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Blender crash/hangs with "voxel size" low values in remesh modifier Operating system: Windows 10 Graphics card: GTX 1650 Broken: 2.91 Crash When I pushed the left arrow on the margin options for voxel size on the remesh modifier one too many times(after it was already at 0.01m) it froze.
[ "OSL on the GPU displays all black for Voronoi Distance > Bump Height\nSystem:\nWindows 11\nRTX3090Ti gpu\n\nBump output is pitch black when using Voronoi (Distance) output into Bump Height. Colorramp in between does not fix it. Noise output into Bump Height works fine.\n(Blender 3.5 in cycles)\n\nedit: more useful info + screenshot + isolated blend file\n\nRunning OSL on the CPU works fine, only the new GPU support seems affected.", "Geometry nodes crash involving point translation and points to volume\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: AMD Radeon RX 5700 XT ATI Technologies Inc. 4.5.14830 Core Profile Context 21.4.1 27.20.21002.112\n\nBroken: version: 3.0.0 Alpha\nWorked: Unknown.\nCannot open reference file in stable (crashes immediately). \nMy oldest 3.0 from 2021-08-01 (`836aeebf7077`) also has the issue.\n\nBlender crashes in certain setups involving point translation and points to volume.\n\n- Open .blend file\n- Connect \"Crash\" node with Reroute\n\nUpon some more testing I found that there are more specific values or ranges that cause the problem, when using the power node one is around 2 to the power of 24.003.\nKnowing values that crash, the attribute fill node can be used:\n\n![image.png](image.png)\n[attribute-fill.blend](attribute-fill.blend)\n[attribute-power.crash.txt](attribute-power.crash.txt)", "Segmentation fault when selecting context.area.type before applying operator (scripting)\nOS: Ubuntu 16.04.4 LTS\nHW: Dell XPS 9550 notebook, using Intel HD GPU (nvidia deactivted)\n\nBroken: 2.83\n\nExecuting the operator `bpy.ops.transform.translate` causes a crash if `bpy.context.area.type` is set manually before.\nCrash in `setTransformViewMatrices` because `t->ar->regiondata` is `NULL`\n\nRunning the following script causes the crash:\n```\nimport bpy\nimport bmesh\n\n# Create object\nbpy.ops.mesh.primitive_plane_add(size=1, enter_editmode=False, location=(0, 0, 0))\n\n# Enter edit mode\nbpy.context.area.type = 'VIEW_3D' # If this is not set, crash does not occur\nbpy.ops.object.mode_set(mode='EDIT', toggle=False)\n\n# Modify vertices\nmesh = bmesh.from_edit_mesh(bpy.context.active_object.data)\nmesh.verts.ensure_lookup_table()\nmesh.verts[0].select = True\n\n# Next call causes crash:\nbpy.ops.transform.translate(value=(0, 0, 1), constraint_axis=(False, False, True),\n mirror=False, use_proportional_edit=True,\n proportional_edit_falloff='SHARP')\n```\n", "Crash when 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```", "Blender crashes with certain geometries (e.g. tweaked Jiggly Pudding simulation demo file)\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 4090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.79\n\nBroken: version: 4.0.0 Alpha\nWorked: Unsure\n\nWith certain geometries, Blender will freeze then crash. I have included a demonstration in the video attached below:\n<video src=\"attachment\" title=\"Jiggly Pudding Crash.mp4\" controls></video>\n\n1. Download the Jiggly Pudding demo from demo-files/\n2. Follow the steps outlined in the video attached above. The steps in the video are as follows:\n a. Open the Jiggly Pudding file.\n b. Select the Pudding and open a geometry node editor.\n c. Inside the Simulation zone there is a node with the title \"Scale\". Change the Scale from 0.85 to 10 or something higher.\n d. Open a 3D viewport (if you haven't already) and press play in the time line.\n e. Blender will freeze and crash.\n\n", "Blender 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)", "GPU texture baking with large tile size fails\nOperating system: Windows 10\nGraphics card: Vega56\n\nBroken: 2.90.1\nWorked: 2.83.8\nNot sure if this was a particular commit (or if libraries changed at that time) but this broke between 51ac411ce8 and 5c5a638b57\n\nI was trying to bake 8k emissive map but it doesnt work so i was searching for some error about hour a then try to make 4k emissive map and everything worked jsut fine with same settings, only thing i change was resolution of image from 8k to 4k. After this i try again bake 8k emissive but doesnt work image was empty so this must be some sort of bug.\nBased on the default startup or an attached .blend file (as simple as possible).\n[bug.blend](bug.blend)\n\nThis file has its tile size at 8192x8192.\nWith a tile size of 4096x4096 it works fine.", "Blender 2.71 (rc2) crashes when a UV sphere is added\nMac OS X 10.10 (beta) / AMD Radeon HD 6750M 512 MB\n\nBroken: 2.71 (release candidate 2)\nWorked: -\n\nBlender 2.71 (rc2) crashes when a UV Sphere is added to a existent project in Edit Mode.\n\nUsing the attached file, select the figure (stickman), go to Edit Mode and add a UV Sphere. After executing these steps, Blender stops responding and it's necessary to force quit and reopen. \n\nIt seems that's something to do with the modifiers (in the attached file, I'm using Mirror, Skin and Sub-surf). One or more of them are causing the crash when the UV Sphere is added. If I create a new project with no modifiers, I'm able to add UV Sphere. \n", "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).", "Blender crashed in edit mode with material index creazy and strange normal\nOperating system: Linux pop-os 5.17.5-76051705-generic\nGraphics card: NVIDIA GeForce RTX 3060 Ti\n\nBroken: 3.1.0 / blender-3.2.0-stable+v32.e05e1e369187-linux.x86_64-release\n\nAn object imported from I don't know where, with crazy material_index : (-30086) in spreadsheet editor, and with strange normal, makes blender sik.\n\nIn edit mode, if I try to move the concerned geometry blender crashes systematically.\n\n[2022-06-16_bug-normal.crash.txt](2022-06-16_bug-normal.crash.txt)\n\n[2022-06-16_bug_system-info.txt](2022-06-16_bug_system-info.txt)\n\n[2022-06-16_bug-normal.blend](2022-06-16_bug-normal.blend)\n\nthank you,\n - Thomas", "Crash on Changing Repeat value to -1 in Corrective Smooth modifier\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.49\n\nBroken: version: 2.93.5\n\nNot Responding when I change the Repeat value to -1\n\n{[F11810617](image.png), size=full}\n\n", "Crashes when trying to mirror particles\nOperating system: Windows 11\nGraphics card: Nvidia RTX 2060\n\nBroken: 3.6.1\n\nWhen I try to mirror hair particles Blender crashes. I've tried it multiple times and it happens every single time. Ive tried applying the mirror modifier I have on the character but it still crashes.\n\nI have a retopologized character. I make a particle system for eyebrows. I try to mirror the eyebrows by selecting all the particles, going to particles and selecting mirror and blender crashes.\n\n", "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.", "Crashing/unexpected results while rendering custom Node-defined volumetric materials\nOperating system: Linux-5.6.0-2-amd64-x86_64-with-glibc2.29 64 Bits\nGraphics card: AMD Radeon (TM) RX 470 Graphics (POLARIS10, DRM 3.36.0, 5.6.0-2-amd64, LLVM 10.0.0) X.Org 4.6 (Core Profile) Mesa 20.0.7\n\nBroken: version: 2.91.0 Alpha\nWorked: Never\n\nWhen rendering the attached .blend file, Blender frequently crashes or at the very least fails to render properly. It seems to be something to do with the materials I've defined for Evee to use.\n![rendering-difference.png](rendering-difference.png)\n\n[#79682.blend](T79682.blend)\n- Open file\n- Render animation", "Random crashes with NVidia + GPU Subdivision (sometimes when activating X-Ray or Wireframe overlay)\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\n| Graphics card: | Driver : | User:\n| --- | --- | ---\n| NVIDIA GeForce RTX 3090/PCIe/SSE2 | 4.5.0 NVIDIA 516.94 | @GabrielMoro\n| NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 | 4.5.0 NVIDIA 512.15 | @STYXtheMUTT\n| NVIDIA GeForce RTX 3070 Ti/PCIe/SSE2 | 4.5.0 NVIDIA 516.94 | @Jojolix\n|NVIDIA GeForce RTX 2070 SUPER/PCIe/SSE2|NVIDIA 516.59|@MassimilianoPuliero\n|NVIDIA GeForce RTX 3090|NVIDIA 516.94|@The5\n\nBroken: version: 3.2.2\n\nOn some seemingly random occasions, Blender crashes with the following stack:\n```lines=10\nStack trace:\nblender.exe :0x00007FF77C1458B0 BKE_subdiv_free\nblender.exe :0x00007FF77C147880 BKE_subsurf_modifier_subdiv_descriptor_ensure\nblender.exe :0x00007FF77BFFC3D0 <lambda_c000e58b9a8caf72c54e0e02a46effdb>::operator()\ntbb.dll :0x00007FFDBAF64FD0 tbb::interface7::internal::isolate_within_arena\nblender.exe :0x00007FF77BFFC6F0 BKE_mesh_wrapper_ensure_subdivision\nblender.exe :0x00007FF77CB38FA0 raycast_obj_fn\nblender.exe :0x00007FF77CB375E0 iter_snap_objects\nblender.exe :0x00007FF77CB3E530 transform_snap_context_project_view3d_mixed_impl\nblender.exe :0x00007FF77CB3F0E0 ED_transform_snap_object_project_view3d\nblender.exe :0x00007FF77CB5E7C0 applyFaceProject\nblender.exe :0x00007FF77CB5EE00 applySnappingIndividual\nblender.exe :0x00007FF77CB72F70 recalcData_objects\nblender.exe :0x00007FF77CB81010 applyTranslation\nblender.exe :0x00007FF77CB46BE0 transformApply\nblender.exe :0x00007FF77CB41920 transform_modal\nblender.exe :0x00007FF77C229D30 wm_macro_modal\nblender.exe :0x00007FF77C20F9E0 wm_handler_operator_call\nblender.exe :0x00007FF77C210BD0 wm_handlers_do_intern\nblender.exe :0x00007FF77C210000 wm_handlers_do\nblender.exe :0x00007FF77C216590 wm_event_do_handlers\nblender.exe :0x00007FF77C1FC380 WM_main\nblender.exe :0x00007FF77B2F12A0 main\nblender.exe :0x00007FF7814128B0 __scrt_common_main_seh\nKERNEL32.DLL :0x00007FFDC7B67020 BaseThreadInitThunk\nntdll.dll :0x00007FFDC85A2680 RtlUserThreadStart\n```\n```lines=10\nStack trace:\nblender.exe :0x00007FF7A50C5B10 BKE_subdiv_update_from_mesh\nblender.exe :0x00007FF7A50C7880 BKE_subsurf_modifier_subdiv_descriptor_ensure\nblender.exe :0x00007FF7A52A1110 draw_subdiv_create_requested_buffers\nblender.exe :0x00007FF7A52A2080 DRW_create_subdivision\nblender.exe :0x00007FF7A52D1870 DRW_mesh_batch_cache_create_requested\nblender.exe :0x00007FF7A52C6000 drw_batch_cache_generate_requested\nblender.exe :0x00007FF7A529F1A0 drw_engines_cache_populate\nblender.exe :0x00007FF7A529B8C0 DRW_draw_render_loop_ex\nblender.exe :0x00007FF7A529C9B0 DRW_draw_view\nblender.exe :0x00007FF7A5D3FA00 view3d_main_region_draw\nblender.exe :0x00007FF7A5551070 ED_region_do_draw\nblender.exe :0x00007FF7A51A3700 wm_draw_window_offscreen\nblender.exe :0x00007FF7A51A3560 wm_draw_window\nblender.exe :0x00007FF7A51A2FB0 wm_draw_update\nblender.exe :0x00007FF7A517C380 WM_main\nblender.exe :0x00007FF7A42712A0 main\nblender.exe :0x00007FF7AA3928B0 __scrt_common_main_seh\nKERNEL32.DLL :0x00007FFD1C4A54D0 BaseThreadInitThunk\nntdll.dll :0x00007FFD1D524830 RtlUserThreadStart\n```\n\nOccasions observed:\n- try to snap objects on faces (the object that shall be snapped to is usually a complex mesh with modifiers like subdivisions, mirror, solidify, bevel and booleans)\n- toggle the shading mode between shaded and wireframe or between X-Ray and Wireframe Overlay.\n[intro.crash.txt](intro.crash.txt)\n\n\n- open attached file\n- disable and enable X-Ray multiple times\nIt happens specially when working fast.\n\n[BLENDER_Youre_Alive_v67.blend](BLENDER_Youre_Alive_v67.blend)\n\n" ]
[ "OS hangs when detalisation is too high\nOperating system: Windows 10 2004\nGraphics card: GTX 1060 6GB\n\nBroken: (example: 2.83.0)\n\nThis happened to me twice so far. When accidentally decreasing the \"Voxel Size\" of \"Remesh\" modifier below 0.01, the OS hangs.\n\nIt's not allowed to decrease this property down to zero.\n\nA possible solution could be to have a keyboard key (e.g. `ESC`) to cancel the current operation. This will be not only useful for this case, but also for all heavy operations. For instance, I increase subdivision step count to a higher value then realize I don't need this, I would like to be able to cancel the computation before it is finished.", "blender crash sometime\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: 3.2.0\n\nsometime crashing happened. especially when running Remesh in sculpting and when reducing the voxel size (less than 0.05m). the computer has even reset several times during working blender.[blender_debug_output.txt](blender_debug_output.txt)\n\n[blender_system_info.txt](blender_system_info.txt)\n\n\n", "Remesh modifier bug crashes blender 2.83.1\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87\n\nBroken: version: 2.83.1\n\nEverytime I set the voxel size 0 in remesh modifier, blender.exe has stopped working.\n\n1. Create a plane\n2. Add remesh modifier\n3. Slide voxel size to 0.00\n![image.png](image.png)\n\n", "hard crash using remesh\nwindows 11 64 bit\nnvidia 3060\n\nblender version 3.2.2\n\nusing remesh crashed the system\n\nmake new project, general,\ngo to sculpting tab,\nopen \"object data properties\" its the upside down green triangle icon\nopen \"remesh\"\n\non the cube, hotkey shift r\nmove value all the way to the right its 0.0001m\nin remesh click the button called \"voxel remesh\"\non cube, hotkey shift r\nthe blender crashes.\n\nin the test file you need to click the button \"voxel remesh\" then on the cube click hotkey shift r\n\n\n\n[before crash.blend](before_crash.blend)", "Click remesh mod crash blender.\nOperating system: Win10\nGraphics card: RTX 3090\n\nBroken: 2.93.6\n\nClick remesh crash blender.\n\n\n[SimpleShipsCrashTest.blend](SimpleShipsCrashTest.blend)\nTry click this modifier \"remesh\". On my mesh.\n![image.png](image.png)\n\nI am get 30 sec ~64 GB ram usage.\n![image.png](image.png)\nAnd silently close app.\nI think its not out of memory(because i have 256 gb).", "Remesh Modifier Voxel Size can easily cause hangup when dragged\nOperating system: Linux x86_64\nGraphics card: GeForce GTX 1080 Ti\n\nBroken: 2.90.1 stable\nWorked: N/A\n\nThe Remesh Modifier's Voxel Size parameter can easily cause Blender to freeze/crash. This is a design flaw of the Voxel Size parameter itself. As the value approaches zero, the resulting complexity approaches infinity.\n\nAdd a Remesh modifier to a mesh object (Mode: Voxel)\nDrag the Voxel Size parameter toward zero.\nBlender will freeze, filling up RAM, possibly until the OS is forced to kill it.\n\n**PROPOSAL**\n\"Voxel Size\" should instead be expressed as its reciprocal, i.e. \"Voxels per Blender Unit\".\n", "No guard against voxel size of 0. \nOperating system: Win 10\nGraphics card: gtx 1030\n\nBroken: blender 2.92\n\nAdd remesher modifier to an object.\nClick less on voxel Size 10 times.\nBlender hangs. I assume what I wrote in the title, that there is some divide by 0 operation without a guard.\n![image.png](image.png) ", "Blender freezes and eventually crashes after adding remesh modifier\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.29\n\nBroken: version: 3.4.1\n\nBlender freezes and then eventually crashes by running out of memory after applying remesh modifier to a large mesh. Please note that the size of the mesh is not an error, it is intentional.\n\n1. Open the attached .blend file.\n2. Select the sphere and add remesh modifier to it.\nResult: Blender freezes and eventually crashes.\nExpected: Blender doesn't freeze or crash.\n\n", "Blender hangs and closes after remesh modifier\nOperating system: Windows 10 professional\nGraphics card: GeForce 750 Ti\nProcessor: Intel Xeon E3 1246 V3\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\nWorked: (newest version of Blender that worked as expected) 2.83 LTS\n\n**Short description of error** Adding a remesh modifier after applying 2 levels of subsurface modifier\n\nBased on the default startup or an attached .blend file (as simple as possible).\n1) Open Blender 3d.\n2) Delete the default cube.\n3) Add Suzanne.\n4) Add 2 levels of subsurface modifier\n5) Press apply.\n6) Add Remesh modifier (voxel)\n7) Reduce voxel size by sliding left\n8) Blender freezes and closes by itself after some time.", "Crash in sculpting when Ctrl R and Shift R grid doesn't work\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\n\nBroken: version: 3.0.0\nWorked: (2.8)\n\nIn Sculpt mode, I can't bring up the grid when I Shift R and I Crash when I Ctrl R.\n\nMy workspace is set for 3D Printing, So I units is set for Millimeters and unit scale is set at .001\n>Add mesh\n>cube\n>size 250 mm\n>Subdivide Modifier 3 levels\n>Sculpt mode\n>Shift-R (no Grid just square)\n>Ctrl-R (Crash)\n\n-----------------------\nDid a Factory default settings and did the same thing as above except used the default cube at 2 mm. the Shift-R works and the Ctrl-R works without crashing. when I size up the cube to 250 mm it starts the problem again. \n\n[BooGzB3.0.blend](BooGzB3.0.blend)\n\n![error.png](error.png)\n\n\n", "Voxel remesh crash 2.92\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 466.27\n\nBroken: version: 2.92.0\n\nVoxel remesh crashes when Voxel Size is set to 0\n\nAdd Remesh modifier to default cube, set Voxel Size to 0.\n[system-info.txt](system-info.txt)\n\n", "Voxel Remesh Modifier - No Minimum Cap on Voxel Size? Crash on 0 value.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.41\n\nBroken: version: 2.93.2 Release Candidate\nWorked: n/a\n\nThere doesn't seem to be an apparent minimum for the Modifiers > Remesh > Voxel > Voxel Size. If a user adjusts the voxel size using the interface, or by typing in a value of 0, Blender consumes 100% of CPU and RAM until Blender or system crash.\n\n\nOn default startup:\n\n - Add to default cube: Modifier > Remesh > Voxel\n - Set voxel size to 0\n - Watch your motherboard burst into flames\n\nBased on default setup.\n\n", "Remesh Voxel Size can be much to small by default (leading to crashes). 'Edit Voxel Size' operator can have wrong range\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: GeForce GTX 1660/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 432.00\nProcessor: AMD Ryzen 7 3800x 8-Core Processor 3.90 GHz\n\nBroken: version: 2.90.0 Alpha\n(Also with Blender 2.83 BETA)\n\nSelecting the \"Remesh\" modifier, selected \"Voxel\", Voxel size below \"0.01m\" = PC Crash. Needed to restart the PC.\n\n1. Start Blender.\n2. Let the default Cube alive and add the \"Remesh\" modifier.\n3. Make the \"Voxel Size\" below \"0.01m\".\n4. Did it crashed?\n(Found out in my Blender Project, but I tested it then in a default Scene. Same thing happened.)\n\n(Why I set the Voxel Size below \"0.01m\"?\nIt happens accidentally, when I have it like \"0.42m\", but I hold my left click and slide it to the left, so I accidentally go below \"0.01m\".)\n\n{[F8619727](image.png), size = full}\n\nGood Luck!\n" ]
UV Mapping Problem when using Nodes in GE Win7 64; Radeon 6950 2.72b 9e963ae Lets have a second Material in a Node Tree. The Textures of those Materials are UV mapped. In Viewport it looks ok. But when starting the GE, the second Material disappears. Map the Material Textures in an other Mode, e.g. "global", it works. Thank You. [Node_UV_Bug.blend](Node_UV_Bug.blend)
[ "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", "Texture Node Editor defaults to empty value\nOperating system: Linux-4.19.33_1-x86_64-with-glibc2.9 64 Bits\nGraphics card: TITAN X (Pascal)/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 418.56\n\n\nBroken: version: 2.80 (sub 54)\nWorked: (optional)\n\n\nWhen switching to the texture node editor, it defaults to an empty texture type.\nAdditionally, the \"World\" texture type is missing the texture selection list at the top, so no texture can be manipulated or created.\n\n- Switch window to Texture Node Editor > No Type is selected\n- Switch to \"World\" Texture type, texture selection and creation is missing in the header\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.", "Importing multilayer EXRs into compositor with animated view layers creates unexpected results.\nOperating system: Linux-4.4.0-161-generic-x86_64-with-debian-stretch-sid 64 Bits\nGraphics card: GeForce GTX 770/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 384.130\n\n\nBroken: version: 2.80 (sub 75)\nWorked: (optional)\n\n\nAll passes connected to my main View layer disappear when what was a View layer with an animated \"Use for rendering\" attribute, appears. \n\nBasically I in my original scene I created a \"main\" view layer, with several passes attached, and a \"secondary\" view layer, also with several passes attached. This \"secondary\" layer had its \"use for rendering\" attribute so that it would appear on frame 41 of 210.\n\nThe render went fine and opening these files in Nuke, with a layercontactsheet node attached, I see the \"main\" layer, with all its associated passes, and after frame 41, I see the additional \"secondary\" layer and all it's passes as well.\n\nHowever, with a new scene in Blender the following happens;\nIn the compositor, add an image input and select the multilayer EXRs.\nAttach a viewer to the main image output and select the \"main\" layer on the image node.\nAll the passes sockets are visible on the image node, until I scrub to frame 41, where the \"main\" layer enumerator changes to the \"secondary\" one and all sockets are visible still for all passes. But, if I change back to the \"main\" layer, I see it, but with only an image and alpha socket. All additional pass sockets have disappeared.\n\nWithout speculating, it feels like Blender, is having a trouble when an additional layer with passes suddenly appears in a sequence.\n\n[#69898.zip](T69898.zip)", "Eevee preview nodes with drivers performance drop Round 2\n[NodesPerformanceDropRound2.blend](NodesPerformanceDropRound2.blend) this is extend of previos task #71214\nSystem Information\nOperating system:Windows 10\nGraphics card: GeForce GTX 1060\n\nBlender Version\nBroken: Blender 2.81 Beta aff6446e064f and 2.82 Beta 092deb88b074\nWorked: 2.8\n\nShort description of error\nComplex shader with large amount of math nodes and with drivers slow down performance\nin 2.8 60 fps\nin 2.82 30 fps\n\nExact steps for others to reproduce the error\nCreate material with 30 node groups contains 30 math nodes, add driver to shader. Set viewport to material preview and watch performance droping", "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).