n\nBroken: version: 3.3.0\n\nTrying to dereference the properties of the sockets in the link crashes Blender.\n```\nException thrown: read access violation.\nntree was nullptr.\n```\n```\n>\tblender.exe!nodeFindNode(bNodeTree * ntree, bNodeSocket * sock, bNode * * r_node, int * r_sockindex) Line 2038\tC++\n\n \tblender.exe!rna_NodeSocket_node_get(PointerRNA * ptr) Line 2803\tC\n \tblender.exe!NodeSocket_node_get(PointerRNA * ptr) Line 46896\tC\n \tblender.exe!RNA_property_pointer_get(PointerRNA * ptr, PropertyRNA * prop) Line 3516\tC\n \tblender.exe!pyrna_prop_to_py(PointerRNA * ptr, PropertyRNA * prop) Line 1429\tC\n \tblender.exe!pyrna_struct_getattro(BPy_StructRNA * self, _object * pyname) Line 4287\tC\n \tpython310_d.dll!PyObject_GetAttr(_object * v, _object * name) Line 922\tC\n \tpython310_d.dll!_PyEval_EvalFrameDefault(_ts * tstate, _frame * f, int throwflag) Line 3593\tC\n \t[Inline Frame] python310_d.dll!_PyEval_EvalFrame(_ts *) Line 46\tC\n \tpython310_d.dll!_PyEval_Vector(_ts * tstate, PyFrameConstructor * con, _object * locals, _object * const * args, unsigned __int64 argcount, _object * kwnames) Line 5072\tC\n \tpython310_d.dll!_PyFunction_Vectorcall(_object * func, _object * const * stack, unsigned __int64 nargsf, _object * kwnames) Line 342\tC\n \tpython310_d.dll!PyVectorcall_Call(_object * callable, _object * tuple, _object * kwargs) Line 255\tC\n \tpython310_d.dll!_PyObject_Call(_ts * tstate, _object * callable, _object * args, _object * kwargs) Line 290\tC\n \tpython310_d.dll!PyObject_Call(_object * callable, _object * args, _object * kwargs) Line 318\tC\n \tblender.exe!bpy_class_call(bContext * C, PointerRNA * ptr, FunctionRNA * func, ParameterList * parms) Line 8690\tC\n \tblender.exe!rna_Node_insert_link(bNodeTree * ntree, bNode * node, bNodeLink * link) Line 1751\tC\n \tblender.exe!blender::ed::space_node::node_link_exit(bContext & C, wmOperator & op, const bool apply_links) Line 899\tC++\n \tblender.exe!blender::ed::space_node::node_link_modal(bContext * C, wmOperator * op, const wmEvent * event) Line 1055\tC++\n \tblender.exe!wm_handler_operator_call(bContext * C, ListBase * handlers, wmEventHandler * handler_base, wmEvent * event, PointerRNA * properties, const char * kmi_idname) Line 2380\tC++\n \tblender.exe!wm_handlers_do_intern(bContext * C, wmWindow * win, wmEvent * event, ListBase * handlers) Line 3283\tC++\n \tblender.exe!wm_handlers_do(bContext * C, wmEvent * event, ListBase * handlers) Line 3333\tC++\n \tblender.exe!wm_event_do_handlers(bContext * C) Line 3924\tC++\n \tblender.exe!WM_main(bContext * C) Line 643\tC\n \tblender.exe!main(int argc, const unsigned char * * UNUSED_argv_c) Line 579\tC\n \t[External Code]\t\n\n```\n\n- Open attached .blend file\n- run the script,\n- Create `New` Node Tree\n- add two nodes\n- connect them.\nBlender will crash to desktop.\n[custom_nodes_simple_bug_finder.blend](custom_nodes_simple_bug_finder.blend)\n\n", "Cycles shading nodes missing updates when editing muted nodes\nOperating system: Linux-5.13.0-28-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.103.01\n\nBroken: version: 3.2.0 Alpha\n\nConnecting, desconnecting or muting separate node doesn't properly update \n[cycles update.m4v](cycles_update.m4v)\n\n[cycles update bug.blend](cycles_update_bug.blend)\n\n1- Switch viewport to render preview\n2-Connect the separate node. \n3-mute unmute, connect disconnect as its shown in the video description. ", "Blender Crashing When Painting Stroke into a \"Moving Animated Character\" (heap-use-after-free)\nBroken: 4.0 alpha\nBroken: version: 2.79 - 2.82 (sub 7)\nWorked: Never\n\nI have this experiment of making LIVE talking head, via OSC. And I noticed that if I tried painting a stroke on a talking moving animated head, it will crash. Even with timeline not running.\n\nI got a video (Might need iPhone X with MOM addon to test this....) :\njhHdG6ZXFDU\n\n- Open attached file\n- Run animation\n- Paint over the animated object\n[paint_animated_shapekey_bug.blend](paint_animated_shapekey_bug.blend)\n\n\n", "Blender crashes 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)", "Some nodes have ambiguois sockets names\nOperating system: Linux-5.0.0-38-generic-x86_64-with-Ubuntu-19.04-disco 64 Bits\nGraphics card: GeForce GT 730/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 418.56\n\nBroken: version: 2.83 (sub 9)\n\nSome nodes has duplicating names of sockets, which might result in ambiguity when using names to subscript inputs. \n\nFull list of ambiguious sockets:\n\n```\nShaderNodeAddShader.inputs[0].name = 'Shader' \nShaderNodeAddShader.inputs[1].name = 'Shader' \nShaderNodeMath.inputs[0].name = 'Value' \nShaderNodeMath.inputs[1].name = 'Value' \nShaderNodeMath.inputs[2].name = 'Value' \nShaderNodeMixShader.inputs[1].name = 'Shader' \nShaderNodeMixShader.inputs[2].name = 'Shader' \nShaderNodeVectorMath.inputs[0].name = 'Vector' \nShaderNodeVectorMath.inputs[1].name = 'Vector' \nShaderNodeVectorMath.inputs[2].name = 'Vector' \nCompositorNodeAlphaOver.inputs[1].name = 'Image' \nCompositorNodeAlphaOver.inputs[2].name = 'Image' \nCompositorNodeMath.inputs[0].name = 'Value' \nCompositorNodeMath.inputs[1].name = 'Value' \nCompositorNodeMath.inputs[2].name = 'Value' \nCompositorNodeMixRGB.inputs[1].name = 'Image' \nCompositorNodeMixRGB.inputs[2].name = 'Image' \nCompositorNodeSplitViewer.inputs[0].name = 'Image' \nCompositorNodeSplitViewer.inputs[1].name = 'Image' \nCompositorNodeZcombine.inputs[0].name = 'Image' \nCompositorNodeZcombine.inputs[1].name = 'Z' \nCompositorNodeZcombine.inputs[2].name = 'Image' \nCompositorNodeZcombine.inputs[3].name = 'Z' \n\n```\n\n\nExecute script like this:\n ```\nnode = bpy.data.materials[0].node_tree.nodes.new('ShaderNodeVectorMath')\ninputs = dict(node.inputs.items())\nassert len(inputs) == len(node.inputs) # 2 != 4\n```\n\n**Attached script has been used to discover the sockets**\n[check_sockets_names.py](check_sockets_names.py)", "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.", "Script node with shader output crashes Eevee\nOperating system: OSX Monterey (12.6)\nGraphics card: Radeon Pro Vega 20\n\nBroken: git versions: blender-v3.2-release, blender-v3.3-release, master\nWorked: 3.2 release\n\nI'm testing the MaterialX standard surface shader. It seems to work when in Release versions, but in a debug build, it crashes when you connect the output of the shader to 'surface' in the terminal node.\n\nUsing the default scene, switch from Eevee to Cycles + Open Shading Language. Select the Cube, switch to Shading tab. Create a new material, and add a new Script node. Load the attached .oso file (to compile the attached .osl, you need to have MaterialX installed. I'm using 1.38.5). Attach the output of the script node to the 'Surface' input of the terminal. Boom! Where the crash occurs depends on whether your in Eevee preview, or Cycles preview.\n\n[out.osl](out.osl)\n\n[out1.oso](out1.oso)", "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.", "Two Shader to RGB nodes fed from the same BSDF : one produces black result\nOperating system: OSX 10.15.7 / Windows 10\nGraphics card: Geforce GT650M / Geforce 2060\n\n3.6.0\n\nThis should be a white cube:\n\n![Screenshot 2023-07-19 at 14.18.38.png](attachment)\n\nOpen the blender file...\n\nHere a additional screenshot, see that If I use two Principled BSDF's instead of one (with the same settings...), then the problem is 'fixed'.\n\n![Screenshot 2023-07-19 at 14.20.28.png](attachment)\n\n", "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)", "Blender 3.0 Denoising on Transparency Creates Artifacting (Blend included)\nOperating system: Win 10 (latest update)\nGraphics card: RTX 3090\n\nBroken: (3.0.0 and 3.0.1 dc2d18018171 Branch: Master)\nWorked: (2.9.0)\n\nWhen enabling transparency under \"Film\" settings, artifacts occurs in the transparency channel\n\nOpen attached .blend in 2.9.0 and 3.0.0 and hit render to see. I've set-up a compositor node setup to highlight and visualize the artificating found in 3.0.0. Try rendering with both Denoising methods to see variations in artifacts.\n\n**Other notes**\nI've played with as many render settings as possible and found that the denoiser is responsible. OptiX is worst, OpenImage is not as bad in artifacting.\n\n[alpha-transparency-denoising-issue-sample.blend](alpha-transparency-denoising-issue-sample.blend)\n\nNotice the clean colors in the greys (background composited in Compositor to help see issue)\n![2.9-alpha-clean.jpg](2.9-alpha-clean.jpg)\n\nNotice the vertical and horizontal line noise\n![3.0-alpha-dirty.jpg](3.0-alpha-dirty.jpg)\n\n[system-info.txt](system-info.txt)", "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" ]
[ "Compositor Disabled Node Config -> SegFault\nOperating system: Linux-4.15.0-50-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: Release Candidate 1 of 2.80 (sub 74)\n\nEdit: I have reproduced this in RC2\n\nA disabled Separate HSV node followed by a disabled Combine HSV node followed by another node causes a crash during editing and compositing. Dropping the glare node in between the combine HSV and the outputs triggers the crash. Rendering a similar scene also triggers a crash.\n![image.png](image.png)\n\nEdit: Reproducible with RGB node equivalents too\n\n**Exact steps for others to reproduce the error from scratch**\n1) Create the node configuration above\n2) Drop in the Glare node between the combine HSV and the outputs\n\n**Exact steps for others to reproduce the error from file**\n1) Open this file [disabled-comp-node-sigsev.blend](disabled-comp-node-sigsev.blend)\n2) Drop in the Glare node between the combine HSV and the outputs\n\n" ]
Vertical tabs - Embossing highlight too bright with transparency region background (overlap on) Enable Region Overlap, set Alpha to 0 for View3D Region Background and see the embossing of the active tab: pSTzU0E8P0g
[ "Some effects [bloom, smoke, fire, ..] still don't save in PNG with transparent background (occlusion vs. emission)\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: Radeon RX 570 Series ATI Technologies Inc. 4.5.13587 Core Profile Context 20.4.2 26.20.15029.27017\n\nBroken: version: 2.91.0 Alpha\n\nwatch?v=mQqV77PaOVs&t=84s\nHere this function of preserving BLOOM effect was released, and now it work both on View mode and render mode. BUT! When you will try save PNG after rendering - you will have same result as in past, without blooming effect saved on alpha channel.\nHere is example: ![1601108715146.png](1601108715146.png)\n\n1 - open file [BLOOM BUG.blend](BLOOM_BUG.blend)\n2 - press F12 [render]\n3 - save result in PNG\n4 - open result in any paint software and put under result layer any colour\n\n", "Cycles volume rendering issues when domain overlaps a plane\nOperating system: Windows 10\nGraphics card: gtx 760 and 1070\n\nBroken: 2.79b(master, release) and 2.80\n\n\n\nShadows on intersecting geometry from Objects with volume shader yield unusable result when using object ray visibility settings.\nWith 2.80 using collections to set objects not visible in camera also fails to achieve this with volumes.\n\nDesired result with volume objects would yield in a same result as done with node group(picture 2)\n\nDoing camera visibility in the shader with nodes works .correctly \n\n\n![incorrect result.jpg](incorrect_result.jpg)\n![correct result.jpg](correct_result.jpg)\n[smoke_incorrect shadow.blend1](smoke_incorrect_shadow.blend1)\nAttached blend file(2.80)\n- run smoke simulation for a couple of frames and switch to rendered view\n- toggle object camera ray visibility", "NLA: Fix Dragging Strips\nNOTE: test the patches for Solution1 temp-[D10103](https://archive.blender.org/developer/D10103)-nla_support_strip_overlap_during_transform/temp-[D10103](D10103)-nla_support_strip_overlap_during_transform-blender-2.92.0-5065c0e6d5bc-windows64.zip\n\nThis is no longer true, we would rather remove them and improve the interaction with HOLD type ****Update design since transition strips should be kept.****\nTodo: Add concrete examples where transitions are useful in the ideal case (where strips animate through the transition).\n___\nReport: #82195 (NLA tracks won't pass through actions or locked tracks)\n\n**Summary:** The ideal solution is to get rid of transition strip types. They're useless. Let strips overlap. When they do, they get blended in order like an upper strip. Then we don't have to restrict movement.\n\n___\n\nBehavior can be found in: (transform_convert_nla.c) *recalcData_nla()*\n**Problem**: The core intent of the function is to prevent moved strips from overlapping other strips. The restriction is reasonable since NLA evaluation is undefined in this case. However, the implementation prevents the ability to move a strip to its destination even if it wouldn't result in overlap. \n\nWhen moving strips:\n* You cannot move a strip through a locked track, even if not the intended final destination.\n![locked track.gif](locked_track.gif)\n* You cannot move a strip past another in the same track, even if the intended final destination would not result in overlap.\n![same_track.gif](same_track.gif)\n* You cannot move a strip into through or into a track if doing so results in overlap. \n![corner.gif](corner.gif)\n* Vertically moving strips, when there are no more nla tracks, leads to strips being vertically compressed. This breaks the animation when strip extrapolation is important.\n![D10103_vshuffle_autoGrow_nonpatchEx.gif](D10103_vshuffle_autoGrow_nonpatchEx.gif)\n___\n**Solution1:** (Simpler solution) We only apply the restriction on the final strip location. If the strip cannot be placed without overlap, then we either cancel the move operation (not ideal) or notify the user (show the strip as red?) without cancelling.\n\n[D10101: Cleanup: Nla: Refactor nla.c functions](D10101) (independent patch) Does a little bit of refactoring which [D10103](D10103) relies on.\n[D10102: NLA: Strip Post-transform Horizontal Shuffle](D10102) (independent patch) Adds support for horizontal shuffling so users can horizontally drag strips past eachother.\n[D10103: NLA: Strip Post-transform Vertical Shuffle and Auto-Grow Track List](D10103) (depends on prior patches) Adds support for vertical shuffling so users can vertically drag strips into a new track even if it results in overlap or the user moves the strip into a locked track.\n\nPatches have been made for this solution since it's simpler and faster to implement. Overlap support can still be worked on but is a lower priority and still has design problems to figure out.\n___\n**Solution2:** (Ideal solution, but would take longer to implement) We change NLA evaluation to work properly when strips overlap. Then we can completely remove the restriction and let the animator freely move strips. \n \n**Patch1: Completely remove transition types**\nWe can simplify NLA evaluation here a bit. NLA transitions are problematic and ineffective. *Transition strip types should be completely removed.* They do a lerp between the previous strip's last pose and next strip's first pose. Generally in animation, lerping 2 poses is a problem you fix, not something you ever want. Support-wise, transitions are a bit broken anyways (see [D9711](D9711) and [D9713](D9713))\n\n**Patch2: Implement new behavior when strips overlap**\nInstead of an explicit transition strip type, we'll let action and meta strips support a new transition behavior. When two strips overlap, we simply blend the next strip as if it was an upper strip. That's the core idea. \"Transitioning\" strips of the same track would used for convenience and organization. This would simplify the keyframe remapping math. In [D8296](D8296), I couldn't figure out the math to properly invert through transitions between a Quaternion Combine strip and a Quaternion Replace (or any non-Combine) strip. With the new behavior, keyframing through transitions is simplified to inverting through any other strip. \n\n**Patch3: Re-add support for holding poses through the transition**\nThough, as is, both strips are always animated through the transition. We don't have the ability to hold one strip's boundary pose while the other animates through the transition. I propose a few new strip properties: `hold_left_duration` (unit: scene frame), `hold_right_duration`. The influence over these regions can be automatically calculated when strips overlap. Or they can be keyed into shape using the existing influence fcurve. As an example of these new properties, we'll have two strips that only overlap over this held duration. \n*Note. I'm having second thoughts on the properties. Yes, there should be support for holding poses through the transition. But the problem is how these properties are anchored relative to the strip bounds and what's most convenient. I want to avoid problems like the ones we already have with nla strip frame_start/end being tightly related to the action clips frame_start/end, scale and repeat values. This leads to unintuitive strip frame_start/end changes.*\n\n**Patch4: Finally loosen strip dragging logic (only relies on patch2)**\nWe can completely remove the dragging restriction and let the animator freely move and overlap strips.\n \n___\n![image.png](image.png)\n(Pretend the two strips are in the same row/track. I did not draw them that way because I'm not sure how the UI should look. This also isn't a suggestion for how the UI should render)\n\nThis results in *nearly*the same result as old Transition clips. Only *nearly*, because the old implementation would first blend the prev strip with the lower NLA stack, then blend the next strip with the lower NLA stack, then lerp the two. The new behavior holds the previous strip's last pose over the light green area. The next strip's first pose is held over the pink area. The influence of the next strip increases linearly. \n___\n![image.png](image.png)\nThis holds the previous strip's last pose. The next strip animates as it's blended.\n___\n\n![image.png](image.png)\nAnother possibility.\n___\n![image.png](image.png)\n**Problematic UI case**: I'm not sure what the proper UI should look like when one strip completely overlaps. The animator can always just move the strip out above as a work around. Logically, it would evaluate fine. It would just be a UI issue. What if N strips overlap? It still all works out. We blend the strips in the order of their start frame. What if all strips are on the same start frame? That case won't be properly supported and considered undefined (as in we won't fix it). The animator can and should fix it themselves. \n__\n\n**Alternative WorkAround:** Add operators that can be used as workarounds.\n* ([RCS]())Send strip to the end of the active strip or track, with options to handle overlap properly. \n\n___\nPatches:\n\n**(Abandoned)Patch set 1: Removal of transitions** \n*Note: I'm not sure how file versioning should be handled? I haven't removed the strip type NLASTRIP_TYPE_TRANSITION yet. I'm not sure if the enum should remain so it can be used for file versioning to either delete transitions or convert them to the new behavior (after Patch set 3).*\n[D9702: Nla Transitions Obselete: remove ui icon](D9702)\n[D9703: Nla Transitions Obselete: Nla Stack no longer evaluates Transitions](D9703)\n[D9704: Nla Transitions Obselete: Remove Operator Add Transition](D9704) \n[D9705: Nla Transitions Obselete: Remove themed drawing](D9705) \n[D9706: Nla Transitions Obselete: Remove default naming case](D9706) \n[D9707: Nla Transitions Obselete: Special case for adjacent strip deletion](D9707) \n[D9708: Nla Transitions Obselete: Adjacent strip overlap resolution](D9708) \n[D9709: Nla Transitions Obselete: nlastrip_get_frame()](D9709) \n[D9710: Nla Transitions Obselete: RNA strip frame_start/end set functions](D9710) \n[D9711: Nla Transitions Obselete: Transform, redundant check](D9711) \n[D9712: Nla Transitions Obselete: Transform, Cancelling](D9712) \n[D9713: Nla Transitions Obselete: Transform, broken strip exceed resolution](D9713) \n[D9714: Nla Transitions Obselete: Loose comments](D9714)\n**Abandon Reason:** I misunderstood why transitions were limited. Yes, their current implementation only supports single pose transitions. But they would be more useful if the strips animated through the transition. Alexander Gavrilov suggested we keep transitions for their branched evaluation behavior.\n", "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", "Multiscatter GGX Refraction Roughness Bug\nOperating system:Windows 10\nGraphics card: 2080Ti\n\n**3.6**\nBroken: (Multiscatter GGX and Refraction Roughness Bug)\nWorked: (Version 3.3 works as expected. After that there´s the issue)\n\n**Cycles Objects don´t get blurrier the farther they are away from the glass (bug works only with thickness in Glass) **\n\n1. create a Plane, give it a bit of thickness\n2. Create Cylinder and place one end close the the glass and the other away from it\n3. Create Principled Shader, Set Roughness to 0.5, Set Transmission to 1. You should get frosted Glass\n4. Look through the camera in a way that the cylinder is behind the glass. \n5. The Cylinder should be sharper with the end touching the glass and blurrier with the other end\n6. Switch from GGX to Multiscatter GGX inside the principled shader.\n7. Now the Cylinder doesnt get blurry the farther it is from the glass.\n\n\nPlease improve Transparency and Metal in general in Blender.\nThanks :-)\n\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)", "Regression: Themes: Highlight color in the text menus\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: 3.6.2\n\nThe highlight color is not longer adjustable by the Selected color in the User Interface / Menu Item panel. But changes with the Inner color. This breaks theming.\n\n\n- Enter Preferences. \n- Navigage to Themes tab, User Interface, Menu Item panel.\n- Play around with the Selected and Inner color\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", "Eevee clamping color values when viewport rendering and using viewport HDRI\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.11\n[system-info.txt](system-info.txt)\n\nBroken: version: 3.0.0 Alpha\nWorked: (never)\n\nWhen doing a viewport render, color values are being clamped. In 2.92 a workaround for this was introduced - if you disable overlays, color is being processed as it should.\nHowever, if you use a viewport HDRI, even with the overlays turned off, values are still clamped.\nAs these two are often used together to get some quick snaps, it is a little inconvenient\n\n![untitled.png](untitled.png)\n\n[#88288.blend](T88288.blend)\n\n- Open file\n- Switch to rendered view\n# Viewport render image\n\nColors are clamped even though overlays are disabled\n", "No slash in «Bright Contrast» menu item\nOperating system: Windows 7 SP1\nGraphics card: nVidia GTX 770\n\nBroken: 2.90 last beta\nWorked: 2.79\n\nI noticed that there is no slash in Bright/Contrast menu item in the Color category in the node editor. It is written there as \"Bright Contrast\" (without slash).\n\nOpen the node editor, select the add item, select the Color category and look at the \"Bright Contrast\" menu item.\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).", "Highlight active item in pop-up menu (eg: Editor Type)\nCurrently the only way for newcomers to learn what is the currently chosen Editor in an Area is to compare the icon in the Editor Type combo-box with the list of icons when the combo box is open (it's not something that long time users think about).", "UI, Theme: Clipped menu shadow\nOperating system: macOS-11.6-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 455 OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.6.20\n\nBroken: version: 3.1.0 Alpha, 2.79b\n\n![menu_shadow_width.png](menu_shadow_width.png)\n**issue 1**\nThe \"Menu Shadow Width\" option allows you to set the width to 24 pixels, while\nthe block boundaries are limited to a smaller value, such as 12 px of `UI_POPUP_MARGIN`.\nAs a result, we have an ugly cropped shadow.\n\nThe max width should be properly limited.\n\n**issue 2**\nThe tooltips shadow has some bug at the top, and looks somewhat different from the menu ones.\n\n**issue 3**\nThe **tooltips** shadow is affected by the same **menu** theme settings,\nso the options could be renamed to more universal ones.\n\n- Navigate to {nav, Preferences > Themes > User Interface > Styles}\n- Set the value of `Menu Shadow Width` to 24px\n- Check any Blender menu\n\n", "Ambient Occlusion: Add thickness heuristic\nAdd thickness heuristic to reduce the AO from very thin objects as described in \"Practical Realtime Strategies for Accurate Indirect Occlusion\"", "OptiX denoiser creates dark artifacts in viewport when used with 2 GPUs\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 526.98\n\nBroken: version: 3.3.1\n\nThe OptiX denoiser creates several black sectors in the viewport. The smaller the area to be cleaned the more visible the error is.\nThis is only present when I have my 2 GPUs activated at the same time (3070 and 2060s). And it works normally when I enable only one of them.\n\n![Screenshot 2022-12-06 140609.png](Screenshot_2022-12-06_140609.png)\n\n1. Activate both GPUs in preferences (OptiX or CUDA)\n2. Select Cycles render > GPU\n3. Activate viewport denoise and select OptiX.\n4. In viewport (Ctrl + B) set a small render region.\n[Based on the default startup]\n\n" ]
[ "3D View Tabs - not readable with transparent Region Background.\nosx 10.9.1, macbook pro 13.1\n\nBroken: 2.69.8 - 8305fd8\nWorked: none\n\nif Theme 3D View - Theme Space Settings - Region Background is transparent Tabs are not visible. See Image and red arrow in image\n\nBased on a (as simple as possible) attached .blend file with minimum amount of steps\n\n![BUG_Tabs.png](BUG_Tabs.png)" ]
Using "Filter Addons" option disables some import options Operating system: Darwin-17.4.0-x86_64-i386-64bit 64 Bits Graphics card: AMD Radeon RX 580 OpenGL Engine ATI Technologies Inc. 4.1 ATI-1.60.26 Broken: version: 2.80 (sub 74) Worked: (optional) When "filter add-ons" tab is enabled some file types are missing from the import drop down - see attached image. Set filter add-ons to true, deselect unwanted add-ons for that workspace, go to "File" menu, select "Import" option. ![Filter addons problem.jpg](Filter_addons_problem.jpg) [Import missing items when Filter Addons enabled.blend](Import_missing_items_when_Filter_Addons_enabled.blend)
[ "UI: Replace list of workspace add-ons with a UIList\nThe current `Filter Add-ons` list in the Workspace panel in the 3D Viewport sidebar, is currently using a custom layout to make it look like a list, but this has drawbacks since it doesn't have scrolling when the list is long, it's not sorted, can't be searched, and it's prone to misalignment between the labels and checkboxes.\n\nAll this could be fixed by using the built-in `UIList` widget, to benefit from search, scrollbars, and sorting.\n\nQuick mockup. Left is `main`, right is the proposed look.\n\n![Screenshot from 2023-08-18 16-56-29.png](attachment)\n\nTopic came up from a [discussion on DevTalk](5)\n\n", "Blender 3.5 - Python - Excluding Collections that have child collections is not consistant\nOperating system: Linux-5.4.0-131-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.141.03\n\nBroken: version: 3.5.0 Alpha\nBroken : 3.2.1\n\nWe have a custom render manager which enables / disables collections on demand.\nIf you have a collection, that gets excluded via script, then included. all child collections get excluded and not re-included\n\n1. Open Attached blend file \n2. Toggle Collection on and off and Collection 2 on and off\n3. Notice how when Collection is toggled, Collection 2's exclusion is remembered, whether it is excluded or not\n4. Make sure Collection 2 is not excluded, and Collection 1 is excluded.\n5. Run Example script\n6. Notice how Collection 2 is now excluded\n\nThe expected behaviour, is that Collection 2 should remember what its previous state was, whether it was excluded or not. This is causing issues at render time when we are toggling collections on / off and objects are not rendering because of it.\n\n[bug.blend](bug.blend)\n\n", "AssetBrowser: Add cleanup operator for asset index.\nUsers can rename/relocate/remove asset libraries. When they do created indexes would lead to files that will not be used anymore. Having a cleanup operation would help the user to free space on their storage device.\n\n## Approach\n\nUsers can have multiple blender versions installed with different asset libraries configured. The challenge here is that you when cleaning up automatically you can clean up indexes that are still used.\nThe approach to help the user would be to have an operation with an option to filter what indexes should actually be cleaned.\n\n### Requirements\n\n- User should be able to remove all indexes [OP1].\n- User should be able to only remove indexes that aren't used by the current open blender version [OP2].\n- User should be able to remove indexes of a specific asset library [OP3].\n\n## Design questions\n\nThere are 4 locations where such an operation makes sense:\n- **Blender Icon->System menu**: Current cleanup operation works on the opened blend file, very hidden.\n- **File -> Cleanup menu**: Currently only shows cleanup operations on the opened blend file. [OP1, OP2]\n- **Blender Preferences -> File Paths -> Asset Libraries**: The cleanup operations we want to introduce works on multiple asset libraries so it might be a good location. Concern is that it is hidden far away and is very specific. [OP1, OP2, OP3]\n- **Asset Browser Space** -> Only shows/works on a single asset library. Adding a cleanup operation here might be confusing, or only when it targets the current index. What is already done automatically, so might not make much sense. [OP3] might fit here.\n\n| **System Menu** | **Operation Fit OP1** | **Operation Fit OP2**| **Operation Fit OP3** |\n| -- | -- | -- | -- |\n| Blender Icon | Not very discoverable| Not very discoverable| Not very discoverable |\n| File menu | Ok fit | Ok fit | Nok fit as the current library could not be visible in the current screen |\n| Preferences | Ok fit| Ok fit| Ok/Nok fit, when user actually want to use it the operator is far away |\n| Asset Browser | Nok | Nok | Ok |\n\nLooking at the table above I would propose to add OP1, OP2 to the preferences and OP3 to the asset browser space inside the edit menu.\n", "Error in Message of Linked data is Missing\nOperating system: Ubuntu 20.04\nGraphics card: Geforce MX230\n\nBroken: 3.6 beta\n\nThe message about the lost linked data mentions Proxies that have been removed since 3.0. Perhaps it should be replaced with \"Library Overrides\"? The error is not only in the pop-up window, but also in the Info editor\n![Screenshot_20230621_061359.png](attachment)\n![Screenshot_20230621_062125.png](attachment)\n\nOpen this file\n[bandit_anim_2.blend](attachment)\n\n", "Remove unused slots fails with non-mesh objects\nOperating system: all\nGraphics card: all\n\nBroken: 2.83 2.93 3.0daily \n\nwhen object type is Volume or metaball click remove unused slots button.\nWill delete all material slot whether the material been used.\n\nbut if object type is mesh, this action will keep the used \n\n- Open .blend file\n- Material properties tab -> materials specials -> remove unused slots button\n\nTest File:\n[#90338.blend](T90338.blend)", "Add Image/Sequence to video editing Squencer: number of images are truncated\nOperating system: Win10\nGraphics card: GeForce GTX 1050Ti\n\n**Blender Version** \nbroken: 2.8 RC3\nworked: 2.8 build from ca 1 month ago\n\nWhen you add images by drag 'n drop in de video sequencer, the number of images in the resulting strip is truncated aaround 27. \n\n(1) Open Blender\n(2) from the splash-screen choose: video editing\n(3) Open a windows explorer and select ca 100 jpg files;\n(4) use drag n drop to drop the files in the sequencer;\n\nYou then have a strip of just 27 frames where the selected number of files is expected. This used to work in the beta's", "Can't select camera from camera view by clicking on the border if the camera object is too small\nOperating system: Linux-5.4.0-72-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 450.119.03\n\nBroken: version: 2.93.1\n\nCan't select camera from camera view by clicking on the border if the camera object is too small.\nWatch the video\n[2021-06-27_15-35-32.mp4](2021-06-27_15-35-32.mp4)\n\nOpen the file and scale the camera back and forth trying to select it from the cam veiwport.\n[camera_select_bug.blend](camera_select_bug.blend)\n\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", "Python API: Geometry Nodes object and collection inputs appear disabled in custom panel\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.89\n\nBroken: version: 3.0.0 Alpha\nWorked: -\n\nGeometry Nodes object and collection inputs appear disabled when they are shown in a custom panel. Other types of properties do work. The properties can be accessed as follows: layout.prop(modifier, '[\"Input_2\"]').\n\nBased on the attached file:\n\n1. Run the script in the text editor to create a panel into the sidebar into a category called \"Geometry Nodes\"\n2. See that the panel shows the object and collection inputs of the Geometry Nodes modifier of the active cube as disabled\n\n[geometry_nodes_object_and_collection_inputs_disabled_bug.blend](geometry_nodes_object_and_collection_inputs_disabled_bug.blend)", "Non animatable properties\nBroken: version: 3.3.0 Alpha\n\nWorking on refreshing the in-built AnimAll addon by adding the latest properties supported in Blender.\n@ideasman42 asked me to file a task\n\nCertain properties are missing animation capabilities:\n\n - Lattice Vertex Groups\n - Mesh Vertex Creases", "Random rectangles 'missing' when rendering with optix + motion blur\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 532.03\n\nBroken: version: 3.5.0\n\nEdit: I downloaded 3.5.1 and It still occurs there\n\nWhen I render a scene that uses motion blur with optix, there are randomly rectangles/sections where it skips straight to the background. Its random and only exists in some frames, and does not appear when using cuda. The object it appears on (or near) has motion blur disabled.\n\nIts very random and I'm not sure how to reproduce it in a simpler scene. I've had it happen in several different complex scenes and its always been an issue when ever theres an object that has motion blur disabled\n\nOptix with Motion Blur\n![optix](5kkEIhc.png)\n\nOptix without Motion Blur\n![optixnomb](7QkpRM8.png)\n\nCuda with Motion Blur\n![cuda](g2c3XyE.png)\n\n", "[Python API] Not working `alert' property of 'bpy.types.UILayout' that contains 'popover'\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 526.86\n\nBroken: version: 3.5.1\nWorked: seems to be never worked\n\n**'Alert' property of 'bpy.types.UILayout' that contains 'popover' is not displayed**\n\n1. Open file `space_outliner.py`\n2. Set`OUTLINER_PT_filter` row layout `alert` property to `True` and `active` property to `False`\n\n![image](attachment)\n\n**Expected:**\n\nWe expect row to be of red color because of `alert=True` and reduced opacity because of `acitve=False`\n\n**Result:**\n\n![image](attachment)\n\nIt is not working for row layout that contains `popover` method\n\n", "Disable Constraint Drivers Not Visible When Opening Older Files in 3.0\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 497.09\n\nBroken: version: 3.0.0\nWorked: (before 3.0)\n\nCaused by d6891d9bee\n\nDrivers put on the \"Disable Constraint\" switch are no longer accessible in the viewport.\n\n**`2.93`**\n![2.93 OFF.png](2.93_OFF.png)\n![2.93 ON.png](2.93_ON.png)\n[Constraint Driver Bug 2.93.5.blend](Constraint_Driver_Bug_2.93.5.blend)\n\n**`3.0`**\n![3.00 OFF.png](3.00_OFF.png)\n![3.00 ON.png](3.00_ON.png)\n[Constraint Driver Bug 3.0.blend](Constraint_Driver_Bug_3.0.blend)\n\nDriver does still work and is visible in the Driver Editor window, however it appears invisible on the constraint, Right Clicking the icon where the Driver is supposed to be does not come up with options to delete or edit that driver, button itself cannot be manually turned On or Off either.\n\nIn any Blender before 3.0 Add a driver to the \"Disable Constraint\" button on any of the constraints. Save the file and open it in 3.0.\n\n", "Omitting a leading zero on transform commands complains on the terminal\nOperating system: Kubuntu 20.10\n\nBroken: 2.83 - master\n\nTyping transform commands with a number lacking a leading zero complains on the terminal but works otherwise. For example, when inserting commands like scale 90% as `s.9` there is output on the terminal saying:\n\n```\n File \"<string>\", line 1\n .\n ^\n SyntaxError: unexpected EOF while parsing\n```\n\nThat is a bit worrisome because I thought there was something wrong with the blend file I'm working on.\n\n1. blender --factory-startup\n2. select the default cube\n3. insert `s.9`\n", "Missing categories for gizmos in keymap hierarchy\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.30\n\nBroken: version: 2.90.0 Alpha, affects all previous 2.8x versions as well\nWorked: Never\n\nThere are keymap entries that can only be found through the search function, but not in the hierarchy. The reason for this is that their entries are missing from the `_km_hierarchy` in [[ keymap_hierarchy.py | keymap_hierarchy.py\n ]]. For instance this affects the shortcuts in the \"Generic Gizmo\", \"Generic Gizmo Maybe Drag\", \"Generic Gizmo Drag\", \"Generic Gizmo Click Drag\" and \"Generic Gizmo Select\" categories (see [blender_default.py ](blender_default.py))\n\nThis issue was originally reported on [StackExchange ](149532#comment305024_149532).\n\n - Open Blender's keymap preferences (*Edit > Preferences > Keymap*)\n - Look through all categories, there are no entries for \"Gizmo Tweak\"\n # Type \"gizmo\" in the search box a find the such entries in the keymap do exist. \n\n\n\n" ]
[ "Add-ons Import/Export entries disapear when enabling Filter Addons option\nOperating system: Windows 8.1\nGraphics card: 2x GTX 770\n\nBroken: 2.8 74bd65e5424 (06/12/2018)\n\nWorked: (optional)\n\nSwitching on the Filter Addons flags on Workspace panel, many Import/Export formats disapeear in the File menu. Why?[imporrt export.mp4](imporrt_export.mp4)\n\nBased on the default startup or an attached .blend file (as simple as possible).", "Import-Export Add-Ons Not Working (Blender 2.80)\n//Mac OSX Mojave\nVersion 10.14.2**MacBook Pro (Retina, 15-inch, Mid 2014)\n2.8 GHz Intel Core i7\n16 GB 1600 MHz DDR3\nNVIDIA GeForce GT 750M 2048 MB & Intel Iris Pro 1536 MB**Blender Version: 2.80 (2.80 2019-04-05, Blender Foundation)\nBroken: All Add-On Import-Export\nWorked: No//\n\n**All Import and Export scripts show up but do not load into the import-export panel after toggled on in the preferences. All I have in the Import or Export is Collada and Alembic. I need .OBJ as well as Camera Exporter**\n\n**Open up preference/add-ons/\"toggle all needed import-export add-ons\"/\"save prefrencese\"**\n[Import-Export Add-On Scripts Error 01.blend](Import-Export_Add-On_Scripts_Error_01.blend)" ]
Hardware acceleration in blender not working correctly while gizmos are present (noticeable lag) Win 10, GTX 1070 Broken: (example: 2.69.7 4b206af, see splash screen) blender-2.80.0 4e9911663a2 windows64 While Gizmos are on ( like transform ) there is noticeable lag when rotating the view in a blender. This can be noticed only when another background apps are not using hardware acceleration. All need to be disabled to replicate, that includes chrome running WebGL or NVIDIA Experience. ***How to Replicate*** - Run only blender app without anything in the background - enable transform gizmo - rotate the view
[ "Faster Animation Playback\n**Status:** Discussing Designs\n\n---\n**Team**\n**Commissioner:** @Mets @Hjalti\n**Project leader:** @Jeroen-Bakker\n**Project members:** @Sergey\n\n**Description**\n**Big picture:** Animators should be able to work in an interactive environment.\n\n**Non functional requirements:**\n\n* Animation playback in the viewport should play at constant framerate at 24fps.\n* `?` Motion curves should be update-able in realtime\n* Playblast shouldn't take much more than regular viewport playback.\n\n**Work plan**\n\n\n**Milestone - Animation Playback/Render Performance**\n\n**Status:** Execution\n**Time estimate:**: \n**Design:** #73429 (Approach Faster Animation Playback)\n**Engineer plan:** Will be created per improvement.\n**Related Tasks**\n* {icon circle color=red} #75134 (TaskScheduler Improvements)\n* {icon circle color=red} #75120 (DrawManager: Improved Task Scheduler)\n* {icon circle color=red} #75208 (Dependency Graph Evaluation Optimizations)\n* {icon circle color=yellow} F-Curve Evaluation Optimizations\n* {icon circle color=yellow} Profile and optimize modifiers (some suggestions are archived in #75207)\n* {icon circle color=yellow} Motion Path Performance\n* {icon circle color=yellow} Optimize VSE Playback for Animators\n* {icon circle color=green} #75124 (ActionEditor: Keyframes Drawing)\n* {icon circle color=green} #75127 (ActionEditor: Add callback function to ANIM_animdata_filter)\n\nThese tasks are ordered in priority. The changes to the task scheduler has most technical impact so we should execute that task with highest priority so we have more time to fix any related issue. The Draw Manager changes rely on features that will be realized by the task scheduler. (@Jeroen-Bakker will do the developments)\n\nChanges to the dependency graph can start from the beginning. Most likely they will be executed by @dr.sybren or @sergey.\n\nThe rest (modifiers, action editor) can be executed afterwards. This is also the time to look at improving motion curves (if this is still needed). (@Jeroen-Bakker will do the developments)\n\n**Milestone - GPU Subdivision**\n\n**Status:** Initial\n**Time estimate:**: \n**Design:** To be completed\n**Engineer plan:** To be completed\n**Related Tasks**\n\n* #68996 (OpenSubdiv GPU acceleration)\n\nThe final design for subdivision (part of the modifiers optimization) needs more collaboration between the GPU/Viewport team and @Sergey to come with an realistic approach.\n\n\n**Milestone - Animation Cache**\n\n**Status:** Needs Design and engineering plan to proceed\n**Time estimate:**: To be determined after Design/EngineeringPlan\n**Design:** #73481 (Design: Animation Caching)\n**Engineer plan:** Not started\n\nAnimation Caching Mechanism: RAM/Disk cache mechanism that can cache the output of an animation. During the animation the cache is invalidated.\nThis cache can also be used for viewport playback and viewport animation rendering.\n", "Subdivision Surface Performance Degrades Markedly With Non-Quad Meshes\nOperating system: Windows 7 Pro X64\nGraphics card: Nvidia Geforce GTX 980 Ti\n\n![BlenderSplash.JPG](BlenderSplash.JPG)\nBroken: Date: 2019-01-21\n```\n Hash: dd3f5186260e\n Branch: Blender 2.7 (although it's supposed to be a 2.80 Beta)\n```\n\n[OpenSubDiv_PerformanceBug.zip](OpenSubDiv_PerformanceBug.zip)\n\nSubdivision surfaces are fast and responsive in Edit mode *with all-quad meshes*, but very slow (~ 10x slower) with meshes comprised of triangles and quads.\n\n\nOpen the attached blend file and select **Cube.001**\n\nGo into Edit mode. Turn on Proportional Editing. Grab a point and move it - observe how responsive the viewport is with the all-quad mesh.\n\nGo back to Object Mode. Select **Cube**. Go back into Edit Mode. Grab a point and move it (with proportional editing still turned on) Observe how slow it is.\n\n", "Lag Adjusting Value Sliders & Navigating Nested Menus with a Wacom Tablet\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Intel(R) UHD Graphics Intel 4.5.0 - Build 27.20.100.8681\n\nBroken: version: 3.0.0 Alpha\nWorked: 2.93.2\n\nTrying to change the value of shapekeys or shader sliders with my stylus doesn't get detected the first few seconds, then picks up, but in a non responsive way. Also while using my stylus, if I navigate to a nested menu like say \"Object > Transform\" There's a Lag when moving to another option in the \"Object\" Menu.\n\nThe steps above should apply. I did notice though, that if I change my Tablet API from 'Automatic' to 'wintab' in the the input preferences, it helps, but its still not as responsive as it is in 2.93\n\nAll these issues though, were non existent, if I tried using my laptop's trackpad. Also, my tablet is a Wacom Intuous Touch 5 with a stylus that supports up to 2048 levels if pressure sensitivity and has tilt support, just incase it could be any of these causing the issue. \n\nThanks.\n\n", "Subdivision Surface Modifier slow when animation started with EEVEE\nOperating system: Linux (Debian bullseye)\nGraphics card: Nvidia Geforce GTX 1070\n\nBroken: 2.80 up to current master (d3cda49d143)\nWorked: Never\n\nThe performance wildly varies when Workbench shading is used and EEVEE shading is used when the animation starts.\nBasically if EEVEE is used and the timeline is reset and played it will have half the framerate than when Workbench is\nused when the timeline was reset. I first though this was a problem with EEVEE but as it turns out, when the animation\nruns with Workbench and it is switched to EEVEE while it is running it will have the same good performance with EEVEE.\nFor more testing I included instructions in the blend file to show the problem. Similar to solid viewport shading, undo also\nincreases performance (see instructions in the blend file).\n\nI file this as a bug even if its about performance because it seems like the limit is not my computing power here.\n\n[slow_subdiv.blend](slow_subdiv.blend)\n\n- Open file\n- Start playback with Solid Shading and remember the framerate\n- Go into Material Preview Shading\n- Reset the timeline with Shift+Left Arrow\n# Start playback\nframerate is only half of the framerate we started with\n- Go back into Solid Shading\n- Reset the timeline with Shift+Left Arrow\n# Start playback and while running select Material Preview Shading\nframerate stays roughly the same, but as soon as it gets to the end frame and loops it will go down again\n- Stay in Material Preview Shading\n- Deselect the object\n- Reset the timeline with Shift+Left Arrow\n- Start playback and press Ctrl+Z to undo the selection, note that before pressing Ctrl+Z\nframerate is what we started with.", "Frame counter while rendering does not respect blender's DPI setting\n4K screen, Windows 10, GEFORCE 960M\n\nBroken: bac1279\n\nThe cursor frame counter that displays while rendering is minuscule on a 4K screen, regardless of the DPI setting in Blender", "GPencil: Materials' preview thumbnails cause heavy lag when updating\nOperating system: Windows 10\nGraphics card: RTX 3070 FE\n\nBroken: 3.2.1 RC\nWorked: n/a\n\n![image.png](image.png)\n\nAny action that requires the refreshing of your Grease Pencil materials' thumbnails (isolate/hide materials, etc.) causes major lag until the thumbnails are finished refreshing. The more materials your GP object has, the longer the lag. Sometimes the lag is so bad, that it makes the sound buffer skip while the thumbnails refresh.\n\n\n**Video Explanation**\nwatch?v=5KAWsJkIeRY\n\n\n**Steps to Reproduce**\nCreate a GP object and add 10-20 unique materials\nClick one of the \"Isolate Material\" buttons, and start drawing/moving strokes. You will notice extreme lag until all of the little circle thumbnails are finished updating. \n\nTest File:\n[#99361.blend](T99361.blend)", "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)", "Regression: lag from camera view when using mouse scroll\nOperating system: Windows 10\nGraphics card: Nvidia Titan XP\n\nBroken: 3.3.1-3.5\nWorked: 3.2\nCaused by befe38fe1d\n\nMassive lag in camera view mode with objects about 20 mil triangles when using mouse scroll with view locked to camera even in Solid preview mode. When using Ctrl Alt mouse move seems no lag, scroll works as usual. Only scrolling is not working properly, rotation works nomally.\nIn this video: Blender 3.3.1, two separate cubes subdivided to level 10, first trying to scroll with mouse wheel - it lags, then using Ctrl Alt Mouse - no lag, then again with mousewheel - lag. No matter if GPU subdivision is on or off.\n\n- Open attached .blend file\n- first trying to scroll with mouse wheel - it lags\n- using Ctrl Alt Mouse - no lag\n[Blender Mouse scroll issue.blend](Blender_Mouse_scroll_issue.blend) \n[Lag when in camera view Blender 332.mp4](Lag_when_in_camera_view_Blender_332.mp4)", "Flickering macOS Blender 2.83\nOperating system: macOS 10.15.4\nGraphics card: XFX Radeon RX 580 8 GB\n\nBroken: 2.83\nWorked: 2.82\n\nFlickering occurs sometimes, as seen on this capture:\n[Screen Recording 2020-06-16 at 09.11.21.mov](Screen_Recording_2020-06-16_at_09.11.21.mov)\n\nI don't know exactly. I think it happens when I use Blender, then I switch to other applications and then return to Blender.\nIf I go to full screen mode, it's back to normal.\n\nThanks.", "Cancel gizmo is still working, even it is deactivated\n2.80\n\nCancel Generic Gizmo Tweak is still working even you delete this event or deactivate it.\n\n![image.png](image.png)\n\nBtw. I can not even found \"Generic Gizmo *\" in the hotkey list. Just with search function. Is it listed?\n\n", "Timeline scrubbing is laggy when Preview tab is open in Material Properties\nOperating system: Win10\nGraphics card: RTX3070\n\nBroken: 3.0\nWorked: N/A\n\n![image.png](image.png)\n\nHaving the little preview tab open in Material Properties when scrubbing the timeline causes heavy lag, noticeable even on the default cube file. \n\nThe material can be a mesh material or a grease pencil material, but the result is the same.\n\nVideo example: watch?v=1Fw6Y-XzMyE\n\n", "VR input integration and mapping\nThe following lists a number of higher level related questions that have to be figured out.\n\n**How to implement support for operators, tools and gizmos for VR interaction?**\nCurrently, operators, tools and gizmos assume a 2D based interaction. Adding a third dimension is not trivial and we need to think about how to do this best. Possible solutions:\n* Add an `invoke_3d()` and/or `modal_3d()` callback to operators. Downside is that C-defined operators need this callback to be implemented in C too, it can’t just be implemented in Python.\n* Add wrapper operators (possibly in Python) which only call the wrapped operators to apply the operation. May not work well with modal operators and Python wrappers are limited by the Python API capabilities.\n\n**How will picking with controllers work?**\nWhen users point into the VR-space with a controller, we need to figure out what it is pointed at.\nNote: We can probably fake some picking feedback while no operations are invoked, i.e. we can draw a little dot on surfaces the controller points at with help of the depth buffer of the current frame.\n\n**How should the abstract VR actions (like “Teleport”) be implemented in our event system?**\nThere’s a good chance we’ll offload VR rendering onto a separate thread with its own main-loop. Should we query and handle actions there, separate from the usual event system?\nAlso, some information we’d want to update for every frame, e.g. the controller position and rotation. So this is not event driven like the rest of Blender. How can this information be dispatched to modal operators (e.g. so that the transform tool keeps updating the object position as the controller moves).\n\n**How to implement 2D elements for 3D?**\nFor VR GUIs, we’d want to display quite a few 2D elements in the VR space. For example pie menus, popups and all kinds of regular widgets (checkboxes, number buttons, etc.). Of course, they’d have to be interactive, too.\nIt may also be useful to allow displaying any editor of Blender as floating plane in the 3D environment and allowing interaction with controllers.\nNote that this should never be the prominanting way to interact with the Blender UI in VR. It’s just something that can be implemented without too much trouble while being useful to workaround limitations of the VR UI, without having to take off the HMD. The exception, not the rule.", "Move cache visualization to draw overlay\nCurrenlty the cache visualization isn't updated during playback, only when the screen is redrawn.\nThis needs an optimization of the drawing of the cache lines.", "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", "GPU subdivision improvements\nThis is a list of TODOs and ideas for improving GPU subdivision support ([D12406](D12406)).\n\n**TODOs**\n\n- Investigate if read and write operations can be made more coherent.\n- Investigate if compute dispatch size can be improved, to avoid too many calls.\n- Remove some useless OpenGL initialization from OpenSubDiv\n - We use our own patch evaluation shader, however we are still forced to compile the one from OpenSubDiv. This will require to implement our own GLComputeEvaluator.\n - `GLVertexBuffer` also initializes the OpenGL library. We can avoid this by using our own vertex buffer wrapper.\n- Compressed data structures for reducing memory usage\n - Using compute shaders forces us to only deal with ints and floats. However, this is using more memory than necessary (e.g. for normals).\n - This requires to do manual bit packing in the shaders, we need to pay good attention to alignements and data types (int vs. uint).\n- Use multithreading for CPU tasks when applicable\n - We still process some data on the CPU (e.g. polygons to materials map, edit mode flags). Although they are based on the coarse mesh, we could use multithreading to speed things up if needed.\n\n**Ideas**\n\n- Heuristic to disable GPU subdivision for small meshes, if they are hindering performance\n- The mesh wrapper used for on the CPU might not need all of the data to be subdivided (e.g. we do not need vertex colors for snapping), we could potentially speed up CPU subdivision by only subdividing what we need.\n- Potentially evaluate points on the GPU and copy back to the CPU side, this would require threads to have their own GL context.\n- See if OpenSubDiv data structures can be shared between the CPU and GPU code (e.g. the stencils buffers) so that we do not have to create duplicate versions when the CPU side mesh is requested.\n\n**Vulkan**\n\n- OpenSubDiv does not yet officially support Vulkan. The Pixar team seem to already have something working internally (1153). It is not clear when this will be released." ]
[ "Laggy interaction with gizmos, does not happen when running other 3D apps at the same time\nOperating system: Win 10\nGraphics card: GTX 1050 Ti\n\nBroken:\n2.80, 036ec5cae4f7, blender2.8, 2019-02-11\n\n\n\nOpen clean build today \nEnable the \"Move\" tool in the \"T\" panel -> select cube -> keys 1,3,7 on the numpad, or drag with shift the viewport(short period) - lag\n\nWhen running \"only\" Blender. There are no apps in the background.\nno messengers, no browser, no photoshop. no applications using GPU.\nWe get lags.\nAs soon as we launch Telegram or Unity or ... (GPU using) everything becomes fine.\nOnly on Windows\n![b3d_bug.gif](b3d_bug.gif)\n\n![b3d_bug2.gif](b3d_bug2.gif)", "Blender Lags\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 417.35\nProcessor: AMD Ryzen 1600\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\nWhen using the arrows to move any object the software seems to take a moment to register that i clicked it and moved it. When rotating the camera is not a smooth transition specially when click the numberpad to lock the view. other than this every other tool seems to be working correctly, even when i press g to move and lock in an axis it is still snappy.\n```\n\n```\nuse blender as the only opened program.\n\n" ]
Animating values for particles doesn't work Operating system: Windows 8.1 Graphics card: GTX 1070 Broken: 2.79b, 2.80 and 2.81 2019-10-27 9b6aa740be31 Worked: never(that i know of) adding keyframes to the rotation values on a particle system makes those values unchangeable and they don't affect the particles during animation 1. create a plane 2. add a particle system 3. set to hair and enable advanced 4. add some other object and set the renderer on the particles to that object 5. enable rotation and play around with the values (Randomize, Phase, Rotation Phase) 6. keyframe those values then move to a different frame change them and add another keyframe 7. Observe as nothing happens on screen 8 try changing the values ane observe that nothing happens unless you delete the keyframes **note** they stay like that during render not affected by the keyframes also same happens when setting collection instead of object **blend file** 2.80: [samplebug.blend](samplebug.blend)
[ "EEVEE: Material update does not trigger shadowmap update\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.60\n\n\nBroken: version: 2.80 (sub 75)\nWorked: (optional)\n\n\nModify procedural does not update real time in view port shading in EEVEE \n\nJust a cookie with procedural noise in front of a point light in EEVEE (remove hdri if it's missing), I could not see changes while modify noise texture, also with viewer\n\nAttached blend file and video\n[studio-light-v1.blend](studio-light-v1.blend)\n[studio-procedural-gobo.mp4](studio-procedural-gobo.mp4)\n", "Cycles rendering world origin extremely slow when using hair particle system with density maps (no, really!)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.92\n\nBroken: version: 2.93.1\nTested in 2.93.1, 2.90 on CPU and Nvidia GPU.\n\nCycles is rendering the world origin extremely slowly, even if there is nothing at all in view.\nSeems to be caused by Hair particle system using a texture influencing density.\n\nWatch this video for me walking through the bug:\nwatch?v=3DdTrC-qN2M\n\n[particle_render_slow.blend](particle_render_slow.blend)\nRender image\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", "Keyed Particle Duration Crash\nOperating system: Windows 7 64\nGraphics card: nVidia GeForce GTX 970\n\nv.2.80.60\nDate: 2019-05-10 22:21\nHash: de9d846353bd\n\nBlender will sometimes crash when a keyed physics type particle system references more than one particle system. This usually occurs when attempting to change the duration setting of the second particle system.\n\nIn the provided file, change the duration setting in the particle system settings. Blender will crash.\n\n[Keyed Particle Duration Crash.blend](Keyed_Particle_Duration_Crash.blend)", "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", "Object rotation increases render time more than 10 times.\nTested with windows 7 64bit and windows 10 64bit.\nCPU ryzen 5 1600\nGPU GTX 780\nRAM 8GB GDDR4\n(bug appears on other computers too)\n\ntested with 2.79 and 2.8\nWorked: (optional)\n\nIf I rotate object for about 45 degrees around Z axis render time increases more than 10 times.\nBut in preview mode there is no difference in render time before and after rotation.[test.blend](test.blend)\njust rotate the object on attached blend file around Z axis about 45 degrees and compare render times before and after.\n10seconds for 2000 samples before rotation and about 10 minutes after.\nBased on a (as simple as possible) attached .blend file with minimum amount of steps\n", "Image sequences used on brushes do not update while texture painting (despite auto refresh option)\nBroken: 2.8x and later\nWorked: 2.79 and probably older\n\n\npainting with image sequencer (sprite) no longer works when holding click, but it updates when clicking again and again while painting\n\n\nSteps to reproduce the error (you must be in 2.8 or later)\n1) go to Texture tab\n2) create a new texture and open\n3) select the images that contain the same name with order numbers\n4) enable Cyclic and Auto Refresh\n5) make sure you set it as Texture Mask and not Texture\n6) set it to View Plane so the texture image follows the brush\n7) play the timeline and begin to draw on the mesh\n\nNotice how the image texture does not change when dragging on the mesh, but if you try to click again and again, it changes.\n\nthis is how it should look when it works:\n![Paint.gif](Paint.gif)\n\nThis must be brought back, it has soo much potential and possibilities!\nif this is something that is already considered and being worked on for the new upcoming blender version, then I'd be very happy\n\n[Desktop.zip](Desktop.zip)", "Hair Dynamics: Reduced animation frame count leads to loss of Hair Particles on Collection visibility updates\nOperating system: Windows 10 Home 64\nProcessor: AMD Ryzen 5 4600H with Radeon Graphics, 3.00 GHz\nRAM: 16.0 GB (15.4 GB usable)\nGraphics card: NVIDIA GeForce GTX 1650 Ti\n\n\nBroken: 3.4.1, 3.3.5\nWorked: 3.3.x (before 3.3.5)\n\n\nWhen applying Hair Dynamics with a reduced simulation frame count, the Hair Particles \"disappear\" on updating the visibility of any Collection in the Outliner after successfully baking.\n\n\nBased on the file hairbaketest_72frames_notOK.blend (attached).\n\n* Add hair to default cube\n* Enable hair dynamics\n* Set cache end frame to 10\n* Bake\n* Hide and unhide collection\n\n**Expected Behaviour**\nThe Hair Particles are still visible, the simulation can be played. After closing and re-opening the file, the current saved frame will show the Hair Particles at that frame as in the bake. \n\n\n**Actual Behaviour**\nThe Hair Particles are \"gone\", not visible anymore. After closing and re-opening no Hair Particles are shown. \n\n\n**Additional Information**\nThe file hairbaketest_250frames_OK.blend (attached) shows the successful workflow, it saved the baked state successfully and I could toggle the visibility of Collections in the Outliner without any effect on the Hair Particles. The workflow described in the steps is as it worked for me for a long time. I tried to break down the issue and the reduced frame count seems to make the difference for all I can tell.\n\n\n**Windows Update**\n* Last time I used Hair Dynamics workflow successfully: 3/5/2023 (March 5th) with Blender v3.3.x\n* First time I wanted to use it again but the bug occured: 3/25/2023 (March 25th) with Blender v3.3.5\n\nBetween these dates a Windows Update was made. See attached Screenshot of my Windows Update history. The reason I think it's worth mentioning, is that I did a lot of testing and as I have to use Hair Dynamics for a project and it's not possible, I tried and installed older versions of Blender that definitely worked without any issues (back to 2.93) but even the older versions now have this behavior when I try to make new files with Hair Dynamics.", "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", "Metaballs particles with drag force disapearing\nOperating system: Linux-5.3.0-62-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.33.01\n\nBroken: version: 2.83.2\nWorked: Never (2.8+)\n\nHi Guys,\n\nas you could see in the atachment file, the metaballs instances particles disapears on certains frames ...\nThere is no problem when Drag Force is not applied\n\nThanks in advance for your help !\nYour Software is amazing !! We love it !\n\n[MetaballsParticlesBug.blend](MetaballsParticlesBug.blend)\n\n- Open file\n- Play animation", "Object collision for particle nodes\nHere is the current status of the node particle collisions:\n\nIt currently handles:\n\n| Static objects| Moving objects | Objects with mesh deformations |\n| -- | -- | -- |\n| [recording_static.mp4](recording_static.mp4) |[recording_moving_plane.mp4](recording_moving_plane.mp4)|[recording_moving_wave.mp4](https://archive.blender.org/developer/F8571963/recording_moving_wave.mp4)|\n\n\nWhat is left to do is:\n- - [x] Add a recovery method for when particles are pushed or somehow gets inside colliders (when particles are less than their radius away from a collider). This will also allow particles to have a dynamic radius. (Haven't tried with dynamic radius yet, but it should work in theory)\n- - [x] Change how face normals are calculated. Now it simply uses the face normal. But this is an issue when the particles collides on the edges or verts of the triangles. This leads discontinuities in the collison mesh as the transition area between the faces is not smooth.\n- - [x] Make colliders be able to push particles along even if the dampening or friction is so high that the particle will not have any velocity.\n- - [ ] We will probably have to track acceleration in addition to velocity to get high quality simulation (like in the old particle system). Now I think some weirdness can be attributed to us lacking acceleration tracking. \n- - [ ] Look over and port older properties from the old particle system (friction, stickyness, and so on). Flocking (Boids) and other behaviors will be handled in other nodes (not inside this collision node).\n- - [ ] Hook up variables to the particle nodes themselves. Currently most things are hard coded.\n\n", "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).", "Particle Edit mode for non hair particles - 2 Crashes\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 760/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.65\n\n\nBroken: version: 2.80 (sub 69)\nWorked: (optional)\n\n\nParticle Edit: 2 Crashes\n\nParticle Edit: 2 Crashes\n\n- Open the blender file and click on the buttons \"Particle select and display point\"\n- Crash 1 (Screenshot)\n\n- Open the blender file and click on the tool \"Weight\" and click into the particles\n- Crash 2 (Screenshot)\n\n- Also had a crash with \"Puff\" \n- file not included\n\n- There are some tools that do nothing while others work\n- User gets no feedback / error message but give no feedback\n\n![2019-05-19-particle-edit-crashes.png](2019-05-19-particle-edit-crashes.png)\n\n[2019-05-19-particle-edit-crash.blend](2019-05-19-particle-edit-crash.blend)\n\n", "In Particle Edit mode, Emitter particles are not visible in the viewport\nOperating system: Darwin-18.7.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 455 OpenGL Engine ATI Technologies Inc. 4.1 ATI-2.11.21\n\nBroken: version: 2.83 (sub 0)\nWorked: 2.79.7, 2.79b\n\nThe Particle Edit mode does not work with Emitter type particle. The particle (particle paths) are not visible in the viewport.\n\n- Open this file: [#73168-particle-edit-crash.blend](T73168-particle-edit-crash.blend) (or add a particle system, Emitter type, and bake to memory)\n- Switch to \"Particle Edit\" mode (particle disappear).\n- Click on Sidebar > \"Tool\" > \"Options\" > \"Viewport Display\" > \"Particles\" (blender crash).\n\nReports:\n\n[blender.crash.txt](blender.crash.txt)\n[macos.crash.txt](macos.crash.txt)", "Particle System Orientation Axis set incorrectly after file load\nOperating system: Windows 10\nGraphics card: Nvidia GTX 1070\n\nBroken:\n2.82 Beta, 507a331f0182, blender2.8, 2020-01-27\n\nAfter undoing any change, every particle system in the scene resets its orientation axis. To fix this, you have to manually change the orientation axis to something else and back again. There may be other situations where the particle orientation gets reset, but this one is easily reproducible.\n\n1. Open the attached file\n2. Set the ParticleSettings>Rotation>Orientation Axis to Global Z\n3. Shift-A and add a cube (or any change at all to the scene)\n4. Ctrl-Z\nThe particles are not longer aligned on the global z-axis. \n\nAlternatively, it also breaks if you:\n1. Open the attached file\n2. Set the ParticleSettings>Rotation>Orientation Axis to Global Z\n3. Save the file\n4. Close and reopen the file\n\n[ParticleBug.blend](ParticleBug.blend)\n" ]
[ "particle rotation phase breaks after keyframing.\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.70\n\n\nBroken: version: 2.80 (sub 75)\nWorked: (optional)\n\n\nparticle rotation phase doesnt update after keyframing.\n\n\n[phase animation bug.blend](phase_animation_bug.blend)\n\nopen file and press play, particles rotation phase is ignored. even moving the phase slider manually doesnt work until the keyframes are removed.\n" ]
Blender crashes every time my Mac comes out of sleep Operating system: macOS-10.15.7-x86_64-i386-64bit 64 Bits Graphics card: AMD Radeon Pro Vega 64 OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.10.18 Broken: version: 2.93.0 Beta Worked: Never worked, all versions since 2.80 crash the same way. Blender crashes every time my Mac comes out of sleep Well, put the computer to sleep. Get a coffee. Wakeup the Mac.