}. ", "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", "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", "texture in solid mode not updated\nOperating system: Ubuntu 20.04\nGraphics card: Geforce MX230\n\nBroken: 3.2, 2.93\nWorked: probably never\n\nif the shader editor is located in another workspace, in which there is no viewport in solid mode, then the texture on the object will not be updated\n\n- Open .blend file\n- In both layout an shading workspace: make sure skin texture is selected\n- switch to shading workspace and select blue texture\n- Now switch back to layout workspace (notice `blue` texture is selected in node space but viewport is not updated)\n\n[#99598.blend](T99598.blend)\n\n---\noriginal file and video provided by the reporter\n[jupiter.blend](jupiter.blend)\nVideo [F13283900](2022-07-11_00-19-08.mp4)", "Baking workflow revamp\n*(This design doc is work in progress)*\n\n### Goal\nBaking is hard to use and requires one map to be baked at a time. Each time configuring appropriate settings and selecting the right objects and shader nodes.\n\nBlender should natively have a baking workflow that is more efficient and powerful.\n\n### Existing Work\n\nMultiple add-ons exist to make this workflow easier.\n\nA patch for object-based baking and long discussion about various other options is here:\n[D3203: Baking system overhaul: Move baking settings from render settings into BakePasses](D3203)\n\n### Use Cases\n\n* Baking a set of maps for game assets.\n**Typically includes maps like base color, metallic, roughness, normal map, AO.** The assets may use complex procedural texture nodes, multiple blended shader nodes and multiple materials, all to be baked down to a single set of maps and material that the game engine understands.\n**Exporters like FBX or glTF would typically want to export this baked material representation.** Efficiently re-baking objects, inspecting the results in the viewport, and applying the same settings to other assets is important.\n* Baking to optimize rendering\n**Some part of a shading network may be baked down for more efficient rendering, either as a viewport approximation or final render. Maybe a complex procedural texture, static background or ray-traced AO/curvature.** Light maps may also be considered part of this, though I personally would not recommend to use them for Cycles or Eevee and not focus on this use case.\n* One-off bakes\n**Examples may be to create a base to start texture or vertex painting, to use in geometry nodes, etc.** The current workflow is reasonably well suited to this, but automatic creation of images or vertex color layers and preview of the result would be helpful.\n** Perhaps best integrated as an operator/tool in paint or edit modes.\n* Other\n**Light map baking for export: how important is this still in modern game engines?** Baking as a part of a geometry nodes network?\n**Baking to transfer attributes between objects: use Data Transfer modifier instead?** ... ?\n\n### Proposal\n\nThere is not a single workflow that is ideal for all uses cases. I suggest to have two workflows that I think will handle the most important ones well, and can work for others with some extra effort. The Bake panel in the scene render properties would be removed.\n\n**One-Off Bakes**\n\n* New operator to quickly bake to images or attribute\n* Operator pops up a dialog, with choice for bake type and relevant settings\n* No settings stored in the scene. Only operator properties, remembered for the next operator execution\n* Operator creates new images or attribute if none exists, or bake to active one\n* Likely exposed in vertex, sculpt, texture paint mode, and in the vertex colors panel\n* No selected to active baking support here\n\n**Material Based Bakes**\n\n* New Bake Texture shader node\n**Bake type and relevant settings** One bake type is an input socket with arbitrary shader nodes plugged in\n**Image or attribute to bake to** Bake/Clear button\n* New Material datablock settings\n**Bake panel in material properties shader node editor, visible when there are any Bake Texture nodes** Bake/Clear button for the entire material\n**Collection property for \"selected to active\" baking, no use of selection state.** Any other shared settings\n\nWith this system, it's possible to create a reusable shader node group for a baked material, or manually add a few Bake Texture nodes for specific cases.\n\nA big advantage of this approach is that the baked result is also immediately previewable in the viewport and usable in the final render. No need to set up bake settings in one place, and a preview shader node setup in another place.\n\nMore details to be worked out\n* Likely need an Image socket type, to make shader node groups really reusable?\n* How to handle baking multiple materials into one, special material slot that all materials bake into? \n** Potentially confusing to have two ways to bake, using either this special slot or as part of regular material slot\n* Precise workflow to clear bakes and decide if baked/unbaked is show in viewport and render\n\n### Python API\n\nWe expect add-ons will continue to be needed for more advanced use cases and automation. Currently these use the Bake operator, but a lower level Python API function could be added, which does not rely on selection state, but rather accepts specific objects, materials, attributes, etc.\n\n### Missing Features\n\n* Metallic, Base Color and possibly other types\n* Packing bakes into specific channels, and multiple maps into one image or attribute", "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. ", "Node Socket Name Change results in Cycles Material Rendering Black (name is also identifier, should be read-only?)\nWindows 10\nIntel Core i7-5820k 4.1GHz\n2x Nvidia GTX 970\n\nBroken: 2.79 5bd8ac9\n\nIf you change the name of a Node Socket (not the socket's identifier) of a Cycles Shader Node during execution of a python script, Cycles will render the Material black. \n\nDownload the blend file below:\n[socket_naming_bug.blend](socket_naming_bug.blend)\n\nRun the code in the text editor. \nSwitch to viewport preview.\n\nTo fix the problem, simply reset the two nodes, or add a new Material Output Node and a new Principled Node to the Node Tree. Connect the new nodes together and delete the old ones. \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", "Linked group breaks Object Mapping in Texture Coordinates\nWindows 10\n\nBroken: 2.79b official release\n\nLinked group breaks Object Mapping in Texture Coordinates, when:\n- a texture (on a plane) uses another object (empty) as texture coordinates\n- all objects are in the same group\n\nFurther explanation in the blend file.\n\n1) Link the group \"object_mapping\" from the blend file\n2) move the group in any direction\nDespite the gradient texture on the plane using the empty's coordinates, this is completely ignored once linked as a group\n[object_mapping.blend](object_mapping.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." ]
[ "Game engine in GLSL, multiple UV material, UV maps are wrong or mixed\nWindows 8.1\nNvidia GeForce 710M\n\n 2.72 95182d1\n\n\nI try to make a GLSL lightmap material with nodes. The material looks fine in the viewport, but when I press 'P', it looks different, both of the diffuse and lightmap textures use the same UV map. \nThe node setup contains: \n- Geometry node, the UV layout set to 'UVMap'\n- Texture node, with a simple image texture, this is connected to the previous node, through the UV\n- Another geometry node, set to 'lightmapUV'\n- Another texture node, with a lightmap texture (baked before, but error also if its from a file), connected the the second geometry node\n- Mix node, the 2 texture nodes' colors are coming in, the blend mode does not matter\n- Output node, color connected to the mix\n\n\n\n[uv-error.blend](uv-error.blend)\n\nPress 'P' in a viewport, and see the difference\nIf you try to change the node setup, even if you leave out the mix node, wrong UV is used in many cases.\n", "BGE ignores multiple UV maps in material nodes when game is running\nVersion: 27.1 official (linux 64-bit)\n\n[BGE_UV_map_node_bug.blend](BGE_UV_map_node_bug.blend)\n\nHow to reproduce:\n - Open the attached file and inspect the two objects in textured view. See that they appear identical.\n - Inspect the two objects' materials and textures. Both have two textures mapped on two UV maps. One material's textures are in the stack, while the other's are in a node tree.\n - Press P and notice that the object with the node tree material does not draw as expected. The mesh seems to only use one UVmap, despite the fact that multiple maps are specified in the Geometry input nodes. Sometimes one texture or another does not show at all.\n - Go into the second object's mesh data properties and run the game each of the mesh's UV Maps selected. Notice that the drawing behaviour seems to depend on which UV Map is selected in the properties window, which does not make sense. \n\nThe expected behaviour here is that the object should draw the same way when the game runs as it does in the 3D view. Bugs like this can cause serious frustration for game artists that wish to use material nodes and multiple UV maps to apply tiled textures, baked AO, decals, etc.", "Node Materials Won't Display Multiple UVs\n**Category**: Rendering\n\n\n%%%--- Operating System, Graphics card ---\n\nWindows 64-bit, AMD Radeon HD 7700\n\n - Blender version with error, and version that worked ---\n\nr53402 has the error. It would appear that no version correctly displayed multi-UV node materials, though Blender 2.65a displays both textures with one of them using the wrong UV layout.\n\n - Short description of error ---\n\nWhen using node materials, it appears to force the materials or textured inside of the node setup to use the active UV coordinates rather than the ones specified per material or in the node setup. As of a recent build (as can be seen above) it also seems to be influencing the textures' visibility, as one of the textures doesn't even appear with the node setup.\n\n - Steps for others to reproduce the error (preferably based on attached .blend file) ---\n\nTake note of the way the node setup shows the texture in the 3D view and then press P to see it change. One texture (the brick texture) takes on the second (active) UV map, despite specifically using UV1 in the node setup, and the other texture disappears completely as of r53402.%%%" ]
Undo crashes Blender Operating system: Windows-10-10.0.18362-SP0 64 Bits Graphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.41 Broken: version: 2.83 (sub 13) Worked: 2.82a All my scenes at work crash when undoing. Previously they worked! I think it has**something to do** with the new **undo improvements**! I was able to reduce one 3D-scene from a client to reproduce the crash. Open the attached blend file. [Blender_Undo_crash_4.blend](Blender_Undo_crash_4.blend) Select a tire and move it. Select Edit > Undo - Crash
[ "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", "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)", "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 with lineArt modifier and Armature\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 3.0.0 Alpha\nExperienced with 2.93.2\n\nHaving a line art object in the scene applied to an object 'A' when there is an armature on object 'B' makes blender very unstable. A simple scroll in the timeline will crash instantly.\n\n\nIn the attached file, what I did : \n- Create a cube, subdivided along Y, add a simple armature, keyframe it with a simple motion.\n- Duplicate the cube, apply the armature.\n- Select the second cube, shift-a -> Object Line Art\nFrom there : \n- Scroll the timeline... Crash.\n\nIf I delete the animated cube, scrolling works fine. Disabling it in viewport as well.\n\n\nI also tried adding a simple cube, instead of duplicating the initial \"armatured\" cube, and adding the Object Line Art to it, but the same crash occurs.\n\n[LineArtCrash.blend](LineArtCrash.blend)\n\n", "Blender crashes when using bpy.ops.view3d.view_orbit with a custom context\nOperating system: Linux-5.15.11-arch2-1-x86_64-with-glibc2.33 64 Bits\nGraphics card: AMD RENOIR (DRM 3.42.0, 5.15.11-arch2-1, LLVM 13.0.0) AMD 4.6 (Core Profile) Mesa 21.3.2\n\nAlso tested on WIndows:\n\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: AMD Radeon(TM) Graphics ATI Technologies Inc. 4.5.14756 Core Profile Context 20.40.32 27.20.14032.8\n\nBroken (Linux): version: 3.0.0\nBroken (Windows): version: 3.0.0\nWorked: Never, the crash happens in 2.7 and 2.6 doesn't seem to support the override thing (I haven't tested subversions)\n\nBlender crashes when using `bpy.ops.view3d.view_orbit` with a custom context\n\nRun this in the Python console:\n```\narea = [n for n in bpy.context.screen.areas if n.type == \"VIEW_3D\"][0]\noverride = bpy.context.copy()\noverride['area'] = area\nbpy.ops.view3d.view_orbit(override, type='ORBITLEFT')\n```\n\n[blender.crash.txt](blender.crash.txt)", "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", "Crashing while viewing animation in Cycles\nOperating system: macOS-13.0.1-arm64-arm-64bit 64 Bits\nGraphics card: Apple M1 Max Apple 4.1 Metal - 83\n\nBroken: version: 3.4.0\n\nWill crash seconds after playing animation in viewport when Cycles is selected and in render view. Both CPU and GPU crash. Does not crash when removing the Subdivision Surface Modifier so polycount may be a factor? This is a brand new Apple M1 Max computer from BestBuy with nothing else installed. Also tried initializing a render to video file and crashed as well. (Note: This is an error strictly with Apple M1 computers as I have tested it on an Apple intel MacBook Pro and it works just fine.) Thank you and happy holidays!\n\n1. Load file. It is a mesh plane with default cloth and subdivision modifiers acting on a wind force.\n2. Make sure Cycles is selected as Render Engine.\n3. Select Viewport Shading to Rendered (to view cycles render)\n4. Push play. Will crash or freeze seconds after play.\n\n[Cloth_Cycles_Crash.blend](Cloth_Cycles_Crash.blend)\n\n[Blender 3.4 Crash Report 12.13.22.rtf](Blender_3.4_Crash_Report_12.13.22.rtf)\n[Blender 3.5 Crash Report 12.14.22.rtf](Blender_3.5_Crash_Report_12.14.22.rtf)", "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", "Crash at the end of preview generation for a deleted datablock\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.99\n\nBroken: version: 3.6.2\nWorked: -\n\nBlender crashes if you trigger the generation of a preview for a data block and then delete the data block itself. Obviously, the preview data is generated, but since the datablock itself no longer exists, I get an `EXCEPTION_ACCESS_VIOLATION` and a crash.\n\n\nRun simple script in attached *.blend file.\n\n", "Cycle gpu rendering crashes randomly\nOperating system: Win11\nGraphics card: Nvidia RTX 3070 Ti\n\nbroken: all 3.0 versions\n\nRenders keep crashing randomly when I’m using my gpu with cycles, I updated my drivers, my memory use is okay, I tried to not use denoiser, lower my samples, resolution etc but nothing works, sometimes it render 10 frames sometimes 100 but it can't render my whole animation without crashing (also for animations with low poly count and small textures tiles) \nDon't know how to read the crash log file.\n\n", "Crash on deleting driver\nOperating system: Linux neo 5.10.68-1-MANJARO #1 SMP PREEMPT Wed Sep 22 12:29:47 UTC 2021 x86_64 GNU/Linux\nGraphics card: nvidia GTX 970\n\nBroken: (\n```\n3.0.0-alpha+master.a3027fb09416-linux.x86_64\n```\n)\nWorked: (?)\n\nI duplicated a Text strip via <shift><D>. I don't know where that driver on Location X came from. The original didn't have one. I then wanted to delete that driver. After deleting it and moving the current frame blender crashed.\n\n- Load attached file\n- Delete driver of 'Location X'\n- Press Cursor keys Left/Right a few times till crash.\n[crash.blend](crash.blend)", "Combine crash\nOperating system: win 10\nGraphics card: 3090\n\nBlender Version 3.5.1 \n\nWhen using ctrl+j to combine components, blender will crash.\n\n", "Color picker undo adds step when cursor exist\nRun blender, logging undo events:\n\n```\n blender --log \"bke.undosys.*\" --log-level -1 --log-show-basename\n```\n\n\n\nClick on the object color swatch and move pointer away from the popup.\n\nEven though no changes have been made, an undo step is added.\n\n----\n\nIsn't high priority, reporting so it's not forgotten.", "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", "F12 render all 600 frames complete cause crash.\nOperating system: macOS-13.5-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 575 OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.14.1\n\nBroken: version: 3.6.3 Release Candidate\n\nF12 render all 600 frames complete cause crash.\n\n![image](attachment)\n![image](attachment)\n\nBlender 3.6.0 crash\nBlender 4.0.0 is fine\n\n" ]
[ "Undo causes crash with \"Load UI\" disabled\nOperating system: Windows 10\nGraphics card: NVIDIA GeForce RTX 2060\n\nBroken: 2.83 (sub 13), branch: master, commit date: 2020-04-17 20:03, hash: 76b3aac802f9, type: Release, also in 2.90 (1f1520a04503)\nbuild date: 2020-04-17, 21:04:49\nWorked: Blender 2.82a\n\n\nBlender crashes when performing Undo with *Load UI* disabled\n\n\n[CrashTest.blend](CrashTest.blend)\n\n- Open Blender\n- Reset to factory settings (File - Defaults - Load Factory Settings)\n- In Preferences, turn off Load UI (Save & Load section)\n- Click \"Save Preferences\"\n- Open the file CrashTest.blend\n- Perform any action in the scene (I rotated the camera)\n- Perform Undo (Ctrl-Z)\n- Observe crash\n\n**Note!** If I clear the scene, I can perform any action and undo it without a crash. For example I created a cube, rotated it and performed an undo without a problem." ]
can't change location of camera in camera view in Eevee when camera has keyframes Win 10, GTX 1080 Blender 2.80; 2019-01-07 23:37, 91a155833e59 Open attached file. Viewport should be set to camera view. Camera has two keyframes. Switch to Eeevee. Select the camera object (should already be selected). Grab and move camera ("g"). Press left mouse button to confirm. Position of the camera resets back to its keyframed location. If you go out of the camera view, you can change the location. Possibly linked to those issues: #59711 ; #57557 [camera_bug.blend](camera_bug.blend)
[ "Decreasing view End makes wireframe ugly\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 Beta\n\nTry to decrease viewport camera endclip to 20 meters and you wil have aliased lines despite enabled AA\nOnly in orthographic view.\n\n500 meters\n![46373213.png](46373213.png)\n\n20 meters\n![46383813.png](46383813.png)\n\n", "Modifiers disabled in viewport are not rendered if the object is in edit mode\nVersion 2.83\n\n\n - Open: [medieval_house_lights_camera.blend](medieval_house_lights_camera.blend)\n - Render with the object in edit mode and then in object mode.\nScene in object mode\n![Schermata 2020-01-23 alle 15.02.55.png](Schermata_2020-01-23_alle_15.02.55.png)\nRender:\n![Schermata 2020-01-23 alle 14.45.13.png](Schermata_2020-01-23_alle_14.45.13.png)\n\nScene in edit mode:\n![Schermata 2020-01-23 alle 15.03.06.png](Schermata_2020-01-23_alle_15.03.06.png)\nRender:\n![Schermata 2020-01-23 alle 14.47.27.png](Schermata_2020-01-23_alle_14.47.27.png)", "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)", "Extended Controls for Camera Gizmo\nCurrently, when switching to the camera view, it’s not immediately clear to users how to manipulate it. The camera must be selected, and it requires some difficult multi-step actions to be able to rotate or move the camera. \n\nAdditionally, from a camera operation perspective, users usually need a more optimized and precise way to only affect the pitch, yaw, panning, tracking and zooming, separately. \n\nWe can make this a lot easier by surfacing optimized camera manipulation gizmos right in the viewport when viewing the scene through the camera view:\n\n![Screen_Shot_2018-06-13_at_18.21.42.png](Screen_Shot_2018-06-13_at_18.21.42.png)\n", "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)", "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.", "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", "weird viewport visual glitch\nOperating system: Windows 11 64 bits\nGraphics card: NVIDIA GeForce RTX 3060 Ti Gaming X Trio\n\nBroken: version: 3.3.1\nWorked: cant bother sorry\n\nits like the position of the viewport has an offset relative to the orientation of the camera, and the viewport has a set size and cant change.\n\nfirst go to the layout workspace and have an animation playing (must have an animation playing for the bug to happen), then create a new viewport by sliding it like im doing in the video. then change the viewport into rendering mode like im doing in the video and when you resize the viewport, it has a set size and cant be changed and the position of all parts have an offset according to the position and orientation of the camera.\n\n", "Startup File Viewport view is tilted by around 0.8 degrees since 2009 (Blender 2.5)\nNow, before you click away, I know what you're thinking, how can the default 3D View be tilted? This guy must have messed something with his camera, or activate the trackball views settings by mistake right?\nWell believe it or not, the default 3D view (as in, the view of the default 3D viewport in the blender startup file) is tilted by around 0.8 degrees.\n\nHere is a quick proof I just threw together, I believe it's important for you to watch it until the end, as the main proof really comes around 0:40.\n\n[tiltedview.mp4](tiltedview.mp4)\n\nAs you can see, when trying to align your view with the cube, it doesn't lined up, this can be seen by the jagged selection edges, and of course with the Camera aligned to view.\nYou can also see at 0:35 that when switching to the Front Orthographic viewpoint the view gizmo itself is rotating on the X axis a little bit.\nAnd of course, when switching back to the normal Perspective view, the viewport view is realigned, enhance why the Camera that's been re-aligned with the view is now sitting properly on the X axis. (see 1:10)\n\n**Now, why is this happening?**\n\nAfter a bit of investigating, I discovered that the issue as been around since **Blender 2.5**, which is now more than **10 years ago**\nBlender 2.5 was the first version to have the default startup file view not lined up with one of the orthographic axes. But it also had the Trackball orbiting style as default instead of Turntable. This might explain why, 10 years ago, a blender dev might have tried to get the view somewhat lined up in trackball mode, and got it almost right.\nHere's a quick demo of the same problem on 2.5 Alpha 0:\n\n[tilted25.mp4](tilted25.mp4)\n\nNow, while this isn't a top priority issue, this as been around for quite some time now, so this is not really an inquiry for an immediate fix, but more of a way too long report I did since I couldn't find anything on it online, and it drove me crazy for a few hours when I first discovered it.\n\nBroken: 2.5 Alpha0 and beyond\nWorked: 2.49b, where the view was orthographic by default\n\nStart Blender, use the viewport (Will disappear if snapping to an Orthographic axis)", "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 & Viewport Module\nThis page is in the process of being fully replaced by #eevee_viewport.\n\n---\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- `(straightforward)` - *Task which is straightforward to implement, which don't rely on larger API changes or refactoring.* \n\n# Long Term Projects\n\nDevelopment may span multiple release cycles.\n\n- {icon circle color=yellow} #68989 ( Selection future-proof design)\n- {icon circle color=yellow} #68990 (Vulkan support)\n- {icon circle color=yellow} [D5442: LANPR line rendering (summer of code)](D5442)\n- {icon circle color=yellow} #68991 (Fisheye / panorama in EEVEE)\n- {icon circle color=yellow} #68993 (Stereo Panorama in EEVEE)\n- {icon circle color=yellow} #68994 (VR design / usability)\n- {icon circle color=yellow} #68995 (VR input integration and mapping)\n- {icon circle color=yellow} #68464 (Better Motion Blur)\n- {icon circle color=green} #68996 (OpenSubdiv GPU acceleration)\n- {icon circle color=green} #68997 (Panorama selection support in viewport)\n- {icon circle color=green} #68463 (Dynamic Indirect light cache)\n- `?` #68998 (Virtual Reality (XR/VR/AR/MR))\n\n\n# Medium Term Projects\n\nDevelopment should be possible in a single release cycle.\n- {icon circle color=red} #71347 (Virtual Reality - Milestone 1 - Scene Inspection)\n- {icon circle color=yellow} #68478 (World Light Extraction)\n- {icon circle color=yellow} #68453 (Anisotropic BSDF)\n- {icon circle color=yellow} #68456 (Shadow catchers)\n- {icon circle color=yellow} #68474 (Clustered Light Culing)\n- {icon circle color=green} #67579 (Improve NDOF navigation)\n- {icon circle color=green} #54638 (OpenGL headless rendering)\n- {icon circle color=green} #68479 (Pointiness support)\n- {icon circle color=green} #68460 (Multiscatter Glossy BSDF)\n- {icon circle color=green} #68459 (Hair BSDF)\n- {icon circle color=green} #68458 (Velvet BSDF)\n- {icon circle color=green} #68477 (Parallax Occlusion Mapping)\n- {icon circle color=green} #68468 (Depth of Field Refactor)\n- {icon circle color=green} #68472 (Light Nodetree support)\n- {icon circle color=green} #68470 (Shadow buffers)\n- {icon circle color=green} #60779 (3D Viewport clipping support)\n\n# Paper Cuts\n\nSmall improvements and polish.\n\n- {icon circle color=green} #64281 (Option to lasso-select using geometry instead of object centers.)\n- {icon circle color=green} #69282 (Ability to cancel viewport operations (rotate/pan/zoom))\n- {icon circle color=green} #68206 (Lag reading viewport depth buffer in LookDev mode)\n- {icon circle color=green} #70803 (Support Viewport roll - around the cursor position) `(straightforward)`\n- {icon circle color=green} #73214 (Armature Object's \"Display As\" does nothing)\n- {icon circle color=green} #73732 (Grid-lines vanish in perspective view, when viewed from the side)\n", "Eevee render display error in orthographic camera mode: Mesh material color changes during scaling \nOperating system: Win7 Home Premium 64-bit, SP1\nGraphics card: Nvidia GeForce GTX 750\n\nBroken: 2.80, c9df453ce70b, blender2.8, 2018-12-21\n2.80, d96596de294e blender2.80, 2018-12-31\n\nWorkspace: Layout\nObject mode\nDisplay rendered view: Eevee (other rendered views with Cycles, etc. do not have this problem)\nCamera orthographic view (!! in perspective or panoramic view, problem is not there)\nCamera type: orthographic\nLight: Sun shining perpendicular onto objects\n\nThree cube mesh objects with individual materials\n- Principled BSDF\n- Base Color (either Red, Green or Blue)\n\nThe *scaling** of one or more objects changes the color appearance in the camera view *and* in rendering.\n\n**scaling*can happen either:\n- pressing 's' key and move mouse\n- changing scale values in transform tab\n\n - > I thought there seemed to be an dependency on scale values. For example, scaling to 1.0 would always be a lighter tone than in a different scaling factor. But simply pressing 's' to scale and escaping can change the color tone of the mesh as well.\n\nThe direction of the sunlight makes of course a difference when viewing the objects, but after changing sunlight angles there is still the color changes during scaling.\n\nBlend file attached.\n\n\n - Select Display render preview \n - Simply choose one or more cubes \n # scale these slowly and the color will change from a fade color to a strong color infrequently\n\nIt seems the problem is the camera orthographic mode!?\n\n[Scale-Color-error.blend](Scale-Color-error.blend)\n![Blender_Eevee_scaling_problem.png](Blender_Eevee_scaling_problem.png)", "HDRI animation bug in eevee\nThe HDRI illumination shouldn't change on the cube, because every thing including the HDRI is rotating at the same speed. \nHowever, this went wrong in EEVEE... It seems that in Cycles everything went on so well.\n\nThis is a simplified bug presenting file of a complex scene which I found this bug, in which I have to rotate an object, a HDRI and camera together, and I'm struggling to get rid of this bug...\n\n[BugReport.blend](BugReport.blend)\n\n[0001-0096.mkv](0001-0096.mkv)\n\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.11\n\nBroken: version: 2.93.1\n\n\n\n", "Problem with mouse walk navigation\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.90\n\nBroken: version: 2.91.2\n\nWalk navigation breaks when key map is changed for Up and Down operation.\n\n- Load blender with factory settings\n- Open keymap from `Edit -> Preferences`\n- `3D View -> View 3D Walk Modal`\n- Change key value for Up and Down\n- In viewport `View -> Navigation -> Walk Navigation`\n- Use updated keys to move Up and down\n\n![problem.jpg](problem.jpg)\n\nAs far as i could see, the problem happens when instead of the q down and e keys we put the midle mouse roll up or down. As you can see in the picture. I have tried with other keys and each time there is a problem with the middle mouse button. Simply the middle mouse button goes up, but when it turns so rool down it doesn't work?\nDoes it fix it or do you have an idea how to fix it?\n", " 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" ]
[ "EEVEE Camera transformation bug with : camera view + motion blur + (Lookdev / Rendered)\nOperating system: Win 10 64 bits\nGraphics card: Gtx 1070\n\nBroken: 2.80, 7f40d553f903, 2019-01-22\n\n\nIn EEVEE when in Camera view if camera have some keys when using Lookdev or rendered mod the camera sometimes jumps back to original transformation\n(26 sec gif)\n1ad323f101.gif\n\nThis issue happens also on default startup after factory reset.\n\n1 - Use EEVEE render\n2 - Put location keys on the camera\n3 - Go in camera view\n4 - Go in lookdev mod or rendered\n5 - Try to move the camera and it will snap back\n\n" ]
EEVEE Camera transformation bug with : camera view + motion blur + (Lookdev / Rendered) Operating system: Win 10 64 bits Graphics card: Gtx 1070 Broken: 2.80, 7f40d553f903, 2019-01-22 In EEVEE when in Camera view if camera have some keys when using Lookdev or rendered mod the camera sometimes jumps back to original transformation (26 sec gif) 1ad323f101.gif This issue happens also on default startup after factory reset. 1 - Use EEVEE render 2 - Put location keys on the camera 3 - Go in camera view 4 - Go in lookdev mod or rendered 5 - Try to move the camera and it will snap back
[ "\"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!", "Switching windows does not register as click\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 465.89\n\nBroken: version: 2.93.0\n\nI use industry compatible keymaps.\nWhen switching between windows, no matter whether they are 2 Blender windows or Blender and any other, any camera adjustment is not registered and, depending on the keymap preset you use, you either rotate the camera or move the object instead(see attached capture).\n[switchingWindowsBug.mp4](switchingWindowsBug.mp4)\n\n1. Shift LMB Press on the corner where the viewport meets the outliner and drag to the left, this creates a new viewport window\n2. Create a cube and press on the move tool to show it's gizmo\n3. Pan the camera in one window\n4. Then without clicking into the second viewport try to pan the camera in the second viewport, depending on the keymap preset you use you either rotate the camera instead of panning or move the object\n\nBlender does not register when you have switched to the new window without first clicking with the LMB into the window.\nAs you can guess it makes it pretty nifty to switch between windows, either 2 Blender viewports, Blender and the tutorial you are watching or any window else.", "Eevee render alpha inverted when performance-high_quality_normals is off\nOperating system: windows 10 pro\nGraphics card: AMD HD8950 (driver version : 20.10.35.02)\n\nBroken: (Steam Version: 3.0/2.97/2.8/)\nWorked: (2.79 and before.(no eevee version)\n\nWhen eevee performance high_quality_normals is off, realtime render and render result seems weird. it's like alpha is inverted and sametime the light not works either.\n\nHeres render result:\nHigh quality normals ON:\n![image.png](image.png)\nHigh quality normals OFF:\n![image.png](image.png)\n\nRealtime render viewport videos\n\n[2022-02-07 16-41-56.mkv](2022-02-07_16-41-56.mkv)\n\n[2022-02-07 16-45-58.mkv](2022-02-07_16-45-58.mkv)\n\n[2022-02-07 16-38-38.mkv](2022-02-07_16-38-38.mkv)\n\n\nOpen blender and create a file, make sure high_quality_normals in eevee rendering settings is off. then switch to eevee render", "Eevee: image sequence data bloc displays different offset attributes when set from different locations (texture editor, shader editor, image locator)\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 3.5.0\n\nif I change the offset (or start frame) of the sequence in the shader editor, I would expect it to also change in the image editor or wherever I am using the same image sequence, otherwise it causes discrepancies and buggy viewport display (since we dont know which offset is displayed in the viewport). \n\nJust change the offset of 1 of the 3 displayed image sequence settings displayed... the other 2 won't follow.\n\nCycles does this fine btw.", "Viewport redraws unnecessarily after each selection when using Eevee in look-dev or rendered modes\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 11)\nBroken: version: 2.83 (sub 10)\nWorked: n/a\n\nThe viewport will unnecessarily redraw each time a selection change occurs when using Eevee's rendered mode or look-dev mode. This does not occur with the Cycles Rendered viewport.\n\nLoad the attached .blend\n[badredraws.blend](badredraws.blend)\n\n- Contains a default cube, a ground plane, and 1 large radius light (to make it obvious that things are redrawing)\n- Go into look-dev or rendered modes with Eevee as the render engine\n- Select each object in the scene and notice that the viewport redraws each time a new selection is made (obvious due to the flickering of the shadows)\n- If switched to cycles rendered mode, selection changes do not cause re-rendering\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)", "Eevee flicker with ortho camera parented to specular object\nOperating system: Linux, Debian Stable\nGraphics card: Nvidia GTX 970. \n\nOperating system: Suse linux 15.1, \nGraphics card: ? Nvidia driver 450.57\n\n\nBroken: Blender versions 2.90, 2.91\nWorked: Never\n\nObjects with specular reflection parented to orthographic camera causes flickering in eevee.\nCycles doesn't have this issue\n\n[lock-reverse-sidebar_11152.blend](lock-reverse-sidebar_11152.blend)\n\n- Open file\n- Switch viewport shading to rendered\n- Play animation", "Render errors [glitchy frames] with baked cloth [from the UI, commandline as well as rendering with 'Lock Interface' is OK]\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.77\n\nBroken: version: 2.91.0 Alpha, branch: master, commit date: 2020-10-07 21:43, hash: d8fcd8a316\n\n\nI have a simple scene I press render animation and some of the frames come out messed up. \nIt looks like some sort of motion blur bug. Looks similar to this bug #74457 (Mantaflow foam particles as objects break motion blur)\nI have rendered this on two different PC's, the problem is the same.\nWith baked cloth physics.\n\n\n\n[Jelly Jery (buggy render) - Cycles 256 samples Intel denoised.mov](Jelly_Jery__buggy_render__-_Cycles_256_samples_Intel_denoised.mov)\n\n\n[Jelly Jery.blend](Jelly_Jery.blend)\n\n![jerry-the-jelly-buggy-cycles-render-0054-51-78.jpg](jerry-the-jelly-buggy-cycles-render-0054-51-78.jpg)\n\n\n | cycles | glitchy |\n | -- | -- |\n | cycles command line render | OK |\n | cycles with Lock Interface | OK |\n | eevee | glitchy |\n | eevee without motion blur | glitchy |", "World with HDR renders different in EEVEE from 2.82 and 2.83\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.82\n\nBroken: version: 2.83 (sub 17), branch: blender-v2.83-release, hash: `1d2b89304a`\nWorked: 2.82\n\nIn the viewport or render the result I get is different from 2.82 and 2.83. If I remove the HDR image from the world nodetree, the issue seems to disappear.\n\nNote: Because of another bug (#73131?) you need to save and re-open the file to be sure the results are still different.\n\nThis is a simplified version of the Mr Elephant EEVEE demo:\n\n[simplified.blend](simplified.blend)\n\n\n**2.82:**\n![image.png](image.png)\n\n\n**2.83:**\n![image.png](image.png)\n\n**diff:**\n![image.png](image.png)", "Camera Gizmo - Turning off Focus Distance has no effect\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.60\n\nBroken: version: 2.81 (sub 1)\nWorked: (optional)\n\n\nViewport Gizmos - Turning off Focus Distance has no effect\n\n[Based on the default startup or an attached .blend file (as simple as possible)\n\nSelect the camera. Turn on Limits in Viewport Display Panel of the camera. Focus Distance is dependant of this to be on. Now turn off Focus Distance. \n\nNothing changes. Shouldn't the yellow widget disappear? And why hide a widget that you explicitely have to turn on before?\n\n![focusdistance.jpg](focusdistance.jpg)\n\n", "lineart bake w/ object keyframes + camera binds = crash\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 526.98\n\nBroken: version: 3.4.1\n\nA crash (instant program exit) happens when trying to bake line art with *both* keyframes on object visibility *and* cameras bound to a frame in the timeline.\n\n1. Open the attached blend file. Select the Line Art modifier, and click \"Bake Line Art\". The baking starts, gets to frame 7 (the one after the TriAllFree bound camera) and crashes.\n2. Open the attached blend file. Delete the camera binding marker on frame 6. Select the Line Art modifier, and click \"Bake Line Art\". The baking starts, gets to frame 7 (the one after where the TriAllFree bound camera was) and crashes.\n3. Open the attached blend file. Delete the camera binding marker on frame 6. Save the file to a new filename. **Exit blender**. Open the blend file with the new filename. Select the Line Art modifier, and click \"Bake Line Art\". The baking completes with no issue.\n4. Open the original attached blend file (not the new one without the camera bind). Delete the timeline channel on the Suzanne model that changes the render visibility. Select the Line Art modifier, and click \"Bake Line Art\". The baking completes with no issue.\n\nTested with daily builds of 3.4.1, 3.5.0 beta, and 3.6.0 alpha. Issue still present in all cases.\n\n", "Keyed Particle Physics Incorrectly Rendered Under Eevee and Cycles, but Correctly Rendered in Viewport Render\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Radeon RX550/550 Series ATI Technologies Inc. 4.5.14736 Core Profile Context 20.8.3 27.20.12027.1001\n\nBroken: version: 2.91.0 Alpha\nWorked: Never (2.80+)\n\nCreate two objects. Attach a normal particle system to the first one. Attach a keyed particle system to the second one, with the two relations \"first object\" then \"second object\". Therefore, particles should move from the first object to the second object. If the starting velocities are non-trivial and the keyed particles are generated over three or more frames (e.g., start time 10, end time at least 12) then the particles of the keyed system are correctly rendered in the viewport (rendered mode) but appear in different positions when actually rendering (pressing F12).\n\nI first discovered this with a more complicated example, and the same behaviour occurred under both 2.90 and 2.83 (normal releases). Googling did not turn up anything relevant. (Motion blur is off.)\n\nI have been able to recreate it with a simple .blend file attached. Included are two screenshots at frame 20, one of the viewport, one of the rendered image. While the difference is just one particle here (a red particle is over the left square in the viewport but off the square in the rendered image), vastly different behaviour can be achieved by increasing the difference between start and end times. \n\nIn the more complicated example, not included here, a particle would appear at the top of the screen and move towards its final destination. When rendered though, it would appear in the correct place on that frame but then immediately jump to a very different location on the next frame.\n\nNote: This bug might depend on the first object's particles having a short lifetime - the original motivation is having one object explode then morph into another object. The rendered animation looked very different (and incorrect) from the viewport animation.\n\n[system-info.txt](system-info.txt)\n\n![Debug2_viewport.png](Debug2_viewport.png)\n\n![Debug2_eevee_render.png](Debug2_eevee_render.png)\n\n\n[Debug 2.blend](Debug_2.blend)\n1) Open it.\n2) Set viewport to Rendered mode.\n3) Move playhead to frame 20.\n4) Observe the locations of the 4 red particles near Plane.001. (They form a loose \"T\" shape and none are touching Plane.001.)\n5) Press F12.\n6) Observe the locations of the 4 red particles near Plane.001 are very different. (Two are touching Plane.001 and the other two are in line ready to arrive at Plane.001.)\n\n", "Vector transform node with constant input difference in Cycles and Eevee\nOperating system: win\nGraphics card: nvidia gtx 790\n\nBroken: 2.80, 009dbc2bc9fb\n\n\nEvee and Cycles have different background rendering. It looks like Cycles has 180 rotation for the backgraund.\n[2_8_setup_1.blend](2_8_setup_1.blend)\n\n[temp1.mp4](temp1.mp4)\n\n![image.png](image.png)\n![image.png](image.png)\n\n- Open a file\n- rotate in the viewport\n- switch to Evee, Cycles, Evee, Cycles.", "Bump node results are affected by camera angle in Cycles\nOperating system: Linux-5.6.10-3-MANJARO-x86_64-with-arch-Manjaro-Linux 64 Bits\nGraphics card: GeForce GT 525M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.132\n\nBroken: version: 2.83 (sub 17)\nWorked: Never (2.80+)\n\nBump node result is affected by camera angle in Cycles, seems to work well in Eevee\n\nOpen Blender\nGo to Shader Editor\nCreate a Bump Node and connect its normal output to the normal input of Principled Shader(or any shader)\n[BumpBug.blend](BumpBug.blend)\n\n", "Move To Line Begin and Reset View operators in the console editor conflict when pressing Home key\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1650 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.95\n\nBroken: version: 3.4.0 Alpha\n\n\nIn the python console editor, both the Move To Line Begin and the Reset View operators have the same shortcut \"Home\", so it is not possible to invoke the Move To Line Begin operator." ]
[ "can't change location of camera in camera view in Eevee when camera has keyframes\nWin 10, GTX 1080\nBlender 2.80; 2019-01-07 23:37, 91a155833e59\n\nOpen attached file. Viewport should be set to camera view. Camera has two keyframes. Switch to Eeevee. Select the camera object (should already be selected). Grab and move camera (\"g\"). Press left mouse button to confirm. Position of the camera resets back to its keyframed location. If you go out of the camera view, you can change the location.\n\nPossibly linked to those issues: #59711 ; #57557\n[camera_bug.blend](camera_bug.blend)", "strange behaviors while moving camera\nSystem Information\nWindows 10 Pro and NVIDIA GeForce GTX 1070\n\nBroken: 2.80 Alpha 2 Date: 2018-11-01 00:45 Hash: ae87adc73a2 Branch: blender2.8\nWorked: (optional)\n\nWhen trying to move the camera around a scene and add keyframes, whether I'm using the G key to grab and move with my trackball, or use the X, Y, Z on the N panel, sometimes, the camera will return to its previous position, and sometimes it won't. I can't figure out a pattern. I cleared all the keyframes. It seems to have the same issue while rotating. It seems totally random when it works and when it jumps back.\n\n\ninsert camera into scene.\nGrab it. Try to move it. Sometimes it jumps back to previous position, sometimes it doesn't.[Inside the Science.blend](Inside_the_Science.blend)\n\nI've cleared the origin, rotation, etc. and that doesn't matter.\n\nI cleared any parentage.\n\nOr maybe there's something I'm missing?\nBased on a (as simple as possible) attached .blend file with minimum amount of steps\n" ]
Using Eyedropper tool on Vertex Colors gives me a slightly inaccurate shade Windows Nvidia GTX 980Ti 2.91 Using the Eyedropper tool to copy vertex colors gives me a color with a slightly darker shade than the one I sampled. I've tried turning off "Use Lights" and messing with color management and world color, but nothing has fixed this problem. I've attached a video demonstrating the issue. [2020-11-26 14-37-49.mp4](2020-11-26_14-37-49.mp4)