[ "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", "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", "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", "Image sequence render just stops on Cycles on MacOS Metal\nOperating system: macOS-13.3.1-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 Ultra 1.2\n\nBroken: version: 3.5.0\nWorked: none, tried 2.93, 3.3\n\nafter about 100 or so frames render just stops, Blender is still responsive, its not frozen or crashed, render bar just sits at %0. I'm doing motion tracking to get some kitbashed 3d elements into the scene. Plays fine in Eevee in the viewport. This is the error I get: CommandBuffer Failed: cycles_metal_shader_eval_displace. Attached ram usage for last 24 hours, I still have plenty of ram!\n\nI've closed the file and retried, several times, never got a render all the way through.\n", "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 2.93 crashes randomly\nHardware: MacBook Pro 13\", 8 GB 2016, as well MacMini 8GB 2020\nOperating system: MacOS\nGraphics card:\n\nBroken: version: 2.93.1\nWorked: ?\n\nI work with files exported from CAD-software packages imported into Blender showing technical installations: vacuum chambers and related technical infrastructure. I process the objects in the files by sorting them into collections representing subsystems (vacuum chambers, electrodes, magnets, ...) joining parts of larger systems, assigning materials from a material library file. I use hierarchies of files containing standard parts occurring at various places, materials and larger structures. In total, the files have a size of about 1 GB of data.\n\nWhen working with the files, Blender repeatedly and randomly crashes without obvious relation to specific actions.\n\nCannot provide this kind of information: random crashes.\n\nI am willing to give access to a git repo containing the 1 GB files\n\nSystem_info.txt:\n\n```lines\n> =====================================\n> = Blender 2.93.1 System Information =\n> =====================================\n> \n> \n> Blender:\n> =====================================\n> \n> version: 2.93.1, branch: master, commit date: 2021-06-22 05:57, hash: 1b8d33b18c2f, type: release\n> build date: 2021-06-22, 23:47:10\n> platform: Darwin\n> binary path: '/Applications/Blender.app/Contents/MacOS/Blender'\n> build cflags: -Wall -Werror=implicit-function-declaration -Werror=return-type -Wno-tautological-compare -Wno-unknown-pragmas -Wno-char-subscripts -Wstrict-prototypes -Wmissing-prototypes -Wunused-parameter -mmacosx-version-min=10.13 -Xclang -fopenmp -I'/Users/blender/git/blender-v293/blender.git/../lib/darwin/openmp/include' -std=gnu11 -msse -pipe -funsigned-char -fno-strict-aliasing -msse2 \n> build cxxflags: -Wall -Wno-tautological-compare -Wno-unknown-pragmas -Wno-char-subscripts -Wno-overloaded-virtual -Wno-sign-compare -Wno-invalid-offsetof -mmacosx-version-min=10.13 -ftemplate-depth=1024 -stdlib=libc++ -Xclang -fopenmp -I'/Users/blender/git/blender-v293/blender.git/../lib/darwin/openmp/include' -std=c++17 -msse -pipe -funsigned-char -fno-strict-aliasing -msse2 \n> build linkflags: -fexceptions -framework CoreServices -framework Foundation -framework IOKit -framework AppKit -framework Cocoa -framework Carbon -framework AudioUnit -framework AudioToolbox -framework CoreAudio -framework Metal -framework QuartzCore -framework ForceFeedback -liconv -Wl,-stack_size,0x100000 -Wl,-unexported_symbols_list,'/Users/blender/git/blender-v293/blender.git/source/creator/osx_locals.map' -stdlib=libc++\n> build system: CMake\n> \n> Python:\n> =====================================\n> \n> version: 3.9.2 (default, Mar 16 2021, 14:53:03) [Clang 10.0.0 (clang-1000.11.45.5)]\n> file system encoding: utf-8:surrogateescape\n> paths:\n> \t'/Applications/Blender.app/Contents/Resources/2.93/scripts/startup'\n> \t'/Applications/Blender.app/Contents/Resources/2.93/scripts/modules'\n> \t'/Applications/Blender.app/Contents/Resources/2.93/python/lib/python39.zip'\n> \t'/Applications/Blender.app/Contents/Resources/2.93/python/lib/python3.9'\n> \t'/Applications/Blender.app/Contents/Resources/2.93/python/lib/python3.9/lib-dynload'\n> \t'/Applications/Blender.app/Contents/Resources/2.93/python/lib/python3.9/site-packages'\n> \t'/Applications/Blender.app/Contents/Resources/2.93/scripts/freestyle/modules'\n> \t'/Applications/Blender.app/Contents/Resources/2.93/scripts/addons/modules'\n> \t'/Users/wgeithner/Library/Application Support/Blender/2.93/scripts/addons/modules'\n> \t'/Applications/Blender.app/Contents/Resources/2.93/scripts/addons'\n> \t'/Users/wgeithner/Library/Application Support/Blender/2.93/scripts/addons'\n> \t'/Applications/Blender.app/Contents/Resources/2.93/scripts/addons_contrib'\n> \t'/Users/wgeithner/.local/lib/python3.9/site-packages'\n> \n> Python (External Binary):\n> =====================================\n> \n> binary path: '/Applications/Blender.app/Contents/Resources/2.93/python/bin/python3.9'\n> version: Python 3.9.2\n> \n> Directories:\n> =====================================\n> \n> scripts:\n> \t'/Applications/Blender.app/Contents/Resources/2.93/scripts/modules'\n> \t'/Applications/Blender.app/Contents/Resources/2.93/scripts'\n> \t'/Users/wgeithner/Library/Application Support/Blender/2.93/scripts'\n> user scripts: '/Users/wgeithner/Library/Application Support/Blender/2.93/scripts'\n> pref scripts: None\n> datafiles: '/Users/wgeithner/Library/Application Support/Blender/2.93/datafiles'\n> config: '/Users/wgeithner/Library/Application Support/Blender/2.93/config'\n> scripts : '/Users/wgeithner/Library/Application Support/Blender/2.93/scripts'\n> autosave: '/Users/wgeithner/Library/Application Support/Blender/2.93/autosave'\n> tempdir: '/var/folders/qc/ph84tvmx4h19sn6wl8nnn8hw0000gn/T/blender_iWUimt/'\n> \n> FFmpeg:\n> =====================================\n> \n> avcodec: '58, 54, 100'\n> avdevice: '58, 8, 100'\n> avformat: '58, 29, 100'\n> avutil: '56, 31, 100'\n> swscale: ' 5, 5, 100'\n> \n> SDL:\n> =====================================\n> \n> Version: 2.0.12\n> Loading method: linked (WITH_SDL_DYNLOAD=OFF)\n> \n> Other Libraries:\n> =====================================\n> \n> OpenColorIO: 2, 0, 0\n> OpenImageIO: 2, 1, 15\n> OpenShadingLanguage: 1, 11, 10\n> OpenSubdiv: 0, 0, 0\n> OpenVDB: 8, 0, 0\n> Alembic: 1, 7, 16\n> USD: 0, 21, 2\n> \n> OpenGL:\n> =====================================\n> \n> renderer:\t'Intel(R) Iris(TM) Plus Graphics 640'\n> vendor:\t\t'Intel Inc.'\n> version:\t'4.1 INTEL-16.5.2'\n> extensions:\n> \tGL_APPLE_client_storage\n> \tGL_APPLE_container_object_shareable\n> \tGL_APPLE_flush_render\n> \tGL_APPLE_object_purgeable\n> \tGL_APPLE_rgb_422\n> \tGL_APPLE_row_bytes\n> \tGL_APPLE_texture_range\n> \tGL_ARB_ES2_compatibility\n> \tGL_ARB_blend_func_extended\n> \tGL_ARB_draw_buffers_blend\n> \tGL_ARB_draw_indirect\n> \tGL_ARB_explicit_attrib_location\n> \tGL_ARB_gpu_shader5\n> \tGL_ARB_gpu_shader_fp64\n> \tGL_ARB_instanced_arrays\n> \tGL_ARB_internalformat_query\n> \tGL_ARB_occlusion_query2\n> \tGL_ARB_sample_shading\n> \tGL_ARB_sampler_objects\n> \tGL_ARB_separate_shader_objects\n> \tGL_ARB_shader_bit_encoding\n> \tGL_ARB_shader_subroutine\n> \tGL_ARB_shading_language_include\n> \tGL_ARB_tessellation_shader\n> \tGL_ARB_texture_buffer_object_rgb32\n> \tGL_ARB_texture_cube_map_array\n> \tGL_ARB_texture_gather\n> \tGL_ARB_texture_query_lod\n> \tGL_ARB_texture_rgb10_a2ui\n> \tGL_ARB_texture_storage\n> \tGL_ARB_texture_swizzle\n> \tGL_ARB_timer_query\n> \tGL_ARB_transform_feedback2\n> \tGL_ARB_transform_feedback3\n> \tGL_ARB_vertex_attrib_64bit\n> \tGL_ARB_vertex_type_2_10_10_10_rev\n> \tGL_ARB_viewport_array\n> \tGL_ATI_texture_mirror_once\n> \tGL_EXT_debug_label\n> \tGL_EXT_debug_marker\n> \tGL_EXT_framebuffer_multisample_blit_scaled\n> \tGL_EXT_texture_compression_s3tc\n> \tGL_EXT_texture_filter_anisotropic\n> \tGL_EXT_texture_sRGB_decode\n> \tGL_NV_texture_barrier\n> \n> Implementation Dependent OpenGL Limits:\n> =====================================\n> \n> Maximum DrawElements Vertices:\t1048575\n> Maximum DrawElements Indices:\t150000\n> \n> GLSL:\n> Maximum Varying Floats:\t150000\n> Maximum Vertex Attributes:\t16\n> Maximum Vertex Uniform Components:\t4096\n> Maximum Fragment Uniform Components:\t4096\n> Maximum Vertex Image Units:\t16\n> Maximum Fragment Image Units:\t16\n> Maximum Pipeline Image Units:\t80\n> \n> Cycles:\n> =====================================\n> \n> \n> CPU device capabilities: SSE2 SSE3 SSE41 AVX AVX2\n> \n> Enabled add-ons:\n> =====================================\n> \n> io_anim_bvh (version: (1, 0, 0), path: /Applications/Blender.app/Contents/Resources/2.93/scripts/addons/io_anim_bvh/__init__.py)\n> io_curve_svg (version: UNKNOWN, path: /Applications/Blender.app/Contents/Resources/2.93/scripts/addons/io_curve_svg/__init__.py)\n> io_mesh_ply (version: UNKNOWN, path: /Applications/Blender.app/Contents/Resources/2.93/scripts/addons/io_mesh_ply/__init__.py)\n> io_mesh_stl (version: (1, 1, 3), path: /Applications/Blender.app/Contents/Resources/2.93/scripts/addons/io_mesh_stl/__init__.py)\n> io_mesh_uv_layout (version: (1, 1, 1), path: /Applications/Blender.app/Contents/Resources/2.93/scripts/addons/io_mesh_uv_layout/__init__.py)\n> io_scene_fbx (version: (4, 22, 0), path: /Applications/Blender.app/Contents/Resources/2.93/scripts/addons/io_scene_fbx/__init__.py)\n> io_scene_gltf2 (version: (1, 6, 16), path: /Applications/Blender.app/Contents/Resources/2.93/scripts/addons/io_scene_gltf2/__init__.py)\n> io_scene_obj (version: (3, 8, 1), path: /Applications/Blender.app/Contents/Resources/2.93/scripts/addons/io_scene_obj/__init__.py)\n> io_scene_x3d (version: (2, 2, 5), path: /Applications/Blender.app/Contents/Resources/2.93/scripts/addons/io_scene_x3d/__init__.py)\n> cycles (version: UNKNOWN, path: /Applications/Blender.app/Contents/Resources/2.93/scripts/addons/cycles/__init__.py)\n> GTry (version: (1, 3, 7), path: /Users/wgeithner/Library/Application Support/Blender/2.93/scripts/addons/GTry/__init__.py)\n> add_curve_sapling (version: (0, 3, 4), path: /Applications/Blender.app/Contents/Resources/2.93/scripts/addons/add_curve_sapling/__init__.py)\n> materials_utils (version: (2, 2, 0), path: /Applications/Blender.app/Contents/Resources/2.93/scripts/addons/materials_utils/__init__.py)\n> materials_library_vx (version: (0, 6, 0), path: /Applications/Blender.app/Contents/Resources/2.93/scripts/addons/materials_library_vx/__init__.py)\n> render_auto_tile_size (version: (3, 1, 3), path: /Applications/Blender.app/Contents/Resources/2.93/scripts/addons/render_auto_tile_size.py)\n> ```\n\n\n[BlenderCrash_20210730-01](BlenderCrash_20210730-01)\n[BlenderCrash_20210801-01](BlenderCrash_20210801-01)", "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)", "Crash guide during render complete August 29, 2022\nOperating system: macOS-13.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 575 OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.9.44\n\nBroken: version: 3.3.0 Beta\n\nBlender 3.3 Beta crash guide during render August 29, 2022\n\n\nNot matter all version 3.0 to 3.4 keep me crash. Do not use Windows. Only for Macintosh.\n\n![image.png](image.png)\n\n[Blender-2022-08-29-092340.ips](Blender-2022-08-29-092340.ips)\n\n[Armor wear 1.0.0.blend](Armor_wear_1.0.0.blend)\n\n![image.png](image.png)\n\nT100328\n@Nurb2Kea\nRender 600 (complete render cause crash guide)\n", "Crash when moving to Shading workspace\nOperating system: Darwin-16.7.0-x86_64-i386-64bit 64 Bits\nGraphics card: NVIDIA GeForce GT 650M OpenGL Engine NVIDIA Corporation 4.1 NVIDIA-10.17.5 355.10.05.45f01\n\n|Broken:|version: 2.83.0, commit date: 2020-06-03,|hash: `211b6c29f7`\n| -- | -- | -- |\n||version: 2.90, commit date: June 08,|hash: `9f7d84b656`\n|Worked:|version: 2.82|-\n\nWhen I open Blender, without changing anything in the default scene, if I move to the 'Shading' workspace my system freezes for a few seconds and crashes (it closes).\n\n- Default startup scene\n- click on 'Shading' workspace from the top bar\n", "Cycles GPU Compute 5000 x 5000 pixels render F12 crashes\nOperating system: macOS-13.5-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon Pro 575 1.2\n\nBroken: version: 4.0.0 Alpha\n\nCycles GPU Compute 5000 x 5000 pixels render F12 crashes\n\nMacOS 13.5\nSee youtube about Blender crash guide during 5000 x 5000 pixels.\n\nNot matter both same crash Blender 3.6.3 and 4.0\n\n", "Regression: Crash on Start Up\nOperating system: Mac OS 12.6.9\nGraphics card: AMD FirePro D500 3 GB\n\nBroken: blender-3.6.3-stable+v36.d3e6b08276ba-darwin.x86_64-release.dmg\nWorked: blender-3.6.3-candidate+v36.71b55b491e9c-darwin.x86_64-release.dmg\n\nApp crashes at start up.\n\nClick on App icon, app attempt to start, crash. I restarted my computer with same results. Not opening app from a .blend file. Tried opening default app with same result.\n\n", "Selecting vertices and centering the model crashes Blender\nOperating system: Windows 10\nGraphics card: RTX 2070 \n\nBroken: 03015a9b222e\n\n\nSelecting some vertices and trying to center the selection crashes blender. See the crash log\n\n[crash.txt](crash.txt)\n\nOpen the attached .blend\nSelect the object\nGo into edit mode\nSelect all vertices\nCenter (press Numpad .)\n\n\n\n\n\n[_13122021_2147_15.blend](_13122021_2147_15.blend)", "MultiRes+Solidify while trying to use Sculpt Mode cause Blender to crash\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.30\n\nBroken: version: 2.81 (sub 12)\nWorked: (optional)\n\nI tried deactivating one modifier while keeping the other one active to see if Blender would crash, but this was not the case. Only when I used both simultaneously did the program reliably crash every time, regardless of brush.\n\nAdd the modifiers that are active in the video and follow along. \n[Desktop 2019.09.23 - 00.49.39.02.mp4](Desktop_2019.09.23_-_00.49.39.02.mp4)\n", "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", "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)" ]
[ "macOS: Blender crashes when I log in/wake the display\nOperating system: Darwin-19.0.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon VII OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.0.68\n\nOperating system: macOS Catalina Version 10.15.7\nGraphics card: Radeon Pro Vega 56 8GB\n\nOperating system: OSX Catalina 10.15.2\nGraphics card: Radeon Pro Vega 56 8 GB\n\nOperating system: macOS Catalina 10.15.7\nGraphics card: Radeon Pro 589 8 GB\n\nOperating system: macOS 10.15.5, Mac Pro (2019), 12 Core Intel Xeon, 96 GB\nGraphics card: AMD Radeon Pro W5700X 16 GB\n\nBroken: version: 2.81 (sub 15)\nBroken: Blender 2.8 shows same bug\nBroken: Blender 2.90.0 Alpha, fd8d24e6a80\n\nDuring CPU rendering, Blender crashes when I log in or wake the display. Blender crashes also after it has finished the render.\n\nI start CPU render, Mac uses eGPU for Display. Display goes to sleep. I wake up the display, log in and blender crashes 100% times. Crash can be avoided by not using eGPU but integrated Graphic on Mac Mini, or Disable Monitor sleep function.\nI have reported a bug to Apple already too\n* UPDATE 16.10. *<\nI have narrowed down the cause, the crash is triggered solely by display turning off, whether automatic logging off nor screensaver makes Blender render process crash.\n[Crash Error Blender Error.rtf](Crash_Error_Blender_Error.rtf)\n\n[Loos Crystal Set Crash Report.blend](Loos_Crystal_Set_Crash_Report.blend)\n\n", "FYI: Blender-2.92.0-6154aa1529b7-macOS crashes on return from Dock\n![Screen Shot 2021-01-10 at 5.26.17 PM.png](Screen_Shot_2021-01-10_at_5.26.17_PM.png)\n\n![Screen Shot 2021-01-11 at 11.08.53 AM.png](Screen_Shot_2021-01-11_at_11.08.53_AM.png)\n\nWorked on Blender project and minimized to dock. It had an object selected in edit mode in Modeling and later, when I clicked on it's logo in the dock ti crashed. I tried to make this happen this morning and I can't repeat it. It has happened twice in similar fashion as shown with screen captures.\n\nI will move on to today's Alpha: blender-2.92.0-d4330ae70be6-macOS and report back if it continues to happen....", "Blender 2.90 crashes after wake from sleep mode on macOS\nOperating system: macOS 10.15.5, Mac Pro (2019), 12 Core Intel Xeon, 96 GB\nGraphics card: AMD Radeon Pro W5700X 16 GB\n\nBroken: Blender 2.90.0 Alpha, fd8d24e6a80\nWorked: Blender 2.83\n\nBlender crashes after the Mac is woken up from sleep mode. This happens usually after a couple of seconds after arbitrary interaction with Blender.\n\n- Open Blender\n- Complete a render\n- Put computer to sleep mode for a while\n- Wake up the computer\n- Switch to Blender\n- Click within the UI\n\nThis bug also occurred during the 2.81 development (see [#72596 ](T72596) ) and was fixed with 2.82.\n\n[Blender Crashes after sleep.txt](Blender_Crashes_after_sleep.txt)\n", "Blender crashes while activating after hibernate mode\nOperating system: macOS Catalina 10.15.7\nGraphics card: Radeon Pro 589 8 GB\n\nBroken: LTS v2.83.8 + 2.90.1\nWorked: -\n\nI can work without any problems, but when I leave Blender open and send my iMac to hibernate, it crashes if I wake up my Mac and switch to blender again. I doesn't happen every time, but very often. I tested version 2.8 and 2.9. \n\nOn Mojave and HighSierra this error doesn't occur. \n\n[blenderCrash.txt](blenderCrash.txt)", "Crash following system sleep\nOperating system: Darwin-\n\n20.3.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 575X OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.2.15\n\nBroken: version: 2.92.0 Beta\n\nFollowing a system sleep an open Blender file will often crash on use. Sometimes it crashes immediately on clicking within the app but other time it takes a few movements in the viewport to precede the crash. If the file is saved before these crashes it more often than not corrupts the file and will crash Blender when reopening it.\n\n1. Open any Blend file\n2. Allow the system to go to sleep\n3. Wake the system and use Blender.\n\n\n", "Blender crashes after hitting command z (undo), clicking render, and being idle for a minute.\nOperating system: Darwin-20.3.0-x86_64-i386-64bit 64 Bits\nGraphics card: Apple M1 Apple 4.1 Metal - 71.0.7\n\nBroken: version: 2.83.12\n\n\nEvery time I open a .blend file and do some changes to the file (move, rotate, resize) and hit command z (undo) a few times, it will crash and not save anything, then a while later I will receive a pop up that says \"blender quit unexpectedly\" this also happens when you click \"render image\" or when your idle for a while. This bug happened in all versions of blender, even the newest one 2.91.2\n\n\nOn an apple device with M1 chip, press command z (undo) or press render on the following blender file: (this didn't happen on my old windows 10)\n\n[Default.blend](Default.blend)\n\n", "Blender Crashing Upon Return from Time Spent Away\niMac (Retina 5K, 27-inch, 2017)\nOS Big Sur 11.2.3\nProcessor: 4.2 GHz Quad-Core Intel Core i7\nMemory: 40 GB 2400 MHz DDR4\nGraphics: Radeon Pro 580 8 GB\n\n\nBroken: version: 2.92.0 (2.920 2021-02-25)\n\nIf I navigate away from Blender for a period of time that's circa in excess of thirty minutes the programme crashes upon my return.\n\n1). Do something in Blender and save it - or don't save it... that doesn't seem to have any bearing on the issue.\n2). Leave Blender open but navigate away to perform some other task for a while (checking email/working on something in Photoshop etc).\n3). Navigate back to Blender after 30+ minutes or thereabouts.\n4). Blender will usually then crash/quit as soon as I attempt to do something, like choosing a tool or grabbing and moving an object. \n\n", "Crash when switching away from Blender and back again \nOperating system: Darwin-20.2.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5500M OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.2.13\n\nBroken: version: 2.93.0 Alpha\n\nI am getting many many crashes in Blender when switching to a different app and then, after a while, switching back. This will often cause Blender to crash right when it tries to come back to the foreground. The crashes don't seem to have any relation to what's otherwise being done inside Blender.\n\nIt's possible that this is a Mac-only issue, or even Big Sur only, or even specific to my MacBook Pro model (16-inch, 2019), or it's drivers, but I will leave this here in the hope that perhaps someone can reproduce similar crashes, or simply make sense of the crash reports provided here.\n\n\n\n - Open Blender\n - Switch to a different app\n # After a while, Switch back to Blender\n\n\nHere are just a small list of crash reports from the past couple of days:\n\n[Blender_2021-01-09-182333_Williams-MacBook-Pro.crash](Blender_2021-01-09-182333_Williams-MacBook-Pro.crash)\n\n[Blender_2021-01-11-115143_Williams-MacBook-Pro.crash](Blender_2021-01-11-115143_Williams-MacBook-Pro.crash)\n\n[Blender_2021-01-12-204530_Williams-MacBook-Pro.crash](Blender_2021-01-12-204530_Williams-MacBook-Pro.crash)\n\n[Blender_2021-01-12-175622_Williams-MacBook-Pro.crash](Blender_2021-01-12-175622_Williams-MacBook-Pro.crash)\n\n[Blender_2021-01-12-155028_Williams-MacBook-Pro.crash](Blender_2021-01-12-155028_Williams-MacBook-Pro.crash)\n\n[Blender_2021-01-09-195341_Williams-MacBook-Pro.crash](Blender_2021-01-09-195341_Williams-MacBook-Pro.crash)\n\n[Blender_2021-01-12-205245_Williams-MacBook-Pro.crash](Blender_2021-01-12-205245_Williams-MacBook-Pro.crash)\n\n[Blender_2021-01-13-002809_Williams-MacBook-Pro.crash](Blender_2021-01-13-002809_Williams-MacBook-Pro.crash)\n\n[Blender_2021-01-12-234442_Williams-MacBook-Pro.crash](Blender_2021-01-12-234442_Williams-MacBook-Pro.crash)\n\n[Blender_2021-01-13-210600_Williams-MacBook-Pro.crash](Blender_2021-01-13-210600_Williams-MacBook-Pro.crash)\n\n[Blender_2021-01-13-212550_Williams-MacBook-Pro.crash](Blender_2021-01-13-212550_Williams-MacBook-Pro.crash)\n\n[Blender_2021-01-13-220935_Williams-MacBook-Pro.crash](Blender_2021-01-13-220935_Williams-MacBook-Pro.crash)\n\n[Blender_2021-01-13-230029_Williams-MacBook-Pro.crash](Blender_2021-01-13-230029_Williams-MacBook-Pro.crash)\n\n[Blender_2021-01-14-135033_Williams-MacBook-Pro.crash](Blender_2021-01-14-135033_Williams-MacBook-Pro.crash)\n\n[Blender_2021-01-14-135819_Williams-MacBook-Pro.crash](Blender_2021-01-14-135819_Williams-MacBook-Pro.crash)\n\n[Blender_2021-01-15-102032_Williams-MacBook-Pro.crash](Blender_2021-01-15-102032_Williams-MacBook-Pro.crash)\n\n[Blender_2021-01-15-110014_Williams-MacBook-Pro.crash](Blender_2021-01-15-110014_Williams-MacBook-Pro.crash)\n\n[Blender_2021-01-16-100059_Williams-MacBook-Pro.crash](Blender_2021-01-16-100059_Williams-MacBook-Pro.crash)\n\n[Blender_2021-01-16-150202_Williams-MacBook-Pro.crash](Blender_2021-01-16-150202_Williams-MacBook-Pro.crash)\n\n[Blender_2021-01-16-203048_Williams-MacBook-Pro.crash](Blender_2021-01-16-203048_Williams-MacBook-Pro.crash)\n\n[Blender_2021-01-16-210211_Williams-MacBook-Pro.crash](Blender_2021-01-16-210211_Williams-MacBook-Pro.crash)", "When returning to an open instance of Blender from other application, Blender (often) crashes immediately.\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: 2.90.0 Alpha\nWorked: n/a\n\nWhen returning to an open instance of Blender from other application, Blender (often) crashes immediately. Happens with multiple files (of a certain complexity?). \n\nOpen attached file. Switch to other app without closing blender. Return to Blender: Crash.\n[Metaballs Forest Scene 02.blend](Metaballs_Forest_Scene_02.blend)\n\nFull error report: \n\n[#79186.txt](T79186.txt)\n", "Blender often crashes after iMac \"wakes up\" from \"sleeping\"\nOperating system: macOS Catalina Version 10.15.7\nGraphics card: Radeon Pro Vega 56 8GB\n\n**Blender Version** Broken: 2.90.1 2020-09-23\nWorked: 2.8x\n\n\nVery often, but not always, Blender 2.90.1 crashes after my iMac wakes up from sleeping. The resulting crash report is as follows:\n\nLeave Blender running. Switch to another task via Command+Tab. Put iMac to sleep or let it do so automatically after preset time. Wake up computer. Switch back to Blender via Command+Tab. Blender will often crash with the following results:\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\nProcess: Blender [76200]\nPath: /Applications/Blender.app/Contents/MacOS/Blender\nIdentifier: org.blenderfoundation.blender\nVersion: 2.90.1 (2.90.1 2020-09-23)\nCode Type: X86-64 (Native)\nParent Process: ??? [1]\nResponsible: Blender [76200]\nUser ID: 501\n\nDate/Time: 2020-10-26 07:38:43.550 -0700\nOS Version: Mac OS X 10.15.7 (19H2)\nReport Version: 12\nBridge OS Version: 4.6 (17P6610)\nAnonymous UUID: 0E7E653C-A0A7-162E-A7EC-7915E610507B\n\nSleep/Wake UUID: 4577EF06-200D-4946-9E45-F5F706418B51\n\nTime Awake Since Boot: 330000 seconds\nTime Since Wake: 80 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 Signal: Segmentation fault: 11\nTermination Reason: Namespace SIGNAL, Code 0xb\nTerminating Process: Blender [76200]\n\nThread 0:: Dispatch queue: com.apple.main-thread\n0 org.blenderfoundation.blender \t0x000000010cc55cc8 BM_mesh_bm_from_me + 2280\n1 org.blenderfoundation.blender \t0x000000010c94b2fa BKE_mesh_to_bmesh + 138\n2 org.blenderfoundation.blender \t0x000000010d13ee1e EDBM_mesh_make + 46\n3 org.blenderfoundation.blender \t0x000000010d15b5fc ED_object_editmode_enter_ex + 348\n4 org.blenderfoundation.blender \t0x000000010d15b9b8 editmode_toggle_exec + 360\n5 org.blenderfoundation.blender \t0x000000010cb82f8b wm_operator_invoke + 411\n6 org.blenderfoundation.blender \t0x000000010cb7d5ae wm_operator_call_internal + 302\n7 org.blenderfoundation.blender \t0x000000010cb7dae0 WM_operator_name_call_ptr + 32\n8 org.blenderfoundation.blender \t0x000000010d161de7 ED_object_mode_set_ex + 327\n9 org.blenderfoundation.blender \t0x000000010d15ccb0 object_mode_set_exec + 272\n10 org.blenderfoundation.blender \t0x000000010cb82f8b wm_operator_invoke + 411\n11 org.blenderfoundation.blender \t0x000000010cb845d9 wm_handler_operator_call + 633\n12 org.blenderfoundation.blender \t0x000000010cb83c96 wm_handlers_do_intern + 1814\n13 org.blenderfoundation.blender \t0x000000010cb7f21f wm_handlers_do + 31\n14 org.blenderfoundation.blender \t0x000000010cb7ec3b wm_event_do_handlers + 2923\n15 org.blenderfoundation.blender \t0x000000010cb77ec0 WM_main + 32\n16 org.blenderfoundation.blender \t0x000000010c839812 main + 914\n17 libdyld.dylib \t0x00007fff6f6fbcc9 start + 1\n\nThread 1 Crashed:\n0 libsystem_kernel.dylib \t0x00007fff6f83ce36 semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff6f6a2aed _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff6f6a2fbf _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x0000000112614142 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x0000000112612cae 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 \t0x00007fff6f900109 _pthread_start + 148\n6 libsystem_pthread.dylib \t0x00007fff6f8fbb8b thread_start + 15\n\nThread 2:\n0 libsystem_kernel.dylib \t0x00007fff6f83ce36 semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff6f6a2aed _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff6f6a2fbf _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x0000000112614142 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x0000000112612cae 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 \t0x00007fff6f900109 _pthread_start + 148\n6 libsystem_pthread.dylib \t0x00007fff6f8fbb8b thread_start + 15\n\nThread 3:\n0 libsystem_kernel.dylib \t0x00007fff6f83ce36 semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff6f6a2aed _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff6f6a2fbf _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x0000000112614142 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x0000000112612cae 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 \t0x00007fff6f900109 _pthread_start + 148\n6 libsystem_pthread.dylib \t0x00007fff6f8fbb8b thread_start + 15\n\nThread 4:\n0 libsystem_kernel.dylib \t0x00007fff6f83ce36 semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff6f6a2aed _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff6f6a2fbf _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x0000000112614142 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x0000000112612cae 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 \t0x00007fff6f900109 _pthread_start + 148\n6 libsystem_pthread.dylib \t0x00007fff6f8fbb8b thread_start + 15\n\nThread 5:\n0 libsystem_kernel.dylib \t0x00007fff6f83ce36 semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff6f6a2aed _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff6f6a2fbf _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x0000000112614142 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x0000000112612cae 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 \t0x00007fff6f900109 _pthread_start + 148\n6 libsystem_pthread.dylib \t0x00007fff6f8fbb8b thread_start + 15\n\nThread 6:\n0 libsystem_kernel.dylib \t0x00007fff6f83ce36 semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff6f6a2aed _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff6f6a2fbf _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x0000000112614142 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x0000000112612cae 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 \t0x00007fff6f900109 _pthread_start + 148\n6 libsystem_pthread.dylib \t0x00007fff6f8fbb8b thread_start + 15\n\nThread 7:\n0 libsystem_kernel.dylib \t0x00007fff6f83ce36 semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff6f6a2aed _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff6f6a2fbf _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x0000000112614142 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x0000000112612cae 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 \t0x00007fff6f900109 _pthread_start + 148\n6 libsystem_pthread.dylib \t0x00007fff6f8fbb8b thread_start + 15\n\nThread 8:\n0 libsystem_kernel.dylib \t0x00007fff6f83ce36 semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff6f6a2aed _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff6f6a2fbf _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x0000000112614142 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x0000000112612cae 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 \t0x00007fff6f900109 _pthread_start + 148\n6 libsystem_pthread.dylib \t0x00007fff6f8fbb8b thread_start + 15\n\nThread 9:\n0 libsystem_kernel.dylib \t0x00007fff6f83ce36 semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff6f6a2aed _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff6f6a2fbf _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x0000000112614142 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x0000000112612cae 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 \t0x00007fff6f900109 _pthread_start + 148\n6 libsystem_pthread.dylib \t0x00007fff6f8fbb8b thread_start + 15\n\nThread 10:\n0 libsystem_kernel.dylib \t0x00007fff6f83ce36 semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff6f6a2aed _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff6f6a2fbf _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x0000000112614142 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x0000000112612cae 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 \t0x00007fff6f900109 _pthread_start + 148\n6 libsystem_pthread.dylib \t0x00007fff6f8fbb8b thread_start + 15\n\nThread 11:\n0 libsystem_kernel.dylib \t0x00007fff6f83ce36 semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff6f6a2aed _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff6f6a2fbf _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x0000000112614142 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x0000000112612cae 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 \t0x00007fff6f900109 _pthread_start + 148\n6 libsystem_pthread.dylib \t0x00007fff6f8fbb8b thread_start + 15\n\nThread 12:\n0 libsystem_kernel.dylib \t0x00007fff6f83ce36 semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff6f6a2aed _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff6f6a2fbf _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x0000000112614142 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x0000000112612cae 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 \t0x00007fff6f900109 _pthread_start + 148\n6 libsystem_pthread.dylib \t0x00007fff6f8fbb8b thread_start + 15\n\nThread 13:\n0 libsystem_kernel.dylib \t0x00007fff6f83ce36 semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff6f6a2aed _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff6f6a2fbf _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x0000000112614142 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x0000000112612cae 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 \t0x00007fff6f900109 _pthread_start + 148\n6 libsystem_pthread.dylib \t0x00007fff6f8fbb8b thread_start + 15\n\nThread 14:\n0 libsystem_kernel.dylib \t0x00007fff6f83ce36 semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff6f6a2aed _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff6f6a2fbf _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x0000000112614142 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x0000000112612cae 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 \t0x00007fff6f900109 _pthread_start + 148\n6 libsystem_pthread.dylib \t0x00007fff6f8fbb8b thread_start + 15\n\nThread 15:\n0 libsystem_kernel.dylib \t0x00007fff6f83ce36 semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff6f6a2aed _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff6f6a2fbf _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x0000000112614142 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x0000000112612cae 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 \t0x00007fff6f900109 _pthread_start + 148\n6 libsystem_pthread.dylib \t0x00007fff6f8fbb8b thread_start + 15\n\nThread 16:\n0 libsystem_kernel.dylib \t0x00007fff6f83ce36 semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff6f6a2aed _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff6f6a2fbf _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x0000000112614142 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x0000000112612cae 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 \t0x00007fff6f900109 _pthread_start + 148\n6 libsystem_pthread.dylib \t0x00007fff6f8fbb8b thread_start + 15\n\nThread 17:: AMCP Logging Spool\n0 libsystem_kernel.dylib \t0x00007fff6f83ce36 semaphore_wait_trap + 10\n1 com.apple.audio.caulk \t0x00007fff692cfb16 caulk::mach::semaphore::wait() + 16\n2 com.apple.audio.caulk \t0x00007fff692cf9b2 caulk::semaphore::timed_wait(double) + 106\n3 com.apple.audio.caulk \t0x00007fff692cf7c4 caulk::concurrent::details::worker_thread::run() + 30\n4 com.apple.audio.caulk \t0x00007fff692cf1e4 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 \t0x00007fff6f900109 _pthread_start + 148\n6 libsystem_pthread.dylib \t0x00007fff6f8fbb8b thread_start + 15\n\nThread 18:\n0 libsystem_kernel.dylib \t0x00007fff6f83ce36 semaphore_wait_trap + 10\n1 com.apple.audio.caulk \t0x00007fff692cfb16 caulk::mach::semaphore::wait() + 16\n2 com.apple.audio.caulk \t0x00007fff692cf9b2 caulk::semaphore::timed_wait(double) + 106\n3 com.apple.audio.caulk \t0x00007fff692cf7c4 caulk::concurrent::details::worker_thread::run() + 30\n4 com.apple.audio.caulk \t0x00007fff692cf1e4 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 \t0x00007fff6f900109 _pthread_start + 148\n6 libsystem_pthread.dylib \t0x00007fff6f8fbb8b thread_start + 15\n\nThread 19:\n0 org.blenderfoundation.blender \t0x000000010e2caa8b ccl::bsdf_eval(ccl::KernelGlobals*, ccl::ShaderData*, ccl::ShaderClosure const*, ccl::float3, float*) + 59\n1 org.blenderfoundation.blender \t0x000000010e2c9976 ccl::direct_emission(ccl::KernelGlobals*, ccl::ShaderData*, ccl::ShaderData*, ccl::LightSample*, ccl::PathState*, ccl::Ray*, ccl::BsdfEval*, bool*, float) + 1094\n2 org.blenderfoundation.blender \t0x000000010e253d58 ccl::kernel_branched_path_surface_connect_light(ccl::KernelGlobals*, ccl::ShaderData*, ccl::ShaderData*, ccl::PathState*, ccl::float3, float, ccl::PathRadiance*, int) + 4760\n3 org.blenderfoundation.blender \t0x000000010e23305f ccl::kernel_path_trace(ccl::KernelGlobals*, float*, int, int, int, int, int) + 75775\n4 org.blenderfoundation.blender \t0x000000010e21ab96 ccl::kernel_cpu_avx2_path_trace(ccl::KernelGlobals*, float*, int, int, int, int, int) + 38\n5 org.blenderfoundation.blender \t0x000000010dd56dfd ccl::CPUDevice::render(ccl::DeviceTask&, ccl::RenderTile&, ccl::KernelGlobals*) + 477\n6 org.blenderfoundation.blender \t0x000000010dd562ca ccl::CPUDevice::thread_render(ccl::DeviceTask&) + 858\n7 org.blenderfoundation.blender \t0x000000010dd55d65 ccl::CPUDevice::task_add(ccl::DeviceTask&)::'lambda'()::operator()() const + 101\n8 org.blenderfoundation.blender \t0x0000000111b3daa3 tbb::internal::function_task<std::__1::function<void ()> >::execute() + 19\n9 org.blenderfoundation.blender \t0x000000010cb73df9 tbb::internal::custom_scheduler<tbb::internal::IntelSchedulerTraits>::process_bypass_loop(tbb::internal::context_guard_helper<false>&, tbb::task*, long) + 377\n10 org.blenderfoundation.blender \t0x000000010cb734e1 tbb::internal::custom_scheduler<tbb::internal::IntelSchedulerTraits>::local_wait_for_all(tbb::task&, tbb::task*) + 257\n11 org.blenderfoundation.blender \t0x000000010cb64945 tbb::internal::arena::process(tbb::internal::generic_scheduler&) + 533\n12 org.blenderfoundation.blender \t0x000000010cb6dc8b tbb::internal::market::process(rml::job&) + 43\n13 org.blenderfoundation.blender \t0x000000010cb6ead8 tbb::internal::rml::private_worker::run() + 184\n14 org.blenderfoundation.blender \t0x000000010cb6ea19 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n15 libsystem_pthread.dylib \t0x00007fff6f900109 _pthread_start + 148\n16 libsystem_pthread.dylib \t0x00007fff6f8fbb8b thread_start + 15\n\nThread 20:\n0 org.blenderfoundation.blender \t0x000000010f3aed39 embree::avx::BVHNIntersector1<4, 1, true, embree::avx::ArrayIntersector1<embree::avx::TriangleMiIntersector1Pluecker<4, 4, true> > >::intersect(embree::Accel::Intersectors const*, embree::RayHitK<1>&, embree::IntersectContext*) + 425\n1 org.blenderfoundation.blender \t0x000000010f95c8bf embree::avx2::InstanceIntersector1::intersect(embree::avx2::InstanceIntersector1::Precalculations const&, embree::RayHitK<1>&, embree::IntersectContext*, embree::InstancePrimitive const&) + 207\n2 org.blenderfoundation.blender \t0x000000010fc2ded8 embree::avx2::BVHNIntersector1<4, 1, false, embree::avx2::ArrayIntersector1<embree::avx2::InstanceIntersector1> >::intersect(embree::Accel::Intersectors const*, embree::RayHitK<1>&, embree::IntersectContext*) + 1128\n3 org.blenderfoundation.blender \t0x000000010e9a5687 rtcIntersect1 + 39\n4 org.blenderfoundation.blender \t0x000000010e2d31e5 ccl::shadow_blocked_opaque(ccl::KernelGlobals*, ccl::ShaderData*, ccl::PathState*, unsigned int, ccl::Ray*, ccl::Intersection*, ccl::float3*) + 501\n5 org.blenderfoundation.blender \t0x000000010e253eca ccl::kernel_branched_path_surface_connect_light(ccl::KernelGlobals*, ccl::ShaderData*, ccl::ShaderData*, ccl::PathState*, ccl::float3, float, ccl::PathRadiance*, int) + 5130\n6 org.blenderfoundation.blender \t0x000000010e23305f ccl::kernel_path_trace(ccl::KernelGlobals*, float*, int, int, int, int, int) + 75775\n7 org.blenderfoundation.blender \t0x000000010e21ab96 ccl::kernel_cpu_avx2_path_trace(ccl::KernelGlobals*, float*, int, int, int, int, int) + 38\n8 org.blenderfoundation.blender \t0x000000010dd56dfd ccl::CPUDevice::render(ccl::DeviceTask&, ccl::RenderTile&, ccl::KernelGlobals*) + 477\n9 org.blenderfoundation.blender \t0x000000010dd562ca ccl::CPUDevice::thread_render(ccl::DeviceTask&) + 858\n10 org.blenderfoundation.blender \t0x000000010dd55d65 ccl::CPUDevice::task_add(ccl::DeviceTask&)::'lambda'()::operator()() const + 101\n11 org.blenderfoundation.blender \t0x0000000111b3daa3 tbb::internal::function_task<std::__1::function<void ()> >::execute() + 19\n12 org.blenderfoundation.blender \t0x000000010cb73df9 tbb::internal::custom_scheduler<tbb::internal::IntelSchedulerTraits>::process_bypass_loop(tbb::internal::context_guard_helper<false>&, tbb::task*, long) + 377\n13 org.blenderfoundation.blender \t0x000000010cb734e1 tbb::internal::custom_scheduler<tbb::internal::IntelSchedulerTraits>::local_wait_for_all(tbb::task&, tbb::task*) + 257\n14 org.blenderfoundation.blender \t0x000000010cb64945 tbb::internal::arena::process(tbb::internal::generic_scheduler&) + 533\n15 org.blenderfoundation.blender \t0x000000010cb6dc8b tbb::internal::market::process(rml::job&) + 43\n16 org.blenderfoundation.blender \t0x000000010cb6ead8 tbb::internal::rml::private_worker::run() + 184\n17 org.blenderfoundation.blender \t0x000000010cb6ea19 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n18 libsystem_pthread.dylib \t0x00007fff6f900109 _pthread_start + 148\n19 libsystem_pthread.dylib \t0x00007fff6f8fbb8b thread_start + 15\n\nThread 21:\n0 org.blenderfoundation.blender \t0x000000010f3af4ec embree::avx::BVHNIntersector1<4, 1, true, embree::avx::ArrayIntersector1<embree::avx::TriangleMiIntersector1Pluecker<4, 4, true> > >::intersect(embree::Accel::Intersectors const*, embree::RayHitK<1>&, embree::IntersectContext*) + 2396\n1 org.blenderfoundation.blender \t0x000000010f95c8bf embree::avx2::InstanceIntersector1::intersect(embree::avx2::InstanceIntersector1::Precalculations const&, embree::RayHitK<1>&, embree::IntersectContext*, embree::InstancePrimitive const&) + 207\n2 org.blenderfoundation.blender \t0x000000010fc2ded8 embree::avx2::BVHNIntersector1<4, 1, false, embree::avx2::ArrayIntersector1<embree::avx2::InstanceIntersector1> >::intersect(embree::Accel::Intersectors const*, embree::RayHitK<1>&, embree::IntersectContext*) + 1128\n3 org.blenderfoundation.blender \t0x000000010e9a5687 rtcIntersect1 + 39\n4 org.blenderfoundation.blender \t0x000000010e226230 ccl::kernel_path_trace(ccl::KernelGlobals*, float*, int, int, int, int, int) + 22992\n5 org.blenderfoundation.blender \t0x000000010e21ab96 ccl::kernel_cpu_avx2_path_trace(ccl::KernelGlobals*, float*, int, int, int, int, int) + 38\n6 org.blenderfoundation.blender \t0x000000010dd56dfd ccl::CPUDevice::render(ccl::DeviceTask&, ccl::RenderTile&, ccl::KernelGlobals*) + 477\n7 org.blenderfoundation.blender \t0x000000010dd562ca ccl::CPUDevice::thread_render(ccl::DeviceTask&) + 858\n8 org.blenderfoundation.blender \t0x000000010dd55d65 ccl::CPUDevice::task_add(ccl::DeviceTask&)::'lambda'()::operator()() const + 101\n9 org.blenderfoundation.blender \t0x0000000111b3daa3 tbb::internal::function_task<std::__1::function<void ()> >::execute() + 19\n10 org.blenderfoundation.blender \t0x000000010cb73df9 tbb::internal::custom_scheduler<tbb::internal::IntelSchedulerTraits>::process_bypass_loop(tbb::internal::context_guard_helper<false>&, tbb::task*, long) + 377\n11 org.blenderfoundation.blender \t0x000000010cb734e1 tbb::internal::custom_scheduler<tbb::internal::IntelSchedulerTraits>::local_wait_for_all(tbb::task&, tbb::task*) + 257\n12 org.blenderfoundation.blender \t0x000000010cb64945 tbb::internal::arena::process(tbb::internal::generic_scheduler&) + 533\n13 org.blenderfoundation.blender \t0x000000010cb6dc8b tbb::internal::market::process(rml::job&) + 43\n14 org.blenderfoundation.blender \t0x000000010cb6ead8 tbb::internal::rml::private_worker::run() + 184\n15 org.blenderfoundation.blender \t0x000000010cb6ea19 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n16 libsystem_pthread.dylib \t0x00007fff6f900109 _pthread_start + 148\n17 libsystem_pthread.dylib \t0x00007fff6f8fbb8b thread_start + 15\n\nThread 22:\n0 org.blenderfoundation.blender \t0x000000010f3aefdb embree::avx::BVHNIntersector1<4, 1, true, embree::avx::ArrayIntersector1<embree::avx::TriangleMiIntersector1Pluecker<4, 4, true> > >::intersect(embree::Accel::Intersectors const*, embree::RayHitK<1>&, embree::IntersectContext*) + 1099\n1 org.blenderfoundation.blender \t0x000000010f95c8bf embree::avx2::InstanceIntersector1::intersect(embree::avx2::InstanceIntersector1::Precalculations const&, embree::RayHitK<1>&, embree::IntersectContext*, embree::InstancePrimitive const&) + 207\n2 org.blenderfoundation.blender \t0x000000010fc2ded8 embree::avx2::BVHNIntersector1<4, 1, false, embree::avx2::ArrayIntersector1<embree::avx2::InstanceIntersector1> >::intersect(embree::Accel::Intersectors const*, embree::RayHitK<1>&, embree::IntersectContext*) + 1128\n3 org.blenderfoundation.blender \t0x000000010e9a5687 rtcIntersect1 + 39\n4 org.blenderfoundation.blender \t0x000000010e226230 ccl::kernel_path_trace(ccl::KernelGlobals*, float*, int, int, int, int, int) + 22992\n5 org.blenderfoundation.blender \t0x000000010e21ab96 ccl::kernel_cpu_avx2_path_trace(ccl::KernelGlobals*, float*, int, int, int, int, int) + 38\n6 org.blenderfoundation.blender \t0x000000010dd56dfd ccl::CPUDevice::render(ccl::DeviceTask&, ccl::RenderTile&, ccl::KernelGlobals*) + 477\n7 org.blenderfoundation.blender \t0x000000010dd562ca ccl::CPUDevice::thread_render(ccl::DeviceTask&) + 858\n8 org.blenderfoundation.blender \t0x000000010dd55d65 ccl::CPUDevice::task_add(ccl::DeviceTask&)::'lambda'()::operator()() const + 101\n9 org.blenderfoundation.blender \t0x0000000111b3daa3 tbb::internal::function_task<std::__1::function<void ()> >::execute() + 19\n10 org.blenderfoundation.blender \t0x000000010cb73df9 tbb::internal::custom_scheduler<tbb::internal::IntelSchedulerTraits>::process_bypass_loop(tbb::internal::context_guard_helper<false>&, tbb::task*, long) + 377\n11 org.blenderfoundation.blender \t0x000000010cb734e1 tbb::internal::custom_scheduler<tbb::internal::IntelSchedulerTraits>::local_wait_for_all(tbb::task&, tbb::task*) + 257\n12 org.blenderfoundation.blender \t0x000000010cb64945 tbb::internal::arena::process(tbb::internal::generic_scheduler&) + 533\n13 org.blenderfoundation.blender \t0x000000010cb6dc8b tbb::internal::market::process(rml::job&) + 43\n14 org.blenderfoundation.blender \t0x000000010cb6ead8 tbb::internal::rml::private_worker::run() + 184\n15 org.blenderfoundation.blender \t0x000000010cb6ea19 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n16 libsystem_pthread.dylib \t0x00007fff6f900109 _pthread_start + 148\n17 libsystem_pthread.dylib \t0x00007fff6f8fbb8b thread_start + 15\n\nThread 23:\n0 org.blenderfoundation.blender \t0x000000010f3aedfd embree::avx::BVHNIntersector1<4, 1, true, embree::avx::ArrayIntersector1<embree::avx::TriangleMiIntersector1Pluecker<4, 4, true> > >::intersect(embree::Accel::Intersectors const*, embree::RayHitK<1>&, embree::IntersectContext*) + 621\n1 org.blenderfoundation.blender \t0x000000010f95c8bf embree::avx2::InstanceIntersector1::intersect(embree::avx2::InstanceIntersector1::Precalculations const&, embree::RayHitK<1>&, embree::IntersectContext*, embree::InstancePrimitive const&) + 207\n2 org.blenderfoundation.blender \t0x000000010fc2ded8 embree::avx2::BVHNIntersector1<4, 1, false, embree::avx2::ArrayIntersector1<embree::avx2::InstanceIntersector1> >::intersect(embree::Accel::Intersectors const*, embree::RayHitK<1>&, embree::IntersectContext*) + 1128\n3 org.blenderfoundation.blender \t0x000000010e9a5687 rtcIntersect1 + 39\n4 org.blenderfoundation.blender \t0x000000010e226230 ccl::kernel_path_trace(ccl::KernelGlobals*, float*, int, int, int, int, int) + 22992\n5 org.blenderfoundation.blender \t0x000000010e21ab96 ccl::kernel_cpu_avx2_path_trace(ccl::KernelGlobals*, float*, int, int, int, int, int) + 38\n6 org.blenderfoundation.blender \t0x000000010dd56dfd ccl::CPUDevice::render(ccl::DeviceTask&, ccl::RenderTile&, ccl::KernelGlobals*) + 477\n7 org.blenderfoundation.blender \t0x000000010dd562ca ccl::CPUDevice::thread_render(ccl::DeviceTask&) + 858\n8 org.blenderfoundation.blender \t0x000000010dd55d65 ccl::CPUDevice::task_add(ccl::DeviceTask&)::'lambda'()::operator()() const + 101\n9 org.blenderfoundation.blender \t0x0000000111b3daa3 tbb::internal::function_task<std::__1::function<void ()> >::execute() + 19\n10 org.blenderfoundation.blender \t0x000000010cb73df9 tbb::internal::custom_scheduler<tbb::internal::IntelSchedulerTraits>::process_bypass_loop(tbb::internal::context_guard_helper<false>&, tbb::task*, long) + 377\n11 org.blenderfoundation.blender \t0x000000010cb734e1 tbb::internal::custom_scheduler<tbb::internal::IntelSchedulerTraits>::local_wait_for_all(tbb::task&, tbb::task*) + 257\n12 org.blenderfoundation.blender \t0x000000010cb64945 tbb::internal::arena::process(tbb::internal::generic_scheduler&) + 533\n13 org.blenderfoundation.blender \t0x000000010cb6dc8b tbb::internal::market::process(rml::job&) + 43\n14 org.blenderfoundation.blender \t0x000000010cb6ead8 tbb::internal::rml::private_worker::run() + 184\n15 org.blenderfoundation.blender \t0x000000010cb6ea19 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n16 libsystem_pthread.dylib \t0x00007fff6f900109 _pthread_start + 148\n17 libsystem_pthread.dylib \t0x00007fff6f8fbb8b thread_start + 15\n\nThread 24:\n0 org.blenderfoundation.blender \t0x000000010e24e14e ccl::shader_setup_from_ray(ccl::KernelGlobals*, ccl::ShaderData*, ccl::Intersection const*, ccl::Ray const*) + 4446\n1 org.blenderfoundation.blender \t0x000000010e22d2a4 ccl::kernel_path_trace(ccl::KernelGlobals*, float*, int, int, int, int, int) + 51780\n2 org.blenderfoundation.blender \t0x000000010e21ab96 ccl::kernel_cpu_avx2_path_trace(ccl::KernelGlobals*, float*, int, int, int, int, int) + 38\n3 org.blenderfoundation.blender \t0x000000010dd56dfd ccl::CPUDevice::render(ccl::DeviceTask&, ccl::RenderTile&, ccl::KernelGlobals*) + 477\n4 org.blenderfoundation.blender \t0x000000010dd562ca ccl::CPUDevice::thread_render(ccl::DeviceTask&) + 858\n5 org.blenderfoundation.blender \t0x000000010dd55d65 ccl::CPUDevice::task_add(ccl::DeviceTask&)::'lambda'()::operator()() const + 101\n6 org.blenderfoundation.blender \t0x0000000111b3daa3 tbb::internal::function_task<std::__1::function<void ()> >::execute() + 19\n7 org.blenderfoundation.blender \t0x000000010cb73df9 tbb::internal::custom_scheduler<tbb::internal::IntelSchedulerTraits>::process_bypass_loop(tbb::internal::context_guard_helper<false>&, tbb::task*, long) + 377\n8 org.blenderfoundation.blender \t0x000000010cb734e1 tbb::internal::custom_scheduler<tbb::internal::IntelSchedulerTraits>::local_wait_for_all(tbb::task&, tbb::task*) + 257\n9 org.blenderfoundation.blender \t0x000000010cb64945 tbb::internal::arena::process(tbb::internal::generic_scheduler&) + 533\n10 org.blenderfoundation.blender \t0x000000010cb6dc8b tbb::internal::market::process(rml::job&) + 43\n11 org.blenderfoundation.blender \t0x000000010cb6ead8 tbb::internal::rml::private_worker::run() + 184\n12 org.blenderfoundation.blender \t0x000000010cb6ea19 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n13 libsystem_pthread.dylib \t0x00007fff6f900109 _pthread_start + 148\n14 libsystem_pthread.dylib \t0x00007fff6f8fbb8b thread_start + 15\n\nThread 25:\n0 org.blenderfoundation.blender \t0x000000010e26ca17 ccl::svm_eval_nodes(ccl::KernelGlobals*, ccl::ShaderData*, ccl::PathState*, float*, ccl::ShaderType, int) + 439\n1 org.blenderfoundation.blender \t0x000000010e22d535 ccl::kernel_path_trace(ccl::KernelGlobals*, float*, int, int, int, int, int) + 52437\n2 org.blenderfoundation.blender \t0x000000010e21ab96 ccl::kernel_cpu_avx2_path_trace(ccl::KernelGlobals*, float*, int, int, int, int, int) + 38\n3 org.blenderfoundation.blender \t0x000000010dd56dfd ccl::CPUDevice::render(ccl::DeviceTask&, ccl::RenderTile&, ccl::KernelGlobals*) + 477\n4 org.blenderfoundation.blender \t0x000000010dd562ca ccl::CPUDevice::thread_render(ccl::DeviceTask&) + 858\n5 org.blenderfoundation.blender \t0x000000010dd55d65 ccl::CPUDevice::task_add(ccl::DeviceTask&)::'lambda'()::operator()() const + 101\n6 org.blenderfoundation.blender \t0x0000000111b3daa3 tbb::internal::function_task<std::__1::function<void ()> >::execute() + 19\n7 org.blenderfoundation.blender \t0x000000010cb73df9 tbb::internal::custom_scheduler<tbb::internal::IntelSchedulerTraits>::process_bypass_loop(tbb::internal::context_guard_helper<false>&, tbb::task*, long) + 377\n8 org.blenderfoundation.blender \t0x000000010cb734e1 tbb::internal::custom_scheduler<tbb::internal::IntelSchedulerTraits>::local_wait_for_all(tbb::task&, tbb::task*) + 257\n9 org.blenderfoundation.blender \t0x000000010cb64945 tbb::internal::arena::process(tbb::internal::generic_scheduler&) + 533\n10 org.blenderfoundation.blender \t0x000000010cb6dc8b tbb::internal::market::process(rml::job&) + 43\n11 org.blenderfoundation.blender \t0x000000010cb6ead8 tbb::internal::rml::private_worker::run() + 184\n12 org.blenderfoundation.blender \t0x000000010cb6ea19 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n13 libsystem_pthread.dylib \t0x00007fff6f900109 _pthread_start + 148\n14 libsystem_pthread.dylib \t0x00007fff6f8fbb8b thread_start + 15\n\nThread 26:\n0 org.blenderfoundation.blender \t0x000000010f3aefff embree::avx::BVHNIntersector1<4, 1, true, embree::avx::ArrayIntersector1<embree::avx::TriangleMiIntersector1Pluecker<4, 4, true> > >::intersect(embree::Accel::Intersectors const*, embree::RayHitK<1>&, embree::IntersectContext*) + 1135\n1 org.blenderfoundation.blender \t0x000000010f95c8bf embree::avx2::InstanceIntersector1::intersect(embree::avx2::InstanceIntersector1::Precalculations const&, embree::RayHitK<1>&, embree::IntersectContext*, embree::InstancePrimitive const&) + 207\n2 org.blenderfoundation.blender \t0x000000010fc2ded8 embree::avx2::BVHNIntersector1<4, 1, false, embree::avx2::ArrayIntersector1<embree::avx2::InstanceIntersector1> >::intersect(embree::Accel::Intersectors const*, embree::RayHitK<1>&, embree::IntersectContext*) + 1128\n3 org.blenderfoundation.blender \t0x000000010e9a5687 rtcIntersect1 + 39\n4 org.blenderfoundation.blender \t0x000000010e226230 ccl::kernel_path_trace(ccl::KernelGlobals*, float*, int, int, int, int, int) + 22992\n5 org.blenderfoundation.blender \t0x000000010e21ab96 ccl::kernel_cpu_avx2_path_trace(ccl::KernelGlobals*, float*, int, int, int, int, int) + 38\n6 org.blenderfoundation.blender \t0x000000010dd56dfd ccl::CPUDevice::render(ccl::DeviceTask&, ccl::RenderTile&, ccl::KernelGlobals*) + 477\n7 org.blenderfoundation.blender \t0x000000010dd562ca ccl::CPUDevice::thread_render(ccl::DeviceTask&) + 858\n8 org.blenderfoundation.blender \t0x000000010dd55d65 ccl::CPUDevice::task_add(ccl::DeviceTask&)::'lambda'()::operator()() const + 101\n9 org.blenderfoundation.blender \t0x0000000111b3daa3 tbb::internal::function_task<std::__1::function<void ()> >::execute() + 19\n10 org.blenderfoundation.blender \t0x000000010cb73df9 tbb::internal::custom_scheduler<tbb::internal::IntelSchedulerTraits>::process_bypass_loop(tbb::internal::context_guard_helper<false>&, tbb::task*, long) + 377\n11 org.blenderfoundation.blender \t0x000000010cb734e1 tbb::internal::custom_scheduler<tbb::internal::IntelSchedulerTraits>::local_wait_for_all(tbb::task&, tbb::task*) + 257\n12 org.blenderfoundation.blender \t0x000000010cb64945 tbb::internal::arena::process(tbb::internal::generic_scheduler&) + 533\n13 org.blenderfoundation.blender \t0x000000010cb6dc8b tbb::internal::market::process(rml::job&) + 43\n14 org.blenderfoundation.blender \t0x000000010cb6ead8 tbb::internal::rml::private_worker::run() + 184\n15 org.blenderfoundation.blender \t0x000000010cb6ea19 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n16 libsystem_pthread.dylib \t0x00007fff6f900109 _pthread_start + 148\n17 libsystem_pthread.dylib \t0x00007fff6f8fbb8b thread_start + 15\n\nThread 27:\n0 org.blenderfoundation.blender \t0x000000010e21ab7f ccl::kernel_cpu_avx2_path_trace(ccl::KernelGlobals*, float*, int, int, int, int, int) + 15\n1 org.blenderfoundation.blender \t0x000000010dd56dfd ccl::CPUDevice::render(ccl::DeviceTask&, ccl::RenderTile&, ccl::KernelGlobals*) + 477\n2 org.blenderfoundation.blender \t0x000000010dd562ca ccl::CPUDevice::thread_render(ccl::DeviceTask&) + 858\n3 org.blenderfoundation.blender \t0x000000010dd55d65 ccl::CPUDevice::task_add(ccl::DeviceTask&)::'lambda'()::operator()() const + 101\n4 org.blenderfoundation.blender \t0x0000000111b3daa3 tbb::internal::function_task<std::__1::function<void ()> >::execute() + 19\n5 org.blenderfoundation.blender \t0x000000010cb73df9 tbb::internal::custom_scheduler<tbb::internal::IntelSchedulerTraits>::process_bypass_loop(tbb::internal::context_guard_helper<false>&, tbb::task*, long) + 377\n6 org.blenderfoundation.blender \t0x000000010cb734e1 tbb::internal::custom_scheduler<tbb::internal::IntelSchedulerTraits>::local_wait_for_all(tbb::task&, tbb::task*) + 257\n7 org.blenderfoundation.blender \t0x000000010cb64945 tbb::internal::arena::process(tbb::internal::generic_scheduler&) + 533\n8 org.blenderfoundation.blender \t0x000000010cb6dc8b tbb::internal::market::process(rml::job&) + 43\n9 org.blenderfoundation.blender \t0x000000010cb6ead8 tbb::internal::rml::private_worker::run() + 184\n10 org.blenderfoundation.blender \t0x000000010cb6ea19 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n11 libsystem_pthread.dylib \t0x00007fff6f900109 _pthread_start + 148\n12 libsystem_pthread.dylib \t0x00007fff6f8fbb8b thread_start + 15\n\nThread 28:\n0 org.blenderfoundation.blender \t0x000000010e2f1fe8 ccl::kernel_path_surface_bounce(ccl::KernelGlobals*, ccl::ShaderData*, ccl::float3*, ccl::PathState*, ccl::PathRadianceState*, ccl::Ray*) + 44440\n1 org.blenderfoundation.blender \t0x000000010e233093 ccl::kernel_path_trace(ccl::KernelGlobals*, float*, int, int, int, int, int) + 75827\n2 org.blenderfoundation.blender \t0x000000010e21ab96 ccl::kernel_cpu_avx2_path_trace(ccl::KernelGlobals*, float*, int, int, int, int, int) + 38\n3 org.blenderfoundation.blender \t0x000000010dd56dfd ccl::CPUDevice::render(ccl::DeviceTask&, ccl::RenderTile&, ccl::KernelGlobals*) + 477\n4 org.blenderfoundation.blender \t0x000000010dd562ca ccl::CPUDevice::thread_render(ccl::DeviceTask&) + 858\n5 org.blenderfoundation.blender \t0x000000010dd55d65 ccl::CPUDevice::task_add(ccl::DeviceTask&)::'lambda'()::operator()() const + 101\n6 org.blenderfoundation.blender \t0x0000000111b3daa3 tbb::internal::function_task<std::__1::function<void ()> >::execute() + 19\n7 org.blenderfoundation.blender \t0x000000010cb73df9 tbb::internal::custom_scheduler<tbb::internal::IntelSchedulerTraits>::process_bypass_loop(tbb::internal::context_guard_helper<false>&, tbb::task*, long) + 377\n8 org.blenderfoundation.blender \t0x000000010cb734e1 tbb::internal::custom_scheduler<tbb::internal::IntelSchedulerTraits>::local_wait_for_all(tbb::task&, tbb::task*) + 257\n9 org.blenderfoundation.blender \t0x000000010cb64945 tbb::internal::arena::process(tbb::internal::generic_scheduler&) + 533\n10 org.blenderfoundation.blender \t0x000000010cb6dc8b tbb::internal::market::process(rml::job&) + 43\n11 org.blenderfoundation.blender \t0x000000010cb6ead8 tbb::internal::rml::private_worker::run() + 184\n12 org.blenderfoundation.blender \t0x000000010cb6ea19 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n13 libsystem_pthread.dylib \t0x00007fff6f900109 _pthread_start + 148\n14 libsystem_pthread.dylib \t0x00007fff6f8fbb8b thread_start + 15\n\nThread 29:\n0 org.blenderfoundation.blender \t0x000000010f3aef6a embree::avx::BVHNIntersector1<4, 1, true, embree::avx::ArrayIntersector1<embree::avx::TriangleMiIntersector1Pluecker<4, 4, true> > >::intersect(embree::Accel::Intersectors const*, embree::RayHitK<1>&, embree::IntersectContext*) + 986\n1 org.blenderfoundation.blender \t0x000000010f95c8bf embree::avx2::InstanceIntersector1::intersect(embree::avx2::InstanceIntersector1::Precalculations const&, embree::RayHitK<1>&, embree::IntersectContext*, embree::InstancePrimitive const&) + 207\n2 org.blenderfoundation.blender \t0x000000010fc2ded8 embree::avx2::BVHNIntersector1<4, 1, false, embree::avx2::ArrayIntersector1<embree::avx2::InstanceIntersector1> >::intersect(embree::Accel::Intersectors const*, embree::RayHitK<1>&, embree::IntersectContext*) + 1128\n3 org.blenderfoundation.blender \t0x000000010e9a5687 rtcIntersect1 + 39\n4 org.blenderfoundation.blender \t0x000000010e2d31e5 ccl::shadow_blocked_opaque(ccl::KernelGlobals*, ccl::ShaderData*, ccl::PathState*, unsigned int, ccl::Ray*, ccl::Intersection*, ccl::float3*) + 501\n5 org.blenderfoundation.blender \t0x000000010e253eca ccl::kernel_branched_path_surface_connect_light(ccl::KernelGlobals*, ccl::ShaderData*, ccl::ShaderData*, ccl::PathState*, ccl::float3, float, ccl::PathRadiance*, int) + 5130\n6 org.blenderfoundation.blender \t0x000000010e23305f ccl::kernel_path_trace(ccl::KernelGlobals*, float*, int, int, int, int, int) + 75775\n7 org.blenderfoundation.blender \t0x000000010e21ab96 ccl::kernel_cpu_avx2_path_trace(ccl::KernelGlobals*, float*, int, int, int, int, int) + 38\n8 org.blenderfoundation.blender \t0x000000010dd56dfd ccl::CPUDevice::render(ccl::DeviceTask&, ccl::RenderTile&, ccl::KernelGlobals*) + 477\n9 org.blenderfoundation.blender \t0x000000010dd562ca ccl::CPUDevice::thread_render(ccl::DeviceTask&) + 858\n10 org.blenderfoundation.blender \t0x000000010dd55d65 ccl::CPUDevice::task_add(ccl::DeviceTask&)::'lambda'()::operator()() const + 101\n11 org.blenderfoundation.blender \t0x0000000111b3daa3 tbb::internal::function_task<std::__1::function<void ()> >::execute() + 19\n12 org.blenderfoundation.blender \t0x000000010cb73df9 tbb::internal::custom_scheduler<tbb::internal::IntelSchedulerTraits>::process_bypass_loop(tbb::internal::context_guard_helper<false>&, tbb::task*, long) + 377\n13 org.blenderfoundation.blender \t0x000000010cb734e1 tbb::internal::custom_scheduler<tbb::internal::IntelSchedulerTraits>::local_wait_for_all(tbb::task&, tbb::task*) + 257\n14 org.blenderfoundation.blender \t0x000000010cb64945 tbb::internal::arena::process(tbb::internal::generic_scheduler&) + 533\n15 org.blenderfoundation.blender \t0x000000010cb6dc8b tbb::internal::market::process(rml::job&) + 43\n16 org.blenderfoundation.blender \t0x000000010cb6ead8 tbb::internal::rml::private_worker::run() + 184\n17 org.blenderfoundation.blender \t0x000000010cb6ea19 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n18 libsystem_pthread.dylib \t0x00007fff6f900109 _pthread_start + 148\n19 libsystem_pthread.dylib \t0x00007fff6f8fbb8b thread_start + 15\n\nThread 30:\n0 org.blenderfoundation.blender \t0x000000010e2c7a1b ccl::light_sample(ccl::KernelGlobals*, int, float, float, float, ccl::float3, int, ccl::LightSample*) + 8267\n1 org.blenderfoundation.blender \t0x000000010e253cfc ccl::kernel_branched_path_surface_connect_light(ccl::KernelGlobals*, ccl::ShaderData*, ccl::ShaderData*, ccl::PathState*, ccl::float3, float, ccl::PathRadiance*, int) + 4668\n2 org.blenderfoundation.blender \t0x000000010e23305f ccl::kernel_path_trace(ccl::KernelGlobals*, float*, int, int, int, int, int) + 75775\n3 org.blenderfoundation.blender \t0x000000010e21ab96 ccl::kernel_cpu_avx2_path_trace(ccl::KernelGlobals*, float*, int, int, int, int, int) + 38\n4 org.blenderfoundation.blender \t0x000000010dd56dfd ccl::CPUDevice::render(ccl::DeviceTask&, ccl::RenderTile&, ccl::KernelGlobals*) + 477\n5 org.blenderfoundation.blender \t0x000000010dd562ca ccl::CPUDevice::thread_render(ccl::DeviceTask&) + 858\n6 org.blenderfoundation.blender \t0x000000010dd55d65 ccl::CPUDevice::task_add(ccl::DeviceTask&)::'lambda'()::operator()() const + 101\n7 org.blenderfoundation.blender \t0x0000000111b3daa3 tbb::internal::function_task<std::__1::function<void ()> >::execute() + 19\n8 org.blenderfoundation.blender \t0x000000010cb73df9 tbb::internal::custom_scheduler<tbb::internal::IntelSchedulerTraits>::process_bypass_loop(tbb::internal::context_guard_helper<false>&, tbb::task*, long) + 377\n9 org.blenderfoundation.blender \t0x000000010cb734e1 tbb::internal::custom_scheduler<tbb::internal::IntelSchedulerTraits>::local_wait_for_all(tbb::task&, tbb::task*) + 257\n10 org.blenderfoundation.blender \t0x000000010cb64945 tbb::internal::arena::process(tbb::internal::generic_scheduler&) + 533\n11 org.blenderfoundation.blender \t0x000000010cb6dc8b tbb::internal::market::process(rml::job&) + 43\n12 org.blenderfoundation.blender \t0x000000010cb6ead8 tbb::internal::rml::private_worker::run() + 184\n13 org.blenderfoundation.blender \t0x000000010cb6ea19 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n14 libsystem_pthread.dylib \t0x00007fff6f900109 _pthread_start + 148\n15 libsystem_pthread.dylib \t0x00007fff6f8fbb8b thread_start + 15\n\nThread 31:\n0 org.blenderfoundation.blender \t0x000000010e9adb01 rtcGetGeometry + 17\n1 org.blenderfoundation.blender \t0x000000010e22aaf7 ccl::kernel_path_trace(ccl::KernelGlobals*, float*, int, int, int, int, int) + 41623\n2 org.blenderfoundation.blender \t0x000000010e21ab96 ccl::kernel_cpu_avx2_path_trace(ccl::KernelGlobals*, float*, int, int, int, int, int) + 38\n3 org.blenderfoundation.blender \t0x000000010dd56dfd ccl::CPUDevice::render(ccl::DeviceTask&, ccl::RenderTile&, ccl::KernelGlobals*) + 477\n4 org.blenderfoundation.blender \t0x000000010dd562ca ccl::CPUDevice::thread_render(ccl::DeviceTask&) + 858\n5 org.blenderfoundation.blender \t0x000000010dd55d65 ccl::CPUDevice::task_add(ccl::DeviceTask&)::'lambda'()::operator()() const + 101\n6 org.blenderfoundation.blender \t0x0000000111b3daa3 tbb::internal::function_task<std::__1::function<void ()> >::execute() + 19\n7 org.blenderfoundation.blender \t0x000000010cb73df9 tbb::internal::custom_scheduler<tbb::internal::IntelSchedulerTraits>::process_bypass_loop(tbb::internal::context_guard_helper<false>&, tbb::task*, long) + 377\n8 org.blenderfoundation.blender \t0x000000010cb734e1 tbb::internal::custom_scheduler<tbb::internal::IntelSchedulerTraits>::local_wait_for_all(tbb::task&, tbb::task*) + 257\n9 org.blenderfoundation.blender \t0x000000010cb64945 tbb::internal::arena::process(tbb::internal::generic_scheduler&) + 533\n10 org.blenderfoundation.blender \t0x000000010cb6dc8b tbb::internal::market::process(rml::job&) + 43\n11 org.blenderfoundation.blender \t0x000000010cb6ead8 tbb::internal::rml::private_worker::run() + 184\n12 org.blenderfoundation.blender \t0x000000010cb6ea19 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n13 libsystem_pthread.dylib \t0x00007fff6f900109 _pthread_start + 148\n14 libsystem_pthread.dylib \t0x00007fff6f8fbb8b thread_start + 15\n\nThread 32:\n0 org.blenderfoundation.blender \t0x000000010e22606b ccl::kernel_path_trace(ccl::KernelGlobals*, float*, int, int, int, int, int) + 22539\n1 org.blenderfoundation.blender \t0x000000010e21ab96 ccl::kernel_cpu_avx2_path_trace(ccl::KernelGlobals*, float*, int, int, int, int, int) + 38\n2 org.blenderfoundation.blender \t0x000000010dd56dfd ccl::CPUDevice::render(ccl::DeviceTask&, ccl::RenderTile&, ccl::KernelGlobals*) + 477\n3 org.blenderfoundation.blender \t0x000000010dd562ca ccl::CPUDevice::thread_render(ccl::DeviceTask&) + 858\n4 org.blenderfoundation.blender \t0x000000010dd55d65 ccl::CPUDevice::task_add(ccl::DeviceTask&)::'lambda'()::operator()() const + 101\n5 org.blenderfoundation.blender \t0x0000000111b3daa3 tbb::internal::function_task<std::__1::function<void ()> >::execute() + 19\n6 org.blenderfoundation.blender \t0x000000010cb73df9 tbb::internal::custom_scheduler<tbb::internal::IntelSchedulerTraits>::process_bypass_loop(tbb::internal::context_guard_helper<false>&, tbb::task*, long) + 377\n7 org.blenderfoundation.blender \t0x000000010cb734e1 tbb::internal::custom_scheduler<tbb::internal::IntelSchedulerTraits>::local_wait_for_all(tbb::task&, tbb::task*) + 257\n8 org.blenderfoundation.blender \t0x000000010cb64945 tbb::internal::arena::process(tbb::internal::generic_scheduler&) + 533\n9 org.blenderfoundation.blender \t0x000000010cb6dc8b tbb::internal::market::process(rml::job&) + 43\n10 org.blenderfoundation.blender \t0x000000010cb6ead8 tbb::internal::rml::private_worker::run() + 184\n11 org.blenderfoundation.blender \t0x000000010cb6ea19 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n12 libsystem_pthread.dylib \t0x00007fff6f900109 _pthread_start + 148\n13 libsystem_pthread.dylib \t0x00007fff6f8fbb8b thread_start + 15\n\nThread 33:\n0 org.blenderfoundation.blender \t0x000000010e252d0b ccl::kernel_branched_path_surface_connect_light(ccl::KernelGlobals*, ccl::ShaderData*, ccl::ShaderData*, ccl::PathState*, ccl::float3, float, ccl::PathRadiance*, int) + 587\n1 org.blenderfoundation.blender \t0x000000010e23305f ccl::kernel_path_trace(ccl::KernelGlobals*, float*, int, int, int, int, int) + 75775\n2 org.blenderfoundation.blender \t0x000000010e21ab96 ccl::kernel_cpu_avx2_path_trace(ccl::KernelGlobals*, float*, int, int, int, int, int) + 38\n3 org.blenderfoundation.blender \t0x000000010dd56dfd ccl::CPUDevice::render(ccl::DeviceTask&, ccl::RenderTile&, ccl::KernelGlobals*) + 477\n4 org.blenderfoundation.blender \t0x000000010dd562ca ccl::CPUDevice::thread_render(ccl::DeviceTask&) + 858\n5 org.blenderfoundation.blender \t0x000000010dd55d65 ccl::CPUDevice::task_add(ccl::DeviceTask&)::'lambda'()::operator()() const + 101\n6 org.blenderfoundation.blender \t0x0000000111b3daa3 tbb::internal::function_task<std::__1::function<void ()> >::execute() + 19\n7 org.blenderfoundation.blender \t0x000000010cb73df9 tbb::internal::custom_scheduler<tbb::internal::IntelSchedulerTraits>::process_bypass_loop(tbb::internal::context_guard_helper<false>&, tbb::task*, long) + 377\n8 org.blenderfoundation.blender \t0x000000010cb734e1 tbb::internal::custom_scheduler<tbb::internal::IntelSchedulerTraits>::local_wait_for_all(tbb::task&, tbb::task*) + 257\n9 org.blenderfoundation.blender \t0x000000010cb64945 tbb::internal::arena::process(tbb::internal::generic_scheduler&) + 533\n10 org.blenderfoundation.blender \t0x000000010cb6dc8b tbb::internal::market::process(rml::job&) + 43\n11 org.blenderfoundation.blender \t0x000000010cb6ead8 tbb::internal::rml::private_worker::run() + 184\n12 org.blenderfoundation.blender \t0x000000010cb6ea19 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n13 libsystem_pthread.dylib \t0x00007fff6f900109 _pthread_start + 148\n14 libsystem_pthread.dylib \t0x00007fff6f8fbb8b thread_start + 15\n\nThread 34:: com.apple.NSEventThread\n0 libsystem_kernel.dylib \t0x00007fff6f83cdfa mach_msg_trap + 10\n1 libsystem_kernel.dylib \t0x00007fff6f83d170 mach_msg + 60\n2 com.apple.CoreFoundation \t0x00007fff3568bef5 __CFRunLoopServiceMachPort + 247\n3 com.apple.CoreFoundation \t0x00007fff3568a9c2 __CFRunLoopRun + 1319\n4 com.apple.CoreFoundation \t0x00007fff35689e3e CFRunLoopRunSpecific + 462\n5 com.apple.AppKit \t0x00007fff32a9d954 _NSEventThread + 132\n6 libsystem_pthread.dylib \t0x00007fff6f900109 _pthread_start + 148\n7 libsystem_pthread.dylib \t0x00007fff6f8fbb8b thread_start + 15\n\nThread 35:\n0 org.blenderfoundation.blender \t0x000000010f3aef6a embree::avx::BVHNIntersector1<4, 1, true, embree::avx::ArrayIntersector1<embree::avx::TriangleMiIntersector1Pluecker<4, 4, true> > >::intersect(embree::Accel::Intersectors const*, embree::RayHitK<1>&, embree::IntersectContext*) + 986\n1 org.blenderfoundation.blender \t0x000000010f95c8bf embree::avx2::InstanceIntersector1::intersect(embree::avx2::InstanceIntersector1::Precalculations const&, embree::RayHitK<1>&, embree::IntersectContext*, embree::InstancePrimitive const&) + 207\n2 org.blenderfoundation.blender \t0x000000010fc2ded8 embree::avx2::BVHNIntersector1<4, 1, false, embree::avx2::ArrayIntersector1<embree::avx2::InstanceIntersector1> >::intersect(embree::Accel::Intersectors const*, embree::RayHitK<1>&, embree::IntersectContext*) + 1128\n3 org.blenderfoundation.blender \t0x000000010e9a5687 rtcIntersect1 + 39\n4 org.blenderfoundation.blender \t0x000000010e226230 ccl::kernel_path_trace(ccl::KernelGlobals*, float*, int, int, int, int, int) + 22992\n5 org.blenderfoundation.blender \t0x000000010e21ab96 ccl::kernel_cpu_avx2_path_trace(ccl::KernelGlobals*, float*, int, int, int, int, int) + 38\n6 org.blenderfoundation.blender \t0x000000010dd56dfd ccl::CPUDevice::render(ccl::DeviceTask&, ccl::RenderTile&, ccl::KernelGlobals*) + 477\n7 org.blenderfoundation.blender \t0x000000010dd562ca ccl::CPUDevice::thread_render(ccl::DeviceTask&) + 858\n8 org.blenderfoundation.blender \t0x000000010dd55d65 ccl::CPUDevice::task_add(ccl::DeviceTask&)::'lambda'()::operator()() const + 101\n9 org.blenderfoundation.blender \t0x0000000111b3daa3 tbb::internal::function_task<std::__1::function<void ()> >::execute() + 19\n10 org.blenderfoundation.blender \t0x000000010cb73df9 tbb::internal::custom_scheduler<tbb::internal::IntelSchedulerTraits>::process_bypass_loop(tbb::internal::context_guard_helper<false>&, tbb::task*, long) + 377\n11 org.blenderfoundation.blender \t0x000000010cb734e1 tbb::internal::custom_scheduler<tbb::internal::IntelSchedulerTraits>::local_wait_for_all(tbb::task&, tbb::task*) + 257\n12 org.blenderfoundation.blender \t0x000000010e9de768 tbb::internal::task_group_base::wait() + 24\n13 org.blenderfoundation.blender \t0x0000000111b3cbe2 ccl::TaskPool::wait_work(ccl::TaskPool::Summary*) + 18\n14 org.blenderfoundation.blender \t0x000000010e912434 ccl::Session::run_cpu() + 1444\n15 org.blenderfoundation.blender \t0x000000010e90f74a ccl::Session::run() + 314\n16 org.blenderfoundation.blender \t0x0000000111b3dde5 ccl::thread::run(void*) + 37\n17 libsystem_pthread.dylib \t0x00007fff6f900109 _pthread_start + 148\n18 libsystem_pthread.dylib \t0x00007fff6f8fbb8b thread_start + 15\n\nThread 36:: com.apple.audio.IOThread.client\n0 libsystem_kernel.dylib \t0x00007fff6f83cdfa mach_msg_trap + 10\n1 libsystem_kernel.dylib \t0x00007fff6f83d170 mach_msg + 60\n2 com.apple.audio.CoreAudio \t0x00007fff34d6dc75 HALB_MachPort::SendSimpleMessageWithSimpleReply(unsigned int, unsigned int, int, int&, bool, unsigned int) + 111\n3 com.apple.audio.CoreAudio \t0x00007fff34c69f18 invocation function for block in HALC_ProxyIOContext::HALC_ProxyIOContext(unsigned int, unsigned int) + 2677\n4 com.apple.audio.CoreAudio \t0x00007fff34d9dc22 HALB_IOThread::Entry(void*) + 72\n5 libsystem_pthread.dylib \t0x00007fff6f900109 _pthread_start + 148\n6 libsystem_pthread.dylib \t0x00007fff6f8fbb8b thread_start + 15\n\nThread 37:\n0 libsystem_pthread.dylib \t0x00007fff6f8fbb68 start_wqthread + 0\n\nThread 38:\n0 libsystem_pthread.dylib \t0x00007fff6f8fbb68 start_wqthread + 0\n\nThread 39:\n0 libsystem_pthread.dylib \t0x00007fff6f8fbb68 start_wqthread + 0\n\nThread 40:\n0 libsystem_pthread.dylib \t0x00007fff6f8fbb68 start_wqthread + 0\n\nThread 41:\n0 libsystem_pthread.dylib \t0x00007fff6f8fbb68 start_wqthread + 0\n\nThread 42:\n0 libsystem_pthread.dylib \t0x00007fff6f8fbb68 start_wqthread + 0\n\nThread 1 crashed with X86 Thread State (64-bit):\n```\nrax: 0x000000000000000e rbx: 0x000060000067c0e0 rcx: 0x0000700004cf5f08 rdx: 0x000000008a871064\nrdi: 0x0000000000002903 rsi: 0xffffffffffffffff rbp: 0x0000700004cf5f20 rsp: 0x0000700004cf5f08\n r8: 0x0000000000000154 r9: 0x00000000000007fb r10: 0x000000000000009a r11: 0x0000000000000246\nr12: 0x0000000000000000 r13: 0x0000000000000000 r14: 0x000060000067c0e0 r15: 0xffffffffffffffff\nrip: 0x00007fff6f83ce36 rfl: 0x0000000000000246 cr2: 0x00007fc81c403004\n\n```\nLogical CPU: 0\nError Code: 0x01000024\nTrap Number: 133\n\n\nBinary Images:\n 0x10c6f8000 - 0x116b9ef5f +org.blenderfoundation.blender (2.90.1 - 2.90.1 2020-09-23) <E1541495-045F-3CD5-9FE1-B0121E08C093> /Applications/Blender.app/Contents/MacOS/Blender\n 0x11d6e7000 - 0x11d753ffb +libomp.dylib (0) <535E76BC-1650-3651-9C62-97A995647107> /Applications/Blender.app/Contents/Resources/lib/libomp.dylib\n 0x11f408000 - 0x11f40cfff com.apple.audio.AppleGFXHDAHALPlugIn (100.1.429 - 100.1.429) <1D6B41CB-95E2-34B8-88B8-B1AFE0B6BF61> /System/Library/Extensions/AppleGFXHDA.kext/Contents/PlugIns/AppleGFXHDAHALPlugIn.bundle/Contents/MacOS/AppleGFXHDAHALPlugIn\n 0x12153c000 - 0x121695ff7 com.apple.audio.units.Components (1.14 - 1.14) <EC8C35EE-35EB-3AE8-8500-431DC3CF9BD3> /System/Library/Components/CoreAudio.component/Contents/MacOS/CoreAudio\n 0x1216c8000 - 0x121b28fff com.apple.audio.AudioDSPComponents (1.0 - 1) <F84D78A6-A8F1-3A07-BEB7-306455FDD65A> /System/Library/Components/AudioDSP.component/Contents/MacOS/AudioDSP\n 0x121b95000 - 0x121b98047 libobjc-trampolines.dylib (787.1) <88F9B648-C455-36F8-BBB9-7D1A9F57D073> /usr/lib/libobjc-trampolines.dylib\n 0x121eb6000 - 0x121fd7ff7 com.apple.AMDRadeonX5000GLDriver (3.10.18 - 3.1.0) <56166645-6F7A-3F21-B0D2-6914C31224F4> /System/Library/Extensions/AMDRadeonX5000GLDriver.bundle/Contents/MacOS/AMDRadeonX5000GLDriver\n 0x1236a3000 - 0x1236a4ff7 +_heapq.cpython-37m-darwin.so (0) <20086BF0-0130-3463-B824-F98C6D51BE39> /Applications/Blender.app/Contents/Resources/2.90/python/lib/python3.7/lib-dynload/_heapq.cpython-37m-darwin.so\n 0x1237ed000 - 0x1237f3ffb +_json.cpython-37m-darwin.so (0) <6C52949D-6062-3DBB-8601-8FC34D195603> /Applications/Blender.app/Contents/Resources/2.90/python/lib/python3.7/lib-dynload/_json.cpython-37m-darwin.so\n 0x12383c000 - 0x123aec81b +_ssl.cpython-37m-darwin.so (0) <354522B6-4702-3B5C-BA0E-AB7A4E479091> /Applications/Blender.app/Contents/Resources/2.90/python/lib/python3.7/lib-dynload/_ssl.cpython-37m-darwin.so\n 0x123bb6000 - 0x123bbfffb +_socket.cpython-37m-darwin.so (0) <A4DDE5D0-B31B-3A17-82BE-4532FC9BCDA3> /Applications/Blender.app/Contents/Resources/2.90/python/lib/python3.7/lib-dynload/_socket.cpython-37m-darwin.so\n 0x123c12000 - 0x123c17ffb +math.cpython-37m-darwin.so (0) <F76ADA60-2AAA-34A7-BB31-26405F501673> /Applications/Blender.app/Contents/Resources/2.90/python/lib/python3.7/lib-dynload/math.cpython-37m-darwin.so\n 0x123c24000 - 0x123c27fff +select.cpython-37m-darwin.so (0) <02400D4C-4C27-3FCA-B63B-7F29026E1FB1> /Applications/Blender.app/Contents/Resources/2.90/python/lib/python3.7/lib-dynload/select.cpython-37m-darwin.so\n 0x123c32000 - 0x123c36ff3 +_struct.cpython-37m-darwin.so (0) <AFC22996-5DC5-3B8F-B881-06BF3CE37AA9> /Applications/Blender.app/Contents/Resources/2.90/python/lib/python3.7/lib-dynload/_struct.cpython-37m-darwin.so\n 0x123c44000 - 0x123c4aff7 +binascii.cpython-37m-darwin.so (0) <03796BF6-3DC5-3C9B-9D69-32549A2602EB> /Applications/Blender.app/Contents/Resources/2.90/python/lib/python3.7/lib-dynload/binascii.cpython-37m-darwin.so\n 0x123cd3000 - 0x123cd3ffb +_bisect.cpython-37m-darwin.so (0) <1F871C75-B7E3-3531-B4FD-9127E49825DD> /Applications/Blender.app/Contents/Resources/2.90/python/lib/python3.7/lib-dynload/_bisect.cpython-37m-darwin.so\n 0x123cdb000 - 0x123ef411b +_hashlib.cpython-37m-darwin.so (0) <C9C14775-5B8E-3512-98E0-537BF4984A54> /Applications/Blender.app/Contents/Resources/2.90/python/lib/python3.7/lib-dynload/_hashlib.cpython-37m-darwin.so\n 0x123f8d000 - 0x123f92ff3 +_blake2.cpython-37m-darwin.so (0) <7FD886EF-36D2-329A-B8CE-AAF09D7269E8> /Applications/Blender.app/Contents/Resources/2.90/python/lib/python3.7/lib-dynload/_blake2.cpython-37m-darwin.so\n 0x123f9c000 - 0x123facff3 +_sha3.cpython-37m-darwin.so (0) <D7698BDC-8C9A-3198-81AD-6044B3FFB378> /Applications/Blender.app/Contents/Resources/2.90/python/lib/python3.7/lib-dynload/_sha3.cpython-37m-darwin.so\n 0x124037000 - 0x124038ffb +_random.cpython-37m-darwin.so (0) <6EA0F0A9-EB67-39B1-8BC9-CD20C494E8F6> /Applications/Blender.app/Contents/Resources/2.90/python/lib/python3.7/lib-dynload/_random.cpython-37m-darwin.so\n 0x124040000 - 0x12404eff3 +_datetime.cpython-37m-darwin.so (0) <87D99FDA-6F48-3410-B90A-CD992418681B> /Applications/Blender.app/Contents/Resources/2.90/python/lib/python3.7/lib-dynload/_datetime.cpython-37m-darwin.so\n 0x1240de000 - 0x1240f0fff +zlib.cpython-37m-darwin.so (0) <8EF3CAAD-13A3-3C17-B25F-8F3D16F65850> /Applications/Blender.app/Contents/Resources/2.90/python/lib/python3.7/lib-dynload/zlib.cpython-37m-darwin.so\n 0x12413b000 - 0x124151ffb +_bz2.cpython-37m-darwin.so (0) <E0F8E75D-B92D-3624-ABAE-FAC3B29181F2> /Applications/Blender.app/Contents/Resources/2.90/python/lib/python3.7/lib-dynload/_bz2.cpython-37m-darwin.so\n 0x12415c000 - 0x12418aff7 +_lzma.cpython-37m-darwin.so (0) <B82293C1-035E-3C19-B6E1-E93BEB44DA1B> /Applications/Blender.app/Contents/Resources/2.90/python/lib/python3.7/lib-dynload/_lzma.cpython-37m-darwin.so\n 0x124199000 - 0x124199ffb +grp.cpython-37m-darwin.so (0) <DEEAC15B-[D65](D65)-3D28-9F79-32426A8C67B7> /Applications/Blender.app/Contents/Resources/2.90/python/lib/python3.7/lib-dynload/grp.cpython-37m-darwin.so\n 0x1241a1000 - 0x1241a1ff3 +_scproxy.cpython-37m-darwin.so (0) <9673CE7F-B1B9-3C49-96D2-D03BFEB345AE> /Applications/Blender.app/Contents/Resources/2.90/python/lib/python3.7/lib-dynload/_scproxy.cpython-37m-darwin.so\n 0x1241e9000 - 0x1241eafff +_posixsubprocess.cpython-37m-darwin.so (0) <3DC85D51-0860-37D2-9F6A-0AD91A2595CE> /Applications/Blender.app/Contents/Resources/2.90/python/lib/python3.7/lib-dynload/_posixsubprocess.cpython-37m-darwin.so\n 0x1248f2000 - 0x1249f0ffb +unicodedata.cpython-37m-darwin.so (0) <E65B37DA-33D3-364E-A794-CFAAC682C392> /Applications/Blender.app/Contents/Resources/2.90/python/lib/python3.7/lib-dynload/unicodedata.cpython-37m-darwin.so\n 