[ "Instanced objects get their viewport display color ignored (by design)\nBroken: 022ad416702d\nWorked: 022ad416702d~\n\nInstanced objects get their viewport display color ignored.\n\nThis is by design, as you can see in 022ad41670:\n```\nDRW: use object color from instancer\n\nOtherwise it's impossible to set the color of instanced library objects.\nFollows convention of instancer controlling draw options.\n```\n\n[viewport-display.blend](viewport-display.blend)\n\n**My issues with the design**\nThe original commit seems like a workaround for the fact that the override system is not implemented yet.\nI find this too arbitrary and I would favour the flexibility of having a per-object granular viewport display object color instead (i.e., revert the mentioned commit).", "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", "Sample color add to palette, works for mouse click but not key press only\nOperating system: Windows 10 64-bit\nGraphics card: NVIDIA GeForce GTX 960M\n\nBroken: 2.80 2019-02-05 23:34\nWorked: (optional)\n\nUsing the **sample color** tool, **add to palette** option does not work properly.\n\n1. Press S+LMB with cursor on any color. The option **add to palette** is checked automatically(at the tool properties panel at the bottom left) and the color is actually added to the palette(tool properties bar at the top > brush).\n2. Press S with cursor on any other color(do not click). The option **add to palette** is still checked(because it remembers the last operation). new color is extracted and is now the foreground color. However it does not add the new color to the palette. Strange.\n3. Press S with cursor on any other colors(do not click). It behaves the same. **Add to palette** is checked but is not working.\n\n**Extra bug**\n1. Press S with cursor on any color(do not click). The option **add to palette** is not checked automatically.\n2. Try to enable the checkbox **add to palette**.\n3. Blender crashes.\n\nMaybe the solution is just to get rid of the checkbox **add to palette**.\nS is sampling color to foreground color, S+LMB is sampling color to palette. Why would we need the checkbox?\nIt is also possible to add the color to palette after sampling(to foreground color). This option doesn't seem necessary to me...\n\n[bug-samplecolortool-addtopalette.blend](bug-samplecolortool-addtopalette.blend)", "Weird Tab and redraw behavior in color popup\nOperating system: Linux-5.10.0-6-amd64-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA TITAN V/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 465.27\n\nBroken: version: 3.0.0 Alpha\nWorked: 2.93 has weird Tab behavior, but not redraw artifacts\n\nTab and redraw is not happening correct for RGBA color wheel popup. Almost as if sliders from different modes are drawn on top of the active ones.\n\n\n1. blender --factory-start\n2. World buttons\n3. Click on the Color to open color wheel popup\n4. Switch to RGB\n5. Click on the first slider (R)\n6. Start hitting Tab and see what happens with the values in the sliders (takes 4 times to tab from Blue channel to Alpha)\n\nIf you type values in the sliders things gets even more confusing.", "Add overlay to visualize full weight values in weight paint mode\nTake the following case in which some vertices are weighted in full 1.0 (RED), some have a weight of 0.0 (Blue) and some are weighted very close to full (0.9) and some are weighted very close to zero (0.1)\n![image.png](image.png)\n\nIn this case it is very hard to visualize which vertices are weighted 0.0 or 1.0 or which are just very close but might have a different influence.\n\nFor that reason we have a **Zero Weights** overlay that uses black to indicate 0.0 weights\n![image.png](image.png)\n\nWith this overlay enabled it is quite easy to distinguish between 0.0 or just very close to 0.0\n![image.png](image.png)\n\nWhat's missing is the same logic but for values of 1.0 where an overlay would show the **Full Weights** in white, 0.0 in black and the rest in the typical colors\n![image.png](image.png)\n\n*Note: The above screenshot assumes the implementation of another [related task ](https:*developer.blender.org/T93147)//", "Vertex Painting with data type \"Color\": Painting pure Red or Green creating non Zero in Blue Channel\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.63\n\nBroken: version: 3.5.0 Alpha\n\n**Short description of error** \nIn Geometry Nodes, I've tried scattering objects with vertex painting (data type \"Color\") using pure red (1,0,0), green (0,1,0) and blue (0,0,1). With a math node set to \"Greater than\", the different color channels are tested whether their values are bigger than 0. However, I discovered that I needed actually a \"Threshold\" value slightly bigger than 0 (I used 0.0001, just below the \"Spreadsheet's\" precision) because my objects for the blue painted areas got also displayed in red and green areas with a \"Threshold\" value of exactly 0 for testing the blue color channel. The red and green channels could be tested with a threshold of exactly 0. \n\nWith vertex painting using the data type \"Byte\", I could also set the blue channel's testing threshold to exactly 0.\n\n**Steps to Reproduce**\n- Open attached file\n- Set Threshold value exact to 0 for blue color channel\n[Geometry-Nodes_Instancing_with_Vertex-Colors_1Jan2023_7.blend](Geometry-Nodes_Instancing_with_Vertex-Colors_1Jan2023_7.blend)\n\n", "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.", "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", "PyGPU: Deprecate shader creation through direct GLSL code input\nWith new backends implemented (Metal, Vulkan), an alternative for creating shaders that is compatible with them was required.\n\nFor this we have [gpu.shader.create_from_info](gpu.shader.html#gpu.shader.create_from_info) and [gpu.types.GPUShaderCreateInfo](gpu.types.html#gpu.types.GPUShaderCreateInfo).\n\nBut we need to make this clear to users. So it's important:\n- [ ] a deprecate message\n- [ ] a better documentation\n\nRefs:\ngpu.html#examples\n#106304\n#107332\n\n", "Alembic doesn't import vertex colors for meshes made of only vertices\nOperating system: Linux-5.15.0-76-generic-x86_64-with-glibc2.35 64 Bits, X11 UI\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 525.125.06\n\nBroken: Version: 3.6.0\nWorked: Never.\n\nWhen importing Alembic caches, vertex colors are only imported correctly when the imported geometry is made of faces.\nWhen the geometry is only vertices, no vertex colors are imported. (ex. point clouds)\n\nI suspect this has to do with vertex colors encoded as a point attribute instead of a face corner attribute.\nI've checked both provided alembic files in other software to make sure they're not the issue and they work fine everywhere else.\n\n1. Import mesh.abc.\n2. Vertex colors are read correctly and are stored and accessible as a Face Corner attribute.\n3. Import `points.abc`.\n4. Vertex colors aren't read at all, expected behavior is that they're stored stored as a Vertex attribute.\n", "Color Ramp node keyed colors and keyed positions jumps to the next color stop when adding or removing color stops\nBroken: 2.7x, 2.8x\n\nThe keyed color and position should be assigned to the color stop itself, not it's order. As of now it follows the order of stops, so the keyed color and position jumps from one color stop to next one when a color stop is added or removed.\n|[2020-06-16 17-27-47.mp4](2020-06-16_17-27-47.mp4)|[2020-06-16 17-13-58.mp4](2020-06-16_17-13-58.mp4)\n| -- | -- |\n\n- open blender \n- go the shader editor\n- make a new material\n- add a color ramp node\n- Press \"i\" with the mouse hovering the black bar to key the color.\nnow the white color stop and do the same, key the color by pressing \"i\" over it.\nnow select the black color stop and remove it by clicking the \"-\"\n- press space bar to play, the keyed color will jump from the black one that was removed to the white one.\nThe same happens if you key the color stop's position instead of it's color.\nIt also jumps when adding in a color stop instead of removing one.\n", "Unify Interpolation In Vertex Paint And Sculpt Mode\nVertex paint squares colors when it interpolates, while the paint tools in sculpt mode do not. This should really be made consistent across both modes. \n\n\n", "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", "USD import: investigate texture color space conversion issue\n\n@brurpo Reported the following issue:\n\n> When exporting USD from maya to blender none of the textures comes with the correct color space, they are all srgb.\n> Importing on maya again, on a clean scene, does not have this issue, all textures are loaded with the correct color space.\n> Is there a workaround for this, or is this planned?\n\n\nI'll be looking into this.\n\n\n", "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)" ]
[ "Grease pencil eyedropper doesn't sample correct vertex color.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.30\n\nBroken:\n```\nversion: 2.90.0\nversion: 2.92.0 Alpha\nversion: 2.83.9\n```\n\nWorked: (unknown maybe never)\n\nWhen using the grease pencil eye dropper with filmic color management selected; the sampled color is different than the original vertex stroke color. \nWorks as expected with standard color management selected\n(Note this is confusing to new users as they expect to color sample and return the previous color of their previous stroke.)\n\n\n - Start with a new file\n - Set color management to filmic.\n - Add grease pencil object\n - Enter Draw Mode\n - Paint in vertex color mode using a lighter color.\n - With a blank palette use the color eyedropper tool on the stroke you just made\n - now paint with the sampled color in the palette\n - result should be slightly darker than the first stroke.\n\nvideo reference:\n**with filmic enabled:**\n[Desktop 2020.11.25 - 02.35.06.03.mp4](Desktop_2020.11.25_-_02.35.06.03.mp4)\n\n**with filmic disabled:**\n[Desktop 2020.11.25 - 02.36.30.06.mp4](Desktop_2020.11.25_-_02.36.30.06.mp4)\n\n\n" ]
object visibility controlled by driver bug Operating system: windows 10 Graphics card: gt 730 blender 2.8 hash: 26d5a3625ed date: 29/11/2018 **i can't keyframe object visibilty and worse driver don't work for object visibility. i can't also add a driver to the object visibility i have to do it by the "disable object on the viewport thing".** **juste key frame the object visibility and after that add a driver and control the mesh visibilty by a bone** [2.8 visibility driver bug report.blend](2.8_visibility_driver_bug_report.blend)
[ "Wireframe opacity doesn't work if object is \"in front\" and viewport shading is set to material preview or rendered.\nBroken: 3.0\nWorked: \n\nWireframe opacity slider doesn't work if the object is \"in front\" and \"texture space\" is checked and viewport shading is set to material preview or rendered.\n\nSelect Cube\nObject properties-> viewport display -> in front ON\nObject properties-> viewport display -> texture space ON\nIn the viewport overlay panel, drag the wireframe opacity to lower the value.\nchange the viewport shading to preview or rendered, wire will have full opacity.", "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", "Reference image opacity value doesn't work with Blender 2.83+ (Intel HD 630 with Mesa 20, regression from D6729)\nOperating system: Mageia 8 x86_64 (Linux)\nGraphics card: Intel HD Graphics 630, Mesa 20.1.0\n\nBroken: 2.83.0, 2.90.0-aed11c673efe\nWorked: 2.82a, 2.83-ce76e17584ee\n\nIn Blender 2.82a, when using a reference image with opacity between 0.0 and 1.0, the image is properly blended using the opacity value, provided that \"Use Alpha\" is enabled. (I.e. an image with opacity 0.20 will be less visible than an image with opacity 0.80, though both are transparent - like in most image editors.)\nA few weeks back I used 2.83-ce76e17584ee, and there the \"Use Alpha\" setting was renamed to \"Transparency\", but the behavior stayed the same.\n\nOpacity working in Blender 2.82a:\n![Screenshot_20200607_171655.png](Screenshot_20200607_171655.png)\n\nAfter updating to 2.83.0 (stable) now, I see that opacity no longer works as intended, it behaves like an on/off switch without any blending.\nAn image will look the same with opacity 0.0001 or 1.0 (and will be invisible with opacity 0).\n\nOpacity not working in Blender 2.83.0 (same .blend):\n![Screenshot_20200607_171751.png](Screenshot_20200607_171751.png)\n\nCurrent 2.90 alpha seems to suffer from the same issue.\n\n- Add > Image > Reference\n- Pick an image\n- In object properties, enable Transparency, and try different values of Opacity. Opacity doesn't impact the blending of the reference image in the viewport (unless it's 0, which makes it disappear).", "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.", "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", "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.", "Linking/Moving collection to another scene messes with the object visibility.\nOperating system: Windows 11\nGraphics card:\n\n**Blender Version** \nBroken: 9719fd696488\n\n\n\nThere is no reason the object visibility should not be carried over when the collection is moved or linked to another scene.\n\n\n[blender_HRo7zHHvN3.mp4](blender_HRo7zHHvN3.mp4)\n\nload the attached .blend\n\nselect the TEST collection in scene.A\n\nleft click drag onto scene.B while holding ctrl to link the collection instead of moving it. Moving the collection has the same affect\n\nopen scene.B and check the visibility\n\n\n\n[tests_06122022_1933_13.zip](tests_06122022_1933_13.zip)\n", "Instancing a collection with an object that has been Disabled in Viewport fails to correctly link in disabled objects breaking \"Make Instances Real\" operator\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.38\n\nBroken: version: 2.91.0\n\nInstancing a collection into a scene fails to properly link in objects that have been disabled in viewport (henceforth disabled object) using either the \"Disable in Viewport\" icon in the outliner or by setting obj.disable_viewport = True in a script or console. This bug doesn't appear when you hide an object using the H key or obj.hide_set(True)\n\nThis means that if you instance a collection and then \"Make Instances Real\" that the disabled objects will not be transformed with the parent object even if they have been parented to it in the original file and Keep Hierarchy is checked. \n\nThis is a problem because if you have used the disabled object as the operand in e.g. a boolean modifier then as soon as you make a collection real your collection breaks. This is doubly a problem since the default behaviour in the new asset browser is to instance collections into the scene rather than appending them. This bug also affects instancing a collection in the same scene as well as instancing in a collection from an external file. \n\nStart from default file. \nAdd a second cube.\nTransform second cube and place on corner of default cube.\nMake second cube a child of default cube.\nAdd a boolean difference modifier to default cube.\nSet second cube as Object in boolean modifier\nDisable second cube in viewport in the outliner\nInstance collection into scene by dragging and dropping collection from outliner somewhere which isn't the origin.\nEverything appears as it should.\nSelect instanced collection\nSelect Object > Apply > Make Instances Real\nWhile the none disabled cube has been made real the second cube hasn't and if we look in the modifier you can see that the boolean object is still set to the original second cube.\n\nIf instead of disabling the second cube we instead hide it and then instance the collection into the scene the second cube is linked in (although it's also unhidden which is annoying). If we the make this collection real everything works as it should (i.e. the second cube used as a boolean is also made real)\n[link bug.blend](link_bug.blend)", "Driving object scale also scales its particle instances.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.92\n\nBroken: version: 2.92.0\n\nWhen scaling the object that the particles are on, everything works correctly, the particles stay at the same size they are supposed to. \n![m2.jpg](m2.jpg)\n\nBut when driving the exact same scale variable with a driver, for some reason the particles get scaled.\nThe property has to be on another object than the particle system, when it's on the object with particle system, then everything works as expected. \n![m0.JPG](m0.JPG)\n\n![m1.JPG](m1.JPG)\n\n- Open attached file\n- Change the 'prop' value (particle instances also get scaled)\n- Now select the object with the particles\n- Disable the driver\n- Scale in x direction (particles stay at the same size they are supposed to)\n\nPressing \"Update Dependencies\" fixes the scale, but in my real project that is unfeasible thing to do, I have many parameters that are driven that need to be animated and clicking them all through each time I make a tiny change is not possible. Also, rendering does not always fix the scales either. \n\n[DriverPartBug.blend](DriverPartBug.blend)", "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", "Object drivers driven by outliner visibility not updating automatically\nOperating system: Windows 10\nGraphics card: GTX 1060 6gb\n\nBroken: 2.90.0-874af5301cdf (June 20)\n\n\nDrivers on object modifiers that are driven by outliner settings (Hide in viewport, hide in render, etc.) won't work when toggling said outliner settings and has to be forced manually with Update Dependencies.\n\n\n\n\n\n\n - Have 2 cubes in a scene, Cube 1 and Cube 2.\n - Add a modifier on Cube 2 (In my case, a mask, in which Cube 2 is subdivided twice and has a vertex group)\n - Add a driver on the Realtime button on said mask modifier.\n - Have it be driven by Cube 1's \"Disable in Viewports\" button with the following settings:\n\n\nSingle Property\nProperty: Object Cube 1\nPath: hide_viewport\n\n\n\n 6. Disabling Cube_1 from the viewport in the Outliner will not enable the driver on Cube_2's mask modifier.\n 7. Updating Dependencies in the driver editor will correct this.\n\n\n\nAfter updating dependency, enabling Cube_1 will disable the mask in the viewport, although the mask is still enabled in the modifier tab. Clicking once in the viewport will correct this.\n\nExample .Blend File \n[BrokenDriverTest.blend](BrokenDriverTest.blend)", "Drivers not updating correctly when multiple drivers are relying on single property value change (viewport issue only)\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 417.35\n\nBroken: version: 2.81 (sub 10)\nAlso tested on 2.80 release version. Happened for me there for the first time so I've downloaded newest build to check if issue still occurs.\n\nWhen multiple drivers are linked into the same property, changing value of that property is not always propagated to all drivers. It looks like some sort of race condition, although I don't think it's caused by switching property back and forth and threads overlapping in that scenario, because even when doing this slowly, issue occurs. Issue also occurs when clicking arrows on a property instead of dragging left/right. \n\nSeems to be related to viewport displaying only. As presented at the end of linked video, rendering scene in such broken state is working correctly.\n\n1. Open provided blend file\n2. Select small cube at the bottom of the screen\n3. Cube has a property on it. Switch its value back and forth.\n4. When property is set to 0, only vertical bars should be visible. When property is set to 1, only horizontal bars should be visible.\n5. Not every time, but occasionally bar is visible when it shouldn't or the other way around.\n\nVideo of bug occurrence:\n\nwatch?v=5wrGXl3KnrQ&feature=youtu.be\n\n[bug-drivers.blend](bug-drivers.blend)", "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)", "Viewport 3d is not updated with VSE driver\nBroken: 2.82 (unknown which revision, custom build without buildinfo)\nWorked: (unknown)\n\n[system-info.txt](system-info.txt)\n\nViewport is not updated for a material that is driven by a VSE driver.\n\n[ejemplo.zip](ejemplo.zip)\n\nChanging the VSE strip opacity doesn't update the viewport.\n\n**More info from user**\n\nI am creating an addon to transform eevee into a VSE. I encountered several problems, and one is that by changing the values ​​\"chanel\", \"opacity\" or moving the strip (it should disappear). the changes are not visible until the 3d view is moved. Just there it is updated. This makes it uncomfortable to work with the addon. The only change that works well is when changing the resolution X of the render, when playing the video or scrolling through the timeline, everything looks correctly.\nEverything is being controlled by drivers.", "viewport problem\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080 Ti/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 536.23\n\nBroken: version: 4.0.0 Alpha\n\nwhen I move inside the viewport, some objects become hidden.\n\n" ]
[ "object does not disappear from viewport when using drivers to disable visibility\nOperating system: Windows 10\nGraphics card: GTX 1080\n\nBroken: blender-2.80.0-git.4c5e76025d83-windows64\n\n\nWhen using a driver to hide an Object, the Object will not disappear from the viewport.\n\n\nI am going to create a cube with a driver and a \"switch\" to make the cube disappear when the \"switch\" is moved more than 1m on the Z-axis \n\n\nopen blender 2.8\nCreate a cube.\nAdd a driver to the display icon in the outliner.\nCreate a second cube that will act as a \"switch\".\nmove the second cube out to the side on the x or y axis and make sure that the global z height is 0.\nopen driver editor.\nselect the 1st cube and select the \"Disable View\" driver that we created earlier.\nopen the \"Drivers\" tab.\nchange \"Type:\" to Z Location.\nchange the \"Expression:\" to \"var\".\nChange the Input Variable to the 2nd Cube (Cube.001).\nNow if you move the 2nd cube more than 1m upwards on the Z-axis, the 1st cube should disappear. But in 2.8 it doesn't.\nThe \"display\" icon in the outliner will grey out, but the object will still stay visible in the viewport.\n\nIn 2.79 the object will disappear.\n\n\nNote:\nThis Bug breaks Rigs that use python scripts to hide objects in the viewport.\n\n2.79 and 2.8 Files included\n[Hidden_Object2.80.blend](Hidden_Object2.80.blend)\n[Hidden_Object2.79.blend](Hidden_Object2.79.blend)" ]
The Mirror modifier causes errors Operating system: Windows-10-10.0.22621-SP0 64 Bits Graphics card: NVIDIA GeForce RTX 3070 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.74 Broken: version: 3.5.0 Adding the mirror modifier causes geometry errors with custom normals data.
[ "snap cursor to selected ignores geometry position with modifiers\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: AMD Radeon HD 7600M Series ATI Technologies Inc. 4.5.13422 Core Profile Context 0\n\nBroken: version: 2.83 (sub 0)\nWorked: (optional)\n\nsnap cursor to selected ignores vertex geometry position with modifiers\n\n(p.s. it would be useful if in the case as in the video with a mirror modifier, the snap function takes into account the intermediate snap between the vertices)\n\n\n1) Open .blend file\n2) Find selected vertex or select one that isn't on XY plane\n3) Press F3 and run `Snap Cursor to Selected` or {key shift s} -> `Cursor to Selected`\n4) Note cursor not snapping to selected vertex\n\n[testsfile.blend](testsfile.blend)\n\n[cursor _to _elected.mp4](cursor__to__elected.mp4)\n\n\n", "Bevel modifier UV problem with corners\nBroken: 2.79. 2.8*\n\n**Description**\nImportantly for games with Weighted Normals and Bevels workflow it would be very desirable for Corners of UV to scale and connect correctly so there are minimal distortions and UV disconnections. \n![bevel_blender.png](bevel_blender.png)\n\nThis is how it opens in max post export:\n![bevel_max.png](bevel_max.png)\n\nPlease also note that in 2.8 Bevel modifier completely distorts UVs in \"Vertex average\"(and possibly other) Normal Modes. Works as in 2.79 without any normal mode.\n![bevel_2_8_broken.png](bevel_2_8_broken.png)\n\nPrepared debug scene (as requested by Howard): \n![bevel_test_scene.png](bevel_test_scene.png)\n[debug_bevel_uv.blend](debug_bevel_uv.blend)\nAlso available here: debug_bevel_uv.blend\n\nThank you!\n", "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", "Curves with curve modifiers are not translated to mesh correctly and can't be used as a target for constraints and modifiers predictably\nOperating system: W10\nGraphics card: GTX 1080TI\n\nBroken: 2.80-d966c2f0c2ad-win64\nWorked: 2.79 master build\n\nIf you ctrl+a and press \"visual geometry to mesh\" on a curve that has a curve modifier, the resulting mesh you're getting is as if you didn't have that curve modifier at all. This was not the behaviour in 2.79b. Also, if you assign any constraints or assign this curve as a modifier for objects, you'll have it deformed as if the deforming curve doesn't have the curve modifier.\n\nCtrl+a on the bezier curve in this sample file\n[sample.blend](sample.blend)", "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", "Cycles: Normal Edit modifier after displace modifier does not with motion blur (Eevee seems fine)\nTried on multiple systems\n\nBlender 3.0 (And the previous beta builds)\n\nThe normal edit mode will not work with motion blur enabled\n\nSee attached file - Using a NormalEdit modifier looks correct in viewport then fails at render time if motion blur is used in combination with the attached Geometry Nodes tree that is displacing the main geometry over time. \nWith the node tree disabled the NormalEdit modifier works even with motion blur.\n\n**Viewport Result:**\n![MB OFF.jpg](MB_OFF.jpg)\n\n**Rendered Result:**\n![MB ON.jpg](MB_ON.jpg)\n\n\n**Demo file:**\n[Bug (1).blend](Bug__1_.blend)\n[#93700 Cycles Normals Motion Blur Displace.blend](T93700_Cycles_Normals_Motion_Blur_Displace.blend)", "Crazy-space support for meshes in geometry nodes\nIn [D15407](D15407) crazy-space support for curves is added to geometry nodes. Currently, meshes use a different system for crazy-space that is not really compatible with nodes as is.\n\nIt should be possible to use the approach implemented for curves for meshes as well, but that needs to be investigated further.", "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.", "Changing the geometry type in the Vertex Weight Proximity modifier disables \"Invert Falloff\" and \"Normalize Weights\"\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.89\n\nBroken: version: 2.91.0\nWorked: \n\nIn the **Vertex Weight Proximity** modifier if the proximity mode is set to *Geometry*, changing the geometry type between *vertex, edge and face* disables the options *Invert falloff* and/or *Normalize Weights*.\n[bug.mp4](bug.mp4)\n\nAdd an object, add the vertex weight proximity modifier, set the proximity mode to geometry, enable the options normalize weight and invert falloff and change the geometry type between vertex, edge or face.\n[Based on the default startup]\n\n", "Cycles: Refraction shaders work incorrectly with normals as mesh attributes\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: Last main.\nWorked: Never?\n\nNormals created as Normal input node in Geometry Nodes. Captuted on mesh and saved as named attribute.\n- Dot product return 1.0f (~+some error) result for shader Geometry normals and named attrbite.\n- Distance between shader Geometry normals and named attribute is 0.0f.\n\nBoth normals are the same (?). But shader node produce different results for both kinds:\n\n| Normals | Refraction materials |\n| -- | -- |\n| ![image](attachment) | ![image](attachment) |\n\nSee attachet example file.\n\nFrom scrath:\n1. Create mesh with Geometry Nodes modifier.\n2. Connect Normal input node to output of Geometry Nodes modifier node tree.\n3. Set the name for modifier output.\n4. Appy modifier.\n5. Add Material.\n6. In material, create Geometry input node and Named Attribute.\n7. Add Refraction Shader node and try to put both normals and see results.", "Knife Tool produces bad geometry in certain cases (disconnected edges/vertices, overlapping faces)\nif i use tools knife i see this bug.\n![k2.png](k2.png)\n\n![k1.png](k1.png)\n", "Add \"Topology Mirror\" as option for relevant operators\nThis feature request was discussed with Campbell Barton during meeting 2021-02-23\n\nThe following mesh operators behaves differently when \"Topology mirror\" == True in the edit mesh options.\n\n- Select mirror\n- Symmetrize\n\n---\n\nThe topology mirror option is located here \n![image.png](image.png)\n\n---\n\n\nIn order to make this option more clear for the user, it should be added as an option on each operator\n\nOperator mockup\n\n![image.png](image.png)\n", "Suspected asset library crash by `json_sax_dom_parser`\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.68\n\nBroken: version: 3.5.1\n\nI dont completely know why but blender crashes very often for me.\nIts doing something no idea what it is doing.\nSorry for being vague, but it seems to mostly happen when i have the viewport set to cycles render and i am trying to modify materials, in the shader editor.\n\n", "Regression: Damaged normals in sculpting with Multires modifier\nBroken: version: 3.4.0 Alpha\nWorked: version: 3.4.0 Alpha\n\nWhen sculpting, sometimes breaks normals. Switching between modes fixes this.\n| Edited sculpture | Object mode |\n| -- | -- |\n| ![image](attachment) | ![image](attachment) |\n\n1. Open attached file.\n2. Go to Sculpt mode.\n3. Do something.\nLook at the fact that in some places the normals are damaged.", "Crash on Changing Repeat value to -1 in Corrective Smooth modifier\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.49\n\nBroken: version: 2.93.5\n\nNot Responding when I change the Repeat value to -1\n\n{[F11810617](image.png), size=full}\n\n" ]
[ "Regression: Normals on the mirrored side of a mirror modifier are extremely bugged in 3.5\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.29\n\nBroken: version: 3.5.0\n\nthe normals created on the mirrored side of the mirror modifier are extremely bugged. I'm baffled at how such an obvious bug made it into a release build.\n\nOpen provided .blend file and sculpt the object.\n\nI attached images and a blend file to show whats going on.\n\n", "Normal problem of mirror mesh after opening the old version of engineering software with the new version\nOperating system:Win10\nGraphics card:RTX4070ti\n\nBroken: 3.5.0\nWorked: 3.4\n\nWhen I use the 3.4 version of blender, the mirrored object is normal, but after updating to 3.5, I found that the other half of the normal reflected is problematic. It can be solved by resetting the normal after applying the mirror modifier, or adding a subdivision modifier to the original mirror modifier.\n\nBut it still can't solve the conflict caused by the original mesh information when working with only mirror modifier.\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n", "Regression: Smooth shading artefacts with mirror modifier (in 3.5, 3.6 is fine, for corrective release)\nOperating system: macOS-13.2.1-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 Max 1.2\n\nBroken: version: 3.5.0 Release Candidate\nWorked: 3.4.1\nWorks: 3.6 current main\n\nCaused by dd9e1eded0d48e19a500233b20e8c5f18ed12a09 (in 3.5)\n\nApparently Fixed by cb62ab5b28eae92b92068ac9e0e7b186b44db6d1 (not in 3.5)\n\nUsing the mirror modifier with smooth shaded meshes causes shading artefacts on the mirrorored side.\n\nAdd the mirror modifier to an object that uses smooth shading.\n\n", "Incorrect split normals using mirror modifier.\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3050 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.59\n\nBroken: version: 3.5.0\nWorked: version: 3.4.1\n\nUsing split normals, custom normals, auto smooth, sharp edges, etc. before and after applying a mirror modifier results in asymmetrical split normals.\n\nAdd a mirror modifier to the modifier stack of a mesh object, enter edit mode and extrude some faces of the mesh, select a few edges and mark them as sharp, go into the object data properties panel, open the normals dropdown and enable auto smooth. \n\nRegardless of whether or not you apply the mirror modifier, the split normals will be asymmetrical on the side generated by the mirror modifier. Yes, you can apply the modifier and recalculate normals to fix this issue but this wasn't necessary before. \nThe attached .blend file is an example. Sharp edges seem to work properly but smooth faces do not. Entering/exiting different modes results in different split normals before the mirror modifier is applied.\n\nInitially, I thought this was just an issue with my file being opened by Blender 3.5 rather than Blender 3.4.1 but I tested it on the default cube in Blender 3.5 and the same issue occured. I did a few searches to see if I, specifically, was missing something but I did not find anyone with the same issue.\n\n", "The Mirror Modifier does not mirror custom normals\nOperating system: Windows 10 Home\nGraphics card: Nvidia GeForce RTX 3070\n\nBroken: 3.5\nWorked: 3.4.1\n\nIn Blender 3.5 when using the sharp edges to create custom face normals with the mirror modifier, the meshes do not mirror the same data if Auto Smooth is enabled. It will randomize the normals of the mirrored mesh when switching between Object and Edit modes or messing with any of the modifier settings.\n\nI've included a .blend file with the problem in question but to replicate the problem do the following:\n\n1) Create a cylinder mesh, it shouldn't matter that much what the fill cap is.\n2) In edit mode, create sharp edges around the top and bottom edges only to the rims. \n3) Set the mesh to Shade Smooth.\n4) While in Edit mode use face selection to select by sharps.\n5) Use Alt + N to bring up the normals menu and select \"Set From Faces\" and go to the bottom left corner and enable \"Keep Sharp Edges\".\n6) Offset the mesh in the X axis.\n7) In the modifiers tab choose \"Mirror Modifier\"\n\n" ]
Alpha blend materials interact unexpectedly with Volumetric lighting. Operating system: Windows-8.1-6.3.9600 64 Bits Graphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.60 Broken: version: 2.81 (sub 16) Worked: version: 2.80 (sub 75) In Eevee Alpha Blend interacts with volumetric lighting in an unexpected manner, seems that alpha of the underlying material is ignored when the material is set to 'Alpha Blend'. ![blender_2019-11-29_09-18-46.png](blender_2019-11-29_09-18-46.png) Set Render engine to Eevee. Produce an alpha-masked decal in the material editor (base color, roughness, alpha). In the material settings set the material to Alpha Blend. Create a Fog mesh and apply a principled volume material. Enable volumetric lighting in the render properties **Current known workaround** Setting the material setting to 'Alpha hashed' or 'Alpha Clip' produces the intended result.
[ "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", "Color > Multiply doesn't multiply alpha channels\nOperating system: Win11\nGraphics card: RX580\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen) 4.0.0 alpha\nWorked: (newest version of Blender that worked as expected) 3.6.2\n\nThe Color > Multiply section in a video sequencer strip no longer multiplies the alpha channel when that feature is pretty important for creating outlines using the glow effect. Perhaps adding an option whether to multiply alpha or not would be beneficial?\n\nStart up blender 4.0.0\nSwitch to Video Editing workspace\nAdd a white color strip with 0.1 opacity\nAdjust the Color > Multiply value and notice how it doesn't affect alpha anymore\n\n", "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", "EEVEE Volume draw distance broken with emission shader\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 432.00\n\nBroken: version: 2.83.4\nWorked: none\n\nWhen using an Emission shader as Volume shader in EEVEE, draw distances smaller than 100 produce unecpected behaviour.\nUsing Principled Volume works fine as long as Density is not 0, if it is 0 the behavior breaks in the same way.\n\n- Open attached blend (Cube with emission shader as Volume)\n- Change Volumetrics End distance to 70m\n- Zoom in and out in EEVEE viewport, the cube does disappear at a distance range inbetween the set clipping range\n[eevee_volume_drawdistance_bug.mp4](eevee_volume_drawdistance_bug.mp4)\n[eevee_volume_drawdistance_bug.blend](eevee_volume_drawdistance_bug.blend)\n\n", "Workbench: Random object color disables transparency in solid view\nOperating system: Windows 10 64bit\nGraphics card: Nvidia RTX 2080ti\n\nBroken: 2.83.1 official\n\n![image.png](image.png)\n![image.png](image.png)\n\nWhen setting the color of the material in the viewport to be semitransparent (Alpha value = 0.1) it works if the color of the viewport objects is set to \"Material\" it works, while if the color is set to \"Random\" the object is not semitransparent anymore.\n\nBlend file to test:\n[bug.blend](bug.blend)", "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)", "Regression: Ambient Occlusion causes shading artifacts\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 462.31\n\nBroken: version: 2.93.1\nWorked: 2.91, 2.92\n\n Under lookdev mode, when object has \"alpha blend\" turned on in the shader, \"ambient occlusion\" with \"bent normal\" option enabled will cause shading artifact that looks like the object is shading flat. ![EeveeBug_293_AO_Alphablend.PNG](EeveeBug_293_AO_Alphablend.PNG)\n\nSwitch the scene to lookdev mode. \nCreate a UV sphere\nShade it smooth\nTurn on Ambient Occlusion and make sure \"Bent Normals\" is checked. \nAssign a material to the sphere. \nUnder the material settings turn on \"Alpha Blend\". \nNow the object will look like it's shaded flat/without smoothing. \n\n[Eevee_bug_scene.blend](Eevee_bug_scene.blend)\n\n", "Cycles brightness difference between CPU, GPU and CPU+GPU\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.59\n\nBroken: version: 3.3.1\n\nSeems a noticeable difference on how cycles render depending if you use GPU, CPU and XPU and you use transparent materials.\n\nGPU\n![gpu.png](gpu.png) \n\nCPU:\n![cpu.png](cpu.png)\n\nCPU+GPU:\n![xpu.png](xpu.png)\n\nAs you can see, there's a visible line at the top of the render-\nTrying to encapsulate the bug i get this result. \n\nCreate a interior scene, add a glass material and try to render with both CPU and GPU.\n**i guess the problem is related to the material.\n![untitled.png](untitled.png)\n\nHere is the scene.. \n[GlobalIllumination2.blend](GlobalIllumination2.blend)\n\nThanks.\n\n\n", "CYCLES: Surfaces inside volumes are Not Lit or Shadowed by the volume if the volume is not visible to Camera Rays\nLinux Mint Mate\nGTX 1050\n\n\nBlender 2.81 Alpha\n2019-09-27 22:44\nHash: 1c1a3198af9d\n\n\nDiscovered while trying to catch shadows from volumes on surfaces for compositing.\n\nSurfaces inside of volume meshes are not shaded (lit/shadowed) by the volume if the volume is invisible to camera rays\n(checkbox in Object Properties -> Visibility -> Ray Visibility -> Camera)\nAs far as i can tell this also affects Holdout.\n\n\n\n\nCurrent workaround: make sure volume IS visible to camera rays, and instead bypass it in the volume shader using the Camera Ray socket on the Light Path node\n\n\nTo Reproduce:\n\nOpen attached .blend , press render\nNote the missing shadow/light where the volume cubes intersect the default cube.\n\nI have in the .blend also included the \"expected behaviour\" by using the workaround, switch the Scene from \"Bug\" to \"Workaround\" and press render again.\nNote the shadow/light now covers the default cube properly.", "Same pattern looks different for Cycles and Eevee\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 3.1.1\n\nThis is the difference\n\n![изображение.png](изображение.png)\n![изображение.png](изображение.png)\n\nsimplified file\n[pixels tiled1.blend](pixels_tiled1.blend)\n\n\nold file \n[pixels tiled.blend](pixels_tiled.blend)\n\nI suppose the difference in Color Ramp or Noise node.\n", "Volume voxels visible in compositing (Cycles)\nOperating system: Windows 10\nGraphics card: GeForce GTX 950 OC\n\nBlender 2.80 cc73d59ad580\n\nFirst of all :\nNot sure if this is a bug or if Im just not getting it.\n\nEverything is done in Cycles\n\nIm subtacting the DiffInd passes in compositing and I get the volxel shape of my smoke sim.\n\nHere a screenshot of my Nodesetup (note the backdrop)\n![Setup.PNG](Setup.PNG)\n\nI do this to extract the Indirect lighting of for example fire or something else while excluding the sun and stuff.\n\n\nThis is the image (the white cuby thing to the right of the smoke)\n![error.png](error.png)\n\n\n\nAdd a basic smoke simm with high resolution and a ground and wall.\nAdd a sun light\nAdd a new view layer\nExclude the smoke domain from the 2nd layer\nEnable the DiffInd pass for both layeres\n\nIn compositing :\nSubtract the DiffInd passes from each other.\n\n\nThis is an example scene:\n[debug.blend](debug.blend)\n\nIt seems like there is a problem how \"null\" surfaces get handeled.\nIf I set a layer to indirect only the indirect light only appear outside the voxels (where they are intersecting the geometry).\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 !", "Paint Mode: Alpha Auto-Masking\nNOTE: This design still needs to be further discussed and decided upon.\n\n# Goal\n\nThe very common brush setting in Blender to \"Affect Alpha\" should be revamped for the upcoming Paint Mode.\nThe main issue with the setting is that it is local to the brush. But in typical painting workflows you'd expect to have this be a more universal toggle that affects all tools!\nToggling this per brush is not a reasonable solution.\n\nThere are multiple approaches to fix this.\n\n## Proposal: Alpha Auto-Masking\n\nThere is already a design in place for sculpt and paint mode. There we use auto-masking to easily target specific areas as a mode setting.\nThese are meant to be instantly accessible with a pie menu on `Alt + A` and would affect all tools and brushes.\nThis would likely be the most intuitive and fastest option.\n\n## Image Editor Inclusion\n\nIf we decide to replace the brush option with an auto-masking option this puts further pressure on implementing the same options for the image editor.\nThis might be reason enough to lower the priority for now, until the image editor can be properly prioritised to mirror the 3D viewport paint mode features.\n\n## Long Term Alternative\n\nOther image painting applications such as Krita implemented this as a toggle for any individual layer to paint on.\nWhile this is not likely to implement this way right now, it could be kept in mind for the UI of the [layered textures design]().", "Flashes in Eevee render with Mantaflow viscosity enabled and Motion Blur\nWindows 7 Pro 64-bit\nNvidia GeForce GTX 1060 6gig\n\nBroken: Blender 2.92.0 alpha / c7e92e379d62 / 2021-01-02\n\nExperimented with the new viscosity setting in Mantaflow.\nRendered the test with Eevee and ended up with output where the surface of the fluid was occasionally 'flashing' in certain frames.\nMy only suspicion is that something it going wrong with the normals of the mesh created by Mantiflow.\nPlease see attached video clip and Blend file.\n[viscosity flashes.mp4](viscosity_flashes.mp4)\n\n- Open attached file\n- Bake simulation (maybe you need to set `modular` and `Is Resumable`)\n- Bake Mesh (maybe you need to set `modular` and `Is Resumable`)\n- Render Animation in Eevee\n\n[viscosity flashes.blend](viscosity_flashes.blend)\n\n\n", "Denoiser creating artefacts\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 446.14\n\nBroken: version: 2.83.0\nWorked: ー\n\nStrange artefacts are being created by the denoiser, firefly like bright and dark pixels where there were no such artefacts in the 'Noisy Image'. Looking into the 'Denoising Depth' pass reveals negated depth values around the artefacts. In the supplied .blend it seems to be caused by some weird interaction between the sun lamp and the water material with a black diffuse.\n\nDenoised Image: ![image.png](image.png)\nNoisy Image: ![image.png](image.png)\nDenoising Depth: ![image.png](image.png)\n(White values are ~90 black are ~-90)\n\nRender frames from supplied .blend\n[DenoiseBug.blend](DenoiseBug.blend)\n" ]
[ "EEVEE alpha blend and volumetrics\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.70\n\nBroken: version: 2.81 (sub 3)\nWorked: (optional)\n\n White appearence on transparent pixels using Volumetrics and Blend Mode set to \"Alpha Blend\" on materials settings.\n\n\n\n\n[transparent bug.blend](transparent_bug.blend)\n\n![transparent bug.jpg](transparent_bug.jpg)\n\n\n" ]
si_desc_reset_buffer_offset: Assertion `old_buf_va <= old_desc_va' failed. Operating system: Linux-4.18.0-23-generic-x86_64-with-Ubuntu-18.04-bionic 64 Bits Graphics card: Radeon RX 580 Series (POLARIS10, DRM 3.33.0, 4.18.0-23-generic, LLVM 8.0.0) X.Org 4.5 (Core Profile) Mesa 19.0.8 Broken: version: 2.81 (sub 3) Worked: - SIGABRT trying to render via F12 with Eevee as Render Engine. Error message in the console: ``` blender: ../src/gallium/drivers/radeonsi/si_descriptors.c:1507: si_desc_reset_buffer_offset: Assertion `old_buf_va <= old_desc_va' failed. Aborted (core dumped) ``` Default startup file; F12 > crash