0x124cbc000 - 0x124cbdfff +_queue.cpython-37m-darwin.so (0) <2E95FB49-FE7E-3065-A632-9E7EBE8D25EA> /Applications/Blender.app/Contents/Resources/2.90/python/lib/python3.7/lib-dynload/_queue.cpython-37m-darwin.so\n 0x12531b000 - 0x1253acf47 dyld (750.6) <1D318D60-C9B0-3511-BE9C-82AFD2EF930D> /usr/lib/dyld\n 0x12ba2d000 - 0x12ba33fff +array.cpython-37m-darwin.so (0) <13F2F1B6-3644-36EB-A680-74EBC5DCE26F> /Applications/Blender.app/Contents/Resources/2.90/python/lib/python3.7/lib-dynload/array.cpython-37m-darwin.so\n 0x12be23000 - 0x12be25ff3 com.apple.CloudDocsFileProvider (1.0 - 698.17) <C03D572A-4C6B-3DFA-8AA9-064B4808BA72> /System/Library/Frameworks/FileProvider.framework/OverrideBundles/CloudDocsFileProvider.bundle/Contents/MacOS/CloudDocsFileProvider\n 0x12be2e000 - 0x12be31fff com.apple.FileProviderOverride (304.1 - 304.1) <FF452DA5-75BC-3EF3-B372-F4FD9B7D57B9> /System/Library/Frameworks/FileProvider.framework/OverrideBundles/FileProviderOverride.bundle/Contents/MacOS/FileProviderOverride\n 0x12be3a000 - 0x12be51ffb com.apple.findersync.fileprovideroverride.FinderSyncCollaborationFileProviderOverride (1.0 - 1298.6.2) <E457A2FD-E5D8-3B85-B5FA-BF01EE9D6C09> /System/Library/Frameworks/FileProvider.framework/OverrideBundles/FinderSyncCollaborationFileProviderOverride.bundle/Contents/MacOS/FinderSyncCollaborationFileProviderOverride\n 0x7fff286fa000 - 0x7fff28947ff8 com.apple.RawCamera.bundle (9.02.0 - 1350.29) <59F81722-039E-33F5-A20E-936E997575A3> /System/Library/CoreServices/RawCamera.bundle/Contents/MacOS/RawCamera\n 0x7fff28ab0000 - 0x7fff28ae6fff ATIRadeonX5000SCLib.dylib (3.10.18) <BC9FA5E9-F379-3402-A61F-28AAED229552> /System/Library/Extensions/AMDRadeonX5000GLDriver.bundle/Contents/MacOS/ATIRadeonX5000SCLib.dylib\n 0x7fff28ae7000 - 0x7fff28d67ff8 com.apple.AMDRadeonX5000MTLDriver (3.10.18 - 3.1.0) <41D34EDA-5541-3FDA-9271-B36AAF3C5C05> /System/Library/Extensions/AMDRadeonX5000MTLDriver.bundle/Contents/MacOS/AMDRadeonX5000MTLDriver\n 0x7fff29f89000 - 0x7fff2a906fff libSC.dylib (3.10.18) <3C722BC2-E988-3A2F-9C25-38D091AAE559> /System/Library/Extensions/AMDShared.bundle/Contents/PlugIns/libSC.dylib\n 0x7fff3128f000 - 0x7fff3128ffff com.apple.Accelerate (1.11 - Accelerate 1.11) <4F9977AE-DBDB-3A16-A536-AC1F9938DCDD> /System/Library/Frameworks/Accelerate.framework/Versions/A/Accelerate\n 0x7fff31290000 - 0x7fff312a6fef libCGInterfaces.dylib (524.2.1) <8FD09D09-BB19-36C5-ADE9-4F22DA235AEE> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vImage.framework/Versions/A/Libraries/libCGInterfaces.dylib\n 0x7fff312a7000 - 0x7fff318fdfff com.apple.vImage (8.1 - 524.2.1) <EA6F5FF2-7A1B-35D5-A5A3-D2B3386ECB75> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vImage.framework/Versions/A/vImage\n 0x7fff318fe000 - 0x7fff31b65ff7 libBLAS.dylib (1303.60.1) <C6C2D42F-7456-3DBF-8BE2-9AA06EFC78FD> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libBLAS.dylib\n 0x7fff31b66000 - 0x7fff32039fef libBNNS.dylib (144.100.2) <99C61C48-B14C-3DA6-8C31-6BF72DA0A3A9> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libBNNS.dylib\n 0x7fff3203a000 - 0x7fff323d5fff libLAPACK.dylib (1303.60.1) <5E3E3867-50C3-3E6A-9A2E-007CE77A4641> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libLAPACK.dylib\n 0x7fff323d6000 - 0x7fff323ebfec libLinearAlgebra.dylib (1303.60.1) <3D433800-0099-33E0-8C81-15F83247B2C9> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libLinearAlgebra.dylib\n 0x7fff323ec000 - 0x7fff323f1ff3 libQuadrature.dylib (7) <371F36A7-B12F-363E-8955-F24F7C2048F6> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libQuadrature.dylib\n 0x7fff323f2000 - 0x7fff32462fff libSparse.dylib (103) <B8A10D0C-4577-343D-B310-A3E81265D107> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libSparse.dylib\n 0x7fff32463000 - 0x7fff32475fef libSparseBLAS.dylib (1303.60.1) <B147FEF6-A0DB-3830-BF06-45BEC58DB576> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libSparseBLAS.dylib\n 0x7fff32476000 - 0x7fff3264dfd7 libvDSP.dylib (735.140.1) <D63DC0A5-B8B4-3562-A574-E73BC3B57407> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libvDSP.dylib\n 0x7fff3264e000 - 0x7fff32710fef libvMisc.dylib (735.140.1) <3601FDE3-B142-398D-987D-8151A51F0A96> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libvMisc.dylib\n 0x7fff32711000 - 0x7fff32711fff com.apple.Accelerate.vecLib (3.11 - vecLib 3.11) <F6C5613D-2284-342B-9160-9731F78B4DE5> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/vecLib\n 0x7fff32712000 - 0x7fff32771ff0 com.apple.Accounts (113 - 113) <E2438070-30AB-3B89-AE63-1E485B92D108> /System/Library/Frameworks/Accounts.framework/Versions/A/Accounts\n 0x7fff328bb000 - 0x7fff3367bff2 com.apple.AppKit (6.9 - 1894.60.100) <A64D10A6-FE17-39CE-9392-6615BE54E10E> /System/Library/Frameworks/AppKit.framework/Versions/C/AppKit\n 0x7fff336cb000 - 0x7fff336cbfff com.apple.ApplicationServices (48 - 50) <C23D2740-FAF6-3BD6-9E48-56F54D752864> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/ApplicationServices\n 0x7fff336cc000 - 0x7fff33737fff com.apple.ApplicationServices.ATS (377 - 493.0.4.1) <87EA5DE1-506A-39FD-88BE-D8A3416C9012> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/ATS.framework/Versions/A/ATS\n 0x7fff337d0000 - 0x7fff3380eff0 libFontRegistry.dylib (274.0.5.1) <F3461C05-0370-359B-9F03-5C1C1F7763EC> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/ATS.framework/Versions/A/Resources/libFontRegistry.dylib\n 0x7fff33869000 - 0x7fff33898fff com.apple.ATSUI (1.0 - 1) <5F513967-DDD7-3F22-AD14-8A38ABD9F2D0> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/ATSUI.framework/Versions/A/ATSUI\n 0x7fff33899000 - 0x7fff3389dffb com.apple.ColorSyncLegacy (4.13.0 - 1) <72EE68DB-F069-37F5-AA2A-40D5FCF139F4> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/ColorSyncLegacy.framework/Versions/A/ColorSyncLegacy\n 0x7fff33937000 - 0x7fff3398effa com.apple.HIServices (1.22 - 676) <14DF4D42-E24D-3EBD-9A9D-93124D8D6AA1> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/HIServices.framework/Versions/A/HIServices\n 0x7fff3398f000 - 0x7fff3399dfff com.apple.LangAnalysis (1.7.0 - 1.7.0) <01B8B6B3-E2C3-3607-B34A-8283A7E0E924> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/LangAnalysis.framework/Versions/A/LangAnalysis\n 0x7fff3399e000 - 0x7fff339e3ffa com.apple.print.framework.PrintCore (15.4 - 516.2) <437BCF12-48D2-3770-8BC9-567718FB1BCA> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/PrintCore.framework/Versions/A/PrintCore\n 0x7fff339e4000 - 0x7fff339eeff7 com.apple.QD (4.0 - 413) <27A36D07-B5E9-32E6-87B6-3127F260F48D> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/QD.framework/Versions/A/QD\n 0x7fff339ef000 - 0x7fff339fcffc com.apple.speech.synthesis.framework (9.0.24 - 9.0.24) <75344F8F-32CA-3558-B4E6-F56D498250E4> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/SpeechSynthesis.framework/Versions/A/SpeechSynthesis\n 0x7fff339fd000 - 0x7fff33adeffa com.apple.audio.toolbox.AudioToolbox (1.14 - 1.14) <8CFA0620-5E43-3C4D-A75B-981C0961C2DE> /System/Library/Frameworks/AudioToolbox.framework/Versions/A/AudioToolbox\n 0x7fff33ae0000 - 0x7fff33ae0fff com.apple.audio.units.AudioUnit (1.14 - 1.14) <C8F9CC56-F7CF-3E77-B6FC-BD8E1D19FA92> /System/Library/Frameworks/AudioUnit.framework/Versions/A/AudioUnit\n 0x7fff33e77000 - 0x7fff34206ffa com.apple.CFNetwork (1128.0.1 - 1128.0.1) <07F9CA9C-B954-3EA0-A710-3122BFF9F057> /System/Library/Frameworks/CFNetwork.framework/Versions/A/CFNetwork\n 0x7fff34282000 - 0x7fff34282fff com.apple.Carbon (160 - 162) <97E334B3-7FAE-3239-9E89-5A546BC26ADE> /System/Library/Frameworks/Carbon.framework/Versions/A/Carbon\n 0x7fff34283000 - 0x7fff34286ff3 com.apple.CommonPanels (1.2.6 - 101) <9F6E13D9-374B-386F-8E15-FDD6CE967859> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/CommonPanels.framework/Versions/A/CommonPanels\n 0x7fff34287000 - 0x7fff3457bff3 com.apple.HIToolbox (2.1.1 - 994.6) <EAF2DAC3-66B1-30BF-AF10-72DDA90D1044> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/HIToolbox.framework/Versions/A/HIToolbox\n 0x7fff3457c000 - 0x7fff3457fff3 com.apple.help (1.3.8 - 71) <36483951-6F3E-3F7E-8A5B-191C2357EF17> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/Help.framework/Versions/A/Help\n 0x7fff34580000 - 0x7fff34585ff7 com.apple.ImageCapture (9.0 - 1600.65) <1A1F320E-3E85-3F3D-8AE0-B238C4E92D40> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/ImageCapture.framework/Versions/A/ImageCapture\n 0x7fff34586000 - 0x7fff34586fff com.apple.ink.framework (10.15 - 227) <284507AE-EF47-3ABC-86A4-669243DB1D33> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/Ink.framework/Versions/A/Ink\n 0x7fff34587000 - 0x7fff345a1ffa com.apple.openscripting (1.7 - 185.1) <B6E28747-5FC7-3461-8A71-864A969ED022> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/OpenScripting.framework/Versions/A/OpenScripting\n 0x7fff345c2000 - 0x7fff345c2fff com.apple.print.framework.Print (15 - 271) <0D9FB08F-EA87-3BE7-821B-C61BA5601050> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/Print.framework/Versions/A/Print\n 0x7fff345c3000 - 0x7fff345c5ff7 com.apple.securityhi (9.0 - 55008) <390C6FAA-99BF-3924-9180-9EAE41D9C6BE> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/SecurityHI.framework/Versions/A/SecurityHI\n 0x7fff345c6000 - 0x7fff345ccfff com.apple.speech.recognition.framework (6.0.3 - 6.0.3) <9614A01E-8303-3422-A3BA-6CE27540E09A> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/SpeechRecognition.framework/Versions/A/SpeechRecognition\n 0x7fff34766000 - 0x7fff34766fff com.apple.Cocoa (6.11 - 23) <2192EE61-8CA8-3639-B7D3-0D68F200C9EF> /System/Library/Frameworks/Cocoa.framework/Versions/A/Cocoa\n 0x7fff34774000 - 0x7fff3486afff com.apple.ColorSync (4.13.0 - 3394.9) <A126406C-DA38-3FFE-8B25-BB9859EFD159> /System/Library/Frameworks/ColorSync.framework/Versions/A/ColorSync\n 0x7fff34b55000 - 0x7fff3505effb com.apple.audio.CoreAudio (5.0 - 5.0) <9DA02E7A-56A0-3FFF-94C2-1795BA761F07> /System/Library/Frameworks/CoreAudio.framework/Versions/A/CoreAudio\n 0x7fff350b1000 - 0x7fff350e9fff com.apple.CoreBluetooth (1.0 - 1) <23DBB313-A082-3C08-8E1F-2D31EE4247EF> 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libiconv.2.dylib (59) <18311A67-E4EF-3CC7-95B3-C0EDEE3A282F> /usr/lib/libiconv.2.dylib\n 0x7fff6d5aa000 - 0x7fff6d801fff libicucore.A.dylib (64260.0.1) <8AC2CB07-E7E0-340D-A849-186FA1F27251> /usr/lib/libicucore.A.dylib\n 0x7fff6d81b000 - 0x7fff6d81cfff liblangid.dylib (133) <30CFC08C-EF36-3CF5-8AEA-C1CB070306B7> /usr/lib/liblangid.dylib\n 0x7fff6d81d000 - 0x7fff6d835ff3 liblzma.5.dylib (16) <C131EF18-2CDD-3271-8A30-A8760D4FE166> /usr/lib/liblzma.5.dylib\n 0x7fff6d84d000 - 0x7fff6d8f4ff7 libmecab.dylib (883.11) <0D5BFD01-D4A7-3C8D-AA69-C329C1A69792> /usr/lib/libmecab.dylib\n 0x7fff6d8f5000 - 0x7fff6db57ff1 libmecabra.dylib (883.11) <E31DE74D-1B88-377F-ACD3-D789D29C3AE7> /usr/lib/libmecabra.dylib\n 0x7fff6dec4000 - 0x7fff6def3fff libncurses.5.4.dylib (57) <995DFEEA-40F3-377F-B73D-D02AC59D591F> /usr/lib/libncurses.5.4.dylib\n 0x7fff6e023000 - 0x7fff6e49fff5 libnetwork.dylib (1880.120.4) <BA294A54-F309-398D-B308-F97032AFF555> /usr/lib/libnetwork.dylib\n 0x7fff6e540000 - 0x7fff6e573fde 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0x7fff6e8a5ff7 libsqlite3.dylib (308.5) <35A2BD9F-4E33-30DE-A994-4AB585AC3AFE> /usr/lib/libsqlite3.dylib\n 0x7fff6e999000 - 0x7fff6e9c6ffb libssl.46.dylib (47.140.1) <06932872-13DA-33E3-8C28-7B49FC582039> /usr/lib/libssl.46.dylib\n 0x7fff6ea9b000 - 0x7fff6eaf5ff8 libusrtcp.dylib (1880.120.4) <05346A91-737C-33D0-B21B-F040950DFB28> /usr/lib/libusrtcp.dylib\n 0x7fff6eaf6000 - 0x7fff6eaf9ffb libutil.dylib (57) <F01467F6-23A7-37EE-A170-33CE1577B41D> /usr/lib/libutil.dylib\n 0x7fff6eafa000 - 0x7fff6eb07ff7 libxar.1.dylib (425.2) <EE964412-9E25-30B3-BCC0-CCEFBCC8094B> /usr/lib/libxar.1.dylib\n 0x7fff6eb0d000 - 0x7fff6ebeffff libxml2.2.dylib (33.5) <A579D158-2E09-316C-872E-DD9D93401B2F> /usr/lib/libxml2.2.dylib\n 0x7fff6ebf3000 - 0x7fff6ec1bfff libxslt.1.dylib (16.9) <34A45627-DA5B-37D2-9609-65B425E0010A> /usr/lib/libxslt.1.dylib\n 0x7fff6ec1c000 - 0x7fff6ec2eff3 libz.1.dylib (76) <793D9643-CD83-3AAC-8B96-88D548FAB620> /usr/lib/libz.1.dylib\n 0x7fff6f4dd000 - 0x7fff6f4e2ff3 libcache.dylib (83) <AF488D13-9E89-35E0-B078-BE37CC5B8586> /usr/lib/system/libcache.dylib\n 0x7fff6f4e3000 - 0x7fff6f4eefff libcommonCrypto.dylib (60165.120.1) <C7912BE5-993E-3581-B2A0-6AABDC8C5562> /usr/lib/system/libcommonCrypto.dylib\n 0x7fff6f4ef000 - 0x7fff6f4f6fff libcompiler_rt.dylib (101.2) <49B8F644-5705-3F16-BBE0-6FFF9B17C36E> /usr/lib/system/libcompiler_rt.dylib\n 0x7fff6f4f7000 - 0x7fff6f500ff7 libcopyfile.dylib (166.40.1) <3C481225-21E7-370A-A30E-0CCFDD64A92C> /usr/lib/system/libcopyfile.dylib\n 0x7fff6f501000 - 0x7fff6f593fdb libcorecrypto.dylib (866.140.1) <60567BF8-80FA-359A-B2F3-A3BAEFB288FD> /usr/lib/system/libcorecrypto.dylib\n 0x7fff6f6a0000 - 0x7fff6f6e0ff0 libdispatch.dylib (1173.100.2) <CD9C059C-91D9-30E8-8926-5B9CD0D5D4F5> /usr/lib/system/libdispatch.dylib\n 0x7fff6f6e1000 - 0x7fff6f717fff libdyld.dylib (750.6) <789A18C2-8AC7-3C88-813D-CD674376585D> /usr/lib/system/libdyld.dylib\n 0x7fff6f718000 - 0x7fff6f718ffb libkeymgr.dylib (30) <DB3337BE-01CA-3425-BD0C-87774FC0CDC0> /usr/lib/system/libkeymgr.dylib\n 0x7fff6f719000 - 0x7fff6f725ff3 libkxld.dylib (6153.141.2) <EE8ECB4B-2EDB-3440-BBC1-6BDDDF5F1BCE> /usr/lib/system/libkxld.dylib\n 0x7fff6f726000 - 0x7fff6f726ff7 liblaunch.dylib (1738.140.1) <AFBCBDD3-0B55-3ECD-8E04-A73A3A57356B> /usr/lib/system/liblaunch.dylib\n 0x7fff6f727000 - 0x7fff6f72cff7 libmacho.dylib (959.0.1) <AA613A9C-961A-3B67-B696-4622FA59FC4E> /usr/lib/system/libmacho.dylib\n 0x7fff6f72d000 - 0x7fff6f72fff3 libquarantine.dylib (110.40.3) <F234E51D-FD0B-3EE4-B679-AE3EE9C536C3> /usr/lib/system/libquarantine.dylib\n 0x7fff6f730000 - 0x7fff6f731ff7 libremovefile.dylib (48) <7C7EFC79-BD24-33EF-B073-06AED234593E> /usr/lib/system/libremovefile.dylib\n 0x7fff6f732000 - 0x7fff6f749ff3 libsystem_asl.dylib (377.60.2) <1563EE02-0657-3B78-99BE-A947C24122EF> /usr/lib/system/libsystem_asl.dylib\n 0x7fff6f74a000 - 0x7fff6f74aff7 libsystem_blocks.dylib (74) <0D53847E-AF5F-3ACF-B51F-A15DEA4DEC58> /usr/lib/system/libsystem_blocks.dylib\n 0x7fff6f74b000 - 0x7fff6f7d2fff libsystem_c.dylib (1353.100.2) <BBDED5E6-A646-3EED-B33A-91E4331EA063> /usr/lib/system/libsystem_c.dylib\n 0x7fff6f7d3000 - 0x7fff6f7d6ffb libsystem_configuration.dylib (1061.141.1) <0EE84C33-64FD-372B-974A-AF7A136F2068> /usr/lib/system/libsystem_configuration.dylib\n 0x7fff6f7d7000 - 0x7fff6f7dafff libsystem_coreservices.dylib (114) <A199156E-058D-3ABB-BCE9-4B9F20DCED0F> /usr/lib/system/libsystem_coreservices.dylib\n 0x7fff6f7db000 - 0x7fff6f7e3fff libsystem_darwin.dylib (1353.100.2) <5B12B5DB-3F30-37C1-8ECC-49A66B1F2864> /usr/lib/system/libsystem_darwin.dylib\n 0x7fff6f7e4000 - 0x7fff6f7ebfff libsystem_dnssd.dylib (1096.100.3) <EBB4C2C2-E031-3094-B40A-E67BF261D295> /usr/lib/system/libsystem_dnssd.dylib\n 0x7fff6f7ec000 - 0x7fff6f7edffb libsystem_featureflags.dylib (17) <29FD922A-EC2C-3F25-BCCC-B58D716E60EC> /usr/lib/system/libsystem_featureflags.dylib\n 0x7fff6f7ee000 - 0x7fff6f83bff7 libsystem_info.dylib (538) <8A321605-5480-330B-AF9E-64E65DE61747> /usr/lib/system/libsystem_info.dylib\n 0x7fff6f83c000 - 0x7fff6f868ff7 libsystem_kernel.dylib (6153.141.2) <A576A1CF-7726-3146-B04B-A26E1CDB9757> /usr/lib/system/libsystem_kernel.dylib\n 0x7fff6f869000 - 0x7fff6f8b0fff libsystem_m.dylib (3178) <00F331F1-0D09-39B3-8736-1FE90E64E903> /usr/lib/system/libsystem_m.dylib\n 0x7fff6f8b1000 - 0x7fff6f8d8fff libsystem_malloc.dylib (283.100.6) <8549294E-4C53-36EB-99F3-584A7393D8D5> /usr/lib/system/libsystem_malloc.dylib\n 0x7fff6f8d9000 - 0x7fff6f8e6ffb libsystem_networkextension.dylib (1095.140.2) <F06C65C5-2CBE-313C-96E1-A09240F9FE57> /usr/lib/system/libsystem_networkextension.dylib\n 0x7fff6f8e7000 - 0x7fff6f8f0ff7 libsystem_notify.dylib (241.100.2) <FA22F928-D91B-3AA5-96BB-3186AC0FB264> /usr/lib/system/libsystem_notify.dylib\n 0x7fff6f8f1000 - 0x7fff6f8f9fef libsystem_platform.dylib (220.100.1) <009A7C1F-313A-318E-B9F2-30F4C06FEA5C> /usr/lib/system/libsystem_platform.dylib\n 0x7fff6f8fa000 - 0x7fff6f904fff libsystem_pthread.dylib (416.100.3) <62CB1A98-0B8F-31E7-A02B-A1139927F61D> /usr/lib/system/libsystem_pthread.dylib\n 0x7fff6f905000 - 0x7fff6f909ff3 libsystem_sandbox.dylib (1217.141.2) <051C4018-4345-3034-AC98-6DE42FB8273B> /usr/lib/system/libsystem_sandbox.dylib\n 0x7fff6f90a000 - 0x7fff6f90cfff libsystem_secinit.dylib (62.100.2) <F80872AA-E1FD-3D7E-8729-467656EC6561> /usr/lib/system/libsystem_secinit.dylib\n 0x7fff6f90d000 - 0x7fff6f914ffb libsystem_symptoms.dylib (1238.120.1) <5820A2AF-CE72-3AB3-ABCC-273A3419FB55> /usr/lib/system/libsystem_symptoms.dylib\n 0x7fff6f915000 - 0x7fff6f92bff2 libsystem_trace.dylib (1147.120) <04B47629-847B-3D74-8ABE-C05EF9DEEFE4> /usr/lib/system/libsystem_trace.dylib\n 0x7fff6f92d000 - 0x7fff6f932ff7 libunwind.dylib (35.4) <42B7B509-BAFE-365B-893A-72414C92F5BF> /usr/lib/system/libunwind.dylib\n 0x7fff6f933000 - 0x7fff6f968ffe libxpc.dylib (1738.140.1) <3E243A41-030F-38E3-9FD2-7B38C66C35B1> /usr/lib/system/libxpc.dylib\n\nExternal Modification Summary:\n```\nCalls made by other processes targeting this process:\n task_for_pid: 78\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: 236460\n thread_create: 0\n thread_set_state: 0\n```\n\nVM Region Summary:\nReadOnly portion of Libraries: Total=824.6M resident=0K(0%) swapped_out_or_unallocated=824.6M(100%)\nWritable regions: Total=7.1G written=0K(0%) resident=0K(0%) swapped_out=0K(0%) unallocated=7.1G(100%)\n \n```\n VIRTUAL REGION \n```\nREGION TYPE SIZE COUNT (non-coalesced) \n**=======**\nAccelerate framework 896K 7 \nActivity Tracing 256K 1 \nCG backing stores 2096K 4 \nCG image 696K 18 \nCoreAnimation 180K 15 \nCoreGraphics 8K 1 \nCoreImage 48K 6 \nCoreServices 108K 1 \nCoreUI image data 1212K 12 \nFoundation 4K 1 \nKernel Alloc Once 8K 1 \nMALLOC 5.1G 656 \nMALLOC guard page 48K 10 \nMALLOC_LARGE (reserved) 174.5M 1 reserved VM address space (unallocated)\nMALLOC_MEDIUM (reserved) 1.1G 13 reserved VM address space (unallocated)\nMALLOC_NANO (reserved) 384.0M 1 reserved VM address space (unallocated)\nOpenGL GLSL 256K 3 \nSTACK GUARD 172K 43 \nStack 76.3M 44 \nVM_ALLOCATE 202.2M 4924 \nVM_ALLOCATE (reserved) 128.0M 2 reserved VM address space (unallocated)\n__DATA 100.6M 363 \n__DATA_CONST 420K 8 \n__FONT_DATA 4K 1 \n__GLSLBUILTINS 5176K 1 \n__LINKEDIT 437.1M 39 \n__OBJC_RO 32.3M 1 \n__OBJC_RW 1908K 2 \n__TEXT 387.6M 355 \n__UNICODE 564K 1 \nmapped file 75.7M 26 \nshared memory 640K 15 \n**=======**\nTOTAL 8.2G 6576 \nTOTAL, minus reserved VM space 6.4G 6576 \n\nModel: iMacPro1,1, BootROM 1037.147.4.0.0 (iBridge: 17.16.16610.0.0,0), 8 processors, 8-Core Intel Xeon W, 3.2 GHz, 32 GB, SMC \nGraphics: kHW_AMDRadeonProVega56Item, Radeon Pro Vega 56, spdisplays_pcie_device, 8 GB\nMemory Module: NODE 1/CPU1_DIMM_A0, 8 GB, DDR4, 2666 MHz, Hynix, HMA81GR7AFR8N-VK\nMemory Module: NODE 1/CPU1_DIMM_B0, 8 GB, DDR4, 2666 MHz, Hynix, HMA81GR7AFR8N-VK\nMemory Module: NODE 1/CPU1_DIMM_C0, 8 GB, DDR4, 2666 MHz, Hynix, HMA81GR7AFR8N-VK\nMemory Module: NODE 1/CPU1_DIMM_D0, 8 GB, DDR4, 2666 MHz, Hynix, HMA81GR7AFR8N-VK\nAirPort: spairport_wireless_card_type_airport_extreme (0x14E4, 0x7BF), wl0: Feb 28 2020 15:24:56 version 9.30.357.35.32.5.47 FWID 01-9ce4adf3\nBluetooth: Version 7.0.6f7, 3 services, 27 devices, 1 incoming serial ports\nNetwork Service: Wi-Fi, AirPort, en1\nPCI Card: pci1b4b,9182, sppci_ahci, Thunderbolt@183,0,0\nPCI Card: pci11c1,5901, sppci_ieee1394openhci, Thunderbolt@187,0,0\nSerial ATA Device: HGST HDS724040ALE640, 4 TB\nSerial ATA Device: HGST HDS724040ALE640, 4 TB\nUSB Device: USB 3.0 Bus\nUSB Device: Apple #2 Bus\nUSB Device: Headset\nUSB Device: Ambient Light Sensor\nUSB Device: FaceTime HD Camera (Built-in)\nUSB Device: Apple #2 Controller\nThunderbolt Bus: iMac Pro, Apple Inc., 41.4\nThunderbolt Bus: iMac Pro, Apple Inc., 41.4\nThunderbolt Device: G-RAID with Thunderbolt, G-Technology, 1, 26.3\n", "Blender crashes when waking Mac from sleep\nOperating system: Darwin-19.6.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro Vega 56 OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.10.19\n\nBroken: version: 2.91.2\n\nWhen I come back to my Mac after being away for a while (30 mins), Blender crashes immediately. Doing it in all projects. Not sure if it is related to the Mac's Sleep or Screen Lock. iMac Pro.\n\nReturn to Blender after being away for a while.\n[crash.txt](crash.txt)\n\n", "Crash on MacOS 11.2.2\nOperating system: MacOS 11.2.2\nGraphics card: AMD Radeon Pro 5500M 8GB\n\nBroken: 2.92.0\nWorked: unknown\n\nThe app crashes 10x a day when exiting the app or after waking up from hibernation or sometimes even randomly while I'm just selecting a point for example.\n\nHere's my crash reports:\n\n```\n# Blender 2.92.0, Commit date: 2021-02-24 16:25, Hash 02948a2cab44\nbpy.ops.outliner.item_activate(extend=False, deselect_all=True) # Operator\nbpy.context.scene.hide_viewport = True # Property\nbpy.context.scene.hide_viewport = False # Property\nbpy.context.scene.hide_viewport = True # Property\nbpy.context.scene.hide_viewport = False # Property\nbpy.ops.outliner.item_activate(extend=False, deselect_all=True) # Operator\nbpy.ops.outliner.item_activate(extend=False, deselect_all=True) # Operator\nbpy.ops.outliner.item_rename() # Operator\nbpy.ops.outliner.item_activate(extend=False, deselect_all=True) # Operator\nbpy.ops.outliner.item_rename() # Operator\nbpy.ops.object.select_all(action='DESELECT') # Operator\nbpy.context.scene.hide_viewport = True # Property\nbpy.ops.object.editmode_toggle() # Operator\nbpy.ops.mesh.select_linked_pick(deselect=False, delimit={'SEAM'}, object_index=0, index=565) # Operator\nbpy.ops.mesh.loopcut_slide(MESH_OT_loopcut={\"number_cuts\":1, \"smoothness\":0, \"falloff\":'INVERSE_SQUARE', \"object_index\":0, \"edge_index\":122, \"mesh_select_mode_init\":(False, False, True)}, TRANSFORM_OT_edge_slide={\"value\":0.350649, \"single_side\":False, \"use_even\":False, \"flipped\":False, \"use_clamp\":True, \"mirror\":True, \"snap\":False, \"snap_target\":'CLOSEST', \"snap_point\":(0, 0, 0), \"snap_align\":False, \"snap_normal\":(0, 0, 0), \"correct_uv\":True, \"release_confirm\":False, \"use_accurate\":False}) # Operator\nbpy.ops.mesh.loopcut_slide(MESH_OT_loopcut={\"number_cuts\":1, \"smoothness\":0, \"falloff\":'INVERSE_SQUARE', \"object_index\":0, \"edge_index\":119, \"mesh_select_mode_init\":(False, True, False)}, TRANSFORM_OT_edge_slide={\"value\":-0.8, \"single_side\":False, \"use_even\":False, \"flipped\":False, \"use_clamp\":True, \"mirror\":True, \"snap\":False, \"snap_target\":'CLOSEST', \"snap_point\":(0, 0, 0), \"snap_align\":False, \"snap_normal\":(0, 0, 0), \"correct_uv\":True, \"release_confirm\":False, \"use_accurate\":False}) # Operator\nbpy.ops.mesh.loopcut_slide(MESH_OT_loopcut={\"number_cuts\":1, \"smoothness\":0, \"falloff\":'INVERSE_SQUARE', \"object_index\":0, \"edge_index\":119, \"mesh_select_mode_init\":(False, True, False)}, TRANSFORM_OT_edge_slide={\"value\":0.0888889, \"single_side\":False, \"use_even\":False, \"flipped\":False, \"use_clamp\":True, \"mirror\":True, \"snap\":False, \"snap_target\":'CLOSEST', \"snap_point\":(0, 0, 0), \"snap_align\":False, \"snap_normal\":(0, 0, 0), \"correct_uv\":True, \"release_confirm\":False, \"use_accurate\":False}) # Operator\nbpy.ops.mesh.loopcut_slide(MESH_OT_loopcut={\"number_cuts\":1, \"smoothness\":0, \"falloff\":'INVERSE_SQUARE', \"object_index\":0, \"edge_index\":119, \"mesh_select_mode_init\":(False, True, False)}, TRANSFORM_OT_edge_slide={\"value\":-0.5, \"single_side\":False, \"use_even\":False, \"flipped\":False, \"use_clamp\":True, \"mirror\":True, \"snap\":False, \"snap_target\":'CLOSEST', \"snap_point\":(0, 0, 0), \"snap_align\":False, \"snap_normal\":(0, 0, 0), \"correct_uv\":True, \"release_confirm\":False, \"use_accurate\":False}) # Operator\nbpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='FACE') # Operator\nbpy.ops.uv.select_all(action='SELECT') # Operator\nbpy.ops.transform.translate(value=(-0.49294, -0.53901, 0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.transform.resize(value=(0, 0, 0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.transform.translate(value=(-0.00460692, 0, 0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='EDGE') # Operator\nbpy.ops.transform.translate(value=(-0.0107491, -0, -0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(True, False, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.extrude_region_move(MESH_OT_extrude_region={\"use_normal_flip\":False, \"use_dissolve_ortho_edges\":False, \"mirror\":False}, TRANSFORM_OT_translate={\"value\":(0.005788, 0, 0), \"orient_type\":'GLOBAL', \"orient_matrix\":((1, 0, 0), (0, 1, 0), (0, 0, 1)), \"orient_matrix_type\":'GLOBAL', \"constraint_axis\":(True, False, False), \"mirror\":False, \"use_proportional_edit\":False, \"proportional_edit_falloff\":'SMOOTH', \"proportional_size\":1, \"use_proportional_connected\":False, \"use_proportional_projected\":False, \"snap\":False, \"snap_target\":'CLOSEST', \"snap_point\":(0, 0, 0), \"snap_align\":False, \"snap_normal\":(0, 0, 0), \"gpencil_strokes\":False, \"cursor_transform\":False, \"texture_space\":False, \"remove_on_cancel\":False, \"release_confirm\":False, \"use_accurate\":False, \"use_automerge_and_split\":False}) # Operator\nbpy.ops.transform.resize(value=(1.29634, 1.29634, 1.29634), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.extrude_region_move(MESH_OT_extrude_region={\"use_normal_flip\":False, \"use_dissolve_ortho_edges\":False, \"mirror\":False}, TRANSFORM_OT_translate={\"value\":(0.00661483, 0, 0), \"orient_type\":'GLOBAL', \"orient_matrix\":((1, 0, 0), (0, 1, 0), (0, 0, 1)), \"orient_matrix_type\":'GLOBAL', \"constraint_axis\":(True, False, False), \"mirror\":False, \"use_proportional_edit\":False, \"proportional_edit_falloff\":'SMOOTH', \"proportional_size\":1, \"use_proportional_connected\":False, \"use_proportional_projected\":False, \"snap\":False, \"snap_target\":'CLOSEST', \"snap_point\":(0, 0, 0), \"snap_align\":False, \"snap_normal\":(0, 0, 0), \"gpencil_strokes\":False, \"cursor_transform\":False, \"texture_space\":False, \"remove_on_cancel\":False, \"release_confirm\":False, \"use_accurate\":False, \"use_automerge_and_split\":False}) # Operator\nbpy.ops.transform.translate(value=(0.00330743, 0, 0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(True, False, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.transform.resize(value=(0.432301, 0.432301, 0.432301), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.edge_face_add() # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.object.editmode_toggle() # Operator\nbpy.ops.object.editmode_toggle() # Operator\nbpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='VERT') # Operator\nbpy.ops.transform.translate(value=(-0.0471308, -0, -0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(True, False, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.mesh.select_linked_pick(deselect=False, delimit=set(), object_index=0, index=60) # Operator\nbpy.ops.uv.select_all(action='SELECT') # Operator\nbpy.ops.transform.resize(value=(0, 0, 0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.transform.translate(value=(-0.103656, 0, 0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.object.editmode_toggle() # Operator\nbpy.ops.object.editmode_toggle() # Operator\nbpy.ops.transform.resize(value=(0.918622, 0.918622, 0.918622), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.object.editmode_toggle() # Operator\nbpy.ops.object.select_all(action='DESELECT') # Operator\nbpy.ops.object.editmode_toggle() # Operator\nbpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='FACE') # Operator\nbpy.ops.mesh.extrude_region_shrink_fatten(MESH_OT_extrude_region={\"use_normal_flip\":False, \"use_dissolve_ortho_edges\":False, \"mirror\":False}, TRANSFORM_OT_shrink_fatten={\"value\":-0.00330742, \"use_even_offset\":False, \"mirror\":False, \"use_proportional_edit\":False, \"proportional_edit_falloff\":'SMOOTH', \"proportional_size\":1, \"use_proportional_connected\":False, \"use_proportional_projected\":False, \"snap\":False, \"snap_target\":'CLOSEST', \"snap_point\":(0, 0, 0), \"snap_align\":False, \"snap_normal\":(0, 0, 0), \"release_confirm\":False, \"use_accurate\":False}) # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.uv.select_all(action='SELECT') # Operator\nbpy.ops.transform.resize(value=(0, 0, 0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.transform.translate(value=(-0.497547, -0.53901, 0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.uv.select_all(action='SELECT') # Operator\nbpy.ops.transform.resize(value=(0, 0, 0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.transform.translate(value=(0.00230346, -0.00230346, 0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.uv.select_all(action='DESELECT') # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.object.editmode_toggle() # Operator\nbpy.ops.object.select_all(action='DESELECT') # Operator\nbpy.ops.object.editmode_toggle() # Operator\nbpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='EDGE') # Operator\nbpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='FACE') # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.object.editmode_toggle() # Operator\nSaved \"guns6.blend\" # Info\nbpy.ops.object.editmode_toggle() # Operator\nbpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='VERT') # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.transform.translate(value=(-0.0250041, -0, -0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(True, False, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.object.editmode_toggle() # Operator\nbpy.ops.object.select_all(action='DESELECT') # Operator\nbpy.ops.object.editmode_toggle() # Operator\nbpy.ops.mesh.select_linked_pick(deselect=False, delimit=set(), object_index=0, index=179) # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='FACE') # Operator\nbpy.ops.mesh.select_linked_pick(deselect=False, delimit={'SEAM'}, object_index=0, index=706) # Operator\nbpy.ops.mesh.duplicate_move(MESH_OT_duplicate={\"mode\":1}, TRANSFORM_OT_translate={\"value\":(-0.0464362, -1.19983e-08, -0.0893005), \"orient_type\":'GLOBAL', \"orient_matrix\":((1, 0, 0), (0, 1, 0), (0, 0, 1)), \"orient_matrix_type\":'GLOBAL', \"constraint_axis\":(False, False, False), \"mirror\":False, \"use_proportional_edit\":False, \"proportional_edit_falloff\":'SMOOTH', \"proportional_size\":1, \"use_proportional_connected\":False, \"use_proportional_projected\":False, \"snap\":False, \"snap_target\":'CLOSEST', \"snap_point\":(0, 0, 0), \"snap_align\":False, \"snap_normal\":(0, 0, 0), \"gpencil_strokes\":False, \"cursor_transform\":False, \"texture_space\":False, \"remove_on_cancel\":False, \"release_confirm\":False, \"use_accurate\":False, \"use_automerge_and_split\":False}) # Operator\nbpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='VERT') # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.mesh.delete(type='VERT') # Operator\nbpy.ops.mesh.delete(type='VERT') # Operator\nbpy.ops.mesh.select_linked_pick(deselect=False, delimit=set(), object_index=0, index=242) # Operator\nbpy.ops.transform.translate(value=(-0.0428642, -0, -0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(True, False, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.transform.translate(value=(-0.0726311, -0, -0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(True, False, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.delete(type='VERT') # Operator\nbpy.ops.view3d.snap_cursor_to_selected() # Operator\nbpy.context.scene.tool_settings.transform_pivot_point = 'CURSOR' # Property\nbpy.ops.mesh.select_linked_pick(deselect=False, delimit=set(), object_index=0, index=242) # Operator\nbpy.ops.transform.resize(value=(1, 1.30671, 1.30671), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(False, True, True), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.transform.translate(value=(-0.00119626, 1.54835e-08, 0.11524), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.transform.resize(value=(0.957186, 1, 1), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(True, False, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.transform.translate(value=(0.00518382, 0, 0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(True, False, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.select_more() # Operator\nbpy.ops.mesh.select_more() # Operator\nbpy.ops.mesh.select_more() # Operator\nbpy.ops.mesh.select_more() # Operator\nbpy.context.object.modifiers[\"Mirror\"].use_clip = False # Property\nbpy.ops.transform.translate(value=(0, 0.0135359, 0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(False, True, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.context.object.modifiers[\"Mirror\"].use_clip = True # Property\nbpy.ops.transform.translate(value=(0.00398755, 0, 0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(True, False, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.object.editmode_toggle() # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.mesh.hide(unselected=False) # Operator\nbpy.ops.transform.translate(value=(-0.00677884, -0, -0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(True, False, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.reveal() # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.transform.translate(value=(-0.0191402, -0, -0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(True, False, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.merge(type='LAST') # Operator\nbpy.ops.mesh.merge(type='LAST') # Operator\nbpy.ops.mesh.dissolve_verts() # Operator\nbpy.ops.mesh.reveal() # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.view3d.snap_cursor_to_selected() # Operator\nbpy.ops.mesh.extrude_region_move(MESH_OT_extrude_region={\"use_normal_flip\":False, \"use_dissolve_ortho_edges\":False, \"mirror\":False}, TRANSFORM_OT_translate={\"value\":(0, 0, 0), \"orient_type\":'GLOBAL', \"orient_matrix\":((0, 0, 0), (0, 0, 0), (0, 0, 0)), \"orient_matrix_type\":'GLOBAL', \"constraint_axis\":(False, False, False), \"mirror\":False, \"use_proportional_edit\":False, \"proportional_edit_falloff\":'SMOOTH', \"proportional_size\":1, \"use_proportional_connected\":False, \"use_proportional_projected\":False, \"snap\":False, \"snap_target\":'CLOSEST', \"snap_point\":(0, 0, 0), \"snap_align\":False, \"snap_normal\":(0, 0, 0), \"gpencil_strokes\":False, \"cursor_transform\":False, \"texture_space\":False, \"remove_on_cancel\":False, \"release_confirm\":False, \"use_accurate\":False, \"use_automerge_and_split\":False}) # Operator\nbpy.ops.transform.resize(value=(0.786331, 0.786331, 0.786331), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.extrude_region_move(MESH_OT_extrude_region={\"use_normal_flip\":False, \"use_dissolve_ortho_edges\":False, \"mirror\":False}, TRANSFORM_OT_translate={\"value\":(0.00877261, 0, 0), \"orient_type\":'GLOBAL', \"orient_matrix\":((1, 0, 0), (0, 1, 0), (0, 0, 1)), \"orient_matrix_type\":'GLOBAL', \"constraint_axis\":(True, False, False), \"mirror\":False, \"use_proportional_edit\":False, \"proportional_edit_falloff\":'SMOOTH', \"proportional_size\":1, \"use_proportional_connected\":False, \"use_proportional_projected\":False, \"snap\":False, \"snap_target\":'CLOSEST', \"snap_point\":(0, 0, 0), \"snap_align\":False, \"snap_normal\":(0, 0, 0), \"gpencil_strokes\":False, \"cursor_transform\":False, \"texture_space\":False, \"remove_on_cancel\":False, \"release_confirm\":False, \"use_accurate\":False, \"use_automerge_and_split\":False}) # Operator\nbpy.ops.transform.resize(value=(1, 1.28312, 1.28312), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(False, True, True), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.extrude_region_move(MESH_OT_extrude_region={\"use_normal_flip\":False, \"use_dissolve_ortho_edges\":False, \"mirror\":False}, TRANSFORM_OT_translate={\"value\":(0.0183427, 0, 0), \"orient_type\":'GLOBAL', \"orient_matrix\":((1, 0, 0), (0, 1, 0), (0, 0, 1)), \"orient_matrix_type\":'GLOBAL', \"constraint_axis\":(True, False, False), \"mirror\":False, \"use_proportional_edit\":False, \"proportional_edit_falloff\":'SMOOTH', \"proportional_size\":1, \"use_proportional_connected\":False, \"use_proportional_projected\":False, \"snap\":False, \"snap_target\":'CLOSEST', \"snap_point\":(0, 0, 0), \"snap_align\":False, \"snap_normal\":(0, 0, 0), \"gpencil_strokes\":False, \"cursor_transform\":False, \"texture_space\":False, \"remove_on_cancel\":False, \"release_confirm\":False, \"use_accurate\":False, \"use_automerge_and_split\":False}) # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.object.editmode_toggle() # Operator\nbpy.ops.mesh.extrude_region_move(MESH_OT_extrude_region={\"use_normal_flip\":False, \"use_dissolve_ortho_edges\":False, \"mirror\":False}, TRANSFORM_OT_translate={\"value\":(0, 0, 0), \"orient_type\":'GLOBAL', \"orient_matrix\":((0, 0, 0), (0, 0, 0), (0, 0, 0)), \"orient_matrix_type\":'GLOBAL', \"constraint_axis\":(False, False, False), \"mirror\":False, \"use_proportional_edit\":False, \"proportional_edit_falloff\":'SMOOTH', \"proportional_size\":1, \"use_proportional_connected\":False, \"use_proportional_projected\":False, \"snap\":False, \"snap_target\":'CLOSEST', \"snap_point\":(0, 0, 0), \"snap_align\":False, \"snap_normal\":(0, 0, 0), \"gpencil_strokes\":False, \"cursor_transform\":False, \"texture_space\":False, \"remove_on_cancel\":False, \"release_confirm\":False, \"use_accurate\":False, \"use_automerge_and_split\":False}) # Operator\nbpy.ops.transform.resize(value=(1, 1.22556, 1.22556), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(False, True, True), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.extrude_region_move(MESH_OT_extrude_region={\"use_normal_flip\":False, \"use_dissolve_ortho_edges\":False, \"mirror\":False}, TRANSFORM_OT_translate={\"value\":(0.0179439, 0, 0), \"orient_type\":'GLOBAL', \"orient_matrix\":((1, 0, 0), (0, 1, 0), (0, 0, 1)), \"orient_matrix_type\":'GLOBAL', \"constraint_axis\":(True, False, False), \"mirror\":False, \"use_proportional_edit\":False, \"proportional_edit_falloff\":'SMOOTH', \"proportional_size\":1, \"use_proportional_connected\":False, \"use_proportional_projected\":False, \"snap\":False, \"snap_target\":'CLOSEST', \"snap_point\":(0, 0, 0), \"snap_align\":False, \"snap_normal\":(0, 0, 0), \"gpencil_strokes\":False, \"cursor_transform\":False, \"texture_space\":False, \"remove_on_cancel\":False, \"release_confirm\":False, \"use_accurate\":False, \"use_automerge_and_split\":False}) # Operator\nbpy.ops.mesh.edge_face_add() # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.transform.resize(value=(1, 1.05933, 1.05933), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(False, True, True), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.select_more() # Operator\nbpy.ops.mesh.select_more() # Operator\nbpy.ops.mesh.select_more() # Operator\nbpy.ops.mesh.select_more() # Operator\nbpy.ops.transform.translate(value=(0, 0, 0.00159502), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(False, False, True), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.transform.translate(value=(0, 0, 0.000398755), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(False, False, True), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.select_more() # Operator\nbpy.ops.mesh.select_more() # Operator\nbpy.ops.mesh.select_more() # Operator\nbpy.ops.mesh.select_less() # Operator\nbpy.ops.transform.translate(value=(-0.0354891, -0, -0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(True, False, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.transform.resize(value=(0, 1, 1), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(True, False, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.transform.translate(value=(-0.0346916, -0, -0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(True, False, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.transform.resize(value=(0, 1, 1), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(True, False, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.transform.translate(value=(-0.0506418, -0, -0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(True, False, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.mesh.extrude_region_move(MESH_OT_extrude_region={\"use_normal_flip\":False, \"use_dissolve_ortho_edges\":False, \"mirror\":False}, TRANSFORM_OT_translate={\"value\":(-0, -0.0241374, -0), \"orient_type\":'GLOBAL', \"orient_matrix\":((1, 0, 0), (0, 1, 0), (0, 0, 1)), \"orient_matrix_type\":'GLOBAL', \"constraint_axis\":(False, True, False), \"mirror\":False, \"use_proportional_edit\":False, \"proportional_edit_falloff\":'SMOOTH', \"proportional_size\":1, \"use_proportional_connected\":False, \"use_proportional_projected\":False, \"snap\":False, \"snap_target\":'CLOSEST', \"snap_point\":(0, 0, 0), \"snap_align\":False, \"snap_normal\":(0, 0, 0), \"gpencil_strokes\":False, \"cursor_transform\":False, \"texture_space\":False, \"remove_on_cancel\":False, \"release_confirm\":False, \"use_accurate\":False, \"use_automerge_and_split\":False}) # Operator\nbpy.ops.transform.resize(value=(1, 1, 0.75995), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(False, False, True), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.context.scene.hide_viewport = True # Property\nbpy.ops.transform.resize(value=(1, 1, 0.920933), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(False, False, True), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.object.editmode_toggle() # Operator\nbpy.ops.object.select_all(action='DESELECT') # Operator\nbpy.context.scene.hide_viewport = False # Property\nSaved \"guns6.blend\" # Info\nSaved \"guns6.blend\" # Info\nbpy.context.scene.hide_viewport = False # Property\nbpy.ops.object.duplicate_move(OBJECT_OT_duplicate={\"linked\":False, \"mode\":'TRANSLATION'}, TRANSFORM_OT_translate={\"value\":(-0.195049, 1.07812e-07, 0.802418), \"orient_type\":'GLOBAL', \"orient_matrix\":((1, 0, 0), (0, 1, 0), (0, 0, 1)), \"orient_matrix_type\":'GLOBAL', \"constraint_axis\":(False, False, False), \"mirror\":True, \"use_proportional_edit\":False, \"proportional_edit_falloff\":'SMOOTH', \"proportional_size\":1, \"use_proportional_connected\":False, \"use_proportional_projected\":False, \"snap\":False, \"snap_target\":'CLOSEST', \"snap_point\":(0, 0, 0), \"snap_align\":False, \"snap_normal\":(0, 0, 0), \"gpencil_strokes\":False, \"cursor_transform\":False, \"texture_space\":False, \"remove_on_cancel\":False, \"release_confirm\":False, \"use_accurate\":False, \"use_automerge_and_split\":False}) # Operator\nbpy.ops.object.join() # Operator\nbpy.ops.object.editmode_toggle() # Operator\nbpy.ops.mesh.select_linked_pick(deselect=False, delimit=set(), object_index=0, index=417) # Operator\nbpy.ops.transform.translate(value=(-0.0641935, 1.92403e-08, 0.143201), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.mesh.select_linked_pick(deselect=False, delimit=set(), object_index=0, index=635) # Operator\nbpy.ops.transform.translate(value=(-0.222208, 5.97113e-09, 0.0444416), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.mesh.select_linked_pick(deselect=False, delimit=set(), object_index=0, index=537) # Operator\nbpy.ops.transform.translate(value=(-0.150608, 3.21777e-08, 0.239491), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.select_linked_pick(deselect=False, delimit=set(), object_index=0, index=540) # Operator\nbpy.ops.mesh.select_linked_pick(deselect=False, delimit=set(), object_index=0, index=651) # Operator\nbpy.ops.transform.translate(value=(-0.399975, -4.31248e-09, -0.0320967), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.mesh.delete(type='VERT') # Operator\nbpy.ops.mesh.select_linked_pick(deselect=False, delimit=set(), object_index=0, index=452) # Operator\nbpy.ops.transform.translate(value=(-0.151315, -1.77753e-08, -0.132297), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.mesh.dissolve_verts() # Operator\nbpy.ops.mesh.delete(type='VERT') # Operator\nbpy.ops.mesh.edge_face_add() # Operator\nbpy.ops.mesh.edge_face_add() # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.mesh.select_linked_pick(deselect=False, delimit=set(), object_index=0, index=404) # Operator\nbpy.ops.transform.translate(value=(-0.18935, -1.99972e-08, -0.148834), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.context.scene.tool_settings.transform_pivot_point = 'MEDIAN_POINT' # Property\nbpy.ops.transform.resize(value=(1.2742, 1.2742, 1.2742), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.transform.translate(value=(-0, -0, -0.000826836), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(False, False, True), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.transform.translate(value=(0, 0, 0.00976151), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(False, False, True), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.transform.translate(value=(-0, -0.00573061, -0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(False, True, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.transform.translate(value=(0, 0, 0.00441333), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(False, False, True), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.transform.translate(value=(0, 0, 0.00126081), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(False, False, True), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.transform.translate(value=(0, 0.00502366, 0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(False, True, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.transform.translate(value=(-0, -0, -0.00401944), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(False, False, True), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.transform.translate(value=(-0, -0, -0.00256863), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(False, False, True), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.transform.translate(value=(-2.91038e-11, -0.00126116, -0.00192571), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(False, True, True), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.transform.translate(value=(0, 0.00172262, -0.0103357), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(False, True, True), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.transform.translate(value=(-8.92495e-19, 0.00287103, -0.00401944), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.transform.translate(value=(7.64996e-19, 0.00114841, 0.00344523), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.transform.translate(value=(-6.37496e-19, -1.41553e-34, -0.00287103), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.transform.translate(value=(3.82498e-19, -0.00114841, 0.00172262), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.transform.translate(value=(5.09997e-19, -0.00114841, 0.00229682), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.transform.translate(value=(-1.01999e-18, 0.000574206, -0.00459365), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.mesh.dissolve_edges() # Operator\nbpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='EDGE') # Operator\nbpy.ops.mesh.dissolve_edges() # Operator\nbpy.ops.mesh.dissolve_edges() # Operator\nbpy.ops.mesh.dissolve_edges() # Operator\nbpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='VERT') # Operator\nbpy.ops.transform.translate(value=(3.82498e-19, -0.000574206, 0.00172262), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.transform.translate(value=(-1.27499e-19, -2.83105e-35, -0.000574206), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.transform.translate(value=(0, 0, 0.0011484), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(False, False, True), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.mesh.knife_tool(use_occlude_geometry=True, only_selected=False) # Operator\nbpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='EDGE') # Operator\nbpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='VERT') # Operator\nbpy.ops.mesh.edge_face_add() # Operator\nbpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='EDGE') # Operator\nbpy.ops.mesh.dissolve_edges() # Operator\nbpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='VERT') # Operator\nbpy.ops.transform.translate(value=(-6.37496e-19, -0.00114841, -0.00287103), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='EDGE') # Operator\nbpy.ops.mesh.dissolve_edges() # Operator\nbpy.ops.mesh.dissolve_edges() # Operator\nbpy.ops.mesh.delete(type='EDGE') # Operator\nbpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='VERT') # Operator\nbpy.ops.mesh.knife_tool(use_occlude_geometry=True, only_selected=False) # Operator\nbpy.ops.transform.translate(value=(0.00459364, -1.54299e-10, -0.00114841), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.mesh.dissolve_verts() # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.transform.translate(value=(-2.95137e-19, -0.00166147, -0.00132918), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.transform.translate(value=(-2.21353e-19, -0.00132918, -0.000996885), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.transform.translate(value=(-0, -0, -0.00199378), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(False, False, True), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.transform.translate(value=(-0, -0, -0.00132918), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(False, False, True), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.transform.translate(value=(0, 0, 0.00498444), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(False, False, True), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='EDGE') # Operator\nbpy.ops.mesh.dissolve_edges() # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.mesh.dissolve_edges() # Operator\nbpy.ops.transform.translate(value=(5.31247e-19, 0.00717757, 0.00239252), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.transform.translate(value=(1.06249e-19, -0.00334953, 0.000478505), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='VERT') # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='FACE') # Operator\nbpy.ops.mesh.select_linked_pick(deselect=False, delimit={'SEAM'}, object_index=0, index=1394) # Operator\nbpy.ops.mesh.hide(unselected=False) # Operator\nbpy.ops.object.editmode_toggle() # Operator\nbpy.ops.object.editmode_toggle() # Operator\nbpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='VERT') # Operator\nbpy.ops.transform.translate(value=(0, 0.00259849, 0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(False, True, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.merge(type='LAST') # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.transform.translate(value=(-0.00430655, -0, -0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(True, False, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.mesh.reveal() # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.mesh.select_linked_pick(deselect=False, delimit=set(), object_index=0, index=313) # Operator\nbpy.ops.transform.translate(value=(-0, -0, -0.135742), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(False, False, True), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.transform.translate(value=(0.00964665, 0, 0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(True, False, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.mesh.select_linked_pick(deselect=False, delimit=set(), object_index=0, index=111) # Operator\nbpy.ops.mesh.hide(unselected=False) # Operator\nbpy.ops.mesh.select_linked_pick(deselect=False, delimit=set(), object_index=0, index=226) # Operator\nbpy.ops.mesh.select_linked_pick(deselect=False, delimit=set(), object_index=0, index=246) # Operator\nbpy.ops.mesh.select_linked_pick(deselect=False, delimit=set(), object_index=0, index=169) # Operator\nbpy.ops.mesh.select_linked_pick(deselect=False, delimit=set(), object_index=0, index=64) # Operator\nbpy.ops.mesh.hide(unselected=False) # Operator\nSaved \"guns6.blend\" # Info\nbpy.ops.transform.translate(value=(-0.0206714, -0, -0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(True, False, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.transform.translate(value=(-0.00895762, -0, -0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(True, False, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.transform.translate(value=(-0.0117138, -0, -0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(True, False, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.transform.translate(value=(-0.145389, -0, -0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(True, False, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.transform.translate(value=(-0.00620145, -0, -0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(True, False, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.transform.translate(value=(-0.00551236, -0, -0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(True, False, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.transform.translate(value=(-0.00895762, -0, -0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(True, False, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.transform.translate(value=(-0.00826856, -8.33216e-10, -0.00620142), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.transform.translate(value=(-0, -9.25795e-10, -0.00689047), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.transform.translate(value=(0.00620142, 0, 0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.mesh.select_linked_pick(deselect=False, delimit=set(), object_index=0, index=425) # Operator\nbpy.ops.mesh.hide(unselected=False) # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.mesh.merge(type='LAST') # Operator\nbpy.ops.mesh.merge(type='LAST') # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='EDGE') # Operator\nbpy.ops.mesh.dissolve_edges() # Operator\nSaved \"guns6.blend\" # Info\nbpy.ops.mesh.reveal() # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.mesh.select_linked_pick(deselect=False, delimit=set(), object_index=0, index=1139) # Operator\nbpy.ops.mesh.duplicate_move(MESH_OT_duplicate={\"mode\":1}, TRANSFORM_OT_translate={\"value\":(0.315813, 0, 0), \"orient_type\":'GLOBAL', \"orient_matrix\":((1, 0, 0), (0, 1, 0), (0, 0, 1)), \"orient_matrix_type\":'GLOBAL', \"constraint_axis\":(True, False, False), \"mirror\":False, \"use_proportional_edit\":False, \"proportional_edit_falloff\":'SMOOTH', \"proportional_size\":1, \"use_proportional_connected\":False, \"use_proportional_projected\":False, \"snap\":False, \"snap_target\":'CLOSEST', \"snap_point\":(0, 0, 0), \"snap_align\":False, \"snap_normal\":(0, 0, 0), \"gpencil_strokes\":False, \"cursor_transform\":False, \"texture_space\":False, \"remove_on_cancel\":False, \"release_confirm\":False, \"use_accurate\":False, \"use_automerge_and_split\":False}) # Operator\nbpy.ops.transform.translate(value=(0, 0, 0.0717757), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(False, False, True), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='VERT') # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.mesh.delete(type='VERT') # Operator\nbpy.ops.mesh.extrude_region_move(MESH_OT_extrude_region={\"use_normal_flip\":False, \"use_dissolve_ortho_edges\":False, \"mirror\":False}, TRANSFORM_OT_translate={\"value\":(-0.00717756, -0, -0), \"orient_type\":'GLOBAL', \"orient_matrix\":((1, 0, 0), (0, 1, 0), (0, 0, 1)), \"orient_matrix_type\":'GLOBAL', \"constraint_axis\":(True, False, False), \"mirror\":False, \"use_proportional_edit\":False, \"proportional_edit_falloff\":'SMOOTH', \"proportional_size\":1, \"use_proportional_connected\":False, \"use_proportional_projected\":False, \"snap\":False, \"snap_target\":'CLOSEST', \"snap_point\":(0, 0, 0), \"snap_align\":False, \"snap_normal\":(0, 0, 0), \"gpencil_strokes\":False, \"cursor_transform\":False, \"texture_space\":False, \"remove_on_cancel\":False, \"release_confirm\":False, \"use_accurate\":False, \"use_automerge_and_split\":False}) # Operator\nbpy.ops.mesh.edge_face_add() # Operator\nbpy.ops.mesh.extrude_region_move(MESH_OT_extrude_region={\"use_normal_flip\":False, \"use_dissolve_ortho_edges\":False, \"mirror\":False}, TRANSFORM_OT_translate={\"value\":(-0, -0.0454976, -0), \"orient_type\":'GLOBAL', \"orient_matrix\":((1, 0, 0), (0, 1, 0), (0, 0, 1)), \"orient_matrix_type\":'GLOBAL', \"constraint_axis\":(False, True, False), \"mirror\":False, \"use_proportional_edit\":False, \"proportional_edit_falloff\":'SMOOTH', \"proportional_size\":1, \"use_proportional_connected\":False, \"use_proportional_projected\":False, \"snap\":False, \"snap_target\":'CLOSEST', \"snap_point\":(0, 0, 0), \"snap_align\":False, \"snap_normal\":(0, 0, 0), \"gpencil_strokes\":False, \"cursor_transform\":False, \"texture_space\":False, \"remove_on_cancel\":False, \"release_confirm\":False, \"use_accurate\":False, \"use_automerge_and_split\":False}) # Operator\nbpy.ops.mesh.edge_face_add() # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.mesh.delete(type='VERT') # Operator\nbpy.ops.transform.resize(value=(1, 0, 1), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(False, True, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.edge_face_add() # Operator\nbpy.ops.mesh.edge_face_add() # Operator\nbpy.ops.mesh.edge_face_add() # 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\nbpy.ops.mesh.select_linked_pick(deselect=False, delimit=set(), object_index=0, index=435) # Operator\nbpy.ops.uv.select_all(action='SELECT') # Operator\nbpy.ops.transform.resize(value=(0, 0, 0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.transform.translate(value=(0.338609, 0.322484, 0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='FACE') # Operator\nbpy.ops.mesh.select_linked_pick(deselect=False, delimit={'SEAM'}, object_index=0, index=1551) # Operator\nbpy.ops.transform.translate(value=(0.00161532, -9.48744e-09, -0.0706127), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.duplicate_move(MESH_OT_duplicate={\"mode\":1}, TRANSFORM_OT_translate={\"value\":(-0.0265374, 1.42622e-08, 0.10615), \"orient_type\":'GLOBAL', \"orient_matrix\":((1, 0, 0), (0, 1, 0), (0, 0, 1)), \"orient_matrix_type\":'GLOBAL', \"constraint_axis\":(False, False, False), \"mirror\":False, \"use_proportional_edit\":False, \"proportional_edit_falloff\":'SMOOTH', \"proportional_size\":1, \"use_proportional_connected\":False, \"use_proportional_projected\":False, \"snap\":False, \"snap_target\":'CLOSEST', \"snap_point\":(0, 0, 0), \"snap_align\":False, \"snap_normal\":(0, 0, 0), \"gpencil_strokes\":False, \"cursor_transform\":False, \"texture_space\":False, \"remove_on_cancel\":False, \"release_confirm\":False, \"use_accurate\":False, \"use_automerge_and_split\":False}) # Operator\nbpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='VERT') # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.transform.translate(value=(-0.0110765, -0, -0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(True, False, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.transform.translate(value=(0.0053075, 0, 0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(True, False, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='FACE') # Operator\nbpy.ops.mesh.select_linked_pick(deselect=False, delimit={'SEAM'}, object_index=0, index=1576) # Operator\nbpy.ops.transform.translate(value=(-0.023076, -1.19988e-08, -0.0893043), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.transform.translate(value=(-0.0011538, -0, -0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(True, False, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='VERT') # Operator\nbpy.ops.transform.translate(value=(0.0166147, 0, 0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(True, False, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.transform.translate(value=(-0, -0, -0.010615), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(False, False, True), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='FACE') # Operator\nbpy.ops.mesh.select_linked_pick(deselect=False, delimit={'SEAM'}, object_index=0, index=1577) # Operator\nbpy.ops.transform.translate(value=(0.304057, 0.00230346, 0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.transform.translate(value=(-0, -1.82928e-09, -0.0136149), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.transform.translate(value=(-0, -0, -0.000230789), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(False, False, True), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='VERT') # Operator\nbpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='EDGE') # Operator\nbpy.ops.transform.translate(value=(-0, -0, -0.00346142), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(False, False, True), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='FACE') # Operator\nbpy.ops.transform.translate(value=(0, 0.0103943, 0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(False, True, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.transform.translate(value=(0, 0.00342363, 0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(False, True, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.mesh.select_linked_pick(deselect=False, delimit={'SEAM'}, object_index=0, index=1576) # Operator\nbpy.ops.transform.translate(value=(-0.0249221, -0, -0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(True, False, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.transform.resize(value=(0.819803, 1, 1), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(True, False, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.transform.translate(value=(0, 0, 0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(True, False, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.duplicate_move(MESH_OT_duplicate={\"mode\":1}, TRANSFORM_OT_translate={\"value\":(0.0249221, 0, 0), \"orient_type\":'GLOBAL', \"orient_matrix\":((1, 0, 0), (0, 1, 0), (0, 0, 1)), \"orient_matrix_type\":'GLOBAL', \"constraint_axis\":(True, False, False), \"mirror\":False, \"use_proportional_edit\":False, \"proportional_edit_falloff\":'SMOOTH', \"proportional_size\":1, \"use_proportional_connected\":False, \"use_proportional_projected\":False, \"snap\":False, \"snap_target\":'CLOSEST', \"snap_point\":(0, 0, 0), \"snap_align\":False, \"snap_normal\":(0, 0, 0), \"gpencil_strokes\":False, \"cursor_transform\":False, \"texture_space\":False, \"remove_on_cancel\":False, \"release_confirm\":False, \"use_accurate\":False, \"use_automerge_and_split\":False}) # Operator\nbpy.ops.mesh.duplicate_move(MESH_OT_duplicate={\"mode\":1}, TRANSFORM_OT_translate={\"value\":(-0.0505365, -0, -0), \"orient_type\":'GLOBAL', \"orient_matrix\":((1, 0, 0), (0, 1, 0), (0, 0, 1)), \"orient_matrix_type\":'GLOBAL', \"constraint_axis\":(True, False, False), \"mirror\":False, \"use_proportional_edit\":False, \"proportional_edit_falloff\":'SMOOTH', \"proportional_size\":1, \"use_proportional_connected\":False, \"use_proportional_projected\":False, \"snap\":False, \"snap_target\":'CLOSEST', \"snap_point\":(0, 0, 0), \"snap_align\":False, \"snap_normal\":(0, 0, 0), \"gpencil_strokes\":False, \"cursor_transform\":False, \"texture_space\":False, \"remove_on_cancel\":False, \"release_confirm\":False, \"use_accurate\":False, \"use_automerge_and_split\":False}) # Operator\nbpy.ops.mesh.duplicate_move(MESH_OT_duplicate={\"mode\":1}, TRANSFORM_OT_translate={\"value\":(-0.0244606, -0, -0), \"orient_type\":'GLOBAL', \"orient_matrix\":((1, 0, 0), (0, 1, 0), (0, 0, 1)), \"orient_matrix_type\":'GLOBAL', \"constraint_axis\":(True, False, False), \"mirror\":False, \"use_proportional_edit\":False, \"proportional_edit_falloff\":'SMOOTH', \"proportional_size\":1, \"use_proportional_connected\":False, \"use_proportional_projected\":False, \"snap\":False, \"snap_target\":'CLOSEST', \"snap_point\":(0, 0, 0), \"snap_align\":False, \"snap_normal\":(0, 0, 0), \"gpencil_strokes\":False, \"cursor_transform\":False, \"texture_space\":False, \"remove_on_cancel\":False, \"release_confirm\":False, \"use_accurate\":False, \"use_automerge_and_split\":False}) # Operator\nbpy.ops.mesh.duplicate_move(MESH_OT_duplicate={\"mode\":1}, TRANSFORM_OT_translate={\"value\":(-0.0251529, -0, -0), \"orient_type\":'GLOBAL', \"orient_matrix\":((1, 0, 0), (0, 1, 0), (0, 0, 1)), \"orient_matrix_type\":'GLOBAL', \"constraint_axis\":(True, False, False), \"mirror\":False, \"use_proportional_edit\":False, \"proportional_edit_falloff\":'SMOOTH', \"proportional_size\":1, \"use_proportional_connected\":False, \"use_proportional_projected\":False, \"snap\":False, \"snap_target\":'CLOSEST', \"snap_point\":(0, 0, 0), \"snap_align\":False, \"snap_normal\":(0, 0, 0), \"gpencil_strokes\":False, \"cursor_transform\":False, \"texture_space\":False, \"remove_on_cancel\":False, \"release_confirm\":False, \"use_accurate\":False, \"use_automerge_and_split\":False}) # Operator\nbpy.ops.mesh.duplicate_move(MESH_OT_duplicate={\"mode\":1}, TRANSFORM_OT_translate={\"value\":(-0.0244606, -0, -0), \"orient_type\":'GLOBAL', \"orient_matrix\":((1, 0, 0), (0, 1, 0), (0, 0, 1)), \"orient_matrix_type\":'GLOBAL', \"constraint_axis\":(True, False, False), \"mirror\":False, \"use_proportional_edit\":False, \"proportional_edit_falloff\":'SMOOTH', \"proportional_size\":1, \"use_proportional_connected\":False, \"use_proportional_projected\":False, \"snap\":False, \"snap_target\":'CLOSEST', \"snap_point\":(0, 0, 0), \"snap_align\":False, \"snap_normal\":(0, 0, 0), \"gpencil_strokes\":False, \"cursor_transform\":False, \"texture_space\":False, \"remove_on_cancel\":False, \"release_confirm\":False, \"use_accurate\":False, \"use_automerge_and_split\":False}) # Operator\nbpy.ops.mesh.duplicate_move(MESH_OT_duplicate={\"mode\":1}, TRANSFORM_OT_translate={\"value\":(-0.0255203, -0, -0), \"orient_type\":'GLOBAL', \"orient_matrix\":((1, 0, 0), (0, 1, 0), (0, 0, 1)), \"orient_matrix_type\":'GLOBAL', \"constraint_axis\":(True, False, False), \"mirror\":False, \"use_proportional_edit\":False, \"proportional_edit_falloff\":'SMOOTH', \"proportional_size\":1, \"use_proportional_connected\":False, \"use_proportional_projected\":False, \"snap\":False, \"snap_target\":'CLOSEST', \"snap_point\":(0, 0, 0), \"snap_align\":False, \"snap_normal\":(0, 0, 0), \"gpencil_strokes\":False, \"cursor_transform\":False, \"texture_space\":False, \"remove_on_cancel\":False, \"release_confirm\":False, \"use_accurate\":False, \"use_automerge_and_split\":False}) # Operator\nbpy.ops.mesh.duplicate_move(MESH_OT_duplicate={\"mode\":1}, TRANSFORM_OT_translate={\"value\":(-0.024324, -0, -0), \"orient_type\":'GLOBAL', \"orient_matrix\":((1, 0, 0), (0, 1, 0), (0, 0, 1)), \"orient_matrix_type\":'GLOBAL', \"constraint_axis\":(True, False, False), \"mirror\":False, \"use_proportional_edit\":False, \"proportional_edit_falloff\":'SMOOTH', \"proportional_size\":1, \"use_proportional_connected\":False, \"use_proportional_projected\":False, \"snap\":False, \"snap_target\":'CLOSEST', \"snap_point\":(0, 0, 0), \"snap_align\":False, \"snap_normal\":(0, 0, 0), \"gpencil_strokes\":False, \"cursor_transform\":False, \"texture_space\":False, \"remove_on_cancel\":False, \"release_confirm\":False, \"use_accurate\":False, \"use_automerge_and_split\":False}) # Operator\nbpy.ops.mesh.duplicate_move(MESH_OT_duplicate={\"mode\":1}, TRANSFORM_OT_translate={\"value\":(-0.0251215, -0, -0), \"orient_type\":'GLOBAL', \"orient_matrix\":((1, 0, 0), (0, 1, 0), (0, 0, 1)), \"orient_matrix_type\":'GLOBAL', \"constraint_axis\":(True, False, False), \"mirror\":False, \"use_proportional_edit\":False, \"proportional_edit_falloff\":'SMOOTH', \"proportional_size\":1, \"use_proportional_connected\":False, \"use_proportional_projected\":False, \"snap\":False, \"snap_target\":'CLOSEST', \"snap_point\":(0, 0, 0), \"snap_align\":False, \"snap_normal\":(0, 0, 0), \"gpencil_strokes\":False, \"cursor_transform\":False, \"texture_space\":False, \"remove_on_cancel\":False, \"release_confirm\":False, \"use_accurate\":False, \"use_automerge_and_split\":False}) # Operator\nbpy.ops.mesh.duplicate_move(MESH_OT_duplicate={\"mode\":1}, TRANSFORM_OT_translate={\"value\":(-0.0255203, -0, -0), \"orient_type\":'GLOBAL', \"orient_matrix\":((1, 0, 0), (0, 1, 0), (0, 0, 1)), \"orient_matrix_type\":'GLOBAL', \"constraint_axis\":(True, False, False), \"mirror\":False, \"use_proportional_edit\":False, \"proportional_edit_falloff\":'SMOOTH', \"proportional_size\":1, \"use_proportional_connected\":False, \"use_proportional_projected\":False, \"snap\":False, \"snap_target\":'CLOSEST', \"snap_point\":(0, 0, 0), \"snap_align\":False, \"snap_normal\":(0, 0, 0), \"gpencil_strokes\":False, \"cursor_transform\":False, \"texture_space\":False, \"remove_on_cancel\":False, \"release_confirm\":False, \"use_accurate\":False, \"use_automerge_and_split\":False}) # Operator\nbpy.ops.mesh.duplicate_move(MESH_OT_duplicate={\"mode\":1}, TRANSFORM_OT_translate={\"value\":(-0.0239252, -0, -0), \"orient_type\":'GLOBAL', \"orient_matrix\":((1, 0, 0), (0, 1, 0), (0, 0, 1)), \"orient_matrix_type\":'GLOBAL', \"constraint_axis\":(True, False, False), \"mirror\":False, \"use_proportional_edit\":False, \"proportional_edit_falloff\":'SMOOTH', \"proportional_size\":1, \"use_proportional_connected\":False, \"use_proportional_projected\":False, \"snap\":False, \"snap_target\":'CLOSEST', \"snap_point\":(0, 0, 0), \"snap_align\":False, \"snap_normal\":(0, 0, 0), \"gpencil_strokes\":False, \"cursor_transform\":False, \"texture_space\":False, \"remove_on_cancel\":False, \"release_confirm\":False, \"use_accurate\":False, \"use_automerge_and_split\":False}) # Operator\nbpy.ops.transform.translate(value=(-0.301753, -0.00460692, 0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.mesh.select_linked_pick(deselect=False, delimit={'SEAM'}, object_index=0, index=1826) # Operator\nbpy.ops.mesh.duplicate_move(MESH_OT_duplicate={\"mode\":1}, TRANSFORM_OT_translate={\"value\":(0.273146, 0, 0), \"orient_type\":'GLOBAL', \"orient_matrix\":((1, 0, 0), (0, 1, 0), (0, 0, 1)), \"orient_matrix_type\":'GLOBAL', \"constraint_axis\":(True, False, False), \"mirror\":False, \"use_proportional_edit\":False, \"proportional_edit_falloff\":'SMOOTH', \"proportional_size\":1, \"use_proportional_connected\":False, \"use_proportional_projected\":False, \"snap\":False, \"snap_target\":'CLOSEST', \"snap_point\":(0, 0, 0), \"snap_align\":False, \"snap_normal\":(0, 0, 0), \"gpencil_strokes\":False, \"cursor_transform\":False, \"texture_space\":False, \"remove_on_cancel\":False, \"release_confirm\":False, \"use_accurate\":False, \"use_automerge_and_split\":False}) # Operator\nbpy.ops.mesh.duplicate_move(MESH_OT_duplicate={\"mode\":1}, TRANSFORM_OT_translate={\"value\":(0.0247228, 0, 0), \"orient_type\":'GLOBAL', \"orient_matrix\":((1, 0, 0), (0, 1, 0), (0, 0, 1)), \"orient_matrix_type\":'GLOBAL', \"constraint_axis\":(True, False, False), \"mirror\":False, \"use_proportional_edit\":False, \"proportional_edit_falloff\":'SMOOTH', \"proportional_size\":1, \"use_proportional_connected\":False, \"use_proportional_projected\":False, \"snap\":False, \"snap_target\":'CLOSEST', \"snap_point\":(0, 0, 0), \"snap_align\":False, \"snap_normal\":(0, 0, 0), \"gpencil_strokes\":False, \"cursor_transform\":False, \"texture_space\":False, \"remove_on_cancel\":False, \"release_confirm\":False, \"use_accurate\":False, \"use_automerge_and_split\":False}) # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.transform.translate(value=(-0, -0.0144508, -0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(False, True, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.context.scene.hide_viewport = True # Property\nbpy.ops.transform.translate(value=(0, 0.0049374, 0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(False, True, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.transform.translate(value=(-0, -0, -0.00407137), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(False, False, True), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.transform.translate(value=(-0, -0.00834877, -0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(False, True, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.context.scene.hide_viewport = False # Property\nbpy.ops.mesh.select_linked_pick(deselect=False, delimit={'SEAM'}, object_index=0, index=1871) # Operator\nbpy.ops.mesh.select_linked_pick(deselect=False, delimit={'SEAM'}, object_index=0, index=1876) # Operator\nbpy.ops.transform.translate(value=(0.297146, 0, 0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.object.editmode_toggle() # Operator\nbpy.ops.object.editmode_toggle() # Operator\nbpy.ops.object.editmode_toggle() # Operator\nbpy.ops.object.editmode_toggle() # Operator\nbpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='EDGE') # Operator\nbpy.ops.transform.translate(value=(0.0034296, 0, 0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(True, False, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.mesh.loopcut_slide(MESH_OT_loopcut={\"number_cuts\":1, \"smoothness\":0, \"falloff\":'INVERSE_SQUARE', \"object_index\":0, \"edge_index\":506, \"mesh_select_mode_init\":(False, True, False)}, TRANSFORM_OT_edge_slide={\"value\":0.468085, \"single_side\":False, \"use_even\":False, \"flipped\":False, \"use_clamp\":True, \"mirror\":True, \"snap\":False, \"snap_target\":'CLOSEST', \"snap_point\":(0, 0, 0), \"snap_align\":False, \"snap_normal\":(0, 0, 0), \"correct_uv\":True, \"release_confirm\":False, \"use_accurate\":False}) # Operator\nbpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='FACE') # Operator\nbpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='EDGE') # Operator\nbpy.ops.mesh.delete(type='EDGE') # Operator\nbpy.ops.mesh.delete(type='EDGE') # Operator\nbpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='VERT') # Operator\nbpy.ops.transform.translate(value=(-0.00631627, -0, -0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(True, False, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.view3d.snap_cursor_to_selected() # Operator\nbpy.context.scene.tool_settings.transform_pivot_point = 'CURSOR' # Property\nbpy.ops.transform.resize(value=(0, 1, 1), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(True, False, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.transform.translate(value=(0, 0, 0.0505301), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(False, False, True), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.transform.translate(value=(0, 0, 0.00516784), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(False, False, True), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.transform.resize(value=(1, 0, 1), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(False, True, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.transform.resize(value=(1, 0, 1), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(False, True, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='EDGE') # Operator\nbpy.ops.mesh.dissolve_edges() # Operator\nbpy.ops.mesh.dissolve_edges() # Operator\nbpy.ops.mesh.dissolve_edges() # Operator\nbpy.ops.mesh.delete(type='EDGE') # Operator\nbpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='VERT') # Operator\nbpy.ops.mesh.duplicate_move(MESH_OT_duplicate={\"mode\":1}, TRANSFORM_OT_translate={\"value\":(-0, -0.12375, -0), \"orient_type\":'GLOBAL', \"orient_matrix\":((1, 0, 0), (0, 1, 0), (0, 0, 1)), \"orient_matrix_type\":'GLOBAL', \"constraint_axis\":(False, True, False), \"mirror\":False, \"use_proportional_edit\":False, \"proportional_edit_falloff\":'SMOOTH', \"proportional_size\":1, \"use_proportional_connected\":False, \"use_proportional_projected\":False, \"snap\":False, \"snap_target\":'CLOSEST', \"snap_point\":(0, 0, 0), \"snap_align\":False, \"snap_normal\":(0, 0, 0), \"gpencil_strokes\":False, \"cursor_transform\":False, \"texture_space\":False, \"remove_on_cancel\":False, \"release_confirm\":False, \"use_accurate\":False, \"use_automerge_and_split\":False}) # Operator\nbpy.ops.mesh.edge_face_add() # Operator\nbpy.ops.mesh.edge_face_add() # Operator\nbpy.ops.mesh.edge_face_add() # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.mesh.select_linked_pick(deselect=False, delimit=set(), object_index=0, index=311) # Operator\nbpy.ops.transform.translate(value=(0.976667, 0.642665, 0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.uv.select_all(action='DESELECT') # Operator\nbpy.ops.transform.resize(value=(0, 0, 0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.mesh.select_all(action='SELECT') # Operator\nbpy.ops.mesh.remove_doubles() # Operator\nRemoved 0 vertice(s) # Info\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.object.editmode_toggle() # Operator\nbpy.ops.object.editmode_toggle() # Operator\nbpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='FACE') # Operator\nSaved \"guns6.blend\" # Info\nbpy.context.scene.hide_viewport = True # Property\nbpy.context.scene.hide_viewport = False # Property\nbpy.ops.object.editmode_toggle() # Operator\nbpy.ops.object.editmode_toggle() # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.object.editmode_toggle() # Operator\nbpy.ops.object.editmode_toggle() # Operator\nbpy.ops.uv.select_all(action='SELECT') # Operator\nbpy.ops.transform.translate(value=(-0.976667, -0.640362, 0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.uv.select_all(action='SELECT') # Operator\nbpy.ops.transform.translate(value=(-0.97897, -0.642665, 0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.mesh.loopcut_slide(MESH_OT_loopcut={\"number_cuts\":1, \"smoothness\":0, \"falloff\":'INVERSE_SQUARE', \"object_index\":0, \"edge_index\":469, \"mesh_select_mode_init\":(False, False, True)}, TRANSFORM_OT_edge_slide={\"value\":0.321622, \"single_side\":False, \"use_even\":False, \"flipped\":False, \"use_clamp\":True, \"mirror\":True, \"snap\":False, \"snap_target\":'CLOSEST', \"snap_point\":(0, 0, 0), \"snap_align\":False, \"snap_normal\":(0, 0, 0), \"correct_uv\":True, \"release_confirm\":False, \"use_accurate\":False}) # Operator\nbpy.ops.mesh.loopcut_slide(MESH_OT_loopcut={\"number_cuts\":1, \"smoothness\":0, \"falloff\":'INVERSE_SQUARE', \"object_index\":0, \"edge_index\":930, \"mesh_select_mode_init\":(False, True, False)}, TRANSFORM_OT_edge_slide={\"value\":-0.121019, \"single_side\":False, \"use_even\":False, \"flipped\":False, \"use_clamp\":True, \"mirror\":True, \"snap\":False, \"snap_target\":'CLOSEST', \"snap_point\":(0, 0, 0), \"snap_align\":False, \"snap_normal\":(0, 0, 0), \"correct_uv\":True, \"release_confirm\":False, \"use_accurate\":False}) # Operator\nbpy.ops.mesh.delete(type='EDGE') # Operator\nbpy.ops.mesh.delete(type='EDGE') # Operator\nbpy.ops.mesh.delete(type='EDGE') # Operator\nbpy.ops.mesh.dissolve_edges() # Operator\nbpy.ops.mesh.dissolve_faces() # Operator\nbpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='FACE') # Operator\nbpy.ops.mesh.dissolve_faces() # Operator\nbpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='VERT') # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.mesh.delete(type='VERT') # Operator\nbpy.ops.mesh.duplicate_move(MESH_OT_duplicate={\"mode\":1}, TRANSFORM_OT_translate={\"value\":(-0, -0.071919, -0), \"orient_type\":'GLOBAL', \"orient_matrix\":((1, 0, 0), (0, 1, 0), (0, 0, 1)), \"orient_matrix_type\":'GLOBAL', \"constraint_axis\":(False, True, False), \"mirror\":False, \"use_proportional_edit\":False, \"proportional_edit_falloff\":'SMOOTH', \"proportional_size\":1, \"use_proportional_connected\":False, \"use_proportional_projected\":False, \"snap\":False, \"snap_target\":'CLOSEST', \"snap_point\":(0, 0, 0), \"snap_align\":False, \"snap_normal\":(0, 0, 0), \"gpencil_strokes\":False, \"cursor_transform\":False, \"texture_space\":False, \"remove_on_cancel\":False, \"release_confirm\":False, \"use_accurate\":False, \"use_automerge_and_split\":False}) # Operator\nbpy.ops.mesh.edge_face_add() # Operator\nbpy.ops.mesh.edge_face_add() # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='FACE') # Operator\nbpy.ops.uv.select_all(action='SELECT') # Operator\nbpy.ops.transform.resize(value=(0, 0, 0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.transform.translate(value=(0.490637, 0.324788, 0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.mesh.loopcut_slide(MESH_OT_loopcut={\"number_cuts\":1, \"smoothness\":0, \"falloff\":'INVERSE_SQUARE', \"object_index\":0, \"edge_index\":953, \"mesh_select_mode_init\":(False, False, True)}, TRANSFORM_OT_edge_slide={\"value\":-0.498587, \"single_side\":False, \"use_even\":False, \"flipped\":False, \"use_clamp\":True, \"mirror\":True, \"snap\":False, \"snap_target\":'CLOSEST', \"snap_point\":(0, 0, 0), \"snap_align\":False, \"snap_normal\":(0, 0, 0), \"correct_uv\":True, \"release_confirm\":False, \"use_accurate\":False}) # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.mesh.select_linked_pick(deselect=False, delimit=set(), object_index=0, index=1326) # Operator\nbpy.ops.mesh.hide(unselected=False) # Operator\nbpy.ops.mesh.select_linked_pick(deselect=False, delimit=set(), object_index=0, index=999) # Operator\nbpy.ops.mesh.hide(unselected=False) # Operator\nbpy.ops.mesh.loopcut_slide(MESH_OT_loopcut={\"number_cuts\":1, \"smoothness\":0, \"falloff\":'INVERSE_SQUARE', \"object_index\":0, \"edge_index\":518, \"mesh_select_mode_init\":(False, True, False)}, TRANSFORM_OT_edge_slide={\"value\":-0.883268, \"single_side\":False, \"use_even\":False, \"flipped\":False, \"use_clamp\":True, \"mirror\":True, \"snap\":False, \"snap_target\":'CLOSEST', \"snap_point\":(0, 0, 0), \"snap_align\":False, \"snap_normal\":(0, 0, 0), \"correct_uv\":True, \"release_confirm\":False, \"use_accurate\":False}) # Operator\nbpy.ops.mesh.loopcut_slide(MESH_OT_loopcut={\"number_cuts\":1, \"smoothness\":0, \"falloff\":'INVERSE_SQUARE', \"object_index\":0, \"edge_index\":939, \"mesh_select_mode_init\":(False, True, False)}, TRANSFORM_OT_edge_slide={\"value\":-0.784141, \"single_side\":False, \"use_even\":False, \"flipped\":False, \"use_clamp\":True, \"mirror\":True, \"snap\":False, \"snap_target\":'CLOSEST', \"snap_point\":(0, 0, 0), \"snap_align\":False, \"snap_normal\":(0, 0, 0), \"correct_uv\":True, \"release_confirm\":False, \"use_accurate\":False}) # Operator\nbpy.ops.mesh.loopcut_slide(MESH_OT_loopcut={\"number_cuts\":1, \"smoothness\":0, \"falloff\":'INVERSE_SQUARE', \"object_index\":0, \"edge_index\":939, \"mesh_select_mode_init\":(False, True, False)}, TRANSFORM_OT_edge_slide={\"value\":-0.492611, \"single_side\":False, \"use_even\":False, \"flipped\":False, \"use_clamp\":True, \"mirror\":True, \"snap\":False, \"snap_target\":'CLOSEST', \"snap_point\":(0, 0, 0), \"snap_align\":False, \"snap_normal\":(0, 0, 0), \"correct_uv\":True, \"release_confirm\":False, \"use_accurate\":False}) # Operator\nbpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='VERT') # Operator\nbpy.ops.transform.translate(value=(-0.000664592, -0, -0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(True, False, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.transform.translate(value=(-0.00265837, -0, -0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(True, False, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.transform.translate(value=(-0.00232607, -0, -0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(True, False, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='FACE') # Operator\nbpy.ops.mesh.delete(type='FACE') # Operator\nbpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='EDGE') # Operator\nbpy.ops.mesh.delete(type='EDGE') # Operator\nbpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='VERT') # Operator\nbpy.ops.mesh.duplicate_move(MESH_OT_duplicate={\"mode\":1}, TRANSFORM_OT_translate={\"value\":(-0, -0.113743, -0), \"orient_type\":'GLOBAL', \"orient_matrix\":((1, 0, 0), (0, 1, 0), (0, 0, 1)), \"orient_matrix_type\":'GLOBAL', \"constraint_axis\":(False, True, False), \"mirror\":False, \"use_proportional_edit\":False, \"proportional_edit_falloff\":'SMOOTH', \"proportional_size\":1, \"use_proportional_connected\":False, \"use_proportional_projected\":False, \"snap\":False, \"snap_target\":'CLOSEST', \"snap_point\":(0, 0, 0), \"snap_align\":False, \"snap_normal\":(0, 0, 0), \"gpencil_strokes\":False, \"cursor_transform\":False, \"texture_space\":False, \"remove_on_cancel\":False, \"release_confirm\":False, \"use_accurate\":False, \"use_automerge_and_split\":False}) # Operator\nbpy.ops.mesh.edge_face_add() # Operator\nbpy.ops.mesh.duplicate_move(MESH_OT_duplicate={\"mode\":1}, TRANSFORM_OT_translate={\"value\":(-0, -0.108209, -0), \"orient_type\":'GLOBAL', \"orient_matrix\":((1, 0, 0), (0, 1, 0), (0, 0, 1)), \"orient_matrix_type\":'GLOBAL', \"constraint_axis\":(False, True, False), \"mirror\":False, \"use_proportional_edit\":False, \"proportional_edit_falloff\":'SMOOTH', \"proportional_size\":1, \"use_proportional_connected\":False, \"use_proportional_projected\":False, \"snap\":False, \"snap_target\":'CLOSEST', \"snap_point\":(0, 0, 0), \"snap_align\":False, \"snap_normal\":(0, 0, 0), \"gpencil_strokes\":False, \"cursor_transform\":False, \"texture_space\":False, \"remove_on_cancel\":False, \"release_confirm\":False, \"use_accurate\":False, \"use_automerge_and_split\":False}) # Operator\nbpy.ops.mesh.edge_face_add() # Operator\nbpy.ops.mesh.edge_face_add() # Operator\nbpy.ops.mesh.edge_face_add() # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='FACE') # Operator\nbpy.ops.uv.select_all(action='SELECT') # Operator\nbpy.ops.transform.resize(value=(0, 0, 0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.transform.translate(value=(-0.47912, 0.156635, 0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.transform.translate(value=(-0.00460692, 0, 0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.transform.translate(value=(0.00230346, 0, 0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.uv.select_all(action='SELECT') # Operator\nbpy.ops.transform.resize(value=(0, 0, 0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.transform.translate(value=(0.49294, 0.324788, 0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='EDGE') # Operator\nbpy.ops.mesh.delete(type='EDGE') # Operator\nbpy.ops.mesh.extrude_region_move(MESH_OT_extrude_region={\"use_normal_flip\":False, \"use_dissolve_ortho_edges\":False, \"mirror\":False}, TRANSFORM_OT_translate={\"value\":(-0, -0.122035, -0), \"orient_type\":'GLOBAL', \"orient_matrix\":((1, 0, 0), (0, 1, 0), (0, 0, 1)), \"orient_matrix_type\":'GLOBAL', \"constraint_axis\":(False, True, False), \"mirror\":False, \"use_proportional_edit\":False, \"proportional_edit_falloff\":'SMOOTH', \"proportional_size\":1, \"use_proportional_connected\":False, \"use_proportional_projected\":False, \"snap\":False, \"snap_target\":'CLOSEST', \"snap_point\":(0, 0, 0), \"snap_align\":False, \"snap_normal\":(0, 0, 0), \"gpencil_strokes\":False, \"cursor_transform\":False, \"texture_space\":False, \"remove_on_cancel\":False, \"release_confirm\":False, \"use_accurate\":False, \"use_automerge_and_split\":False}) # Operator\nbpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='VERT') # Operator\nbpy.ops.mesh.duplicate_move(MESH_OT_duplicate={\"mode\":1}, TRANSFORM_OT_translate={\"value\":(-0, -0.128432, -0), \"orient_type\":'GLOBAL', \"orient_matrix\":((1, 0, 0), (0, 1, 0), (0, 0, 1)), \"orient_matrix_type\":'GLOBAL', \"constraint_axis\":(False, True, False), \"mirror\":False, \"use_proportional_edit\":False, \"proportional_edit_falloff\":'SMOOTH', \"proportional_size\":1, \"use_proportional_connected\":False, \"use_proportional_projected\":False, \"snap\":False, \"snap_target\":'CLOSEST', \"snap_point\":(0, 0, 0), \"snap_align\":False, \"snap_normal\":(0, 0, 0), \"gpencil_strokes\":False, \"cursor_transform\":False, \"texture_space\":False, \"remove_on_cancel\":False, \"release_confirm\":False, \"use_accurate\":False, \"use_automerge_and_split\":False}) # Operator\nbpy.ops.mesh.edge_face_add() # Operator\nbpy.ops.mesh.edge_face_add() # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nNo edges selected # Error\nbpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='FACE') # Operator\nbpy.ops.uv.select_all(action='SELECT') # Operator\nbpy.ops.transform.resize(value=(0, 0, 0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.transform.translate(value=(-0.483727, 0.158939, 0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='VERT') # Operator\nbpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='EDGE') # Operator\nbpy.ops.mesh.extrude_region_move(MESH_OT_extrude_region={\"use_normal_flip\":False, \"use_dissolve_ortho_edges\":False, \"mirror\":False}, TRANSFORM_OT_translate={\"value\":(-0, -0.0929608, -0), \"orient_type\":'GLOBAL', \"orient_matrix\":((1, 0, 0), (0, 1, 0), (0, 0, 1)), \"orient_matrix_type\":'GLOBAL', \"constraint_axis\":(False, True, False), \"mirror\":False, \"use_proportional_edit\":False, \"proportional_edit_falloff\":'SMOOTH', \"proportional_size\":1, \"use_proportional_connected\":False, \"use_proportional_projected\":False, \"snap\":False, \"snap_target\":'CLOSEST', \"snap_point\":(0, 0, 0), \"snap_align\":False, \"snap_normal\":(0, 0, 0), \"gpencil_strokes\":False, \"cursor_transform\":False, \"texture_space\":False, \"remove_on_cancel\":False, \"release_confirm\":False, \"use_accurate\":False, \"use_automerge_and_split\":False}) # Operator\nbpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='VERT') # Operator\nbpy.ops.mesh.edge_face_add() # Operator\nbpy.ops.mesh.edge_face_add() # Operator\nbpy.ops.uv.select_all(action='DESELECT') # Operator\nbpy.ops.transform.translate(value=(-0.859191, 0.234953, 0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.uv.select_all(action='DESELECT') # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.mesh.select_linked_pick(deselect=False, delimit=set(), object_index=0, index=319) # Operator\nbpy.ops.uv.select_all(action='DESELECT') # Operator\nbpy.ops.transform.resize(value=(0, 0, 0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.uv.select_all(action='DESELECT') # Operator\nbpy.ops.transform.resize(value=(0, 0, 0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.mesh.select_all(action='SELECT') # Operator\nbpy.ops.uv.select_all(action='DESELECT') # Operator\nbpy.ops.transform.resize(value=(0, 0, 0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.uv.select_all(action='DESELECT') # Operator\nbpy.ops.transform.resize(value=(0, 0, 0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.uv.select_all(action='DESELECT') # Operator\nbpy.ops.transform.resize(value=(0, 0, 0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.transform.translate(value=(-0.00230346, -0.00230346, 0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.uv.select_all(action='DESELECT') # Operator\nbpy.ops.transform.translate(value=(-0.00460692, 0.00691038, 0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.transform.translate(value=(0, 0, 0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.transform.resize(value=(0, 0, 0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.uv.select_all(action='DESELECT') # Operator\nbpy.ops.transform.resize(value=(0, 0, 0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.uv.select_all(action='DESELECT') # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='FACE') # Operator\nbpy.ops.mesh.extrude_region_move(MESH_OT_extrude_region={\"use_normal_flip\":False, \"use_dissolve_ortho_edges\":False, \"mirror\":False}, TRANSFORM_OT_translate={\"value\":(0, 0, 0.0115639), \"orient_type\":'NORMAL', \"orient_matrix\":((-0, 1, 0), (1, 0, 0), (0, 0, -1)), \"orient_matrix_type\":'NORMAL', \"constraint_axis\":(False, False, True), \"mirror\":False, \"use_proportional_edit\":False, \"proportional_edit_falloff\":'SMOOTH', \"proportional_size\":1, \"use_proportional_connected\":False, \"use_proportional_projected\":False, \"snap\":False, \"snap_target\":'CLOSEST', \"snap_point\":(0, 0, 0), \"snap_align\":False, \"snap_normal\":(0, 0, 0), \"gpencil_strokes\":False, \"cursor_transform\":False, \"texture_space\":False, \"remove_on_cancel\":False, \"release_confirm\":False, \"use_accurate\":False, \"use_automerge_and_split\":False}) # Operator\nbpy.context.scene.tool_settings.transform_pivot_point = 'MEDIAN_POINT' # Property\nbpy.ops.transform.resize(value=(0.922505, 1, 1), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(True, False, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.transform.translate(value=(-0.00438631, -0, -0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(True, False, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.transform.translate(value=(0, 0, 0.00199378), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(False, False, True), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.transform.translate(value=(0.00079751, 0, 0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(True, False, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='VERT') # Operator\nbpy.ops.transform.translate(value=(0.00199378, 0, 0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(True, False, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='EDGE') # Operator\nbpy.ops.transform.translate(value=(-0, -0.00206231, -0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(False, True, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.reveal() # Operator\nbpy.ops.transform.translate(value=(0, 0.00214343, 0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(False, True, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.transform.translate(value=(0, 0.00134742, 0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(False, True, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.transform.translate(value=(0, 0.000803937, 0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(False, True, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.transform.translate(value=(0, 0.00159895, 0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(False, True, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.transform.translate(value=(0, 0.000525487, 0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(False, True, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.loopcut_slide(MESH_OT_loopcut={\"number_cuts\":1, \"smoothness\":0, \"falloff\":'INVERSE_SQUARE', \"object_index\":0, \"edge_index\":999, \"mesh_select_mode_init\":(False, True, False)}, TRANSFORM_OT_edge_slide={\"value\":0, \"single_side\":False, \"use_even\":False, \"flipped\":False, \"use_clamp\":True, \"mirror\":False, \"snap\":False, \"snap_target\":'CLOSEST', \"snap_point\":(0, 0, 0), \"snap_align\":False, \"snap_normal\":(0, 0, 0), \"correct_uv\":True, \"release_confirm\":False, \"use_accurate\":False}) # Operator\nbpy.ops.transform.translate(value=(0, 0.000514409, 0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(False, True, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='VERT') # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.transform.translate(value=(0.000398754, 5.35762e-11, 0.000398754), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.transform.translate(value=(0.00119626, 1.60728e-10, 0.00119626), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.transform.translate(value=(0.00119626, 1.07152e-10, 0.000797509), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.transform.translate(value=(0.000797508, 1.07152e-10, 0.000797509), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.transform.translate(value=(-0.000797508, 1.60728e-10, 0.00119626), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='FACE') # Operator\nbpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='EDGE') # Operator\nbpy.ops.mesh.delete(type='EDGE') # Operator\nbpy.ops.mesh.extrude_region_move(MESH_OT_extrude_region={\"use_normal_flip\":False, \"use_dissolve_ortho_edges\":False, \"mirror\":False}, TRANSFORM_OT_translate={\"value\":(-0, -0.0562301, -0), \"orient_type\":'GLOBAL', \"orient_matrix\":((1, 0, 0), (0, 1, 0), (0, 0, 1)), \"orient_matrix_type\":'GLOBAL', \"constraint_axis\":(False, True, False), \"mirror\":False, \"use_proportional_edit\":False, \"proportional_edit_falloff\":'SMOOTH', \"proportional_size\":1, \"use_proportional_connected\":False, \"use_proportional_projected\":False, \"snap\":False, \"snap_target\":'CLOSEST', \"snap_point\":(0, 0, 0), \"snap_align\":False, \"snap_normal\":(0, 0, 0), \"gpencil_strokes\":False, \"cursor_transform\":False, \"texture_space\":False, \"remove_on_cancel\":False, \"release_confirm\":False, \"use_accurate\":False, \"use_automerge_and_split\":False}) # Operator\nbpy.ops.mesh.edge_face_add() # Operator\nbpy.ops.mesh.edge_face_add() # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='VERT') # Operator\nbpy.ops.transform.translate(value=(-0.000553846, -0, -0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(True, False, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.transform.translate(value=(0.000553846, 0, 0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(True, False, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.transform.resize(value=(0, 1, 1), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(True, False, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.object.editmode_toggle() # Operator\nbpy.ops.object.editmode_toggle() # Operator\nbpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='FACE') # Operator\nbpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='EDGE') # Operator\nbpy.ops.transform.translate(value=(0, 0.000524753, 0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(False, True, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.transform.translate(value=(0, 0.000264389, 0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(False, True, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='VERT') # Operator\nbpy.ops.transform.translate(value=(0.000384629, 0, 0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(True, False, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.transform.translate(value=(-0.000192285, -0, -0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(True, False, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.transform.translate(value=(-0.000384629, -0, -0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(True, False, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.transform.translate(value=(-0.000192285, -0, -0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(True, False, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='EDGE') # Operator\nbpy.ops.mesh.dissolve_edges() # Operator\nbpy.ops.object.editmode_toggle() # Operator\nbpy.ops.object.editmode_toggle() # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nSaved \"guns6.blend\" # Info\nbpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='FACE') # Operator\nbpy.ops.mesh.duplicate_move(MESH_OT_duplicate={\"mode\":1}, TRANSFORM_OT_translate={\"value\":(-0.111626, -1.40721e-08, -0.104735), \"orient_type\":'GLOBAL', \"orient_matrix\":((1, 0, 0), (0, 1, 0), (0, 0, 1)), \"orient_matrix_type\":'GLOBAL', \"constraint_axis\":(False, False, False), \"mirror\":False, \"use_proportional_edit\":False, \"proportional_edit_falloff\":'SMOOTH', \"proportional_size\":1, \"use_proportional_connected\":False, \"use_proportional_projected\":False, \"snap\":False, \"snap_target\":'CLOSEST', \"snap_point\":(0, 0, 0), \"snap_align\":False, \"snap_normal\":(0, 0, 0), \"gpencil_strokes\":False, \"cursor_transform\":False, \"texture_space\":False, \"remove_on_cancel\":False, \"release_confirm\":False, \"use_accurate\":False, \"use_automerge_and_split\":False}) # Operator\nbpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='EDGE') # Operator\nbpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='VERT') # Operator\nbpy.ops.mesh.dissolve_verts() # Operator\nbpy.ops.transform.translate(value=(0, 0, 0.0190177), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(False, False, True), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.transform.translate(value=(-0.109145, -0, -0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(True, False, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.loopcut_slide(MESH_OT_loopcut={\"number_cuts\":1, \"smoothness\":0, \"falloff\":'INVERSE_SQUARE', \"object_index\":0, \"edge_index\":1002, \"mesh_select_mode_init\":(True, False, False)}, TRANSFORM_OT_edge_slide={\"value\":-0.666122, \"single_side\":False, \"use_even\":False, \"flipped\":False, \"use_clamp\":True, \"mirror\":True, \"snap\":False, \"snap_target\":'CLOSEST', \"snap_point\":(0, 0, 0), \"snap_align\":False, \"snap_normal\":(0, 0, 0), \"correct_uv\":True, \"release_confirm\":False, \"use_accurate\":False}) # Operator\nbpy.ops.mesh.loopcut_slide(MESH_OT_loopcut={\"number_cuts\":1, \"smoothness\":0, \"falloff\":'INVERSE_SQUARE', \"object_index\":0, \"edge_index\":1002, \"mesh_select_mode_init\":(True, False, False)}, TRANSFORM_OT_edge_slide={\"value\":0, \"single_side\":False, \"use_even\":False, \"flipped\":False, \"use_clamp\":True, \"mirror\":False, \"snap\":False, \"snap_target\":'CLOSEST', \"snap_point\":(0, 0, 0), \"snap_align\":False, \"snap_normal\":(0, 0, 0), \"correct_uv\":True, \"release_confirm\":False, \"use_accurate\":False}) # Operator\nbpy.ops.mesh.loopcut_slide(MESH_OT_loopcut={\"number_cuts\":1, \"smoothness\":0, \"falloff\":'INVERSE_SQUARE', \"object_index\":0, \"edge_index\":1005, \"mesh_select_mode_init\":(True, False, False)}, TRANSFORM_OT_edge_slide={\"value\":0.105868, \"single_side\":False, \"use_even\":False, \"flipped\":False, \"use_clamp\":True, \"mirror\":True, \"snap\":False, \"snap_target\":'CLOSEST', \"snap_point\":(0, 0, 0), \"snap_align\":False, \"snap_normal\":(0, 0, 0), \"correct_uv\":True, \"release_confirm\":False, \"use_accurate\":False}) # Operator\nbpy.ops.transform.translate(value=(0, 0, 0.00165373), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(False, False, True), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.transform.translate(value=(0.00165373, 0, 0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(True, False, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.extrude_region_move(MESH_OT_extrude_region={\"use_normal_flip\":False, \"use_dissolve_ortho_edges\":False, \"mirror\":False}, TRANSFORM_OT_translate={\"value\":(-0, -0, -0.0281131), \"orient_type\":'GLOBAL', \"orient_matrix\":((1, 0, 0), (0, 1, 0), (0, 0, 1)), \"orient_matrix_type\":'GLOBAL', \"constraint_axis\":(False, False, True), \"mirror\":False, \"use_proportional_edit\":False, \"proportional_edit_falloff\":'SMOOTH', \"proportional_size\":1, \"use_proportional_connected\":False, \"use_proportional_projected\":False, \"snap\":False, \"snap_target\":'CLOSEST', \"snap_point\":(0, 0, 0), \"snap_align\":False, \"snap_normal\":(0, 0, 0), \"gpencil_strokes\":False, \"cursor_transform\":False, \"texture_space\":False, \"remove_on_cancel\":False, \"release_confirm\":False, \"use_accurate\":False, \"use_automerge_and_split\":False}) # Operator\nbpy.ops.transform.translate(value=(-0.0165371, -0, -0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(True, False, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.transform.translate(value=(0.0339012, 0, 0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(True, False, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.transform.translate(value=(-0, -0, -0.00578803), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(False, False, True), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.transform.translate(value=(0.00496113, 0, 0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(True, False, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='EDGE') # Operator\nbpy.ops.mesh.delete(type='EDGE') # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.mesh.select_linked_pick(deselect=False, delimit=set(), object_index=0, index=887) # Operator\nbpy.ops.mesh.select_linked_pick(deselect=False, delimit=set(), object_index=0, index=1355) # Operator\nbpy.ops.mesh.select_linked_pick(deselect=False, delimit=set(), object_index=0, index=848) # Operator\nbpy.ops.mesh.select_linked_pick(deselect=False, delimit=set(), object_index=0, index=868) # Operator\nbpy.ops.mesh.select_linked_pick(deselect=False, delimit=set(), object_index=0, index=782) # Operator\nbpy.ops.mesh.select_linked_pick(deselect=False, delimit=set(), object_index=0, index=1292) # Operator\nbpy.ops.mesh.select_linked_pick(deselect=False, delimit=set(), object_index=0, index=1292) # Operator\nbpy.ops.mesh.select_linked_pick(deselect=False, delimit=set(), object_index=0, index=1492) # Operator\nbpy.ops.mesh.select_linked_pick(deselect=False, delimit=set(), object_index=0, index=1479) # Operator\nbpy.ops.mesh.select_linked_pick(deselect=False, delimit=set(), object_index=0, index=1455) # Operator\nbpy.ops.mesh.select_linked_pick(deselect=False, delimit=set(), object_index=0, index=1428) # Operator\nbpy.ops.mesh.select_linked_pick(deselect=False, delimit=set(), object_index=0, index=1414) # Operator\nbpy.ops.mesh.select_linked_pick(deselect=False, delimit=set(), object_index=0, index=872) # Operator\nbpy.ops.mesh.select_linked_pick(deselect=False, delimit=set(), object_index=0, index=1512) # Operator\nbpy.ops.mesh.select_linked_pick(deselect=False, delimit=set(), object_index=0, index=1361) # Operator\nbpy.ops.mesh.select_linked_pick(deselect=False, delimit=set(), object_index=0, index=1503) # Operator\nbpy.ops.mesh.select_linked_pick(deselect=False, delimit=set(), object_index=0, index=1383) # Operator\nbpy.ops.mesh.select_linked_pick(deselect=False, delimit=set(), object_index=0, index=1068) # Operator\nbpy.ops.mesh.select_linked_pick(deselect=False, delimit=set(), object_index=0, index=1423) # Operator\nbpy.ops.mesh.select_linked_pick(deselect=False, delimit=set(), object_index=0, index=1472) # Operator\nbpy.ops.mesh.select_linked_pick(deselect=False, delimit=set(), object_index=0, index=1092) # Operator\nbpy.ops.mesh.select_linked_pick(deselect=False, delimit=set(), object_index=0, index=1486) # Operator\nbpy.ops.mesh.select_linked_pick(deselect=False, delimit=set(), object_index=0, index=1450) # Operator\nbpy.ops.mesh.select_linked_pick(deselect=False, delimit=set(), object_index=0, index=872) # Operator\nbpy.ops.mesh.select_linked_pick(deselect=False, delimit=set(), object_index=0, index=1395) # Operator\nbpy.ops.mesh.select_linked_pick(deselect=False, delimit=set(), object_index=0, index=1375) # Operator\nbpy.ops.mesh.select_linked_pick(deselect=False, delimit=set(), object_index=0, index=705) # Operator\nbpy.ops.mesh.select_linked_pick(deselect=False, delimit=set(), object_index=0, index=747) # Operator\nbpy.ops.mesh.select_linked_pick(deselect=False, delimit=set(), object_index=0, index=818) # Operator\nbpy.ops.mesh.select_linked_pick(deselect=False, delimit=set(), object_index=0, index=1205) # Operator\nbpy.ops.mesh.hide(unselected=False) # Operator\nbpy.ops.mesh.select_linked_pick(deselect=False, delimit=set(), object_index=0, index=983) # Operator\nbpy.ops.mesh.hide(unselected=False) # Operator\nSaved \"guns6.blend\" # Info\nbpy.ops.mesh.knife_tool(use_occlude_geometry=True, only_selected=False) # Operator\nbpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='VERT') # Operator\nbpy.ops.mesh.delete(type='VERT') # Operator\nbpy.ops.mesh.knife_tool(use_occlude_geometry=True, only_selected=False) # Operator\nbpy.ops.mesh.delete(type='VERT') # Operator\nbpy.ops.mesh.select_all(action='SELECT') # Operator\nbpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='EDGE') # Operator\nbpy.ops.mesh.extrude_region_move(MESH_OT_extrude_region={\"use_normal_flip\":False, \"use_dissolve_ortho_edges\":False, \"mirror\":False}, TRANSFORM_OT_translate={\"value\":(-0, -0.0951278, -0), \"orient_type\":'GLOBAL', \"orient_matrix\":((1, 0, 0), (0, 1, 0), (0, 0, 1)), \"orient_matrix_type\":'GLOBAL', \"constraint_axis\":(False, True, False), \"mirror\":False, \"use_proportional_edit\":False, \"proportional_edit_falloff\":'SMOOTH', \"proportional_size\":1, \"use_proportional_connected\":False, \"use_proportional_projected\":False, \"snap\":False, \"snap_target\":'CLOSEST', \"snap_point\":(0, 0, 0), \"snap_align\":False, \"snap_normal\":(0, 0, 0), \"gpencil_strokes\":False, \"cursor_transform\":False, \"texture_space\":False, \"remove_on_cancel\":False, \"release_confirm\":False, \"use_accurate\":False, \"use_automerge_and_split\":False}) # Operator\nbpy.ops.mesh.reveal() # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='FACE') # Operator\nbpy.ops.transform.translate(value=(-0, -0.0195434, -0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(False, True, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.loopcut_slide(MESH_OT_loopcut={\"number_cuts\":1, \"smoothness\":0, \"falloff\":'INVERSE_SQUARE', \"object_index\":0, \"edge_index\":1014, \"mesh_select_mode_init\":(False, False, True)}, TRANSFORM_OT_edge_slide={\"value\":-0.509735, \"single_side\":False, \"use_even\":False, \"flipped\":False, \"use_clamp\":True, \"mirror\":True, \"snap\":False, \"snap_target\":'CLOSEST', \"snap_point\":(0, 0, 0), \"snap_align\":False, \"snap_normal\":(0, 0, 0), \"correct_uv\":True, \"release_confirm\":False, \"use_accurate\":False}) # Operator\nbpy.ops.mesh.loopcut_slide(MESH_OT_loopcut={\"number_cuts\":1, \"smoothness\":0, \"falloff\":'INVERSE_SQUARE', \"object_index\":0, \"edge_index\":1016, \"mesh_select_mode_init\":(False, True, False)}, TRANSFORM_OT_edge_slide={\"value\":-0.413793, \"single_side\":False, \"use_even\":False, \"flipped\":False, \"use_clamp\":True, \"mirror\":True, \"snap\":False, \"snap_target\":'CLOSEST', \"snap_point\":(0, 0, 0), \"snap_align\":False, \"snap_normal\":(0, 0, 0), \"correct_uv\":True, \"release_confirm\":False, \"use_accurate\":False}) # Operator\nbpy.ops.transform.translate(value=(-0, -0.0131713, -0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(False, True, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.context.scene.hide_viewport = True # Property\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.context.scene.hide_viewport = False # Property\nbpy.ops.mesh.select_linked_pick(deselect=False, delimit=set(), object_index=0, index=911) # Operator\nbpy.ops.mesh.duplicate_move(MESH_OT_duplicate={\"mode\":1}, TRANSFORM_OT_translate={\"value\":(-0.122976, -1.42084e-08, -0.10575), \"orient_type\":'GLOBAL', \"orient_matrix\":((1, 0, 0), (0, 1, 0), (0, 0, 1)), \"orient_matrix_type\":'GLOBAL', \"constraint_axis\":(False, False, False), \"mirror\":False, \"use_proportional_edit\":False, \"proportional_edit_falloff\":'SMOOTH', \"proportional_size\":1, \"use_proportional_connected\":False, \"use_proportional_projected\":False, \"snap\":False, \"snap_target\":'CLOSEST', \"snap_point\":(0, 0, 0), \"snap_align\":False, \"snap_normal\":(0, 0, 0), \"gpencil_strokes\":False, \"cursor_transform\":False, \"texture_space\":False, \"remove_on_cancel\":False, \"release_confirm\":False, \"use_accurate\":False, \"use_automerge_and_split\":False}) # Operator\nbpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='FACE') # Operator\nbpy.ops.mesh.delete(type='EDGE') # Operator\nbpy.ops.mesh.delete(type='VERT') # Operator\nbpy.ops.mesh.select_linked_pick(deselect=False, delimit={'SEAM'}, object_index=0, index=2185) # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='VERT') # Operator\nbpy.ops.mesh.delete(type='VERT') # Operator\nbpy.ops.mesh.delete(type='VERT') # Operator\nbpy.ops.mesh.delete(type='VERT') # Operator\nbpy.ops.mesh.delete(type='VERT') # Operator\nbpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='FACE') # Operator\nbpy.ops.mesh.select_linked_pick(deselect=False, delimit={'SEAM'}, object_index=0, index=2158) # Operator\nbpy.ops.transform.translate(value=(0.0903843, 5.80409e-09, 0.0431984), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='VERT') # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.transform.translate(value=(-0.0485151, -0, -0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(True, False, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='FACE') # Operator\nbpy.ops.mesh.select_linked_pick(deselect=False, delimit={'SEAM'}, object_index=0, index=2158) # Operator\nbpy.ops.mesh.hide(unselected=False) # Operator\nbpy.ops.transform.translate(value=(-0.000332295, 6.42914e-09, 0.0478505), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='EDGE') # Operator\nbpy.ops.transform.translate(value=(-0.00897199, -0, -0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(True, False, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.transform.translate(value=(0.000996888, 0, 0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(True, False, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.mesh.bevel(offset=0.00440662, offset_pct=0, affect='EDGES') # Operator\nbpy.ops.mesh.bevel(offset=0.00365962, offset_pct=0, affect='EDGES') # Operator\nbpy.ops.mesh.bevel(offset=0.00210399, offset_pct=0, affect='EDGES') # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.mesh.bevel(offset=0.00161749, offset_pct=0, affect='EDGES') # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.object.editmode_toggle() # Operator\nbpy.ops.object.select_all(action='DESELECT') # Operator\nbpy.ops.object.editmode_toggle() # Operator\nbpy.ops.object.editmode_toggle() # Operator\nbpy.ops.object.hide_collection(collection_index=1) # Operator\nbpy.ops.object.editmode_toggle() # Operator\nbpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='VERT') # Operator\nbpy.ops.transform.translate(value=(0, 0.00329564, 0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(False, True, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.object.editmode_toggle() # Operator\nbpy.ops.object.editmode_toggle() # Operator\nbpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='FACE') # Operator\nbpy.ops.mesh.duplicate_move(MESH_OT_duplicate={\"mode\":1}, TRANSFORM_OT_translate={\"value\":(-0.199135, -0, -0), \"orient_type\":'GLOBAL', \"orient_matrix\":((1, 0, 0), (0, 1, 0), (0, 0, 1)), \"orient_matrix_type\":'GLOBAL', \"constraint_axis\":(True, False, False), \"mirror\":False, \"use_proportional_edit\":False, \"proportional_edit_falloff\":'SMOOTH', \"proportional_size\":1, \"use_proportional_connected\":False, \"use_proportional_projected\":False, \"snap\":False, \"snap_target\":'CLOSEST', \"snap_point\":(0, 0, 0), \"snap_align\":False, \"snap_normal\":(0, 0, 0), \"gpencil_strokes\":False, \"cursor_transform\":False, \"texture_space\":False, \"remove_on_cancel\":False, \"release_confirm\":False, \"use_accurate\":False, \"use_automerge_and_split\":False}) # Operator\nbpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='VERT') # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.transform.translate(value=(0.0119067, -1.55978e-08, -0.116091), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.transform.translate(value=(-0.00297669, -1.59978e-09, -0.0119067), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.mesh.extrude_region_move(MESH_OT_extrude_region={\"use_normal_flip\":False, \"use_dissolve_ortho_edges\":False, \"mirror\":False}, TRANSFORM_OT_translate={\"value\":(0.0267902, 1.33315e-10, 0.000992229), \"orient_type\":'GLOBAL', \"orient_matrix\":((1, 0, 0), (0, 1, 0), (0, 0, 1)), \"orient_matrix_type\":'GLOBAL', \"constraint_axis\":(False, False, False), \"mirror\":False, \"use_proportional_edit\":False, \"proportional_edit_falloff\":'SMOOTH', \"proportional_size\":1, \"use_proportional_connected\":False, \"use_proportional_projected\":False, \"snap\":False, \"snap_target\":'CLOSEST', \"snap_point\":(0, 0, 0), \"snap_align\":False, \"snap_normal\":(0, 0, 0), \"gpencil_strokes\":False, \"cursor_transform\":False, \"texture_space\":False, \"remove_on_cancel\":False, \"release_confirm\":False, \"use_accurate\":False, \"use_automerge_and_split\":False}) # Operator\nbpy.ops.mesh.extrude_region_move(MESH_OT_extrude_region={\"use_normal_flip\":False, \"use_dissolve_ortho_edges\":False, \"mirror\":False}, TRANSFORM_OT_translate={\"value\":(0.00992229, 1.06652e-09, 0.00793783), \"orient_type\":'GLOBAL', \"orient_matrix\":((1, 0, 0), (0, 1, 0), (0, 0, 1)), \"orient_matrix_type\":'GLOBAL', \"constraint_axis\":(False, False, False), \"mirror\":False, \"use_proportional_edit\":False, \"proportional_edit_falloff\":'SMOOTH', \"proportional_size\":1, \"use_proportional_connected\":False, \"use_proportional_projected\":False, \"snap\":False, \"snap_target\":'CLOSEST', \"snap_point\":(0, 0, 0), \"snap_align\":False, \"snap_normal\":(0, 0, 0), \"gpencil_strokes\":False, \"cursor_transform\":False, \"texture_space\":False, \"remove_on_cancel\":False, \"release_confirm\":False, \"use_accurate\":False, \"use_automerge_and_split\":False}) # Operator\nbpy.ops.mesh.extrude_region_move(MESH_OT_extrude_region={\"use_normal_flip\":False, \"use_dissolve_ortho_edges\":False, \"mirror\":False}, TRANSFORM_OT_translate={\"value\":(0, 9.33203e-09, 0.069456), \"orient_type\":'GLOBAL', \"orient_matrix\":((1, 0, 0), (0, 1, 0), (0, 0, 1)), \"orient_matrix_type\":'GLOBAL', \"constraint_axis\":(False, False, False), \"mirror\":False, \"use_proportional_edit\":False, \"proportional_edit_falloff\":'SMOOTH', \"proportional_size\":1, \"use_proportional_connected\":False, \"use_proportional_projected\":False, \"snap\":False, \"snap_target\":'CLOSEST', \"snap_point\":(0, 0, 0), \"snap_align\":False, \"snap_normal\":(0, 0, 0), \"gpencil_strokes\":False, \"cursor_transform\":False, \"texture_space\":False, \"remove_on_cancel\":False, \"release_confirm\":False, \"use_accurate\":False, \"use_automerge_and_split\":False}) # Operator\nbpy.ops.mesh.extrude_region_move(MESH_OT_extrude_region={\"use_normal_flip\":False, \"use_dissolve_ortho_edges\":False, \"mirror\":False}, TRANSFORM_OT_translate={\"value\":(0.0257979, 3.06624e-09, 0.0228213), \"orient_type\":'GLOBAL', \"orient_matrix\":((1, 0, 0), (0, 1, 0), (0, 0, 1)), \"orient_matrix_type\":'GLOBAL', \"constraint_axis\":(False, False, False), \"mirror\":False, \"use_proportional_edit\":False, \"proportional_edit_falloff\":'SMOOTH', \"proportional_size\":1, \"use_proportional_connected\":False, \"use_proportional_projected\":False, \"snap\":False, \"snap_target\":'CLOSEST', \"snap_point\":(0, 0, 0), \"snap_align\":False, \"snap_normal\":(0, 0, 0), \"gpencil_strokes\":False, \"cursor_transform\":False, \"texture_space\":False, \"remove_on_cancel\":False, \"release_confirm\":False, \"use_accurate\":False, \"use_automerge_and_split\":False}) # Operator\nbpy.ops.mesh.extrude_region_move(MESH_OT_extrude_region={\"use_normal_flip\":False, \"use_dissolve_ortho_edges\":False, \"mirror\":False}, TRANSFORM_OT_translate={\"value\":(0.069456, 1.33315e-10, 0.000992229), \"orient_type\":'GLOBAL', \"orient_matrix\":((1, 0, 0), (0, 1, 0), (0, 0, 1)), \"orient_matrix_type\":'GLOBAL', \"constraint_axis\":(False, False, False), \"mirror\":False, \"use_proportional_edit\":False, \"proportional_edit_falloff\":'SMOOTH', \"proportional_size\":1, \"use_proportional_connected\":False, \"use_proportional_projected\":False, \"snap\":False, \"snap_target\":'CLOSEST', \"snap_point\":(0, 0, 0), \"snap_align\":False, \"snap_normal\":(0, 0, 0), \"gpencil_strokes\":False, \"cursor_transform\":False, \"texture_space\":False, \"remove_on_cancel\":False, \"release_confirm\":False, \"use_accurate\":False, \"use_automerge_and_split\":False}) # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.mesh.select_linked_pick(deselect=False, delimit=set(), object_index=0, index=267) # Operator\nbpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='FACE') # Operator\nbpy.ops.mesh.select_linked_pick(deselect=False, delimit={'SEAM'}, object_index=0, index=1799) # Operator\nbpy.ops.mesh.select_linked_pick(deselect=False, delimit={'SEAM'}, object_index=0, index=2093) # Operator\nbpy.ops.mesh.hide(unselected=False) # Operator\nbpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='VERT') # Operator\nbpy.ops.transform.translate(value=(-0.00595337, -0, -0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(True, False, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.extrude_region_move(MESH_OT_extrude_region={\"use_normal_flip\":False, \"use_dissolve_ortho_edges\":False, \"mirror\":False}, TRANSFORM_OT_translate={\"value\":(0.0277824, -2.26635e-09, -0.0168679), \"orient_type\":'GLOBAL', \"orient_matrix\":((1, 0, 0), (0, 1, 0), (0, 0, 1)), \"orient_matrix_type\":'GLOBAL', \"constraint_axis\":(False, False, False), \"mirror\":False, \"use_proportional_edit\":False, \"proportional_edit_falloff\":'SMOOTH', \"proportional_size\":1, \"use_proportional_connected\":False, \"use_proportional_projected\":False, \"snap\":False, \"snap_target\":'CLOSEST', \"snap_point\":(0, 0, 0), \"snap_align\":False, \"snap_normal\":(0, 0, 0), \"gpencil_strokes\":False, \"cursor_transform\":False, \"texture_space\":False, \"remove_on_cancel\":False, \"release_confirm\":False, \"use_accurate\":False, \"use_automerge_and_split\":False}) # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.mesh.extrude_region_move(MESH_OT_extrude_region={\"use_normal_flip\":False, \"use_dissolve_ortho_edges\":False, \"mirror\":False}, TRANSFORM_OT_translate={\"value\":(0.00595337, 1.19983e-09, 0.00893006), \"orient_type\":'GLOBAL', \"orient_matrix\":((1, 0, 0), (0, 1, 0), (0, 0, 1)), \"orient_matrix_type\":'GLOBAL', \"constraint_axis\":(False, False, False), \"mirror\":False, \"use_proportional_edit\":False, \"proportional_edit_falloff\":'SMOOTH', \"proportional_size\":1, \"use_proportional_connected\":False, \"use_proportional_projected\":False, \"snap\":False, \"snap_target\":'CLOSEST', \"snap_point\":(0, 0, 0), \"snap_align\":False, \"snap_normal\":(0, 0, 0), \"gpencil_strokes\":False, \"cursor_transform\":False, \"texture_space\":False, \"remove_on_cancel\":False, \"release_confirm\":False, \"use_accurate\":False, \"use_automerge_and_split\":False}) # Operator\nbpy.ops.mesh.extrude_region_move(MESH_OT_extrude_region={\"use_normal_flip\":False, \"use_dissolve_ortho_edges\":False, \"mirror\":False}, TRANSFORM_OT_translate={\"value\":(0.217298, 0, 0), \"orient_type\":'GLOBAL', \"orient_matrix\":((1, 0, 0), (0, 1, 0), (0, 0, 1)), \"orient_matrix_type\":'GLOBAL', \"constraint_axis\":(True, False, False), \"mirror\":False, \"use_proportional_edit\":False, \"proportional_edit_falloff\":'SMOOTH', \"proportional_size\":1, \"use_proportional_connected\":False, \"use_proportional_projected\":False, \"snap\":False, \"snap_target\":'CLOSEST', \"snap_point\":(0, 0, 0), \"snap_align\":False, \"snap_normal\":(0, 0, 0), \"gpencil_strokes\":False, \"cursor_transform\":False, \"texture_space\":False, \"remove_on_cancel\":False, \"release_confirm\":False, \"use_accurate\":False, \"use_automerge_and_split\":False}) # Operator\nbpy.ops.mesh.edge_face_add() # Operator\nbpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='EDGE') # Operator\nbpy.ops.mesh.subdivide() # Operator\nbpy.data.window_managers[\"WinMan\"].(null) = 2 # Property\nbpy.ops.mesh.subdivide(number_cuts=2) # Operator\nbpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='VERT') # Operator\nbpy.ops.mesh.edge_face_add() # Operator\nbpy.ops.mesh.edge_face_add() # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.mesh.edge_face_add() # Operator\nbpy.ops.mesh.edge_face_add() # Operator\nbpy.ops.mesh.edge_face_add() # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='EDGE') # Operator\nbpy.ops.mesh.bevel(offset=0.00533416, offset_pct=0, affect='EDGES') # Operator\nbpy.ops.mesh.bevel(offset=0.00721827, offset_pct=0, affect='EDGES') # Operator\nbpy.ops.mesh.dissolve_edges() # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='VERT') # Operator\nbpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='EDGE') # Operator\nbpy.ops.mesh.dissolve_edges() # Operator\nbpy.ops.mesh.dissolve_edges() # Operator\nbpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='VERT') # Operator\nbpy.ops.transform.translate(value=(-0.00757951, -0, -0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(True, False, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.transform.translate(value=(-0.0041343, -0, -0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(True, False, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.transform.translate(value=(0, 0, 0.00275618), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(False, False, True), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.transform.translate(value=(0, 0, 0.00068903), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(False, False, True), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.transform.translate(value=(-0, -0, -0.00275618), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(False, False, True), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.transform.translate(value=(0, 0, 0.00068903), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(False, False, True), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.transform.translate(value=(-0.00137806, -0, -0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(True, False, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.transform.translate(value=(0, 0, 0.00068903), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(False, False, True), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.transform.translate(value=(-0, -0, -0.00551236), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(False, False, True), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='FACE') # Operator\nbpy.ops.mesh.delete(type='FACE') # Operator\nbpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='EDGE') # Operator\nbpy.ops.mesh.edge_face_add() # Operator\nbpy.ops.mesh.edge_face_add() # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='VERT') # Operator\nbpy.ops.transform.translate(value=(-0, -0, -0.00548976), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(False, False, True), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='EDGE') # Operator\nbpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='VERT') # Operator\nbpy.ops.mesh.knife_tool(use_occlude_geometry=True, only_selected=False) # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.transform.resize(value=(1, 1, 0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(False, False, True), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.mesh.reveal() # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.transform.translate(value=(-0, -0.00572923, -0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(False, True, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.transform.translate(value=(-0, -0.00229507, -0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(False, True, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.transform.translate(value=(-0, -0.00290532, -0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(False, True, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.transform.translate(value=(-0, -0.00226642, -0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(False, True, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.loopcut_slide(MESH_OT_loopcut={\"number_cuts\":1, \"smoothness\":0, \"falloff\":'INVERSE_SQUARE', \"object_index\":0, \"edge_index\":162, \"mesh_select_mode_init\":(True, False, False)}, TRANSFORM_OT_edge_slide={\"value\":-0.105263, \"single_side\":False, \"use_even\":False, \"flipped\":False, \"use_clamp\":True, \"mirror\":True, \"snap\":False, \"snap_target\":'CLOSEST', \"snap_point\":(0, 0, 0), \"snap_align\":False, \"snap_normal\":(0, 0, 0), \"correct_uv\":True, \"release_confirm\":False, \"use_accurate\":False}) # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.mesh.select_linked_pick(deselect=False, delimit=set(), object_index=0, index=100) # Operator\nbpy.ops.mesh.hide(unselected=False) # Operator\nbpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='EDGE') # Operator\nbpy.ops.mesh.subdivide() # Operator\nbpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='VERT') # Operator\nbpy.ops.mesh.knife_tool(use_occlude_geometry=True, only_selected=False) # Operator\nbpy.ops.mesh.knife_tool(use_occlude_geometry=True, only_selected=False) # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.view3d.snap_cursor_to_selected() # Operator\nbpy.context.scene.tool_settings.transform_pivot_point = 'CURSOR' # Property\nbpy.ops.transform.resize(value=(0, 1, 0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(True, False, True), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.view3d.snap_cursor_to_selected() # Operator\nbpy.ops.transform.resize(value=(0, 1, 0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(True, False, True), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.view3d.snap_cursor_to_selected() # Operator\nbpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='FACE') # Operator\nbpy.ops.mesh.delete(type='ONLY_FACE') # Operator\nbpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='EDGE') # Operator\nbpy.ops.mesh.delete(type='EDGE') # Operator\nbpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='VERT') # Operator\nbpy.ops.mesh.extrude_region_move(MESH_OT_extrude_region={\"use_normal_flip\":False, \"use_dissolve_ortho_edges\":False, \"mirror\":False}, TRANSFORM_OT_translate={\"value\":(-0, -0.047108, -0), \"orient_type\":'GLOBAL', \"orient_matrix\":((1, 0, 0), (0, 1, 0), (0, 0, 1)), \"orient_matrix_type\":'GLOBAL', \"constraint_axis\":(False, True, False), \"mirror\":False, \"use_proportional_edit\":False, \"proportional_edit_falloff\":'SMOOTH', \"proportional_size\":1, \"use_proportional_connected\":False, \"use_proportional_projected\":False, \"snap\":False, \"snap_target\":'CLOSEST', \"snap_point\":(0, 0, 0), \"snap_align\":False, \"snap_normal\":(0, 0, 0), \"gpencil_strokes\":False, \"cursor_transform\":False, \"texture_space\":False, \"remove_on_cancel\":False, \"release_confirm\":False, \"use_accurate\":False, \"use_automerge_and_split\":False}) # Operator\nbpy.ops.mesh.edge_face_add() # Operator\nbpy.ops.mesh.edge_face_add() # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.mesh.select_linked_pick(deselect=False, delimit=set(), object_index=0, index=680) # Operator\nbpy.ops.uv.select_all(action='SELECT') # Operator\nbpy.ops.transform.resize(value=(0, 0, 0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.transform.translate(value=(0.393892, 0.322484, 0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.mesh.reveal() # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.transform.translate(value=(-0, -0.00172006, -0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(False, True, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.transform.translate(value=(0, 0.00209764, 0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(False, True, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.object.editmode_toggle() # Operator\nSaved \"guns6.blend\" # Info\nbpy.ops.object.select_all(action='SELECT') # Operator\nbpy.ops.object.select_all(action='DESELECT') # Operator\nbpy.context.scene.hide_viewport = True # Property\nbpy.context.scene.hide_viewport = True # Property\nbpy.context.scene.hide_viewport = False # Property\nbpy.ops.object.editmode_toggle() # Operator\nbpy.ops.mesh.select_linked_pick(deselect=False, delimit=set(), object_index=0, index=200) # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.object.editmode_toggle() # Operator\nbpy.ops.object.select_all(action='DESELECT') # Operator\nbpy.ops.object.editmode_toggle() # Operator\nbpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='EDGE') # Operator\nbpy.ops.transform.translate(value=(-0, -0.00328474, -0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(False, True, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.transform.translate(value=(0, 0.00332857, 0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(False, True, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='FACE') # Operator\nbpy.ops.mesh.duplicate_move(MESH_OT_duplicate={\"mode\":1}, TRANSFORM_OT_translate={\"value\":(-0.2589, 9.67545e-09, 0.072012), \"orient_type\":'GLOBAL', \"orient_matrix\":((1, 0, 0), (0, 1, 0), (0, 0, 1)), \"orient_matrix_type\":'GLOBAL', \"constraint_axis\":(False, False, False), \"mirror\":False, \"use_proportional_edit\":False, \"proportional_edit_falloff\":'SMOOTH', \"proportional_size\":1, \"use_proportional_connected\":False, \"use_proportional_projected\":False, \"snap\":False, \"snap_target\":'CLOSEST', \"snap_point\":(0, 0, 0), \"snap_align\":False, \"snap_normal\":(0, 0, 0), \"gpencil_strokes\":False, \"cursor_transform\":False, \"texture_space\":False, \"remove_on_cancel\":False, \"release_confirm\":False, \"use_accurate\":False, \"use_automerge_and_split\":False}) # Operator\nbpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='VERT') # Operator\nbpy.ops.mesh.dissolve_verts() # Operator\nbpy.ops.mesh.dissolve_verts() # Operator\nbpy.ops.mesh.dissolve_verts() # Operator\nbpy.ops.transform.translate(value=(0.0281131, 0, 0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(True, False, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.select_all(action='SELECT') # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='FACE') # Operator\nbpy.ops.mesh.select_linked_pick(deselect=False, delimit={'SEAM'}, object_index=0, index=2359) # Operator\nSaved \"guns6.blend\" # Info\nbpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='VERT') # Operator\nbpy.ops.transform.translate(value=(-0.0157103, -0, -0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(True, False, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.mesh.select_linked_pick(deselect=False, delimit=set(), object_index=0, index=687) # Operator\nbpy.ops.mesh.select_all(action='INVERT') # Operator\nbpy.ops.mesh.hide(unselected=False) # Operator\nbpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='FACE') # Operator\nbpy.ops.transform.translate(value=(-0, -9.66532e-09, -0.0719366), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='VERT') # Operator\nbpy.ops.transform.translate(value=(0, 0, 0.0157103), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(False, False, True), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.transform.translate(value=(-0.00661486, 0, 0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.transform.translate(value=(-0.00248057, -0, -0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(True, False, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.transform.translate(value=(0, 0, 0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(True, False, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.transform.translate(value=(0, 4.44383e-10, 0.00330743), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.extrude_region_move(MESH_OT_extrude_region={\"use_normal_flip\":False, \"use_dissolve_ortho_edges\":False, \"mirror\":False}, TRANSFORM_OT_translate={\"value\":(-0.0124029, -2.11082e-09, -0.0157103), \"orient_type\":'GLOBAL', \"orient_matrix\":((1, 0, 0), (0, 1, 0), (0, 0, 1)), \"orient_matrix_type\":'GLOBAL', \"constraint_axis\":(False, False, False), \"mirror\":False, \"use_proportional_edit\":False, \"proportional_edit_falloff\":'SMOOTH', \"proportional_size\":1, \"use_proportional_connected\":False, \"use_proportional_projected\":False, \"snap\":False, \"snap_target\":'CLOSEST', \"snap_point\":(0, 0, 0), \"snap_align\":False, \"snap_normal\":(0, 0, 0), \"gpencil_strokes\":False, \"cursor_transform\":False, \"texture_space\":False, \"remove_on_cancel\":False, \"release_confirm\":False, \"use_accurate\":False, \"use_automerge_and_split\":False}) # Operator\nbpy.ops.transform.translate(value=(0.0248057, 5.55478e-10, 0.00413429), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.transform.translate(value=(-0.00165373, -0, -0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(True, False, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.transform.translate(value=(0.000826836, 0, 0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(True, False, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.transform.translate(value=(0, 1.11096e-10, 0.000826858), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.transform.translate(value=(0, -2.22191e-10, -0.00165372), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.transform.translate(value=(0.000826836, 0, 0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(True, False, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.mesh.select_linked_pick(deselect=False, delimit=set(), object_index=0, index=684) # Operator\nbpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='EDGE') # Operator\nbpy.ops.mesh.extrude_region_move(MESH_OT_extrude_region={\"use_normal_flip\":False, \"use_dissolve_ortho_edges\":False, \"mirror\":False}, TRANSFORM_OT_translate={\"value\":(-0, -0.112435, -0), \"orient_type\":'GLOBAL', \"orient_matrix\":((1, 0, 0), (0, 1, 0), (0, 0, 1)), \"orient_matrix_type\":'GLOBAL', \"constraint_axis\":(False, True, False), \"mirror\":False, \"use_proportional_edit\":False, \"proportional_edit_falloff\":'SMOOTH', \"proportional_size\":1, \"use_proportional_connected\":False, \"use_proportional_projected\":False, \"snap\":False, \"snap_target\":'CLOSEST', \"snap_point\":(0, 0, 0), \"snap_align\":False, \"snap_normal\":(0, 0, 0), \"gpencil_strokes\":False, \"cursor_transform\":False, \"texture_space\":False, \"remove_on_cancel\":False, \"release_confirm\":False, \"use_accurate\":False, \"use_automerge_and_split\":False}) # Operator\nbpy.ops.mesh.select_linked_pick(deselect=False, delimit=set(), object_index=0, index=1866) # Operator\nbpy.ops.mesh.duplicate_move(MESH_OT_duplicate={\"mode\":1}, TRANSFORM_OT_translate={\"value\":(-0.0859932, 1.24427e-08, 0.0926081), \"orient_type\":'GLOBAL', \"orient_matrix\":((1, 0, 0), (0, 1, 0), (0, 0, 1)), \"orient_matrix_type\":'GLOBAL', \"constraint_axis\":(False, False, False), \"mirror\":False, \"use_proportional_edit\":False, \"proportional_edit_falloff\":'SMOOTH', \"proportional_size\":1, \"use_proportional_connected\":False, \"use_proportional_projected\":False, \"snap\":False, \"snap_target\":'CLOSEST', \"snap_point\":(0, 0, 0), \"snap_align\":False, \"snap_normal\":(0, 0, 0), \"gpencil_strokes\":False, \"cursor_transform\":False, \"texture_space\":False, \"remove_on_cancel\":False, \"release_confirm\":False, \"use_accurate\":False, \"use_automerge_and_split\":False}) # Operator\nbpy.context.scene.tool_settings.transform_pivot_point = 'MEDIAN_POINT' # Property\nbpy.ops.transform.rotate(value=1.62508, orient_axis='Z', orient_type='VIEW', orient_matrix=((-1, -0, -0), (0, 1.34359e-07, 1), (0, 1, 1.34359e-07)), orient_matrix_type='VIEW', mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.transform.translate(value=(-0.0140566, -2.53298e-08, -0.188524), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.transform.rotate(value=-0.0392584, orient_axis='Z', orient_type='VIEW', orient_matrix=((-1, -0, -0), (0, 1.34359e-07, 1), (0, 1, 1.34359e-07)), orient_matrix_type='VIEW', mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.transform.translate(value=(-0.00413429, -4.44383e-10, -0.00330743), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='VERT') # Operator\nbpy.ops.transform.translate(value=(0, 0, 0.0744172), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(False, False, True), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.transform.translate(value=(-0.00330743, 3.33287e-10, 0.00248057), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.transform.translate(value=(-0.00661486, 0, 0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.transform.translate(value=(0, 1.22205e-09, 0.00909543), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.transform.translate(value=(-0.000826857, 4.44383e-10, 0.00330743), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='EDGE') # Operator\nbpy.ops.transform.translate(value=(-0, -0.00848466, -0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(False, True, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.reveal() # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='FACE') # Operator\nbpy.ops.transform.translate(value=(-0, -0.00973231, -0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(False, True, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.transform.translate(value=(0, 0.000807858, 0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(False, True, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.context.scene.hide_viewport = True # Property\nbpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='VERT') # Operator\nbpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='EDGE') # Operator\nbpy.ops.transform.translate(value=(-0, -0.0208807, -0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(False, True, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.transform.translate(value=(-0, -0.00519639, -0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(False, True, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.transform.translate(value=(0, 0.000332749, 0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(False, True, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='VERT') # Operator\nbpy.ops.transform.translate(value=(-0, -0.00259297, -0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(False, True, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='EDGE') # Operator\nbpy.ops.transform.translate(value=(0, 0.00192581, 0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(False, True, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='VERT') # Operator\nbpy.ops.transform.translate(value=(-0, -0.00244818, -0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(False, True, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.transform.translate(value=(0, 0.000493754, 0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(False, True, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='EDGE') # Operator\nbpy.ops.transform.translate(value=(-0, -0.000149917, -0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(False, True, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.transform.translate(value=(-0, -0.000144519, -0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(False, True, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.transform.translate(value=(-0, -0.000923834, -0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(False, True, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.object.editmode_toggle() # Operator\nbpy.ops.object.editmode_toggle() # Operator\nbpy.ops.transform.translate(value=(-0, -0.00301128, -0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(False, True, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='FACE') # Operator\nbpy.ops.transform.translate(value=(-0, -0.00279492, -0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(False, True, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='VERT') # Operator\nbpy.ops.transform.translate(value=(-0.00119626, -2.14305e-10, -0.00159502), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.transform.translate(value=(0, -1.60729e-10, -0.00119626), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.transform.translate(value=(0.000394922, -6.39634e-05, 1.73472e-18), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(True, True, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.transform.translate(value=(0.0014903, 0.00267045, 5.82077e-11), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(True, True, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='EDGE') # Operator\nbpy.ops.transform.translate(value=(-0, -0.00295224, -0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(False, True, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.transform.translate(value=(-0, -0.000119461, -0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(False, True, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.transform.translate(value=(-0, -0.00088089, -0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(False, True, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='VERT') # Operator\nbpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='EDGE') # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='VERT') # Operator\nbpy.ops.transform.translate(value=(-0, -0.00353174, -0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(False, True, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.transform.translate(value=(-0, -0.00124944, -0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(False, True, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.transform.translate(value=(-0, -0.00302189, -0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(False, True, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.context.scene.hide_viewport = False # Property\nbpy.ops.transform.translate(value=(-0, -0.0142647, -0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(False, True, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.transform.translate(value=(0.0212457, 0, 0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(True, False, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.transform.translate(value=(-0.00918728, -0, -0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(True, False, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.transform.translate(value=(-0.013781, -0, -0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(True, False, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.object.editmode_toggle() # Operator\nbpy.ops.object.editmode_toggle() # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.mesh.select_linked_pick(deselect=False, delimit=set(), object_index=0, index=97) # Operator\nbpy.ops.mesh.hide(unselected=False) # Operator\nbpy.ops.transform.translate(value=(0.0178004, -1.85159e-09, -0.013781), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.transform.translate(value=(-0.0109099, -0, -0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(True, False, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.mesh.reveal() # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='FACE') # Operator\nbpy.ops.mesh.select_linked_pick(deselect=False, delimit={'SEAM'}, object_index=0, index=2415) # Operator\nbpy.ops.mesh.hide(unselected=False) # Operator\nbpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='VERT') # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.transform.translate(value=(0.00344527, 0, 0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(True, False, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.mesh.reveal() # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.transform.translate(value=(0, 0.00291371, 0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(False, True, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.transform.translate(value=(0.00996887, 0, 0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False) # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.context.scene.hide_viewport = True # Property\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.object.editmode_toggle() # Operator\nbpy.ops.view3d.snap_cursor_to_center() # Operator\nbpy.ops.view3d.snap_selected_to_cursor(use_offset=False) # Operator\nbpy.context.scene.hide_viewport = False # Property\nbpy.context.scene.hide_viewport = True # Property\nbpy.context.scene.hide_viewport = False # Property\nbpy.context.scene.hide_viewport = True # Property\nbpy.context.scene.hide_viewport = False # Property\nbpy.context.scene.hide_viewport = True # Property\nbpy.context.scene.hide_viewport = False # Property\nbpy.context.scene.hide_viewport = True # Property\nbpy.context.scene.hide_viewport = True # Property\nbpy.context.scene.hide_viewport = True # Property\nbpy.context.scene.hide_viewport = False # Property\nbpy.context.scene.hide_viewport = False # Property\nbpy.context.scene.hide_viewport = False # Property\nbpy.context.scene.hide_viewport = False # Property\nbpy.context.scene.hide_viewport = False # Property\nbpy.context.scene.hide_viewport = True # Property\nSaved \"guns6.blend\" # Info\nbpy.ops.object.select_all(action='SELECT') # Operator\nbpy.context.scene.hide_viewport = True # Property\nbpy.context.scene.hide_viewport = True # Property\nbpy.context.scene.hide_viewport = True # Property\nbpy.context.scene.hide_viewport = True # Property\nbpy.context.scene.hide_viewport = True # Property\nbpy.context.scene.hide_viewport = False # Property\nbpy.context.scene.hide_viewport = True # Property\nbpy.context.scene.hide_viewport = True # Property\nSaved \"guns6.blend\" # Info\n\n# backtrace\n0 Blender 0x000000010856a087 BLI_system_backtrace + 55\n1 Blender 0x00000001007dd338 sig_handle_crash + 392\n2 libsystem_platform.dylib 0x00007fff20363d7d _sigtramp + 29\n3 ??? 0x0000000a00000006 0x0 + 42949672966\n4 Blender 0x0000000106eee152 PyDict_SetDefault + 162\n5 Blender 0x0000000106f21f7e PyUnicode_InternInPlace + 142\n6 Blender 0x0000000106eef2da PyDict_SetItemString + 42\n7 Blender 0x00000001069b4901 PyC_DefaultNameSpace + 65\n8 Blender 0x00000001011b7cd8 bpy_run_string_impl + 72\n9 Blender 0x0000000100c133db WM_exit_ex + 315\n10 Blender 0x0000000100c136ce WM_exit + 14\n11 Blender 0x0000000100c13299 wm_exit_handler + 9\n12 Blender 0x0000000100c076a4 wm_handlers_do_intern + 1380\n13 Blender 0x0000000100c02dbf wm_handlers_do + 31\n14 Blender 0x0000000100c022c3 wm_event_do_handlers + 1491\n15 Blender 0x0000000100bfb360 WM_main + 32\n16 Blender 0x00000001007d9b8b main + 907\n17 libdyld.dylib 0x00007fff2033a621 start + 1\n\n# Python backtrace\n```", "Blender on Mac Catalina unexpectedly crashing during use\nNot convinced this is a bug in Blender as the issue has persisted across multiple versions, but I'm desparate for assistance with this issue\n\n\nOperating system: Mac catalina 10.15.7\nGraphics card: Radeon Pro 560 4 GB\n\nBroken: 3.20\nsimilar issue with all versions tried so far from 2.8 up\n\nBlender crashes unexpectedly, usually after some brief period of inactivity, sometimes not, files are corrupted and won't open\n\ncrash report:\n\n```lines=40\nProcess: Blender [70637]\nPath: /Applications/Blender.app/Contents/MacOS/Blender\nIdentifier: org.blenderfoundation.blender\nVersion: 3.2.0 (3.2.0 2022-06-08)\nCode Type: X86-64 (Native)\nParent Process: ??? [1]\nResponsible: Blender [70637]\nUser ID: 501\n\nDate/Time: 2022-06-14 11:22:51.313 +0100\nOS Version: Mac OS X 10.15.7 (19H1824)\nReport Version: 12\nAnonymous UUID: F57EDAB0-F7DA-6123-1B05-0C365CF46773\n\n\nTime Awake Since Boot: 43000 seconds\n\nSystem Integrity Protection: enabled\n\nCrashed Thread: 0 Dispatch queue: com.apple.main-thread\n\nException Type: EXC_CRASH (SIGABRT)\nException Codes: 0x0000000000000000, 0x0000000000000000\nException Note: EXC_CORPSE_NOTIFY\n\nApplication Specific Information:\nabort() called\nBlender(70637,0x12707ddc0) malloc: *** error for object 0x7fa3a0c18018: pointer being freed was not allocated\n \n\nThread 0 Crashed:: Dispatch queue: com.apple.main-thread\n0 libsystem_kernel.dylib \t0x00007fff6f47c32a __pthread_kill + 10\n1 libsystem_pthread.dylib \t0x00007fff6f538e60 pthread_kill + 430\n2 libsystem_c.dylib \t0x00007fff6f4038a2 __abort + 139\n3 libsystem_c.dylib \t0x00007fff6f403817 abort + 135\n4 libsystem_malloc.dylib \t0x00007fff6f4f950b malloc_vreport + 548\n5 libsystem_malloc.dylib \t0x00007fff6f4fc40f malloc_report + 151\n6 org.blenderfoundation.blender \t0x0000000111010cbc BLI_memblock_destroy + 156\n7 org.blenderfoundation.blender \t0x0000000106808d8b DRW_viewport_data_free + 91\n8 org.blenderfoundation.blender \t0x000000010f9d8f67 GPU_viewport_free + 23\n9 org.blenderfoundation.blender \t0x000000010668c40a WM_draw_region_free + 42\n10 org.blenderfoundation.blender \t0x0000000106bbf17f ED_region_exit + 79\n11 org.blenderfoundation.blender \t0x0000000106bbe82b ED_area_exit + 123\n12 org.blenderfoundation.blender \t0x0000000106bbf2eb ED_screen_exit + 203\n13 org.blenderfoundation.blender \t0x00000001066989bf wm_window_match_init + 159\n14 org.blenderfoundation.blender \t0x000000010669846e WM_file_read + 526\n15 org.blenderfoundation.blender \t0x000000010669bbfc wm_open_mainfile__open + 332\n16 org.blenderfoundation.blender \t0x000000010668f4e0 wm_operator_invoke + 560\n17 org.blenderfoundation.blender \t0x000000010668f13b wm_operator_call_internal + 299\n18 org.blenderfoundation.blender \t0x0000000106690449 WM_operator_name_call_with_properties + 105\n19 org.blenderfoundation.blender \t0x000000010669e26a wm_block_file_close_discard + 58\n20 org.blenderfoundation.blender \t0x00000001072a2162 ui_apply_but_funcs_after + 402\n21 org.blenderfoundation.blender \t0x00000001072b07c7 ui_popup_handler + 519\n22 org.blenderfoundation.blender \t0x0000000106692f7a wm_handlers_do_intern + 938\n23 org.blenderfoundation.blender \t0x00000001066925d0 wm_handlers_do + 48\n24 org.blenderfoundation.blender \t0x000000010669187a wm_event_do_handlers + 2218\n25 org.blenderfoundation.blender \t0x0000000106688850 WM_main + 32\n26 org.blenderfoundation.blender \t0x0000000105f4930e main + 878\n27 libdyld.dylib \t0x00007fff6f334cc9 start + 1\n\nThread 1:\n0 libsystem_kernel.dylib \t0x00007fff6f475e26 semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff6f2dbaed _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff6f2dbfbf _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001113617b2 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001113602ae 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 \t0x00007fff6f539109 _pthread_start + 148\n6 libsystem_pthread.dylib \t0x00007fff6f534b8b thread_start + 15\n\nThread 2:\n0 libsystem_kernel.dylib \t0x00007fff6f475e26 semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff6f2dbaed _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff6f2dbfbf _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001113617b2 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001113602ae 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 \t0x00007fff6f539109 _pthread_start + 148\n6 libsystem_pthread.dylib \t0x00007fff6f534b8b thread_start + 15\n\nThread 3:\n0 libsystem_kernel.dylib \t0x00007fff6f475e26 semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff6f2dbaed _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff6f2dbfbf _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001113617b2 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001113602ae 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 \t0x00007fff6f539109 _pthread_start + 148\n6 libsystem_pthread.dylib \t0x00007fff6f534b8b thread_start + 15\n\nThread 4:\n0 libsystem_kernel.dylib \t0x00007fff6f475e26 semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff6f2dbaed _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff6f2dbfbf _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001113617b2 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001113602ae 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 \t0x00007fff6f539109 _pthread_start + 148\n6 libsystem_pthread.dylib \t0x00007fff6f534b8b thread_start + 15\n\nThread 5:\n0 libsystem_kernel.dylib \t0x00007fff6f475e26 semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff6f2dbaed _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff6f2dbfbf _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001113617b2 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001113602ae 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 \t0x00007fff6f539109 _pthread_start + 148\n6 libsystem_pthread.dylib \t0x00007fff6f534b8b thread_start + 15\n\nThread 6:\n0 libsystem_kernel.dylib \t0x00007fff6f475e26 semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff6f2dbaed _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff6f2dbfbf _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001113617b2 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001113602ae 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 \t0x00007fff6f539109 _pthread_start + 148\n6 libsystem_pthread.dylib \t0x00007fff6f534b8b thread_start + 15\n\nThread 7:\n0 libsystem_kernel.dylib \t0x00007fff6f475e26 semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff6f2dbaed _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff6f2dbfbf _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001113617b2 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001113602ae 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 \t0x00007fff6f539109 _pthread_start + 148\n6 libsystem_pthread.dylib \t0x00007fff6f534b8b thread_start + 15\n\nThread 8:\n0 libsystem_kernel.dylib \t0x00007fff6f475e26 semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff6f2dbaed _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff6f2dbfbf _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001113617b2 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001113602ae 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 \t0x00007fff6f539109 _pthread_start + 148\n6 libsystem_pthread.dylib \t0x00007fff6f534b8b thread_start + 15\n\nThread 9:: AMCP Logging Spool\n0 libsystem_kernel.dylib \t0x00007fff6f475e26 semaphore_wait_trap + 10\n1 com.apple.audio.caulk \t0x00007fff68f06b16 caulk::mach::semaphore::wait() + 16\n2 com.apple.audio.caulk \t0x00007fff68f069b2 caulk::semaphore::timed_wait(double) + 106\n3 com.apple.audio.caulk \t0x00007fff68f067c4 caulk::concurrent::details::worker_thread::run() + 30\n4 com.apple.audio.caulk \t0x00007fff68f061e4 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 \t0x00007fff6f539109 _pthread_start + 148\n6 libsystem_pthread.dylib \t0x00007fff6f534b8b thread_start + 15\n\nThread 10:\n0 libsystem_kernel.dylib \t0x00007fff6f475e26 semaphore_wait_trap + 10\n1 com.apple.audio.caulk \t0x00007fff68f06b16 caulk::mach::semaphore::wait() + 16\n2 com.apple.audio.caulk \t0x00007fff68f069b2 caulk::semaphore::timed_wait(double) + 106\n3 com.apple.audio.caulk \t0x00007fff68f067c4 caulk::concurrent::details::worker_thread::run() + 30\n4 com.apple.audio.caulk \t0x00007fff68f061e4 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 \t0x00007fff6f539109 _pthread_start + 148\n6 libsystem_pthread.dylib \t0x00007fff6f534b8b thread_start + 15\n\nThread 11:: com.apple.audio.IOThread.client\n0 libsystem_kernel.dylib \t0x00007fff6f475dea mach_msg_trap + 10\n1 libsystem_kernel.dylib \t0x00007fff6f476160 mach_msg + 60\n2 com.apple.audio.CoreAudio \t0x00007fff34d94bf1 HALB_MachPort::SendSimpleMessageWithSimpleReply(unsigned int, unsigned int, int, int&, bool, unsigned int) + 111\n3 com.apple.audio.CoreAudio \t0x00007fff34c90d88 invocation function for block in HALC_ProxyIOContext::HALC_ProxyIOContext(unsigned int, unsigned int) + 2677\n4 com.apple.audio.CoreAudio \t0x00007fff34dc4b9e HALB_IOThread::Entry(void*) + 72\n5 libsystem_pthread.dylib \t0x00007fff6f539109 _pthread_start + 148\n6 libsystem_pthread.dylib \t0x00007fff6f534b8b thread_start + 15\n\nThread 12:\n0 libsystem_kernel.dylib \t0x00007fff6f475e26 semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x000000010667ed98 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x000000010667ed29 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff6f539109 _pthread_start + 148\n4 libsystem_pthread.dylib \t0x00007fff6f534b8b thread_start + 15\n\nThread 13:\n0 libsystem_kernel.dylib \t0x00007fff6f475e26 semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x000000010667ed98 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x000000010667ed29 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff6f539109 _pthread_start + 148\n4 libsystem_pthread.dylib \t0x00007fff6f534b8b thread_start + 15\n\nThread 14:\n0 libsystem_kernel.dylib \t0x00007fff6f475e26 semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x000000010667ed98 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x000000010667ed29 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff6f539109 _pthread_start + 148\n4 libsystem_pthread.dylib \t0x00007fff6f534b8b thread_start + 15\n\nThread 15:\n0 libsystem_kernel.dylib \t0x00007fff6f475e26 semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x000000010667ed98 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x000000010667ed29 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff6f539109 _pthread_start + 148\n4 libsystem_pthread.dylib \t0x00007fff6f534b8b thread_start + 15\n\nThread 16:\n0 libsystem_kernel.dylib \t0x00007fff6f475e26 semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x000000010667ed98 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x000000010667ed29 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff6f539109 _pthread_start + 148\n4 libsystem_pthread.dylib \t0x00007fff6f534b8b thread_start + 15\n\nThread 17:\n0 libsystem_kernel.dylib \t0x00007fff6f475e26 semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x000000010667ed98 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x000000010667ed29 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff6f539109 _pthread_start + 148\n4 libsystem_pthread.dylib \t0x00007fff6f534b8b thread_start + 15\n\nThread 18:\n0 libsystem_kernel.dylib \t0x00007fff6f475e26 semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x000000010667ed98 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x000000010667ed29 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff6f539109 _pthread_start + 148\n4 libsystem_pthread.dylib \t0x00007fff6f534b8b thread_start + 15\n\nThread 19:: com.apple.NSEventThread\n0 libsystem_kernel.dylib \t0x00007fff6f475dea mach_msg_trap + 10\n1 libsystem_kernel.dylib \t0x00007fff6f476160 mach_msg + 60\n2 com.apple.CoreFoundation \t0x00007fff356b3825 __CFRunLoopServiceMachPort + 247\n3 com.apple.CoreFoundation \t0x00007fff356b22f2 __CFRunLoopRun + 1319\n4 com.apple.CoreFoundation \t0x00007fff356b176e CFRunLoopRunSpecific + 462\n5 com.apple.AppKit \t0x00007fff32ac7ea4 _NSEventThread + 132\n6 libsystem_pthread.dylib \t0x00007fff6f539109 _pthread_start + 148\n7 libsystem_pthread.dylib \t0x00007fff6f534b8b thread_start + 15\n\nThread 20:\n0 libsystem_pthread.dylib \t0x00007fff6f534b68 start_wqthread + 0\n\nThread 21:\n0 libsystem_pthread.dylib \t0x00007fff6f534b68 start_wqthread + 0\n\nThread 22:\n0 libsystem_pthread.dylib \t0x00007fff6f534b68 start_wqthread + 0\n\nThread 