[ "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", "OptiX Denoiser crashes OPTIX_ERROR_CUDA_ERROR in optixDenoiserComputeMemoryResources\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.48\nCPU: AMD Ryzen 7 1700\nRAM: 32 GB\n\nBroken: version: 2.90.0 Alpha\nWorked: unknown\n\nWhen the Viewport OptiX Denoiser is activated it crashes with the following error *\"OPTIX_ERROR_CUDA_ERROR in optixDenoiserComputeMemoryResources(denoiser, rect_size.x, rect_size.y, &sizes) (device_optix.cpp:850)\"*\n\nBased in the Startup File, (Reseted to Factory Settings and userpref.blend deleted):\n1. In Preference->System set Cycles Render Devices to \"CUDA\"\n2. Set render engine to \"Cycles\"\n3. Set device to \"GPU Compute\"\n4. Set Viewport Denoiser to \"Fastest (Optix)\" or \"OptiX\"\n5. Set Viewport Shading to \"Rendered\"\nERROR *(View screenshot)*\n\nOnce the error has ocurred I can't render with CUDA, even on a new file. To be able to render with CUDA I must close Blender and open it again. *View System Console Output*\n\n**Additional Info**\n\n- The error doesn't happen if the Cycles Render Devices is set to \"OptiX\"\n- This error doesn't happen in my laptop (i7 7700HQ, GTX 1050, 16GB RAM)\n- In a more complex scene blender tries to load the render kernels for a long time before throwing the error\n\n![screen.png](screen.png)\n[system console Output.txt](system_console_Output.txt)\n[system-info.txt](system-info.txt)\n\n\n\n", "stack_overflow exception while rendering with viewport render on\nOperating system: win10\nGraphics card: 2070super\n\n[blender_system_info.txt](blender_system_info.txt)\n\nBroken: 2.83.4, 2.91 6fe609d4c3\n\n\nwhen pressing f12 in render mode, blender crashes,\nwhen pressing render in solid mode, blender doesnt crash\n\n[blender_debug_output.txt](blender_debug_output.txt)\n```\nError : EXCEPTION_STACK_OVERFLOW\nAddress : 0x00007FFF42963FDB\nModule : C:\\Windows\\system32\\DriverStore\\FileRepository\\nv_dispsi.inf_amd64_6af46268c19e4980\\nvcuda64.dll\n```\n[2.blend](2.blend) \n1. switch to render mode\n2. press f12 & watch task manager.\n3. blender will close", "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", "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", "Crash when deleting ViewLayer while rendering\nOperating system: Linux-5.4.0-66-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce GTX 750 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 450.66\n\nBroken: version: 2.92.0\n\nA crash will happen when deleting a ViewLayer while rendering stills or animations, for any render_display_type\n\n- In the default scene, add a new ViewLayer\n- Set the renderer to Cycles so that you can see the render progress. In Eevee you could set up a little animation to get the same problem.\n- Start a normal render\n- While Blender is still rendering, delete the new ViewLayer that you just added and that was being in use when the render process was called\n- A crash happens with a Segfault, even after some time.\n\nThis problem looks to me as just an unhandled context change, because I noticed that if you delete the current scene or the current camera used while rendering animations, those context changes are appropriately handled and the render process is effectively stopped without a crash.\n", "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)", "MeshDeformModifier Crashing\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.49\n\nBroken: version: 3.6.0 Alpha\nWorked: -\n\nAfter binding, with the Dynamic attribute driver value set to 1 in driver editor, it crashed.\n\n1. Add a driver to use_dynamic_bind.\n2. Click Bind\n3. Set the driver value to 1\n\n\n![image](attachment)\n\n", "Eevee volume render test memory leak in Mantaflow\nOperating system: Linux-4.15.0-76-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: Quadro RTX 5000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 435.21\n\nBroken: version: 2.83 (sub 4), `5b22713`\n\nRunning this command will hang, some problem with the Python GIL.\n```\nblender -b ../lib/tests/render/volume/smoke_color.blend -E BLENDER_EEVEE -P tests/python/eevee_render_tests.py -f 1\n```\n\nBacktrace:\n[P1260: (An Untitled Masterwork)](P1260.txt)\n```\nBlender 2.83 (sub 4)\nRead prefs: /home/brecht/.config/blender/2.83/config/userpref.blend\nfound bundled python: /home/brecht/dev/worktree_build/bin/2.83/python\nRead blend: /home/brecht/dev/lib/tests/render/volume/smoke_color.blend\nTraceback (most recent call last):\n File \"<string>\", line 55, in <module>\nNameError: name 'Vec3Grid' is not defined\nTraceback (most recent call last):\n File \"<string>\", line 3, in <module>\nNameError: name 'PcMGDynamic' is not defined\nMANTA::updateGridFromFile(): cannot read into uninitialized grid, grid is null\nMANTA::updateGridFromFile(): cannot read into uninitialized grid, grid is null\n^C\nThread 1 \"blender\" received signal SIGINT, Interrupt.\n0x00007ffff7231f85 in futex_abstimed_wait_cancelable (private=<optimized out>, abstime=0x7fffffffc340, expected=0, futex_word=0xbcd7678 <_PyRuntime+1336>) at ../sysdeps/unix/sysv/linux/futex-internal.h:205\n205\t../sysdeps/unix/sysv/linux/futex-internal.h: No such file or directory.\n(gdb) bt\n#0 0x00007ffff7231f85 in futex_abstimed_wait_cancelable (private=<optimized out>, abstime=0x7fffffffc340, expected=0, futex_word=0xbcd7678 <_PyRuntime+1336>) at ../sysdeps/unix/sysv/linux/futex-internal.h:205\n#1 __pthread_cond_wait_common (abstime=0x7fffffffc340, mutex=0xbcd7680 <_PyRuntime+1344>, cond=0xbcd7650 <_PyRuntime+1296>) at pthread_cond_wait.c:539\n#2 __pthread_cond_timedwait (cond=0xbcd7650 <_PyRuntime+1296>, mutex=0xbcd7680 <_PyRuntime+1344>, abstime=0x7fffffffc340) at pthread_cond_wait.c:667\n#3 0x000000000560c7c9 in PyCOND_TIMEDWAIT (cond=<optimized out>, mut=<optimized out>, us=<optimized out>) at Python/condvar.h:90\n#4 take_gil (tstate=tstate@entry=0x7fffd2a18b80) at Python/ceval_gil.h:208\n#5 0x000000000560cd2f in PyEval_RestoreThread (tstate=tstate@entry=0x7fffd2a18b80) at Python/ceval.c:271\n#6 0x0000000005639fed in PyGILState_Ensure () at Python/pystate.c:1071\n#7 0x0000000005158e06 in MANTA::runPythonString (this=0xbcd7678 <_PyRuntime+1336>, commands=...) at /home/brecht/dev/worktree/intern/mantaflow/intern/MANTA_main.cpp:528\n#8 0x0000000005159140 in MANTA::~MANTA (this=0x7fff96443400) at /home/brecht/dev/worktree/intern/mantaflow/intern/MANTA_main.cpp:523\n#9 0x00000000051592b9 in MANTA::~MANTA (this=0x7fff96443400) at /home/brecht/dev/worktree/intern/mantaflow/intern/MANTA_main.cpp:508\n#10 0x000000000150bbaf in BKE_fluid_modifier_freeDomain (mmd=0x7fffbb59d3a8) at /home/brecht/dev/worktree/source/blender/blenkernel/intern/fluid.c:4192\n#11 0x000000000150ba85 in BKE_fluid_modifier_free (mmd=0x7fffbb59d3a8) at /home/brecht/dev/worktree/source/blender/blenkernel/intern/fluid.c:4315\n#12 0x00000000013f7a47 in modifier_free_ex (md=0x7fffbb59d3a8, flag=<optimized out>) at /home/brecht/dev/worktree/source/blender/blenkernel/intern/modifier.c:169\n#13 0x000000000140f6aa in BKE_object_free_modifiers (ob=0x7fffd299d208, flag=2) at /home/brecht/dev/worktree/source/blender/blenkernel/intern/object.c:190\n#14 0x0000000001410223 in BKE_object_free (ob=0x7fffd299d208) at /home/brecht/dev/worktree/source/blender/blenkernel/intern/object.c:516\n#15 0x0000000001d6c70e in DEG::deg_free_copy_on_write_datablock (id_cow=0x7fffd299d208) at /home/brecht/dev/worktree/source/blender/depsgraph/intern/eval/deg_eval_copy_on_write.cc:1066\n#16 0x0000000001d736f9 in DEG::IDNode::destroy (this=0x7fffd275fd08) at /home/brecht/dev/worktree/source/blender/depsgraph/intern/node/deg_node_id.cc:165\n#17 0x0000000001d4f1e3 in DEG::Depsgraph::clear_id_nodes_conditional(std::function<bool (ID_Type)> const&) (this=<optimized out>, filter=...) at /home/brecht/dev/worktree/source/blender/depsgraph/intern/depsgraph.cc:156\n#18 DEG::Depsgraph::clear_id_nodes (this=0x7fff88df7488) at /home/brecht/dev/worktree/source/blender/depsgraph/intern/depsgraph.cc:167\n#19 0x0000000001d4efec in DEG::Depsgraph::~Depsgraph (this=0x7fff88df7488) at /home/brecht/dev/worktree/source/blender/depsgraph/intern/depsgraph.cc:93\n#20 0x0000000001d4f689 in OBJECT_GUARDED_DESTRUCTOR<DEG::Depsgraph> (what=0x7fff88df7488) at /home/brecht/dev/worktree/intern/guardedalloc/MEM_guardedalloc.h:264\n#21 DEG_graph_free (graph=0x7fff88df7488) at /home/brecht/dev/worktree/source/blender/depsgraph/intern/depsgraph.cc:297\n#22 0x00000000016dd4fc in EEVEE_lightbake_job_data_free (custom_data=0x7fffd29ef288) at /home/brecht/dev/worktree/source/blender/draw/engines/eevee/eevee_lightcache.c:638\n#23 0x00000000028449c8 in light_cache_bake_exec (C=0x7ffff2efa288, op=0x7fffd294c608) at /home/brecht/dev/worktree/source/blender/editors/render/render_shading.c:928\n#24 0x000000000156be79 in wm_operator_invoke (C=0x7ffff2efa288, ot=0x7fffd284a468, event=0x0, properties=<optimized out>, reports=<optimized out>, poll_only=<optimized out>, use_last_properties=<optimized out>)\n at /home/brecht/dev/worktree/source/blender/windowmanager/intern/wm_event_system.c:1279\n#25 0x0000000001566ead in wm_operator_call_internal (C=0x7ffff2efa288, ot=0x7fffd284a468, properties=0x7fffffffc840, reports=0x7fffd2a15a18, context=6, poll_only=false, event=0x0) at /home/brecht/dev/worktree/source/blender/windowmanager/intern/wm_event_system.c:1514\n#26 0x00000000015674ed in WM_operator_call_py (C=0x7ffff2efa288, ot=0x7fffd284a468, context=6, properties=0x7fffffffc840, reports=0x7fffd2a15a18, is_undo=false) at /home/brecht/dev/worktree/source/blender/windowmanager/intern/wm_event_system.c:1614\n#27 0x000000000191629f in pyop_call (UNUSED_self=<optimized out>, args=<optimized out>) at /home/brecht/dev/worktree/source/blender/python/intern/bpy_operator.c:268\n#28 0x000000000555971b in _PyMethodDef_RawFastCallKeywords (method=0x98c5800 <bpy_ops_methods+32>, self=<optimized out>, args=<optimized out>, nargs=3, kwnames=0x0) at Objects/call.c:698\n#29 0x0000000005559945 in _PyCFunction_FastCallKeywords (func=0x7fff921393c0, args=<optimized out>, nargs=<optimized out>, kwnames=<optimized out>) at Objects/call.c:734\n#30 0x000000000137a132 in call_function (kwnames=0x0, oparg=3, pp_stack=<synthetic pointer>) at Python/ceval.c:4568\n#31 _PyEval_EvalFrameDefault (f=<optimized out>, throwflag=<optimized out>) at Python/ceval.c:3124\n#32 0x000000000560dc5e in _PyEval_EvalCodeWithName (_co=_co@entry=0x7fff92165390, globals=globals@entry=0x7fff9214e780, locals=locals@entry=0x0, args=args@entry=0x7fffffffcbd0, argcount=1, kwnames=kwnames@entry=0x0, kwargs=0x0, kwcount=0, kwstep=2, defs=0x0, defcount=0, \n kwdefs=0x0, closure=0x0, name=0x7ffff7f7d1b0, qualname=0x7fff920e6030) at Python/ceval.c:3930\n#33 0x000000000555927f in _PyFunction_FastCallDict (func=0x7fff92165e60, args=0x7fffffffcbd0, nargs=<optimized out>, kwargs=0x0) at Objects/call.c:376\n#34 0x000000000555a42c in _PyObject_Call_Prepend (callable=callable@entry=0x7fff92165e60, obj=obj@entry=0x7fff8353fa90, args=args@entry=0x7ffff7f7d050, kwargs=kwargs@entry=0x0) at Objects/call.c:908\n#35 0x00000000055bb4d9 in slot_tp_call (self=0x7fff8353fa90, args=0x7ffff7f7d050, kwds=0x0) at Objects/typeobject.c:6402\n#36 0x0000000005559a23 in _PyObject_FastCallKeywords (callable=0x7fff8353fa90, stack=<optimized out>, nargs=<optimized out>, kwnames=0x0) at Objects/call.c:199\n#37 0x0000000001379aa8 in call_function (kwnames=0x0, oparg=<optimized out>, pp_stack=<synthetic pointer>) at Python/ceval.c:4619\n#38 _PyEval_EvalFrameDefault (f=<optimized out>, throwflag=<optimized out>) at Python/ceval.c:3093\n#39 0x000000000137120f in function_code_fastcall (co=<optimized out>, args=<optimized out>, nargs=0, globals=<optimized out>) at Objects/call.c:283\n#40 0x00000000055594e6 in _PyFunction_FastCallKeywords (func=<optimized out>, stack=<optimized out>, nargs=<optimized out>, kwnames=<optimized out>) at Objects/call.c:415\n#41 0x0000000001378cef in call_function (kwnames=0x0, oparg=<optimized out>, pp_stack=<synthetic pointer>) at Python/ceval.c:4616\n#42 _PyEval_EvalFrameDefault (f=<optimized out>, throwflag=<optimized out>) at Python/ceval.c:3124\n#43 0x000000000560dc5e in _PyEval_EvalCodeWithName (_co=_co@entry=0x7fff837ab6f0, globals=globals@entry=0x7fff901c88c0, locals=locals@entry=0x7fff901c88c0, args=args@entry=0x0, argcount=argcount@entry=0, kwnames=kwnames@entry=0x0, kwargs=0x0, kwcount=0, kwstep=2, defs=0x0, \n defcount=0, kwdefs=0x0, closure=0x0, name=0x0, qualname=0x0) at Python/ceval.c:3930\n#44 0x000000000560dd3e in PyEval_EvalCodeEx (_co=_co@entry=0x7fff837ab6f0, globals=globals@entry=0x7fff901c88c0, locals=locals@entry=0x7fff901c88c0, args=args@entry=0x0, argcount=argcount@entry=0, kws=kws@entry=0x0, kwcount=0, defs=0x0, defcount=0, kwdefs=0x0, closure=0x0)\n at Python/ceval.c:3959\n#45 0x000000000560dd6b in PyEval_EvalCode (co=co@entry=0x7fff837ab6f0, globals=globals@entry=0x7fff901c88c0, locals=locals@entry=0x7fff901c88c0) at Python/ceval.c:524\n#46 0x000000000564290a in run_mod (arena=0x7fff902cb2b0, flags=0x0, locals=0x7fff901c88c0, globals=0x7fff901c88c0, filename=0x7fff83792c00, mod=0x7fffbb57d210) at Python/pythonrun.c:1035\n#47 PyRun_FileExFlags (fp=<optimized out>, filename_str=<optimized out>, start=<optimized out>, globals=0x7fff901c88c0, locals=0x7fff901c88c0, closeit=0, flags=0x0) at Python/pythonrun.c:988\n#48 0x0000000001902146 in python_script_exec (C=0x7ffff2efa288, fn=0x7fffffffd4d0 \"/home/brecht/dev/worktree/tests/python/eevee_render_tests.py\", text=0x0, reports=0x0, do_jump=<optimized out>) at /home/brecht/dev/worktree/source/blender/python/intern/bpy_interface.c:532\n#49 0x000000000137e0df in arg_handle_python_file_run (argc=<optimized out>, argv=0x7fffffffdab0, data=0x7ffff2efa288) at /home/brecht/dev/worktree/source/creator/creator_args.c:1772\n#50 0x0000000006875131 in BLI_argsParse (ba=0x7ffff305f8c8, pass=4, default_cb=0x137e9d0 <arg_handle_load_file>, default_data=0x7ffff2efa288) at /home/brecht/dev/worktree/source/blender/blenlib/intern/BLI_args.c:302\n#51 0x000000000137b915 in main (argc=9, argv=0x7fffffffda88) at /home/brecht/dev/worktree/source/creator/creator.c:483\n\n```\n\n\n", "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", "Render crash\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: Radeon RX 560X ATI Technologies Inc. 4.5.0 Core Profile Context 22.8.1.220810\n+ AMD Ryzen 5 3550H with Radeon Vega Mobile Gfx\n\nBroken: version: 3.3.0 Beta\nWorked: 3.2.2\n\nBlender every time crash when switch to render mode in viewport.\nRender set to Cycles with GPU Compute.\nVega 8 selected as device in preferences.\nIf I select RX 560X in preferences, GPU Compute is greyed in Render preferences (also interesting why).\n\nAny project with simple cube crashed.[test11.crash.txt](test11.crash.txt)\n", "Crash with GPU Render\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1660 Ti with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.02\n\nBroken: version: 3.4.0\nWorked: unknown\n\nOn cycles, using the GPU renderer blender crashes. This only happens when I am using Optix with GPU and CPU. If I disable my CPU, Intel(R) Core(TM) i7-9750H CPU @ 2.60GHz, then the render works, using only CPU rendering also works.\n\nMy Memory is not fully used, both GPU and ram, and I have the newest GPU driver, GameReady version 528.02\nHope the blend file works without the video files.\nThanks for helping\n[obj_tracking_test_2.crash.txt](obj_tracking_test_2.crash.txt)\n\n[obj_tracking_test_2.blend](obj_tracking_test_2.blend)\n\n", "The Viewport Display setting of Particles affect the Render result with Eevee \nOperating system: Linux-4.15.0-55-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.116\n\n\nBroken: version: 2.80 (sub 75)\nWorked: (optional)\n\n\nThe Viewport Display setting of Particles affect the Render result with Eevee \n\nWith Particles selected Change \"Display as\" to \"Path\" in Viewport Display setting and Render with Eevee . error : Pathes will be dislpayed in render result \n[partical_render.blend](partical_render.blend) press render\n\nFrom other reports what is also affected:\n- `Viewport Display` > `Strand Steps`\n- `Viewport Display` > `Amount`", "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", "Geo Nodes crash, when updating old node group with new (using user_remap()) \nOperating system: Linux-5.15.21-1-MANJARO-x86_64-with-glibc2.33 64 Bits\nGraphics card: NVIDIA GeForce GTX 1660 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.47.03\n\nBroken: version: 3.1.0 Beta\nWorked: I think it always crashed\n\nLets say I have two geo nodes: **old_node** group and **new_node** group. I want to update old to new using python:\n\n```\nold_ng.user_remap(new_ng)\n```\n![image.png](image.png)\n![image.png](image.png)\nBlender will crash after running code above, if scene has Cube object with geonodes modifier that uses **old_ng**. Crash happens only if modifiers tab is visible, and you re-select the cube. It wont crash, if new nodegroup does not have additional input.\n\n1. Run script from attached blend file ( it remaps old_ng to new_ng) \n2. re-select 'CubeOld' object. Blender will crash\n\n [gn_update_crash.blend](gn_update_crash.blend)\n\n" ]
[ "Blender Eevee Crash, radeonsi/si_descriptors.c\nOperating system: Linux Mint, Cinnamon 19.1\nRAM: 16 GB\nGraphics card: RX 580 8GB ( not usable for rendering sadly :( )\n\nBroken: v 2.80\nWorked: 2.79b, date: 2018-03-22 14:10, f4dc9f9d68b\n\nBlender crashes when trying to render with Eevee, sometimes similar:\nonce it crashed after the rendering of one image worked, when I set the render samples (not the viewport ones) while not rendering from 64 to 512\n\nRendering in Cycles works fine.\n\nThe log is:\nRead prefs: /home/antonio/.config/blender/2.80/config/userpref.blend\nfound bundled python: /home/antonio/Blender 2.80/2.80/python\nRead blend: /home/antonio/Documents/Blender/rohre.blend\nblender: ../src/gallium/drivers/radeonsi/si_descriptors.c:1507: si_desc_reset_buffer_offset: Assertion `old_buf_va <= old_desc_va' failed.\nAborted\n\n- use the default model\n- switch to Eevee, if not present\n- press F12.", "Crash in gallium/radeon on some 3D manipulation/render\nOperating system: Linux, Debian unstable\nGraphics card: Radeon HD7950, used by Xorg via the \"radeon\" driver + GeForce GTX 1060 used for Cuda only\n\nBroken: 2.80, 8a51af7d1c98, branch: blender2.7, 2019-01-31 21:41\nWorked: 2.79c\n\nBlender crashes with the following error message on some 3D manipulation/rendering\n```\nblender: ../src/gallium/drivers/radeonsi/si_descriptors.c:1489: si_desc_reset_buffer_offset: Assertion `old_buf_va <= old_desc_va' failed.\n```\n\nI don't have a 100% reproductible scenario, but the minimal situation which triggers the crash quickly seems to be the following:\n- on default scene, enable Render > Screen Space Reflections\n- on default cube, enable Material > Settings > Blend mode = \"Alpha Blend\"\n\nUpon pressing F12 for rendering, the crash may happen.\nIf not, moving the Image editor window which opened may trigger the crash.\nIf not, pressing F11 to go back to the 3D editor may crash blender.\nIf not, selecting an object in the 3D editor may crash blender.\nIf not, clicking to set focus on a property may crash blender.\n\nAt this point, I may have to go back to rendering and so for some iterations to trigger the crash.\n\nSo, blender can be crashing between 5 seconds and 5 minutes from starting it.\n\nI know that non 100% reproducible bugs can be annoying. If needed I can try to build a debug build to provide a more complete stack trace.\n\nTIA\n\n[system-info.txt](system-info.txt)", "Irradiance Volume baking crashes Blender\nOperating system: Ubuntu 18.04\nGraphics card: AMD RX 460 & Intel HD 4000\n\nBroken: blender-2.80-40412499433e-linux-glibc224-x86_64 up until latest nightly, blender-2.80-17c15798c35f-linux-glibc224-x86_64. It's worked in the past, before 40412..., but I'm not sure of the commit ID.\n\nBlender crashes a few moments after hitting bake, the bake does start. The error message makes it seem like Blender is picking the wrong GPU driver. I am using the opensource AMDGPU driver not Gallium if I understand correctly, but there *is* a display plugged directly into each GPU.\n\nDRI_PRIME is set to 1 in /etc/environment\nStarting Blender with DRI_PRIME=0 launches Blender on the Intel GPU and the bake completes successfully.\nStarting Blender with DRI_PRIME=1 (or not specifying it) launches Blender on the AMD GPU and the crash occurs with the error: \n```\nblender: ../src/gallium/drivers/radeonsi/si_descriptors.c:1489: si_desc_reset_buffer_offset: Assertion `old_buf_va <= old_desc_va' failed.\n```\nI wanted to see if I could get to the bottom of this myself, but I could not find that file. ¯\\_(ツ)_/¯\n\nAdd an iridescence volume and hit \"Bake Indirect Lighting\" on a system with multiple GPUs." ]
Disabled Modifiers still influencing drastically the animation performance Operating system: Darwin-19.0.0-x86_64-i386-64bit 64 Bits Graphics card: AMD Radeon Pro 560X OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.2.24 Broken: version: 2.82 (sub 6) Worked: (optional) I was wondering why my animation was so slow when adding a 4k vertice head to a 26k body. I decided to tweak the mesh and delete all (already disabled) modifiers. It goes back from 6fps to 24fps. I don't know why since all modifier are deactivated. Can't pinpoint to which modifier exactly it is, but maybe it's related to the quantity I'm using. ![Screen Shot 2020-02-19 at 15.17.30.jpg](Screen_Shot_2020-02-19_at_15.17.30.jpg) ![Screen Shot 2020-02-19 at 15.17.46.jpg](Screen_Shot_2020-02-19_at_15.17.46.jpg) [0- Animation Bug.blend](0-_Animation_Bug.blend)