23:\n0 libsystem_pthread.dylib \t0x00007fff6f534b68 start_wqthread + 0\n\nThread 0 crashed with X86 Thread State (64-bit):\n rax: 0x0000000000000000 rbx: 0x000000012707ddc0 rcx: 0x00007ffee9e3c7e8 rdx: 0x0000000000000000\n rdi: 0x0000000000000307 rsi: 0x0000000000000006 rbp: 0x00007ffee9e3c810 rsp: 0x00007ffee9e3c7e8\n r8: 0x0000000000000000 r9: 0x0000000000989680 r10: 0x000000012707ddc0 r11: 0x0000000000000246\n r12: 0x0000000000000307 r13: 0x0000000000000050 r14: 0x0000000000000006 r15: 0x0000000000000016\n rip: 0x00007fff6f47c32a rfl: 0x0000000000000246 cr2: 0x00000001097e1000\n \nLogical CPU: 0\nError Code: 0x02000148\nTrap Number: 133\n\n\nBinary Images:\n 0x105dc2000 - 0x115fa9f07 +org.blenderfoundation.blender (3.2.0 - 3.2.0 2022-06-08) <C389D82E-9893-3B04-BDFB-63E2E302564E> /Applications/Blender.app/Contents/MacOS/Blender\n 0x11c084000 - 0x11c0efff3 +libomp.dylib (0) <0AE3ADB3-C01E-334A-B0BA-E9A374587E3D> /Applications/Blender.app/Contents/Resources/3.2/lib/libomp.dylib\n 0x11dd93000 - 0x11dd97fff com.apple.audio.AppleHDAHALPlugIn (283.15 - 283.15) <AB88E450-7A43-3F72-9A07-FA761BA1B389> /System/Library/Extensions/AppleHDA.kext/Contents/PlugIns/AppleHDAHALPlugIn.bundle/Contents/MacOS/AppleHDAHALPlugIn\n 0x1203ef000 - 0x120549fff com.apple.audio.units.Components (1.14 - 1.14) <A724C981-F758-3C50-841E-594B1E176796> /System/Library/Components/CoreAudio.component/Contents/MacOS/CoreAudio\n 0x120588000 - 0x12058b047 libobjc-trampolines.dylib (787.1) <88F9B648-C455-36F8-BBB9-7D1A9F57D073> /usr/lib/libobjc-trampolines.dylib\n 0x1205b3000 - 0x120679fff com.apple.AMDRadeonX4000GLDriver (3.10.23 - 3.1.0) <7889166D-286A-38DA-ACA2-D0FE000D02BE> /System/Library/Extensions/AMDRadeonX4000GLDriver.bundle/Contents/MacOS/AMDRadeonX4000GLDriver\n 0x126c31000 - 0x126c3aff3 +math.cpython-310-darwin.so (0) <348C5960-E60B-3A82-94B0-394BFFE06FB7> /Applications/Blender.app/Contents/Resources/3.2/python/lib/python3.10/lib-dynload/math.cpython-310-darwin.so\n 0x126f48000 - 0x126f48ff7 +_opcode.cpython-310-darwin.so (0) <D112BD3D-8FCA-3522-9FAF-A5BCC47A667A> /Applications/Blender.app/Contents/Resources/3.2/python/lib/python3.10/lib-dynload/_opcode.cpython-310-darwin.so\n 0x126fb2000 - 0x127044267 dyld (750.7) <A9377AC7-E3ED-3770-88E2-7A0CB4624EED> /usr/lib/dyld\n 0x14b32a000 - 0x14b32fff7 +_struct.cpython-310-darwin.so (0) <C6AC4AD3-D1EB-35A0-A4C3-63B0471D8DA3> /Applications/Blender.app/Contents/Resources/3.2/python/lib/python3.10/lib-dynload/_struct.cpython-310-darwin.so\n 0x14df83000 - 0x14df85ff3 com.apple.CloudDocsFileProvider (1.0 - 698.20) <E43BCFE0-F68C-3434-9A56-4F61BEE00ED2> /System/Library/Frameworks/FileProvider.framework/OverrideBundles/CloudDocsFileProvider.bundle/Contents/MacOS/CloudDocsFileProvider\n 0x150c65000 - 0x150c68fff com.apple.FileProviderOverride (304.141.2 - 304.141.2) <1DD31572-4B99-31A2-8A35-015D066976F4> /System/Library/Frameworks/FileProvider.framework/OverrideBundles/FileProviderOverride.bundle/Contents/MacOS/FileProviderOverride\n 0x150c71000 - 0x150c88ffb com.apple.findersync.fileprovideroverride.FinderSyncCollaborationFileProviderOverride (1.0 - 1298.7.1) <1911451B-5BA5-3A08-AB9F-2729A55BDE38> /System/Library/Frameworks/FileProvider.framework/OverrideBundles/FinderSyncCollaborationFileProviderOverride.bundle/Contents/MacOS/FinderSyncCollaborationFileProviderOverride\n 0x7fff28724000 - 0x7fff28971ff8 com.apple.RawCamera.bundle (9.02.0 - 1350.30) <5337D338-FB27-3B70-91C8-096357BEFAC2> /System/Library/CoreServices/RawCamera.bundle/Contents/MacOS/RawCamera\n 0x7fff28974000 - 0x7fff28aa2ff8 com.apple.AMDMTLBronzeDriver (3.10.23 - 3.1.0) <6F59FCD4-D692-36E3-8F5E-3720D8D697FB> /System/Library/Extensions/AMDMTLBronzeDriver.bundle/Contents/MacOS/AMDMTLBronzeDriver\n 0x7fff28aa3000 - 0x7fff28ad9fff ATIRadeonX4000SCLib.dylib (3.10.23) <46366B56-0176-3C33-8D72-D04FBFC317E8> /System/Library/Extensions/AMDRadeonX4000GLDriver.bundle/Contents/MacOS/ATIRadeonX4000SCLib.dylib\n 0x7fff29fb3000 - 0x7fff2a930fff libSC.dylib (3.10.23) <2C12DEC6-91DC-3111-9C52-AFB511003C7F> /System/Library/Extensions/AMDShared.bundle/Contents/PlugIns/libSC.dylib\n 0x7fff312b9000 - 0x7fff312b9fff com.apple.Accelerate (1.11 - Accelerate 1.11) <4F9977AE-DBDB-3A16-A536-AC1F9938DCDD> /System/Library/Frameworks/Accelerate.framework/Versions/A/Accelerate\n 0x7fff312ba000 - 0x7fff312d0fef libCGInterfaces.dylib (524.2.1) <8FD09D09-BB19-36C5-ADE9-4F22DA235AEE> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vImage.framework/Versions/A/Libraries/libCGInterfaces.dylib\n 0x7fff312d1000 - 0x7fff31927fff com.apple.vImage (8.1 - 524.2.1) <EA6F5FF2-7A1B-35D5-A5A3-D2B3386ECB75> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vImage.framework/Versions/A/vImage\n 0x7fff31928000 - 0x7fff31b8fff7 libBLAS.dylib (1303.60.1) <C6C2D42F-7456-3DBF-8BE2-9AA06EFC78FD> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libBLAS.dylib\n 0x7fff31b90000 - 0x7fff32063fef libBNNS.dylib (144.100.2) <99C61C48-B14C-3DA6-8C31-6BF72DA0A3A9> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libBNNS.dylib\n 0x7fff32064000 - 0x7fff323fffff libLAPACK.dylib (1303.60.1) <5E3E3867-50C3-3E6A-9A2E-007CE77A4641> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libLAPACK.dylib\n 0x7fff32400000 - 0x7fff32415fec libLinearAlgebra.dylib (1303.60.1) <3D433800-0099-33E0-8C81-15F83247B2C9> 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/usr/lib/libThaiTokenizer.dylib\n 0x7fff6c3be000 - 0x7fff6c3d4fff libapple_nghttp2.dylib (1.39.2) <07FEC48A-87CF-32A3-8194-FA70B361713A> /usr/lib/libapple_nghttp2.dylib\n 0x7fff6c409000 - 0x7fff6c47bff7 libarchive.2.dylib (72.140.2) <F9EA2883-5D5C-3FA6-B3F8-C5031BF88ABD> /usr/lib/libarchive.2.dylib\n 0x7fff6c47c000 - 0x7fff6c515fe5 libate.dylib (3.0.1) <76EA60FB-748C-313F-8951-B076540BEA97> /usr/lib/libate.dylib\n 0x7fff6c519000 - 0x7fff6c519ff3 libauto.dylib (187) <B6124448-7690-34AE-8939-ED84AAC630CE> /usr/lib/libauto.dylib\n 0x7fff6c5df000 - 0x7fff6c5efffb libbsm.0.dylib (60.100.1) <00BFFB9A-2FFE-3C24-896A-251BC61917FD> /usr/lib/libbsm.0.dylib\n 0x7fff6c5f0000 - 0x7fff6c5fcfff libbz2.1.0.dylib (44) <14CC4988-B6D4-3879-AFC2-9A0DDC6388DE> /usr/lib/libbz2.1.0.dylib\n 0x7fff6c5fd000 - 0x7fff6c64ffff libc++.1.dylib (902.1) <59A8239F-C28A-3B59-B8FA-11340DC85EDC> /usr/lib/libc++.1.dylib\n 0x7fff6c650000 - 0x7fff6c665ffb libc++abi.dylib (902) <E692F14F-C65E-303B-9921-BB7E97D77855> /usr/lib/libc++abi.dylib\n 0x7fff6c666000 - 0x7fff6c666fff libcharset.1.dylib (59) <72447768-9244-39AB-8E79-2FA14EC0AD33> /usr/lib/libcharset.1.dylib\n 0x7fff6c667000 - 0x7fff6c678fff libcmph.dylib (8) <E72A20DB-2E86-378D-A237-EB9A1370F989> /usr/lib/libcmph.dylib\n 0x7fff6c679000 - 0x7fff6c690fd7 libcompression.dylib (87.1) <F7A596B4-FCCC-3181-AD01-CC985095113D> /usr/lib/libcompression.dylib\n 0x7fff6c96a000 - 0x7fff6c980ff7 libcoretls.dylib (167) <770A5B96-936E-34E3-B006-B1CEC299B5A5> /usr/lib/libcoretls.dylib\n 0x7fff6c981000 - 0x7fff6c982fff libcoretls_cfhelpers.dylib (167) <940BF370-FD0C-30A8-AA05-FF48DA44FA4C> /usr/lib/libcoretls_cfhelpers.dylib\n 0x7fff6ce25000 - 0x7fff6cf29fcf libcrypto.44.dylib (47.140.2) <40DF282C-8701-34A2-A355-E841E0D05A0B> /usr/lib/libcrypto.44.dylib\n 0x7fff6cf2c000 - 0x7fff6cf37fff libcsfde.dylib (551.0.1) <FDD996E0-B876-3B82-8B12-D311324E8331> /usr/lib/libcsfde.dylib\n 0x7fff6cf3f000 - 0x7fff6cf9eff7 libcups.2.dylib (483.9) <D98C594E-BD7F-3A3D-9709-CEAFE2A39105> /usr/lib/libcups.2.dylib\n 0x7fff6cfa0000 - 0x7fff6d005ff7 libcurl.4.dylib (118.120.6) <5ECFDF8F-E82B-3194-984C-181897781A64> /usr/lib/libcurl.4.dylib\n 0x7fff6d0a8000 - 0x7fff6d0a8fff libenergytrace.dylib (21) <162DFCC0-8F48-3DD0-914F-FA8653E27B26> /usr/lib/libenergytrace.dylib\n 0x7fff6d0a9000 - 0x7fff6d0c3ff7 libexpat.1.dylib (19.60.3) <4FD5D517-B4C8-365B-A2C0-D998A624D5A0> /usr/lib/libexpat.1.dylib\n 0x7fff6d0d1000 - 0x7fff6d0d3fff libfakelink.dylib (149.1) <36146CB2-E6A5-37BB-9EE8-1B4034D8F3AD> /usr/lib/libfakelink.dylib\n 0x7fff6d0e2000 - 0x7fff6d0e7fff libgermantok.dylib (24) <D2AE5AC0-EDCE-3216-B8C9-CF59292A545F> /usr/lib/libgermantok.dylib\n 0x7fff6d0e8000 - 0x7fff6d0f1ff7 libheimdal-asn1.dylib (564.140.8) <79098F5B-A5DF-3FD5-A393-B0E65A88E2C3> /usr/lib/libheimdal-asn1.dylib\n 0x7fff6d0f2000 - 0x7fff6d1e2fff libiconv.2.dylib (59) <18311A67-E4EF-3CC7-95B3-C0EDEE3A282F> /usr/lib/libiconv.2.dylib\n 0x7fff6d1e3000 - 0x7fff6d43afff libicucore.A.dylib (64260.0.1) <8AC2CB07-E7E0-340D-A849-186FA1F27251> /usr/lib/libicucore.A.dylib\n 0x7fff6d454000 - 0x7fff6d455fff liblangid.dylib (133) <30CFC08C-EF36-3CF5-8AEA-C1CB070306B7> /usr/lib/liblangid.dylib\n 0x7fff6d456000 - 0x7fff6d46eff3 liblzma.5.dylib (16) <C131EF18-2CDD-3271-8A30-A8760D4FE166> /usr/lib/liblzma.5.dylib\n 0x7fff6d486000 - 0x7fff6d52dff7 libmecab.dylib (883.11) <0D5BFD01-D4A7-3C8D-AA69-C329C1A69792> /usr/lib/libmecab.dylib\n 0x7fff6d52e000 - 0x7fff6d790ff1 libmecabra.dylib (883.11) <E31DE74D-1B88-377F-ACD3-D789D29C3AE7> /usr/lib/libmecabra.dylib\n 0x7fff6dafd000 - 0x7fff6db2cfff libncurses.5.4.dylib (57) <995DFEEA-40F3-377F-B73D-D02AC59D591F> /usr/lib/libncurses.5.4.dylib\n 0x7fff6dc5c000 - 0x7fff6e0d8ff5 libnetwork.dylib (1880.120.4) <BA294A54-F309-398D-B308-F97032AFF555> /usr/lib/libnetwork.dylib\n 0x7fff6e0d9000 - 0x7fff6e0f0fff libnetworkextension.dylib (1095.140.2) <D0E8454C-33A9-3F96-B3A0-EDB12C32283A> /usr/lib/libnetworkextension.dylib\n 0x7fff6e179000 - 0x7fff6e1acfde libobjc.A.dylib (787.1) <6DF81160-5E7F-3E31-AA1E-C875E3B98AF6> /usr/lib/libobjc.A.dylib\n 0x7fff6e1ad000 - 0x7fff6e1aeff7 libodfde.dylib (26) <33F49412-5106-35B8-AA60-5A497C3967E6> /usr/lib/libodfde.dylib\n 0x7fff6e1bf000 - 0x7fff6e1c3fff libpam.2.dylib (25.100.1) <0502F395-8EE6-3D2A-9239-06FD5622E19E> /usr/lib/libpam.2.dylib\n 0x7fff6e1c6000 - 0x7fff6e1fcfff libpcap.A.dylib (89.120.2) <86DAA475-805A-3E01-86C5-6CAE4D1D9BC6> /usr/lib/libpcap.A.dylib\n 0x7fff6e280000 - 0x7fff6e298fff libresolv.9.dylib (67.40.1) <C57EDFEF-D36A-310B-8D14-8C68A625B1E8> /usr/lib/libresolv.9.dylib\n 0x7fff6e29a000 - 0x7fff6e2deff7 libsandbox.1.dylib (1217.141.8) <30A6AC99-945F-3FFD-BCC5-532CC8225866> /usr/lib/libsandbox.1.dylib\n 0x7fff6e2df000 - 0x7fff6e2f1ff7 libsasl2.2.dylib (213.120.1) <E7573AC1-83FD-305A-8FB8-03145BDA286B> /usr/lib/libsasl2.2.dylib\n 0x7fff6e2f2000 - 0x7fff6e2f3ff7 libspindump.dylib (281.3) <AE8C1AE9-5CBC-332F-BBE8-370A2A19FED6> /usr/lib/libspindump.dylib\n 0x7fff6e2f4000 - 0x7fff6e4deff7 libsqlite3.dylib (308.6) <33057143-AB4E-348B-9650-98BC48866F34> /usr/lib/libsqlite3.dylib\n 0x7fff6e5d2000 - 0x7fff6e5ffffb libssl.46.dylib (47.140.2) <CFC66044-65A0-379E-82BF-6B3135A34F2D> /usr/lib/libssl.46.dylib\n 0x7fff6e72f000 - 0x7fff6e732ffb libutil.dylib (57.140.1) <6EC380B0-FBB1-3AE3-8A09-1851E128C70F> /usr/lib/libutil.dylib\n 0x7fff6e733000 - 0x7fff6e740fff libxar.1.dylib (425.7) <4EA640CD-74CE-3A79-ABB7-FFE98C9C1C3A> /usr/lib/libxar.1.dylib\n 0x7fff6e746000 - 0x7fff6e828fff libxml2.2.dylib (33.9) <B72D22CE-3429-3217-A8DD-5C9D2077C980> /usr/lib/libxml2.2.dylib\n 0x7fff6e82c000 - 0x7fff6e854fff libxslt.1.dylib (16.12) <42938E5F-5FE9-3265-8D10-1D1115BC5402> /usr/lib/libxslt.1.dylib\n 0x7fff6e855000 - 0x7fff6e867ff3 libz.1.dylib (76) <793D9643-CD83-3AAC-8B96-88D548FAB620> /usr/lib/libz.1.dylib\n 0x7fff6f116000 - 0x7fff6f11bff3 libcache.dylib (83) <AF488D13-9E89-35E0-B078-BE37CC5B8586> /usr/lib/system/libcache.dylib\n 0x7fff6f11c000 - 0x7fff6f127fff libcommonCrypto.dylib (60165.120.1) <C7912BE5-993E-3581-B2A0-6AABDC8C5562> /usr/lib/system/libcommonCrypto.dylib\n 0x7fff6f128000 - 0x7fff6f12ffff libcompiler_rt.dylib (101.2) <49B8F644-5705-3F16-BBE0-6FFF9B17C36E> /usr/lib/system/libcompiler_rt.dylib\n 0x7fff6f130000 - 0x7fff6f139ff7 libcopyfile.dylib (166.40.1) <3C481225-21E7-370A-A30E-0CCFDD64A92C> /usr/lib/system/libcopyfile.dylib\n 0x7fff6f13a000 - 0x7fff6f1ccfdb libcorecrypto.dylib (866.140.2) <E9AAA2A6-D0D4-328A-BEA2-4DC5E513BA30> /usr/lib/system/libcorecrypto.dylib\n 0x7fff6f2d9000 - 0x7fff6f319ff0 libdispatch.dylib (1173.100.2) <CD9C059C-91D9-30E8-8926-5B9CD0D5D4F5> /usr/lib/system/libdispatch.dylib\n 0x7fff6f31a000 - 0x7fff6f350fff libdyld.dylib (750.7) <AB99C9EE-7127-3451-89AB-339F8F2CEE61> /usr/lib/system/libdyld.dylib\n 0x7fff6f351000 - 0x7fff6f351ffb libkeymgr.dylib (30) <DB3337BE-01CA-3425-BD0C-87774FC0CDC0> /usr/lib/system/libkeymgr.dylib\n 0x7fff6f352000 - 0x7fff6f35eff3 libkxld.dylib (6153.141.59) <53500631-72D5-3980-AC06-3FCFA49B750B> /usr/lib/system/libkxld.dylib\n 0x7fff6f35f000 - 0x7fff6f35fff7 liblaunch.dylib (1738.140.3) <E2CFD17D-F36C-3734-8F37-16798799EF9E> /usr/lib/system/liblaunch.dylib\n 0x7fff6f360000 - 0x7fff6f365ff7 libmacho.dylib (959.0.1) <AA613A9C-961A-3B67-B696-4622FA59FC4E> /usr/lib/system/libmacho.dylib\n 0x7fff6f366000 - 0x7fff6f368ff3 libquarantine.dylib (110.40.6) <6CADF28C-2F20-3FA5-9FB9-49EAB0FD2489> /usr/lib/system/libquarantine.dylib\n 0x7fff6f369000 - 0x7fff6f36aff7 libremovefile.dylib (48) <7C7EFC79-BD24-33EF-B073-06AED234593E> /usr/lib/system/libremovefile.dylib\n 0x7fff6f36b000 - 0x7fff6f382ff3 libsystem_asl.dylib (377.60.4) <BDE4E1E6-BB8F-3EAC-A9CD-53B9FBD96554> /usr/lib/system/libsystem_asl.dylib\n 0x7fff6f383000 - 0x7fff6f383ff7 libsystem_blocks.dylib (74) <0D53847E-AF5F-3ACF-B51F-A15DEA4DEC58> /usr/lib/system/libsystem_blocks.dylib\n 0x7fff6f384000 - 0x7fff6f40bfff libsystem_c.dylib (1353.100.4) <BCD3F031-4A3F-32CF-AB9A-D6EE7A7499D4> /usr/lib/system/libsystem_c.dylib\n 0x7fff6f40c000 - 0x7fff6f40fffb libsystem_configuration.dylib (1061.141.2) <393137B7-3631-3450-B6F4-95EECD3ADDFF> /usr/lib/system/libsystem_configuration.dylib\n 0x7fff6f410000 - 0x7fff6f413fff libsystem_coreservices.dylib (114.1) <72857ADA-AA97-398B-B089-F50B2E89064B> /usr/lib/system/libsystem_coreservices.dylib\n 0x7fff6f414000 - 0x7fff6f41cfff libsystem_darwin.dylib (1353.100.4) <19242BF1-BAF6-3DF0-AAD3-93E3E0870DBE> /usr/lib/system/libsystem_darwin.dylib\n 0x7fff6f41d000 - 0x7fff6f424fff libsystem_dnssd.dylib (1096.100.3) <EBB4C2C2-E031-3094-B40A-E67BF261D295> /usr/lib/system/libsystem_dnssd.dylib\n 0x7fff6f425000 - 0x7fff6f426ffb libsystem_featureflags.dylib (17) <29FD922A-EC2C-3F25-BCCC-B58D716E60EC> /usr/lib/system/libsystem_featureflags.dylib\n 0x7fff6f427000 - 0x7fff6f474ff7 libsystem_info.dylib (538) <8A321605-5480-330B-AF9E-64E65DE61747> /usr/lib/system/libsystem_info.dylib\n 0x7fff6f475000 - 0x7fff6f4a1ff7 libsystem_kernel.dylib (6153.141.59) <BFA60E1E-E7AC-3C73-B2D0-FEDF3D2E7980> /usr/lib/system/libsystem_kernel.dylib\n 0x7fff6f4a2000 - 0x7fff6f4e9fff libsystem_m.dylib (3178) <00F331F1-0D09-39B3-8736-1FE90E64E903> /usr/lib/system/libsystem_m.dylib\n 0x7fff6f4ea000 - 0x7fff6f511fff libsystem_malloc.dylib (283.100.6) <8549294E-4C53-36EB-99F3-584A7393D8D5> /usr/lib/system/libsystem_malloc.dylib\n 0x7fff6f512000 - 0x7fff6f51fffb libsystem_networkextension.dylib (1095.140.2) <F06C65C5-2CBE-313C-96E1-A09240F9FE57> /usr/lib/system/libsystem_networkextension.dylib\n 0x7fff6f520000 - 0x7fff6f529ff7 libsystem_notify.dylib (241.100.2) <FA22F928-D91B-3AA5-96BB-3186AC0FB264> /usr/lib/system/libsystem_notify.dylib\n 0x7fff6f52a000 - 0x7fff6f532fef libsystem_platform.dylib (220.100.1) <009A7C1F-313A-318E-B9F2-30F4C06FEA5C> /usr/lib/system/libsystem_platform.dylib\n 0x7fff6f533000 - 0x7fff6f53dfff libsystem_pthread.dylib (416.100.3) <62CB1A98-0B8F-31E7-A02B-A1139927F61D> /usr/lib/system/libsystem_pthread.dylib\n 0x7fff6f53e000 - 0x7fff6f542ff3 libsystem_sandbox.dylib (1217.141.8) <9BE68E25-D41B-30DD-A1F9-35506143DB2A> /usr/lib/system/libsystem_sandbox.dylib\n 0x7fff6f543000 - 0x7fff6f545fff libsystem_secinit.dylib (62.100.2) <F80872AA-E1FD-3D7E-8729-467656EC6561> /usr/lib/system/libsystem_secinit.dylib\n 0x7fff6f546000 - 0x7fff6f54dffb libsystem_symptoms.dylib (1238.120.2) <702D0910-5C34-3D43-9631-8BD215DE4FE1> /usr/lib/system/libsystem_symptoms.dylib\n 0x7fff6f54e000 - 0x7fff6f564ff2 libsystem_trace.dylib (1147.120.1) <BC141783-66D9-3137-A783-211B38E49ADB> /usr/lib/system/libsystem_trace.dylib\n 0x7fff6f566000 - 0x7fff6f56bff7 libunwind.dylib (35.4) <42B7B509-BAFE-365B-893A-72414C92F5BF> /usr/lib/system/libunwind.dylib\n 0x7fff6f56c000 - 0x7fff6f5a1ffe libxpc.dylib (1738.140.3) <8DA7D88F-AE2F-3BCF-8426-8D041E57A9AA> /usr/lib/system/libxpc.dylib\n\nExternal Modification Summary:\n Calls made by other processes targeting this process:\n task_for_pid: 3\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: 24427\n thread_create: 0\n thread_set_state: 0\n\nVM Region Summary:\nReadOnly portion of Libraries: Total=949.7M resident=0K(0%) swapped_out_or_unallocated=949.7M(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 384K 3 \nActivity Tracing 256K 1 \nCG backing stores 1408K 2 \nCG image 1312K 16 \nCoreAnimation 104K 9 \nCoreGraphics 8K 1 \nCoreImage 32K 4 \nCoreUI image data 984K 8 \nFoundation 4K 1 \nKernel Alloc Once 8K 1 \nMALLOC 642.4M 161 \nMALLOC guard page 48K 9 \nMALLOC_MEDIUM (reserved) 824.0M 8 reserved VM address space (unallocated)\nMALLOC_NANO (reserved) 256.0M 1 reserved VM address space (unallocated)\nOpenGL GLSL 256K 3 \nSTACK GUARD 96K 24 \nStack 37.2M 24 \nVM_ALLOCATE 134.1M 911 \n__DATA 67.6M 350 \n__DATA_CONST 180K 7 \n__FONT_DATA 4K 1 \n__GLSLBUILTINS 5176K 1 \n__LINKEDIT 460.9M 20 \n__OBJC_RO 32.3M 1 \n__OBJC_RW 1908K 2 \n__TEXT 488.8M 341 \n__UNICODE 564K 1 \nmapped file 69.2M 24 \nshared memory 656K 19 \n=========== ======= ======= \nTOTAL 3.0G 1954 \nTOTAL, minus reserved VM space 1.9G 1954 \n\nModel: iMac18,2, BootROM 447.80.3.0.0, 4 processors, Quad-Core Intel Core i7, 3.6 GHz, 32 GB, SMC 2.40f1\nGraphics: kHW_AMDRadeonPro560Item, Radeon Pro 560, spdisplays_pcie_device, 4 GB\nMemory Module: BANK 0/DIMM0, 16 GB, DDR4 SO-DIMM, 2400 MHz, 0x802C, 0x313641544632473634485A2D3247334232202020\nMemory Module: BANK 1/DIMM0, 16 GB, DDR4 SO-DIMM, 2400 MHz, 0x802C, 0x313641544632473634485A2D3247334232202020\nAirPort: spairport_wireless_card_type_airport_extreme (0x14E4, 0x16E), Broadcom BCM43xx 1.0 (7.77.111.1 AirPortDriverBrcmNIC-1615.5)\nBluetooth: Version 7.0.6f8, 3 services, 27 devices, 1 incoming serial ports\nNetwork Service: Wi-Fi, AirPort, en1\nSerial ATA Device: APPLE HDD HTS541010A9E632, 1 TB\nUSB Device: USB 3.0 Bus\nUSB Device: Rugged Mini USB3\nUSB Device: Bluetooth USB Host Controller\nUSB Device: FaceTime HD Camera (Built-in)\nUSB Device: USB Serial\nUSB Device: Rugged Mini USB3\nThunderbolt Bus: iMac, Apple Inc., 41.4\n```\n\n[Beaulieu-R16-battery-38-new-casing.blend](Beaulieu-R16-battery-38-new-casing.blend)", "Dumps on render\nOperating system: Mac OS 11,0,1 \nMemory: 64 GB\nGraphics card: Radeon Pro Vega 48 8GB\n\nBroken: 2.91.0\n\nWhen I render (CPU) big picture in resolution 10630/7087 Pixel it take a long time and the Mac \"get to sleep\".\nIf I \"wake it up\" by log in before the render is done Blender dumps but if I wait until the render is done it's OK.\n\nRender (CPU) big picture in resolution 10630/7087 Pixel and wake it up\" by log in before the render is done, let it go for 2/3 of the time.", "Blender crashes on MacOS on corrupt portion of file\nOperating system: MacOS Catalina (10.15.6)\nGraphics card: AMD Radeon R9 M395X 4 GB\n\n**Blender Version** \nBroken: 3.0.0\nWorked: none\n\nBlender crashes with SIGSEGV when accessing any part of a specific collection in this file. For example, load this file and enable \"Feet\" collection. Also, open a new file and try to Append the \"Feet\" collection from this file.\n\nBased on the default startup or an attached .blend file (as simple as possible).[nazgul-parts.blend](nazgul-parts.blend)\n\nNote: Blender also continues to crash if left unattended on MacOS, when returning to activity. It is possible this file got corrupted at some point by \"successfully\" saving after the process was left unattended. With all of the numbers of people who report crashing on MacOS, and the chances of completely ruining important blend files with corruptions, it's a serious drag to productivity. Also noticed that many bugs are now closed after just 1 week of no further comment; this policy is akin to sticking your head in sand and ignore the problem. Blender is not trustable on MacOS.", "crashes when Mac wakes up\nOperating system: macOS Catalina\nGraphics card: AMD\n\nBroken: 2.91.0 Date: 2020-1-25 08:34 Hash: 0f45cab862b8 Branch: Master \n\n**I'm rendering an animation and when the machine goes to sleep, stops rendering and when I wake up the computer the app crashes**\n\n**render animation, computer goes to sleep, stops rendering, when computer wakes up blender 2.91 crashes**\nBased on the default startup or an attached .blend file (as simple as possible)." ]
Blender Crash when rendering with EEVEE + DOF {[F8144790](videopitch.blend)}Operating system: Windows-10-10.0.18362 64 Bits Graphics card: GeForce GTX 1060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.12 Broken: version: 2.82 (sub 1) Worked: without DOF enabled, also tested in the 2.81 beta of 19/11 with same results Blender crashes when rendering DOF, no errors when rendering in viewport Steps to reproduce: Open file Enable DOF in camera options Render Image
[ "Viewport Rendering and Texture Baking freezes Blender\nOperating system: Windows 7 64bit\nGraphics card: GTX 1660 Super\n\nBroken: 2.90.1\nWorked: 2.83\nWorked: builds prior to b21ba5e579\n\n\nBlender freeze when baking ambiant occlusion\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\nI prepared my scene to bake all objects, but almost every time I try to bake an object (especially the table under the tv), blender is often stuck at 0%, using high CPU usage and freeze.[CtUrban.blend](CtUrban.blend)\n\nUpdate: Viewport Rendering also crash Blender.\n\n", "Particle Edit mode for non hair particles - point select mode crash\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)\n\nBlender crashes when entering into the Particule Edit mode\n\n- Delete all objects from the default scene\n- Create a plane\n- Add a particle system\n- Set end frame to 50\n- Bake the particle system\n- Switch to the Particle Edit mode\n- Select Point select mode\n\n- > Crash\n\n[blender.crash.txt](blender.crash.txt)\n\n\n", "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.", "Crash (memory use after free) on freeing RigidBody world\nReproducible with current master, probably there since forever.\n\n# Steps\nWith an ASAN build:\n\n- Open `rigid.anim.blend`\n- Close Blender\n\n[rigid.anim.blend](rigid.anim.blend) \n\n(Case found while working on #86379 (When using \"Append\" rigid body objects + empty constraint, none of its constraints work.))\n", "Crash 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", "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 crashes right after loading up a blend file or when creasing a specific mesh on a slightly older version of said blend file\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.77\nCPU: Ryzen 7 3700X\nRAM: 16GB, roughly 7GB available when loading\n\nBroken: version: 3.2.0\n\nFollowing a sculpting course i'm currently trying to crease the claws of a model in the attched blend file.\nBlender keeps crashing without further notice when doing so. I managed to save in the specific state that causes the crash, but can also reproduce it by creasing the front-left hoof/claw-thing in the older state\n\nLoad up file, change to sculpt mode without hiding linked duplicates (feet/hooves)\n[dog!.blend](dog_.blend)\n\nOld:\nLoad up attached blend file -> Crash immediately after apparently successfully loading the scene\n[dog!.blend](dog_.blend)\nLoad up attached blend1 file, crease said claw region with Dyntopo active -> Crash soon after doing so\n[dog!.blend1](dog_.blend1)", "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", "Crash to desktop when trying to bake (Blender 3.3.6)\nOperating system: Windows 11 (64-bit)\nGraphics card: NVIDIA RTX A2000\n\nBroken: (3.3.5, 3.3.6, blender-3.3.6-stable+v33.948f8298b982-windows.amd64-release)\nWorking (2.91.2)\n\nWhen trying to bake scene produced in script, Blender crashed.\n\nOpen attached blend file and press Bake.", "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.", "Error when denoising (Optix) large image\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090, 3060 Driver 522.30\n\nBroken: version: 3.3.1\nWorked: Never (3.0 failed, 2.90 did not start rendering)\n\nDenoising large image will fail and may result in crash.\n\nShortened log:\n```\nIllegal address in CUDA queue synchronize (film_convert_float3 filter_guiding_preprocess)\nE1122 18:16:01.843204 7088 denoiser_optix.cpp:470] Error converting denoising passes to RGB buffer.\nIllegal address in CUDA queue copy_from_device ()\n```\n\n[#102515.blend](T102515.blend)\n\nOpen file and render image.", "EEVEE is ghosting with viewport denoising enabled.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 3.0.0 Alpha\n\nHere's a viewport render:\n[EEVEE ghosting0001-0090.mp4](EEVEE_ghosting0001-0090.mp4)\n\nHere's what it looks like during playback if viewport denoising is enabled:\n[2021-10-23 17-07-44.mp4](2021-10-23_17-07-44.mp4)", "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", "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", "Eevee Light Limitation failing to render at well under light limit\nOperating system: OS X 11.5.2\nGraphics card: AMD Radeon Pro 580\n\nAlso on Intel HD 6000, macOS 10.14.\n\nBroken:2.93.1 (2.93.1 2021-06-23), 2.93.5, 3.0 a217e043be\nWorked:\n\n\nUnder the impression that 128 lights is the limit. My system's render is failing at 11 area lights\nI have an image of what it is doing. It splits the viewport into four areas yellow, red, blue, green\n![Screen Shot 2021-09-22 at 12.59.23.png](Screen_Shot_2021-09-22_at_12.59.23.png)\n\n\n\n- On Default cube scene, add eleven area lights.\n- Set Shadow settings -> both of Cube size or Cascade Size to 4096.\n- Viewport render using Eevee.\n\n\n[Light ViewportRender ERror.blend](Light_ViewportRender_ERror.blend)" ]
[ "Crash - rendering in Eevee with Depth of Field and short Focus Distance\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 750 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.15\n\nBroken: version: 2.81 (sub 12)\n\nExample file:\n[crash_DOF_bug.blend](crash_DOF_bug.blend)\nJust a camera - 100 mm, Focus Distance 0.2. Just press F12 to crash.\n\n**Ways to prevent crash:**\n - Increase Focus Distance, e.g. 1m\n - Render in smaller resolution, e.g. 50%\n - Use big F-Stop, like a 100.0\n\n[blender_system_info.txt](blender_system_info.txt)\n[blender_debug_output.txt](blender_debug_output.txt)", "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)" ]
Stripes remain after baking Operating system: Windows-10-10.0.19041-SP0 64 Bits Graphics card: GeForce GTX 950M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40 Broken: version: 2.93.5 Release Candidate Unusual line appears after baking **Steps to Reproduce** - Open .blend file - {nav Render Properties > Bake > Bake} Test File: [test.blend](test.blend) ![image.png](image.png) ![image.png](image.png) ![image.png](image.png) ![image.png](image.png)
[ "Blender 3.2.1 / 3.4 - Cycles - Persistant Data and Motion Blur artifacts on GPU\nOperating system: Windows 10, Ubuntu 21.04\nGraphics card: GTX 1080, RTX 3080\n\nBroken: 3.2.1, b5e92c3dfe\nWorked: 2.79\n\nPersistant data is bugs out during renders sometimes.\n\n1. Open attached blend file in Blender 3.2.1\n2. Press f12\n3. Press right on the keyboard (frame 771)\n4. Press f12\n5. Press right on the keyboard (frame 772)\n6. Press f12\n7. Notice how its not as expected.\n8. Press f12 without framing forward\n9. Notice how it is fine\n\ngood\n![image.png](image.png)\nbad\n![image.png](image.png)\n\nThis means when rendering animations, it can produce frames which bad, which then require more re-renders.\n\nWindows and Linux have both been tested and results are the same.\n\nTested CUDA, Optix and both have issues. CPU renders fine. \n\nDisabling Persistant Data renders fine.\n[bug.blend](bug.blend)\n\nNOTE: We had #95475, #96822 already for Persistent Data and Motion Blur issues (these should be fixed), I can repro this case though.\n\nEDIT:\nAs another task #100729 has been merged into this file, there is another test file [BUG.blend](BUG.blend)\n", " Freestyle renders extra lines\n%%%--- Operating System, Graphics card ---\n1st PC: Win7 64bit & Quattro 2000\n2nd PC: Win7 64bit & Nvidia 560ti\n\n\n\n - Blender version with error, and version that worked ---\n2.68a\n\n - Short description of error ---\nFreestyle produces lines through objects as they are transparent\nI build a moving staircase and some lines of the glass roof appear \"randomly\" through the walls.\n\n - Steps for others to reproduce the error (preferably based on attached .blend file) ---\n\n\nI just created objects + render. %%%", "Artifacts around shadow catcher object\nOperating system: Win 10 PRO 19041.1348\nGraphics card: GTX 1080\n\nBroken: Official 3.0\nWorked: 2.9 lts\n\n{[F12718649](image.png),size = full}\n[头图制作B.blend](头图制作B.blend)\n\nLine is faintly visible at Y=472px height.\n\nThis doesn't happen when Denoise node Prefilter is set to Accurate, but when opening older files, Fast option is used by default.\n", "Cycles GPU/CPU render difference with more than 64 transparent bounces and coplanar faces\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1660 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.66\n\nBroken: version: 2.81 (sub 16)\n\n\n\nWhen using particle plane with transparency ( to fake volume scatter ), we have a color mismatch between CPU and GPU rendering. \n\n\n see attach file\n\n![blender_pBLAZsKwWA.png](blender_pBLAZsKwWA.png)\n\n[cpu_gpu_issue.blend](cpu_gpu_issue.blend)\n \n", "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)", "Use after Free (according to asan) while baking.\nOperating system: Linux-5.4.0-90-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.82.00\n\nBroken: version: 3.1.0 Alpha, branch: Unknown, commit date: Unknown Unknown, hash: `rBUnknown`\nWorked:Don't know\n\nWhen pressing 'bake' in the attached (simple) blend file blender crashes when compiled with address sanitizer. Strangely only when in the UV-editor workspace, and not in the shading workspace.\n\n\n- build blender in debugmode with developer options\n- open the attached .blend\n- press bake\n\n\n[printuvs.blend](printuvs.blend)\n\nOr else from default startup:\n- build blender in debugmode with developer options\n- add a noise texture + colorramp to the base color input of the default material\n- add an image texture (sized 128x128) to the material and make it active\n- switch to uv editor workspace\n- switch renderer to cycles\n- open bake tab, choose diffuse bake\n- press bake\n\nASAN output:\n```\n\n==30632==ERROR: AddressSanitizer: heap-use-after-free on address 0x613000566c90 at pc 0x000006232e48 bp 0x7fff79d57550 sp 0x7fff79d57540\nREAD of size 4 at 0x613000566c90 thread T0\n - 0 0x6232e47 in paint_object_is_rendered_transparent /home/martijn/progs/blender-git/blender/source/blender/draw/engines/overlay/overlay_paint.c:52\n - 1 0x62333f5 in OVERLAY_paint_init /home/martijn/progs/blender-git/blender/source/blender/draw/engines/overlay/overlay_paint.c:75\n - 2 0x61e20f1 in OVERLAY_engine_init /home/martijn/progs/blender-git/blender/source/blender/draw/engines/overlay/overlay_engine.c:138\n - 3 0x60336a7 in drw_engines_init /home/martijn/progs/blender-git/blender/source/blender/draw/intern/draw_manager.c:1037\n - 4 0x60394be in DRW_draw_render_loop_ex /home/martijn/progs/blender-git/blender/source/blender/draw/intern/draw_manager.c:1641\n - 5 0x6038abd in DRW_draw_view /home/martijn/progs/blender-git/blender/source/blender/draw/intern/draw_manager.c:1571\n - 6 0xadf0436 in view3d_draw_view /home/martijn/progs/blender-git/blender/source/blender/editors/space_view3d/view3d_draw.c:1573\n - 7 0xadf05bf in view3d_main_region_draw /home/martijn/progs/blender-git/blender/source/blender/editors/space_view3d/view3d_draw.c:1595\n - 8 0x7f2353c in ED_region_do_draw /home/martijn/progs/blender-git/blender/source/blender/editors/screen/area.c:564\n - 9 0x53d6339 in wm_draw_window_offscreen /home/martijn/progs/blender-git/blender/source/blender/windowmanager/intern/wm_draw.c:730\n - 10 0x53d7569 in wm_draw_window /home/martijn/progs/blender-git/blender/source/blender/windowmanager/intern/wm_draw.c:880\n - 11 0x53d89d8 in wm_draw_update /home/martijn/progs/blender-git/blender/source/blender/windowmanager/intern/wm_draw.c:1081\n - 12 0x53c5120 in WM_main /home/martijn/progs/blender-git/blender/source/blender/windowmanager/intern/wm.c:658\n - 13 0x34c4239 in main /home/martijn/progs/blender-git/blender/source/creator/creator.c:558\n - 14 0x7f41af1ae0b2 in __libc_start_main (/lib/x86_64-linux-gnu/libc.so.6+0x270b2)\n - 15 0x34c35bd in _start (/mnt/fast/martijn/progs/blender-git/build_linux_debug/bin/blender+0x34c35bd)\n\n0x613000566c90 is located 208 bytes inside of 360-byte region [0x613000566bc0,0x613000566d28)\nfreed by thread T20 here:\n - 0 0x7f41af9ef1c7 in __interceptor_free ../../../../src/libsanitizer/asan/asan_malloc_linux.cpp:123\n - 1 0x1bb10832 in MEM_lockfree_freeN /home/martijn/progs/blender-git/blender/intern/guardedalloc/intern/mallocn_lockfree_impl.c:130\n - 2 0x5f86383 in blender::deg::IDNode::destroy() /home/martijn/progs/blender-git/blender/source/blender/depsgraph/intern/node/deg_node_id.cc:143\n - 3 0x5e21387 in clear_id_nodes_conditional<blender::deg::Depsgraph::clear_id_nodes()::<lambda(ID_Type)> > /home/martijn/progs/blender-git/blender/source/blender/depsgraph/intern/depsgraph.cc:162\n - 4 0x5e1e4c0 in blender::deg::Depsgraph::clear_id_nodes() /home/martijn/progs/blender-git/blender/source/blender/depsgraph/intern/depsgraph.cc:173\n - 5 0x5e1cdf8 in blender::deg::Depsgraph::~Depsgraph() /home/martijn/progs/blender-git/blender/source/blender/depsgraph/intern/depsgraph.cc:89\n - 6 0x5e20080 in DEG_graph_free /home/martijn/progs/blender-git/blender/source/blender/depsgraph/intern/depsgraph.cc:325\n - 7 0x9ca04e1 in bake /home/martijn/progs/blender-git/blender/source/blender/editors/object/object_bake_api.c:1608\n - 8 0x9ca3d40 in bake_startjob /home/martijn/progs/blender-git/blender/source/blender/editors/object/object_bake_api.c:1775\n - 9 0x5461946 in do_job_thread /home/martijn/progs/blender-git/blender/source/blender/windowmanager/intern/wm_jobs.c:393\n - 10 0x1bae287e in tslot_thread_start /home/martijn/progs/blender-git/blender/source/blender/blenlib/intern/threads.cc:231\n - 11 0x7f41af920608 in start_thread /build/glibc-YbNSs7/glibc-2.31/nptl/pthread_create.c:477\n\npreviously allocated by thread T20 here:\n - 0 0x7f41af9ef6f7 in __interceptor_calloc ../../../../src/libsanitizer/asan/asan_malloc_linux.cpp:154\n - 1 0x1bb10f20 in MEM_lockfree_callocN /home/martijn/progs/blender-git/blender/intern/guardedalloc/intern/mallocn_lockfree_impl.c:236\n - 2 0x370cccf in BKE_libblock_alloc_notest /home/martijn/progs/blender-git/blender/source/blender/blenkernel/intern/lib_id.c:1095\n - 3 0x5f84eff in blender::deg::IDNode::init_copy_on_write(ID*) /home/martijn/progs/blender-git/blender/source/blender/depsgraph/intern/node/deg_node_id.cc:114\n - 4 0x5e1e02c in blender::deg::Depsgraph::add_id_node(ID*, ID*) /home/martijn/progs/blender-git/blender/source/blender/depsgraph/intern/depsgraph.cc:127\n - 5 0x5fa14e5 in blender::deg::DepsgraphNodeBuilder::add_id_node(ID*) /home/martijn/progs/blender-git/blender/source/blender/depsgraph/intern/builder/deg_builder_nodes.cc:178\n - 6 0x5fcd141 in blender::deg::DepsgraphNodeBuilder::build_material(Material*) /home/martijn/progs/blender-git/blender/source/blender/depsgraph/intern/builder/deg_builder_nodes.cc:1797\n - 7 0x5fcdee5 in blender::deg::DepsgraphNodeBuilder::build_materials(Material**, int) /home/martijn/progs/blender-git/blender/source/blender/depsgraph/intern/builder/deg_builder_nodes.cc:1819\n - 8 0x5fb47b3 in blender::deg::DepsgraphNodeBuilder::build_object_data(Object*, bool) /home/martijn/progs/blender-git/blender/source/blender/depsgraph/intern/builder/deg_builder_nodes.cc:941\n - 9 0x5fb0010 in blender::deg::DepsgraphNodeBuilder::build_object(int, Object*, blender::deg::eDepsNode_LinkedState_Type, bool) /home/martijn/progs/blender-git/blender/source/blender/depsgraph/intern/builder/deg_builder_nodes.cc:787\n - 10 0x601516d in blender::deg::DepsgraphNodeBuilder::build_view_layer(Scene*, ViewLayer*, blender::deg::eDepsNode_LinkedState_Type) /home/martijn/progs/blender-git/blender/source/blender/depsgraph/intern/builder/deg_builder_nodes_view_layer.cc:117\n - 11 0x5f19f8e in blender::deg::ViewLayerBuilderPipeline::build_nodes(blender::deg::DepsgraphNodeBuilder&) /home/martijn/progs/blender-git/blender/source/blender/depsgraph/intern/builder/pipeline_view_layer.cc:35\n - 12 0x5f06808 in blender::deg::AbstractBuilderPipeline::build_step_nodes() /home/martijn/progs/blender-git/blender/source/blender/depsgraph/intern/builder/pipeline.cc:72\n - 13 0x5f058af in blender::deg::AbstractBuilderPipeline::build() /home/martijn/progs/blender-git/blender/source/blender/depsgraph/intern/builder/pipeline.cc:51\n - 14 0x5e2ff1d in DEG_graph_build_from_view_layer /home/martijn/progs/blender-git/blender/source/blender/depsgraph/intern/depsgraph_build.cc:259\n - 15 0x9c9c19e in bake /home/martijn/progs/blender-git/blender/source/blender/editors/object/object_bake_api.c:1236\n - 16 0x9ca3d40 in bake_startjob /home/martijn/progs/blender-git/blender/source/blender/editors/object/object_bake_api.c:1775\n - 17 0x5461946 in do_job_thread /home/martijn/progs/blender-git/blender/source/blender/windowmanager/intern/wm_jobs.c:393\n - 18 0x1bae287e in tslot_thread_start /home/martijn/progs/blender-git/blender/source/blender/blenlib/intern/threads.cc:231\n - 19 0x7f41af920608 in start_thread /build/glibc-YbNSs7/glibc-2.31/nptl/pthread_create.c:477\n\nThread T20 created by T0 here:\n - 0 0x7f41af996a65 in __interceptor_pthread_create ../../../../src/libsanitizer/asan/asan_interceptors.cpp:216\n - 1 0x1bae2aa8 in BLI_threadpool_insert /home/martijn/progs/blender-git/blender/source/blender/blenlib/intern/threads.cc:245\n - 2 0x546296a in WM_jobs_start /home/martijn/progs/blender-git/blender/source/blender/windowmanager/intern/wm_jobs.c:488\n - 3 0x9ca69f8 in bake_invoke /home/martijn/progs/blender-git/blender/source/blender/editors/object/object_bake_api.c:1938\n - 4 0x53e6d36 in wm_operator_invoke /home/martijn/progs/blender-git/blender/source/blender/windowmanager/intern/wm_event_system.c:1347\n - 5 0x53e8c9e in wm_operator_call_internal /home/martijn/progs/blender-git/blender/source/blender/windowmanager/intern/wm_event_system.c:1554\n - 6 0x53e8ef9 in WM_operator_name_call_ptr /home/martijn/progs/blender-git/blender/source/blender/windowmanager/intern/wm_event_system.c:1602\n - 7 0x53ea323 in WM_operator_name_call_ptr_with_depends_on_cursor /home/martijn/progs/blender-git/blender/source/blender/windowmanager/intern/wm_event_system.c:1790\n - 8 0xa4d665e in ui_apply_but_funcs_after /home/martijn/progs/blender-git/blender/source/blender/editors/interface/interface_handlers.c:1030\n - 9 0xa565bfd in ui_handler_region_menu /home/martijn/progs/blender-git/blender/source/blender/editors/interface/interface_handlers.c:11435\n - 10 0x53e0497 in wm_handler_ui_call /home/martijn/progs/blender-git/blender/source/blender/windowmanager/intern/wm_event_system.c:690\n - 11 0x53f88dc in wm_handlers_do_intern /home/martijn/progs/blender-git/blender/source/blender/windowmanager/intern/wm_event_system.c:3052\n - 12 0x53f99d3 in wm_handlers_do /home/martijn/progs/blender-git/blender/source/blender/windowmanager/intern/wm_event_system.c:3166\n - 13 0x53ffb0e in wm_event_do_handlers /home/martijn/progs/blender-git/blender/source/blender/windowmanager/intern/wm_event_system.c:3656\n - 14 0x53c5108 in WM_main /home/martijn/progs/blender-git/blender/source/blender/windowmanager/intern/wm.c:652\n - 15 0x34c4239 in main /home/martijn/progs/blender-git/blender/source/creator/creator.c:558\n #16 0x7f41af1ae0b2 in __libc_start_main (/lib/x86_64-linux-gnu/libc.so.6+0x270b2)\n\nSUMMARY: AddressSanitizer: heap-use-after-free /home/martijn/progs/blender-git/blender/source/blender/draw/engines/overlay/overlay_paint.c:52 in paint_object_is_rendered_transparent\nShadow bytes around the buggy address:\n 0x0c26800a4d40: fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd\n 0x0c26800a4d50: fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd\n 0x0c26800a4d60: fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd\n 0x0c26800a4d70: fa fa fa fa fa fa fa fa fd fd fd fd fd fd fd fd\n 0x0c26800a4d80: fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd\n=>0x0c26800a4d90: fd fd[fd]fd fd fd fd fd fd fd fd fd fd fd fd fd\n 0x0c26800a4da0: fd fd fd fd fd fa fa fa fa fa fa fa fa fa fa fa\n 0x0c26800a4db0: fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd\n 0x0c26800a4dc0: fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd\n 0x0c26800a4dd0: fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd\n 0x0c26800a4de0: fa fa fa fa fa fa fa fa fd fd fd fd fd fd fd fd\nShadow byte legend (one shadow byte represents 8 application bytes):\n Addressable: 00\n Partially addressable: 01 02 03 04 05 06 07 \n Heap left redzone: fa\n Freed heap region: fd\n Stack left redzone: f1\n Stack mid redzone: f2\n Stack right redzone: f3\n Stack after return: f5\n Stack use after scope: f8\n Global redzone: f9\n Global init order: f6\n Poisoned by user: f7\n Container overflow: fc\n Array cookie: ac\n Intra object redzone: bb\n ASan internal: fe\n Left alloca redzone: ca\n Right alloca redzone: cb\n Shadow gap: cc\n==30632==ABORTING\n```\n\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)", "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", "Bug with environment texture\nOperating system: Windows 10\nGraphics card: Nvidia GeForce RTX 3050 Laptop GPU\n\n3.6.2\n\nAfter I checked and unchecked \"Open Shading Language\" checkbox Blender crashed, after that I opened my project and turned rendered viewport the environment texture become a one solid color, and as I was rotating my camera it was changing the color.\n\nBased on an attached .blend file you can go to the Render viewport and take a look at this error.\n\n", "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", "Particle simulations dont generate valid disk caches\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 462.30\n\nBroken: version: 2.93.1\n\nand I tried on the blender-2.83 LTS and it has the same issue.\n\nBlender stops simulating particle systems. if I'm baking them it just puts noting in the bake if I'm rendering without baking first if doesn't do anything except make my fans run full blast.\n\ncreate a bunch of particle sims. Use I used the script in the blend to do it.\nrun bake all dynamics. Only the first few of them actually generate anything.\n\nOf don't bake and just try to render. It freeze.\n\n[bugReportFireworks.blend](bugReportFireworks.blend)", "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", "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", "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", " Annotations are blended incorrectly (looks like added?) on viewport backgrounds in viewport renders\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070 SUPER\n\nBroken: version: 3.0.0\n\nBlender renders colorful annotations as white while using the viewport render function, when the viewport background is set to be completely white.\n\n- Draw an annotation (e.g. blue)\n- Set the viewport background (via Viewport Shading) to \"Viewport\" and set it to be red (could be world as well if you like).\n- 3D Viewport > View > Viewport Render Image.\n- notice the blue annotation being added to red background (resulting in pink)\n- if you do this with a white background, you will think the annotations are gone (all strokes add to white... giving.... white :)\n\n[#93748.blend](T93748.blend)\n![image.png](image.png)\n\n" ]
[ "Artifacts appear in texture bakes [stripe pattern]\nOperating system: Windows 10 Pro 64-bit\nCPU: i7 4790\nGraphics card: GTX 1050\n\nBroken: Every Blender Build on this PC, Baking.\nWorked: never\n\nWeird artifacts appear in bakes, especially visible in the AO bakes (see attached images)\n\n![image.png](image.png)\n![image.png](image.png)\n\n\n[AOArtifacts_Test.blend](AOArtifacts_Test.blend)\n- Open blend\n- hit `Bake`" ]
Grease Pencil antialias problem Grease pencil shapes has a weird anti aliasing problem not being present when using actual mesh models (or by converting the grease pencil shapes into meshes): ![alias_problem.png](alias_problem.png) I'm providing a test scene with two layers, one with a grease pencil shape and another layer with the same shape but converted to a mesh object, when rendering it's quite clear the anti aliasing problem on the grease pencil object in comparison with the mesh model. [alias_problem.blend](alias_problem.blend) Operating system: Windows-7-6.1.7601-SP1 64 Bits Graphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.86 Broken: version: 2.83 (sub 10)
[ "Grease pencil. Mask not working when masking layer has more than one keyframe\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\nWhen my masking layer has only one keyframe, masked layers display as expected. When my masking layer has more than one keyframe expected masking doesn't happen.\n\n* open .blend (the mask layer has two keyframes, both having the same filled shape)\n* expected result: the strokes on the 'marks' layer that intersect the shape on the mask layer are always visible\n* actual result: the strokes on the 'marks' layer that intersect the shape on the mask layer are only visible after i delete the second keyframe on the 'mask' layer\n\nWhile dragging the timeline play head the marks layer appears as expected, correctly masked. But when i release the mouse button the marks layer disappears entirely again.\n\n[isthisamaskbug.blend](isthisamaskbug.blend)", "GPU Subdivision Causes Artifacts in Mesh Analysis Overlay\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.41\n\nBroken:\nversion: 3.1.1 Release Candidate\nversion: 3.3.1\nversion: 3.5.1\nversion: 3.5.1, branch: blender-v3.5-release, commit date: 2023-04-25 13:50, hash: 6ee8aa4997ee, type: release\nversion: 3.6.0 Alpha\n\nWorked: could not find.\n\nWhen GPU subdivision is enabled, the Mesh Analysis overlay shows artifacts.\n![Description.jpg](attachment)\n\nPlease follow these steps to reproduce the issue:\n1. Start Blender.\n2. Select the default cube.\n3. Apply the Subdivision Modifier (press Ctrl+1).\n4. Enter edit mode.\n5. In the viewport overlay menu, enable Mesh Analysis.\n\n**Known Workarounds**\n1. Disable GPU Subdivision.\n2. Disable \"Show in Edit Mode\" for the Subdivision modifier.\n\n", "Sculpt: Grid overlay for Grab active point do not work.\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 466.47\n\nThis seems to be issue only with Nvidia GPUs on windows.\n\nBroken: version: 3.0.0 Alpha\n\n\nGrid overlay for Grab active point do not work.\n[2021-07-18_18-56-46.mp4](2021-07-18_18-56-46.mp4)\n\n\n**Steps to reproduce**\n[#89942.blend](T89942.blend)\n\n- Open file\n- Check if wireframe overlay is drawn under cursor\n\nWhat fixes this is to have any transform gizmo visible while using brush, then it works until Blender is restarted.\n\n\nFrom #92703:\n\n> This was proposed on the blenderartists thread, I have no idea if it works or if it could broke the preview on the AMD cards\n> ![Code.png](Code.png) \n> If you know how to compile you can fix it by erasing ! from the line 1157 : if (!depth_test) {\n> to read like so: if (depth_test) {\n\n\n", "Grease Pencil: various issues\n*Note: this tasks can be split up once we get feedback on issues, for now this is to discuss changes to make.*\n\n----\n\n\n- Brush pixels are not pixels,\n```\nshouldn't we use a meaningful value?\n(pixels or blender units).\n```\n\n- Grease pencil brushes have material pointers which are globally overwritten.\n\n```\nWhen you set a material, all brushes are looped over and have their material values clobbered.\n```\n\n```\nWhy have a material attached to the brush at all? This could be a scene level setting (or at least not stored per-brush).\n```\n\n```\nSee: `BKE_brush_update_material` called by rna `rna_Brush_material_update` when setting any material.\n```\n\n- Grease pencil sculpt uses it's own brush system,\n```\nis there a good reason for this?\n```\n\n```\nSince these brushes are fairly advanced (pressure & curve mapping options)\nwouldn't it be better to use the existing brush system?\n```\n\n *Note: while particle system for eg: has 'simple' brush types like this, grease-pencil sculpt brushes are more advanced and duplicate more of what we have for regular brushes used elsewhere.* \n\n- Grease pencil weight brush seems to have no way to paint a weight value (only add weight).\n\n```\nAs with mesh weight paint we should be able to paint a weight.\n```\n\n- In edit-mode, vertex selection exists but is hidden by default (0.0 opacity).\n\n```\nShouldn't they be visible?\n```\n\n----\n\n### Lower Priority\n\n- Internally grease pencil sculp is called:\n\n - grease pencil edit (`GP_BrushEdit_Settings`, `GP_EditBrush_Data`, `GP_BRUSHEDIT_FLAG_APPLY_UV`)\n\n```\nThis is highly confusing since we have grease pencil edit-mode, can't we rename these `GP_Sculpt*`. ?\n```\n\n - grease pencil paint (`GPENCIL_OT_brush_paint`)\n\n```\nPaint is easily confused with draw, seems this is for sculpt/weight painting.", "Subdivision Surface modifier performance issues\nOperating system: Xubuntu 18.04\nGraphics card: Nvidia Titan X (Pascal)\n\nBroken: 2.80 26d5a3625ed\nWorked: Before the new \"Quality\" setting was introduced in the Subdivision Surface modifier\n\nThe Subdivision surface modifier has slowed down significantly, especially noticable with multiple Subdivision Surface modifiers on the same object.\nCreating the same setup in the builds before the new setting is as fast as 2.79.\n\n- Create Monkey object\n- Add Subdivision Surface modifier\n- Add Wireframe Modifier\n- Add second Subdivision Surface modifer\n[slow-subsurf.blend](slow-subsurf.blend)", "GPencil: Layers used as mask and with viewlayer filter applied are rendered in all passes. \nOperating system: Linux-5.4.43-1-MANJARO-x86_64-with-arch-Manjaro-Linux 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.82\n\nBroken: version: 2.90.0 Alpha\n\n\nLayers, used by other layers as masks, are always rendered when they have a viewlayer filter applied in all render passes.\nI feel a layer used as a mask for other layers and with viewlayer filtering it should work as a mask even when it is not rendered in a pass.\nI don't know if this is intentional, a time limitation, or a complex implementation.\nAssess whether this squares as a bug or feature recuest. Thank you very much for your wonderful work.\n\n- Download the blend file.\n- Note that the layer called \"masc\" is used as a mask for the other two and all layers are filtered in viewlayer filter.\n- Render and note that the mask appears in both passes.\n[GP bugreport viewlayerfilter and layers mask.blend](GP_bugreport_viewlayerfilter_and_layers_mask.blend)\n", "Shading or Lighting Discrepancy issue\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.97\n\n\nBroken: version: 2.80 (sub 75)\nWorked: (optional)\n\n\nSo I’ve been having this problem since working in 2.8 and I don’t have a clue what could be causing this issue but I went and stripped down a project as simple as possible trying to isolate the root cause. It seems its a mesh that has an emissive material and when I disconnect the node or hide the mesh the problem disappears. Weird thing is that the brighter version is when hiding mesh number 2. I am attaching the file.\n\nYou will see how the tone changes. This never happened to me after so many years using Blender until now already in a few projects in 2.8. \n\n- Open attached file.\n- Render once using slot 1.\n- Hide mesh 2 or disconnect the emissive node.\n- Render again using slot 2.\n# Toggle with J\n\nNotice the different lighting between each result.\n\n[Shading Issue - Simplied.blend](Shading_Issue_-_Simplied.blend)", "Exchanging a color in Grease pencil from a color attribute is bugged\nOperating system: Windows 10\nGraphics card: GTX 1060\n\nBroken: 3.4.1\n\n**Short Description**\nExchanging a color in Grease pencil from a color attribute is bugged\n\n- Go into 2D animation\n- Draw a shape with a fill color using a color attribute\n- Change color attribute and draw another fill stroke\n- In materials tab create a new fill color\n- Assign that color in edit-mode to the shape to replace color attribute. \nIt doesn't look like it got applied. Go into viewport shading with material view and the assigned color is there. Pressing F12 shows the color that is supposed to be overwritten.[Color error.blend](Color_error.blend)", "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)", "Cycles dupli object baking issues\nnvidia g880m\n\nBroken: blender-2.73-d56c9fb-win64\nWorked: (optional) probably never\n\nwhen assigning object as duplis to some mesh, and then trying to bake these duplis to another mesh, duplis appear black. But in normals mode, it works, so they are there, just without material or something.\nAlso, you can see that the duplis are there actually twice, one offset quite strongly. In some other file, I got them also four times...\n\n\n[bakebug.blend](bakebug.blend)\nopen the file, hit bake. \nthe group of objects in the ceter bakes to the cube.\n\nalso, you can see another group of objects, where duplis have been made \"real\" and it works well, it's group of objects called \"fine\", baking to the cube works well with seemingly same meshes.\n", "Grease Pencil drawing only show up when pen is lifted from tablet\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: AMD Radeon RX 6800S ATI Technologies Inc. 4.5.14802 Core Profile Context 21.40.64.30 30.0.14064.30001\n\nBroken: version: 3.6.1\n\n\nGrease Pencil is not the same as before. When I press down to draw something with the pen, it won't show up- until after I lift my pen up from the tablet and then it shows what I drew. This is bad because I can't draw if I can't see what mark I made. It only shows up after and ruins the workflow.\n\n\nI open up Blender, the updated version: 3.6.1. I click: 2d animation to start. Then I click pen as my grease pencil drawing tool. I draw something on the canvas. I press down to draw a shape. Nothing shows up as I press down on the canvas. I lift my pen off the tablet and then I see what I 'drew'. A horrible squiggle line because I cannot see what I'm drawing as I'm drawing. I did not have this problem with the past version of blender that I had: Blender 3.3.1. \n\n~Karina\n\n", "Grease pencil strokes are incorrectly blended with geometry in draw mode (depending on 'Fade Inactive Geometry' setting)\nOperating system: Win 10\nGraphics card: ATI Radeon 5700\n\nBroken: (example: 2.92b, 213f8*, master, 2021-01-28, as found on the splash screen)\n\n\nnote: this is due to `Fade Inactive Geometry` being ON\n\nWhen drawing grease pencil strokes with a black material the rendering style changes when...\n\n - ...switching between draw-mode and edit mode, or\n - ... toggling the overlay button in draw mode (even will all overlay options disabled).\n\n\nThis leads to noticeable rendering artifacts while drawing. Please consider the following screenshots:\n\noverlays on:\n![image.png](image.png)\n\noverlay off:\n![image.png](image.png)\n\nSome assumptions:\n- I assume that the blend modes are not correctly set and thus interfere with the MSAA.\n- The white artifacts are especially pronounced for thin strokes of all opacities. Increasing the thickness factor slightly decreases the problem.\n\nLoad the following blender file\n[stroke-test.blend](stroke-test.blend)\n\nStep by step:\n1. Start blender\n2. Create Cube\n3. Create Grease Pencil\n4. Add new material for grease pencil and change to black\n5. Draw strokes (with different opacities)\n6. Switch between Draw and Object mode or toggle Overlay-Toggle\n", "Large clay strip brush gives uneven and pointy results\nOperating system: Win11\nGraphics card: Nvidia 4090 Laptop\n\nBroken: 3.6.2\n\nLarge clay strip brush gives some very uneven and jagged results.\n\nSee the screenshots below:\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.", "sculpt mode artifacts if displace modifier is active\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.28\n\nBroken: version: 2.82 (sub 7)\nWorked: (optional)\n\nIn sculpt mode if the displace modifier is active the brush behavior is unpredictable, especially with the smooth brush.\nIt looks like that the sculpting mode takes account of the mesh after being modified by the modifier and start the sculpt over it.\n'm reporting this because in other modes the modifier and the actual edit of the mesh are handled as separate thing.\n| [smooth_brush_prob.mp4](smooth_brush_prob.mp4) | [06_24_2022.mp4](06_24_2022.mp4)\n| -- | -- |\n\n- Open any of the attached files and try to smooth or grab as done in the video\n\nthanks!\nMax\n\n\n[smooth_bug.blend](smooth_bug.blend)\n[sculptbug_24062022_1422_44.blend](sculptbug_24062022_1422_44.blend)" ]
[ "Anti-aliasing not working properly with old grease pencil files (2.80 to 2.82) on Blender 2.83\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 432.00\n\nBroken: version: 2.83 (sub 10)\n\nIn Blender 2.83, when rendering a project containing a grease pencil drawing initially made with blender 2.82, the anti-aliasing seems to work randomly.\n\nMaybe related: if you add a grease pencil monkey, remove all light in the scene and render, the anti-aliasing seems to be deactivated and behave like in the picture below.\n\nOpen attached file then render.\n\n{[F8416374](bug_report_AA.png) size=full}\n[bug_clean.blend](bug_clean.blend)\n\n" ]
Texture Paint Undo Operating system: Windows 10 Graphics card: GTX 1060 3GB Broken: Blender 2.80 RC1 Going to the viewport and clicking anything and going back to the texture paint window causes it to not be undoable, skips latest strokes. vMN1u3h9QCk
[ "Weight paint Auto Normalize not working when Armature modifier is disabled for viewport\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 660/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 474.30\n\nBroken: version: 3.6.1\n\nAuto normalize in weight painting mode is broken when the armature modifier is disabled for the viewport. \n\n- Open attached .blend file or\n - Create a basic rig. Can just be 3 bones.\n - Throw a mesh over the rig and parent with auto weights.\n- Select a single vertex group (Group 1) and weight paint all vertices of object to be fully weighted (fully red).\n- In the tools tab within the N menu of the 3D view go to Options and enable Auto Normal.\n- Select next vertex group (Group 2) of next bone and paint a few vertices.\n- Select previous vertex group (Group 1) that we painted fully red. The vertices that we painted in Group 2 will now be subtracted from Group 1.\n- Now, disable the armature modifier for the viewport.\n- Select the last vertex group for the last bone (Group 3) and paint a few vertices.\n\nYou will now notice when selecting Group 1 that Group 3's vertices are not subtracted from Group 1 as with Group 2.\nThis is not normal and is most likely a bug relating to the modifier.\n\n", "Undo doesn't work with image type empty\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 497.09\n\nBroken: version: 3.1.0 Alpha\n\nUndo doesn't work with image type empty (reference image) when you use the bracket or the centre cross to scale or move the empty image, that is very annoying when you accidentally modify your reference image image. A working undo or an option to disable the direct moving/scaling possibility (yellow gizmo) for such empty will be welcome. The undo is active when we use the normal scaling or moving gizmos or panels. \n \n\n- Create an image reference (drag and drop an image in the viewport) \n- Change size and position using the yellow gizmo on the object itself \n- Undo. \n\n", "Sculpt brush with texture breaks sculpt tiling\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: Radeon (TM) RX 470 Graphics ATI Technologies Inc. 4.5.14757 Core Profile Context 20.11.2 27.20.14501.18003\n\nBroken: version: 2.93.0 Alpha\n\nIf the sculpt brush has a texture enabled with mapping set to *Area Plane*, then tiled strokes break up and do not match properly at the seams.\nIn this example the original stroke is on the right.\n![tiling_bug.jpg](tiling_bug.jpg)\n\n1 Add texture to a brush\n2 Set mapping to area plane\n3 Enable tiling in the Symmetry drop-down menu\n4 Try sculpting at the seams\n\nOr use the file\n[tiling_bug.blend](tiling_bug.blend)\n\n", "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", "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)", "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", "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", "\"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", "Sculpt undo bug, mixing sculpt brush and multi-res modifier changes.\nWith current master (also 2.83).\n\nThe following steps show and error when redoing sculpt mode undo, when mixing multi-res subdivisions.\n\n- Startup file\n- Add multi-res modifier.\n- Enter sculpt mode.\n- *Repeat this 3-5 times.*\n - Multi-res subdivide.\n - Brush Stroke.\n\n- Now undo until the very beginning.\n- Now redo until the very end.\n\nWhen redoing, there are glitches where the multi-res has tearing/artifacts.\n\nSee video: [sculpt_undo_bug.mp4](sculpt_undo_bug.mp4)", "Undo/Adjust Last Operation: vertex and weightpaint operators/strokes undo more then they should (change back any setting changed prior to execution)\nOperating system: Linux-3.10.0-957.10.1.el7.x86_64-x86_64-with-centos-7.6.1810-Core 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 418.56\n\nBroken: version: 3.1.0 Alpha\nBroken: version: 2.81 (sub 10)\nWorked: 2.79\n\nFor reference: this commit 4a08b974f4 is relevant:\nFrom the commit message:\n\"don't store undo steps for property changes in paint & edit modes.\"\n\nvertex and weightpaint operators/strokes undo more then they should (change back any setting changed prior to execution)\n\nUPDATE: vertex paint strokes are no longer affected, this was fixed by 575ade22d4de because doing vertex paint strokes now does a SCULPT_undo_push in `vpaint_invoke` [which leads to `BKE_undosys_step_push` using sculpt undo instead of plain memfile undo].\n\nThere are multiple scenarios from different reports:\n\n---\n- Enter weight paint\n- Toggle X/Y/Z mirror\n- Draw weight paint\n- Undo the weight paint\n- BUG: X/Y/Z mirror are undone\nThis is true for any setting on the mesh (could be paint mask face/vertex selection as well, but also Auto Smooth Normals for example which is best for testing this in other modes).\nSame does not happen in editmode, Texture Paint and Sculptmode. In these modes, changing a setting does not seem to produce an undo push at all.\nIn objectmode, changing such setting will create an undo push on its own.\n\n---\n- Enter weight paint\n- Hide an object (via Outliner)\n- Draw weight paint\n- Undo the weight paint\n- BUG: Hidden object is revealed again\n\n---\nNOTE: this scenario was fixed by 575ade22d4de because doing vertex paint strokes now does a SCULPT_undo_push in `vpaint_invoke` [which leads to `BKE_undosys_step_push` using sculpt undo instead of plain memfile undo]\n\n- Create Suzanne\n- Go to vertex paint mode\n- Enable faces mask\n- Select a couple of faces\n- Paint them with some color\n- Disable faces mask\n- Apply dirty vertex color\n- Go to the last operation dialogue\n- Change the highlight angle property\n- BUG: Mask enables and dirty vertex color applies to the mask\n\n", "GPencil: Massive slowdown when stroke number scales\nOperating system: Win10\nGraphics card: NV GTX960 / NV RTX 2080\n\nBroken: e03d78417a77\nWorked: never \n\n\nOur artist want to make \"gris\" quality characters with a lot of inner shades, and created a huge character with lot of strokes and did not break it down in sub objects.\nAlas when using \"Edit mode\" to animate the keys blender gets extremely choppy.\nIf we remove strokes situation gets better which leads us to believe that stroke/key storage is too linear or computed during motion\n\ndownload : view\ngo to \"strokes\" \ngo to edit mode\nselect hairs\nmove hairs around\nobserve any movement or undo is very choppy and slow \n\nnote :\nAs a dodge, we will try to split the character strokes in sub objects but we thought it would be important for this use case to be fixed because going back and forth in sub objects can be a time consuming and be counter intuitive for less technical artists.\nThank you so much for reading and creating GPencil.", "mask animation is not undoable\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: Intel(R) HD Graphics 4600 Intel 4.3.0 - Build 20.19.15.4454\n\n\nBroken: tested 2.79, 2.80\nWorked: non\n\n\nmask animation is not undoable\n\ncreate a mask and make an animation keyframe\npress ctl+Z or edit->undo : nothing happens!\n", "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", "Quick edit image buffer is saved as 8bit image\n%%%--- Operating System, Graphics card ---\nNvidia 750gtx, Windows7 64\n\n - Blender version with error, and version that worked ---\n2.66\n\n - Short description of error ---\nWhen painting textures it is common to export the current camera buffer to an editing applicationn and bring bacvk adn reapply as project in Blender and other apps. Blender provides this functionality as \"quick edit\" in the texture painting panel. It is all great however the buffer seems to be saved as 8bit which renders the integrity of an highbit (16/32) images. I believe that the quick edit buffer bit depth should be saved as the original image bit depth. As of right now the fidelity of an high bit image is compromised with 8 bit image buffers.\n\nI use Photoshop for image editing so this is not an image editing app mistake, as in that would be with Gimp since it has no support for anything else besode 8bit images.\n\n - Steps for others to reproduce the error (preferably based on attached .blend file) ---\nAdd a 32 bit image to your model for texture painting\nopen texturing mode\nclick quick edit on the texturing pane\nIt should open up your editing application for quick painting.\n\nYou can also try the blend file I attached.\n\n%%%", "Mode locked and crash if objects become disabled in viewport while not in object mode\nOperating system: Linux-5.15.0-2-amd64-x86_64-with-glibc2.33 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.86\n\nBroken: version: 3.1.0 Alpha\nWorked: didn't crash but showed an error message in 2.91.2\n\nObjects that are in a mode which is not Edit Mode nor Object Mode, will lock the mode setting (so the mode options are greyed out and unusable) if they get disabled in the viewport. Hiding will not cause the this bug, it needs to be disabled in viewport using that display icon in the outliner, not the eye.\n\nThe solution for this is probably to make the disable in viewport action switch the mode to object mode if the active objects gets removed (much like delete from outliner). Another solution would be to still allow the mode switch.\n\nMuch worse though! Blender crashes sometimes when it gets into this state. I can reliably crash blender as described below.\n\nGo into weightpaint mode of the default cube and disable it in the viewport using the outliner (you need to enable the option first). Now you are stuck and have to enable it in the viewport first to be able to edit anything.\n\nNow restart blender etc. and try this:\n1. Go into Vertex Paint Mode of the default cube\n2. Hit Tab to go into Edit Mode\n3. Disable the cube in the viewport using the outliner as above\n4. Hit Tab to switch out of Edit Mode -> Crash" ]
[ "Papercut!! Undo in Texture paint switches back to base texture.\nOperating system: Darwin-18.6.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon R9 M295X OpenGL Engine ATI Technologies Inc. 4.1 ATI-2.9.26\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\nUndo in Texture paint switches back to base texture.\n\nI am painting a texture. The texture is one of several (3) in the same shader. Every time I press CTRL Z to undo, the top texture is selected again, regardless of what texture I am actually painting on.\n1. Make a shader with several textures - base01, next01, next02\n2. Paint on next03\n3. Undo\n4, Immediately base01 is selected, so subsequent painting is done on base01, rather than next02, which is where you actually want to be painting.\n\n", "Undo steps with texture paint break across memfile steps\nTexture paint undo steps don't work properly when mixed with memfile undo (object mode operations).\n\n- Default cube.\n- Set texture paint mode, add 'Base Color' slot for painting.\n- Make one stroke.\n\n---\n\n- *Undo everything, redo everything.*\n\n- All correct.\n\n---\n\nNow switch to object mode and undo, notice the image has been cleared.\n\n----\n\nNote that this is more of a limit in how image undo works than some mistake in the code. since 2.7x never supported this.\n\nImage painting is an exception that needs special handling since it has undo data that exists outside global undo.\n\nReporting because this should be fixed before 2.8x release, or worse case we could limit texture paint undo/redo to the current painting session as 2.7x *(would be a shame, but better then loosing the users work)*." ]
Can't hide grid overlay in orthographic view Operating system: Windows-10-10.0.16299 64 Bits Graphics card: Intel(R) HD Graphics 520 Intel 4.5.0 - Build 22.20.16.4799 Broken: version: 2.80 (sub 53) Disabling the "grid" option in overlays only works in perspective mode, you can disable it by pressing the "overlays" master button though. Open any blend file or new one Go to any ortographic view Try disabling "grid" in "overlays" menu
[ "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)", "Offset Edge Tool Menu Rescaling Makes It Impossible To Use\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: AMD Radeon RX 5700 ATI Technologies Inc. 4.5.13571 Core Profile Context 19.9.3 26.20.13025.1004\n\nBroken: version: 2.82 (sub 7)\nWorked: (optional)\n\nName: Edit Mesh Tools (0, 3, 6)\nAuthor: Meta-Androcto\n\nThe tool menu ad the bottom left of the viewport pops between sizes making it impossible to use\n\nselect edges, use the offset edge with extrude option.\nopen the tool menu in bottom left of 3D viewport, then switch between Angle or Depth option a few times.\nNow hovering over either the Depth or Angle button will trigger it and rescale the menu. This moves the other button up making it impossible to select.[edit menu pops up and down.mp4](edit_menu_pops_up_and_down.mp4)\n\n\n", "Cycles: Tex Coord node plugged directly in a world shader does not affect diffuse rays\nI tested and it's not supported in 2.79 so this maybe a corner case that has long been standing.\n\nThis happens also in final render.\n\n[cycles_diffuse_ray_issue.blend](cycles_diffuse_ray_issue.blend) \n- Open given file and switch to rendered view.\n- Connect the 2nd checker color socket to another of the dysfunctional texco socket.\n- Only glossy rays can now see the texco of the environment.\n\nThe issue seems to happen if the coordinate is plugged straight to the background or emission node. If the output is mixed it does work (default state of the file).\n\nMixed, working:\n![Capture d’écran du 2019-09-24 18-13-45.png](Capture_d_écran_du_2019-09-24_18-13-45.png)\n\nNot mixed, broken:\n![Capture d’écran du 2019-09-24 18-14-05.png](Capture_d_écran_du_2019-09-24_18-14-05.png)", "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)", "3D Paint Mode stencil disappears when panning viewport.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.76\n\nBroken: version: 2.93.4\n\nWhen panning viewport in 3D paint mode with stencil mask enabled, the stencil mask disappears when moving the viewport, however does not disappear when zooming it, which indicates it's not a technical limitation.\n\n1. Enter 3D paint mode\n2. Enable texture mask, select some texture and set mapping to stencil\n3. Navigate the viewport\nResult: The stencil disappears when moving the viewport, which makes it very difficult to line up stencil projection with the 3D geometry\nExpected: The stencil does not disappear when navigating the view\n\n", "UI Accessibility: The color of grid emphasis lines is not light/dark enough to see easily. A color setting for accessibility would fix this.\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: 3.3.0 Alpha\n\n\nSometimes the colors of grid lines and the grid emphasis lines are very similar. Especially when zooming in or rotating. Grid color can be controlled in the settings area but not grid emphasis color.\n\n\nJust open a file and zoom so the grid fills the screen. When you are close it is almost impossible to see the difference between grid line and emphasis line.\n\n![Screen Shot 07-05-22 at 04.23 AM.PNG](Screen_Shot_07-05-22_at_04.23_AM.PNG)\n\n![Screen Shot 07-05-22 at 04.26 AM.PNG](Screen_Shot_07-05-22_at_04.26_AM.PNG)\n\n", "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", "NaN pixels in Normal Pass\nOperating system: Linux-3.10.0-1127.10.1.el7.x86_64-x86_64-with-centos-7.8.2003-Core 64 Bits\nGraphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.64\n\nBroken: version: 2.83.0\nWorked: (Unknown)\n\nI produced a template based rendering solution and am experiencing occasion nan pixels in the normal pass output. Nan pixels are occurring in both CPU and GPU renders on a number of different hardware configurations.\n\nI've stripped down one of the files that exhibit the issue, see nan pixel at x162, y78 of normal pass.\nChanging visibility of the lights collection, specifically the 'LightArea', removes the pixel. Changing render resolution, sample seed, or adaptive sampling, can remove bad pixels.\nDisconnecting the normal map node on the geometry object's material removes the pixel. Providing input to that node, both textures and noise, has no effect on the pixel.\nChanging the transform on the rendered geometry removes the nan, regardless of whether the pixels occur on transparent background.\n\n[nan_pixel_isolated.blend](nan_pixel_isolated.blend)", "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", "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).", "Bisect Tool rotation handle does not work from some preset orthographic views\nOperating system: Windows 10\nGraphics card: RTX 2070\n\nBroken: 2.91.2\n\n\nBisect Tool rotation handle does not work from some preset orthographic views.\n\n* Select default cube\n* Enter edit mode\n* Press numpad 1 to enter front orthographic view\n* Select all verts\n* Click bisect tool\n* Draw line across cube\n* Click circle widget to rotate bisection <- fails\n\nWorks fine from top orthographic view and from arbitrarily orientated perspective views.", "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", "GPencil: A layer used as mask for 2 or more other different layers makes the GP object partially unselectable in the viewport\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.74\n\nBroken: version: 2.83.0 Beta\nWorked: /\n\nA layer (let's call it layer A) is masking more than one layer (B and C, for example; so B and C have in their \"mask(s) list\" layer A in it). Doing it makes the grease pencil object unselectable in the viewport unless you click on the shapes that have been drawn on layer A (or, at the precise point where the origin of the grease pencil is located, but only if the origin is displayed in the viewport).\n\nStrangely, saving with \"ctrl+S\" makes everything works as expected, but only until the file is closed. Opening it again and the problem is back.\n\nIn a concrete case scenario, it is a problem since if you use a layer as an invisible mask to hide strokes that go beyond certain limits, it makes it random to select the GP object (or forces to use the outliner).\n\n- Create a GP monkey\n- Create a new layer (layer A) that will mask the 2 already existing layers (\"Lines\" and \"Fills\")\n- In \"Lines\" and \"Fills\" layer, check the \"mask(s)\" option and add \"Layer A\" in each list\n- Back in \"Layer A\", draw a filled shape anywhere\nNow, in object mode you can only select the GP monkey by clicking on the filled form in layer A. You can invert the mask layer in the mask list of the layer named \"Fills\": It seems that it doesn't matter whether the masked parts are visible or not.\n\nBased on the attached .blend file:\n- Open file\n- Try to select the monkey by clicking on the part supposed to act as a mask (the \"selectable\" part in the screenshot)\n- Try to select the monkey by clicking in any other part of the monkey.\n\n{[F8563683](select_bug.png), size=full}\n\n[mask_selection_bug.blend](mask_selection_bug.blend)", "Overlay center face doesn't work properly in ortographic mode\nOperating system: Windows 10\nGraphics card: RTX2060 Super\n\n\nBlender doesn't hide properly the center face in ortographic mode, showing the center until 0.17 units of deep.\n![image.png](image.png)\n\nTo reproduce\nCreate a monkey mesh, enter in edit mode, activate face center overlay, change the view to ortographic.", "Unable to select vertex paint face mask faces while retopology overlay is active\nOperating system: Ubuntu 23.04\nGraphics card: AMD Radeon RX 570\n\nBroken: `main` (`e151425c5c1085d7be5f8bb2ad694a869bc16dc7`)\n\nIf the new retopology overlay is active in edit mode, vertex paint faces can't be selected \n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n1. With default cube in _Edit_ mode, enable the Retopology overlay\n2. Switch to _Vertex Paint_ mode\n3. Enable face selection masking\n4. Try to select a face\n\nA small video is attached, showing first successful selection of a vertex paint face mask while the retopology overlay is inactive, then the inability to select vertex paint face mask faces after it's activated.\n\n" ]
[ "I see grid and axes when I go in orthographic front-top right view , but I have disable its in Overview\nOperating system: Linux-4.19.0-1-amd64-x86_64-with-debian-9.8 64 Bits\nGraphics card: Mesa DRI Intel(R) HD Graphics 520 (Skylake GT2) Intel Open Source Technology Center 4.5 (Core Profile) Mesa 18.2.6\n\n\nBroken: version: 2.80 (sub 53)\nWorked: (optional)\n\n\nI see grid and axes when I go in orthographic front-top right view , but I have disable its in Overview\n\n\n\n - List Item\n\nopen Blender\ngo in panel Overview and disable grid and axes\nchange the view in front or right or top orthographic and I see the grid and axes\n![Istantanea-1.png](Istantanea-1.png)\n\n\n" ]
CYCLES BAKE STILL CRASHING. RECEIVED EMAIL SAYING IT WAS RESOLVED AND IT IS CLEARLY NOT RESOLVED. I received a response to this bug as "RESOLVED" by BRECHT VAN LOMMEL. I understand you probably have bigger issues to deal with in terms of getting 2.8 STABLE, but it seems as though the responses to ALL of my recent bug reports are met with immediate responses like "RESOLVED", "NOT A BUG", or a suggestion of a workaround. I'm not looking for workarounds. I'm trying to assist in bringing CONSISTENT BUGS TO YOUR ATTENTION as I continue to work DAILY with 2.8. Went back in today WITH A FRESH COPY to test this BUG REPORT that I submitted YESTERDAY and it STILL CONSISTENTLY CRASHES THE SOFTWARE. IT IS NOT RESOLVED. Follow the directions below to experience THE CRASH. But please stop saying "NOT a BUG" or "RESOLVED". Saying it doesn't make it go away. Operating system: Windows 10 Graphics card: 900 Series Broken: 2.8 dd3f5186260e Bake button in Cycles causing full, repeatable crash of software. 1.) Load latest version of Blender (see above) 2.) A-select all, then Delete All 3.) Shift-A pull out Monkey 4.) Go to UV Editing tab. In UV Editor, Add new Image Texture. NAME it "HELLO". Keep all defaults and click OK Background of UV grid goes black. 5.) In Properties Panel, Go to Render Tab and choose Cycles. 6.) Go to Bake dropdown within Render Tab 7.) Choose Bake Type-> Ambient Occlusion 8.) Error: "No Active Image Found: Add a material or Bake an External File" 9.)Go to Shading Tab at top of screen. 10.) Go to Materials in the Properties editor. Add New Material. 11.) In Shading Editor, delete BSDF node and ADD->Texture-> Image Texture Node. Use drop down in Image Texture Node to choose the Texture "HELLO" you created in UV Editor. 12.)Connect Image Texture Color Output with To Surface Input on Material Output. 13.)Go back to UV Editing Tab at top of screen. 14.)Properties Panel, Cycles Render-> Press Bake button. Guaranteed Crash. Tried it multiple times with this step by step process and it crashed every single time. Hope this helps!
[ "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", "Baked cache files should not depend on blend file name\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 535.98\n\nBroken: version: 4.0.0 Alpha\n\nBaking eg. Dynamic Paint will create a folder with .bphys files. When I save the scene under a new name and reload the scene the baked files will be ignored. I need to delete the cache and Bake All Dynamics again.\n\nThe baked result should be independent of the scene filename.\n\nMaking the baked files internally independent of the scene filename is important for our render management with CGRU because CGRU will save a specific filename for the clients. Then the clients can't render the baked result.\n\nWorkaround in my case:\n\n- Submitting job\n- Stopping job\n- Loading scene\n- Delete All Bakes\n- Bake All Dynamics\n- Save scene\n- Restart the job\n\nBake something with Dynamic Paint. Save a new scene, reload and check if the baked result will be rendered.\n\n", "Array/Skin-Modifier-Combo causes crash\nOperating system: Linux Mint 19\nGraphics card: GT630\n\nBroken:\n2.80 (sub 39), branch: blender2.8, commit date: 2018-12-20 23:46, hash: 7a26e930a8c0\n\n\nPlease try to toggle the \"visibility\" of the skin modifier in my simple file. It crashes instantly and repeatingly:\n[Procedural leaves feathered1.blend](Procedural_leaves_feathered1.blend)\n![Procedural leaves feathered1.png](Procedural_leaves_feathered1.png)", "Crash 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", "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", "Bake fluid domain simulation crashes when using a depsgraph poll\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2070 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 462.59\n\nBroken: version: 2.92.0\n\nWhen using bpy.context.evaluated_depsgraph_get() in a poll and then baking a fluid blender crashes\n\n1. use the provided file with a fluid prepared to bake data or create a fluid domain and a fluid source\n[mantaflow.blend](mantaflow.blend)\n\n2. make sure the chace type is set to modular\n![image.png](image.png)\n\n3. run the simple operator script (should come with the blend file)\n[operator_simple.py](operator_simple.py)\n\n4. press the bake Data in the Fluid domain settings and blender should crash\n![image.png](image.png)\n\n\n", "Crash after copy pasting a material onto itself and switching to render\nOperating system: ArchLinux\nGraphics card: NVIDIA 3090\n\nBroken: Current main.\nWorked: Never.\n\n\nBlender crashes when copy pasting a material onto itself (via UI), then creating a new material slot, and then switching to the rendered view.\n\n1. Open a new scene in blender.\n2. Select the cube and go to its material tab.\n3. Next to the material list, on the right, click the down arrow and do Copy Material.\n4. From the same menu now do Paste Material.\n5. Add a new material slot using the + in the materials tab.\n6. Switch to rendered view.\n\nAttached a crash stacktrace taken with gdb, and main build with debug.\n\nIf it's useful, the crash was taken with a manually built blender, so it was a factory startup with Eevee as a renderer, but it also crashes when using Cycles.\n", "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", "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).", "Improvements to \"Bake Action...\" Operator\nWith the developments happening in the blender animation module more robust tools and feature are being needed.\n\nThe \"Bake Action...\" operator is a rather useful tool that feels incomplete:\n\nHere are some options that would take it to the next level.\n\n\n - Options to set between Current frame range, preview range and custom range.\n - Frame step should only output the desired frame step, currently it merges the current keys with the frame step so in example: if I have keys on ones and I bake on 2's the current result is ones as there are already keys there. It should remove the keys (in the baked range) and replace them with the new keys on 2's.\n - When baking, the resulting keys should obey the default keyframe interpolation type set in the animation preferences. (if its set to constant, all the resulting keys should be constant, if its linear the resulting keys should be linear)\n - A \"smart bake\" which should only perform the baking action where key frames already exist in the selected objects/bones (up for discussion but maybe going up one level up in the chain and transfer those keys to the object would be good too.\n - Include \"custom properties\" in the result of the bake, currently custom properties lose their keys. (and anything that can be stored stored in the action)\n - option to \"merge actions\" that will bake the animation data from all the available actions and put it in the main \"non pushed\" action and delete the other actions (without needing to go into the nla and get rid of them manually)\n\n\n\nThese seem from my ignorance very minor features that would make the operator much more useful in production.\n", "NLA: Support for Merge Strips\n**Preface:**\nI know this isn't the place for feature requests. However I plan on implementing this myself soon. This is more of a heads up and acts a way to get feedback before or while I'm working on it. Maybe I'm overlooking something or maybe the idea can be developed further. People can discuss problems and improvements here instead of within the patch comments itself. That way the important discussion can remain here for easier reference.\n\nEdit: Diff: [D8867: Feature: NLA Merge Strips](D8867)\n\n**Problem:**\nFor the animation layer workflow, the only way to combine strips into a single strip is to use the Bake Operator. However, it will always bake all active NLA strips to a single full replace strip. Effectively, this is a \"Merge All\" operator. There is no way to merge a selected set of strips. \n", "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", "Stitch tool only works on separate islands\nHello,\n\nIn my opinion the biggest issue with UVs in blender right now is the stitch tool.\n\nIn its current state you are unable to stitch edges that belong to the same UV island. It will only function if you are stitching two different UV islands together. \n\nThe only way to sew edges together that belong to the same island is to either change your seams and unfold the UV island again or manually go through each UV point and merge them one by one.\n\nI propose that we have full control over the stitch tool and remove this limitation. If the selected edges have the capability to be stitched, the tool should function as expected regardless if the selected edges belong to the same UV island or not.\n\nThanks to the Devs for all your efforts.\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)", "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)" ]
[ "Repeatable Software Crash during BAKE Ambient Occlusion operation in Cycles Render Mode\nOperating system: Windows 10\nGraphics card: 900 Series\n\nBroken:\n2.8 b0dee09a6d55\n\nBake button in Cycles causing full, repeatable crash of software.\n\n1.) Load latest version of Blender (see above)\n2.) A-select all, then Delete All\n3.) Shift-A pull out Monkey \n4.) Go to UV Editing tab. In UV Editor, Add new Image Texture. NAME it \"HELLO\". Keep all defaults and click OK Background of UV grid goes black.\n5.) In Properties Panel, Go to Render Tab and choose Cycles.\n6.) Go to Bake dropdown within Render Tab\n\n7.) Choose Bake Type-> Ambient Occlusion\n8.) Error: \"No Active Image Found: Add a material or Bake an External File\"\n\n9.)Go to Shading Tab at top of screen.\n10.) Go to Materials in the Properties editor. Add New Material.\n11.) In Shading Editor, delete BSDF node and ADD->Texture-> Image Texture Node. Use drop down in Image Texture Node to choose the Texture \"HELLO\" you created in UV Editor.\n12.)Connect Image Texture Color Output with To Surface Input on Material Output. \n\n13.)Go back to UV Editing Tab at top of screen.\n14.)Properties Panel, Cycles Render-> Press Bake button. \n\nGuaranteed Crash. Tried it multiple times with this step by step process and it crashed every single time. Hope this helps!\n\n" ]
"Shading / Hidden wire" loses active color. Windows 10 Pro. GeForce GTX 750 Broken: (blender-2.76.0-git.d970f02-AMD64, see vertex selections while wire activated. **Wire color don't displays properly** Active "Shading / Hidden Wire" and select a vertex
[ "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", "\"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", "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.", "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)", "Color picker samples merged (display output) colors on a certain object regardless of \"Sample Merged\" setting\nOperating system: Windows 10 v1909\nGraphics card: NVIDIA GeForce GTX 1660 super\n\nThe bug occured on the latest Steam release of Blender (2.90.1). I also tried to open the project file with the said bug in 2.83 LTS steam beta branch but it happened there too.\n\nWhen trying to texture paint a certain project it ignores the \"Sample Merged\" setting and always picks the display output color, while other objects don't share this problem. \nIt happens regardless of the material or texture I'm editing, it seems to be tied to a single object. For example, If I create a cube and assign the material which the bugged object uses color picking works fine with it, and if I assign any other material to the bugged object it still samples display output color regardless of the settings.\n\nI'm sadly not sure how to reproduce it. Though I appended the bugged object to a fresh file: [color_picker_thing.blend](color_picker_thing.blend)\nIt's system info:\n[system-info.txt](system-info.txt)\nI separated it so you wouldn't have to dig through the mess that is my main project file :D. It retained it's weird inabillity to pick colors though.\n\nI couldn't find a solution to this when I tried to google for it, so my only assumption left here is it being a bug. I'm sorry in advance if something I said isn't clear. If needed, I can provide a whole project or try and provide more specific information if what I wrote here isn't enough as soon as possible.\nCheers!", "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", "Shader color affects Shadow Pass in Cycles\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Super with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.68\n\nBroken: version: 3.1.0\n\nShadow Pass is not working as it should in Cycles. It somhow works much better in EEvEE (altough other problems arise).\n\nEasiest setup is just adding a plane, a sphere and setup cycles as a render engine.\nActivate **Shadow Pass** (not the Shadow Catcher Pass).\nDo an image render and everything works, more or less, as expected. So you get as a result a Black and White image (right side) where black is shadow and white is none:\n![image.png](image.png)\n\nBut, as soon as you texture the objects with any image you get the darkest areas of those images in the Shadow pass (something like if one of the rgb channels is leaking to the final image):\n![image.png](image.png)\n\nI have already tested it in Blender 2.83, 2.93, 3.1, 3.2 and 3.3 alpha and I have got always the same behaviour... so no idea if it ever worked or not as it should do. Right now it is absolutelly useless as you can't compose it without textures afecting the masked shadow.\n\nAs I said I already tested in EEvEE and it works better:\n![image.png](image.png)\nBut another problem arises, tesselation of the objects aren't smoothed, like if it is not using Smooth Shade setting at all.\n\n\nI attach a scene that reproduces the problem: [Shadow_Pass_3.1_Packed.blend](Shadow_Pass_3.1_Packed.blend)\n\nAs a last detailed behaviour, in the scene I'm actually working, I nottice that some Specularity and Diffuse are also \"leaking\" to the Shadow Pass:\n![image.png](image.png)\n\nI hope it can be fixed.\n\nOf course, If I can somehow workaround it let me know as it would be of much help as I didn't found, yet, a way to overpass the trouble other than creating a new scene with untextured materials.\n\nThanks in advance, and cheers!\nIgnasi.\n\n", "Dope Sheet: Keyframe Type Colors and Shape Improvements\nAfter the spring production the animation team at the blender institute had a meeting, to come up with the issues we had during the production and sharing them with the developers.\n\nOne of the issues we had, was that the \"Set Keyframe Type\", which changes the color of the keyframes, was really hard to see due to non saturated colors + size changes. When keyframes are dense, the keyframe type becomes almost impossible to see. We agreed that this feature was really useful for organizing the keyframes of a shot, but it needed improvements.\n\n### Current behaviour:\n\n{[F7785806](Set_Keyframe_Type_Visibility_UnSelected_Original_Comparison__copy_1_.png), height=55}\n\n - The size of the keyframe changes, 3 of the 5 options make the icons smaller, making them harder to find\n - The colors are not bright enough.\n - Colors of Selected/Unselected are too similar.\n\n{[F7785842](Set_Keyframe_type.mov), loop, autoplay, layout=left, float}\n\n\n- Keyframe colors become almost impossible to see when there are more keyframes nearby.\n\n---------------------------\n\nSo we came up with a proposal with three main points in mind:\n\n- The user is the one deciding the color/shape\n- Clear colors\n- Clear Shapes (so they are easy to see even for color blind people, as some of them might not be able to differentiate the colors)\n\n### Animation team proposal:\n\n{[F7785822](Set_Keyframe_Type_Visibility_UnSelected_Mock_Up_Comparison2__copy_1_.png), height=50}\n\nThis visualizing way could also propagate to the graph editor, which connects with [D5621](D5621) :\n\n{[F7785827](Graph_Editor_Key_Visibility_Blue_Selected__copy_1_.png), height=250}\n\n\n ---------------------------\n\nBut this proposal fundamentally conflicts with the new way of visualizing the handle type in the dopesheet, as that one changes the keyframe shape as well.\n\n## Current handle type icons\n\n{[F7785830](handletype-current.png), height=50}\n\nFor the animators at the studio showing the handle type in the dope sheet is not really useful, so we keep the option off, but we understand that there are other users that will find these really useful.\n\nI think it's important to understand how we use the dopesheet: \n\n- Since generally every bone has 9 different channels, and we are dealing with a lot of bones in a rig, we keep the channels collapsed in the dope sheet, using the summary or the top channel to make changes, if we want more precise control we'll jump into the Graph Editor.\n\nThe main issues we have with the handle type visualization and the interpolation type visualization are:\n\n### Spring shot file example\n\n{[F7785832](springshotexample.png), height=80}\n\n- When you have a lot of keyframes together the shape difference is so small it becomes really hard to see, becoming more confusing than helpful.\n \n### Open - Collapsed example:\n\n{[F7785835](coolapse-open.png), height=250}\n\n\nWhen the channels are collapsed, the information shown is not reliable. In the example used above, each one of the channels have different handle types and different interpolations. When collapsed there is no single type to be shown, creating misinformation. \n\n---------------------------\n\n## Conclusion:\n\nKeyframe colors are important. We propose an improvement by:\n\n - Clarifying keyframe-type colors and shapes in the dopesheet\n - Suggesting this would be useful in the graph editor too ([D5621](D5621))\n - Offer a switch between handle-type shape and keyframe-type shape (instead of the on/off switch for handle-type shape).\n```\n\n```\n*I’m not not a designer, so this is not final or beautiful design just a proposal to visualize my points. \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", "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", "Eevee AOV passes have inacurate colour\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: 2.93.7 Release Candidate\nBroken: version: 3.0.0\nWorked: NA\n\nIn Eevee AOV, the colors of AOV result slightly changed from the original colors.\nThis color change doesn't occur in Cycles.\n\nSimilar problem, but this thread says fixed.\nT85261\n\n\n1. Open 211203_eeveeAOV.blend.\n2. Render(F12) in Eevee.\n3. Check the rendered image and the AOV pass 'test' in Image Editor and sample the color.\n\nEmission shader and rendered image(checked by Image Editor > Sample):\nR: 0.80000\nG: 0.40000\nB: 0.20000\nA: 1.0000\n\nRendered AOV (checked by Image Editor > Sample)\nR: 0.80322\nG: 0.40161\nB: 0.20081\nA: 1.0000\n![compare.png](compare.png)\n[211203_eeveeAOV.blend](211203_eeveeAOV.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", "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).", "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", "Two Shader to RGB nodes fed from the same BSDF : one produces black result\nOperating system: OSX 10.15.7 / Windows 10\nGraphics card: Geforce GT650M / Geforce 2060\n\n3.6.0\n\nThis should be a white cube:\n\n![Screenshot 2023-07-19 at 14.18.38.png](attachment)\n\nOpen the blender file...\n\nHere a additional screenshot, see that If I use two Principled BSDF's instead of one (with the same settings...), then the problem is 'fixed'.\n\n![Screenshot 2023-07-19 at 14.20.28.png](attachment)\n\n" ]
[ "no selection highlight in edit mode when using \"hidden wire\"\nOperating system and graphics card\nwindows 64 bit \nNVIDIA GeForce GTX 780\n\nBroken: blender-2.76.0-git.d970f02-AMD64\nWorked: (optional)\n\nThere is no selection highlighting of vertecies or edges when i turn on \"hidden wire\" in the right sided menu in the 3d view (shading section) when in edit mode. \n\nIt seems like non selected edges and selection are drawn with the same color (light blue). When selecting a face I can see that it is \"shaded\" but in the same color as non selected edges.\n\nBased on a (as simple as possible) attached .blend file with minimum amount of steps\n[hidden wire not working.blend](hidden_wire_not_working.blend)\n" ]
Shadow Caustics viewport render crashing computer Operating system: macOS-13.2-x86_64-i386-64bit 64 Bits Graphics card: AMD Radeon Pro 5500M OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.9.51 Broken: version: 3.4.1
[ "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", "Render procedural crashes Blender when trying to render\nOperating system: macOS-10.15.7-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro Vega 64 OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.10.18\n\nBroken: version: 3.2.0 Alpha\n\nRender procedural crashes Blender when trying to render\n\nLoad the attached alembic in the file, go Cycles experimental, turn on Use Render Engine Procedural and render.\n\n[Particles_BlastV_v01.abc.zip](Particles_BlastV_v01.abc.zip)\n\n", "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", "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", "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", "blender3.4 alpha new eevee a rendering on the flashback\nOperating system:windows10 21h1\nGraphics card: amd 6800xt (22.7.1 driver opengl doubled the performance of a version)\n\nBroken: blender-3.4.0-alpha+master.ca172677b1a7-windows.amd64-release\nWorked: There is no version that can be tested\n\n\nScene any scene including cube, whether window rendering or f12, directly exit the software.", "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```", "3d viewport High memory usage--MacOS intel--\nOperating system: macOS-13.2-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon Pro 5700 XT 1.2\n\nBroken: version: 3.5.0 Alpha\n\nhigh memory usage of the factory settings startup file.\n\n- Open latest macos blender build 3.5 for MacOS 13.2 Intel\n- Perform selection operation (box select, click select, etc.)\n[Screen Recording 2023-02-07 at 2.27.06 amsmall.mp4](Screen_Recording_2023-02-07_at_2.27.06_amsmall.mp4)\n![System.jpg](System.jpg)\n\n![Screenshot 2023-02-07 at 2.33.10 am.jpg](Screenshot_2023-02-07_at_2.33.10_am.jpg)", "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 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", "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", "Flickering macOS Blender 2.83\nOperating system: macOS 10.15.4\nGraphics card: XFX Radeon RX 580 8 GB\n\nBroken: 2.83\nWorked: 2.82\n\nFlickering occurs sometimes, as seen on this capture:\n[Screen Recording 2020-06-16 at 09.11.21.mov](Screen_Recording_2020-06-16_at_09.11.21.mov)\n\nI don't know exactly. I think it happens when I use Blender, then I switch to other applications and then return to Blender.\nIf I go to full screen mode, it's back to normal.\n\nThanks.", "Crash when rendering (Apple M2)\nOperating system: macOS-13.5.2-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M2 Max 1.2\n\nBroken: version: 3.6.2\n\n[Rendering with GPU (metal) works fine without fire simulation, with fire simulation the render crashes, while rendering in the viewport is no problem.]\n\n\n", "Unusable display with AMD driver errors.\nOperating system: Ubuntu 22.04.2 LTS/Kernel version 5.15.0.75/FOSS amdgpu driver(default)\nGraphics card:MSI Radeon RX580 8GB\n\nBroken: 3.5.1, 3.1.0\nWorked: 3.1.0(Did not experience this until recently)\n\nWhen editing UV GPU gets reset after errors, the compositor does not recover. Garbled image on the screen with displays unusable. Log data attached.\n\nThis happens when pressing .(dot) on the keypad, selecting or moving a UV.\n\n", "Blender 3.5 crash on render with Intel 4600 integrated GPU\nOperating system: WIndows 10 x64\nGraphics card: Intel 4600\n\nBroken: 3.5 \nWorked: 3.4.1\n\n\nBlender crashes when attempting to render in Evee. Cycles seems to work.\n\n" ]
[ "Crash to login screen on macOS Ventura when enabling caustics and smooth shading.\nOperating system: macOS 13.1\nProcessor: 2.6GHz Intel Core i7\nGraphics card: AMD Radeon Pro 5500M 8 GB\nMemory: 16GB 2667MHz DDR4\n\nBroken: 3.4.1\n\nBlender/macOS crashes to login screen when enabling smooth shading on an object with \"Cast Shadow Caustics\" enabled.\n\nCreate a scene with:\n\n - A light with \"Shadow Caustics\" enabled\n - An object with \"Cast Shadow Caustics\" enabled and a transmissive material applied\n - An object with \"Receive Shadow Caustics\" enabled\n\nSet render engine to Cycles and device to GPU compute (crash does not occur with CPU compute).\nSwitch viewport mode to Rendered.\nSelect the cast shadow caustics object and enable smooth shading.\n\nmacOS will hang before crashing to a login screen.\n\nsystem.log reports:\n\nsessionlogoutd[4795]: DEAD_PROCESS: 3681 console\n\nConsole.app also lists a crash report for WindowServer (example crash report is attached).\n\n[Caustics-Crash-on-Shade-Smooth.blend](Caustics-Crash-on-Shade-Smooth.blend) [WindowServer-2023-01-19-171731.ips](WindowServer-2023-01-19-171731.ips)" ]
MacOS crash when using viewport shading Operating system: macOS-10.15.7-x86_64-i386-64bit 64 Bits Graphics card: Intel HD Graphics 4000 OpenGL Engine Intel Inc. 4.1 INTEL-14.7.20 Broken: (Version 2.93.5 2021-10-06, as found on the splash screen) Worked: ((Version 2.93.5 (2.93.5 2021-10-06) [The render view does not work for me and it closes when I click on Viewport Shading, it was always working correctly and suddenly it crashed or something similar. I would like your help in this regard.{[F11577116](Captura_de_Pantalla_2021-10-28_a_la_s__00.54.19.png)}]
[ "Blender development todo list -- Render\nNOTE: this is a direct dump of Render (without cherrypicking the valid items)\n\n### Render & UI\n\n- [ ] While rendering, manipulating images (like reload, resizing generated) can still crash Blender. Better image \"owner\" locking is required for 2.5 (#28477)\n- [ ] While rendering, several UI changes can cause crashes (#24758)\n- [ ] Rendering can't really use normal scene data if ui is interactive without causing all kinds of trouble, for examples and related issues see the item above this one.. and the reports (#26535)\n- [ ] Renaming scene leads to missing rendered result in image editor and compositor (see (#30222))\n- [ ] Rendering with File Output nodes could produce unwanted output images, see (#38605)\n- [ ] Shaded draw mode (using render code for vertex colors) is most certainly not coming back\n- [ ] Color Management can be communicated better, like when sampling colors in Image Window it confuses (could indicate such). Color Management also wasn't added backward compatible, disabling it gives dark results.\n- [ ] Compositor \"file out\" node doesn't work for FSA, and as color management troubles too.\n- [ ] FSA render uses temp files with names preventing other Blender instances to render too. (#28314)\n- [ ] Texture nodes have been implemented by recursively (backwards) calling parent nodes, this gives issues for viewers, previews and threads in general.We will try to keep it stable, but the functionality for this is going to replaced with a better shader system in 2.6. (compositor and material nodes call nodes forward, sorted on dependency. Each node is only called once this way).\n- [ ] Render display in Image window, for a window previously showing UV editor, doesn't restore correctly. (#26828). Code for this is too much spread around and fuzzy, needs full revision.\n- [ ] Object transform is not possible during rendering #37019\n- [ ] Don't render and warn when a driver or pre-render script can't be executed, a texture is missing, physics are not baked. Needed e.g. when renderfarms have scripts blocked.\n\n### Node Textures\n- [ ] Grouping texture nodes affects on data range #45696\n\n### Baking\n- [ ] add option to smooth vertex colors as a post process after baking #35066.\n- [ ] Baking to a low-res textures might miss pixels which lies on the UV island boundary #37681\n- [ ] Vertex baking might cause AO artifacts #44178\n- [ ] Support dupligroups #43553\n- [ ] Modifier produces non deterministic effects #42015\n- [ ] Update Blender side baking to support different topologies needed for adaptive subdivision #49405", "Viewport Render (and Render Animation) color looks completely off from the Viewport\nOperating system: Darwin-19.0.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 560X OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.2.24\n\nBroken: version: 2.82 (sub 6)\n\nRendering the viewport animation gives a very different result from the actual viewport.\n(Also: Viewport Anti-Aliasing isn't taken into consideration on the Viewport Render).\n\n|![Screen Shot 2020-02-17 at 21.53.08.jpg](Screen_Shot_2020-02-17_at_21.53.08.jpg)|![untitled.jpg](https://archive.blender.org/developer/F8346309/untitled.jpg)\n| -- | -- |\n\nThe problem is more noticeable when the Viewport Shading is set to \"Flat\", even though it also shows in \"Studio\". It delivers very dull colors with less contrast and a blue-ish tone.\nChanging between Cycles and Eevee doesn't affect the Viewport Render (from my tests).\n\n|![Screen Shot 2020-02-18 at 13.50.15.jpg](Screen_Shot_2020-02-18_at_13.50.15.jpg)|![Screen Shot 2020-02-18 at 13.50.17.jpg](Screen_Shot_2020-02-18_at_13.50.17.jpg)\n| -- | -- |\nflat:\n|![Screen Shot 2020-02-18 at 13.50.38.jpg](Screen_Shot_2020-02-18_at_13.50.38.jpg)|![Screen Shot 2020-02-18 at 13.50.41.jpg](Screen_Shot_2020-02-18_at_13.50.41.jpg)\n| -- | -- |\n\n- Open attached file.\n- Go to View -> Viewport Render Image\n[Viewport Colors.blend](Viewport_Colors.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", "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", "3d viewport High memory usage--MacOS intel--\nOperating system: macOS-13.2-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon Pro 5700 XT 1.2\n\nBroken: version: 3.5.0 Alpha\n\nhigh memory usage of the factory settings startup file.\n\n- Open latest macos blender build 3.5 for MacOS 13.2 Intel\n- Perform selection operation (box select, click select, etc.)\n[Screen Recording 2023-02-07 at 2.27.06 amsmall.mp4](Screen_Recording_2023-02-07_at_2.27.06_amsmall.mp4)\n![System.jpg](System.jpg)\n\n![Screenshot 2023-02-07 at 2.33.10 am.jpg](Screenshot_2023-02-07_at_2.33.10_am.jpg)", "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 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 3.5.1 + 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", "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", "Image sequence render just stops on Cycles on MacOS Metal\nOperating system: macOS-13.3.1-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 Ultra 1.2\n\nBroken: version: 3.5.0\nWorked: none, tried 2.93, 3.3\n\nafter about 100 or so frames render just stops, Blender is still responsive, its not frozen or crashed, render bar just sits at %0. I'm doing motion tracking to get some kitbashed 3d elements into the scene. Plays fine in Eevee in the viewport. This is the error I get: CommandBuffer Failed: cycles_metal_shader_eval_displace. Attached ram usage for last 24 hours, I still have plenty of ram!\n\nI've closed the file and retried, several times, never got a render all the way through.\n", "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", "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. ", "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)", "Viewport fps tanks when application is full screened on macOS\nOperating system: macOS-13.4.1-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 1.2\n\nBroken: version: 3.5.1\n\nI've noticed that when using either my M1 Air or M1 16\" Pro, when running Blender, the viewport performance is heavily dependent on the physical size of the viewport on screen. At first I thought this was just a limitation of my base model M1 Air, but it also happens on my M1 Pro Mac when plugged into a 4K or 5K display. Having Blender fullscreen will drastically reduce the viewport performance, but scaling the window down will fix it. Setting the scaling in macOS lower can also reduce the issue.\n\nAs far as I can tell, this happens in both 3.5 and 3.6, Metal and OpenGL backend. \n\nPerhaps this is intended functionality, but I can run Blender on potato PCs and not have frame drops like this. Even just the default cube will drop tons of frames on both my Macs. \n\nOpen Blender on a high resolution display and just start using it. The viewport performance is usually pretty poor on 4K / 5K displays if not scaling the window down.\n\n", "Suspected asset library crash by `json_sax_dom_parser`\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.68\n\nBroken: version: 3.5.1\n\nI dont completely know why but blender crashes very often for me.\nIts doing something no idea what it is doing.\nSorry for being vague, but it seems to mostly happen when i have the viewport set to cycles render and i am trying to modify materials, in the shader editor.\n\n" ]
[ "crash and close\nOperating system: macOS-10.15.7-x86_64-i386-64bit 64 Bits\nGraphics card: Intel HD Graphics 4000 OpenGL Engine Intel Inc. 4.1 INTEL-14.7.20\n\nBroken: version: 2.93.5\n\n\nHello, \n\nA couple of days ago a previous version crashed and close constantly. Today I updated a newest version and it is the same. I have a final project which has worked well so far. I could render it etc. Today I wanted to change a bit and when I switch the viewport shading to rendered then the Blender closes. Yesterday I was editing a new project and suddenly closed. Everything lost and I have automatic saving, there is no any recovery files. \n\nThank you for your help\nPeter\n\n\n", "Every time i try to enter \"viewport shading\" the app crashes and closes itself \nOperating system: macOS-10.15.7-x86_64-i386-64bit 64 Bits\nGraphics card: Intel HD Graphics 4000 OpenGL Engine Intel Inc. 4.1 INTEL-14.7.20\n\nBroken: version: 2.93.5\n\n[When i try to enter the viewport shading view, the app closes itself. This happens with new and old files]\n\n[I open the app, then try to work on an old file and then it closes. If i try to do a new file, everything is fine until i select \"viewport shading\"]\n\n" ]
passes bug - combined result in all passes Operating system and graphics card Broken: (2.75 only) Worked: (all other) ![41.png](41.png) [passes in new blender.blend](passes_in_new_blender.blend) open, render, look on all passes - we will see combined ewerywhere
[ "Recover Autosave breaks library paths\nBroken: version: 4.0.0 Alpha\n\n- Download both files, next to each other: [cube_linked.blend](attachment) [cube.blend](attachment)\n- Open cube_linked.blend to verify that it's valid the way it is. It links a collection from the other file.\n- File->Recover Autosave->Browse cube_linked.blend\n- Library path is broken, pop-up error about missing IDs.\n\n<video src=\"attachment\" title=\"2023-09-15 19-47-38.mp4\" controls></video>\n(The 2nd error pop-up here is from an add-on, but I tested the bug after disabling add-ons and restarting Blender as well.)\n\n", "Holdout doesn't work with Mix Shader correctly in Eevee\nOperating system: Darwin-20.2.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5500M OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.2.13\n\nBroken: version: \n- 2.92.0 Alpha\n- 2.91.0\n- 2.90.1\nWorked: 2.83.x\n\nHoldout doesn't work with Mix Shader correctly in Eevee. \n\nWhat I expect when mixing with 100% Holdout:\n\n![Screenshot 2021-01-12 at 22.53.33.png](Screenshot_2021-01-12_at_22.53.33.png)\n\nWhat I get instead:\n\n![Screenshot 2021-01-12 at 22.53.40.png](Screenshot_2021-01-12_at_22.53.40.png)\n\n\n\n - Open the simple blend below\n - Move the timeline from 0-100, which moves the Mix Shader Fac from 0-1.\n - When at frame 1, it should be a 100% Holdout, but notice that this isn't the case\n - Switch to Cycles and verify that it indeed handles this case correctly\n\n[holdout_eevee_bug.blend](holdout_eevee_bug.blend)\n\n", "GPU: Workarounds and Device Features checks becoming obsolete\nBlender 4.0 bumped its OpenGL version from 3.3 Core profile to 4.3 Core profile. Some workarounds and optional device features were added to the GPU Backend in order to emulate features that were not available on all platforms.\n\nThis issue contains a list of features, workarounds that we should revisit.\n\n* `shader_draw_parameters` In Vulkan these seems to be supported even on low end devices (displayreport.php?id=23923#features_core_11) we might want to consider making this a requirement, although it is not required by vulkan.\n* `compute_shader_support` is required for workbench-next\n* `shader_storage_buffer_objects_support` is required (#112572)\n* `shader_image_load_store_support` is required. \n* `clear_viewport_workaround` should be solved by the editor, not by the gpu backend. IIRC the VSE has fixed this some months ago.\n* remove `--debug-gpu-disable-ssbo` as SSBO's are required. (#112571)\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", "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", "Text strip duplication with madeup driver\nOperating system: Linux neo 5.10.68-1-MANJARO #1 SMP PREEMPT Wed Sep 22 12:29:47 UTC 2021 x86_64 GNU/Linux\nGraphics card: nvidia GTX 970\n\nBroken:\n```\n3.0.0-alpha+master.a3027fb09416-linux.x86_64\n```\nWorked: (?)\n\nI duplicated a Text strip via <shift><D>. Then the clone had a driver on 'Location X' set, that the original has not. If You delete that driver, blender crasches (see #91912)\n\n\n- Load attached file\n- Duplicate the Text strip with <Shift><D>\nThe new Text strip now has a driver on Location X\n\n[driver_duplicate_bug.blend](driver_duplicate_bug.blend)", "Cycles: Light Group render passes improvements\nInitial implementation: [D12871: Cycles: Light Groups](D12871)\n\nImprovements (color indicates estimate for difficulty):\n- [x] {icon circle color=green} [D14540: Cycles/UI: Support adding Lightgroups from the object/world properties](D14540)\n- [x] {icon circle color=green} [D14740: Render: Update lightgroup membership in objects and world if lightgroup is renamed](D14740)\n- [x] {icon circle color=green} [D14596: Render: Add operators to add all used or remove all unused lightgroups to a view layer](D14596)\n- [ ] {icon circle color=green} Support setting lightgroup on a per-collection basis\n- [ ] {icon circle color=yellow} Support viewing Lightgroup passes in the viewport\n- [ ] {icon circle color=yellow} Support denoising Lightgroup passes\n- [ ] {icon circle color=yellow} Support splitting the sun and sky parts of the Nishita Sky model between groups\n- [ ] {icon circle color=red} Support having different environment lighting in each lightgroup", "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)", "shadow catcher data missing from diffuse passes when transparency is disabled, and shadow catcher object is masking environment when transparency is enabled (can't recombine moving scene envronment)\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 526.98\n\nBroken: version: 3.5.1 Release Candidate\n\nshadow catcher data missing from diffuse passes when transparency is disabled, and shadow catcher object is masking environment when transparency is enabled (can't recombine moving scene envronment). This makes it impossible to rebuild the image unless the shadow catcher pass is used, which is not suitable when using vector motion blur.\n\nOpen below blend file (choose to load ui)\ngo to scene 'no transparency'\nin the compositor press f12 to render a frame\ncompare the combined image and the rebuilt image\n\ngo to the second scene 'transparency'\nin the compositor hit f12 to render again\nthis time the environment is masked out by the shadow catcher, making it impossible to use the rendered environment (which is necessary if the camera is animated)\n\nrequired behaviour - \n\nshadows appear in diffuse passes when transparency is disabled, so the rebuilt image matches the viewport.\n\nshadow catcher object doesn't mask out the environment pass when transparency is enabled (so the environment can be added back to the image when the camera is moving (backplate cant be used here))\n\n\n\nThe only possible solution currently is to always render with transparency enabled, and then render your scene a second time with only the environment visible, which causes issues when rendering via scripts.\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", "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", "Cycles misses intersections when objects are too close\nBroken: 2.79b\n\nWhen two objects are too close, Cycles can miss intersections.\nIn the attached file, there are two intersecting semitransparent planes (at the center).\nIf the color is green or pink it indicates that the ray only intersected one plane.\n\n- Open the attached .blend file and render.\nNote how the line where the planes intersect has a coloured border.\n[transparent_planes.blend](transparent_planes.blend)", "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", "Collection usability\n- [ ] Viewport UI\n- [ ] Shortcuts to toggle visibility?\n[ ] . . .\n\nNeed a clear design on what to do.", "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)" ]
[ "Selecting passes in image editor does no longer work\n\nDebian Jessie, 64bit, intel integrate card\n\n\nBroken: Master branch since 56ca7f3\nWorked: All previous blender versions\n\n\nIt's no longer possible to browse non-combined pass in image editor.\n\n\n* Render default cube scene \n* Try to select Depth pass\n\nAlso attaching file with all passes enabled [passes.blend](passes.blend)" ]
GPU subdivision artifacts when normal map active + Armature Modifier Operating system: Windows-10-10.0.19044-SP0 64 Bits Graphics card: Quadro RTX 4000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.91 Broken: version: 3.1.2 Worked: n/a Strange surface artifacts appears if you use GPU subdivision + normal map + Armature Modifier. I'll noticed that problem in a project, so I did a example file to show the bug... but maybe I'am doing something wrong... Mesh + add Armature Modifier + add Subdivision Modifier + add Normal Map to the Shader + activate GPU subdivision **GPU subdivision ON** ![GPU-subdivision-artifacts-001.jpg](GPU-subdivision-artifacts-001.jpg) **GPU subdivision OFF** ![GPU-subdivision-artifacts-002.jpg](GPU-subdivision-artifacts-002.jpg) [GPU-subdivision-artifacts.blend](GPU-subdivision-artifacts.blend)
[ "Light of 'Area' type lamp presents artifacts when placed at great distances\nOperating system: macOS-13.4.1-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon Pro 5700 XT 1.2\n\nBroken: versions: 3.1 to 4.0a \n\nArtefact's appearing with bigger Arean Light distances and spread angle 0.1 to 20~ \n(Like for space scenes with bigger distance Area lights for better sun effects...)\n\nJust open one of the files or follow the image below to set up the light.\n\n", "Black artefact when mixing transparency and glass at a certain ratio\nOperating system: WIn 10\nGraphics card: GTX 1080\n\n2.92\n\nBlack artefact appear on flatter surfaces when mixing 99.9% transparent and 0.1% glass shaders. Glass should be rough. \n\nMake a cube, switch to Cycles, add material, add Glass and Transparent Shaders, Mix them together, put factor on 0.999, increase Glass roughness, depending on roughness a entirely black circle will appear on the cube when viewed straight on. \n\n[TransBug.blend](TransBug.blend)", "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", "GPU Subdivision not optimized in Weight Paint mode\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\nI'm not sure if it's unimplemented/unplanned or just overlooked, so I'm here to report in case.\nWhen you have a mesh using an Armature modifier and Subdivision modifier, the Subdivision will affect performance while posing the armature but enabling GPU Subdivision will noticeably improve performance during posing and animation. \n\nHowever, if you select the armature and the mesh and go into weight paint mode, allowing you to pose the rig, the GPU Subdivision will not boost performance with the Subdivision modifier. Weight Paint Pose is slower regardless as to the Subdivision modifier, just GPU Subdivision seems to be disabled here. \n\n- Open attached .blend file\n- Make sure `GPU Subdivision` is enabled in Preferences\n- in Weight Paint Mode, pose the rig (move any bone)\n- Go to object mode, select the rig and go to Pose mode\n- Compare performance when posing the rig\n\n[#101485.blend](T101485.blend)\n", "Modifier sub-panel drawn over selection outline\nOperating system: Windows-10-10.0.18363-SP0 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 3.1.0 Alpha\n\nThis is just a visual bug and nothing serious, but I wanted to point out that the sub-panel background is drawn on top of the selected modifier outline, which causes it to look broken up when expanded. This is visible but not obvious in the default theme, but very obvious in custom themes where the sub-background alpha is set to 1. \n\n![image.png](image.png)\n\n1. Add a Bevel or Subdiv modifier\n2. Expand a sub-panel \n3. Set the properties editor Sub Background theme color to an alpha of 1 \n\n", "Applying Subdivision/Multires Modifier De-merges UV's\n### Update\n\nThe issue of custom-data (UV's specifically) becoming detached remains, this problem existed before b88dd3b8e7, it was just less obvious since selection connected near-by UV's. Now UV's are merged by default at a very low threshold when applying modifiers to mitigate the problem. Keeping this report open as it would be good if subdivision-surface didn't separate UV's, replies to this report contain some notes that could lead to a solution. In practice users should not experience problems caused by this behavior, so marking low priority. ~ @campbellbarton.\n\n----\n\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: Radeon (TM) RX 480 Graphics ATI Technologies Inc. 4.5.14736 Core Profile Context 20.8.3 27.20.12027.1001\n\nBroken: version: 2.91.0 Alpha \nWorked: working in 2.90 \n\nCaused by b88dd3b8e7\n\nWhen applying a subdivision modifier, certain UV's points disconnect from their neighbors. This does not seem to occur with the F3 menu subdivide operation.\n\n- Open default blender scene.\n- Subdivide cube - 1 level and apply it. Do this step 4x\n- In the UV editor use \"Alt select\" to select face loops at random.\n- Alt click around until a face loop is not fully completed, this will reveal unmerged vertices.\n- Check area that did not complete by moving faces, vertices, edges etc to confirm unmerged UV's.\nThis does not seem to be an issue with the newly added 9a52b30cc0 in my eyes, rather an issue with subdividing.\n[UV Disconnect.blend](UV_Disconnect.blend)\n\n", "Evee Shading artifacts on metallic surfaces with mid roughness\nOperating system: Windows 64bit\nGraphics card: GTX 950\n\nBroken: (example: 2.81 Alpha, ad21a6c22461, 2019-09-08\n\nWhen renderign with Eevee I get ring shaped bright spots around GGX highlights.\n\n\nBased on the default startup or an attached .blend file (as simple as possible).\nStart with a new file, delete the vertex at position 1, -1, 1\nAdd a metarial to this cube.\nset metallic to 1\nset roughness to a value between 0.2 and 0.4\n\nset the power of the pointlight to 100W\nset the radius to 0\nmove it to (0.5, -0.5, 0.5)\n\nset the background color to black\n\nview it from the top in perspective mode\nyou should see a grey ring at a corner.\n\nIn my personal experience this might be caused by an unnormalized vector in the ggx calculation.\n\n\nThe .blend file and a screenshot:\nIndirect Lighting settings dont help since there is no indirect lighting going on. As far as I can see it's a problem with the microfacet shading.\n[bug.blend](bug.blend)\n![blender_bug.PNG](blender_bug.PNG)\n", "Panoramic Render in Cycles. Bump bug.\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 4090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.02\n\nBroken: version: 3.4.1\n\nWhen using a material with fine bump and a panoramic camera the bump appears inncorrectly in rendered view.\n\n- Give an object a material with a fine bump (e.g. noise texture 15 detail, .8 roughness. Bump strength 1, distance 1)\n- Bring camera in really close.\n- Set to cycles.\n- Switch camera between panoramic and perspective mode.\n\nPlease let me know if there are any work-arounds, this bug is causing me problems.\nThank you.\n\n", "Random vertices light up as if they were selected (but they're not) when I select one vertice at a time\nOperating system: Linux-5.4.0-7634-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce GTX 780 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.82\n\nBroken: version: 2.83.0\n\n![mesh_glitches_bugreport.gif](mesh_glitches_bugreport.gif)\n- See the GIF above (sorry my mouse cursor didn't get recorded :(\n- so, in short, when I select one vertex and then select another, random vertices light up as if they're selected but they're not. Really annoying.\n- this happened to me in 2.82a as well (but only in Linux, not in Windows)\n\n- load factory settings\n- subdivide the default cube 10 times, add subsurf modifier (CTRL+2), shade smooth\n- in EDIT mode, duplicate the mesh 6 or so times\n- select one vertex, select another vertex, the glitch seems to happen (like in the GIF above)\n\n**BLEND**\n[mesh_glitches_bugreport.blend](mesh_glitches_bugreport.blend)\n\n", "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)", "EEVEE: GPU Subdivision causes noticeable shading differences\n**System Information: System 1**\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: Intel(R) Arc(TM) A770 Graphics Intel 4.5.0 - Build 31.0.101.4369\n\n**System Information: System 2**\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.79\n\nThis object does not appear shinier/with brighter highlights when rendered on Eevee and GPU subdivision is turned OFF.\n\nI noticed this when using both PCs to render an animation faster, this particular material flickered at random and it was because one PC was outputting slightly different results than the other.\n\n- Open .blend file\n- select EEVEE engine and start viewport render\n- toggle GPU subdivision to notice the difference\n", "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", "High subsurface on principled bsdf causes glowing edges on polygons for walk\nBroken: Current main.\nWorked: Never.\n\nUsing high values for principled bsdf subsurface scatter causes glow effect on polygon edges. This happens with walk but not burley. \n\nAttached is a simple blender scene with a ball. Rendering you can see the squares polygons on the ball have glowing edges. I know that the walk radius calculations were changed around blender version 3.4. If you use burly the ball renders smooth. \n\nGraphics - set to optix, experimental, cycles.\nShape - make sure its set to smooth shading. You may have to recreate the stock sphere and set it to smooth shading.\n\n", "NaN pixels in Normal Pass\nOperating system: Linux-3.10.0-1127.10.1.el7.x86_64-x86_64-with-centos-7.8.2003-Core 64 Bits\nGraphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.64\n\nBroken: version: 2.83.0\nWorked: (Unknown)\n\nI produced a template based rendering solution and am experiencing occasion nan pixels in the normal pass output. Nan pixels are occurring in both CPU and GPU renders on a number of different hardware configurations.\n\nI've stripped down one of the files that exhibit the issue, see nan pixel at x162, y78 of normal pass.\nChanging visibility of the lights collection, specifically the 'LightArea', removes the pixel. Changing render resolution, sample seed, or adaptive sampling, can remove bad pixels.\nDisconnecting the normal map node on the geometry object's material removes the pixel. Providing input to that node, both textures and noise, has no effect on the pixel.\nChanging the transform on the rendered geometry removes the nan, regardless of whether the pixels occur on transparent background.\n\n[nan_pixel_isolated.blend](nan_pixel_isolated.blend)", "GPU subdivision option with subdivision surface modifier collapses geometry (AMD GPU)\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: AMD Radeon HD 7800 Series ATI Technologies Inc. 4.5.14831 Core Profile Context 21.5.2 27.20.20903.8001\n\nBroken: version: 3.1.0 Alpha\n\nSubdivision surface modifier with GPU Subdivision enabled produce geometry that appear to be lost\n\n1. Open default scene.\n2. Add subdivision surface modifier to an object.\n3. Make sure GPU Subdivision option is enabled.\n4. ~~Uncheck Use Limit Surface~~\n5. ~~Disable GPU Subdivision to see correct result.~~\nLast two steps are not necessary for recreation of the bug since this change- 118a219e9d\n[Subdiv GPU Use Limit Surface 2022-01-15 22-13-33.mp4](Subdiv_GPU_Use_Limit_Surface_2022-01-15_22-13-33.mp4)\n\n------\n\nNOTE: This bug seems to only occur on AMD cards on Windows.\n\n**Reproducible on:**\n\n| Operating System | GPU | Driver |\n| ----------------|-------------|---------|\n| Windows 10 | AMD Radeon HD 7800 Series | 4.5.14831 Core Profile Context 21.5.2 27.20.20903.8001 |\n| Windows 10 | AMD Radeon (TM) RX 480 | 4.5.14760 Core Profile Context 20.45.37.01 27.20.14537.1001 |\n| Windows 10 | AMD Radeon(TM) 535 | 4.5.14831 Core Profile Context 21.5.2 27.20.21003.8013 |\n\n**Not reproducible on:**\n\n| Operating System | GPU | Driver Version |\n| -----------------|-------------|---------|\n| Linux Mint 20 | AMD Radeon RX550 | 4.5.14800 Core Profile Context 21.40 |\n| Linux Mint 20 | AMD Radeon RX550 | 4.6 (Core Profile) Mesa 21.3.0-devel |\n| Windows 10 | Intel(R) UHD Graphics 620 | |\n| Windows 10 | NVIDIA GeForce GTX 1050 | 472.39 |\n| Linux Mint 20 | NVIDIA RTX 2070 | 510.47.03 |\n| Linux | NVIDIA GeForce GTX 970M | 495.44\n|Windows-10-10.0.19043-SP0 64 Bits|Radeon (TM) RX 480 Graphics| 21.30.23.01, 22.2.3, 21.10.2 |\n" ]
[ "GPU subdivision causes problems in generated Texture Coordinate with Cycles\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 511.65\n\nBroken: version: 3.1.0\nWorked: None, since this is a new feature\n\nIn combination with some modifiers (like Armature or Cast), GPU Accelerated Subdivision breaks the Generated Texture Coordinate\n\n* Open attached .blend file\n* Turn on GPU Subdivision in Preferences > Viewport\n* turn on Cycles or Eevee Rendered Shading (both will generate different problems)\n\n* [GPU Subdivision Bug.blend](GPU_Subdivision_Bug.blend)\n", "surface deform and subdivision surface break generated texture coordinate\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.1.2\n\nusing surface deform and then subdivision surface on a mesh, break generated texture coordinate output.\n\n\nOn a mesh (also the default cube) add a surface deform with a mesh target and then add a subdivision surface.\nIn shader editor tab add a texture coordinate node and view the generated output.\nSwitching between the modifier visibility we can see the behaviour on the generated output when surface deform is on or off.\n\non previous blender version, these steps works fine\n\n[surface_deform_bug.blend](surface_deform_bug.blend)\n\n![Screenshot 2022-05-04 19.28.22.png](Screenshot_2022-05-04_19.28.22.png)" ]
Camera + FollowPath crash Windows 7 Ultimate edition 64-bit SP1 and 2x 4095MB NVIDIA GeForce GTX 970 (EVGA) Broken: blender-2.80.0-git.66a00b64c5c-windows64 Fatal Crash 1 : New project 2 : Delete default Cube 3 : Add Curve > Circle 3 : Select default Camera, add circle to selection 4: CTRL + P > Follow Path 5 : Move the camera only = fatal crash. ( The attached .blend is saved just after Step 4 ) [FollowPathCrash.blend](FollowPathCrash.blend)
[ "Ngon with more edge crash blender when using Multires/Subdivision Modifier\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.41\n\nBroken: version: 3.0.0 Alpha, 2.93.2, \nWorked: None\n\nPlease check the video, it shows the difference when blender deal will small ngon(edge < 10) and large ngon (~=600).\nI think it should take over aleast 5000 points ngon(for some svg file)\n[2021-08-15 17-50-41.mp4](2021-08-15_17-50-41.mp4)\n\nCreat a ngon with more than 600 points\nextrude it and add Subdivision Modifier\ncrash\n[test.blend](test.blend)\n", "CameraView limits incorrect when using Vertical Sensor Fit\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.47\n\nBroken: version: 3.1.0\nWorked: cannot test, but I guess the CameraView code stayed untouched\n\nWhen working in a high aspect ratio scene, one can no longer zoom out enough in the CameraView NUM0 to see the whole camera perspective at once.\n\n1. set Resolution of a new default scene to 15552x864px (18:1)\n2. set the main camera to > Camera > Sensor Fit > Vertical > Height: 11 mm\n3. now enter via NUM0 the CameraView and try to zoom out to see the whole scene\n\n1. alternatively open the provided .blend file and go into NUM0\n2. now enter via NUM0 the CameraView and try to zoom out to see the whole scene\n[Based on the default startup or an attached .blend file (as simple as possible)][bug_camera_view.blend](bug_camera_view.blend)\n\nThanks in advance!", "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.", "bpy.ops.outliner.select_walk + INVOKE_DEFAULT + temp_override crashes Blender\nBlender 3.6.2\n\n\nSteps to reproduce:\n1. Default Blender scene.\n2. Run the code in the outliner (it will step selection down in outliner)\n3. Uncomment two last lines (same operator but with `temp_override`). Blender will crash.\n\n```python\nimport bpy\n\ncontext = bpy.context\n\noverride = {\"area\": next(area for area in context.screen.areas if area.type == \"OUTLINER\")}\nbpy.ops.outliner.select_walk(override, \"INVOKE_DEFAULT\", direction=\"DOWN\")\n\n#with context.temp_override(**override):\n# bpy.ops.outliner.select_walk(\"INVOKE_DEFAULT\", direction=\"DOWN\")\n```\n\nNoticed similar case #107805, not completely sure they're really related though.\n\n", "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", "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", "Object with follow-path constraint jumps off path, continuing slightly displaced.\nOperating system: Linux, Debian 10 (Buster)\nGraphics card: Secret (970)\n\nBroken: (example: 2.81 alpha, 2019-08-09 a571ff2c16c6, master as found on the splash screen)\nWorked: Unsure\n\nEmpty leaps off path.\n\nLoad attached blend. Move forward about 12 or so frames and you'll see the Empty jump off the path a bit. Increasing the curve resolution draws it increasingly closer to the visible path.[cam-follow-path.blend](cam-follow-path.blend)", "The version over 3.5 (3.6 and 3.6.2) crashes for me after using control of view.\nOperating system: Linux-6.2.0-32-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: Mesa Intel(R) Iris(R) Plus Graphics 650 (Kaby Lake GT3e) (KBL GT3) Intel 4.6 (Core Profile) Mesa 23.0.4-0ubuntu1~22.04.1\n\nBroken: 3.6 and 3.6.2\nWorked: version: 3.5.0\n\n\nI have quite simple scene: 1 table, 1 chair. I change selection from chair to table f.x., then deselection or I make zoom out, the screen freezes, Blender proposes me to closing because not responding\n\n", "(Camera) Motion blur renders wrong (does not cancel out) when a mix of parenting and (baked) object animation is used\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA RTX A6000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.3.1\n\nwhen I parant a camera (looking for a simple cube) and the cube (who is the camera looking for it) to any other object, if the parent object is rotating, it will rendered fine but if I baked the action of the camera, and renderd the same frame it will be very in coorect motion blur, to fix the issue I have to bake the camera and all the objcects that appear on it, \n\n\n[motion blur bug.blend](motion_blur_bug.blend)\nopen the attached blend file, you will find a very simple scene with a camera, cube and a light are parented to a rotating empty object, just press render at frame 2 (which at the meddle of rotation) and it will render the motion blur very good (you will not see any motion blur which is logic because the camera and the cube are parended to the same object), but after that just bake only the camera (with selected object, visual keying and clear parent enabled) and render the same frame, it will give very unlogic motion blur, after that bake also the cube and the light and redner the same frame, it will render very good, this issue is only on rotating parent object bun in location it works very good, also I tested it on blender 2.7 and the same issue are there\n\n\n\n", "non stop cpu usage after motion tracking.\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 526.98\n\nBroken: version: 3.5.1 Release Candidate\nWorked: (unknown)\n\nafter tracking forward one core is running high continuously, and blender becomes unuseably sluggish until restart.\n\n\nimport a 400 frame 1080p png sequence into the motion tracker (I wont upload mine, it's too much bandwidth)\nplace 8 markers at default settings\nclick detect forward\nselect a few of the markers in the dope sheet and lock and hide them\n\nA single core and it's hyperthread will continue to run high endlessly making Blender unusable.\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", "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", "Render automatically sets scene camera when there is none\nOperating system: Arch Linux\nGraphics card: GTX TITAN\n\nBroken: blender 2.80.68 (dfbbc5067e40)\n\n\nThe different ways in the active camera is shown isn't updating consistently, nor always correct\n\n\n- start with default scene (cube, light, cam)\n- add a 2nd camera, make it active and switch to cam view with Ctrl+Numpad0\n- use something like fly mode to get a good view of the cube\n- switch to Scene properties, note Camera is set correctly\n- delete the active camera with X\n- there's no active camera anymore, shown consistently:\n - Camera is empty in Scene properties\n - direction triangle of remaining cam is not filled\n - outliner doesn't show outline rectangle on camera objectdata\n- however, press F12, render works using the remaining camera\n- escape image view\n- select the remaining camera\n- move it a bit in 3D view\n- press F12, note that render is using new view\n- in Scene properties the Camera selection is now sometimes correct, sometimes still empty. Similar for camera objectdata icon in the outlienr. However, the direction triangle on the camera stays empty\n", "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.", "Hair rotation/tilt do not work with path\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\nWhen i am trying to use rotation with paths/strands it just do not work at all.\nI know that new hair system is in development and probably this issue will not be fixed for current system.\nBut I hope, it will fixed at least for next one. Perhaps as «initial normal distortion» or something like that.\n\n[2020-11-08_22-11-50.mp4](2020-11-08_22-11-50.mp4)\n\n**to reproduce**\nOpen a file, switch rendering type to path.\n[hairRotation.blend](hairRotation.blend)" ]
[ "selection to cursor crashes blender 2.8 Alpha2\nOperating system and graphics card\nWindows 7 64b - AMD Pro WX 7100\nBroken: (example: 2.69.7 4b206af, see splash screen)\nWorked: (optional)\n2.80 Alpha2 12acf1e4f84\nplace 3D cursor to curve handle - select camera and shift S selection to cursor crashes\n[camera follow rotation HL 01.blend](camera_follow_rotation_HL_01.blend)\nBased on a (as simple as possible) attached .blend file with minimum amount of steps\nplace 3D cursor to curve handle - select camera and shift S selection to cursor crashes\nHugues LEMETER", "Crash 2.8 Whith \"Selection to cursor\" plus \"Follow Path\"\nWin 7 x64 - NVIDIA QUADRO 4000\n\nBroken: 2.80 53c63db\n\nCrash when perform \"Selection to cursor\" on an object with \"Follow path\"\n\n 1. Add curve\n 2. Select camera and curve\n 2. Ctrl+P + F (Follow Path)\n 4. Select the camera\n 5. Shift+S + T (Selected to Cursor)\n\n[crash_slection_to_cursor_follow_path.blend](crash_slection_to_cursor_follow_path.blend)\n\n\n" ]
"Wireframe" can't update after apply Visual Geometry to Mesh. Operating system: Windows-10-10.0.18362-SP0 64 Bits Graphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87 Broken: version: 2.90.0 "Wireframe" can't update after apply Visual Geometry to Mesh. Tab in edit mode, than back will be ok. Video here: [wireframe.mp4](wireframe.mp4)
[ "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", "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", "Video Editor Scene Strips and scene camera binds are out of sync (most of the time)\nBroken: blender-2.80.0-git.03bd024c077d-windows64\n\nThis is a re-do of another other bug report I filed earlier this month (#63304), now that I understand it a lot better I'm filing it again with a more accurate description and demo file.\n\nIn the video editor, if you one or many scene strips, on updating the frame the camera bind that the playhead falls under will most likely not be applied until the following frame.\nSo, when you place the playhead in a region that uses a different camera bind, it usually does not update unless you update once more in that same region.\nThis is also the case in rendering animations using the video editor.\n\nI've created a demo file that perfectly illustrates this problem below.\nThis bug urgently needs fixing.\n\n**Exact steps for others to reproduce the error**[sequence camera bind bug.blend](sequence_camera_bind_bug.blend)\nInstructions for demo:\n\nIf the playhead is in the BOX region, it should show a box, if it is in the SPHERE region, it should show a sphere. I estimate about 80-90% of the time it doesn't update correctly. Why there is an element of chance I cannot work out.\n\nTry moving the playhead around between markers (which indicate a camera bind in the strip's scene) and notice how the bind almost always fails to apply.\n\nNow try jumping from region to region and notice how the camera bind is almost always 1 step behind, so it is never applied, place the playhead within the current region and it updates without fail.", "Data Transfer modifier works only for Byte Color & Face Corner color attributes\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 3.2.0\n\nIf a target color attribute Domain is *Vertex* or it's Data Type is *Color*, the data are not transferred.\n\n[data-transfer-color-attr-bug.blend](data-transfer-color-attr-bug.blend)\nYou can see in the attached .blend that the Data Transfer modifier is set correctly, but the Col attribute isn't updated.\nAfter doing Convert Attribute -> Domain: *Face Corner*, Data Type: *Byte Color*, it starts to work correctly.\n\n\n", "Wireframe modifier strange behaviour\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 2.91.2\n\nStrange behaviour from wireframe modifier\n\n\nTook a plane and subdivided, added a wireframe modifier, unsubdivided. Some corner vertices are pushed to the edge of scene.\n[Based on the default startup or an attached .blend file (as simple as possible)][Wireframe.BugReport.blend](Wireframe.BugReport.blend)\n\n", "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.", "Geometry Nodes: Disabled from viewport object is not visible as instance\nOperating system: win10\nGraphics card: 1050ti\n\nBroken: Current main.\nWorked: Never.\n\nDisabled from viewport object is not visible as instance.\n\nOpen attached file and check/uncheck `As Instance` option of _Object Info_ node.\n\n", "Objects in front of the selection stay in front in wireframe mode\nBroken: version 2.80+\nWorked: version 2.79\n\nIn blender 2.79, the wireframe of objects selected or in edit-mode was drawn in front of the wireframe of all other objects in the scene.\nIn blender 2.80 onwards, this doesn't happen anymore.\n\nHere's a model shown in 2.79b, with my usual theme:\n![Screenshot_2020-07-23_14-35-47.png](Screenshot_2020-07-23_14-35-47.png)\n\nThe object in edit mode is behind the objects seen with gray wireframe. But because it is in edit mode, it is drawn in front of the others.\nThe same is true if the object is in object-mode but selected.\n\nNow compare the same model in 2.8x:\n![Screenshot_2020-07-23_14-54-19.png](Screenshot_2020-07-23_14-54-19.png)\n\nHere the same object is seem in edit-mode. Now it is drawn behind everything else, which creates a noisy, low-contrast appearance, making it hard to see and sometimes hard to edit. \nSometimes it forces me to rotate the view to get other things out of the way (especially if the foreground objects have a lot of detail/geometry).\n\nIf you zoom in real close on an area where a foreground object overlaps the selection, snap a screenshot, and then scale or zoom the image, you can see how the foreground object is definitely being drawn in front of the active one:\n![Screenshot_2020-07-23_15-26-10.png](Screenshot_2020-07-23_15-26-10.png)\n\nBottom line: In my opinion, in a normal view mode like Solid or Lookdev/Material, the selection of course should remain behind everything else (unless changed via its Object properties), but in Wireframe view mode the selected object should appear in front of other stuff.\nPerhaps an option is needed the Preferences to force the old 2.79b draw order.\n\n- Open attached file\n- Change the wire theme to something gray (or use the attached theme).\n[wireframe_in_2_79.blend](wireframe_in_2_79.blend)\n[classic-look.xml](classic-look.xml)\n\nThe original model is probably too big to upload here: Hypercube%20printer%20model%20(320x320%20bed,%20540x510x540%20frame).blend", "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", "UV: Modified Edges UV overlay don't show on generated Mesh from Geometry Nodes\nBroken: version: 3.6.0\n\n\"Modified Edges\" UV Option does not work when there is Join Node or primitives is used to generate geometry.\n\nIn setup like this, where we generate UVs in GN, and have \"Modified Edges\" overlay work correctly.\n![image](attachment)\n\n\nWhen we generate geometry eg. by using Join Node, or Primitives. Overlay no longer works (even in UV sync mode where all UVs should be shown)\n\n![image](attachment)\n\n\nI'm not sure if its desired behavior because eg. some setup do work when we modify and not generate new geometry.\n![image](attachment)\n\n--\n![image](attachment)\n(that's the overlay if someone is not aware of its existence :p)\n\n\n- Open attached .blend file. (Note that the UV for \"Modified Edges\" is showing as expected)\n- Unmute `Join Geometry` node. (UV for \"Modified Edges\" no longer appears)", "Geometry Nodes: Modifier input properties don't cause update for screen statistic\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 4090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.24\n\nBroken: version: 3.4.1\n\nModifier input properties of geometry node don't cause update for screen statistic.\n\n1. Create object with geometry nodes.\n2. Add any Mesh Primitive node in modifier node tree.\nPut mesh primitive on group output. Updating the detail of a primitive affects the statistics of the scene.\n3. Put group input dummy socket in detail of a primitive node to create connection.\nChanging the details through the modifier settings is not reflected in the statistics.\n", "Weight Paint Vertex Selection Display issue\nOperating system: Linux Mint\nGraphics card: RTX 3070\n\nBroken: latest master\nWorked: never really, more on that below\n\nWhen in weight paint mode with\n* vertex selection enabled\n* show wire enabled\n\nedges will not be drawn within the selection\n![image](attachment)\n\n**The odd part**\nClicking in an empty space will get the wires to show again, but keep the vertices selected. ![image](attachment)\nThat's a behaviour that has changed from 3.1.2 to 3.2.2\nPreviously it deselected the vertices but didn't draw the edges\n![image](attachment)\n\n\nBased on the default startup or an attached .blend file (as simple as possible).\n* Open the attached blender file\n* you can see that edges are not drawn between selected vertices\n* click in an empty space (important to click, not click drag)\n* vertices stay selected but wires are drawn\n\n", "object display as wire , invisible when overlay is turned off \nwin 10\nintel i5\namd radeon \n\nblender 2.8 \n6b39dc7672eb\n\n\nNot sure if it's abug or intended behaviour \n\nWhen an object is set to wireframe ( object properties , viewport display ) , when overlays is turned off , the object is not shown ", "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", "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." ]
[ "\"Apply Visual Geometry to Mesh\" doesn't recalculate edge-draw flag\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GT 820M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 376.67\n\nBroken: version: 2.79, 2.80, 2.81, 2.82, 2.83.0, 2.90.0 Alpha \n\ncreating a mesh and adding a modifier to it (subsurface or solidify for example), **in wireframe mode** the wireframe does not update automaticly when applying **convert to mesh,** only when pressing tab the wireframe updates. [using this quick way to apply modifiers]\n\n1. create any mesh (cube , monkey etc.)\n2. Z > wireframe shading\n3. add subdivision surface modifier (In versions pre 2.83.0 you need to enable optimal display)\n4. spacebar (search) - convert to > mesh from curve \n5. wireframe is not updated, press tab to update the viewport.\n" ]
Changing File Output directory does not add slash at the end and leads to fails Operating system: Linux-5.4.0-131-generic-x86_64-with-glibc2.31 64 Bits Graphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.141.03 Broken: version: 3.4.0 Alpha Worked: works in 3.3.1 when changing the file output directory blender eats up the slash at the end of the directory. that makes it impossible to preview image sequence without manually adding the slash and when rendering it creates ($dirname)0001.png files one level too high. Not good. change the file output directory and see it fail as described above. should be a simple fix.
[ "Limited dissolve ruins UV\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.79\n\nBroken: version: 3.5.1\n\nI made 3 or 4 times cycles of \"Limited dissolve - triangulate\" and get ruined UV after 3-rd or 4-th iteration. \nthe goal is to rid of exceeding geometry like on a screen.\n\n\n", "Internal buffer overwrites during file import\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA RTX A5000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 527.56\n\nBroken: version: 3.4.1\n\nDebugged this a little and the best I can see is some file paths are overwriting parts of an Object instance\n\n- open file in blender 3.4.1 or later.\n- Switch to the Scene Properties panel\n- Expand Rigid Body World\n- Expand Cache\n- Click Delete Bake, and then Bake\n[resaved279b.blend](resaved279b.blend)\n[#103590.blend](T103590.blend)\n\n```lines=10\n>\tblender.exe!BKE_ptcache_id_from_softbody(PTCacheID * pid, Object * ob, SoftBody * sb) Line 894\tC\n\n \tblender.exe!foreach_object_ptcache(Scene * scene, Object * object, int duplis, bool(*)(PTCacheID *, void *) callback, void * callback_user_data) Line 1195\tC\n \t[Inline Frame] blender.exe!BKE_ptcache_ids_from_object(ListBase *) Line 1250\tC\n \tblender.exe!BKE_ptcache_id_find(Object * ob, Scene * scene, PointCache * cache) Line 1094\tC\n \tblender.exe!ptcache_baker_create(bContext * C, wmOperator * op, bool all) Line 193\tC\n \tblender.exe!ptcache_bake_invoke(bContext * C, wmOperator * op, const wmEvent * UNUSED_event) Line 216\tC\n \tblender.exe!wm_operator_invoke(bContext * C, wmOperatorType * ot, const wmEvent * event, PointerRNA * properties, ReportList * reports, const bool poll_only, bool use_last_properties) Line 1477\tC++\n \tblender.exe!wm_operator_call_internal(bContext * C, wmOperatorType * ot, PointerRNA * properties, ReportList * reports, const wmOperatorCallContext context, const bool poll_only, const wmEvent * event) Line 1676\tC++\n \t[Inline Frame] blender.exe!WM_operator_name_call_ptr(bContext *) Line 1721\tC++\n \tblender.exe!WM_operator_name_call_ptr_with_depends_on_cursor(bContext * C, wmOperatorType * ot, wmOperatorCallContext opcontext, PointerRNA * properties, const wmEvent * event, const char * drawstr) Line 1915\tC++\n \tblender.exe!ui_apply_but_funcs_after(bContext * C) Line 1017\tC++\n \tblender.exe!ui_handler_region_menu(bContext * C, const wmEvent * event, void * __formal) Line 11418\tC++\n \t[Inline Frame] blender.exe!wm_handler_ui_call(bContext *) Line 791\tC++\n \tblender.exe!wm_handlers_do_intern(bContext * C, wmWindow * win, wmEvent * event, ListBase * handlers) Line 3244\tC++\n \tblender.exe!wm_handlers_do(bContext * C, wmEvent * event, ListBase * handlers) Line 3364\tC++\n \tblender.exe!wm_event_do_handlers(bContext * C) Line 3958\tC++\n \tblender.exe!WM_main(bContext * C) Line 643\tC\n \tblender.exe!main(int argc, const unsigned char * * UNUSED_argv_c) Line 590\tC\n```\n\nThe SoftBody pointer passed in is garbage. Looking at the memory for the Object instance, I see:\n\n```lines=10\n0x0000018450826048 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................\n0x0000018450826058 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................\n0x0000018450826068 00 00 00 00 00 00 00 00 53 43 53 63 65 6e 65 00 ........SCScene.\n0x0000018450826078 74 61 67 65 00 61 69 6e 00 00 00 00 00 00 00 00 tage.ain........\n0x0000018450826088 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................\n0x0000018450826098 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................\n0x00000184508260A8 00 00 00 00 00 00 00 00 00 00 00 00 04 00 00 00 ................\n0x00000184508260B8 01 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................\n0x00000184508260C8 00 00 00 00 50 07 00 00 48 99 28 50 84 01 00 00 ....P...H™(P....\n0x00000184508260D8 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................\n0x00000184508260E8 40 db a3 42 84 01 00 00 00 00 00 00 00 00 00 00 @Û£B............\n0x00000184508260F8 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................\n0x0000018450826108 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................\n0x0000018450826118 00 00 00 00 00 00 00 00 08 dd 4e 09 84 01 00 00 .........ÝN.....\n0x0000018450826128 08 16 97 73 84 01 00 00 00 00 00 00 00 00 00 00 ..—s............\n0x0000018450826138 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................\n0x0000018450826148 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................\n0x0000018450826158 00 00 00 00 00 00 00 00 00 00 00 00 00 00 80 3f ..............€?\n0x0000018450826168 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................\n0x0000018450826178 00 00 00 00 00 00 00 00 00 00 00 00 00 00 80 3f ..............€?\n0x0000018450826188 00 00 00 00 00 00 00 00 01 00 00 00 00 00 00 00 ................\n0x0000018450826198 01 00 00 00 01 00 00 00 00 00 00 00 00 00 01 00 ................\n0x00000184508261A8 08 8f 23 50 84 01 00 00 00 00 00 00 00 00 00 00 ..#P............\n0x00000184508261B8 08 3c 23 50 84 01 00 00 00 00 00 00 00 00 00 00 .<#P............\n0x00000184508261C8 29 5c 0f 3d 29 5c 0f 3d cd cc cc 3d cd cc 4c 3d )\\.=)\\.=ÍÌÌ=ÍÌL=\n0x00000184508261D8 33 33 33 3e cd cc 4c 3d 9a 99 19 3e cd cc 4c 3d 333>ÍÌL=š™.>ÍÌL=\n0x00000184508261E8 11 02 18 00 5a 0f 02 00 00 00 00 00 00 00 00 00 ....Z...........\n0x00000184508261F8 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................\n0x0000018450826208 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................\n0x0000018450826218 4e 6f 6e 65 00 00 00 00 00 00 00 00 00 00 00 00 None............\n0x0000018450826228 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................\n0x0000018450826238 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................\n0x0000018450826248 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................\n0x0000018450826258 46 69 6c 6d 69 63 00 00 00 00 00 00 00 00 00 00 Filmic..........\n0x0000018450826268 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................\n0x0000018450826278 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................\n0x0000018450826288 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................\n0x0000018450826298 00 00 00 00 00 00 80 3f 00 00 00 00 00 00 00 00 ......€?........\n0x00000184508262A8 00 00 00 00 00 00 00 00 73 52 47 42 00 00 00 00 ........sRGB....\n0x00000184508262B8 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................\n0x00000184508262C8 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................\n0x00000184508262D8 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................\n0x00000184508262E8 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................\n0x00000184508262F8 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................\n0x0000018450826308 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................\n0x0000018450826318 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................\n0x0000018450826328 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................\n0x0000018450826338 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................\n0x0000018450826348 c0 00 00 00 44 ac 00 00 02 00 00 00 00 00 80 3f À...D¬........€?\n0x0000018450826358 00 00 00 00 00 00 00 00 00 00 00 00 ff ff ff ff ............ÿÿÿÿ\n0x0000018450826368 0a 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................\n0x0000018450826378 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................\n0x0000018450826388 fe 00 00 00 01 00 00 00 58 02 00 00 00 00 00 00 þ.......X.......\n0x0000018450826398 00 00 00 00 00 00 00 00 64 00 00 00 64 00 00 00 ........d...d...\n0x00000184508263A8 00 00 01 00 00 00 80 3f 00 00 80 3f 01 00 00 00 ......€?..€?....\n0x00000184508263B8 01 00 00 00 96 00 00 00 58 07 00 00 20 03 00 00 ....–...X... ...\n0x00000184508263C8 20 00 00 00 20 00 00 00 18 00 11 00 00 00 5a 00 ... .........Z.\n0x00000184508263D8 00 00 00 00 10 00 00 00 01 42 40 00 18 00 00 00 .........B@.....\n0x00000184508263E8 00 00 00 00 00 00 80 3f 00 00 00 00 00 00 80 3f ......€?......€?\n0x00000184508263F8 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................\n0x0000018450826408 00 00 00 00 00 00 80 3f 00 00 80 3f 00 00 80 3f ......€?..€?..€?\n0x0000018450826418 00 00 c0 3f 01 00 00 00 00 00 00 00 00 00 01 00 ..À?............\n0x0000018450826428 10 00 00 01 00 00 00 00 00 00 00 00 6f 12 83 3a ............o.ƒ:\n0x0000018450826438 00 00 00 00 2f 2f 2e 2e 5c 2e 2e 5c 4c 57 52 65 ....//..\\..\\LWRe\n0x0000018450826448 6e 64 65 72 5c 53 69 73 79 70 68 75 73 5c 00 72 nder\\Sisyphus\\.r\n0x0000018450826458 73 2f 53 74 65 70 68 65 6e 2f 44 65 73 6b 74 6f s/Stephen/Deskto\n0x0000018450826468 70 2f 42 61 6c 6c 73 52 65 6e 64 65 72 73 41 57 p/BallsRendersAW\n0x0000018450826478 53 2f 43 61 6d 65 72 61 30 38 2f 66 72 61 6d 65 S/Camera08/frame\n0x0000018450826488 5f 23 23 23 23 23 23 00 2f 43 61 6d 65 72 61 5f _######./Camera_\n0x0000018450826498 30 30 31 43 65 6e 74 72 65 54 69 6c 65 5f 23 23 001CentreTile_##\n0x00000184508264A8 23 00 64 65 62 75 67 5f 23 23 23 00 62 6c 65 5f #.debug_###.ble_\n0x00000184508264B8 23 23 23 00 00 00 00 00 00 00 00 00 00 00 00 00 ###.............\n0x00000184508264C8 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................\n```\n\nNote that the 'soft' value in the Object instance has a value of \n`+\t\t&object->soft\t0x00000184508264b8 {0x0000000000232323 {totpoint=??? totspring=??? bpoint=??? ...}}\tSoftBody * *`\n\nwhich points right in the middle of that path text (`rs/Stephen/Desktop/BallsRender/AWS/Camera08/frame######./Camera_001CentreTile_###.debug_###.ble_###`)\n\nSomething has written a path into the wrong memory space and corrupted this Object instance.\n\n\n", "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", "Driver based on NLA strip data throws error\nOperating system: win 10\nGraphics card: 1050ti\n\nBroken: 3.2.0\n\nDriver based on NLA strip's start frame throws \"invalid target\" error when strip is being moved along timeline. Needs manual update after every moving operation to work correctly.\n\n\n\n - Add Empty, create any action for it, push it down in NLA editor\n - With RMB click*Copy as new driver* strip's start frame \n - On default Cube add Geometry Nodes tree and create input float value, *Paste driver* here with RMB click\n - Select NLA strip and press G to move it along timeline -> driver error: \"Invalid target channel\"\n\nOr in provided file select NLA strip and press G to move it along timeline\n\n[driver_error.blend](driver_error.blend)", "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)", "Segmentation fault (core dumped) when opening render folder during rendering\nOperating system: Linux-5.19.0-46-generic-x86_64-with-glibc2.35 64 Bits, X11 UI\nGraphics card: NVIDIA GeForce RTX 3060 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 525.105.17\n\nBroken: version: 3.6.0\n\nSegmentation fault during rendering. It happens after some frames. Sometimes 5 sometimes 100. Heavy use of OSL shaders.\nIt might get triggered when using nautilus filebrowser and open the folder which contains the rendered frames during rendering. Just opening the folder seems to trigger the segmentation fault. Crash.txt file is empty.\n\nIt happens when rending animation. I tried without GUI in comannd line and got the same error.\n\n", "Blend file thumbnail shows the file browser\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 472.12\n\nBroken: version: 3.0.0 Alpha\n\nWhen using the full screen file browser preference and saving a blend file, the thumbnail shows the file browser\n\n![image.png](image.png)\n\nSet file browser to Maximized Area\n![image.png](image.png)\nSave a file\nCheck the thumbnail\n\n", "Addons in custom scripts path do not get loaded without restarting blender\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: Intel(R) HD Graphics 520 Intel 4.5.0 - Build 31.0.101.2115\n\nBroken: version: 3.6.2\nWorked: none\n\n![image](attachment)\nWhen adding a custom script directory the addons can not be enabled unless blender is restarted.\n\n\n1. make a scrips folder\n2. add a subfolder called addons\n3. put a addon in there\n4. open blender\n5. add a new scripts directory to the scripts folder created in #1\n6. go to the addon panel and find the addon.\n7. trz to enable the addon\n8. this throws a python error\n`Traceback (most recent call last):\n File \"C:\\Program Files (x86)\\Steam\\steamapps\\common\\Blender\\3.6\\scripts\\modules\\addon_utils.py\", line 333, in enable\n mod = __import__(module_name)\nModuleNotFoundError: No module named 'modifier_list'\n`\n![image](attachment)\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.", "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", "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", "adding a movie strip to the video sequence editor changes the scene frame rate, this breaks all alembic currrently in use by the scene if they have a different framerate\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 3.0.0 Alpha\n\nadding a movie strip to the video sequence editor changes the scene frame rate, this breaks all alembic files currrently in use by the scene if they have a different framerate\n\n", "Implement drag and drop in ID text fields (ID name and/or paths)\nWindows 7 x64\n\nBroken: 705c43b\n\nwhen drag dropping images in the texture node's path field, it should replace the current texture name with the dragged and dropped one, but instead it does like if you dropped in empty space and adds a new texture node.\n\nOpen attached file, replace one of the windows with a file browser in a location where you have some images. Then drag that image over the texture name filed of the texture node. Tooltip shows that the field is recognised correctly by changing from 'add new node' to 'paste name'. But if you drop, it will do as if you dropped in empty space and add a new node.[bug drag and drop tex node.blend](bug_drag_and_drop_tex_node.blend)\n\n", "Angle input fields fail to accept units when scene rotation units are set to radians\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 3.0.0 Alpha\nWorked: -\n\nAngle input fields usually accept rotation units as 'd' for degrees and 'r' for radians after the entered number, however when scene rotation units are changed to radians in the scene properties, this functionality stops working. Blender reports an error when units are entered: \n\n\n> Error evaluating number, see Info editor for details: File \"<string>\", line 1\n> 2d\n> ^\n> SyntaxError: unexpected EOF while parsing\n> \n\n\n\n\n\n\n1. Open new scene and change rotation units to radians in the Properties Editor, Scene tab, Units section. \n2. Type some number followed by 'd' for degrees in any rotation input filed.\n\n\n", "Changing the Orientation of Modifiers\nCurrently, LineArt is created in 3D space, however, the Modifiers can be oriented incorrectly.\n\nIn this example, the Noise Modifier is moving the Grease Pencil points on the Normal but not up and down on Z. There is currently no way to change it.\n\n[Noise - Position.mp4](Noise_-_Position.mp4)\n\nThis is a request for a way to change the orientation of the Modifiers." ]
[ "Render output folder is missing a slash resulting in it saving to the incorrect spot.\nOperating system: Linux-5.19.0-2-amd64-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 520.56.06\n\nBroken: version: 3.4.0 Alpha, branch: Unknown, commit date: Unknown Unknown, hash: `rBUnknown`\nWorked: Prior to 9f6a045e23\n\nIn Blender you can set the \"Render output folder\" for rendered animations. This can be done in two ways, you can either specify a folder you want your renders to be saved, or a folder and specific naming scheme you want the naming to follow.\n\nWhen you use the file browser in Blender to select a folder, the directory that ends up being used is the directory to the folder above the one you selected with files following the naming scheme of the folder you selected. This is different from previously and can sometimes result in errors.\n\nHere's some examples to explain what I mean:\nPrior to the change listed above, if I selected `/mnt/HDD/` as my render output, then the output would be `/mnt/HDD/`. This results in my files being output as something like `/mnt/HDD/0001.png`\nAfter the change, if I select the same folder for my render output, I now get `/mnt/HDD`. This is incorrect. Now my files will be output as `/mnt/HDD0001.png`\n\n1. Open Blender.\n2. Go to the `Output Properties` tab in the `Properties editor`.\n3. You will find a section called `Output` with a directory. Use the file browser beside the directory to select a folder you want to output too.\n4. Notice how the result is missing a `/` that's required for the results to be consistent with previous versions of Blender.\n\nHere's a short video to demonstrate the issue:\n[Missing slash in render path.mp4](Missing_slash_in_render_path.mp4)" ]
Bug in Blender 3.0 and 3.1 File Browser Display Mode Issue Operating system: Windows-10-10.0.19041-SP0 64 Bits Graphics card: NVIDIA GeForce GTX 960M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12 Broken: version: 3.1.0 Alpha Bug in Blender 3.0 and 3.1 File Browser Display Mode Issue Display files as thumbnails, You can't drag and drop any 3d model. Display files as thumbnails in File Browser, You can't drag and drop any 3d model. Blender 3.0 and 3.1 Bug. Last Working ver. 23.11.2021
[ "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)", "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.", "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) ", "Link-drag-search unsupported in texture node editor\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.59\n\nBroken: version: 3.3.1\nWorked: 3.0.0, since there is no such feature.\n\n\"Auto-completion/search\" is not working as intended with Texture Node Editor. For some reason, only reroutes are being displayed. [2022-11-23 22-42-21_1.mp4](2022-11-23_22-42-21_1.mp4)\n\nOpen Texture Node Editor -> Drag from any socket.\n\nNote: sorry for the incorrect spelling of word \"reroute\"\n", "Memory Leak: Opening some file in lite debug build\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 527.56\n\nBroken: version: 3.6.0 Alpha\n\nOpening some file (not all) can cause memory leak.\nThis happens only in my lite debug build.\n\n> Error: Not freed memory blocks: 1, total unfreed memory 0.000092 MB\n\n1. Open blender\n2. File -> Open\n3. In file browser:\n a. Filter Settings: Blend file only.\n b. Select example file.\n c. Open this.\n4. Close blender.\n\n", "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", "VSE: Tool option Drag options exposed in Annotation & Sample Tool\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 462.59\n\nBroken: version: 3.0.0 Alpha\n\nDrag options shouldn't be exposed in the Annotation and Sample Tool, as it doesn't make sense to change dragging behaviour in these tools:\n![image.png](image.png)\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", "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", "Surface tension is not working\nOperating system:Windows-10-10.0.19041-SP0 64Bits\nGraphics card:NVIDIA GeForce RTX 2080/PCIe/SSE2\n\nBroken:3.1.0 Alpha, branch: K-Cycles, commit date: 2022-01-16 15:45, hash: 164a13275cf8\nWorked: \n\nIn mantaflow fluid simulation, change the value of 'surface tension' does not work at all, My cpu is Intel(R) Core(TM) i7-9700K CPU @ 3.60GHz 3.60 GHz, i tried different version of blender, it didn't work either\n[surface1.blend](surface1.blend)", "\"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", "Blender card only showing a default cube when open even the file size is 100 mb\nI am working on a blender file on my pc . The file size is almost 100mb . I saved the file. But when i opened it again the file is just showing a single default cube. No layers no anything. Just default interface. My file was just having the room interface . It consists of some free models also which i downloaded from the internet. Like free 3d website like sketchfab. \nThis thing happened with me 1 week ago. But then i made the file again and get my pc hard disk and windows changed. And now it happened with me again. I dont know what to do. Please tell me what to do to recover my file and to prevent this issue next time.\n\ni was able to recover it through .blender1 format but still i know this will happen again. please guide me on this, i have not added anything in my addons also \n\nblender 3.6 version \ngraphic card 750 Ti \nWindows 10 \nnew hardrive of 250 gb\n\n", "Blender 3.2 stops recognizing UDIM texture files with specific file name.\nOperating system: Windows 10 64 bit\nGraphics card:NVIDIA RTX 2070\n\nBroken: 3.2\nWorked:3.1,2.93\n\nIs this glitch or just a new way of handling UDIM files? \nThere are 2 png files with name \"1111_11.1001.png\" and \"1111_11.1002.png\" in a folder and If I load those files in Image Texture node, those files are imported as UDIM files, but If I put 2 other files with name \"2111_11.1001.png\" and \"2111_11.1002.png\" in the same folder, files \"1111_11.1001.png\" and \"1111_11.1002.png\" can be recognized as UDIM files. And \"2111_11.1001.png\" and \"2111_11.1002.png\" can't be loaded as UDIM too.\n\nI found this because I always name textures with timestamp as \"YYYY_MMDD_HHMMSS\" format, like \"2022_0622_152305\" and file name \"2022_\" triggers this glitch. File with \"2xxxx_\" name can be recognized as UDIM in blender 3.1 and 2.93 but 3.2 can't handle these files. Why?", "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).", "Blender 3.0 Denoising on Transparency Creates Artifacting (Blend included)\nOperating system: Win 10 (latest update)\nGraphics card: RTX 3090\n\nBroken: (3.0.0 and 3.0.1 dc2d18018171 Branch: Master)\nWorked: (2.9.0)\n\nWhen enabling transparency under \"Film\" settings, artifacts occurs in the transparency channel\n\nOpen attached .blend in 2.9.0 and 3.0.0 and hit render to see. I've set-up a compositor node setup to highlight and visualize the artificating found in 3.0.0. Try rendering with both Denoising methods to see variations in artifacts.\n\n**Other notes**\nI've played with as many render settings as possible and found that the denoiser is responsible. OptiX is worst, OpenImage is not as bad in artifacting.\n\n[alpha-transparency-denoising-issue-sample.blend](alpha-transparency-denoising-issue-sample.blend)\n\nNotice the clean colors in the greys (background composited in Compositor to help see issue)\n![2.9-alpha-clean.jpg](2.9-alpha-clean.jpg)\n\nNotice the vertical and horizontal line noise\n![3.0-alpha-dirty.jpg](3.0-alpha-dirty.jpg)\n\n[system-info.txt](system-info.txt)" ]
[ "File Browser drag and drop not working (when dragging with Display as Thumbnails)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 960M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 3.1.0 Alpha, branch: master, commit date: 2021-11-25 17:33, hash: 7b5a6f452a\nBroken: version: 3.0.0 Beta\nCaused by bbadee6fc1\n\nDrag and Drop in File Browser don't work in latest version of Blender 3.0\n\n1) Display as a Vertical list Working\n2) Display as Horizontal list Working\n3) Display as Thumbnails not work at all.\n\nFile Browser - Try to drag 3D model blend file to scene from File Browser. \nIn Version from 23.11.2020 everything is working with File Browser drag and drop to scene.\n\n| Broken | Working |\n| -- | -- |\n| [Blender [C__Users_Pratik_Downloads_T93368.blend] 2021-11-26 18-23-16.mp4](Blender__C__Users_Pratik_Downloads_T93368.blend__2021-11-26_18-23-16.mp4) | [Blender [C__Users_Pratik_Downloads_T93368.blend] 2021-11-26 18-32-05.mp4](Blender__C__Users_Pratik_Downloads_T93368.blend__2021-11-26_18-32-05.mp4) |" ]
edges not shown after import via wavefront obj Operating system: pop!_os 19.04 Graphics card: intel HD Graphics (Wiskey Lake 3x8 GT2) Broken: (example: 2.80, f070bdd7c9c4, master, 2019-05-13 Worked: (optional) worked in 2.79b importing objects via wavefront .obj will not show the edges until switched to edit-mode import wavefont obj with loose edges. then only the faces are shown switch to edit-mode and the edges pop up as well. [untitled.obj](untitled.obj) [untitled.mtl](untitled.mtl)
[ "Viewport render image not showing edge length and related info\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.92\n\nBroken: version: 2.90.0 Alpha\nWorked: 2.81\n\nViewport render image function not showing edge length and related info that is normally visible in viewport\nthis is not working since 2.83 but was working in previous versions\n\n- take any mesh\n- enable displaying of edge length (or face area, angles etc)\n- enter edit mode and select few edges to see the info in viewport\n- go to view - > viewport render image\n\nin 2.81 you would get that edge info visible in viewport rendering, now since 2.83 it is not working\n\n", "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", "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", "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", "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", "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)", "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", "Inconsistent behavior of knife tool\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: AMD Radeon(TM) 535 ATI Technologies Inc. 4.5.13540 Core Profile Context 25.20.14002.1\n\nBroken: version: 2.93.0 Alpha, branch: `master` , commit date: `2021-03-24`, hash: `26b45448abf`\n\n\nAfter confirming the cut ( hit `space` ) , sometimes one or more drawn knife edges disappear ( problem seen with edges . verts does not disappear )\n\n - Select default cube ( any mesh ) \n - Move to edit mode \n - Select knife tool \n - draw cuts with knife tool . Issue is more predictable when initial and final verts of a cut are closer and end vertices near the center of face\n```\n ( not necessary though ) \n```\nVideo :\n( Unpredicted behavior is visible from 13th sec )\n\n [Blender 2021-03-25 14-52-57.mp4](Blender_2021-03-25_14-52-57.mp4)\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", "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)", "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\".", "Vertex/Edge Slide stuttering with modifier.\nOperating system: Windows 11\nGraphics card: RTX 3070\nCPU: Ryzen 5900x\n\nBroken: 2.83 and all other.\nWorked: 2.79b\n\nVertex/Edge Slide freezes a lot with subdiv modifier in a relatively simple object.\n\n| With `Use Limit Surface` | Without `Use Limit Surface` |\n| -- | -- |\n| https://projects.blender.orgattachment | https://projects.blender.orgattachment |\n\n1. Import attached fbx.\n2. Add subdivision modifier set to 1 subdivision.\n3. Select the loop in the middle.\n4. Edge slide.\n\n", "Normal map node worked is not correct\nOperating system: win10 x64\nGraphics card: gtx 1650\n\nBroken: 3.5.0, 1be25cfff18b, 2023-03-29\nBroken: 2.93\nWorked: 2.92\n\nCaused by 1c22b551d0\n\n\nI do not think that this is an error or a bug, rather it is not a refinement. \nIn some cases, the normal map node does not display them as you would like. \n\n\nI created a Hight poly model and bake it into a plane. Then I applied the resulting texture to the Low poly base mesh. It didn't display correctly there, only part of it smoothed out, but the other part showed sharp edges, very similar to the Fresnel effect\n\n", "Add Ico Sphere in edit mode adds misshaped ico sphere if object has shape keys\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.4.1\nWorked: (Probably never, I tried a few older versions including Blender 2.79)\n\nWhen an ico sphere is added to an object in edit mode, if it has at least the \"Basis\" shape key the ceated ico sphere is mishaped.\n\n- create a new blender file\n- select the default cube\n- DON'T DELETE IT!\n- add one shape key to get the \"Basis\" shape key\n- go to edit mode\n- Add (Shift A) ▸ Mesh ▸ Ico Sphere\n- in the Add Ico Sphere menu, increase subdivisions to see the mishaped parts better\n\nSee attached video. Without shape keys the ico sphere is flawlsess but with shape keys is misshaped.\n\n", "Bevel vertex weight problem with Solidify modifier in simple mode\nOperating system: Win10\nGraphics card: 1050ti\n\nBroken: (3.2.0 Alpha from 2022-02-21 23:28)\n\nSolidify doesn't create beveled edge from extruded points in simple mode\n\n\n # Open file and switch between *complex* and *simple* modes inside Solidify modifier -> extruded edges got beveled or not\n\nFrom scratch:\n - Create a plane\n - Assign full bevel weight for both verts and edges\n # Add Solidify and Bevel modifiers (weight mode)\n\n[solidify+bevel_weight_problem.blend](solidify_bevel_weight_problem.blend)\n" ]
[ "export/import a simple cube to/from wavefront (.obj) format fails on re-import if object has adges but no faces\nOperating system: pop!_os 19.04\nGraphics card: intel HD Graphics (Wiskey Lake 3x8 GT2)\n\nBroken: (example: 2.80, f070bdd7c9c4, master, 2019-05-13\nWorked: (optional)\nworked in 2.79b\n\nexporting an object to wavefront .obj file, then import that file\nwill cause an error and fails if the object has edges but no faces defined.\n\nopen blender 2.8, select the standard cube, delete faces, export as wavefront obj, import the saved file.\nif only vertices are available and no edges, it will import the object.\n\n" ]
Node wrangler link to output error (shader node) Operating system: Windows-10-10.0.22000-SP0 64 Bits Graphics card: NVIDIA GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.59 Broken: version: 3.3.0 Alpha [2022-05-12 09-22-04.mp4](2022-05-12_09-22-04.mp4) ```Traceback (most recent call last): ``` File "E:\SteamLibrary\steamapps\common\Blender\3.3\scripts\addons\node_wrangler.py", line 1859, in invoke select_node = bpy.ops.node.select(mouse_x=mlocx, mouse_y=mlocy, extend=False) File "E:\SteamLibrary\steamapps\common\Blender\3.3\scripts\modules\bpy\ops.py", line 115, in __call__ ret = _op_call(self.idname_py(), None, kw) ``` TypeError: Converting py args to operator properties: : keyword "mouse_x" unrecognized Error: Python: Traceback (most recent call last): ``` File "E:\SteamLibrary\steamapps\common\Blender\3.3\scripts\addons\node_wrangler.py", line 1859, in invoke select_node = bpy.ops.node.select(mouse_x=mlocx, mouse_y=mlocy, extend=False) File "E:\SteamLibrary\steamapps\common\Blender\3.3\scripts\modules\bpy\ops.py", line 115, in __call__ ret = _op_call(self.idname_py(), None, kw) ``` TypeError: Converting py args to operator properties: : keyword "mouse_x" unrecognized``` node wrangler addon ctrl shift left click
[ "GPU Codegen parser warning\nI'm working on a patch for Gabor Noise: 110802\n\n@OmarEmaraDev suggested opening a bug report.\n\nThe function below has to be written with a return type rather than void.\n\nUsing `void` generates the following gpu_codegen parser warning. `Unknown parameter type \"GaborParams\"`\n\n```\nvoid gabor_sample(\n GaborParams gp, float orand, float orand2, float prand, out vec3 omega, out float phi)\n```\n\nAs a workaround I have written the function with a return type of `GaborParams` which solves the issue.\n\n`GaborParams` is a struct of floats.\n\n```\nGaborParams gabor_sample(\n GaborParams gp, float orand, float orand2, float prand, out vec3 omega, out float phi)\n{\n float pvar = mix(0.0, prand * 2.0 - 1.0, gp.phase_variance);\n phi = M_2PI * pvar + gp.phase;\n\n /* Anisotropic direction. */\n if (gp.anisotropic == 1) {\n omega = gp.direction;\n }\n else { /* Isotropic. */\n float ovar = M_PI * (orand * 2.0 - 1.0);\n float omega_t = ovar * gp.rot_variance - gp.rotation;\n float cos_omega_p = 1.0 - 2.0 * orand2;\n float sin_omega_p = sqrt(1.0 - cos_omega_p * cos_omega_p);\n float sin_omega_t = sin(omega_t);\n float cos_omega_t = cos(omega_t);\n omega = normalize(vec3(cos_omega_t * sin_omega_p, sin_omega_t * sin_omega_p, cos_omega_p));\n }\n /* Return GaborParams to workaround gpu_codegen parser warning when return type is set to void :\n * Unknown parameter type \"GaborParams\". */\n return gp;\n}\n```\n\n", "python render.render() calls frame change handler even if it's rendering a single frame. Leads to recursion and crash if handler executed render.render() in the first place.\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 Beta\n\n\n\nImmediate crash of blender with any addon that calls render.render() from a frame change handler. It only happens when changing the playhead position in the timeline using the mouse, not when manually entering a frame number, or when using the left right arrows. So the problem appears to be that when blender/blender-addons#60094 was closed, the resolution didn't account for changing the frame with the mouse in the timeline.\n\nHere's a simple script to test with. Open in the blender text editor, click run, and then change the frame by clicking an area of the timeline so that the playhead jumps to that frame.\n\n[newbug.txt](newbug.txt)\n\nerror:\n\nError : EXCEPTION_ACCESS_VIOLATION\nAddress : 0x00007FF6317BAB2D\nModule : blender.exe\nThread : 000026fc\nWriting: C:\\Users\\3diWorkstation\\AppData\\Local\\Temp\\simple.crash.txt\n\n[simple.crash.txt](simple.crash.txt)\n\nvideo:\n\n[2021-06-01 16-55-49.mp4](2021-06-01_16-55-49.mp4)\n\n", "Microsoft store: Blender cannot be used in terminal\nWindows 11\n\nBroken: 3.4\nWorked: 3.3\n\n**Short Description**\nEver since blender 3.4 released, I have been unable to use blender in the command line. Running just the command \"blender\" gives error 0xc0000022 and whenever I try to run any actual command like \"blender -b untitled.blend -a\" nothing happens. I have never had any issues like this in versions prior to 3.4. I am running the Microsoft store version.\n\nIssue only happens with blender from Microsoft store\n\n**Steps to Reproduce**\n * Assuming that blender is already in your system path, which it should be by default,\n * open a terminal in absolutely any folder;\n * run absolutely any blender command;\n * for example, run \"blender -E help\"\n\n- - -\n!!For now, workaround is to type \"blender-launcher\" instead of \"blender\" to launch blender from command line (but that won't accept any arguments)!!", "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", "File Output node outputs incorrect dimensions in some cases\nOperating system: Linux 64-bit\n\n2.92\n\nWhen connected to certain composite node trees, the File Output node will output images with incorrect and unexpected dimensions. This appears to have something to do with the blur node, but I suspect the issue might occur with other nodes that alter the image buffer dimensions.\n\n[composite bug.blend](composite_bug.blend)\n\n - Open and inspect attached file\n - Adjust output file paths to whatever is convenient\n - Render a frame\n - Review the outputted image\n\n", "Can not undo Node Editor operators in Edit Mode\nOperating system: Linux-5.4.0-125-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.85.02\n\nBroken: version: 3.5.0\n\nIf Edit Mode is active (for Curves or Meshes), Undo on Node linking/moving etc. gets ignored.\nIf there is a reason for that, Undo history probably should reflect that, for example by not allowing iterating to steps in Edit Mode that won't match reality.\n\n[undo.blend](attachment)\n - In GN or Shader Editor create a new Node Link.\n - Undo.\n -> Undo History shows a step back, but nothing actually happens.\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", "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", "Mantaflow: Crash when setting a Guide Fluid Effector\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.96\n\nBroken: version: 3.3.0\n\nAfter setting a mesh as a \"Guide\" fluid effector, checking the \"Guides\" box in the fluid domain settings crashes Blender. \n\n- Open attached file,\n- go to the fluid domain settings\n- check the \"Guides\" box. \n[Fluid_Guide_Crash_01.blend](Fluid_Guide_Crash_01.blend)\n\n", "Error in Message of Linked data is Missing\nOperating system: Ubuntu 20.04\nGraphics card: Geforce MX230\n\nBroken: 3.6 beta\n\nThe message about the lost linked data mentions Proxies that have been removed since 3.0. Perhaps it should be replaced with \"Library Overrides\"? The error is not only in the pop-up window, but also in the Info editor\n![Screenshot_20230621_061359.png](attachment)\n![Screenshot_20230621_062125.png](attachment)\n\nOpen this file\n[bandit_anim_2.blend](attachment)\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", "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", "Clang on windows\nWhile we have supported building with clang on windows for a while, support has deteriorated a little due to it not getting regular exercise also not all features were supported this is a list of outstanding issues with clang on windows.\n\nOrder of importance:\n\n- {icon circle color=red} **Very Important** - *These we should handle before the next release.*\n- {icon circle color=yellow} **Somewhat Important** - *These issues would be nice to do as soon as possible*\n- {icon circle color=green} **Less Important** - *Extra polish, nice to have*\n- `?` **Incomplete** - *Tasks needing more details before implementing.*\n \n- {icon circle color=green} Better documentation on how to build, [the initial commit ](rB81060ff6b26c22331d2066bb83d492bbe61e936c) had instructions but some of those instructions are no longer applicable \n- {icon circle color=green} [D5962: Fix: Building quadraflow with clang on windows.](D5962)\n- {icon circle color=green} ~~Building with clang+ninja is broken~~ fixed:34bd23dbb7\n- {icon circle color=gray} VS2019 IDE support is broken due to the llvm integration addon, VS2017 IDE works, ninja work for both 2017/2019 \n- {icon circle color=green} [D5976: Add support for building with OpenMP support for clang on windows.](D5976)\n- {icon circle color=green} [D6012: Fix: BLI_expr_pylike_eval_test test failing with clang on windows](D6012)\n- {icon circle color=green} Cycles had a broken AVX2 kernel when running the benchmarks on EC2 \n- {icon circle color=green} Too many warnings a full build log is over 1GB \n- {icon circle color=green} cycles kernels get fed clang flags which it does not recognize `-fno-trapping-math`, `-fno-math-errno` , `-fno-signed-zeros`", "Segfault on unregistering operator/menu with open props dialog.\nOperating system: Linux\nGraphics card: Intel\n\nBroken: 2.92, 2.93\n\n\nWhen an operator currently has a `wm.props_dialog_(self)` open, unregistering it will cause a segfault.\n\nThis only seems to happen reliably when the module it's from has at least one `bpy.types.Menu` subclass that's also been registered.\n\nThe displayed values of property fields in the dialog will sometimes flicker and switch values with each other for a split second before the segfault.\n\n\n[InvokeSegfault.blend](InvokeSegfault.blend)\n\n1. Open the attached file.\n\n2. Invoke the operator from the 3DView toolbar.\n\n3. Use a system hotkey (E.G. `ALT`+`TAB`) to switch to the window with the text editor space while leaving the props dialog open.\n\n4. Run the script again from the text editor window.", "Blender 2.7x keymap: Add reroute shortcut (shift right mouse) doesn't work\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.72\n\nBroken: version: 2.92.0\nWorked: 2.91\n\nCaused by 58e554a55c\n\nShortcut for add reroute doesn't work in node editor.\n\nTry add reroute between two connected nodes using shortcut (shift + RMB during cross line).\n\n" ]
[ "Regression: Node Wrangler node preview no longer working (TypeError: Converting py args to operator properties: : keyword \"mouse_x\" unrecognized)\nOperating system: Linux-5.15.0-28-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: 3.3.0 Alpha\n\nCaused by 4c3e91e5f5\n\n\nClicking on a shader node (e.g. Image Texture) with CTRL+SHIFT to preview it, throws this error message:\n![image.png](image.png)\n\nThis only happens with Node Wrangler enabled of course\n\n- Make sure Node Wrangler addon is activated\n- Create an object and add a material\n- Go to a Shader Editor\n- Add an Image Texture node\n- CTRL+SHIFT click on the node\n- > Error message\n\n" ]
Align to View fails to exit orthographic projection when "Align to Active" is enabled Operating system: Windows 10 Broken: version: 3.6 Worked: Don't know Aligning the camera to an axis (`view3d.view_axis(type='FRONT')`) automatically enables orthographic projection, and also DISABLES it when the camera is rotated. This is the desired behavior and is very useful. When "Align to Active" is enabled (`view3d.view_axis(type='FRONT', align_active=True)`) the camera will still automatically enter orthographic, but WILL NOT return to perspective when it is rotated. I don't think this is desired behavior. - rotate the default cube away from any axis - go to View->Align View->Align View to Active->Front - the camera should have aligned and switched to orthographic - rotate the camera, the view should have "popped" back into perspective, but it doesn't
[ "Defocus Node with timeline camera change (Camera markers), problem\nOperating system: Windows\nGraphics card: GTX1060\n\nBroken: 3.4.1\n\nOn the frame where a camera changes (frame 3 in example), the defocus node returns a blurry image if rendering as animation\nNo problem if rendering the frame (frame 3 in example) as an image\n\n*from linked file:* Render as Animation (ctrl+F12)\n\n*from scratch:*\n- add 2 cameras with depth-of-field enabled\n- bind cameras to markers\n- add defocus node in compositing with z-buffer\n- render as animation (ctrl+F12)\n\n[camera_change.blend](camera_change.blend)", "The viewport may update at 0 FPS while navigating, until the mouse is released.\nOperating system: Windows 10\nGraphics card: RTX 3080 Ti\n\nBroken: 3.0.0\nWorked: 2.92.0\n\nWhen working in sculpt mode on a model with multires modifier, the viewport may update at 0 FPS while navigating, until the mouse is released.\n\nUsually when navigating in sculpt mode on a model with multires modifier, the model will switch to a low poly version while navigating. When this bug is happening, the viewport remains frozen and the high poly model remain on screen until mouse is released.\n\nThe bug will be temporarily fixed upon clicking on another application or resizing the blender window.\n\n1. Shift+A to create a plane\n2. Ctrl+E and subdivide it 4 times.\n3. Attach multires modifier onto the plane.\n4. Subdivide it 6 times with the multires modifier.\n5. Use sculpt mode and sculpt without moving the view for around 1~2 minutes (I used a wacom tablet. Using the sculptDraw brush, I added / subtracted (hold ctrl) from the mesh, also using smoothing brush (hold shift) to smooth certain parts, and undo (ctrl + z) multiple times to simulate a normal working environment.)\n6. Try to pan or rotate the view around.\n\n\n\n**I found another way to trigger this bug, and it's not strictly related to sculpt mode.**\n(Tested on blender 3.1.0 beta 03b57d3973)\n\n1. Click around with a Wacom tablet.\n2. Pan the camera around with a Wacom tablet.\n3. Pan the camera around with a mouse.\n\n\n[sculpt mode bug.blend](sculpt_mode_bug.blend)\n\n[2022-01-17 04-48-11_Trim.mp4](2022-01-17_04-48-11_Trim.mp4)", "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)", "3D Viewport: Jump, when mouse crosses a window corner\nOperating system: Windows 10, 64bit\nGraphics card: none (CPU)\n\nBroken: (v 2.82a) and also (v 2.83 Alpha, Date 2020-03-18 17:16, Hash c9c08dc7c873)\nWorked: Never\n\nPossibly any operation in 3D Viewport jumps, if the mouse pointer crosses a corner (not only an edge) of the 3D Viewport window.\n\nTypical scenario: I have zoomed in a lot to edit a detail, and I'm moving an object to the screen center using the `Move the view` tool. If my mouse cursor crosses the 3D Viewport window corner, the object jumps out of sight (disappears).\n\n- Start Blender\n- Choose 2D Animation on the splash screen (-> 2D Animation starts in camera view and draw mode)\n- Zoom out as far as possible (-> you'll see things jump, and not just dissapear)\n- Enable Display Cursor (-> seeing the cursor makes it easier to intentionally hit the corner) ![Display Cursor.png](Display_Cursor.png)\n- Press the `Move the view` tool to move the camera view.\n- Drag the cursor across the window corner with reasonable speed (-> fast to easier hit the corner, slow to distinguish a jump from jerky mouse movement) ![Produce Jump.png](Produce_Jump.png)\n- It's not quite easy to exactly hit the window corner. I correct my motion, if I see the cursor pass in the top left or bottom right corner. With practice, I get a jump about every 10th time, I pass the corner. ![Cursor Motion.png](Cursor_Motion.png)\n- If a jump occurs, the (fully zoomed out) camera view suddenly jumps to one of the edges of the window.\n\nNote:\nThis happens to me not only with `draw mode`, `camera view` and `Move the view` tool, but likely with any mode, view and tool of the 3D Viewport, that sometimes makes me cross the window corner. I did observe it using\n- Move the view tool\n- Zoom in/out the view tool\n- G-key command to move things\nin\n- camera view\n- 3d view\n- draw mode\n- edit mode\n- maybe object mode\n", "Rolling the viewport always use last selection as pivot point\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.49\n\nBroken: version: 3.1.0\n\nWhen using the navigation setting Orbit Around Selection and Auto Depth, rolling the viewport always use the last selection as the pivot point, even when nothing is selected.\n\nThe expected behavior should be the same as having the orbit around selection disabled, when nothing is selected the rolling should pivot around the center of the screen.\n[blender_roll_bug.mp4](blender_roll_bug.mp4)\n\n1. Activate orbit around selection and auto depth in the navigation preferences\n2. Bind view3d.view_roll in the keymap using roll angle\n![blender_roll_bind.png](blender_roll_bind.png)\n3. Select an object and roll the viewport\n4. De-select the object and roll the viewport again, the pivot remains in the same place\n\n", "Intermittent: Shift + MMB unresponsive or very sluggish\nOperating system: MacOS Ventura 13.4.1\nGraphics card: M1\n\nBroken: 3.5.1, Hash: e1ccd9d4a1d3, Branch: blender-v3.5-release\n\nShift+MMB to pan view in perspective mode becomes either completely unresponsive to keyboard input or extremely sluggish compared to the mouse pointer speed for the rest of the application. Agnostic to mouse pointer speed setting for the OS. \n\nAny model in perspective view. Attempt to pan view via SHIFT+MMB.\n\n", "'Frame selected' with 'Lock To 3D Cursor' sets weird focus\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 497.29\n\nBroken: version: 3.2.0 Alpha\nand 3.1\n\nIf you select something and do 'view3d.view_selected' while View Lock is set to 'To 3D Cursor', the view will focus on the cursor instead of the selected object and if you pan and do 'Frame selected' again, you will get somewhere near the cursor instead of the selected object.\n\nAlso, calling 'view3d.view_center_cursor' won't do anything while 'To 3D Cursor is active'.\n\n1. activate 'Lock': 'To 3D Cursor'\n2. select an object\n3. View -> 'Frame Selected'\n[Video.mp4](Video.mp4)\n\n\n", "3D cursor doesn't precisely follow mouse pointer when Transform Pivot Point is Active Element\nOperating system: Fedora Linux (Wayland)\nGraphics card: AMD\n\nBroken: at least from 2.93 to 4.0 all broken\nWorked: never?\n\nWhen moving the 3D cursor, it's moved distance is multiplied by some value depending on the view orientation. \n\n\n- Move the default cube and rotate the viewport orientation\n- Select Active Element as the Transform Pivot Point\n- Move the 3D-Cursor with shift+RMB\n\n", "Pose Mode X-Axis Mirror is not working properly with IK when skeleton is moved\nIntel Core i7, 16 Gb RAM, NVidia GeForce 2070 RTX\nWindows 10 x64\n\nBroken: 2.83 cfdb5d9a8b07 from 2020-02-19\nWorked: 2.83 5df494d75c9a from 2020-01-27 although it seems that this feature was introduced recently so technically it wasn't working before because symmetry didn't work with IK at all.\n\nPose Mode X-Axis Mirror is not working properly with IK when skeleton is moved or rotated from zero in Pose Mode.\n\n1. Open provided test file and try moving selected bone - opposite side will twitch weirdly instead of moving symmetrically.\n2. Now reset the skeleton to its default position and move the same bone - symmetry will work properly.\n3. Rotate first bone and try again - weird twitching again.\n[IK_Symmetry_Error.blend](IK_Symmetry_Error.blend)", "Extrude Edge Along Axis is not clearly visible in Blender 2.80\nOperating system:\nGraphics card:\n\nWindows 7\nGeForce GTX 650Ti\n\nblender-2.80-b4db7d80f18b-win64\n\n\nIn Blender 2.80 if you have just an edge and want to extrude that edge on side orthographic view along an axis, what you are extruding is not clearly visible. In Blender 2.79 i just have to scroll the mouse to zoom in and from that moment, even if i zoom out, the extrusion along axis will be clearly visible.\n\nJust extrude an edge in side orthographic along an axis and the edge being extrude will not be clearly visible even if you zoom in.", "Front view Y axis keybinding is reversed\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.49\n\nBroken: version: 3.5.0\nWorked: Never?\n\nFront view key binding should give us +Y view, now it gives us -Y view. The negative Y axis is now key binded for the front view instead of the back view.\n\n- Press numpad 1, viewport switched to -Y view. (Should be +Y)\n- Press cntrl + numpad 1, viewport switched to +Y view. (Should be -Y)\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", "Using View Navigation in Camera View Causes Viewport View to Focus on World Origin\nOperating system: Windows-10 64 Bits\nGraphics card: GeForce GTX 1070 NVIDIA 442.19\n\nBroken: version: 2.83 (sub 6)\nWorked: Never (2.79+)\n\nUsing view navigation (Shift+\") in camera view (Numpad 0) causes to lose the previous viewport view (Numpad 0 again) and it focuses world origin. \n\n1- Launch default Blender.\n2- Change your view to anywhere (For example zoom in to a vertex of the cube).\n3- Go in camera view (Numpad 0), use view navigation (Shift+\") and right click to cancel it (you can change view with left click as well, it doesn't matter).\n4- Go in viewport view (hit Numpad 0 again), notice that your previous view changed (it now focuses world origin)\n\nBelow gif demonstrates the issue:\n![focus_view_issue.gif](focus_view_issue.gif)\nView navigation that I used:\n![view_navigation.jpg](view_navigation.jpg)\n\n", "click-drag-releasing cursor breaks its surface projection\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.59\n\nBroken: version: 3.2.1, 2.93.9\n\nAlthough cursor surface project is enabled, click-drag-release breaks the projection on the object. Simply clicking once without moving works.\nThis happens either by shift-RMB or with the cursor tool.\n\n**Steps to Reproduce**\n- Open default scene -> select 3D cursor from toolbar\n- Enable `surface project`\n- Click and drag mouse to place 3D cursor over object", "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" ]
[ "Auto perspective desn't work in \"align to active\"\nOperating system: Linux-6.3.8-arch1-1-x86_64-with-glibc2.37 64 Bits\nGraphics card: NVIDIA GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 535.54.03\n\nBroken: version: 3.5.1\n\nAuto perspective behavior diverges between global and active view alignment.\n\n1. Start blender with default cube scene.\n2. Turn on \"auto perspective\".\n3. Press '7' on numpad to activate the orographic view from the top.\n4. Orbit the object to get back to the perspective view (auto perspective works fine).\n5. Select the cube and press \"shift+7\" to activate the orthographic view for the top of the active object.\n6. Orbit the object but the view doesn't change to perspective (auto perspective doesn't work here)." ]
Hair Crash Operating system: MacOs Big Sur V11.1 Graphics card: AMD FirePro [D500](D500) 3 GB Worked: Blender 2.91.2 **So when you put hair particle it crashes or/and closes** **Go to Particle Properties and you click on the ( + ) and you click on Hair.** Have a good day.