[ "Blender 2.8. In edit mode when you have hard scene (slow down processing) all your actions will applyes not at right moment (not at click but at moment when blender finn. caclucations)\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 560/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 391.35\n\n\nBroken: version: 2.80 (sub 53)\nWorked: (optional)\n\n\nI have scene where I put a lot boolean(and not only) modificators on one objects and when I enter into edit mode all processing erally slow (each action: movement, extrusion, etc..) And problem here in next: when you doing any action (and it took time to process it) and then press mouse button to apply action affect, but! it will not memorize position of the mouse when you pressed, and still continue doing (move to the cursor) And this really anoing because you need repeat all twice or more time. Or just seating and waiting with no mouse movement at all, when it will apply action effect. \nSo core problem is that: in edit mode any affect will applyes not at moment when you decide but by moment when CPU will finished calculetion of movement/action and will change your action to position where is going be mouse positioned at the moment of the end calculation... something like that. \n\nCreate some worcload/heavy scene. For example by a lot subdivisions and booleans at object. When each your action will be like \"under water gravity\" slowed down. And then try to change(extrude/move vertext / anything) boolean part that will be used as cut area in the edit mode. \n\n[2019-04-01 17-39-35.mov](2019-04-01_17-39-35.mov)", "IK constraints that are disabled or have influence set to zero, result in jerky movement of the bones until the IK constraint or target are deleted.\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.96\n\nBroken: version: 3.2.2 to 3.4 alpha\nWorked: not sure.\n\nPlease note there are no dependancy issues as all constraints are turned off. I've also updated the blend file so that there are no dependency issues even when the constraints are turned on.\n[boney bug.blend](boney_bug.blend)\n[blender_debug_output.txt](blender_debug_output.txt)\n\n[2022-08-23 20-55-41.mp4](2022-08-23_20-55-41.mp4)\n\n", "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)", "Animation channel Filter feature does not filter animation channels of object modifiers\nOperating system: Linux 64-bit\nGraphics card: GTX 1080 ti\n\n3.1 and prior\n\nIf an object modifier has animated properties, the Filter by Type feature treats the animation channel as falling under the \"Transforms\" type, instead of \"Modifier\". This appears to be true of all animation editors and object modifier types.\n[filter_bug.blend](filter_bug.blend)\n - Open the attached file\n - - In the (graph) animation editor, go to Filters > Filter by Type and disable Modifiers.\n # - Now disable Transforms.\n\nIf these types of animation channels don't count as \"Modifiers\", then what does?", "modifier offset slider step value being driven by the mouse looses one order of magnitude worth of accuracy when units are metric vs none\nwin 10\n2080ti\n\nBroken: 2.80+\n\nSince blender 2.8 has switched to real world units the modifier slider step(when driven by the mouse) value has lost one order of magnitude worth of accuracy, 0.001 instead of 0.0001 \nIt is possible to switch the unit system back to none to get the higher accuracy. \nThey should be consistent and both work to the higher level of accuracy as this level is essential when working on real work scale small items e.g. a watch\n\n\n- with scene unit type set to \"metric\" add a bevel modifier the standard cube\n- press shift while clicking and dragging the bevel modifier offset slider and notice how the smallest amount possible to move is 0.001 m\n- switch scene unit type to \"none\"\n- press shift and click drag the modifier offset slider and notice the smallest amount possible to move is 0.0001 m\n", "(Shrinkwrap) Modifiers and constraints targeting a mesh wont update during that meshes sculpting session (unless an additional mirror modifier is in play)\n2.8x - 3.0 (may exist in older versions)\n\nAppearently I cannot modify the shape of the target mesh in sculpt mode since the shrinkwrap on the main mesh does not update unless I click somewhere else and not use the sculpt tools. It does update in edit mode tho.\nI remember someone saying its supposed to happen in order to keep performance running smooth or something like that, but I hardly believe it.\n\nThe only way to be able to update shrinkwrap is to add a mirror modifier to the target mesh and then you can now use sculpt mode with no issues. I've done this a few times now and I barely noticed any performance impact.\n\n1) Add a mesh, any mesh\n2) Give it a shrinkwrap modifier\n3) Add another mesh that will be used as the target\n4) Go to sculpt mode and shape up the target mesh\n\nNo update on shrinkwrap unless I click something else around the UI\n\nTo fix this:\nif the model has one mesh and I wanna edit it symmetrically, I cut it in half and add a mirror modifier to it\nShrinkwrap now updates all the time when I sculpt the target mesh without needing to click somewhere\n\nFrom there on I can do whatever I want with the target mesh in sculpt mode", "Boolean modifier produces unexpected result\nOperating system: Debian bookworm / sid\nGraphics card: Intel WhiskeyLake-U GT2, but most likely doesn't matter\n\nBroken: 3.3.1 (from Debian), 3.4.1RC (Daily Build from blender.org, b87bcd3f8fe1), 2.93.12 RC (Daily Build, 1f30e…)\nWorked: unknown\n\n\nIteratively generating the difference between a mesh (in this case a plain torus) and a rotated version of its copy seems to work fine initially but results in broken meshes after a few steps. Artefacts include non-manifold bits and pieces of the original mesh, or a DIFFERENCE step that ends up adding the mesh that it just subtracted to the result.\n\nAlso discussed at 1427102 (page contains images showing said broken results).\n\n[problem.blend](problem.blend)\n\nInspect file above.", "DepsGraph: Disabled objects referenced by other disabled object still get evaluated\nOperating system: Linux-5.8.0-7642-generic-x86_64-with-glibc2.32 64 Bits\nGraphics card: GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.56\n\nBroken: version: 3.0.0 Alpha\n\nIn the below setup, although all mesh objects are disabled, the viewport is still extremely slow because the objects (which have expensive modifiers like Remesh and Boolean) are still evaluated.\n\nThey stop being evaluated only when their grandparent collection (\"coll Root\") is also hidden from the viewport(or deleted).\n\nNote that there are no drivers involved.\n\nFile: [disabled_objects.blend](disabled_objects.blend)\n- Try moving the cube, should see bad performance even though all meshes are disabled. If your PC is too powerful to notice, put a subsurf modifier on the object named \"expensive mesh\", that should make it a lot more expensive.\n- Disable or remove the \"coll Root\" collection, and performance goes back to normal.\n\n[depsgraph_bug-2021-07-02_13.10.41.mp4](depsgraph_bug-2021-07-02_13.10.41.mp4)", "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", "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", "Perfomance drop if Texture Limit Size enabled \nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 2.92.0\n\n[2021-04-02 12-29-11.mp4](2021-04-02_12-29-11.mp4)\n\n1. Add 4k cheker map to default cube\n2. Go to material preview\n3. Go to UV edit, manipulate UVs\n4. Toggle Texture Size Limit \n\n[#87133.blend](T87133.blend)\n", "Freeze on performing any operation when compositor tab is open\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 516.40\n\nBroken: version: 3.3.1\n\nFreeze on performing any operation when compositor tab is open.\nSubsurf modifier seems important for redoing the issue \n\nThis is the continuation of #99695 \n\nThe Bug in #99695 was fixed, but there seems to be more conditions which make the Compositor slow.\n\nDorian from Scatter5 was so nice and made again a simplified version of a secene with the bug.\n\nThe slowdown caused by an unkown combination of geometry nodes, which makes the Compositor unusable slow.\n\n1. Open the attached file\n2. Go to the Compositor\n3. Enjoy the freeze\n4. Try to disconnect a node in the Compositor\n5. Again, enjoy the freeze\n\n[COMPOSITOR SLOW.blend](COMPOSITOR_SLOW.blend)\n", "Performance iGPU with traffic-sim\nDuring testing of the traffic add-on on an 10th gen iGPU the frame rate dropped when agents were added to the scene.\n\nWill share detail soon", "GPencil: Cached grease pencil objects renders up to 5 times faster when LineArt Modifiers are deleted after baking\nVersion: 3.2.0, branch: master, commit date: 2022-06-08 10:22, hash: e05e1e369187, type: release\nBuild date: 2022-06-08, 11:13:18\nPlatform: 'Windows-10-10.0.22000-SP0'\n\nYou can reduce the render time of grease pencil objects by deleting all Lineart modifiers after the caching process of grease pencil objects.\nAre the Linart modifiers not deleted the render times are much slower. This seem to be a bug.\n\nThe issue happens also in blender version 3.0.1, version 3.1.2 and 3.2.1RC.\n\nThis problem is happening in our production scenes. I tried to reproduce the issue inside a neutral file to publish it for you. But for any reason the problem wasn't able to be reproduced. Seem to be a special situation again...", "Undo of operations on modifiers is inconsistent when object is in edit mode\nBroken: version: 2.79, 2.82 (sub 1), branch: master, commit date: 2019-11-22 18:14, hash: 373e936e3e\n\n\nwhen a modifier that has been **added in edit mode** to a object and is **deleted in edit mode,** it is not restored when using undo. \nThe operation shows up in the undo history but does nothing.\n![image.png](image.png)\n\n1. go into edit mode\n2. add a modifier\n3. delete the modifier\n4. use undo, notice modifier is not restored.\n\ncreating the modifier in object mode or deleting it in object mode will restore it when using undo. this is a very confusion inconsistency that i noticed with the new undo method.\n" ]
[ "Disabling boolean modifier in viewport still causes slowdown in animation playback\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 432.00\n\nBroken: version: 2.81 (sub 16)\n\nWhen disabling a boolean modifier in the viewport for performance reasons, there is still a considerable slowdown in animation playback unless the modifier is deleted (much smaller slowdown than with it enabled, but still a considerable slowdown).\n\n1. Create two meshes to use for the boolean modifier (at least one should be dense enough to cause a slowdown when boolean is used)\n2. Add the boolean modifier to one of the meshes\n3. Disable modifier in viewport and notice how there is still a slowdown\n4. Remove the modifier completely and notice how there is no more slowdown. \n\nHere is an example file\n\n[bool_slowdown.blend](bool_slowdown.blend)\n", "All modifiers are recalculated because of one that is disabled.\nOperating system: Win 7\nGraphics card: Geforce GTX 1660\n\nBroken: version: 2.83 (sub 0)\n\nWhen disabling a modifier in the viewport for performance reasons, there is still a considerable slowdown.\n\n[Claude_tmp.blend](Claude_tmp.blend)\n- Open file\n- Move random vertex of tete.003 mesh\n\nTo have a good speed in mesh or in UV edit i have to \"disable in viewports\" the wig in the outliner\n\nHere is another example file:\n[bool_slowdown.blend](bool_slowdown.blend)\n- Open file\n- With boolean modifier disabled run the animation.\n- Delete the boolean modifier and compare the speed.\n\n", "Boolean modifier calculated when invisible\nOperating system: Windows 10\nGraphics card: Radeon R7 M370\n\nBroken: (example: 2.81a)\n\nBoolean modifier is being calculated despite modifier being set to invisible to the viewport (and to the render too)\n\nI am working with high density mesh and am making some boolean operations, was experimenting how to animate some transforms without making my machine lag and bumped in this minor bug\n\nSubsurf the default cube to the max (for a decent machine add a second subsurf modifier to the cube).\nAdd a second mesh (in my test a cube)\nAdd a boolean modifier to the ridiculously subdivided cube, pointing to the simple cube\nMove around the simple cube - the dense mesh is being cut - viewport shall be lagging\nDisable the viewport rendering of the bool modifier\nMove around the simple cube - the dense mesh is entire - viewport still lagging\n\n\nThanks <3" ]
Transform Origins causes wrong accumulated offset when snapping Operating system: Darwin-18.5.0-x86_64-i386-64bit 64 Bits Graphics card: Intel(R) Iris(TM) Plus Graphics 640 Intel Inc. 4.1 INTEL-12.8.38 Broken: version: 2.81 (sub 3) Using vertex snapping with the option to transform the origin, makes the origin fly away into the distance, because the offset seems to be applied cumulatively - Open default new blender scene - Duplicate default cube and move it away from first cube - Enable Snapping, and set the snapping mode to Vertex - Enable Affect: Origins in the Pivot Point popover - Move the origin to one of the other object's vertices - You'll see the origin fly off the screen, rather than actually snapping to that vertex ``` ```
[ "Motion Blur glitches, the further an object is placed from the world origin (even with no motion)\nMac Os 10.14.5\nRadeon Rx580 \n\nBlender 2.8 & 2.81 Beta (5/11/19 build)\n\nObjects are seriously corrupted when the motion blur checkbox is ticked, even when there is no camera or object motion.\n\nI have attached a simple project with only a Cube, Camera & light... & placed it 500,000m from the world origin on the Y-axis.\n\nThe image is distorted in rendered camera view...moving the cube backwards towards the world origin fixes the issue at around 50,000m\n\nMoving the object further away (try adding a zero to push the cube 1,000,000 from the world origin) distort the object more.\n\nSwitching off motion blur on the (static!) camera restores the image quality.\n\nI'm doing a space animation with some large distances involved, & this bug has just bitten me. I'd appreciated if others could confirm.\n[Motion Blur Draw Distance Test.blend](Motion_Blur_Draw_Distance_Test.blend)\n\n![Screenshot 2019-11-06 at 21.06.37.png](Screenshot_2019-11-06_at_21.06.37.png)\n\n", "Adding vertices when Basis Shapekey is active prevents changes to the Basis from affecting other keys\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.89\n\nBroken: version: 3.1.0\nWorked: (Unknown, bug exists at least as far back as 2.79b)\n\nAs requested by @ideasman42, this is a report of the following shapekey bug:\n\nWhen vertices are added to a mesh with shapekeys when the **Basis Shapekey is selected**, any changes made to the Basis key will **NOT** propagate to other keys.\n\nHOWEVER, if vertices are added when any key **OTHER** than the Basis is selected (ie. Key1), and then the Basis key is edited, any changes to the Basis **WILL** correctly propagate to other keys.\n\nADDITIONALLY, if vertices are added when the Basis Shapekey is selected, **BUT** Edit mode is first **EXITED** then **RE-ENTERED** before any vertex manipulation is made to the Basis key, then any changes to the Basis **WILL** correctly propagate to other keys.\n\nAll three scenarios below (based on a new empty project) are demonstrated in **[this example video HERE ](v7YUb_9H2Ec)**.\n\n**1.** Add a cube, add 2 shapekeys. With the \"Basis\" key selected, enter Edit mode and add loop cuts. Move the vertices. Select \"Key1\" and notice the changes to the \"Basis\" key have **NOT** affected Key1. **This is the only scenario where the bug exists.**\n\n**2.** Add a cube, add 2 shapekeys. With the \"Key1\" key selected, enter Edit mode and add loop cuts. Now select the \"Basis\" key. Move the vertices. Select \"Key1\" again and notice the changes to the Basis key have affected Key1 as expected. **This is one workaround.**\n\n**3.** Add a cube, add 2 shapekeys. With the \"Basis\" key selected, enter Edit mode and add loop cuts. Now **EXIT** Edit mode and **RE-ENTER**. Move the vertices. Select \"Key1\" and notice the changes to the Basis key have affected Key1 as expected. **This is a second workaround.**\n\n*P.S. Apologies for the very late report. The last 3 weeks have been heavily pre-occupied with music production. And I'm super thrilled that #44415 made it into the 3.1 release. Thanks so much to @ideasman42 and all the talented Blender devs for making this happen!* :-)\n", "Extra rotation exporting to collada\nOperating system: Ubuntu 18.04\nGraphics card: Intel, Nvidia\n\nBroken: 2.79b\n\nWhen exporting to collada format it seems to add extra rotation to objects.\n\n\nI've created a single plane (file planos.bend) and exported it to file planos2.dae. Then imported and exported it 2 more times (attached results). End situation is added as planos_bug.blend.\nI'm unable to export and object in the same position I have it on blender.\nMy target is google earth and it seems imports of .dae behave identically both in GE and in Blender\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n[planos.blend](planos.blend)\n\n[planos_bug.blend](planos_bug.blend)\n\n[planos2.dae](planos2.dae)\n\n[planos2-1.dae](planos2-1.dae)\n\n[planos2-2.dae](planos2-2.dae)", "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 ", "Assign Shortcuts: creates shortcut in the \"wrong\" space\n**OS**: Linux 5.3.8-arch1-1 x86_64\n\n**Blender version**\nBroken: 2.8x (up to and including fc79d27951)\n\nWhen using the context menu to assign shortcut to a button or checkbox, the shortcut is created in a wrong space, which may lead to error popups when pressing that shortcut with mouse hovering over a different space.\n\n\n1. Load the default scene.\n2. In 3D viewport, expand the Overlays popover, right-click the Wireframes checkbox and assign a shortcut through the context menu.\n3. Note that shortcut works while the mouse is over the 3D viewport.\n4. Move the mouse over the Properties and try pressing the shortcut. You'll get an error popup.\n\nThis is due to the shortcut being created in the Window space, not 3D View space.", "Some Bones get slightly offset from Binding/Edit pose in Pose/Object mode\nOperating system: Linux-5.8.0-59-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: GeForce GTX 560/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.143\n\nBroken: version: 2.93.1\n\nAs per usual procedure of chasing out rigged character twitches (rest pose differences from edit pose), I've stumbled upon one that seems to have nothing but bone configuration as the source.\nChain of Bones in particular coordinates produces an offset at the last bone tail when switching to/from edit mode (constraints/animation erased).\nIt was a longer bone chain but those not affecting the result were deleted.\nRecreating bones from scratch in identical coordinates/rolls produced the same offset but in another direction.\nCalculation precision insufficiency?\n\n[stretch1.blend](stretch1.blend)\n - Open,\n - Switch to/from Edit/Pose or Edit/Object modes.\n", "Proportional Editing Influence Is Far Outside Of Influence Circle In Graph Editor\nOperating system: macOS-13.5.2-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 1.2\n\nBroken: version: 3.6.3 Release Candidate\n\nProportional Editing reaches way too far from influence circle when using the graph editor causing non-highlighted neighboring keys to move even if they are far from highlighted keys.\n\n<video src=\"attachment\" controls></video>\n\nI'm providing a video for reference.\n\n• Have an f-curve with keys on every frame.\n• Move a few keys up several values away from the main line of keys.\n• Turn on Proportional Editing (smooth default) use small influence circle.\n• Adjust key on the original base value next to keys that have been moved.\nNormally influence will only affect the keys in influence range and not keys so far away.\n\nThanks,\nTim\n\n", "No Vector Displacement On Instances\nWindows 10 x64\n\n2.79.4\n\nVector displacement doesnt work with instances, It mirrors the displacement on the first object, Im sure this is working as intended but there are many cases where you need to displace actual instances as well.\n\nHaving a checkbox somewhere to enable instance displacement would be amazing\n\n\n\n![blender_2018-07-27_22-07-02.png](blender_2018-07-27_22-07-02.png)\n\n[instances.blend](instances.blend)\n", "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", "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)", "Animation (e.g. driver) jumps to another socket, when i move input socket in the node group.\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: 3.3.0\n\nOpen file, try to move Scale input socket upper. Driver will jump to Scale socket\n[driver jumps.blend](driver_jumps.blend)\n\n[2022-09-24_22-56-08.mp4](2022-09-24_22-56-08.mp4)\n", "Grid lines showing up when origin is far from mesh\nOperating system: Win 10 Home\nGraphics card: GTX 1070\n\nBroken: (example: 3.2.1, a2d59b2dac9e, master, 2022-07-05, as found on the splash screen)\n\n\nGrid lines showing up when origin is far from mesh but only when bumping out the normals in the shader editor, more testing required. (only happens in cycles regardless of optix/cuda or cpu rendering)\n\nopen the attached blend file and go to camera view, then switch to viewport shading or render an image. you will notice a grid on the surface of the plane in certain areas. And the grid goes away when origin is set to centre of mesh. Or you disable the bump node in the shader editor. Seems to be a rendering bug.", "Skin modifier root on every vert\nOperating system: win10\n\nBroken: (2.79b, 2.82)\n\nSingle vert is screwed into spiral via Screw modifier. Skin modifier treats every vert as root, ending up with bad polygon flow.\nLeft is object with modifiers, right is applied version to see issue clearly:\n![screw_skin_root.jpg](screw_skin_root.jpg)\n\n1. Use single vert with offset from origin to create spiral via Screw modifier\n2. Put Curve modifier on it\n3. Add Skin modifier\n4. Apply every modifier before Skin\n5. Enter edit mode and see many roots\n6. Click \"Mark Root\" in Skin settings -> polygons calculated correctly\n\nIn attached file:\n6. Click \"Mark Root\" in Skin settings -> polygons calculated correctly\n[screw_skin_root.blend](screw_skin_root.blend)\n", "Adaptive Subdivision - Stray vertex / Spikes\nOperating system: Ubuntu 18.04\nGraphics card: GTX 1080 Ti\n\nBroken: 2.81 2019-12-05\n\nI'm using adaptive subdivision for micro-displacements to turn a surface mesh into a thick scarf with yarn geometry. In some of my animation's frames I have found spikes in the rendering such as here:\n![Issue.png](Issue.png)\nIt seems to be deterministic in that I can reproduce it for a single frame of the animation; I attached the blend file for a minimal example of a single frame with the issue.\nThis issue does not happen in the progressive viewport render. Also, since the ao-map that I'm using to drive the displacement does not change over time but this happens only in some frames, it is likely not related to the displacement map but more to the *mesh and the adaptive subdivisions*.\n\nOpen the blend file and press F12 to render\n[adaptivesubdiv_issue_updated.blend](adaptivesubdiv_issue_updated.blend)", "Particles reset their position when using time stretching\nMinimal reproduction steps:\n- Add a particle system to the default cube and make it renderable.\n- Set the old time stretching setting to 20 and leave the new at 100.\n- Play the animation until frame 90 and render.\n- Find that the particles are sticking on the object as opposed to their correct position in the viewport.\n- Render again. They now have their correct position.\n- Play another 5 frames.\n- Render again, they are now sticking to the object again.\n\n[timeStretchingBadRender.blend](timeStretchingBadRender.blend)\n\n**Original Report**\n\nHello,\n\ni am using blender-3.1.0-linux-x64 and working on particles with time stretching but the viewport display is correct.\n\nattached is the blend file. [experiment with text.blend](experiment_with_text.blend) \n\nproblem seen in cpu/gpu/cycles/evee.\n\nregards,\nYaju" ]
[ "Pivot point \"affect only: Origin\" and Snap\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.86\n\nBroken: version: 2.81 (sub 3)\nWorked: (optional)\n\nMoving the origin of one mesh using Pivot point \"affect only: Origin\" with Snap enable (any snap method) to another mesh, the origin move far away from the desired snap point.\n\n1- Add cube.\n2- Add second cube and move it next to the another one.\n3- Keep the second cube selected and enable Origins from the Pivot Point menu.\n4- Enable Snap to Vertex (any other snap method will reproduce it).\n5- Move the Origin of the second cube to snap to the vertex of the first cube. (by using \"G\" or the move tool over the toolbar)\n\n[Origin with Snap.blend](Origin_with_Snap.blend)\n\n\n" ]
Persistant Data makes Particle Systems disappear after the first frame Operating system: Windows 10 Pro 64bit Graphics card: PNY 2060 SUPER Studio Driver 462.31 Broken: 3.0 Cycles X Experimental Branch, c77529091f8d, Date: 2021-05-07 14:43 (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen) Worked: No versions with cycles x that fix the bug When there's a particle system in the scene and persistant data is enabled, the particles disappear after the first frame. Without perstistant data the particles look fine at every frame I tried multiple times with multiple settings to reproduce the bug using the startup file, but no luck on that. This is the link of the file where the bug is happening, i checked everything: it shouldn't happen, also because if you turn off "persistant data" the particles look fine on every frame. view?usp=sharing Thanks!