[ "Rendering animation using \"Generate\" type modifiers after animated displacement texture crashes Blender\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.79\n\nBroken: version: 2.92.0 Alpha\nWorked: 2.83.10\n\nIf 2 high poly (~100k faces per obj) objects in modifiers properties have after Displacement modifier (with animated texture) \"Generate\" type modifiers (I've tried Boolean and Decimate), Blender cant run Animation render (but still can run Image render). \nCrash happens on 2.9 and higher. I've tested this on 2.83.10 LTS (from steam) and everything worked fine there.\nCrashes with Decimate a little bit hard to recreate. So I will go with steps for \"Boolean crash\"\n\n- create Cude, Empty and Icosphere\n- Add Subdivision mod. to Cube: set it to \"Simple\" and 7 levels\n- Add Displacement mod. to Cube and set texture (Clouds) coordinates to object - Empty\n- Add Boolean mod. (difference) and select object Icosphere\n- Select Cude with Icosphere and duplicate them\n- Save and press Render Animation\n[bug.blend](bug.blend)\n[bug.crash.txt](bug.crash.txt)\n\n```lines\n## 3883==ERROR: AddressSanitizer: heap-use-after-free on address 0x61500034ec08 at pc 0x000016fc795d bp 0x7fffc19dd6c0 sp 0x7fffc19dd6b0\nREAD of size 8 at 0x61500034ec08 thread #15\n - 0 0x16fc795c in blender::gpu::GLBatch::verts_(int) const /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/opengl/gl_batch.hh:112\n - 1 0x17013501 in blender::gpu::GLVertArray::update_bindings(unsigned int, GPUBatch const*, blender::gpu::ShaderInterface const*, int) /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/opengl/gl_vertex_array.cc:124\n - 2 0x16fa900b in blender::gpu::GLVaoCache::vao_get(GPUBatch*) /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/opengl/gl_batch.cc:273\n - 3 0x16fa84d8 in blender::gpu::GLVaoCache::base_instance_vao_get(GPUBatch*, int) /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/opengl/gl_batch.cc:234\n - 4 0x16fa9d3e in blender::gpu::GLBatch::bind(int) /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/opengl/gl_batch.cc:317\n - 5 0x16fa9f3f in blender::gpu::GLBatch::draw(int, int, int, int) /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/opengl/gl_batch.cc:328\n - 6 0x16eca2be in GPU_batch_draw_advanced /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/intern/gpu_batch.cc:282\n - 7 0x16fc1207 in blender::gpu::GLDrawList::append(GPUBatch*, int, int) /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/opengl/gl_drawlist.cc:122\n - 8 0x16efa9f5 in GPU_draw_list_append /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/intern/gpu_drawlist.cc:52\n - 9 0x5978acc in draw_indirect_call /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/intern/draw_manager_exec.c:598\n - 10 0x5978acc in draw_call_batching_flush /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/intern/draw_manager_exec.c:795\n - 11 0x597c5f0 in draw_call_batching_finish /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/intern/draw_manager_exec.c:891\n - 12 0x597eae7 in draw_shgroup /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/intern/draw_manager_exec.c:1056\n - 13 0x597f89f in drw_draw_pass_ex /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/intern/draw_manager_exec.c:1113\n - 14 0x597fe50 in DRW_draw_pass /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/intern/draw_manager_exec.c:1153\n - 15 0x5c51bc0 in EEVEE_velocity_resolve /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/engines/eevee/eevee_effects.c:466\n - 16 0x5c5202b in EEVEE_draw_effects /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/engines/eevee/eevee_effects.c:486\n - 17 0x5a21f42 in EEVEE_render_draw /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/engines/eevee/eevee_render.c:671\n - 18 0x59b1dbc in eevee_render_to_image /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/engines/eevee/eevee_engine.c:559\n - 19 0x5948820 in DRW_render_to_image /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/intern/draw_manager.c:1909\n - 20 0x14ff1d77 in engine_render_view_layer /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/engine.c:786\n - 21 0x14ff40a3 in RE_engine_render /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/engine.c:914\n - 22 0x1501aafb in do_render_3d /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:1132\n - 23 0x1501c24a in do_render /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:1209\n - 24 0x1501e036 in do_render_composite /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:1349\n - 25 0x15022789 in do_render_all_options /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:1615\n - 26 0x15027839 in RE_RenderFrame /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:2015\n - 27 0xd7b42cf in render_startjob /home/dev/01-data/01-git/blender-git/blender/source/blender/editors/render/render_internal.c:630\n - 28 0x4fed4f1 in do_job_thread /home/dev/01-data/01-git/blender-git/blender/source/blender/windowmanager/intern/wm_jobs.c:389\n - 29 0x18de408d in tslot_thread_start /home/dev/01-data/01-git/blender-git/blender/source/blender/blenlib/intern/threads.cc:231\n - 30 0x7ffff7566608 in start_thread /build/glibc-ZN95T4/glibc-2.31/nptl/pthread_create.c:477\n - 31 0x7ffff6f46292 in __clone (/lib/x86_64-linux-gnu/libc.so.6+0x122292)\n\n0x61500034ec08 is located 8 bytes inside of 512-byte region [0x61500034ec00,0x61500034ee00)\nfreed by thread #15 here:\n - 0 0x7ffff76927cf in __interceptor_free (/lib/x86_64-linux-gnu/libasan.so.5+0x10d7cf)\n - 1 0x18e0eab0 in MEM_lockfree_freeN /home/dev/01-data/01-git/blender-git/blender/intern/guardedalloc/intern/mallocn_lockfree_impl.c:129\n - 2 0x16ef56c6 in blender::gpu::GLVertBuf::operator delete(void*) /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/opengl/gl_vertex_buffer.hh:57\n - 3 0x17018021 in blender::gpu::GLVertBuf::~GLVertBuf() /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/opengl/gl_vertex_buffer.hh:35\n - 4 0x16f8bb19 in blender::gpu::VertBuf::reference_remove() /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/intern/gpu_vertex_buffer_private.hh:94\n - 5 0x16f877f5 in GPU_vertbuf_discard /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/intern/gpu_vertex_buffer.cc:161\n - 6 0x5a0eab8 in EEVEE_motion_blur_cache_finish /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/engines/eevee/eevee_motion_blur.c:449\n - 7 0x59b1bef in eevee_render_to_image /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/engines/eevee/eevee_engine.c:542\n - 8 0x5948820 in DRW_render_to_image /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/intern/draw_manager.c:1909\n - 9 0x14ff1d77 in engine_render_view_layer /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/engine.c:786\n - 10 0x14ff40a3 in RE_engine_render /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/engine.c:914\n - 11 0x1501aafb in do_render_3d /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:1132\n - 12 0x1501c24a in do_render /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:1209\n - 13 0x1501e036 in do_render_composite /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:1349\n - 14 0x15022789 in do_render_all_options /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:1615\n - 15 0x15027839 in RE_RenderFrame /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:2015\n - 16 0xd7b42cf in render_startjob /home/dev/01-data/01-git/blender-git/blender/source/blender/editors/render/render_internal.c:630\n - 17 0x4fed4f1 in do_job_thread /home/dev/01-data/01-git/blender-git/blender/source/blender/windowmanager/intern/wm_jobs.c:389\n - 18 0x18de408d in tslot_thread_start /home/dev/01-data/01-git/blender-git/blender/source/blender/blenlib/intern/threads.cc:231\n - 19 0x7ffff7566608 in start_thread /build/glibc-ZN95T4/glibc-2.31/nptl/pthread_create.c:477\n\npreviously allocated by thread #15 here:\n - 0 0x7ffff7692bc8 in malloc (/lib/x86_64-linux-gnu/libasan.so.5+0x10dbc8)\n - 1 0x18e0f510 in MEM_lockfree_mallocN /home/dev/01-data/01-git/blender-git/blender/intern/guardedalloc/intern/mallocn_lockfree_impl.c:276\n - 2 0x16ef5676 in blender::gpu::GLVertBuf::operator new(unsigned long) /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/opengl/gl_vertex_buffer.hh:57\n - 3 0x16ef70a2 in blender::gpu::GLBackend::vertbuf_alloc() /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/opengl/gl_backend.hh:121\n - 4 0x16f85d10 in blender::gpu::VertBuf::duplicate() /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/intern/gpu_vertex_buffer.cc:77\n - 5 0x16f8750d in GPU_vertbuf_duplicate /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/intern/gpu_vertex_buffer.cc:149\n - 6 0x5a0ee06 in EEVEE_motion_blur_cache_finish /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/engines/eevee/eevee_motion_blur.c:467\n - 7 0x59b1953 in eevee_render_to_image /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/engines/eevee/eevee_engine.c:507\n - 8 0x5948820 in DRW_render_to_image /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/intern/draw_manager.c:1909\n - 9 0x14ff1d77 in engine_render_view_layer /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/engine.c:786\n - 10 0x14ff40a3 in RE_engine_render /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/engine.c:914\n - 11 0x1501aafb in do_render_3d /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:1132\n - 12 0x1501c24a in do_render /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:1209\n - 13 0x1501e036 in do_render_composite /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:1349\n - 14 0x15022789 in do_render_all_options /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:1615\n - 15 0x15027839 in RE_RenderFrame /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:2015\n - 16 0xd7b42cf in render_startjob /home/dev/01-data/01-git/blender-git/blender/source/blender/editors/render/render_internal.c:630\n - 17 0x4fed4f1 in do_job_thread /home/dev/01-data/01-git/blender-git/blender/source/blender/windowmanager/intern/wm_jobs.c:389\n - 18 0x18de408d in tslot_thread_start /home/dev/01-data/01-git/blender-git/blender/source/blender/blenlib/intern/threads.cc:231\n - 19 0x7ffff7566608 in start_thread /build/glibc-ZN95T4/glibc-2.31/nptl/pthread_create.c:477\n\nThread #15 created by T0 here:\n - 0 0x7ffff75bf805 in pthread_create (/lib/x86_64-linux-gnu/libasan.so.5+0x3a805)\n - 1 0x18de42b9 in BLI_threadpool_insert /home/dev/01-data/01-git/blender-git/blender/source/blender/blenlib/intern/threads.cc:245\n - 2 0x4fee516 in WM_jobs_start /home/dev/01-data/01-git/blender-git/blender/source/blender/windowmanager/intern/wm_jobs.c:484\n - 3 0xd7b88bd in screen_render_invoke /home/dev/01-data/01-git/blender-git/blender/source/blender/editors/render/render_internal.c:1041\n - 4 0x4f8f3ba in wm_operator_invoke /home/dev/01-data/01-git/blender-git/blender/source/blender/windowmanager/intern/wm_event_system.c:1293\n - 5 0x4f912f2 in wm_operator_call_internal /home/dev/01-data/01-git/blender-git/blender/source/blender/windowmanager/intern/wm_event_system.c:1500\n - 6 0x4f91551 in WM_operator_name_call_ptr /home/dev/01-data/01-git/blender-git/blender/source/blender/windowmanager/intern/wm_event_system.c:1548\n - 7 0x90f1c95 in ui_apply_but_funcs_after /home/dev/01-data/01-git/blender-git/blender/source/blender/editors/interface/interface_handlers.c:932\n - 8 0x917b8d0 in ui_handler_region_menu /home/dev/01-data/01-git/blender-git/blender/source/blender/editors/interface/interface_handlers.c:10809\n - 9 0x4f88a9b in wm_handler_ui_call /home/dev/01-data/01-git/blender-git/blender/source/blender/windowmanager/intern/wm_event_system.c:636\n - 10 0x4f9ec36 in wm_handlers_do_intern /home/dev/01-data/01-git/blender-git/blender/source/blender/windowmanager/intern/wm_event_system.c:2757\n - 11 0x4f9fc78 in wm_handlers_do /home/dev/01-data/01-git/blender-git/blender/source/blender/windowmanager/intern/wm_event_system.c:2865\n - 12 0x4fa537f in wm_event_do_handlers /home/dev/01-data/01-git/blender-git/blender/source/blender/windowmanager/intern/wm_event_system.c:3288\n - 13 0x4f732cf in WM_main /home/dev/01-data/01-git/blender-git/blender/source/blender/windowmanager/intern/wm.c:635\n - 14 0x34f58fa in main /home/dev/01-data/01-git/blender-git/blender/source/creator/creator.c:522\n - 15 0x7ffff6e4b0b2 in __libc_start_main (/lib/x86_64-linux-gnu/libc.so.6+0x270b2)\n\nSUMMARY: AddressSanitizer: heap-use-after-free /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/opengl/gl_batch.hh:112 in blender::gpu::GLBatch::verts_(int) const\nShadow bytes around the buggy address:\n 0x0c2a80061d30: fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd\n 0x0c2a80061d40: fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd\n 0x0c2a80061d50: fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd\n 0x0c2a80061d60: fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd fa\n 0x0c2a80061d70: fa fa fa fa fa fa fa fa fa fa fa fa fa fa fa fa\n# >0x0c2a80061d80: fd[fd]fd fd fd fd fd fd fd fd fd fd fd fd fd fd\n 0x0c2a80061d90: fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd\n 0x0c2a80061da0: fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd\n 0x0c2a80061db0: fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd\n 0x0c2a80061dc0: fa fa fa fa fa fa fa fa fa fa fa fa fa fa fa fa\n 0x0c2a80061dd0: fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd\nShadow byte legend (one shadow byte represents 8 application bytes):\n```\nAddressable: 00\nPartially addressable: 01 02 03 04 05 06 07 \nHeap left redzone: fa\nFreed heap region: fd\nStack left redzone: f1\nStack mid redzone: f2\nStack right redzone: f3\nStack after return: f5\nStack use after scope: f8\nGlobal redzone: f9\nGlobal init order: f6\nPoisoned by user: f7\nContainer overflow: fc\nArray cookie: ac\nIntra object redzone: bb\nASan internal: fe\nLeft alloca redzone: ca\nRight alloca redzone: cb\nShadow gap: cc\n```\n", "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.", "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", "The Hair Particles interprets the color from the newer vertex domain and float color types wrong\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.3.0\n\nI am trying to modify hair color using color attribute (called as vertex color in previous versions). But hair particles simply ignores the color attribute. I just plugged in a musgrave texture and that works as expected but color attribute does not. I have attached a screenshot for a better understanding.\n\n\n\n\n![Clr_Attr.jpg](Clr_Attr.jpg)", "Hair particle length vertex group effect is non linear\nOperating system: MacOS Big Sur 11.2.3\nGraphics card: AMD Radeon Pro 5500M 8 GB\n\nBroken: 3.0 alpha, 4b06420e6504, master, 2021-09-13\nWorked: Unknown\n\nHair particle length scales non linearly with its length vertex group. Put another way, hair length is usually not quite equal to vertex weight * max hair length, which I assume is unintended. This causes problems when exact hair length is needed.\n\nThe screenshot below demonstrates the issue. \n![Hair Length Vertex Group Non Linear Bug.png](Hair_Length_Vertex_Group_Non_Linear_Bug.png)\nIn this example, planes are instanced along the X axis from 0 to 1, using Geometry Nodes. The X position of each face is assigned to the vertex group controlling hair length. A hair particle system is added and set to spawn 1 particle per face.\nAs seen in the screenshot, the actual height of the hair is slightly wavy and doesn't form a straight line.\n\nHere's a video showing the same issue, this time spawning particles on a single face with interpolated vertex weights:\n[Hair Length Vertex Group Non Linear Bug.mov](Hair_Length_Vertex_Group_Non_Linear_Bug.mov)\n\n1. Delete the default cube\n2. Add a plane\n3. Add a vertex group to the plane\n4. In edit mode, assign a weight of 0.1 to all vertices.\n4. Add a hair particle system\n5. Set the hair length to 1m\n6. Assign the vertex group to control hair length\n7. In side-on orthographic view, observe that the hair length is slightly less than 0.1m.\n\n[Hair Length Vertex Group Bug.blend](Hair_Length_Vertex_Group_Bug.blend)", "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", "Mantaflow: Crash when setting a Guide Fluid Effector\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.96\n\nBroken: version: 3.3.0\n\nAfter setting a mesh as a \"Guide\" fluid effector, checking the \"Guides\" box in the fluid domain settings crashes Blender. \n\n- Open attached file,\n- go to the fluid domain settings\n- check the \"Guides\" box. \n[Fluid_Guide_Crash_01.blend](Fluid_Guide_Crash_01.blend)\n\n", "crash freeze with ellie_animation.blend file\nOperating system: macOS-10.15.7-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon RX 580 OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.10.23\n\nBroken: version: 3.2.0\nv3.0.1 also broken for this file\n\nwhen opening the demo file ellie_animation.blend the Blender crash freezes with spinning beachball.\n\nopen the demo file ellie_animation.blend \nBlender has spinning beachball\nmacOS Activity Monitor built-in utility shows Blender (Not responding). \nI have to force quit blender.\n\nother blender files I have work ok. other blender demo files work ok.", "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", "Dead particles are unexpectedly rendered\n## Simplified Report\n\n- The following file contains a simple particle system and a collider that kills some of the particles.\n- Bake the particle system simulation.\n- Go to the end frame and render.\n- Notice that killed particles still appear in the render.\n\n[killedParticles.blend](killedParticles.blend)\n\n## Original Report\n\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: GeForce GTX 770/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.92\n\nBroken: version: 3.3.1\n\n\nI use particle system and mesh that kills particle. In preview dead partcles aren't rendered ![изображение.png](изображение.png)\nWhen I press f12 I see this ![изображение.png](изображение.png). Cycles and eevee doesnt consider these as dead. It's very old bug, also information about death isn;'t saved in cache\n[report.blend](report.blend)\n", "Regression: Child hair particles set to \"Interpolated\" causes jittering when the based vertex changes position\nOperating system:win10\nGraphics card:RTX3060ti\n\nBroken: c8c6f62cf3a3,fca8df9415\nBroken: 3.5\nWorked: 3.4\n\nCaused by d20f9923224d2637374dd4390ae84c5041e3f9d3\n\nChild hair particles set to \"Interpolated\" causes jittering when the based vertex changes position\nThis problem seems to have been solved before,in #63534 and #56408\n\nOpen the file and render animation\n\n", "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", "Particle simulations dont generate valid disk caches\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 462.30\n\nBroken: version: 2.93.1\n\nand I tried on the blender-2.83 LTS and it has the same issue.\n\nBlender stops simulating particle systems. if I'm baking them it just puts noting in the bake if I'm rendering without baking first if doesn't do anything except make my fans run full blast.\n\ncreate a bunch of particle sims. Use I used the script in the blend to do it.\nrun bake all dynamics. Only the first few of them actually generate anything.\n\nOf don't bake and just try to render. It freeze.\n\n[bugReportFireworks.blend](bugReportFireworks.blend)", "Particle system texture added via API not working ['blend_type' when created using the interface is MULTIPLY, whereas when created through API, its value is MIX]\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.92\n\nBroken: version: 2.83 (sub 17)\n\nHi,\n\nI have been trying to write a script that automatically adds a clouds texture to control the density of hair particles/instances. I have been able to successfully add a texture to the active particle system of the selected object with the Density checkbox under Influence activated -- all done through API. However, there is no effect on the density of the particles.\n\nI am clueless of why this is happening. Is this a bug?\n\nI have attached a blend file (with an internal script) for reproducing the bug.\n\n - Open the attached blend file.\n - Allow execution of scripts (in case not allowed)\n - Select the plane (already has a particle system) and search for 'Particle Density Texture' and execute the script.\n\nThe texture will get added successfully to the particle system's texture slots with the density option on, but will have no effect on the particle distribution whatsoever. The script also has an UNDO panel. You could try changing values there or in the properties panel as well, but will have no effect.\n\nAm I doing something wrong? Or is this a bug or a known issue or any API limitation?\n[particle_density_texture.blend](particle_density_texture.blend)\n\n", "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" ]
[ "Hair crash Blender - Mac Version 2.92.0 (2.92.0 2021-02-25)\n\"cube\" / Particules properties / ParticleSettings / hair (crash!)\n\n\n\n\nProcess: Blender [1276]\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 [1276]\nUser ID: 502\n\nDate/Time: 2021-03-13 16:48:30.507 +0100\nOS Version: Mac OS X 10.15.7 (19H512)\nReport Version: 12\nAnonymous UUID: 823F3BD4-D9AB-1EEB-ED2E-A1EA37803E5B\n\n\nTime Awake Since Boot: 5500 seconds\n\nSystem Integrity Protection: enabled\n\nCrashed Thread: 0 Dispatch queue: com.apple.main-thread\n\nException Type: EXC_ARITHMETIC (SIGFPE)\nException Codes: EXC_I386_DIV (divide by zero)\nException Note: EXC_CORPSE_NOTIFY\n\nTermination Signal: Floating point exception: 8\nTermination Reason: Namespace SIGNAL, Code 0x8\nTerminating Process: exc handler [1276]\n\nThread 0 Crashed:: Dispatch queue: com.apple.main-thread\n0 com.apple.AMDRadeonX4000GLDriver\t0x000000011f7c090b glrUpdateTexture + 1190\n1 libGPUSupportMercury.dylib \t0x00007fff5276466c gpusLoadCurrentTextures + 548\n2 com.apple.AMDRadeonX4000GLDriver\t0x000000011f790eac gldUpdateDispatch + 243\n3 GLEngine \t0x00007fff3bef174c gleDoDrawDispatchCoreGL3 + 693\n4 GLEngine \t0x00007fff3bebaa1c gleDrawArraysOrElements_Entries_Body + 151\n5 GLEngine \t0x00007fff3bebfa2f glDrawElementsInstancedBaseVertex_GL3Exec + 268\n6 libGL.dylib \t0x00007fff3b1b63f7 glDrawElementsInstancedBaseVertex + 45\n7 org.blenderfoundation.blender \t0x00000001092f7ec5 draw_call_single_do + 469\n8 org.blenderfoundation.blender \t0x00000001092f764c drw_draw_pass_ex + 1692\n9 org.blenderfoundation.blender \t0x00000001092f6f9f DRW_draw_pass + 31\n10 org.blenderfoundation.blender \t0x000000010932103a workbench_draw_sample + 330\n11 org.blenderfoundation.blender \t0x00000001093212ae workbench_draw_scene + 94\n12 org.blenderfoundation.blender \t0x00000001092ee33a drw_engines_draw_scene + 186\n13 org.blenderfoundation.blender \t0x00000001092ece5d DRW_draw_render_loop_ex + 1565\n14 org.blenderfoundation.blender \t0x0000000109c0bcf8 view3d_main_region_draw + 136\n15 org.blenderfoundation.blender \t0x00000001097a8810 ED_region_do_draw + 336\n16 org.blenderfoundation.blender \t0x00000001091c6ced wm_draw_update + 1757\n17 org.blenderfoundation.blender \t0x00000001091c4370 WM_main + 48\n18 org.blenderfoundation.blender \t0x0000000108da2b8b main + 907\n19 libdyld.dylib \t0x00007fff6b3bacc9 start + 1\n\nThread 1:\n0 libsystem_kernel.dylib \t0x00007fff6b4fbe36 semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff6b361aed _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff6b361fbf _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x000000010ee97b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x000000010ee9667e 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 \t0x00007fff6b5bf109 _pthread_start + 148\n6 libsystem_pthread.dylib \t0x00007fff6b5bab8b thread_start + 15\n\nThread 2:\n0 libsystem_kernel.dylib \t0x00007fff6b4fbe36 semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff6b361aed _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff6b361fbf _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x000000010ee97b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x000000010ee9667e 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 \t0x00007fff6b5bf109 _pthread_start + 148\n6 libsystem_pthread.dylib \t0x00007fff6b5bab8b thread_start + 15\n\nThread 3:\n0 libsystem_kernel.dylib \t0x00007fff6b4fbe36 semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff6b361aed _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff6b361fbf _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x000000010ee97b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x000000010ee9667e 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 \t0x00007fff6b5bf109 _pthread_start + 148\n6 libsystem_pthread.dylib \t0x00007fff6b5bab8b thread_start + 15\n\nThread 4:\n0 libsystem_kernel.dylib \t0x00007fff6b4fbe36 semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff6b361aed _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff6b361fbf _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x000000010ee97b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x000000010ee9667e 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 \t0x00007fff6b5bf109 _pthread_start + 148\n6 libsystem_pthread.dylib \t0x00007fff6b5bab8b thread_start + 15\n\nThread 5:\n0 libsystem_kernel.dylib \t0x00007fff6b4fbe36 semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff6b361aed _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff6b361fbf _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x000000010ee97b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x000000010ee9667e 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 \t0x00007fff6b5bf109 _pthread_start + 148\n6 libsystem_pthread.dylib \t0x00007fff6b5bab8b thread_start + 15\n\nThread 6:\n0 libsystem_kernel.dylib \t0x00007fff6b4fbe36 semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff6b361aed _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff6b361fbf _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x000000010ee97b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x000000010ee9667e 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 \t0x00007fff6b5bf109 _pthread_start + 148\n6 libsystem_pthread.dylib \t0x00007fff6b5bab8b thread_start + 15\n\nThread 7:\n0 libsystem_kernel.dylib \t0x00007fff6b4fbe36 semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff6b361aed _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff6b361fbf _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x000000010ee97b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x000000010ee9667e 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 \t0x00007fff6b5bf109 _pthread_start + 148\n6 libsystem_pthread.dylib \t0x00007fff6b5bab8b thread_start + 15\n\nThread 8:\n0 libsystem_kernel.dylib \t0x00007fff6b4fbe36 semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff6b361aed _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff6b361fbf _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x000000010ee97b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x000000010ee9667e 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 \t0x00007fff6b5bf109 _pthread_start + 148\n6 libsystem_pthread.dylib \t0x00007fff6b5bab8b thread_start + 15\n\nThread 9:\n0 libsystem_pthread.dylib \t0x00007fff6b5bab68 start_wqthread + 0\n\nThread 10:: AMCP Logging Spool\n0 libsystem_kernel.dylib \t0x00007fff6b4fbe36 semaphore_wait_trap + 10\n1 com.apple.audio.caulk \t0x00007fff64f8eb16 caulk::mach::semaphore::wait() + 16\n2 com.apple.audio.caulk \t0x00007fff64f8e9b2 caulk::semaphore::timed_wait(double) + 106\n3 com.apple.audio.caulk \t0x00007fff64f8e7c4 caulk::concurrent::details::worker_thread::run() + 30\n4 com.apple.audio.caulk \t0x00007fff64f8e1e4 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 \t0x00007fff6b5bf109 _pthread_start + 148\n6 libsystem_pthread.dylib \t0x00007fff6b5bab8b thread_start + 15\n\nThread 11:\n0 libsystem_kernel.dylib \t0x00007fff6b4fbe36 semaphore_wait_trap + 10\n1 com.apple.audio.caulk \t0x00007fff64f8eb16 caulk::mach::semaphore::wait() + 16\n2 com.apple.audio.caulk \t0x00007fff64f8e9b2 caulk::semaphore::timed_wait(double) + 106\n3 com.apple.audio.caulk \t0x00007fff64f8e7c4 caulk::concurrent::details::worker_thread::run() + 30\n4 com.apple.audio.caulk \t0x00007fff64f8e1e4 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 \t0x00007fff6b5bf109 _pthread_start + 148\n6 libsystem_pthread.dylib \t0x00007fff6b5bab8b thread_start + 15\n\nThread 12:\n0 libsystem_pthread.dylib \t0x00007fff6b5bab68 start_wqthread + 0\n\nThread 13:\n0 libsystem_pthread.dylib \t0x00007fff6b5bab68 start_wqthread + 0\n\nThread 14:\n0 libsystem_pthread.dylib \t0x00007fff6b5bab68 start_wqthread + 0\n\nThread 15:: com.apple.audio.IOThread.client\n0 libsystem_kernel.dylib \t0x00007fff6b4fbdfa mach_msg_trap + 10\n1 libsystem_kernel.dylib \t0x00007fff6b4fc170 mach_msg + 60\n2 com.apple.audio.CoreAudio \t0x00007fff309cebf1 HALB_MachPort::SendSimpleMessageWithSimpleReply(unsigned int, unsigned int, int, int&, bool, unsigned int) + 111\n3 com.apple.audio.CoreAudio \t0x00007fff308cad88 invocation function for block in HALC_ProxyIOContext::HALC_ProxyIOContext(unsigned int, unsigned int) + 2677\n4 com.apple.audio.CoreAudio \t0x00007fff309feb9e HALB_IOThread::Entry(void*) + 72\n5 libsystem_pthread.dylib \t0x00007fff6b5bf109 _pthread_start + 148\n6 libsystem_pthread.dylib \t0x00007fff6b5bab8b thread_start + 15\n\nThread 16:\n0 libsystem_kernel.dylib \t0x00007fff6b4fbe36 semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001091baec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001091bae59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff6b5bf109 _pthread_start + 148\n4 libsystem_pthread.dylib \t0x00007fff6b5bab8b thread_start + 15\n\nThread 17:\n0 libsystem_kernel.dylib \t0x00007fff6b4fbe36 semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001091baec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001091bae59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff6b5bf109 _pthread_start + 148\n4 libsystem_pthread.dylib \t0x00007fff6b5bab8b thread_start + 15\n\nThread 18:\n0 libsystem_kernel.dylib \t0x00007fff6b4fbe36 semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001091baec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001091bae59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff6b5bf109 _pthread_start + 148\n4 libsystem_pthread.dylib \t0x00007fff6b5bab8b thread_start + 15\n\nThread 19:\n0 libsystem_kernel.dylib \t0x00007fff6b4fbe36 semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001091baec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001091bae59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff6b5bf109 _pthread_start + 148\n4 libsystem_pthread.dylib \t0x00007fff6b5bab8b thread_start + 15\n\nThread 20:\n0 libsystem_kernel.dylib \t0x00007fff6b4fbe36 semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001091baec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001091bae59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff6b5bf109 _pthread_start + 148\n4 libsystem_pthread.dylib \t0x00007fff6b5bab8b thread_start + 15\n\nThread 21:\n0 libsystem_kernel.dylib \t0x00007fff6b4fbe36 semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001091baec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001091bae59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff6b5bf109 _pthread_start + 148\n4 libsystem_pthread.dylib \t0x00007fff6b5bab8b thread_start + 15\n\nThread 22:\n0 libsystem_kernel.dylib \t0x00007fff6b4fbe36 semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001091baec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001091bae59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff6b5bf109 _pthread_start + 148\n4 libsystem_pthread.dylib \t0x00007fff6b5bab8b thread_start + 15\n\nThread 23:\n0 libsystem_pthread.dylib \t0x00007fff6b5bab68 start_wqthread + 0\n\nThread 24:: com.apple.NSEventThread\n0 libsystem_kernel.dylib \t0x00007fff6b4fbdfa mach_msg_trap + 10\n1 libsystem_kernel.dylib \t0x00007fff6b4fc170 mach_msg + 60\n2 com.apple.CoreFoundation \t0x00007fff312ecef5 __CFRunLoopServiceMachPort + 247\n3 com.apple.CoreFoundation \t0x00007fff312eb9c2 __CFRunLoopRun + 1319\n4 com.apple.CoreFoundation \t0x00007fff312eae3e CFRunLoopRunSpecific + 462\n5 com.apple.AppKit \t0x00007fff2e6fe954 _NSEventThread + 132\n6 libsystem_pthread.dylib \t0x00007fff6b5bf109 _pthread_start + 148\n7 libsystem_pthread.dylib \t0x00007fff6b5bab8b thread_start + 15\n\nThread 0 crashed with X86 Thread State (64-bit):\n```\nrax: 0x000000000000fa00 rbx: 0x0000600003777f10 rcx: 0x0000000000000000 rdx: 0x0000000000000000\nrdi: 0x00007fa18b142e00 rsi: 0x0000000000000000 rbp: 0x00007ffee6fa08c0 rsp: 0x00007ffee6fa0890\n r8: 0x0000000000000006 r9: 0x0000000000000000 r10: 0x000000000000008f r11: 0x00007fa18cc2b000\nr12: 0x00007fa191fcee90 r13: 0x00007fa191fcee90 r14: 0x00007fa18b142e00 r15: 0x00006000024bb750\nrip: 0x000000011f7c090b rfl: 0x0000000000010246 cr2: 0x000000012b7d9000\n\n```\nLogical CPU: 4\nError Code: 0x00000000\nTrap Number: 0\n\n\nBinary Images:\n 0x108c5e000 - 0x113649fbf +org.blenderfoundation.blender (2.92.0 - 2.92.0 2021-02-25) <F92572D3-A6D1-3A9C-9F23-72D19FC8242A> /Applications/Blender.app/Contents/MacOS/Blender\n 0x11a406000 - 0x11a472ffb +libomp.dylib (0) <535E76BC-1650-3651-9C62-97A995647107> /Applications/Blender.app/Contents/Resources/lib/libomp.dylib\n 0x11c110000 - 0x11c114fff com.apple.audio.AppleHDAHALPlugIn (283.15 - 283.15) <AB88E450-7A43-3F72-9A07-FA761BA1B389> /System/Library/Extensions/AppleHDA.kext/Contents/PlugIns/AppleHDAHALPlugIn.bundle/Contents/MacOS/AppleHDAHALPlugIn\n 0x11f0b9000 - 0x11f212ff7 com.apple.audio.units.Components (1.14 - 1.14) <9497CF13-9039-3D12-8EAC-C8C668E5E8A2> /System/Library/Components/CoreAudio.component/Contents/MacOS/CoreAudio\n 0x11f245000 - 0x11f6a5fff com.apple.audio.AudioDSPComponents (1.0 - 1) <F84D78A6-A8F1-3A07-BEB7-306455FDD65A> /System/Library/Components/AudioDSP.component/Contents/MacOS/AudioDSP\n 0x11f727000 - 0x11f72a047 libobjc-trampolines.dylib (787.1) <88F9B648-C455-36F8-BBB9-7D1A9F57D073> /usr/lib/libobjc-trampolines.dylib\n 0x11f790000 - 0x11f856fff com.apple.AMDRadeonX4000GLDriver (3.10.19 - 3.1.0) <92E85340-1738-3EED-8727-94103F906DD0> /System/Library/Extensions/AMDRadeonX4000GLDriver.bundle/Contents/MacOS/AMDRadeonX4000GLDriver\n 0x1225e3000 - 0x1225e4ff7 +_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 0x1227ed000 - 0x1227f2ffb +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 0x126970000 - 0x126a01f47 dyld (750.6) <326C6480-04F4-3164-A363-53079A148E2F> /usr/lib/dyld\n 0x7fff245ab000 - 0x7fff246d9ff8 com.apple.AMDMTLBronzeDriver (3.10.19 - 3.1.0) <508182CB-F4B3-3C29-9C0B-E90B8C4A49D2> /System/Library/Extensions/AMDMTLBronzeDriver.bundle/Contents/MacOS/AMDMTLBronzeDriver\n 0x7fff246da000 - 0x7fff24710fff ATIRadeonX4000SCLib.dylib (3.10.19) <A8FED845-B2A8-3517-9EAD-1DE29D78C3CD> /System/Library/Extensions/AMDRadeonX4000GLDriver.bundle/Contents/MacOS/ATIRadeonX4000SCLib.dylib\n 0x7fff25bea000 - 0x7fff26567fff libSC.dylib (3.10.19) <6990D42E-C5F0-320A-8DBF-3728D99E54FA> /System/Library/Extensions/AMDShared.bundle/Contents/PlugIns/libSC.dylib\n 0x7fff2720a000 - 0x7fff27717ff7 com.apple.driver.AppleIntelHD5000GraphicsGLDriver (14.7.11 - 14.0.7) <94C4E297-9300-3460-8D48-3B34C3A16E4E> /System/Library/Extensions/AppleIntelHD5000GraphicsGLDriver.bundle/Contents/MacOS/AppleIntelHD5000GraphicsGLDriver\n 0x7fff27718000 - 0x7fff277abffd com.apple.driver.AppleIntelHD5000GraphicsMTLDriver (14.7.11 - 14.0.7) <00B8A62D-AC84-382A-AD35-F5819BEA83F5> /System/Library/Extensions/AppleIntelHD5000GraphicsMTLDriver.bundle/Contents/MacOS/AppleIntelHD5000GraphicsMTLDriver\n 0x7fff2cef0000 - 0x7fff2cef0fff com.apple.Accelerate (1.11 - Accelerate 1.11) <4F9977AE-DBDB-3A16-A536-AC1F9938DCDD> /System/Library/Frameworks/Accelerate.framework/Versions/A/Accelerate\n 0x7fff2cef1000 - 0x7fff2cf07fef libCGInterfaces.dylib (524.2.1) <8FD09D09-BB19-36C5-ADE9-4F22DA235AEE> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vImage.framework/Versions/A/Libraries/libCGInterfaces.dylib\n 0x7fff2cf08000 - 0x7fff2d55efff com.apple.vImage (8.1 - 524.2.1) <EA6F5FF2-7A1B-35D5-A5A3-D2B3386ECB75> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vImage.framework/Versions/A/vImage\n 0x7fff2d55f000 - 0x7fff2d7c6ff7 libBLAS.dylib (1303.60.1) <C6C2D42F-7456-3DBF-8BE2-9AA06EFC78FD> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libBLAS.dylib\n 0x7fff2d7c7000 - 0x7fff2dc9afef libBNNS.dylib (144.100.2) <99C61C48-B14C-3DA6-8C31-6BF72DA0A3A9> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libBNNS.dylib\n 0x7fff2dc9b000 - 0x7fff2e036fff libLAPACK.dylib (1303.60.1) <5E3E3867-50C3-3E6A-9A2E-007CE77A4641> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libLAPACK.dylib\n 0x7fff2e037000 - 0x7fff2e04cfec libLinearAlgebra.dylib (1303.60.1) <3D433800-0099-33E0-8C81-15F83247B2C9> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libLinearAlgebra.dylib\n 0x7fff2e04d000 - 0x7fff2e052ff3 libQuadrature.dylib (7) <371F36A7-B12F-363E-8955-F24F7C2048F6> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libQuadrature.dylib\n 0x7fff2e053000 - 0x7fff2e0c3fff libSparse.dylib (103) <B8A10D0C-4577-343D-B310-A3E81265D107> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libSparse.dylib\n 0x7fff2e0c4000 - 0x7fff2e0d6fef libSparseBLAS.dylib (1303.60.1) <B147FEF6-A0DB-3830-BF06-45BEC58DB576> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libSparseBLAS.dylib\n 0x7fff2e0d7000 - 0x7fff2e2aefd7 libvDSP.dylib (735.140.1) <D63DC0A5-B8B4-3562-A574-E73BC3B57407> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libvDSP.dylib\n 0x7fff2e2af000 - 0x7fff2e371fef libvMisc.dylib (735.140.1) <3601FDE3-B142-398D-987D-8151A51F0A96> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libvMisc.dylib\n 0x7fff2e372000 - 0x7fff2e372fff com.apple.Accelerate.vecLib (3.11 - vecLib 3.11) <F6C5613D-2284-342B-9160-9731F78B4DE5> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/vecLib\n 0x7fff2e373000 - 0x7fff2e3d2ff0 com.apple.Accounts (113 - 113) <E2438070-30AB-3B89-AE63-1E485B92D108> /System/Library/Frameworks/Accounts.framework/Versions/A/Accounts\n 0x7fff2e51c000 - 0x7fff2f2dcff2 com.apple.AppKit (6.9 - 1894.60.100) <035927A5-657C-3D54-B9AA-0BBE7307514E> /System/Library/Frameworks/AppKit.framework/Versions/C/AppKit\n 0x7fff2f32c000 - 0x7fff2f32cfff com.apple.ApplicationServices (48 - 50) <FD1EA6A9-8E7A-33AF-86AF-92BAC75403D7> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/ApplicationServices\n 0x7fff2f32d000 - 0x7fff2f398fff com.apple.ApplicationServices.ATS (377 - 493.0.4.1) <87EA5DE1-506A-39FD-88BE-D8A3416C9012> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/ATS.framework/Versions/A/ATS\n 0x7fff2f431000 - 0x7fff2f46fff0 libFontRegistry.dylib (274.0.5.1) <F3461C05-0370-359B-9F03-5C1C1F7763EC> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/ATS.framework/Versions/A/Resources/libFontRegistry.dylib\n 0x7fff2f4ca000 - 0x7fff2f4f9fff com.apple.ATSUI (1.0 - 1) <5F513967-DDD7-3F22-AD14-8A38ABD9F2D0> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/ATSUI.framework/Versions/A/ATSUI\n 0x7fff2f4fa000 - 0x7fff2f4feffb com.apple.ColorSyncLegacy (4.13.0 - 1) <72EE68DB-F069-37F5-AA2A-40D5FCF139F4> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/ColorSyncLegacy.framework/Versions/A/ColorSyncLegacy\n 0x7fff2f598000 - 0x7fff2f5efffa com.apple.HIServices (1.22 - 676) <14DF4D42-E24D-3EBD-9A9D-93124D8D6AA1> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/HIServices.framework/Versions/A/HIServices\n 0x7fff2f5f0000 - 0x7fff2f5fefff com.apple.LangAnalysis (1.7.0 - 1.7.0) <01B8B6B3-E2C3-3607-B34A-8283A7E0E924> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/LangAnalysis.framework/Versions/A/LangAnalysis\n 0x7fff2f5ff000 - 0x7fff2f644ffa com.apple.print.framework.PrintCore (15.4 - 516.2) <437BCF12-48D2-3770-8BC9-567718FB1BCA> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/PrintCore.framework/Versions/A/PrintCore\n 0x7fff2f645000 - 0x7fff2f64fff7 com.apple.QD (4.0 - 413) <27A36D07-B5E9-32E6-87B6-3127F260F48D> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/QD.framework/Versions/A/QD\n 0x7fff2f650000 - 0x7fff2f65dffc com.apple.speech.synthesis.framework (9.0.24 - 9.0.24) <75344F8F-32CA-3558-B4E6-F56D498250E4> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/SpeechSynthesis.framework/Versions/A/SpeechSynthesis\n 0x7fff2f65e000 - 0x7fff2f73fffa com.apple.audio.toolbox.AudioToolbox (1.14 - 1.14) <5B249BE8-90C2-303D-9D08-7E829341DB23> /System/Library/Frameworks/AudioToolbox.framework/Versions/A/AudioToolbox\n 0x7fff2f741000 - 0x7fff2f741fff com.apple.audio.units.AudioUnit (1.14 - 1.14) <19BFF349-A9A2-355A-96F9-3ACD50231B0D> /System/Library/Frameworks/AudioUnit.framework/Versions/A/AudioUnit\n 0x7fff2fad8000 - 0x7fff2fe67ffa com.apple.CFNetwork (1128.0.2 - 1128.0.2) <967D1958-9BAD-3582-B63D-C4088D43D69B> /System/Library/Frameworks/CFNetwork.framework/Versions/A/CFNetwork\n 0x7fff2fee3000 - 0x7fff2fee3fff com.apple.Carbon (160 - 162) <93F221F5-B31E-31F4-ACC7-7840171C61E3> /System/Library/Frameworks/Carbon.framework/Versions/A/Carbon\n 0x7fff2fee4000 - 0x7fff2fee7ff3 com.apple.CommonPanels (1.2.6 - 101) <9F6E13D9-374B-386F-8E15-FDD6CE967859> 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com.apple.SymptomDiagnosticReporter (1.0 - 1238.120.2) <C3D66901-7E31-3FDB-BD7A-441EB0520D1D> /System/Library/PrivateFrameworks/SymptomDiagnosticReporter.framework/Versions/A/SymptomDiagnosticReporter\n 0x7fff61bcf000 - 0x7fff61bdfff3 com.apple.TCC (1.0 - 1) <C9EB52E3-099B-3597-9623-067C403FA525> /System/Library/PrivateFrameworks/TCC.framework/Versions/A/TCC\n 0x7fff62104000 - 0x7fff621caff0 com.apple.TextureIO (3.10.9 - 3.10.9) <EEDAB753-329A-396A-8119-5BEDF7DB5A56> /System/Library/PrivateFrameworks/TextureIO.framework/Versions/A/TextureIO\n 0x7fff6239a000 - 0x7fff625f2ff0 com.apple.UIFoundation (1.0 - 662) <EC55B9E5-7E62-380A-9AB1-FC7BEF663653> /System/Library/PrivateFrameworks/UIFoundation.framework/Versions/A/UIFoundation\n 0x7fff63281000 - 0x7fff632a1ffc com.apple.UserManagement (1.0 - 1) <9F00880E-6EA6-3684-B208-455E14EC07C8> /System/Library/PrivateFrameworks/UserManagement.framework/Versions/A/UserManagement\n 0x7fff6404d000 - 0x7fff64138ff2 com.apple.ViewBridge (467 - 467) <09E8FFB8-4DA1-3E80-8E19-927A2D987BF9> /System/Library/PrivateFrameworks/ViewBridge.framework/Versions/A/ViewBridge\n 0x7fff642de000 - 0x7fff642dffff com.apple.WatchdogClient.framework (1.0 - 67.120.2) <FFA17DA1-F6DD-34D3-A708-1F73C8BA7EA7> /System/Library/PrivateFrameworks/WatchdogClient.framework/Versions/A/WatchdogClient\n 0x7fff64f0f000 - 0x7fff64f12ffa com.apple.dt.XCTTargetBootstrap (1.0 - 16091) <D459D628-58C5-39A6-B7E8-B691CBEECEC1> /System/Library/PrivateFrameworks/XCTTargetBootstrap.framework/Versions/A/XCTTargetBootstrap\n 0x7fff64f8c000 - 0x7fff64f9aff5 com.apple.audio.caulk (1.0 - 32.3) <06D695EA-E2BC-31E4-9816-9C12542BA744> /System/Library/PrivateFrameworks/caulk.framework/Versions/A/caulk\n 0x7fff652dc000 - 0x7fff652deff3 com.apple.loginsupport (1.0 - 1) <12F77885-27DC-3837-9CE9-A25EBA75F833> /System/Library/PrivateFrameworks/login.framework/Versions/A/Frameworks/loginsupport.framework/Versions/A/loginsupport\n 0x7fff652df000 - 0x7fff652f2ffd com.apple.login (3.0 - 3.0) <C68367BA-2225-31DD-B2D8-16AC0A44421F> /System/Library/PrivateFrameworks/login.framework/Versions/A/login\n 0x7fff67dc2000 - 0x7fff67df5ffa libAudioToolboxUtility.dylib (1104.96) <2CA1542C-361E-3E4F-BD1A-1BA2F5D6B4AC> /usr/lib/libAudioToolboxUtility.dylib\n 0x7fff67dfc000 - 0x7fff67e30fff libCRFSuite.dylib (48) <5E5DE3CB-30DD-34DC-AEF8-FE8536A85E96> /usr/lib/libCRFSuite.dylib\n 0x7fff67e33000 - 0x7fff67e3dfff libChineseTokenizer.dylib (34) <7F0DA183-1796-315A-B44A-2C234C7C50BE> /usr/lib/libChineseTokenizer.dylib\n 0x7fff67ec9000 - 0x7fff67ecbff7 libDiagnosticMessagesClient.dylib (112) <C94F3B7B-1854-38EB-9778-834501C53B3F> /usr/lib/libDiagnosticMessagesClient.dylib\n 0x7fff67f11000 - 0x7fff680c8ffb libFosl_dynamic.dylib (100.4) <737573B2-190A-3BA1-8220-807AD0A2CE5E> /usr/lib/libFosl_dynamic.dylib\n 0x7fff680ef000 - 0x7fff680f5ff3 libIOReport.dylib (54) <75D177C4-BAD7-3285-B8E1-3019F49B3178> /usr/lib/libIOReport.dylib\n 0x7fff681d7000 - 0x7fff681defff libMatch.1.dylib (36) <5C6F3971-9D9E-3630-BDB6-60BFC5A665E0> /usr/lib/libMatch.1.dylib\n 0x7fff6820d000 - 0x7fff6822dff7 libMobileGestalt.dylib (826.140.5) <2BE94E6A-FA61-312F-84A1-F764D71B7E39> /usr/lib/libMobileGestalt.dylib\n 0x7fff6839f000 - 0x7fff683a0fff libSystem.B.dylib (1281.100.1) <C49167AD-722B-3DF3-9031-7D6B59FC2A06> /usr/lib/libSystem.B.dylib\n 0x7fff6842d000 - 0x7fff6842efff libThaiTokenizer.dylib (3) <4F4ADE99-0D09-3223-B7C0-C407AB6DE8DC> /usr/lib/libThaiTokenizer.dylib\n 0x7fff68446000 - 0x7fff6845cfff libapple_nghttp2.dylib (1.39.2) <07FEC48A-87CF-32A3-8194-FA70B361713A> /usr/lib/libapple_nghttp2.dylib\n 0x7fff68491000 - 0x7fff68503ff7 libarchive.2.dylib (72.140.2) <F9EA2883-5D5C-3FA6-B3F8-C5031BF88ABD> /usr/lib/libarchive.2.dylib\n 0x7fff68504000 - 0x7fff6859dfe5 libate.dylib (3.0.1) <76EA60FB-748C-313F-8951-B076540BEA97> /usr/lib/libate.dylib\n 0x7fff685a1000 - 0x7fff685a1ff3 libauto.dylib (187) <B6124448-7690-34AE-8939-ED84AAC630CE> /usr/lib/libauto.dylib\n 0x7fff68667000 - 0x7fff68677ffb libbsm.0.dylib (60.100.1) <00BFFB9A-2FFE-3C24-896A-251BC61917FD> /usr/lib/libbsm.0.dylib\n 0x7fff68678000 - 0x7fff68684fff libbz2.1.0.dylib (44) <14CC4988-B6D4-3879-AFC2-9A0DDC6388DE> /usr/lib/libbz2.1.0.dylib\n 0x7fff68685000 - 0x7fff686d7fff libc++.1.dylib (902.1) <59A8239F-C28A-3B59-B8FA-11340DC85EDC> /usr/lib/libc++.1.dylib\n 0x7fff686d8000 - 0x7fff686edffb libc++abi.dylib (902) <E692F14F-C65E-303B-9921-BB7E97D77855> /usr/lib/libc++abi.dylib\n 0x7fff686ee000 - 0x7fff686eefff libcharset.1.dylib (59) <72447768-9244-39AB-8E79-2FA14EC0AD33> /usr/lib/libcharset.1.dylib\n 0x7fff686ef000 - 0x7fff68700fff libcmph.dylib (8) <E72A20DB-2E86-378D-A237-EB9A1370F989> /usr/lib/libcmph.dylib\n 0x7fff68701000 - 0x7fff68718fd7 libcompression.dylib (87) <64C91066-586D-38C0-A2F3-3E60A940F859> /usr/lib/libcompression.dylib\n 0x7fff689f2000 - 0x7fff68a08ff7 libcoretls.dylib (167) <770A5B96-936E-34E3-B006-B1CEC299B5A5> /usr/lib/libcoretls.dylib\n 0x7fff68a09000 - 0x7fff68a0afff libcoretls_cfhelpers.dylib (167) <940BF370-FD0C-30A8-AA05-FF48DA44FA4C> /usr/lib/libcoretls_cfhelpers.dylib\n 0x7fff68fc7000 - 0x7fff69026ff7 libcups.2.dylib (483.7) <821ED293-B7B3-3B37-88C9-7B6CA91DA7FA> /usr/lib/libcups.2.dylib\n 0x7fff69130000 - 0x7fff69130fff libenergytrace.dylib (21) <162DFCC0-8F48-3DD0-914F-FA8653E27B26> /usr/lib/libenergytrace.dylib\n 0x7fff69131000 - 0x7fff69149fff libexpat.1.dylib (19.60.2) <FED7C38B-92D8-342D-AED7-871B12D1F7E7> /usr/lib/libexpat.1.dylib\n 0x7fff69157000 - 0x7fff69159fff libfakelink.dylib (149.1) <36146CB2-E6A5-37BB-9EE8-1B4034D8F3AD> /usr/lib/libfakelink.dylib\n 0x7fff69168000 - 0x7fff6916dfff libgermantok.dylib (24) <D2AE5AC0-EDCE-3216-B8C9-CF59292A545F> /usr/lib/libgermantok.dylib\n 0x7fff6916e000 - 0x7fff69177ff7 libheimdal-asn1.dylib (564.140.1) <0AC6FB62-2B0F-3E93-A931-E4DC4B1D757A> /usr/lib/libheimdal-asn1.dylib\n 0x7fff69178000 - 0x7fff69268fff libiconv.2.dylib (59) <18311A67-E4EF-3CC7-95B3-C0EDEE3A282F> /usr/lib/libiconv.2.dylib\n 0x7fff69269000 - 0x7fff694c0fff libicucore.A.dylib (64260.0.1) <8AC2CB07-E7E0-340D-A849-186FA1F27251> /usr/lib/libicucore.A.dylib\n 0x7fff694da000 - 0x7fff694dbfff liblangid.dylib (133) <30CFC08C-EF36-3CF5-8AEA-C1CB070306B7> /usr/lib/liblangid.dylib\n 0x7fff694dc000 - 0x7fff694f4ff3 liblzma.5.dylib (16) <C131EF18-2CDD-3271-8A30-A8760D4FE166> /usr/lib/liblzma.5.dylib\n 0x7fff6950c000 - 0x7fff695b3ff7 libmecab.dylib (883.11) <0D5BFD01-D4A7-3C8D-AA69-C329C1A69792> /usr/lib/libmecab.dylib\n 0x7fff695b4000 - 0x7fff69816ff1 libmecabra.dylib (883.11) <E31DE74D-1B88-377F-ACD3-D789D29C3AE7> /usr/lib/libmecabra.dylib\n 0x7fff69b83000 - 0x7fff69bb2fff libncurses.5.4.dylib (57) <995DFEEA-40F3-377F-B73D-D02AC59D591F> /usr/lib/libncurses.5.4.dylib\n 0x7fff69ce2000 - 0x7fff6a15eff5 libnetwork.dylib (1880.120.4) <BA294A54-F309-398D-B308-F97032AFF555> /usr/lib/libnetwork.dylib\n 0x7fff6a1ff000 - 0x7fff6a232fde libobjc.A.dylib (787.1) <6DF81160-5E7F-3E31-AA1E-C875E3B98AF6> /usr/lib/libobjc.A.dylib\n 0x7fff6a245000 - 0x7fff6a249fff libpam.2.dylib (25.100.1) <0502F395-8EE6-3D2A-9239-06FD5622E19E> /usr/lib/libpam.2.dylib\n 0x7fff6a24c000 - 0x7fff6a282ff7 libpcap.A.dylib (89.120.1) <A76EC076-A8EA-354C-B95F-7AB1EAFBCC65> /usr/lib/libpcap.A.dylib\n 0x7fff6a306000 - 0x7fff6a31efff libresolv.9.dylib (67.40.1) <C57EDFEF-D36A-310B-8D14-8C68A625B1E8> /usr/lib/libresolv.9.dylib\n 0x7fff6a320000 - 0x7fff6a364ff7 libsandbox.1.dylib (1217.141.2) <E8BA5E84-66AF-3995-8F8E-DDC93B0A88E1> /usr/lib/libsandbox.1.dylib\n 0x7fff6a37a000 - 0x7fff6a564ff7 libsqlite3.dylib (308.6) <33057143-AB4E-348B-9650-98BC48866F34> /usr/lib/libsqlite3.dylib\n 0x7fff6a7b5000 - 0x7fff6a7b8ffb libutil.dylib (57) <F01467F6-23A7-37EE-A170-33CE1577B41D> /usr/lib/libutil.dylib\n 0x7fff6a7b9000 - 0x7fff6a7c6ff7 libxar.1.dylib (425.2) <EE964412-9E25-30B3-BCC0-CCEFBCC8094B> /usr/lib/libxar.1.dylib\n 0x7fff6a7cc000 - 0x7fff6a8aefff libxml2.2.dylib (33.8) <FE38B007-24AF-310D-B834-2C9466154CEC> /usr/lib/libxml2.2.dylib\n 0x7fff6a8b2000 - 0x7fff6a8dafff libxslt.1.dylib (16.10) <2566E878-F75C-372A-ACA5-F2E9CD83F153> /usr/lib/libxslt.1.dylib\n 0x7fff6a8db000 - 0x7fff6a8edff3 libz.1.dylib (76) <793D9643-CD83-3AAC-8B96-88D548FAB620> /usr/lib/libz.1.dylib\n 0x7fff6b19c000 - 0x7fff6b1a1ff3 libcache.dylib (83) <AF488D13-9E89-35E0-B078-BE37CC5B8586> /usr/lib/system/libcache.dylib\n 0x7fff6b1a2000 - 0x7fff6b1adfff libcommonCrypto.dylib (60165.120.1) <C7912BE5-993E-3581-B2A0-6AABDC8C5562> /usr/lib/system/libcommonCrypto.dylib\n 0x7fff6b1ae000 - 0x7fff6b1b5fff libcompiler_rt.dylib (101.2) <49B8F644-5705-3F16-BBE0-6FFF9B17C36E> /usr/lib/system/libcompiler_rt.dylib\n 0x7fff6b1b6000 - 0x7fff6b1bfff7 libcopyfile.dylib (166.40.1) <3C481225-21E7-370A-A30E-0CCFDD64A92C> /usr/lib/system/libcopyfile.dylib\n 0x7fff6b1c0000 - 0x7fff6b252fdb libcorecrypto.dylib (866.140.1) <60567BF8-80FA-359A-B2F3-A3BAEFB288FD> /usr/lib/system/libcorecrypto.dylib\n 0x7fff6b35f000 - 0x7fff6b39fff0 libdispatch.dylib (1173.100.2) <CD9C059C-91D9-30E8-8926-5B9CD0D5D4F5> /usr/lib/system/libdispatch.dylib\n 0x7fff6b3a0000 - 0x7fff6b3d6fff libdyld.dylib (750.6) <789A18C2-8AC7-3C88-813D-CD674376585D> /usr/lib/system/libdyld.dylib\n 0x7fff6b3d7000 - 0x7fff6b3d7ffb libkeymgr.dylib (30) <DB3337BE-01CA-3425-BD0C-87774FC0CDC0> /usr/lib/system/libkeymgr.dylib\n 0x7fff6b3d8000 - 0x7fff6b3e4ff3 libkxld.dylib (6153.141.16) <32E58B88-2028-3F9D-A833-673ED01BB7AC> /usr/lib/system/libkxld.dylib\n 0x7fff6b3e5000 - 0x7fff6b3e5ff7 liblaunch.dylib (1738.140.2) <7200E214-9B4D-3B22-9844-4C7892FC890B> /usr/lib/system/liblaunch.dylib\n 0x7fff6b3e6000 - 0x7fff6b3ebff7 libmacho.dylib (959.0.1) <AA613A9C-961A-3B67-B696-4622FA59FC4E> /usr/lib/system/libmacho.dylib\n 0x7fff6b3ec000 - 0x7fff6b3eeff3 libquarantine.dylib (110.40.3) <F234E51D-FD0B-3EE4-B679-AE3EE9C536C3> /usr/lib/system/libquarantine.dylib\n 0x7fff6b3ef000 - 0x7fff6b3f0ff7 libremovefile.dylib (48) <7C7EFC79-BD24-33EF-B073-06AED234593E> /usr/lib/system/libremovefile.dylib\n 0x7fff6b3f1000 - 0x7fff6b408ff3 libsystem_asl.dylib (377.60.2) <1563EE02-0657-3B78-99BE-A947C24122EF> /usr/lib/system/libsystem_asl.dylib\n 0x7fff6b409000 - 0x7fff6b409ff7 libsystem_blocks.dylib (74) <0D53847E-AF5F-3ACF-B51F-A15DEA4DEC58> /usr/lib/system/libsystem_blocks.dylib\n 0x7fff6b40a000 - 0x7fff6b491fff libsystem_c.dylib (1353.100.2) <BBDED5E6-A646-3EED-B33A-91E4331EA063> /usr/lib/system/libsystem_c.dylib\n 0x7fff6b492000 - 0x7fff6b495ffb libsystem_configuration.dylib (1061.141.1) <0EE84C33-64FD-372B-974A-AF7A136F2068> /usr/lib/system/libsystem_configuration.dylib\n 0x7fff6b496000 - 0x7fff6b499fff libsystem_coreservices.dylib (114) <A199156E-058D-3ABB-BCE9-4B9F20DCED0F> /usr/lib/system/libsystem_coreservices.dylib\n 0x7fff6b49a000 - 0x7fff6b4a2fff libsystem_darwin.dylib (1353.100.2) <5B12B5DB-3F30-37C1-8ECC-49A66B1F2864> /usr/lib/system/libsystem_darwin.dylib\n 0x7fff6b4a3000 - 0x7fff6b4aafff libsystem_dnssd.dylib (1096.100.3) <EBB4C2C2-E031-3094-B40A-E67BF261D295> /usr/lib/system/libsystem_dnssd.dylib\n 0x7fff6b4ab000 - 0x7fff6b4acffb libsystem_featureflags.dylib (17) <29FD922A-EC2C-3F25-BCCC-B58D716E60EC> /usr/lib/system/libsystem_featureflags.dylib\n 0x7fff6b4ad000 - 0x7fff6b4faff7 libsystem_info.dylib (538) <8A321605-5480-330B-AF9E-64E65DE61747> /usr/lib/system/libsystem_info.dylib\n 0x7fff6b4fb000 - 0x7fff6b527ff7 libsystem_kernel.dylib (6153.141.16) <05E98124-C845-374E-A323-8D6CFB60926F> /usr/lib/system/libsystem_kernel.dylib\n 0x7fff6b528000 - 0x7fff6b56ffff libsystem_m.dylib (3178) <00F331F1-0D09-39B3-8736-1FE90E64E903> /usr/lib/system/libsystem_m.dylib\n 0x7fff6b570000 - 0x7fff6b597fff libsystem_malloc.dylib (283.100.6) <8549294E-4C53-36EB-99F3-584A7393D8D5> /usr/lib/system/libsystem_malloc.dylib\n 0x7fff6b598000 - 0x7fff6b5a5ffb libsystem_networkextension.dylib (1095.140.2) <F06C65C5-2CBE-313C-96E1-A09240F9FE57> /usr/lib/system/libsystem_networkextension.dylib\n 0x7fff6b5a6000 - 0x7fff6b5afff7 libsystem_notify.dylib (241.100.2) <FA22F928-D91B-3AA5-96BB-3186AC0FB264> /usr/lib/system/libsystem_notify.dylib\n 0x7fff6b5b0000 - 0x7fff6b5b8fef libsystem_platform.dylib (220.100.1) <009A7C1F-313A-318E-B9F2-30F4C06FEA5C> /usr/lib/system/libsystem_platform.dylib\n 0x7fff6b5b9000 - 0x7fff6b5c3fff libsystem_pthread.dylib (416.100.3) <62CB1A98-0B8F-31E7-A02B-A1139927F61D> /usr/lib/system/libsystem_pthread.dylib\n 0x7fff6b5c4000 - 0x7fff6b5c8ff3 libsystem_sandbox.dylib (1217.141.2) <051C4018-4345-3034-AC98-6DE42FB8273B> /usr/lib/system/libsystem_sandbox.dylib\n 0x7fff6b5c9000 - 0x7fff6b5cbfff libsystem_secinit.dylib (62.100.2) <F80872AA-E1FD-3D7E-8729-467656EC6561> /usr/lib/system/libsystem_secinit.dylib\n 0x7fff6b5cc000 - 0x7fff6b5d3ffb libsystem_symptoms.dylib (1238.120.2) <702D0910-5C34-3D43-9631-8BD215DE4FE1> /usr/lib/system/libsystem_symptoms.dylib\n 0x7fff6b5d4000 - 0x7fff6b5eaff2 libsystem_trace.dylib (1147.120.1) <BC141783-66D9-3137-A783-211B38E49ADB> /usr/lib/system/libsystem_trace.dylib\n 0x7fff6b5ec000 - 0x7fff6b5f1ff7 libunwind.dylib (35.4) <42B7B509-BAFE-365B-893A-72414C92F5BF> /usr/lib/system/libunwind.dylib\n 0x7fff6b5f2000 - 0x7fff6b627ffe libxpc.dylib (1738.140.2) <54EEF402-42C7-3995-BADE-93C48EFC4452> /usr/lib/system/libxpc.dylib\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: 4178\n thread_create: 0\n thread_set_state: 0\n```\n\nVM Region Summary:\nReadOnly portion of Libraries: Total=798.0M resident=0K(0%) swapped_out_or_unallocated=798.0M(100%)\nWritable regions: Total=773.3M written=0K(0%) resident=0K(0%) swapped_out=0K(0%) unallocated=773.3M(100%)\n \n```\n VIRTUAL REGION \n```\nREGION TYPE SIZE COUNT (non-coalesced) \n**=======**\nAccelerate framework 768K 6 \nActivity Tracing 256K 1 \nCG backing stores 672K 4 \nCG image 28K 5 \nCoreAnimation 44K 8 \nCoreGraphics 8K 1 \nCoreImage 8K 2 \nCoreUI image data 332K 6 \nFoundation 4K 1 \nKernel Alloc Once 8K 1 \nMALLOC 429.0M 194 \nMALLOC guard page 32K 8 \nMALLOC_LARGE (reserved) 512K 2 reserved VM address space (unallocated)\nMALLOC_NANO (reserved) 256.0M 1 reserved VM address space (unallocated)\nOpenGL GLSL 256K 3 \nSTACK GUARD 100K 25 \nStack 37.7M 26 \nVM_ALLOCATE 34.8M 224 \n__DATA 98.4M 300 \n__DATA_CONST 400K 5 \n__FONT_DATA 4K 1 \n__GLSLBUILTINS 5176K 1 \n__LINKEDIT 437.8M 14 \n__OBJC_RO 32.3M 1 \n__OBJC_RW 1908K 2 \n__TEXT 360.2M 292 \n__UNICODE 564K 1 \nmapped file 76.5M 22 \nshared memory 648K 17 \n**=======**\nTOTAL 1.7G 1174 \nTOTAL, minus reserved VM space 1.5G 1174 \n\nModel: MacBookPro11,5, BootROM 426.0.0.0.0, 4 processors, Quad-Core Intel Core i7, 2,8 GHz, 16 GB, SMC 2.30f2\nGraphics: kHW_AMDRadeonR9M370XItem, AMD Radeon R9 M370X, spdisplays_pcie_device, 2 GB\nGraphics: kHW_IntelIrisProItem, Intel Iris Pro, spdisplays_builtin\nMemory Module: BANK 0/DIMM0, 8 GB, DDR3, 1600 MHz, 0x802C, 0x31364B544631473634485A2D314736453120\nMemory Module: BANK 1/DIMM0, 8 GB, DDR3, 1600 MHz, 0x802C, 0x31364B544631473634485A2D314736453120\nAirPort: spairport_wireless_card_type_airport_extreme (0x14E4, 0x152), Broadcom BCM43xx 1.0 (7.77.111.1 AirPortDriverBrcmNIC-1615.3)\nBluetooth: Version 7.0.6f8, 3 services, 27 devices, 1 incoming serial ports\nNetwork Service: Wi-Fi, AirPort, en0\nNetwork Service: Thunderbolt Ethernet, Ethernet, en3\nPCI Card: Apple 57762-A0, sppci_ethernet, Thunderbolt@195,0,0\nSerial ATA Device: APPLE SSD SM0512G, 500,28 GB\nUSB Device: USB 3.0 Bus\nUSB Device: USB3.1 Hub\nUSB Device: USB3.1 Hub\nUSB Device: Porsche Mobile\nUSB Device: USB3.1 Hub\nUSB Device: Apple Internal Keyboard / Trackpad\nUSB Device: Bluetooth USB Host Controller\nUSB Device: USB2.0 Hub\nUSB Device: USB2.0 Hub\nUSB Device: ShuttleXpress\nUSB Device: USB KEYBOARD\nUSB Device: USB2.0 Hub\nThunderbolt Bus: MacBook Pro, Apple Inc., 27.1\nThunderbolt Device: Thunderbolt to Gigabit Ethernet Adapter, Apple Inc., 3, 5.5\n", "Crash when creating Hair Particle System\nOperating system: Darwin-20.3.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon R9 M370X OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.2.15\n\nBroken: version: 2.93.0 Alpha\nWorked: It worked on 2.81\n\nwhen I apply a particle system and switch to Hair, Blender crashes.\nWhen I apply Quick Effects Fur, it also crashes. \n\nworks on the default cube, no file needed\n\n", "2.9+ Hair particles instant crash\nOperating system: Mac OS Big Sur 11.1 (20C69)\nGraphics card: AMD Radeon R9 M380 2 GB\n\nBroken: 2.9+ (current 2.9.2)\nWorked: 2.80\n\nWhen I create a particle system, then switch from emitter to hair Blender crashes instantly. This happens in a new file with the default cube and settings. I can create a hair system in Edit mode but once I switch to object mode it instantly crashes again with no sign of loading. \n\nOpen blender > select default cube > particle properties > + add > hair > crash", "[Particle Type] Crashing app after click on type Hair \nOperating system: Darwin-19.5.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon R9 M370X OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.9.15\n\nBroken: version: 2.91.0, 2.91.2, 2.92.0 Beta, 2.93.0 Alpha\nWorked: [2.8, 2.81, 2.82, 2.83, 2.9 ]\n\n[ Crashing app after click on type Hair ]\n\n[Open Blender - Go to Particle Properties - add particle system slot - click on Hair]]\n\n![Screenshot at Feb 09 14-46-50.png](Screenshot_at_Feb_09_14-46-50.png)\n", "Blender Crashes when select Quick Fur or any hair related function\nModel Name:\tMacBook Pro\nModel Identifier:\tMacBookPro11,5\nProcessor Name:\tQuad-Core Intel Core i7\nProcessor Speed:\t2.5 GHz\nOperating system: Mac OS Big Sur\nGraphics card: AMD Radeon R9 M370X, Intel Iris Pro\n\nBroken: (example: 2.91.2, and 2.91.0)\n\n\nBased on the default startup\n\nDefault startup Quick Effects, Quick Fur on default cube (or anything else)\n\nCrashes with the following debug\n\nProcess: Blender [14561]\nPath: /Applications/Blender.app/Contents/MacOS/Blender\nIdentifier: org.blenderfoundation.blender\nVersion: 2.91.2 (2.91.2 2021-01-19)\nCode Type: X86-64 (Native)\nParent Process: ??? [1]\nResponsible: Blender [14561]\nUser ID: 501\n\nDate/Time: 2021-01-21 17:45:47.770 +0000\nOS Version: macOS 11.1 (20C69)\nReport Version: 12\nAnonymous UUID: 718CD098-1B87-0529-64BB-B18B2786D8A4\n\nSleep/Wake UUID: 120BC2C8-A258-4835-BF71-D3820E7E3DA5\n\nTime Awake Since Boot: 940000 seconds\nTime Since Wake: 11000 seconds\n\nSystem Integrity Protection: enabled\n\nCrashed Thread: 0 Dispatch queue: com.apple.main-thread\n\nException Type: EXC_ARITHMETIC (SIGFPE)\nException Codes: EXC_I386_DIV (divide by zero)\nException Note: EXC_CORPSE_NOTIFY\n\nTermination Signal: Floating point exception: 8\nTermination Reason: Namespace SIGNAL, Code 0x8\nTerminating Process: exc handler [14561]\n\nThread 0 Crashed:: Dispatch queue: com.apple.main-thread\n0 com.apple.AMDRadeonX4000GLDriver\t0x0000000121ebb24c glrUpdateTexture + 1188\n1 libGPUSupportMercury.dylib \t0x00007fff46c3c6c0 gpusLoadCurrentTextures + 533\n2 com.apple.AMDRadeonX4000GLDriver\t0x0000000121e8b4f4 gldUpdateDispatch + 243\n3 GLEngine \t0x00007fff6cb5276f gleDoDrawDispatchCoreGL3 + 690\n4 GLEngine \t0x00007fff6cb19940 gleDrawArraysOrElements_Entries_Body + 151\n5 GLEngine \t0x00007fff6cb1ef7c glDrawElementsInstancedBaseVertex_GL3Exec + 268\n6 libGL.dylib \t0x00007fff6ca663cf glDrawElementsInstancedBaseVertex + 45\n7 org.blenderfoundation.blender \t0x00000001091b6fe5 draw_call_single_do + 469\n8 org.blenderfoundation.blender \t0x00000001091b678a drw_draw_pass_ex + 1626\n9 org.blenderfoundation.blender \t0x00000001091b611f DRW_draw_pass + 31\n10 org.blenderfoundation.blender \t0x00000001091dda2a workbench_draw_sample + 330\n11 org.blenderfoundation.blender \t0x00000001091ddc9e workbench_draw_scene + 94\n12 org.blenderfoundation.blender \t0x00000001091ad5fa drw_engines_draw_scene + 186\n13 org.blenderfoundation.blender \t0x00000001091ac1fd DRW_draw_render_loop_ex + 1565\n14 org.blenderfoundation.blender \t0x0000000109a3e128 view3d_main_region_draw + 136\n15 org.blenderfoundation.blender \t0x00000001095ec680 ED_region_do_draw + 336\n16 org.blenderfoundation.blender \t0x0000000109071eed wm_draw_update + 1757\n17 org.blenderfoundation.blender \t0x000000010906fb60 WM_main + 48\n18 org.blenderfoundation.blender \t0x0000000108c6c63a main + 890\n19 libdyld.dylib \t0x00007fff2037e621 start + 1\n\nThread 1:\n0 libsystem_kernel.dylib \t0x00007fff2032eeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff201b8c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff201b912e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x000000010ebc6652 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x000000010ebc51be 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 \t0x00007fff20363950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff2035f47b thread_start + 15\n\nThread 2:\n0 libsystem_kernel.dylib \t0x00007fff2032eeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff201b8c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff201b912e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x000000010ebc6652 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x000000010ebc51be 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 \t0x00007fff20363950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff2035f47b thread_start + 15\n\nThread 3:\n0 libsystem_kernel.dylib \t0x00007fff2032eeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff201b8c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff201b912e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x000000010ebc6652 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x000000010ebc51be 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 \t0x00007fff20363950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff2035f47b thread_start + 15\n\nThread 4:\n0 libsystem_kernel.dylib \t0x00007fff2032eeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff201b8c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff201b912e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x000000010ebc6652 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x000000010ebc51be 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 \t0x00007fff20363950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff2035f47b thread_start + 15\n\nThread 5:\n0 libsystem_kernel.dylib \t0x00007fff2032eeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff201b8c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff201b912e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x000000010ebc6652 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x000000010ebc51be 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 \t0x00007fff20363950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff2035f47b thread_start + 15\n\nThread 6:\n0 libsystem_kernel.dylib \t0x00007fff2032eeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff201b8c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff201b912e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x000000010ebc6652 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x000000010ebc51be 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 \t0x00007fff20363950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff2035f47b thread_start + 15\n\nThread 7:\n0 libsystem_kernel.dylib \t0x00007fff2032eeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff201b8c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff201b912e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x000000010ebc6652 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x000000010ebc51be 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 \t0x00007fff20363950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff2035f47b thread_start + 15\n\nThread 8:\n0 libsystem_kernel.dylib \t0x00007fff2032eeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff201b8c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff201b912e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x000000010ebc6652 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x000000010ebc51be 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 \t0x00007fff20363950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff2035f47b thread_start + 15\n\nThread 9:\n0 libsystem_pthread.dylib \t0x00007fff2035f458 start_wqthread + 0\n\nThread 10:\n0 libsystem_pthread.dylib \t0x00007fff2035f458 start_wqthread + 0\n\nThread 11:: AMCP Logging Spool\n0 libsystem_kernel.dylib \t0x00007fff2032eeba semaphore_wait_trap + 10\n1 com.apple.audio.caulk \t0x00007fff2845e92a caulk::mach::semaphore::wait_or_error() + 16\n2 com.apple.audio.caulk \t0x00007fff2844b6e6 caulk::semaphore::timed_wait(double) + 110\n3 com.apple.audio.caulk \t0x00007fff2844b634 caulk::concurrent::details::worker_thread::run() + 30\n4 com.apple.audio.caulk \t0x00007fff2844b3c0 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 \t0x00007fff20363950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff2035f47b thread_start + 15\n\nThread 12:\n0 libsystem_pthread.dylib \t0x00007fff2035f458 start_wqthread + 0\n\nThread 13:\n0 libsystem_pthread.dylib \t0x00007fff2035f458 start_wqthread + 0\n\nThread 14:\n0 libsystem_kernel.dylib \t0x00007fff2032eeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001090666b8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x0000000109066649 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff20363950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff2035f47b thread_start + 15\n\nThread 15:\n0 libsystem_kernel.dylib \t0x00007fff2032eeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001090666b8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x0000000109066649 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff20363950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff2035f47b thread_start + 15\n\nThread 16:\n0 libsystem_kernel.dylib \t0x00007fff2032eeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001090666b8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x0000000109066649 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff20363950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff2035f47b thread_start + 15\n\nThread 17:\n0 libsystem_kernel.dylib \t0x00007fff2032eeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001090666b8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x0000000109066649 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff20363950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff2035f47b thread_start + 15\n\nThread 18:\n0 libsystem_kernel.dylib \t0x00007fff2032eeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001090666b8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x0000000109066649 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff20363950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff2035f47b thread_start + 15\n\nThread 19:\n0 libsystem_kernel.dylib \t0x00007fff2032eeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001090666b8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x0000000109066649 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff20363950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff2035f47b thread_start + 15\n\nThread 20:\n0 libsystem_kernel.dylib \t0x00007fff2032eeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001090666b8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x0000000109066649 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff20363950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff2035f47b thread_start + 15\n\nThread 21:\n0 libsystem_pthread.dylib \t0x00007fff2035f458 start_wqthread + 0\n\nThread 22:: com.apple.NSEventThread\n0 libsystem_kernel.dylib \t0x00007fff2032ee7e mach_msg_trap + 10\n1 libsystem_kernel.dylib \t0x00007fff2032f1f0 mach_msg + 60\n2 com.apple.CoreFoundation \t0x00007fff2045bbf7 __CFRunLoopServiceMachPort + 316\n3 com.apple.CoreFoundation \t0x00007fff2045a2ca __CFRunLoopRun + 1315\n4 com.apple.CoreFoundation \t0x00007fff204596ce CFRunLoopRunSpecific + 563\n5 com.apple.AppKit \t0x00007fff22dfcc16 _NSEventThread + 124\n6 libsystem_pthread.dylib \t0x00007fff20363950 _pthread_start + 224\n7 libsystem_pthread.dylib \t0x00007fff2035f47b thread_start + 15\n\nThread 23:: com.apple.audio.IOThread.client\n0 libsystem_kernel.dylib \t0x00007fff2032ee7e mach_msg_trap + 10\n1 libsystem_kernel.dylib \t0x00007fff2032f1f0 mach_msg + 60\n2 com.apple.audio.CoreAudio \t0x00007fff21e51de5 HALB_MachPort::SendSimpleMessageWithSimpleReply(unsigned int, unsigned int, int, int&, bool, unsigned int) + 111\n3 com.apple.audio.CoreAudio \t0x00007fff21ced477 invocation function for block in HALC_ProxyIOContext::HALC_ProxyIOContext(unsigned int, unsigned int) + 3435\n4 com.apple.audio.CoreAudio \t0x00007fff21e90f3a HALB_IOThread::Entry(void*) + 72\n5 libsystem_pthread.dylib \t0x00007fff20363950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff2035f47b thread_start + 15\n\nThread 0 crashed with X86 Thread State (64-bit):\n```\nrax: 0x000000000009c400 rbx: 0x0000600002c364a0 rcx: 0x0000000000000000 rdx: 0x0000000000000000\nrdi: 0x00007ff95f339600 rsi: 0x0000000000000000 rbp: 0x00007ffee70d5dc0 rsp: 0x00007ffee70d5d90\n r8: 0x0000000000000006 r9: 0xffffffff00000000 r10: 0x00007ff95f339648 r11: 0x0000000000000001\nr12: 0x00007ff95bdd0200 r13: 0x00007ff95bdd0200 r14: 0x00007ff95f339600 r15: 0x0000600003ffddb0\nrip: 0x0000000121ebb24c rfl: 0x0000000000010246 cr2: 0x00000001318bb000\n\n```\nLogical CPU: 0\nError Code: 0x00000000\nTrap Number: 0\n\nThread 0 instruction stream:\n 0f 44 09 d8 09 d0 44 09-d0 09 d8 09 c8 31 c9 41 .D....D......1.A\n 89 4d 48 45 89 45 4c 41-89 4d 50 41 89 45 54 0f .MHE.ELA.MPA.ET.\n 57 c0 41 0f 11 45 58 4d-85 ff 74 5c 49 8b 47 10 W.A..EXM..t\\I.G.\n 48 85 c0 74 53 48 8b 18-48 85 db 74 4b 66 41 83 H..tSH..H..tKfA.\n```\nbe 9c 01 00 00 00 49 8b-07 48 8b 40 10 41 8b 4d [email protected]\n```\n 4c 78 10 89 ce c1 ee 10-81 e6 ff 3f 00 00 31 d2 Lx.........?..1.\n [48]f7 f6 41 89 45 50 49-8b 47 10 48 8b 40 20 41 H..A.EPI.G.H.@ A\t<==\n 89 45 48 48 c1 e8 20 0f-b7 c0 81 e1 00 00 ff ff .EHH.. .........\n 09 c1 41 89 4d 4c eb 0a-41 c7 45 50 00 00 00 00 ..A.ML..A.EP....\n 31 db 49 8b 7d 18 48 39-fb 74 3b 48 85 ff 74 15 1.I.}.H9.t;H..t.\n 4d 8d 7d 18 e8 e3 ed 08-00 0f 57 c0 41 0f 11 47 M.}.......W.A..G\n 10 41 0f 11 07 48 85 db-74 1c 48 89 df e8 d0 ed .A...H..t.H.....\n```\n\n```\nThread 0 last branch register state not available.\n\n\nBinary Images:\n 0x108b29000 - 0x1132f8fff +org.blenderfoundation.blender (2.91.2 - 2.91.2 2021-01-19) <CF9C6FA1-AACE-3485-AA72-AD4E96F436F1> /Applications/Blender.app/Contents/MacOS/Blender\n 0x119faa000 - 0x11a016fff +libomp.dylib (0) <535E76BC-1650-3651-9C62-97A995647107> /Applications/Blender.app/Contents/Resources/lib/libomp.dylib\n 0x11bd96000 - 0x11bd9dfff com.apple.audio.AppleHDAHALPlugIn (283.15 - 283.15) <6756F98D-A178-326C-AE42-0794B528C2FB> /System/Library/Extensions/AppleHDA.kext/Contents/PlugIns/AppleHDAHALPlugIn.bundle/Contents/MacOS/AppleHDAHALPlugIn\n 0x11f7db000 - 0x11f7eafff libobjc-trampolines.dylib (818.2) <12B587A2-8631-3B7A-B862-5091C411AC2C> /usr/lib/libobjc-trampolines.dylib\n 0x11f831000 - 0x11f8ccfff dyld (832.7.1) <DEA51514-B4E8-3368-979B-89D0F8397ABC> /usr/lib/dyld\n 0x1212ca000 - 0x12142dfff com.apple.audio.units.Components (1.14 - 1.14) <79BEEEC4-3C3B-3C49-AF25-792C6CE5BF68> /System/Library/Components/CoreAudio.component/Contents/MacOS/CoreAudio\n 0x121466000 - 0x121a15fff com.apple.audio.AudioDSPComponents (1.0 - 1) <6F81B244-A378-3A25-BFBB-5C3EFCF560B6> /System/Library/Components/AudioDSP.component/Contents/MacOS/AudioDSP\n 0x121e8a000 - 0x121f8dfff com.apple.AMDRadeonX4000GLDriver (4.2.13 - 4.0.2) <D8B24B53-24A7-3E05-A134-F866E0ADE530> /System/Library/Extensions/AMDRadeonX4000GLDriver.bundle/Contents/MacOS/AMDRadeonX4000GLDriver\n 0x13047b000 - 0x13047cfff +_heapq.cpython-37m-darwin.so (0) <20086BF0-0130-3463-B824-F98C6D51BE39> /Applications/Blender.app/Contents/Resources/2.91/python/lib/python3.7/lib-dynload/_heapq.cpython-37m-darwin.so\n 0x130685000 - 0x13068afff +math.cpython-37m-darwin.so (0) <F76ADA60-2AAA-34A7-BB31-26405F501673> /Applications/Blender.app/Contents/Resources/2.91/python/lib/python3.7/lib-dynload/math.cpython-37m-darwin.so\n 0x130e17000 - 0x131030fff +_hashlib.cpython-37m-darwin.so (0) <C9C14775-5B8E-3512-98E0-537BF4984A54> /Applications/Blender.app/Contents/Resources/2.91/python/lib/python3.7/lib-dynload/_hashlib.cpython-37m-darwin.so\n 0x1310c9000 - 0x1310cefff +_blake2.cpython-37m-darwin.so (0) <7FD886EF-36D2-329A-B8CE-AAF09D7269E8> /Applications/Blender.app/Contents/Resources/2.91/python/lib/python3.7/lib-dynload/_blake2.cpython-37m-darwin.so\n 0x1310d8000 - 0x1310e8fff +_sha3.cpython-37m-darwin.so (0) <D7698BDC-8C9A-3198-81AD-6044B3FFB378> /Applications/Blender.app/Contents/Resources/2.91/python/lib/python3.7/lib-dynload/_sha3.cpython-37m-darwin.so\n 0x1310f3000 - 0x1310f3fff +_bisect.cpython-37m-darwin.so (0) <1F871C75-B7E3-3531-B4FD-9127E49825DD> /Applications/Blender.app/Contents/Resources/2.91/python/lib/python3.7/lib-dynload/_bisect.cpython-37m-darwin.so\n 0x1310fb000 - 0x1310fcfff +_random.cpython-37m-darwin.so (0) <6EA0F0A9-EB67-39B1-8BC9-CD20C494E8F6> /Applications/Blender.app/Contents/Resources/2.91/python/lib/python3.7/lib-dynload/_random.cpython-37m-darwin.so\n 0x1321d1000 - 0x1321d4fff com.apple.CloudDocsFileProvider (1.0 - 726) <89C091B1-BB9C-3919-8051-B8A86E94FC57> /System/Library/Frameworks/FileProvider.framework/OverrideBundles/CloudDocsFileProvider.bundle/Contents/MacOS/CloudDocsFileProvider\n 0x143afe000 - 0x143b01fff com.apple.FileProviderOverride (326 - 326) <30A4FABB-09A9-3847-9097-C47264FE43CC> /System/Library/Frameworks/FileProvider.framework/OverrideBundles/FileProviderOverride.bundle/Contents/MacOS/FileProviderOverride\n 0x146e5d000 - 0x146e78fff com.apple.findersync.fileprovideroverride.FinderSyncCollaborationFileProviderOverride (1.0 - 1350.2.10) <13CEAF66-0099-3F21-B489-6DA4F088AB43> /System/Library/Frameworks/FileProvider.framework/OverrideBundles/FinderSyncCollaborationFileProviderOverride.bundle/Contents/MacOS/FinderSyncCollaborationFileProviderOverride\n 0x7fff20099000 - 0x7fff2009afff libsystem_blocks.dylib (78) <9CF131C6-16FB-3DD0-B046-9E0B6AB99935> /usr/lib/system/libsystem_blocks.dylib\n 0x7fff2009b000 - 0x7fff200d0fff libxpc.dylib (2038.40.38) <003A027D-9CE3-3794-A319-88495844662D> /usr/lib/system/libxpc.dylib\n 0x7fff200d1000 - 0x7fff200e8fff libsystem_trace.dylib (1277.50.1) <48C14376-626E-3C81-B0F5-7416E64580C7> /usr/lib/system/libsystem_trace.dylib\n 0x7fff200e9000 - 0x7fff20187fff libcorecrypto.dylib (1000.60.19) <92F0211E-506E-3760-A3C2-808BF3905C07> /usr/lib/system/libcorecrypto.dylib\n 0x7fff20188000 - 0x7fff201b4fff libsystem_malloc.dylib (317.40.8) <2EF43B96-90FB-3C50-B73E-035238504E33> /usr/lib/system/libsystem_malloc.dylib\n 0x7fff201b5000 - 0x7fff201f9fff libdispatch.dylib (1271.40.12) <CEF1460B-1362-381A-AE69-6BCE2D8C215B> /usr/lib/system/libdispatch.dylib\n 0x7fff201fa000 - 0x7fff20232fff libobjc.A.dylib (818.2) <45EA2DE2-B612-3486-B156-2359CE279159> /usr/lib/libobjc.A.dylib\n 0x7fff20233000 - 0x7fff20235fff libsystem_featureflags.dylib (28.60.1) <7B4EBDDB-244E-3F78-8895-566FE22288F3> /usr/lib/system/libsystem_featureflags.dylib\n 0x7fff20236000 - 0x7fff202befff libsystem_c.dylib (1439.40.11) <06D9F593-C815-385D-957F-2B5BCC223A8A> /usr/lib/system/libsystem_c.dylib\n 0x7fff202bf000 - 0x7fff20314fff libc++.1.dylib (904.4) <AE3A940A-7A9C-3F99-B175-3511528D8DFE> /usr/lib/libc++.1.dylib\n 0x7fff20315000 - 0x7fff2032dfff libc++abi.dylib (904.4) <DDFCBF9C-432D-3B8A-8641-578D2EDDCAD8> /usr/lib/libc++abi.dylib\n 0x7fff2032e000 - 0x7fff2035cfff libsystem_kernel.dylib (7195.60.75) <4BD61365-29AF-3234-8002-D989D295FDBB> /usr/lib/system/libsystem_kernel.dylib\n 0x7fff2035d000 - 0x7fff20368fff libsystem_pthread.dylib (454.60.1) <8DD3A0BC-2C92-31E3-BBAB-CE923A4342E4> /usr/lib/system/libsystem_pthread.dylib\n 0x7fff20369000 - 0x7fff203a3fff libdyld.dylib (832.7.1) <2F8A14F5-7CB8-3EDD-85EA-7FA960BBC04E> /usr/lib/system/libdyld.dylib\n 0x7fff203a4000 - 0x7fff203adfff libsystem_platform.dylib (254.60.1) <3F7F6461-7B5C-3197-ACD7-C8A0CFCC6F55> /usr/lib/system/libsystem_platform.dylib\n 0x7fff203ae000 - 0x7fff203d9fff libsystem_info.dylib (542.40.3) <0979757C-5F0D-3F5A-9E0E-EBF234B310AF> /usr/lib/system/libsystem_info.dylib\n 0x7fff203da000 - 0x7fff20875fff com.apple.CoreFoundation (6.9 - 1770.300) <EAC298C4-CE3E-3551-A832-42ED9A13EF74> /System/Library/Frameworks/CoreFoundation.framework/Versions/A/CoreFoundation\n 0x7fff20876000 - 0x7fff20aa5fff com.apple.LaunchServices (1122.11 - 1122.11) <CAEEC254-68AE-39B5-8452-EC3E1EE8577B> /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/LaunchServices.framework/Versions/A/LaunchServices\n 0x7fff20aa6000 - 0x7fff20b79fff com.apple.gpusw.MetalTools (1.0 - 1) <C235D5FA-0B9D-3E72-A8CE-67174E1B9E7C> /System/Library/PrivateFrameworks/MetalTools.framework/Versions/A/MetalTools\n 0x7fff20b7a000 - 0x7fff20dddfff libBLAS.dylib (1336.40.1) <AD2D155C-1294-3D10-817A-F6A581E6ACF1> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libBLAS.dylib\n 0x7fff20dde000 - 0x7fff20e2bfff com.apple.Lexicon-framework (1.0 - 86.1) <D54364A6-1C4C-33D7-8B24-C753777B3654> /System/Library/PrivateFrameworks/Lexicon.framework/Versions/A/Lexicon\n 0x7fff20e2c000 - 0x7fff20e9afff libSparse.dylib (106) <60559226-6E4B-3601-B6CA-E3B85B5EB27B> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libSparse.dylib\n 0x7fff20e9b000 - 0x7fff20f18fff com.apple.SystemConfiguration (1.20 - 1.20) <8524EE4C-628F-315A-9531-44DD83CE275E> /System/Library/Frameworks/SystemConfiguration.framework/Versions/A/SystemConfiguration\n 0x7fff20f19000 - 0x7fff20f4efff libCRFSuite.dylib (50) <6CA29EAA-0585-3682-9AD2-DFD3D87A74D4> /usr/lib/libCRFSuite.dylib\n 0x7fff20f4f000 - 0x7fff21186fff libmecabra.dylib (929.1.1) <39F5AD50-3AF2-3CFB-BD21-2DC45AA92A91> /usr/lib/libmecabra.dylib\n 0x7fff21187000 - 0x7fff214eafff com.apple.Foundation (6.9 - 1770.300) <44A7115B-7FF0-3300-B61B-0FA71B63C715> /System/Library/Frameworks/Foundation.framework/Versions/C/Foundation\n 0x7fff214eb000 - 0x7fff215d7fff com.apple.LanguageModeling (1.0 - 247.1) <BCB1F8A7-54B9-36D1-B742-70DF7657BF0B> /System/Library/PrivateFrameworks/LanguageModeling.framework/Versions/A/LanguageModeling\n 0x7fff215d8000 - 0x7fff2170efff com.apple.CoreDisplay (231.3 - 231.3) <229BF97A-1D56-3CB4-8338-E0D464F73A33> /System/Library/Frameworks/CoreDisplay.framework/Versions/A/CoreDisplay\n 0x7fff2170f000 - 0x7fff21984fff com.apple.audio.AudioToolboxCore (1.0 - 1180.23) <56821802-07B9-3FA9-AF73-D943BAE0DE57> /System/Library/PrivateFrameworks/AudioToolboxCore.framework/Versions/A/AudioToolboxCore\n 0x7fff21985000 - 0x7fff21b6dfff com.apple.CoreText (677.2.0.5 - 677.2.0.5) <B0B2A8DD-A6F1-3EF7-9351-1BA604353A11> /System/Library/Frameworks/CoreText.framework/Versions/A/CoreText\n 0x7fff21b6e000 - 0x7fff22211fff com.apple.audio.CoreAudio (5.0 - 5.0) <DF623EC9-FC55-3B3C-94FF-6A5C50A981B3> /System/Library/Frameworks/CoreAudio.framework/Versions/A/CoreAudio\n 0x7fff22212000 - 0x7fff22563fff com.apple.security (7.0 - 59754.60.13) <A20AB68D-51DA-340B-B813-F2AFC81F7143> /System/Library/Frameworks/Security.framework/Versions/A/Security\n 0x7fff22564000 - 0x7fff227c5fff libicucore.A.dylib (66109) <6C0A0196-2778-3035-81CE-7CA48D6C0628> /usr/lib/libicucore.A.dylib\n 0x7fff227c6000 - 0x7fff227cffff libsystem_darwin.dylib (1439.40.11) <BD269412-C9D0-32EE-B42B-B09A187A9B95> /usr/lib/system/libsystem_darwin.dylib\n 0x7fff227d0000 - 0x7fff22ab7fff com.apple.CoreServices.CarbonCore (1307 - 1307) <9C615967-6D8E-307F-B028-6278A4FA7C8C> /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/CarbonCore.framework/Versions/A/CarbonCore\n 0x7fff22ab8000 - 0x7fff22af6fff com.apple.CoreServicesInternal (476 - 476) <FD1692F7-A4B4-3FE5-B9C8-E0840D53C7D0> /System/Library/PrivateFrameworks/CoreServicesInternal.framework/Versions/A/CoreServicesInternal\n 0x7fff22af7000 - 0x7fff22b31fff com.apple.CSStore (1122.11 - 1122.11) <088D0108-AA14-3610-86A0-89D0C605384F> /System/Library/PrivateFrameworks/CoreServicesStore.framework/Versions/A/CoreServicesStore\n 0x7fff22b32000 - 0x7fff22bdffff com.apple.framework.IOKit (2.0.2 - 1845.60.2) <F2299682-5884-363F-9069-AA804E712C74> /System/Library/Frameworks/IOKit.framework/Versions/A/IOKit\n 0x7fff22be0000 - 0x7fff22bebfff libsystem_notify.dylib (279.40.4) <98D74EEF-60D9-3665-B877-7BE1558BA83E> /usr/lib/system/libsystem_notify.dylib\n 0x7fff22bec000 - 0x7fff22c37fff libsandbox.1.dylib (1441.60.4) <243C983D-0AEF-3A09-9489-CF1FC75925CC> /usr/lib/libsandbox.1.dylib\n 0x7fff22c38000 - 0x7fff2399afff com.apple.AppKit (6.9 - 2022.20.119) <4CB42914-672D-3AF0-A0A5-2209088A3DA0> /System/Library/Frameworks/AppKit.framework/Versions/C/AppKit\n 0x7fff2399b000 - 0x7fff23beefff com.apple.UIFoundation (1.0 - 726.11) <71C63CE5-094D-34AF-B538-8DCAB3B66DE9> /System/Library/PrivateFrameworks/UIFoundation.framework/Versions/A/UIFoundation\n 0x7fff23bef000 - 0x7fff23c01fff com.apple.UniformTypeIdentifiers (633.0.2 - 633.0.2) <7BEC7DDC-2B7A-3B5D-B994-5FA352FC485A> /System/Library/Frameworks/UniformTypeIdentifiers.framework/Versions/A/UniformTypeIdentifiers\n 0x7fff23c02000 - 0x7fff23d8cfff com.apple.desktopservices (1.17 - 1346.2.1) <732C8A0C-E7F8-372D-AE5B-84497067135E> /System/Library/PrivateFrameworks/DesktopServicesPriv.framework/Versions/A/DesktopServicesPriv\n 0x7fff23d8d000 - 0x7fff23d9ffff 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0x7fff33eae000 - 0x7fff33ec5fff com.apple.ANEServices (4.51 - 4.51) <F86B479B-3FA0-366C-84A6-D35253ABBF5E> /System/Library/PrivateFrameworks/ANEServices.framework/Versions/A/ANEServices\n 0x7fff34261000 - 0x7fff34524fff com.apple.spotlight.index (10.7.0 - 2150.7.2) <D7C1EBB8-2025-3D21-81AE-B43E6005051F> /System/Library/PrivateFrameworks/SpotlightIndex.framework/Versions/A/SpotlightIndex\n 0x7fff3453d000 - 0x7fff3458dfff com.apple.ChunkingLibrary (334 - 334) <E392AB7F-6EAC-3E2E-93F8-01BA240FEACD> /System/Library/PrivateFrameworks/ChunkingLibrary.framework/Versions/A/ChunkingLibrary\n 0x7fff34e3f000 - 0x7fff34e41fff com.apple.ConstantClasses (1.0 - 1) <1D87636F-28D4-3549-B741-7DDD2332D2EE> /System/Library/PrivateFrameworks/ConstantClasses.framework/Versions/A/ConstantClasses\n 0x7fff34e59000 - 0x7fff34e6ffff com.apple.CoreML.AppleNeuralEngine (1.0 - 1) <BB0C2E05-9F10-3990-9A4B-0A3796F912AB> /System/Library/PrivateFrameworks/AppleNeuralEngine.framework/Versions/A/AppleNeuralEngine\n 0x7fff34fd5000 - 0x7fff34fd8fff com.apple.Cocoa (6.11 - 23) <E44AC98B-5BEA-3087-AB41-C73CEB8A98C8> /System/Library/Frameworks/Cocoa.framework/Versions/A/Cocoa\n 0x7fff363b1000 - 0x7fff363e1fff libtidy.A.dylib (18.1) <9359DC58-9E3E-3601-A47F-7794A5D4542B> /usr/lib/libtidy.A.dylib\n 0x7fff36404000 - 0x7fff36417fff com.apple.Engram (1.0 - 1) <F7F6B85F-6B03-3BD2-BC02-DA5DBBB60014> /System/Library/PrivateFrameworks/Engram.framework/Versions/A/Engram\n 0x7fff36418000 - 0x7fff36433fff com.apple.openscripting (1.7 - 190) <D0B98DF9-7A61-3810-AE81-2F870DCC2AC0> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/OpenScripting.framework/Versions/A/OpenScripting\n 0x7fff36434000 - 0x7fff36437fff com.apple.securityhi (9.0 - 55008) <DD7770F7-661C-363B-A1F4-8B69EB0FFB6A> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/SecurityHI.framework/Versions/A/SecurityHI\n 0x7fff36438000 - 0x7fff3643bfff com.apple.ink.framework (10.15 - 227) <E10C40B6-2656-36D1-882C-2091CE02883A> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/Ink.framework/Versions/A/Ink\n 0x7fff3643c000 - 0x7fff3643ffff com.apple.CommonPanels (1.2.6 - 101) <101582BA-E64F-391A-BD23-50DCC3CF8939> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/CommonPanels.framework/Versions/A/CommonPanels\n 0x7fff36440000 - 0x7fff36447fff com.apple.ImageCapture (1708 - 1708) <FE9D13DD-[D733](D733)-3B2A-B4A6-D3C8313005F5> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/ImageCapture.framework/Versions/A/ImageCapture\n 0x7fff38d7e000 - 0x7fff38d7efff com.apple.marco (10.0 - 1000) <4F6DF5B4-8F63-376E-A77C-31B21436FD5B> /System/Library/PrivateFrameworks/Marco.framework/Versions/A/Marco\n 0x7fff3942d000 - 0x7fff39430fff com.apple.OSAServicesClient (1.0 - 1) <44E39868-F624-3644-B453-962D34737998> /System/Library/PrivateFrameworks/OSAServicesClient.framework/Versions/A/OSAServicesClient\n 0x7fff3946c000 - 0x7fff3947bfff com.apple.accessibility.AXCoreUtilities (1.0 - 1) <DCE98762-F313-35E4-A9D2-65D335DFA0DA> /System/Library/PrivateFrameworks/AXCoreUtilities.framework/Versions/A/AXCoreUtilities\n 0x7fff3947c000 - 0x7fff39493fff libAccessibility.dylib (2885.13) <1A30C6D7-DB84-3296-B010-A77CFE5A078D> /usr/lib/libAccessibility.dylib\n 0x7fff3d132000 - 0x7fff3d135fff com.apple.print.framework.Print (15 - 271) <8411879F-7E3E-3882-BD06-68E797A3B9D6> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/Print.framework/Versions/A/Print\n 0x7fff3d136000 - 0x7fff3d139fff com.apple.Carbon (160 - 164) <5683716A-5610-3B97-B473-B4652067E7A6> /System/Library/Frameworks/Carbon.framework/Versions/A/Carbon\n 0x7fff3d3be000 - 0x7fff3d3ddfff com.apple.private.SystemPolicy (1.0 - 1) <CFE0B0C6-DF5B-31EB-9D79-B23E00A80B05> /System/Library/PrivateFrameworks/SystemPolicy.framework/Versions/A/SystemPolicy\n 0x7fff3d52f000 - 0x7fff3d589fff com.apple.AccessibilitySharedSupport (1.0 - 1) <0C02B8FF-F0D1-33A7-95D0-36A259152E6D> /System/Library/PrivateFrameworks/AccessibilitySharedSupport.framework/Versions/A/AccessibilitySharedSupport\n 0x7fff3d58a000 - 0x7fff3d5a7fff com.apple.sidecar-core (1.0 - 228) <7D771E63-1A57-3B3D-BBC0-2ACE9D19BA64> /System/Library/PrivateFrameworks/SidecarCore.framework/Versions/A/SidecarCore\n 0x7fff3dd07000 - 0x7fff3dd12fff com.apple.MallocStackLogging (1.0 - 1) <C1A21524-381D-39CA-AD63-A3B9F67FC6CA> /System/Library/PrivateFrameworks/MallocStackLogging.framework/Versions/A/MallocStackLogging\n 0x7fff3dd28000 - 0x7fff3dd3afff libmis.dylib (274.60.2) <54387457-A60B-3390-AD6D-3B380792CD79> /usr/lib/libmis.dylib\n 0x7fff3dd3b000 - 0x7fff3dd3efff com.apple.gpusw.GPURawCounter (12.25 - 12.0) <17751B3E-2CF3-3944-BA02-124E56A10426> /System/Library/PrivateFrameworks/GPURawCounter.framework/Versions/A/GPURawCounter\n 0x7fff3e24a000 - 0x7fff3e25bfff com.apple.sidecar-ui (1.0 - 228) <65430CA2-E7AC-3569-947B-B8B8E8D4BF9E> /System/Library/PrivateFrameworks/SidecarUI.framework/Versions/A/SidecarUI\n 0x7fff4045a000 - 0x7fff404ddfff com.apple.TextInput (1.0 - 1.0) <8CC76A5F-A092-36EC-9D3A-CB8C36EC32F0> /System/Library/PrivateFrameworks/TextInput.framework/Versions/A/TextInput\n 0x7fff414ee000 - 0x7fff414f7fff com.apple.IOAccelMemoryInfo (1.0 - 1) <90735179-1E6C-3D1F-8CCF-08AC441B19A2> /System/Library/PrivateFrameworks/IOAccelMemoryInfo.framework/Versions/A/IOAccelMemoryInfo\n 0x7fff4192e000 - 0x7fff4194cfff libCGInterfaces.dylib (544) <488D608D-374C-3A2F-B8AC-D78E2F6E6DB7> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vImage.framework/Versions/A/Libraries/libCGInterfaces.dylib\n 0x7fff46c34000 - 0x7fff46c3ffff libGPUSupportMercury.dylib (18.1.1) <5C061A05-CD21-3442-A80B-1901D64C9B9E> /System/Library/PrivateFrameworks/GPUSupport.framework/Versions/A/Libraries/libGPUSupportMercury.dylib\n 0x7fff482a0000 - 0x7fff482eefff com.apple.osanalytics.OSAnalytics (1.0 - 1) <EF7537E3-982B-3FA2-BFFC-F8071EFF0B31> /System/Library/PrivateFrameworks/OSAnalytics.framework/Versions/A/OSAnalytics\n 0x7fff4c333000 - 0x7fff4c336fff com.apple.FinderSyncPriv (1.3 - 1350.2.10) <456C118F-398C-329C-BC89-7B1EAC693835> /System/Library/PrivateFrameworks/FinderSyncPriv.framework/Versions/A/FinderSyncPriv\n 0x7fff52214000 - 0x7fff52242fff com.apple.HelpData (2.3 - 200) <9B4AC596-C008-3D55-AC18-5F89E7306E06> /System/Library/PrivateFrameworks/HelpData.framework/Versions/A/HelpData\n 0x7fff52243000 - 0x7fff5225dfff com.apple.shortcut (2.16 - 117) <CDCB8322-1F8F-3AE3-B9C6-91F4C6DBD52F> /System/Library/PrivateFrameworks/Shortcut.framework/Versions/A/Shortcut\n 0x7fff5225e000 - 0x7fff522f0fff com.apple.Symbolication (12.2 - 64541.7.1) <EC806042-5249-35DC-90BA-953A86D1854A> /System/Library/PrivateFrameworks/Symbolication.framework/Versions/A/Symbolication\n 0x7fff56426000 - 0x7fff56429fff com.apple.ForceFeedback (1.0.6 - 1.0.6) <AB29674E-26C2-360C-9117-54AC93E80CB0> /System/Library/Frameworks/ForceFeedback.framework/Versions/A/ForceFeedback\n 0x7fff5ee9f000 - 0x7fff5f8b2fff libSC.dylib (4.2.13) <7F3979D1-8399-3098-80F8-88707ED65975> /System/Library/Extensions/AMDShared.bundle/Contents/PlugIns/libSC.dylib\n 0x7fff62a47000 - 0x7fff62ac2fff com.apple.driver.AppleIntelHD5000GraphicsMTLDriver (16.1.7.1 - 16.0.1) <DD128E90-61AB-383A-9B0D-093339154AD5> /System/Library/Extensions/AppleIntelHD5000GraphicsMTLDriver.bundle/Contents/MacOS/AppleIntelHD5000GraphicsMTLDriver\n 0x7fff6693e000 - 0x7fff66e51fff com.apple.driver.AppleIntelHD5000GraphicsGLDriver (16.1.7.1 - 16.0.1) <A68BB60B-E808-3BA6-8BEB-D16D66AB241E> /System/Library/Extensions/AppleIntelHD5000GraphicsGLDriver.bundle/Contents/MacOS/AppleIntelHD5000GraphicsGLDriver\n 0x7fff6a3c4000 - 0x7fff6a3c8fff libmetal_timestamp.dylib (31001.160) <2EC7EA90-5313-3812-8E72-910C643A996C> /System/Library/PrivateFrameworks/GPUCompiler.framework/Versions/31001/Libraries/libmetal_timestamp.dylib\n 0x7fff6c832000 - 0x7fff6c838fff libCoreFSCache.dylib (177.22) <4ECE128D-5E79-3ADF-8FE7-4FE8F565F8AA> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libCoreFSCache.dylib\n 0x7fff6c839000 - 0x7fff6c83dfff libCoreVMClient.dylib (177.22) <E0DBED1D-39B4-3E51-9EA8-D1ECAED93EAB> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libCoreVMClient.dylib\n 0x7fff6c83e000 - 0x7fff6c84dfff com.apple.opengl (18.1.1 - 18.1.1) <D8EE3AD0-C0D0-32F7-9C6D-39341099EB55> /System/Library/Frameworks/OpenGL.framework/Versions/A/OpenGL\n 0x7fff6c84e000 - 0x7fff6c850fff libCVMSPluginSupport.dylib (18.1.1) <5F020D32-8663-3CB8-A50C-F939D4D4C31F> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libCVMSPluginSupport.dylib\n 0x7fff6c851000 - 0x7fff6c859fff libGFXShared.dylib (18.1.1) <2271532D-E2B3-3D4D-ADF0-0935F8DCE89B> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGFXShared.dylib\n 0x7fff6c85a000 - 0x7fff6c88dfff libGLImage.dylib (18.1.1) <528E53A3-33E1-34C7-8EE3-C42AE5255553> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGLImage.dylib\n 0x7fff6c88e000 - 0x7fff6c8cafff libGLU.dylib (18.1.1) <15CBDF20-8A87-3D84-90F8-D19F4A2B06E2> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGLU.dylib\n 0x7fff6c8cb000 - 0x7fff6ca5ffff libGLProgrammability.dylib (18.1.1) <570616B1-98D2-3DF2-844A-EE845A8B8EDE> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGLProgrammability.dylib\n 0x7fff6ca60000 - 0x7fff6ca6afff libGL.dylib (18.1.1) <157B74E1-F30D-3F9D-9AF8-AAA333D2812D> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGL.dylib\n 0x7fff6ca6b000 - 0x7fff6cbe6fff GLEngine (18.1.1) <155E1C82-C69A-3E86-8569-3C134C7FEAC6> /System/Library/Frameworks/OpenGL.framework/Versions/A/Resources/GLEngine.bundle/GLEngine\n 0x7fff6cbe7000 - 0x7fff6cc10fff GLRendererFloat (18.1.1) <49B0A782-AE84-35BC-91F8-880C2B7EE004> /System/Library/Frameworks/OpenGL.framework/Versions/A/Resources/GLRendererFloat.bundle/GLRendererFloat\n 0x7fff6dea1000 - 0x7fff6def9fff com.apple.opencl (4.5 - 4.5) <8A3D06D5-4E82-355C-AE1B-E2C91DB58233> /System/Library/Frameworks/OpenCL.framework/Versions/A/OpenCL\n 0x7fff6ea43000 - 0x7fff6ec03fff com.apple.AMDMTLBronzeDriver (4.2.13 - 4.0.2) <36056DBB-370D-38B0-A011-9534ABBF2ACD> /System/Library/Extensions/AMDMTLBronzeDriver.bundle/Contents/MacOS/AMDMTLBronzeDriver\n 0x7fff6ed7c000 - 0x7fff6edcbfff ATIRadeonX4000SCLib.dylib (4.2.13) <78CC44AC-F1E7-3F18-8FE4-216B9E7BFDFC> /System/Library/Extensions/AMDRadeonX4000GLDriver.bundle/Contents/MacOS/ATIRadeonX4000SCLib.dylib\n 0x7fff6f783000 - 0x7fff6f7a5fff com.apple.audio.OpenAL (1.8 - 1.8) <8CF29FAE-D1F5-37FA-B529-D999AFE990FD> /System/Library/Frameworks/OpenAL.framework/Versions/A/OpenAL\n 0x7fff783b9000 - 0x7fff783c0fff libRosetta.dylib (203.13.2) <FF72E19B-3B02-34D4-A821-3397BB28AC02> /usr/lib/libRosetta.dylib\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: 773542\n thread_create: 0\n thread_set_state: 0\n```\n\nVM Region Summary:\nReadOnly portion of Libraries: Total=985.9M resident=0K(0%) swapped_out_or_unallocated=985.9M(100%)\nWritable regions: Total=796.2M written=0K(0%) resident=0K(0%) swapped_out=0K(0%) unallocated=796.2M(100%)\n \n```\n VIRTUAL REGION \n```\nREGION TYPE SIZE COUNT (non-coalesced) \n**=======**\nAccelerate framework 384K 3 \nActivity Tracing 256K 1 \nCG backing stores 3240K 6 \nCG image 104K 10 \nCoreAnimation 64K 8 \nCoreGraphics 12K 2 \nCoreUI image data 940K 9 \nFoundation 16K 1 \nKernel Alloc Once 8K 1 \nMALLOC 318.4M 204 \nMALLOC guard page 32K 8 \nMALLOC_LARGE (reserved) 640K 1 reserved VM address space (unallocated)\nMALLOC_NANO (reserved) 384.0M 1 reserved VM address space (unallocated)\nOpenGL GLSL 256K 3 \nSTACK GUARD 96K 24 \nStack 37.2M 25 \nVM_ALLOCATE 41.1M 236 \nVM_ALLOCATE (reserved) 36K 1 reserved VM address space (unallocated)\n__CTF 759 1 \n__DATA 89.6M 386 \n__DATA_CONST 16.2M 225 \n__DATA_DIRTY 953K 124 \n__FONT_DATA 4K 1 \n__GLSLBUILTINS 5176K 1 \n__LINKEDIT 541.8M 29 \n__OBJC_RO 60.5M 1 \n__OBJC_RW 2452K 2 \n__TEXT 444.3M 386 \n__UNICODE 588K 1 \nmapped file 262.4M 35 \nshared memory 40K 4 \n**=======**\nTOTAL 2.2G 1740 \nTOTAL, minus reserved VM space 1.8G 1740 \n\nModel: MacBookPro11,5, BootROM 425.0.0.0.0, 4 processors, Quad-Core Intel Core i7, 2.5 GHz, 16 GB, SMC 2.30f2\nGraphics: kHW_AMDRadeonR9M370XItem, AMD Radeon R9 M370X, spdisplays_pcie_device, 2 GB\nGraphics: kHW_IntelIrisProItem, Intel Iris Pro, spdisplays_builtin\nMemory Module: BANK 0/DIMM0, 8 GB, DDR3, 1600 MHz, 0x80AD, 0x484D54343147533642465238412D50422020\nMemory Module: BANK 1/DIMM0, 8 GB, DDR3, 1600 MHz, 0x80AD, 0x484D54343147533642465238412D50422020\nAirPort: spairport_wireless_card_type_airport_extreme (0x14E4, 0x152), Broadcom BCM43xx 1.0 (7.77.111.1 AirPortDriverBrcmNIC-1675.1)\nBluetooth: Version 8.0.2f9, 3 services, 27 devices, 1 incoming serial ports\nNetwork Service: Wi-Fi, AirPort, en0\nSerial ATA Device: APPLE SSD SM0512G, 500.28 GB\nUSB Device: USB 3.0 Bus\nUSB Device: StoreJet Transcend\nUSB Device: Apple Internal Keyboard / Trackpad\nUSB Device: Bluetooth USB Host Controller\nThunderbolt Bus: MacBook Pro, Apple Inc., 27.1" ]
"GPU SUBDIVISION" error in dimensions Operating system: Windows-10-10.0.19041-SP0 64 Bits Graphics card: GeForce GTX 780M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 425.31 Broken: version: 3.2.2 When we have activated "Gpu Subdivision" the dimensions are not shown when putting the subdivision modifier. They are only displayed when applying said modifier. ![Capture 01.JPG](Capture_01.JPG) ![Capture 02.JPG](Capture_02.JPG)
[ "gpu module in CustomRenderEngine causes segfault\nOperating system: Linux-5.4.2-arch1-1-x86_64-with-glibc2.29 64 Bits\nGraphics card: Mesa DRI Intel(R) HD Graphics 620 (Kaby Lake GT2) Intel Open Source Technology Center 4.5 (Core Profile) Mesa 19.2.7\n\nBroken: version: 2.81 (sub 16)\nWorked: (optional)\n\nUsing gpu module in CustomRenderEngine render function causes segfault\n\n- Open attached blendfile\n- Run the python script from text editor\n - it is based on the example bpy.types.RenderEngine.html\n - only difference is, importing gpu module and doing a gpu.matrix.push_pop() in the render function\n - also added faulthandler to see where it crashes\n- change render engine to custom\n- hit f12 (blender crashes)\n\nIs the GPU module not suited for use in CustomRenderEngine ?\nAlso testet drawing a gpu.types.GPUBatch to a framebuffer object without doing matrix.push_pop(), it also caused a segfault. The matrix thing is just the simplest case to reproduce.\n\n[CustomRenderBug.blend](CustomRenderBug.blend)\n\n", "Render Result not applying the compositor if the region is cropped\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.30\n\nBroken: version: 2.91.0\n\nWhen you render just a small region (to save time) and make the composite in full size (fullHD), it isn't taken into account in the final result. \nHaving the resulting file (in this case full size - fullHD) without the compositing taken into account, makes no sense.\n\nThis really limits the use of both *render region* and *Compositor*\n\nWorkaround is *File Output* node but that doesnt support video output.\n![COMPOSITOR x RENDERREGION.jpg](COMPOSITOR_x_RENDERREGION.jpg)\n\nThanks and regards\n\n\n\n- Open attached file\n- render it and compare the compositor preview with the render result output\n\n[Test.blend](Test.blend)\n\n", "3D Texturing: When changing the texture resolution, the pixel data isn't recreated\n* Start painting\n* Change image resolution\n* Continue painting.\n\nWe have a safe guard for this, but it doesn't seem to work anymore.\n", "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?", "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)", "Subdivision surface settings part of the Mesh\n**Description**\n\nWe want to make subdivision surfaces a property of the Mesh datablock. The modifier would remain, but would likely be used less.\n\nThere are a few reasons for this:\n* OpenSubdiv GPU acceleration in the viewport and adaptive subdivision in Cycles need the modifier to be last in the stack. The available settings, behavior and implementation would be more clear if this was controlled outside of the modifier stack.\n* When we add modifier nodes support, the concept of a last modifier in the stack becomes fuzzy. Being able to pass along a subdivision surface Mesh to another node without actually subdividing is important for performance and to leave subdivision to the renderer.\n* For best performance with GPU acceleration, we don't want Blender to also subdivide the mesh on the CPU at all. But operations like hair positioning, particle emission and snapping still need to take into account the subdivision surface. If the Mesh datablock contains all the subdivision surface information, these could potentially work on the limit surface without subdividing the mesh on the CPU.\n* Simpler smooth normals handling, see #68893 (Smooth shading usabilty).\n* File formats like USD have native subdivision surface primitives. By making it part of the mesh, we are more compatible with such file formats. \n\n\n**TODOs**\n\n- Modeling\n - [ ] conjugate the presence of a subdivision surface modifier with the mesh settings if it is the last in the stack\n - [ ] ensure creases survive the modifier stack (unless consumed by a subsurf modifier)\n - [x] (follow up to [D10145: Subdivision: add support for vertex creasing](D10145)) move edge crease to a custom data layer\n\n- Cycles/EEVEE\n - [x] detect subdivision using the mesh settings instead of the modifier\n\n- Normals (work on some aspects of #68893 (Smooth shading usabilty))\n - [ ] remove autosmooth and custom normals options if the mesh is a subdivision surface\n - [ ] always render with smooth normals (flat areas can also be defined trough creasing)\n\n- Alembic/USD\n - [ ] set mesh settings during imports\n - [ ] export as SubD Object when subdivision is used\n\n- Workflow\n - [ ] option to set the subdivision settings when creating a mesh, or add a sub-menu with meshes with subdivision enabled\n - [ ] shortcuts to subdivide (?)\n - [ ] script/addon to update old files to replace last subdivision modifier in the stack with mesh settings (doing this in version code might have undesirable side effects)\n\n- Other\n - [ ] Update test files", "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", "\"Illegal address in CUDA queue\" error occurs when I use both Principled BSDF and Adaptive Subdivision\nOperating system: Windows 11 Pro 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.99\n\nBroken: version: 3.6.2\n\n-**\"Illegal address in CUDA queue\"** error occurs when I activate both Principled BSDF and Adaptive Subdivision at the same time.\n-It would work fine if I don't use both at the same time.\n-Here are the possibilities of the error occurring when I use different settings:\n1. Principled BSDF + Adaptive Subdivision = **error**\n2. Texture Coordinate surface + Adaptive Subdivision = **no error**\n3. Principled BSDF + NO Adaptive Subdivision = **no error**\n\n-I can use a high poly count without Adaptive Subdivision *(e.g. Level viewport = 7)*, works fine. But as soon as I turn it on *(even with low poly count, e.g. Dicing scale = 1)* combined with Principled BSDF, the error occurs.\n\nIn the file I sent, I've already activated Principled BSDF + Adaptive Subdivision, you need to turn on the \"Rendered Viewport Shading\" and then slide the Scale parameter of the Noise Texture very quickly and the error should occur.\n", "Mirror painting error\nOperating system:\nGraphics card:\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\n\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n", "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", "GPU Subdivision: Slow operations with Shape Keys\nOperating system: Ubuntu 20.04\nGraphics card: Geforce MX230\n\nBroken: 3.3, 3.2\n\nWith the GPU subdivision turned on, many operations with shape keys (locking, changing the active shape key) are quite slow, but the reason for the delay is the GPU subdivision itself, because when it is turned off, the speed of operation is several times higher\n\nselect the body itself, and perform various operations with the shape keys (for example, changing the active one). Compare the speed with the GPU subdivision turned off and on\n[kira_lite.blend](kira_lite.blend)\n[2022-10-09 22-50-29.mp4](2022-10-09_22-50-29.mp4)", "Cycles adaptive subdivision tasks\nAdaptive subdivision and displacement needs some work still to be considered stable and fully supported. This task is to keep track of what needs to be done.\n\nSubdivision:\n* #49159: Normal maps do not work, no tangents are computed.\n* #49585, also #86684: Adaptive subdivision setting linking issue (Make adaptive subdivision a proper modifier setting so it is copied correctly)\n* #49431: Missing smooth (face-varying) UV subdivision.\n* #73395: Pointiness not working with subdivision\n* #73403: Missing vertex colors\n* Motion blur not working ([test file ](open?id=12qOQg-5YSj4rTwwwFU3VFQJBE7-pPRNp), report #83639)\n* Support for instances, two strategies both worth trying:\n**Object space dicing option so users can manually set it for all instances** Bin instances according to distance from camera, so we have about log(N)\n* Grid primitive to reduce memory usage\n* Optimizations, reduce memory allocations, .. (#73564 (Adaptive subdivision modifier takes to much memory ))\n* In Blender 2.8, Blender subdivides the mesh itself which leads to too much memory usage.\n* #78055: panorama dicing works poorly compared to matching perspective camera\n* #92893 (\"Persistent Data\" stops \"Adaptive Subdivision Surface\" from working properly.)\n* #97364 (Adaptive subdivision breaks attributes passed from geometry nodes to shader editor)\n\nDisplacement:\n* Fast BVH refit updates when tweaking displacement shader\n* Better results for bump from vector displacement.\n* Vector displacement tangents compatible with other software.", "GPU Compute is not available\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: GeForce GTX 660/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 3.6.2\n\nGPU Compute is not available in render device untill recheck\n\n\nAn interesting circumstance was discovered:\nIf open `preferences/System/CUDA` and just uncheck and check the checkbox of GPU Device, the problem is solved, then GPU Compute is accessible and fully functional.\n\nhad a similar problem: 94699\nThe solution is supposedly installing a newer version of nvidia driver. However, in fact, Blender works fine with the existing version.\n\n", "No error prompted when Cuda fails during GPU bake\nOperating system: Linux Debian 10 (buster) - kernel 4.19.0-19-amd64\nGraphics card: GeForce GTX 1060 Mobile\n\nBroken: 3.1.0\nWorked: -\n\nWhen you try to bake, having GPU set as compute device, and CUDA has an error, no error is shown.\nYou only notice the error when you try to render and get \"*Failed to create CUDA context (unknown error)*\"\n\nIt is useful to show an error, in the same way that, for example, \"Circular dependency for image...\" is shown during the bake.\n\nNote that this report is not about the error itself. It is about Blender not reporting any errors during baking, which causes user confusion.\n\nThank you,\nRiccardo", "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" ]
[ "GPU subdivision: boundingbox / dimensions are from original mesh (CPU subdivision is fine)\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.95\n\nBroken: version: 3.3.1\n\n\ninitial shape\n{[F13765561](76370041.png) size=full}\n\nwith gpu subdiv dimensions are same as for cuboid\n{[F13765560](76380741.png) size=full}\n\nActual dimensions without gpu subdiv\n{[F13765559](76393841.png) size=full}\n", "GPU subdivision: Wrong object's size when using subdivision surface modifier with GPU subdivision\nOperating system: Ubuntu 20.04\nGraphics card: Nvidia Geforce GTX 660\n\nBroken: 3.1\nWorked: 3.0\n\nWhen GPU subdivision is activated, the object with subdivision surface doesn't show the correct size on the dimension section of the properties' sidebar.\n\nSelect the default cube.\nAdd Subdivision surface modifier\nOpen the properties' sidebar with N, the dimensions should be 1,68m (for X, Y and Z) but it shows 2,0m for all the axes. By deactivating the \"GPU subdivision\" the panel shows the correct dimensions.\n", "Changes to object dimensions caused by GPU Subdivision do not appear in side bar\nOperating system: Linux-5.16.0-5-amd64-x86_64-with-glibc2.33 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.54\n\nBroken: version: 3.2.0 Alpha\nWorked: Prior to GPU subdivision\n\nSometimes when subdivision is used, it changes the dimensions of the object. But when using GPU subdivision, these changes in dimensions don't show up in the side bar.\n\n1. Add a cube to the scene.\n2. Take note of the dimensions of the cube. (E.G. 2x2x2m - This can be found in the properties of the object or in the side panel {nav Press N in 3D viewport > Item > Dimensions})\n3. Add a sub-division surface modifier to the cube. Notice that the dimensions still read as the original dimensions (2x2x2m) even though the object is now smaller.\n4. Turn off GPU subdivision in the preferences and notice the correct dimensions are now listed in the UI." ]
Geometry nodes boolean uvs of operand lost in result Operating system: Mint 20 Graphics card: irrelevant Broken: (example: 2.93+) Worked: (not aware of any working version) Boolean geo node destroys source objects uvs [#89357.blend](T89357.blend) - Open file - Apply geometry nodes modifier Result loose box uvs, only cutter uvs are preserved.
[ "Geo Nodes lose instances during a Cycles animation render\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.84\n\nBroken: version: 3.0.1\nWorked: 3.0.1 is the oldest version of Blender that can use the nodes needed for the project to take place.\n\nGeo Nodes lose instances during a Cycles animation render\n\nFollow the tutorial detailed in this video: watch?v=rRGq4C1KPOE \n\nThe following are a screenshot of my Geo Nodes group and blend file of the offending Geo Node group.\n\n![Geo Nodes set up for missing instances.png](Geo_Nodes_set_up_for_missing_instances.png)\n\n[Bridge run.blend](Bridge_run.blend)\n\n", "Source Collection visbility will affect the final render of the links object(geo nodes) in eevee/cycles\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.2.0 Alpha\n\nWhen collection is used in GN tree and it is disabled for final render (camera icon in outliner). Then the new object is not visible in final render\nWhich is not the case when object is used instead of collection in GN tree\n\n1. create a simple object\n2. move it to a new collection\n3. turn off the collection's visibility\n4. new object with geo mod, use the collection as output\n5. render, the new object didn't show in the final render(but viewport)\n\nor \n- Open test file\n- Do final render i.e. F12 (object is not visible in final render)\n- Now connect `object info` node to group output and render (object is visible)\nTest File\n[#97535.blend](T97535.blend)\n[2022-04-22 12-55-10.mp4](2022-04-22_12-55-10.mp4)", "Refactor: Replace socket declaration system for (Geometry) Nodes Panels\nThis is an internal refactor, follow up of #108897\n\n", "Geometry Nodes: Simulation and Repeat nodes is work though they are muted\nBroken: version: 4.0.0 Alpha\nWorked: Never.\n\n![image](attachment)\n\n1. Geometry Nodes tree:\n a. Add Simulations nodes.\n b. Mute both.\n2. Play animation.\n\n", "Support Attribute Search In Material Nodes\nThe \"Attribute\" node in shader node trees could support attribute search based on the context data. The search code would be generally the same, but the data would be accessed directly from the evaluated geometry set of the active object. \n\nTherefore attribute search should not be used when the node tree is pinned, or alternatively it could depend on the pinned object context of the node editor, if that is available.\n\nNote that fewer attributes are available for EEVEE. There will have to be a special case there until more attribute access is implemented there.\n\nSome starting points / references:\n`node_geometry_attribute_search.cc`\n85421c4fab\nc0b2c75c44\n[D10623: Geometry Nodes: Add domain and data type to attribute search](D10623)", "Copy/Paste object operator copies collections specified somewhere in that object (e.g. Geometry Node Collection Info node, particle system instance collection, ...)\nBroken: Current master.\nWorked: Never.\n\nThe copy operator treats the `Collection Info` node as the fact that the object belongs to the collection.\n\n| Ctrl+C | Ctrl+V | Expected |\n| -- | -- | -- |\n| ![image](attachment) | ![image](attachment) | ![image](attachment) |\n\n1. Create collections `Collection_1`, `Collection_2`.\n2. Add Cube in `Collection_1`.\n3. Add Cone in `Collection_2`.\n4. Create geometry node modifier on Cube. Go in node tree:\n a. Create `Collection Info` node.\n b. Choose a `Collection_2`.\n5. Select `Collection_1`, Cube.\n6. Copy object in 3d view.\nExpected: Cube object will copied.\nBug: Copyring object, collection and attach that in collection that chosen in `Collection Info` node.\n\nThe same happens when you:\n\n- Create collections Collection_1, Collection_2.\n-- Add Cube in Collection_1.\n-- Add Cone in Collection_2.\n- Create a particle system on the Cube\n-- Render As Collection\n-- specify Collection_2 as the Instance Collection\n- Select Collection_1, Cube.\n-- Copy object in 3d view.\n-- Expected: Cube object will copied.\n-- Bug: Copying object, collection and attach that in collection that chosen in the Particle Instance Collection.", "Geometry Node: Sculpt mode doesn't cause update due to editing\n## SIMPLE REPORT:\n\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 527.56\n\nBroken: version: 3.5.0 Alpha\nWorked: Never\n\n\nObjects with geometry nodes do not update if dependent on the object that is currently being sculpted.\n\n[2023-01-14 13-13-37.mp4](2023-01-14_13-13-37.mp4)\n\n\n1. Duplicete default cube.\n2. Add Geometry Node tree on copy, add `Object Info`, choose other one cube, connect geometry to group output.\n3. Select other one cube, go to sculpt mode, do anything.\nCube with geometry node does not according to sculpted one\n\n## USER REPORT:\n\nOperating system: Windows 10 Pro\nGraphics card: Geforece RTX 2080\n\nBroken: 3.4.1 Stable\nWorked: not sure\n\n\nGeometry nodes network is not updating when in sculpt mode. It's updating fine when in edit mode.\n\nI have nodes basically adding differences in point positions from one mesh to another -\n![liveconnectionSculpt.gif](liveconnectionSculpt.gif)\n\n![liveconnectionEdit.gif](liveconnectionEdit.gif)\n\n[sculpt_mode_update.blend](sculpt_mode_update.blend)\n\n![Screenshot 2023-01-14 120957.png](Screenshot_2023-01-14_120957.png)\n\n\n\n- Create an object(=A) and add a geometry nodes modifier\n\n- Duplicate the object(=B), and use it's object info in the first objects geometry node\n\n- Connect object B geometry, position and ID into a sample index node, sampling a vector on a point\n\n- Subtract the vector coming from the sample index from object A's position\n\n- Connect the result to the offset\n\n- Try moving verts on object B in edit mode and see object A updating\n\n- Try moving verts on object B in sculpt mode. Object A is only updating when switching from sculpt mode back to object mode.\n\nBased on the default startup or an attached .blend file (as simple as possible).", "Hotkeys conflict between Shader Nodes, Compositing Nodes, GeoNodes and Texture Node Editor.\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\nI have hotkeys on frequently used nodes in shader editor. When I switch to Compositing, first of all I have hotkeys already assigned to similar nodes (I did it in shader editor, but they are automatically assigned in compositing). Secondly, I get an error in Compositing - Not a shader or geometry node tree.\n\n1) Apply the \"I\" button to the \"Invert\" node in the shader editor\n2) Switch to Compositing or Texture Node Editor\n3) Call the invert node with the I button\n\nYou get the following error \n```\nPython: Traceback (most recent call last):\n\nFile \"D:\\BF_daily_build\\2.93.0\\blender-2.93.7-candidate+v293.4ec6cc412d7f-windows.amd64-release\\2.93\\scripts\\startup\\bl_operators\\node.py\", line 138, in invoke\n result = self.execute(context)\nFile \"D:\\BF_daily_build\\2.93.0\\blender-2.93.7-candidate+v293.4ec6cc412d7f-windows.amd64-release\\2.93\\scripts\\startup\\bl_operators\\node.py\", line 129, in execute\n self.create_node(context)\nFile \"D:\\BF_daily_build\\2.93.0\\blender-2.93.7-candidate+v293.4ec6cc412d7f-windows.amd64-release\\2.93\\scripts\\startup\\bl_operators\\node.py\", line 92, in create_node\n node = tree.nodes.new(type=node_type)\n\nRuntimeError: Error: Cannot add node of type ShaderNodeInvert to node tree 'Geometry Nodes'\n\nNot a shader node tree\n\nlocation: <unknown location>:-1\n```\nbandicam_2021-11-26_16-53-56-020.mp4\nNode_Conflict.blend\n\n", "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", "Intersect Boolean does not work properly when mesh has a degenerate face\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: Radeon (TM) RX 480 Graphics ATI Technologies Inc. 4.5.14760 Core Profile Context 20.45.37.01 27.20.14537.1001\n\nBroken: version: 2.91 - 3.0.0\nWorked: n/a\n\nThe `Intersect Boolean` Exact mode does not work correctly when the mesh has at least one degenerate face.\nIn this case, it was tested on a mesh with a triangle whose vertices are collinear\n\n- Open attached file - (The edited mesh has a degenerate triangle)\n- Go to `Face` -> `Intersect (Boolean)` - (The operation will not work because of that triangle)\n\n- Undo the operation\n- Move the triangle vertex a little so that the face is no longer degenerate.\n- Reselect that loose geometry ({key L})\n- Redo Boolean operation (now it works)\n[intersect_w_degenerated_tri.blend](intersect_w_degenerated_tri.blend)\n\n", "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).", "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", "Line Art - Freestyle Edges disappear when boolean solver is set to 'Exact'\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 462.75\n\nBroken: version: 2.93.0\n\nEdges marked as 'Freestyle Edge' disappear in the Line Art when there is a boolean modifier on the object that is set to 'Exact' as a solver. When the boolean is set to 'Fast' the lines appear. \n\n\nI just created a sphere that gets a boolean from a cube. I marked a few edges as 'Freestyle Edge' and when I switch between Fast and Exact it removes the lines. \n[Based on the default startup or an attached .blend file (as simple as possible)][LineArtBoolean_Bug.blend](LineArtBoolean_Bug.blend)\n", "Geometry Node: Filter out based on subtype (modifier/tool)\nWe need to filter out the nodegroups based on subtype (tool/modifier):\n\n* Template in the Geometry Nodes editor header\n* Template in the Geometry Nodes modifier\n\nNote that the Node Group node template can still take both type of node groups.\n\n", "Generated Texture Coordinate Node In Shader Creates Broken Pattern Upon Applying Subdivision After Armature Modifier \nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.3.1\nWorked: Blender 3.2\n\nWhen I use the Generated value of a Texture Coordinate node, and have a modifier stack with an Armature above and a Subdivision below, it creates a really weird result [broke.blend](broke.blend)\n\n\n - Check the .blend file and simply activate the Subdivision modifier on the model\n![exhibit_1.PNG](exhibit_1.PNG)\n\n![exhibit_2.PNG](exhibit_2.PNG)\n\n![exhibit_3.PNG](exhibit_3.PNG)" ]
[ "UVs are destroyed after applying the geometry nodes modifier when object info node is used to pass the geometry.\nOperating system: Windows 10\nGraphics card: RTX 2070\n\nBroken: blender-3.0.0-alpha+master.2d35eed34d01-windows.amd64-release\n\n\n\nIt seems like the uvs are destroyed when the modifier is applied. This makes it very hard to use this to create actual geometries. Here I have a super simple use case where no instancing or fancy processing is done. The geometry is brought into the host geometry with the object info node.\n\n[QU22PPOylB.mp4](QU22PPOylB.mp4)\n\n\nSee the attached video and the .blend file\n\nOpen the blend file\n\nSelect the torus\n\nApply the modifier\n\n[uvs_30062021_1834_53.zip](uvs_30062021_1834_53.zip)" ]
Copy Rotation Constraint - influence calculation incorrect Operating system: Windows 7 Pro 64-Bit Graphics card: NVidia GeForce GTX 1060 6GB Broken: 2.81a and 2.79b Worked: When using the Copy Rotation constraint, if the influence is set to less than one ( 1.00 ) the calculated result(s) jump around; sometimes flipped 180° across the rotational axis, sometimes just jumping to other rotational positional offsets, depending upon the influence percentage setting. This happens on all axis (X, Y and Z) and seems to occur at any influence value less than 1.00 Calculation algorithm of 'influence' factor evidently faulty Create object - Note: object must not be of uniform or mirrored shape across axis or rotational calculation fault will not be evident Duplicate object and move away from first object. Animate first object - in this case simple rotations on Z axis. Select second object and apply Copy Rotation constraint with first object as target - set influence to 0.5 Second object's rotational position will be seen to be flipping occasionally with respect to position of target object when animation running. Please see attached blend file: [constraint _influence_bug.blend](constraint__influence_bug.blend)
[ "Inconsistency: Vector math node flips large list of options/operations.\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 473.04\n\nBroken: version: 3.1.2\n\nWhen direction of opening changes, direction/order of list changes too.\n![55132201.png](55132201.png)\n[2022-04-12_09-48-55.mp4](2022-04-12_09-48-55.mp4)\nIt is fun, it was the same in 2.79. But there was very short list with 1 column And it wasn`t so annoying. \nNow, with 2 columns the order should be fixed same way as in Math node.\nBecause user remember the relative position of option too. Not just «how far from start»\nAlso the same flipping exists for other lists, like Transfer Attributes node. But as I said, for one short column it is not the issue at all\n", "Transform orientation undo is inconsistent.\n\nBroken: 3.0\nWorked: ?\n\nTransform orientation undo is inconsistent. It works in object mode, but doesn't work properly in edit mode. In edit mode it sometimes won't undo, or undoes together with another different step(like changing mode, or moving vertex).\n\n- Open default startup;\n- Change the Transform Orientation from Global to something else\n- Undo/redo - it works;\n\n---\n- Reopen default file\n- Go to edit mode\n- move vertex\n- Change the Transform Orientation\n- undo multiple times - Will never undo the Transform Orientation. (now deselect cube and perform undo operation: will revert selected transform orientation)\n\n", "particle instancer modifier 20 years BUG \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\n\n\n\nlook at particle instancer rotation of some parts. you can`t rotate this particles and can`t fix\n![BUG_001.png](BUG_001.png)\n![BUG_002.png](BUG_002.png)\n", "Multi-Object-Mode: Operators that need refactor on their logic\nSome operators are working for multiple-object editing however are still not fully benefiting from it.\nThe most common case is that the operator works but only if all the objects have the same transformation matrix.\n\n* **~~MESH_OT_select_similar~~** (SIMEDGE_FACE_ANGLE, SIMFACE_AREA, SIMFACE_PERIMETER). 0c1934f3c2\n\n* **MESH_OT_knife_project** and **MESH_OT_knife_tool**.\nNeed to convert the code from screen space to world space. More details on [D3637](D3637).\n\n* **UV_OT_weld** (UV_STRAIGHTEN, UV_STRAIGHTEN_X, UV_STRAIGHTEN_Y).\nThe current logic to determine the first and last selected vertex is not very compatible with multi-object. We should be able to select vertices from different objects, and use their position to determine the line extremes.\n\n* **LATTICE_OT_flip**\nThe axis need to be in world space, not local space.\n\n* **~~CURVE_OT_select_similar~~** (SIMCURHAND_DIRECTION). ab77f5b5fe\nNeed to calculate direction taking scale into consideration.", "Skewed Rotation Bug - Using snap invert with align rotation on skews the rotation of the Mesh\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: GeForce MX150/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 388.73\n\nBroken: version: 3.1.2\n\nWith align rotation enabled from the snapping menu, snapping an object to another using *snap invert (pressing the ctrl button)* works normally until you move your cursor before clicking ctrl to snap. In other words, moving your mouse cursor and snapping skews the rotation for the next time you try to snap again. In the steps below, I'll be snapping to *face* with *median* selected, but the bug is also there with *edge mode*, and even *center* and *active*.\n\n* From the snapping menu, select *Face mode*, and choose to snap with the *median*, and only turn on *align rotation.* Do not turn on *snap during transform (the magnet)*, we will use *ctrl* to snap onto the mesh using *snap invert.*\n* Do not delete the default cube. Instead, create a cylinder, and move it away from the cube, and scale it down. We will be snapping the cylinder onto one of the cube's faces to demonstrate this bug, so you can enter side view if you'd like.\n* Click the cylinder, and enter *edit mode.* Press 'A' to select all vertices. Click 'G' to enter Transform mode, and try not to move your cursor.\n* Click ctrl to snap the cylinder onto the cube using *snap invert*. Next, click the RMB to cancel the transformation.\n* Click 'G' to enter Transform mode again. Next, move your cursor a notable distance to the side of the cube's face. Click ctrl to snap the cylinder onto the cube's face. Again, click the RMB to cancel the transformation.\n* Finally, click 'G' again, and click ctrl to snap the cylinder onto the cube's face, and notice that the rotation has been skewed.\n* (Bonus info, not needed) To return to your original snap rotation, you have to cancel the transformation and enter it again to snap, even multiple times. \n\n1) Here's a screenshot of the skewed rotation\n![Screenshot (68).png](Screenshot__68_.png)\n\n2) Since this is a bit more difficult to reproduce, I have provided a video on how to exactly reproduce this bug: [Video](xw4vYG9MOIA)\n\n3) Finally, here's the blend file:\n[Skewed_rotation_bug.blend](Skewed_rotation_bug.blend)\n\nP.S. I would also appreciate it if you can mention how align rotation works in edit mode.\n\nThank you so much for you work. Very much appreciated!!", "Armature > Symmetrize doesn't symmetrize Inverse Kinematics constraints correctly\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\nWorked: non\n\nWhen one Armature > Symmetrize a bone, the IK constraints aren't correctly symmetrized. For example, IK constraint Limit Z (Min -180°, Max 10°) is symmetrized as (Min -180°, Max 10°), while the proper symmetrized result should be (Min -10°, Max 180°). Note that this behavior is inconsistent with how Limit Rotation constraint works. When using Armature > Symmetrize, Limit Rotation Z (Min -180°, Max 10°) is symmetrized as (Min -10°, Max 180°), which in my opinion, is the correct result.\n\n\n1. Create an armature\n2. Create a bone at (1, 0, 0)\n3. Set Bone Properties > Inverse Kinematics > Limit Z (Min -180°, Max 10°)\n4. Enter Edit Mode\n5. Armature > Symmetrize\n\n", "Object with follow-path constraint jumps off path, continuing slightly displaced.\nOperating system: Linux, Debian 10 (Buster)\nGraphics card: Secret (970)\n\nBroken: (example: 2.81 alpha, 2019-08-09 a571ff2c16c6, master as found on the splash screen)\nWorked: Unsure\n\nEmpty leaps off path.\n\nLoad attached blend. Move forward about 12 or so frames and you'll see the Empty jump off the path a bit. Increasing the curve resolution draws it increasingly closer to the visible path.[cam-follow-path.blend](cam-follow-path.blend)", "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", "Rigidbody cache is not invalidated when constraints are adjusted.\nOperating system: Ubuntu 20.04 x64\nGraphics card: RTX 2080\n\nBroken: 3.2\nWorked: Unknown\n\n\nWhen working with motor and slider constraints, adjusting them does not (always?) invalidate the existing rigidbody cache, causing the previously cached behavior to be retained.\nThis behavior does not persist on file reload (eg, saving and reloading the file with modified constraints corrects the issue), and anything else that will invalidate the cache also \"corrects\" the problem (ie, adjusting a simulated object).\n\nStarting with the included blend file.\n[repro.blend](repro.blend)\n 1. Press play on the timeline. Observe that the cube moves towards the +X axis.\n 2. Rotate the empty hosting the slider constraint (select from the outliner, or select the empty in the -Y quadrant) so that the local X axis points in another direction; for example, rotate 90d around the Z axis so it points in the +Y direction.\n 3. Rotate the empty hosting the motor constraint (select from the outliner, or select the empty in the +Y quadrant) so that the local X axis matches the direction of the slider constraint.\n 4. Press play on the timeline. Observe that the cube still moves towards the +X axis.\n\n[vokoscreenNG-2022-06-28_13-37-49.webm](vokoscreenNG-2022-06-28_13-37-49.webm)", "Parented Rigid Body offsets on transform if the parent has been moved\nWin8.1, 3x gtx580\n\n2.79\n\nIf a rigid body is parented to something (like an empty for group animation before beginning of the simulation etc.), if the parent was moved or animated, when attempting to transform the rigid body, it begins transformation with the offset of the parent (makes it impossible to fine tune simulation starting locations).\nThis happens when animation frame is within simulation range +1.\n\n[wt2.blend](wt2.blend)\n - Press G (grab transform) or use transform widget on the selected plane.\nIf the rigid body gets re-parented, the offset disappears until the parent is moved.\n", "NLA strip's Influence initial keyframe sets to 0\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 398.36\n\nBroken: version: 2.93.0 Beta\nWorked: Never (2.80+)\n\nInfluence value is resetting to 0 when adding the initial keyframe to the NLA strip's influence channels. This problem gets worse when adding also keyframes to an active action at the same time. The values of the edited action are changed as well according to the new 0 value of the strip's influence. You can see how the action values change in the sample file's graph editor when adding a keyframe to all channels in the timeline editor.\nThis problem happens only when keyframing the influence channels in the dopesheet and timeline editor, but the Influence property in general has some more issues, also with updating.\n\n[#89339.blend](T89339.blend)\nAdd a keyframe in \"**All channels**\" in the Timeline editor or a Dopesheet editor on frame 15. \nThe influence of the NLA strip sets automatically to 0, even if it had a value of 1.\n\n\n", "Object transforms affecting Sculpt Mode Brush behaviour\nThis is a design proposal to change some underlying behaviour of the brush system in Sculpt Mode.\n\n**The issue:**\nWhen scaling or rotating an object and then proceeding to sculpt on it in Sculpt Mode, the brush behaviour is generally affected by the transforms of the object.\nSo if the scaling is 1 on X & Y but 3 on Z, the brush radius will be 3 times as high. \nIf the object is scaled down in general, the brush strength will be lower in total.\nIf the object is also rotated, the brush radius will be as well and rake effects like for the Snake Hook brush will be badly affected since the object rotation is added to the rotation of the brush.\n\nIn recent versions the brush radius is at least reflecting the object transforms, which helps spotting these negative influences and reminding the user to apply the object transforms before sculpting.\nBut there is not benefit to having the Sculpt Mode being affected by the object transforms, so this is just a limitation of the current system.\nIt's also good to add that on the other hand Edit Mode is not negatively affected by the transforms of the object.\n\n[2020-03-02 11-42-04.mp4](2020-03-02_11-42-04.mp4)\n\n**The proposal:**\n\nTo make the sculpting workflow easier on the user it would be ideal if the brushes are not affected by the local transforms of the object but are instead based on the world scale & orientation.\nOnly symmetry options should be directly influenced bu the local transforms.", "3D cursor doesn't precisely follow mouse pointer when Transform Pivot Point is Active Element\nOperating system: Fedora Linux (Wayland)\nGraphics card: AMD\n\nBroken: at least from 2.93 to 4.0 all broken\nWorked: never?\n\nWhen moving the 3D cursor, it's moved distance is multiplied by some value depending on the view orientation. \n\n\n- Move the default cube and rotate the viewport orientation\n- Select Active Element as the Transform Pivot Point\n- Move the 3D-Cursor with shift+RMB\n\n", "Push/Relax/Breakdown pose operators may flip rotation of quaternion bones\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 750 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 2.93.8\n\nPush/Relax/Breakdown pose operators may flip rotation of quaternion bones\nWhen the animation plays, this bone suddenly rotates unnaturally.\n\n - Open the attached blend file\n - Use Push/Relax/Breakdown to the bone and set a keyframe.\n - Check the bone animation.\n[flip_when_use_breakdown.blend](flip_when_use_breakdown.blend)", "Breaking change? Curve point tilt default orientation rotated by 90°\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.40\n\nBroken: version: 3.6.0\nWorked: 2.80\n\nThe default orientation (0°) of curve points has changed by 90°. If the curve is used for another object's curve modifier, the result between Blender 2.80 is different to newer versions (reproduced with 2.81...3.6). This is a change that I did not find listed in the release notes, so this is either a bug or by design. In any case, it's a breaking change.\n\n2.80 vs 3.6:\n![grafik](attachment)\n\n\n1. Open the attached project in Blender 2.80 and in 3.6\n2. If you compare the two, you see that the normal orientation is different, consequently the result of the curve modifier affecting the mesh is different.\n\nAfter migrating a bigger project this causes several issues that would need to be fixed. Or Blender needs to be fixed.\nThis is an old issue, so I hope it's not a duplicate. Didn't find it.\nThank you.\n\n" ]
[ "\"copy rotation\" constraint fails when more than 180deg is rotated in combination with influence other than 1\n%%%OS: Ubuntu 12.04LTS\n3D-card NVidia GeForce GT240\nBlender 2.64a\n\n\"Copy Rotation\" constraint fails when more than 180deg is rotated in combination with influence other than 1.\n\nIn the provided example I used an \"influence\" of 0.5 to link the rotation of the triangle to the rotation of the empty.\nIf you rotate the empty (select empty, press r, rotation with your mouse) everything seems to be working fine up to the point where the empty crosses the 180deg, at that moment the triangle makes a jump of 180deg. I experience this behavior is with all objects and all blender versions I tested sofar.\nI guess this has something to do with some blender internal -pi to +pi rad rotation ranges.\n\nThanks and Regards,\nRene\n%%%" ]
Viewport shading color setting forces smooth shading on curves Operating system: Windows-10-10.0.18362 64 Bits Graphics card: GeForce GTX 860M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.48 Broken: version: 2.82 (sub 1) Viewport Shading > Color setting forces smooth shading on curve objects. Only Material and Texture modes take curve's flat shading into account. - Open attached blend file: [curve_shading.blend](curve_shading.blend) - Switch between shading color modes. [curve_shading.mp4](curve_shading.mp4)
[ "Shading Problem in Eevee in Top Orthonographic View When the Scale is not Applie Yet\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce MX130/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.67\n\nBroken: version: 2.90.0 Beta\nWorked: Never\n\nThere is a strange shading problem in Eevee that happens when the object is scaled and the scale is not applied yet. The light needs to be at certain angle to make it appear. The problem also has to do with the topology of the mesh, it is hard to notice with just one face (though still there as you can see it flickers when you scale it), but it becomes obvious when subdivided.\n\n![Top View Shading Problem.jpg](Top_View_Shading_Problem.jpg)\nBased on the attached .blend file \nOpen my .blend file, you can see there is a circle and a light in the scene. You can see the problem by turn on render view. The light is placed at certain angle to make the problem show. \nThe circle was created using the below steps:\n\n(0. delete or hide my circle)\n1. Shift A and add a circle\n2. Lower left corner menu, the fill type choose Ngon\n3. Scale it up a little, don't apply the scale, and you can see it flickers during the scaling process\n4. Edit mode, hit the a key to choose all, hit the i key to inset the circle, and then inset it again, and see it has to do with the topology\n5. Object mode, ctrl a apply the scale, the problem is gone, it has to do with the scaling.\n[Orthonographic Top View Shading Problem.blend](Orthonographic_Top_View_Shading_Problem.blend)\n\n", "2.83lts Regression: Viewport render image ignores colormanagement, and appears to be hardcoded to use sRGB.\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\nBisect points to 190fd795a9\nBroken: version: 2.83.0\nWorked: 2.82a\n\n`Viewport Render Image` ignores color management. The image produced is clamped to 1.0 according to the color sampler. It appears to be hard coded to sRGB.\n\nCreate a Scene that has scene linear color values above 1.0. Render with Filmic. Then do `viewport render image` and see how it produces an image with blown out highlights.\n\n2.82a:\n![2.82a.png](2.82a.png)\n\n2.83:\n![2.83.png](2.83.png)\n\n\n[test.blend](test.blend)\n\n", "Extreme Normal editing causes flat shading\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.27\n\nBroken: version: 2.93.0 Beta\nWorked: 2.92.0\n\nCaused by 1c22b551d0\n\n---\n\n## Short description of error:\nExtreme Normal editing(like flipping the normal and using other normal editing modifiers) causes flat shading.\n![2.92.0.png](2.92.0.png)\n\n![2.93.png](2.93.png)\nIn the image above,the sphere has a Data Transfer modifier which is receiving the Normals of the plane.\nAs in the upper image(2.92.0),the sphere is shaded smooth while in the lower image(2.93 beta) it gets flat shading at some faces.\n\n---\n## Exact steps for others to reproduce the error\n{icon fa-plus} OS Conditon: **WIN 10** |Blender: **2.93.0 Beta**\n- Default scene with default cube deleted.\n- Add a sphere object and a plane,add a Data Tansfer modifier to the sphere which transfers the normals of the plane to the sphere.\n- Have the sphere some negative Z axis transformation then observe its normal,the flat shading should be appearing at some angle.\n{icon bicycle spin} Below is a blend file with the setup above with an additional shading node in the material:\nThis is the additional node which filps the normals of the geometry:\n![shader node.png](shader_node.png) And the results in the respective versions:\n![2.92.0(2).png](2.92.0_2_.png)\n\n![2.93 beta.png](2.93_beta.png)\n[NormalFlatShadingBug.blend](NormalFlatShadingBug.blend)\n\n---\nFrom #111805:\n| 2.92 | 2.93 |\n| --- | --- |\n| ![image.png](attachment) | ![image.png](attachment) |\n\n[shadingBug.blend](attachment)", "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", "Alpha mode 'Straight' on Image Texture node behaves differently between Cycles and Eevee\nOperating system: Windows 10 Pro x64\nGraphics card: GTX 1080Ti for display, RTX 3090 for render\n\nBroken: 3.3.1\nWorked: I don't know\n\nWhen the `Alpha` property is set to `Straight`, the result is different between Eevee and Cycles.\n![image.png](image.png)\n\n- Open the .blend file provided\n- Set one of the viewports to Material Preview and the other to Rendered\nNote that the results of the images are different\n[alpha_mode_eevee_vs_cycles.blend](alpha_mode_eevee_vs_cycles.blend)\n\nOriginal file\n[test leaking_ori.blend](test_leaking_ori.blend)\n", "Default Value for Viewport Display Color's Alpha Wrong.\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 457.09\n\nBroken: version: 2.92.0 Alpha\nAlso tested on 2.83.8 and same problem.\nWorked: It do not think this has ever worked\n\nWhen reverting to the Default Value for Viewport Display Color the alpha gets down to 0.8 making the object semi transparent.\n\nOpen up a new scene.\nSelect the cube.\nGo to the materials tab.\nScroll down to \"Viewport Display\"\nRight Click on \"Color\"\n\"Reset to Default Value\"\nResult: RGB values go back to the default, but Alpha goes to 0.8\n\n\nThank you so much !", "Cycles Principled shader Fresnel glitches\nConsistent across 3 diffrent devices and operating systems.\n\nBroken: v2.8 stable\nstill Broken: v2.83 Alpha, 9d90cad3ed39, 2020-01-17 00:13\n\nSpecific combinations of roughness and specular cause weird visual artefacts in cylces, that also look diffrent in contrast to eevee. It is possible for the edges of an object to look brighter or darker, than it's surroundings in a uniformly lit environment or an object appearing darker overall despite only roughness being changed.\n\nUsing all white background to better visiualize artefacts.\nCycles:\n![image.png](image.png)\nEevee:\n![image.png](image.png)\n\nDelete cube+light, set environment to be white color, add spheres, assign principled shader, try out diffrent spec+rough+metal values.\n(Happens on both smooth and flat shaded objects...)\n\nHere's a 2.80 file to try it out:\n[bug_report_principled.blend](bug_report_principled.blend)", "UI: Color picker lightness/value changes Hue and Saturation (only in Preferences > Themes?)\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.87\n\nBroken: version: 2.83.6\n\nThe color jumps erratically by adjusting the lightness value, worse the closer to black\nSeems to converge towards specific colors (see video).\nDoesn't seem like node colors are affected.\n\n1. Open a theme setting.\n2. Adjust the lightness value.\n[ZVj8uWcUpy.mp4](ZVj8uWcUpy.mp4)\n", "Graph Editor: Curve list background color\nProblem: the Bone Groups as they are shown currently in the GE interface create visibility problems as shown in this image:\n\n![01 current-bonegroupscolors.png](01_current-bonegroupscolors.png)\n\n- Hard to read the text\n- Hard to see the icons\n\nProposal 01:\n\n- Moving bone group color to a small strip on the right side of the curve channel.\n\n- Adding the color of the curve to the text, making it more easy to find\n\n![02 Solid.png](02_Solid.png)\n\nProposal 02:\n\nSame, but using a gradient instead\n\n![03 Gradient.png](03_Gradient.png)\n\n Combined Proposal:\n\nSybren suggested this idea in #68972 (Graph Editor: Curve channel colour) so I tried to combined both of them to check how it looks. I think it makes the interface more clean and readable.\n\n![04 CombinedwithT68972.png](04_CombinedwithT68972.png)\n\nAlso recreated with the light theme, to check if it generates problems.\n\n![05 LightCombinedwithT68972.png](05_LightCombinedwithT68972.png) \n", "Curves sculpting collision with surface.\n", "Support Face color attributes for painting\nFace color attributes should be supported for sculpt painting and vertex paint mode.\n\nThey should also be listed under the Color Attributes UI List.\n\n", "EEVEE: Reduce viewport render time by only render needed draw passes.\nCurrently all material + effect passes are rendered even when eventually they aren't needed. This can happen when viewing a render pass in the viewport. For example:\n* Mist\n* AO\n* Shadow\n* AOV (after [D7010](D7010) has been comitted)\n* etc\n\nWe should see how we can optimize the rendering pipeline so that only the passes that are needed are drawn. This would lead to a more responsive viewport in these cases.", "Paint Mode: Color Sampling\nNOTE: This task is currently to document the requirements for an updated color sampler for painting workflows. This should be the basis for discussions on the implementation.\n\n# Goal\n\nSampling colors is implemented in various different ways throughout Blender, each implementation with their own advantages and features.\nThe goal here is to combine all needed features into an easily accessible operator, with additional options to get other sampling effects.\nThis operator will then be used for color sampling in sculpt/paint mode and paint mode in the image editor.\n\nThe basic implementation in sculpt mode is already usable for now.\n\n# Requirements\n\n## Existing Features\n\n- Sample Merged (Only available in the keymap options or with the color picker button)\n- Add to Palette (Already available via left click)\n- Sample Size (Only in the image editor sample tool)\n- Live sample values for XY, RGBA, CMGB, HSVL, color (Only in the image editor sample tool)\n- Sample Interpolated vs Closest (Automatic for textures. Always picks closest in Weight painting. Not implemented for color attributes. Needs more investigation on what would be most useful.)\n\n## Accessibility\nThe easiest way to access the color sampling should always be with a shortcut.\nFor now the established default is `S`. We should follow this wherever possible to stay consistent.\n\nPotentially the best usable way to implement this in the UI is as a button in the color picker instead of an active tool.\nThe disadvantages of making this an active tool are \n- that it doesn't directly relate to any particular color or brush/tool\n- it's more intuitive to use as a temporary one-click operation (No needs to keep it active)\n\n## Sample other Objects\n\nIt's already possible to pick any color of the screen when sampling merged colors.\nWhen sampling the current paint slot of the Canvas this is not the case.\nMulti-object workflows are very common so there needs to be an implementation to instantly sample local colors from another object.\n\n**Use active Canvas picker mode**\nOne straight forward implementation would be to use the Canvas picker mode of the active object to define which colors will be picked. This mode can be set to:\n- Color Attribute\n- Image Texture\n- Material\n\nEach of the other visible objects will have an active color attribute, image texture and node in the material.\nSo the desired approach is to look for that data and use it for color sampling other objects whenever the option \"Sample Merged\" is not used.\n\n## Color Sample Overlay\n\nWhen painting for materials there will be cases where it is not obvious what color will be picked. \nFor example when picking from a greyscale image texture that is used for roughness, while you see the final material in Eevee with additional colors and procedural roughness textures mixed in.\n\nThis color sampling preview would ideally be shown directly on the brush cursor, comparing it side-by-side with the currently set color.", "LookDev: Add option to set the background color\nTheme, World, Viewport.\n", "Shading turns pink if combining UDIM + AOV\nOperating system: Windows 10\nGraphics card: GTX 1070 Ti\n\nBroken: 3.6.1 and 4.0 (963c0ed5e7b0)\nWorked: 3.5.0\n\nShading renders pink (viewport, eevee, cycles) when the material has an UDIM image texture and a AOV Output.\n\n![GIF](attachment)\n\n- In the default's cube material, add an image texture node.\n- Click on \"new\" to create a new texture with \"Tiled\" enabled.\n- Connect the texture to the Principled BSDF node.\n- Add a AOV Output node.\n\nCube turns pink.\n\n" ]
[ "Curve extrusion looses flat shading in certain viewport shading color settings [displays smooth shaded then]\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)\nThe oldest version I have with this flaw is blender-2.80-0fd96b4128ff-win64.zip\nThe newest is RC3\n\n[2019-02-18_21-41-03.mp4](2019-02-18_21-41-03.mp4)\n\n> [flat.blend](flat.blend)" ]
OPTIX_ERROR_INVALID_VALUE in optixAccelCompact(context, NULL, out_handle, compacted_data.device_pointer, compacted_size, &out_handle) (device_optix.cpp:1237) Operating system: Windows 10 20H2 Graphics card: GTX 1660Ti with Max-Q Broken: Blender 2.92 When trying to render the given file in the t86616 render shows the titled error. Run the blender file mentioned in #86616
[ " EXCEPTION_ACCESS_VIOLATION when entering Edit Mode\nOperating system: Windows 10 1903 (18362.239)\nGraphics card: Intel HD Graphics 4000\n\n***Broken:***\nBlender 2.80 (sub 75) / 2019-07-29 09:44 AM Windows / Stable\nBlender 2.81 (sub 1), branch: master, commit date: 2019-08-13 11:31, hash: 6f9cbbc8ec4f\n***Worked:***\nBlender 2.79 (copied mesh over through copybuffer.blend)\n\n\nWhen entering edit mode of a specific object Blender crashes with EXCEPTION_ACCESS_VIOLATION. Logs and example .blend provided.\n\nThe issue shouldn't be in my GPU, since the same issue persists even with Software Rendering.\n\n1. Open up example file\n[window_broken.blend](window_broken.blend)\n\n2. Select `window_panes` and enter Edit Mode\n3. Get EXCEPTION_ACCESS_VIOLATION\n\n**Logs (2.80 `blender_factory_startup`)**\n[blender_system_info.txt](blender_system_info.txt)\n[blender_debug_output.txt](blender_debug_output.txt)\n\n**Logs (2.81 `blender_factory_startup`)**\n[blender_system_info.txt](blender_system_info.txt)\n\n[blender_debug_output.txt](blender_debug_output.txt)", "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", "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. ", "Blender Crash. Code marked as unreachable has been executed.\nOperating system: Windows-11-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 536.67\n\nBroken: version: 3.6.1, 4.0.0 Alpha\nWorked: didn't test\n\nOpen the .blend and go to frame 60. Crash\n\nThis is a .blend from a random user. So, sadly, I don't know the exact steps to reproduce.\nIt just said: \"Code marked as unreachable has been executed. Please report this as a bug.\"\n\n", "Crash guide during render complete August 29, 2022\nOperating system: macOS-13.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 575 OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.9.44\n\nBroken: version: 3.3.0 Beta\n\nBlender 3.3 Beta crash guide during render August 29, 2022\n\n\nNot matter all version 3.0 to 3.4 keep me crash. Do not use Windows. Only for Macintosh.\n\n![image.png](image.png)\n\n[Blender-2022-08-29-092340.ips](Blender-2022-08-29-092340.ips)\n\n[Armor wear 1.0.0.blend](Armor_wear_1.0.0.blend)\n\n![image.png](image.png)\n\nT100328\n@Nurb2Kea\nRender 600 (complete render cause crash guide)\n", "UI: Show invalid cache as stripped lines\nAt the moment we use a faded color to indicate that a cache is invalid. The difference is a too subtle at times, even when users customize their theme colors.\n\nThe proposal here is to draw the invalid caches with a darker stripped diagonal line (see image). In this case I used the original color with a 50% value.\n\nIn this mockup you see the Simulation cache (pink) as invalid, and the Cloth cache (blue) as valid.\n\n![invalid_cache.png](attachment)\n\n_Design done with [Pablo Vazquez](pablovazquez)._", "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", "Crash clicking on Material Preview\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.92\n\nBroken: version: 2.92.0\n\nSometime, clicking on Material Preview button (Eevee) Blender 2.92 crashes without a reason.\nSee file and log attached\nThank you\n[Rocks_Pack.crash.txt](Rocks_Pack.crash.txt)\n\n-\n\n[Rocks_Pack.blend](Rocks_Pack.blend)", "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)", "No error prompted when Cuda fails during GPU bake\nOperating system: Linux Debian 10 (buster) - kernel 4.19.0-19-amd64\nGraphics card: GeForce GTX 1060 Mobile\n\nBroken: 3.1.0\nWorked: -\n\nWhen you try to bake, having GPU set as compute device, and CUDA has an error, no error is shown.\nYou only notice the error when you try to render and get \"*Failed to create CUDA context (unknown error)*\"\n\nIt is useful to show an error, in the same way that, for example, \"Circular dependency for image...\" is shown during the bake.\n\nNote that this report is not about the error itself. It is about Blender not reporting any errors during baking, which causes user confusion.\n\nThank you,\nRiccardo", "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", "GPU Codegen parser warning\nI'm working on a patch for Gabor Noise: 110802\n\n@OmarEmaraDev suggested opening a bug report.\n\nThe function below has to be written with a return type rather than void.\n\nUsing `void` generates the following gpu_codegen parser warning. `Unknown parameter type \"GaborParams\"`\n\n```\nvoid gabor_sample(\n GaborParams gp, float orand, float orand2, float prand, out vec3 omega, out float phi)\n```\n\nAs a workaround I have written the function with a return type of `GaborParams` which solves the issue.\n\n`GaborParams` is a struct of floats.\n\n```\nGaborParams gabor_sample(\n GaborParams gp, float orand, float orand2, float prand, out vec3 omega, out float phi)\n{\n float pvar = mix(0.0, prand * 2.0 - 1.0, gp.phase_variance);\n phi = M_2PI * pvar + gp.phase;\n\n /* Anisotropic direction. */\n if (gp.anisotropic == 1) {\n omega = gp.direction;\n }\n else { /* Isotropic. */\n float ovar = M_PI * (orand * 2.0 - 1.0);\n float omega_t = ovar * gp.rot_variance - gp.rotation;\n float cos_omega_p = 1.0 - 2.0 * orand2;\n float sin_omega_p = sqrt(1.0 - cos_omega_p * cos_omega_p);\n float sin_omega_t = sin(omega_t);\n float cos_omega_t = cos(omega_t);\n omega = normalize(vec3(cos_omega_t * sin_omega_p, sin_omega_t * sin_omega_p, cos_omega_p));\n }\n /* Return GaborParams to workaround gpu_codegen parser warning when return type is set to void :\n * Unknown parameter type \"GaborParams\". */\n return gp;\n}\n```\n\n", "Sculpt crash in certain scenario (PBVH vert number does not match)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.76\n\nBroken: version: 2.93.6\n\nCrash upon altering the model in any way.\n\n1. Open file\n2. Use a tool/brush to alter the model.\n3. Instant Crash\n\nI have updated GPU drivers and the latest Blender version as of today, still crashes.\n\nCould not find any duplicate bugs of crashes when interacting with models, only crash on startup and others. \n\nI expect my GPU is just too trash.\n\n[blender_debug_output.txt](blender_debug_output.txt)\n\n[blender_system_info.txt](blender_system_info.txt)\n\n[Goblin.crash.txt](Goblin.crash.txt)\n\n[Goblin.blend](Goblin.blend)\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```", "Segmentation fault (core dumped) when opening render folder during rendering\nOperating system: Linux-5.19.0-46-generic-x86_64-with-glibc2.35 64 Bits, X11 UI\nGraphics card: NVIDIA GeForce RTX 3060 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 525.105.17\n\nBroken: version: 3.6.0\n\nSegmentation fault during rendering. It happens after some frames. Sometimes 5 sometimes 100. Heavy use of OSL shaders.\nIt might get triggered when using nautilus filebrowser and open the folder which contains the rendered frames during rendering. Just opening the folder seems to trigger the segmentation fault. Crash.txt file is empty.\n\nIt happens when rending animation. I tried without GUI in comannd line and got the same error.\n\n" ]
[ "Failed to build OptiX acceleration structure\nOperating system: Windows 10 Pro (64-bit)\nGraphics card: NVIDIA GeForce RTX 3090\n\nBroken: 2.92.0, branch: master, commit date: 2021-02-24 16:25, hash: 02948a2cab44, type: Release\nBroken: 2.93.0 Alpha, branch: master, commit date: 2021-03-20 21:00, hash: 9ca67c47a152, type: Release\n\nWorked: ???\n\nCycles render error, 2.92.0: OPTIX_ERROR_INVALID_VALUE in optixAccelCompact(context, NULL, out_handle, compacted_data.device_pointer, compacted_size, &out_handle) (device_optix.cpp:1237)\n\nCycles render error, 2.93.0 Alpha: System is out of GPU memory (oh come on ... :-))\n\n\nSwitching from OptiX to None does not end in error, but it is significantly slower. Which is correct behavior for build None\nOptiX is unstable in demanding scenes, rendering often ends in errors with various stickers, such as \"System is out of GPU memory\"\nNVIDIA GeForce RTX 3090, obviously not yet fully compatible with Blender" ]