[ "Cycles can not render parent particle hair, while Eevee can.\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 537.13\n\nBroken: version: 3.6.0\nWorked: I duno\n\n![Eevee.jpg](attachment)\nIn Eevee, parent particles are successfully rendered both in viewport and final render.\n\n![Cycle.jpg](attachment)\nHowever, Cycles fail to render the parent particles both in viewport and final render.\n\nA sample Blender file has been attached below.\n\n", "Materials linked to the object's data are lost when removing attributes from instances in geometry nodes\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 4090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.24\n\nBroken: version: 3.5.0 Alpha\n\nMaterials linked to the object's data are lost when removing attributes from instances in geometry nodes.\n![Screenshot 2023-01-30 155635.png](Screenshot_2023-01-30_155635.png)\n1.Instance a collection using geometry nodes.\n2.Remove an attribute from the instances (the attribute doesn't need to exist).\n3.Materials stored on the object data are now lost.\n\n\n[BugExample.blend](BugExample.blend)\n\n\n", "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.*", "Particle bug\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 950M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.1.2\n\nHair particles in particle edit mode cannot add new particles if emit is set to vertices. When you try to change emit to faces - all previously created particles disappear.\n![image.png](image.png)\n\n[test.blend](test.blend)\n", "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", "Particle display problem in rendering when using the Time remapping option\nOperating system: Mac Os Mojave 10.14.6 (18G95) and Windows 10 (Last update)\nGraphics card: AMD Radeon R9 M295X 4 Go & Nvidia GTX 1070\n\nBlender 2.80\n\nThere is a problem of particle rendering if we use the Time remapping function which makes it possible to make a film slower by multiplying the number of images of an animation. The particle animation is not continuous, some disappear and then reappear creating a jerky effect.\nThe problem does not appear when launching the animation directly in the software but only by doing a rendering calculation whether it is in film or frame-by-frame mode or movie (with Cycle or Eevee rendering)\n\nIf I leave the time remapping by default (old 100, new 100) there is no problem.[torus particules.blend](torus_particules.blend)\nIf I change the time remapping to have a movie with 4 times more image (old 25, new 100), the problem appears: the particle animation is not continuous, some disappear and then reappear creating a jerky effect.", "Crash after Disk Cache Particle bake while set to render as path\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.65\n\nBroken: version: 3.0.1\nsame results on daily 3.1 build\n\nBlender crashes after finishing baking the particles to disk.\nThen proceeds to delete the baked files upon reopening the file. \n(don't know if the deletion is intended behaviour or not, but it stops you from being able to salvage the bake unless you rename / duplicate the cache folder beforehand)\n\nSeems to only happen with disk cache bake and not baking to memory. \nChanging the 'render as' setting to anything but 'path' seems to stop the crashing.\n\nOpen file, bake the particle system\n[Particle Bake to DiskCache Crash.blend](Particle_Bake_to_DiskCache_Crash.blend)", "File browser buttons disappear on undo in another window\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.79\n\nBroken: version: 2.92.0 Alpha\n- All versions since the new file browser was introduced are affected by this\nWorked: Never\n\nI've tried to save file with CTRL+S and by accident pressed my LMB on a viewport. Because of that mistake, I pasted object in my scene, instead of pasting file name in \"Blender File View\" window. So I tapped CTRL+Z (while still being active in a viewport) and whole panel with buttons \"Save file\", \"Cancel\" in \"Blender File View\" window disappeared. I've tested this on a completely new empty blender file. Pressing on a viewport didn't recreate that effect (probably, because nothing was there). But pressing on outliner or timeline have the same issue.\n\n- Open Blender\n- CTRL+S\n- Press LMB on an Outliner\n- CTRL+Z\n\n[UI bug.blend](UI_bug.blend)", "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", "Particle system baking messes particle dietime (that in turn messes up particle textures)\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.5.0\n\nIf texture with color ramp is used for animating particle size through lifetime, in ~10 last frames of simulation all particles PERMANENTLY getting smaller until totally disappear lol, and it occurs only if using BAKE.\nthis is not animation, this is 100% bug, looks like particle size animation is applied to WHOLE particle system respectively/relatively to all scene timeline, and is overriding every single particle age at the end of timeline.\n\nFile uploaded.\nParticle systems in blender are SOOOO broken, the way how it works is so facepalmable, particularly \"bake\" and \"textures\".\nlooks like in my case they met lol\n", "Particle system: late update of object`s tracking axis after «object`s rotation» switching.\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 13)\nWorked: Apparently never (2.79 has the same problem)\n\nAfter switching on/off object`s rotation for particles, their rotation updates wrong and I need to switch something at initial object to update rotation of particles.\n[2020-04-22_16-08-56.mp4](2020-04-22_16-08-56.mp4)\n\n- Make particle system, that emits object.\n- Switch object`s tracking axis to +Z (relations)\n- Switch Object`s rotation in the particle system render tab.\n- Rotation is wrong and not changing until object`s transform not updated.\nor\n- Open attached file\n- Move the \"Cone\" object to update the particles\n- In the Cube particle settings, enable and disable `Object Rotation`\n[particle system rotation tracking no update.blend](particle_system_rotation_tracking_no_update.blend)", "Hair particle system duplicates objects on some faces and don't fill the rest\nOperating system: Ubuntu 19.04\nGraphics card: AMD Radeon RX580\n\nBroken: (2.81 release compiled from source)\nWorked: (optional)\n\nEven with even distribution enabled, 1 particle per face and a low count of particles to spawn, the particle system put two particles on the same face but with different sizes.\n\n1) Create a cylinder with 32 vertices.\n2) Create a small (scale 0.05) cylinder to use as a reder for particle.\n3) Delete the top and bottom faces of the small cylinder so it becomes like an empty tube.\n4) Enable particle system hair on first cylinder and, choose 30 as number, 1 per face source and disable random order, select as render object the small cylinder, the scale 1.0 and choose to randomize the scale a few (0.5 is ok).\n5) Play with the number of particles and the seed and more than sometimes you will notice two or more small cylinders rendered on the same place overlaping (specially on the top and bottom faces).\n\nWhat I expect:\nIf you count the number of faces of the cylinder (added with default parameters) it will have near 30. If I choose \"even distribution\" of particles and \"1 for each face\" without random, what I expect is that all the faces of the cylinder have at least 1 particle, no more, no less.\nIf there are 30 faces and if I limit the number of particles to exactly 30, there must be exactly one particle for each face.\nWhat happens actualy is that there are 4 particles lying around on the top and bottom faces and I don't know why. And there are no particles on some other faces. And sometimes two spawns on the same place on the bottom or top face of the cylinder.\n\nWith complex meshes it makes a mess, specially if I need to paint the weight to affect density. In that case there are more particles on some places and there are no particles on places with a high value of weight. \n", "Particles Nodes\n**Status:** Project on hold. Active development in this area can be found in the [geometry nodes project ]().\n\n---\n\n**Team**\n**Commissioner:** @brecht\n**Project leader:** @JacquesLucke \n**Project members:** @sebbas @WilliamReynish\n\n**Description**\n**Big picture:** Implement a stable (reliable) flexible node based particle system.\n\n**Use cases**:\n* Motion-graph work that relies on time-based animations.\n* Set dressing of environment elements.\n* Generative weathering of surfaces.\n* Fireworks (particles that spawn new particles).\n* Dew drops on a leaf.\n\n**Design:**\n* Re-usable effects\n* High level nodes out of the box\n* ? (mental model for different types of nodes)\n\n**Engineer plan:**\n* C++ libraries in blenlib.\n* New builtin simulation node system.\n* The functions framework with a runtime type system for efficient evaluation of node trees.\n* The particles system that parses a particle node tree and performs the simulation.\n\n**Work plan**\n\n**Milestone 1**\n*Time estimate: 2-4 months*\n- [ ] Particle nodes\n - [x] Add Simulation node tree type\n - [x] Add placeholders for built-in simulation nodes\n - [x] Add placeholders for built-in function nodes\n - [x] Define list of built-in nodes\n - [ ] Define list of group nodes to ship with Blender\n - [x] Define categories and menu organization\n - [ ] Finalize naming of nodes and sockets\n - [x] Support for storing ID pointers in sockets for object/image sockets\n- [ ] Explore different ways to visualize sockets and links of different type ()\n- [ ] New `Simulation` data-block containing node tree and cache parameters\n - [x] Basic implementation of ID type\n - [x] Dependency graph and copy-on-write integration\n- [ ] Point cloud (basic) object type (@brecht)\n- [ ] Modifier for point cloud copies simulated particles from simulation\n- [ ] Simulation caching\n- [x] Functions nodes system\n- [ ] Particle solver capable of solving multiple particle simulations with emitters, events and forces (#77266)\n- [x] Find system to ship node groups with Blender (asset system or if not ready, something temporary) (in branch currently)\n- [ ] Implement all built-in nodes\n\n**Milestone 2 - Feature completion**\n- [ ] Use cases are supported (particle scattering, weathering, ...).\n\n**Unknown Milestone**\n- [ ] Good collision handling in solver\n- [ ] Access any particle attribute in material\n- [ ] Access particle data from Python\n\n---\n\n**Relevant links**:\n* #68636 (Initial Particle Nodes)\n* [Everything nodes project ](Nodes)\n* [Unified Simulation System Proposal ](UnifiedSimulationSystemProposal)", "Child Of vertex group fails when controled by Particle System\nWin10 64bit\n\nBroken: 2.79\n\nChild Of constraint fails on rotation from PS\n\nOpen file, play animation on every layer\n\nFirst layer: *Empty* with *Child Of* constraint is controled by Plane's transform animation -> works OK\nSecond layer: *Empties* with *Child Of* are controled by Plane's *Particle System* (via *Explode*) -> Location is maintained, but **rotation is non-synchronized**\nThird layer (example of how previous case is expected to work): Empties parented to *3 vertices* are controled by same PS - OK\n[Child_Of_test.blend](Child_Of_test.blend)\n", "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" ]
[ "Persistent data: Particles/Hair don't render\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 462.31\n\nBroken: version: 2.93.0 Beta\nCaused by 50782df425\n\nWith enabled \"Persistent data\" hair particles are rendered only in the first frame.\nI tested it on two other computers (one with no graphics card, one with two GTX 980 - both are running Windows 8) and it worked as expected.\nBut it doesn't work on my computer whether it's being rendered on the GPU or the CPU.\nI deleted the preference folder to start blender from scratch - same result.\nAditional info: the machine is running 32 GByte of RAM. Everything else works like a charm in Blender.\nEdit: It does not work with Geometry Nodes as well.\n\nSee the attached video and blender files. It's just a simple plane with an hair particle system. No physics, no animation.\n[persistent_data.blend](persistent_data.blend)\n[2021-05-07 06-48-31.mp4](2021-05-07_06-48-31.mp4)\n\n" ]
Blender stops opening on main monitor Operating system: Windows-10-10.0.18362 64 Bits Graphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 399.24 Broken: version: 2.80 (sub 75) Worked: (optional) I have 3 computer screens and Blender no longer opens on my main screen, as it used to. This morning I decided to open the filter settings and activate some of the restriction toggles (selectable/disable in viewports/disable in render) and then I clicked "File->Defaults->Save startup file , so that I won't have to activate those filters each and every time I start a new blender project. Well, I have 3 monitors, and after changing this setting Blender stopped opening on my main monitor (screen #1 in the pic) and instead now always opens on my 3rd monitor. I changed it back by loading default settings, but still doesn't work. Went to "C:\Users\Automata\AppData\Roaming\Blender Foundation\Blender\2.80\config\" and deleted userpref.blend and still didn't work, then I deleted startup.blend and that fixed the issue. Then I tried making the filter settings again, and again I get the same issue where Blender stop opening on the main screen. How can I change any settings and "save startup file" without having this bug each and every time ? Thanks for your time. ![monitor setup.png](monitor_setup.png) ![filter toggle.png](filter_toggle.png) [startup.blend](startup.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", "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!", "Viewport render gives black background when overlays are turned off.\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: \n - 2.92.0 Beta\n - 2.92.0 Beta \nWorked: \n - 2.92.0 Beta\n - 2.91\n\nviewport render gives black background, this happens only when the overlays are turned off.\n\nopen the file, go to view/viewport render image.\n\nthank you\nMax\n\n![viewport_black_bg.png](viewport_black_bg.png)\n[black_bg.blend](black_bg.blend)\n\n\n", "Cloth simulation collision differs between viewport and render when collider is hidden\nOperating system: Fedora Linux\nGraphics card: AMD\n\nBroken: 3.3.0 - 3.6.1\nWorked: \n\nCloth simulation collision differs between viewport and render when collider is hidden in both.\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n- create a cloth that will collide with the default cube\n- hide the default cube in both render and viewport\n- press play\n- the cloth will collide with the hidden default cube\n- press pause\n- go to frame 1\n- enter and exit edit mode on the cloth mesh to reset the cloth simulation cache\n- render the animation\n- the cloth will not collide with the hidden default cube\n\nAdditionally:\n\n- If you play with cube hidden, up to when cloth collided the cube, and render animation, the animation will be like: cloth collided the cube, and after the cache runs out, it starts falling as if the cube has not been there.\n\n", "Fake Dependency Cycle: 'Disable in Viewport' depends on 'Disable in Renders'\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.2.2\n\nDriving hide_render from hide_viewport causes a dependency cycle\nwhile the error occurs on all objects, the driver does seem to work on some objects, but not others. In the default scene for example, the driver works with the camera, but not the cube or the light\n\n- in the outliner, edit the filter to display the `Disable in Viewport` option.\n- Right click the `Disable in Viewports` icon on any given object\n- Copy as New Driver\n- Right click the `Disable in Render` icon of the same object\n- Paste Driver\n[render visibility driver issue.blend](render_visibility_driver_issue.blend)\n\n", "Grease pencil eraser settings not loaded on startup when using ctrl+LMB with the Draw tool\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: Intel(R) HD Graphics 620 Intel 4.5.0 - Build 26.20.100.7925\n\nBroken: version: 2.90.0\n\nWhen first opening a blend file, your eraser settings are set to default when using ctrl+LMB with the draw tool, and only update after switching to the eraser tool and using it.\n\n\n- Open attached file (the Stroke object is selected and the Draw tool activated in Draw mode).\n- Draw a line\n- Erase part of the line using the same tool but with Ctrl selected. Notice how it behaves as if the `\"Eraser Soft\"` brush is used. \n- Switch to the Eraser tool, erase part of the line. Notice how it behaves according to the specified Brush: `\"Eraser Point\"`. \n- Switch back to Draw tool, and hold down ctrl to erase another part of the line, it should now start behaving like the `\"Eraser Point\"` brush.\n\n[eraser bug.blend](eraser_bug.blend)\n\n", "Steam Blender doesnt open Saved Files\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 960M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 452.06\n\nBroken: version: 2.90.0\n\nSaved Files from Steams Blender do not open and require me to have a normal Blender file downloaded separately.\n\nSave a file from the Blender downloaded from Steam, then try to open it normally. The PC will say it cannot find a suitable software to open it in. The problem will be fixed if I have a separate Blender downloaded. (I need the steam to count the time I spend on it)\nBased on the normal Startup of Blender, I have not added or changed anything.\n![Error.png](Error.png)\nThank you very much, and all the best.\nTake care.\n\n", "File Browser and Preference Windows open at unusable position/scale.\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.66\n\nBroken: version: 2.82 (sub 7)\nWorked: 2.8\n\nOn a multi-monitor set up the File Browser and Preferences windows open up on the \"wrong\" monitor and insanely small. They require being resized *every single time* they are opened - does not remember last position or scaling.\n\nScreenshot of both monitors. The main monitor is a 4k and the secondary, on which I regularly run Blender, is a Cintiq 22HD (1080).\n\n![blender2-82_fileViewer.jpg](blender2-82_fileViewer.jpg)\n\n![blender2-82_preferences.jpg](blender2-82_preferences.jpg)\n\nOn a multi-monitor display, especially one with a 4k as main, open the File Browser and/or Preferences windows.\n\n", "unable to use the workspace tabs or menus if rendering onto a second monitor\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.92\n\nBroken: version: 2.90 (sub 0)\n\nunable to use the workspace tabs or menus if rendering onto a second monitor\n\nSee video below. I reported it previously but it got merged with T71334 which was recently closed. @brecht fixed it the other day, but this bug still remains so just raising a new bug with better info. \n\n[2020-05-02 22-21-54.mp4](2020-05-02_22-21-54.mp4)\n\n\nSet resolutions:\n- Primary monitor 4K, 150% scaling\n- Secondary monitor 1920 x 1080 100% scaling\n\n- Have Blender main window on primary monitor and render on secondary monitor.\n- Render image\nTry to switch workspace - it doesn't work\n\n", "File open dialog size larger than screen resolution \nOperating system: Windows-10-10.0.17134-SP0 64 Bits\nGraphics card: GeForce RTX 2080 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 419.67\n\nBroken: version: 2.83 (sub 1)\nWorked: 2.80 and before\n\nThe file open dialog opens with a larger size than the resolution of the monitor it is on. I am using an external monitor with a larger resolution (4K) than my laptop. Now I run Blender on the larger monitor. It then opens the file open dialog on the smaller laptop screen, but makes the window as big as though it was on the larger monitor.\n\nThis is bad, as important parts of the window are not visible, like the options on the right, the file name at the bottom, the OK and Cancel buttons. You then have to manually rescale it. Now this is even more annoying due to the fact that Blender does not remember the last size and location of the window, so every time it opens it like this.\n\nThe problem seems to be, that Blender opens the dialog on your \"main\" display, but calculates the size of the window based on the size of the parent Blender window. \n \n\n- Use two monitors with different resolutions (eg. laptop + external 4K). \n- Set the smaller as the main display (if using the example setup, this is the default anyways).\n- Run Blender on the large monitor and go to \"file open\".\n- Window opens on the smaller screen, and portions of it are off-screen.", "Edit mode. Wire become non-selectable dependent on resolution (regression)\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.86\n\n\nBroken: version: 2.80 (sub 75)\nWorked: 2.79\n\n\nWithout multisampling wire just disappear and with multisampling it is still visible but not selectable.\n\n[2019-09-14_23-07-53.mp4](2019-09-14_23-07-53.mp4)\n[2019-09-14_23-09-58.mp4](2019-09-14_23-09-58.mp4)\n\n\n\nTry to select loop and zoom in-out with and without viewport multisampling. Here the file, but bug will appear even with UV-sphere.\n[b.blend](b.blend)\n\n", "Trackpad stops working for a while\nOperating system: MacOS 12.6.5\nGraphics card: AMD Radeon Pro 5500M\n\nBroken: 3.6.2\nWorked: don't know\n\n\nSometimes, Blender stops responding to trackpad gestures such as two-finger scroll or pinch zoom. This is not just in the viewport but everywhere - I can't scroll menus or the node view, for example.\n\nThe UI is otherwise responsive when this happens - I can scroll menus by dragging the slider at the edge, just not with a two-finger scroll.\n\nIf I go and do something else in another app for a few minutes, it usually fixes itself.\n\nThis happens sporadically and I don't have a reliable way to reproduce it, but it seems to happen often after I render an image - after the image has rendered, I try to use pinch-zoom to look more closely and find I can't. I am not sure if it happens in other situations as well - if it does I will update this report.\n\n\nI'm afraid that I can't reproduce this reliably - it just happens every now and then, in any .blend file. I am happy to take any advice on how to look for a way to reproduce it.\n\n", "Resizing the Blender Window causes the interface to disappear\nOperating system: macOS-13.4.1-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 Pro 1.2\n\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: 3.6.0\nBroken: 3.6.1, 4.0.0 (Metal)\nWorked: OpenGL\n\nWhen resizing the Blender window the whole UI goes blank.\n\n\n- edit the layout by removing the 3D view\n- resize the Blender window\n\nSee `resizing-window-interface-disappear.mov`.\n\n***\n\n**Original report**\n\nNo on any one project, and doesn't always happen immediately.\n\nLiterally resizing the window nothing else. I do have magnet installed for windows management, that wasn't being used in this instance.\n\nI have a multi monitor setup, 3440x1440, 2560x1440 and the MacBook's internal display active.\nOnce in this happens the UI has only reappeared once so far and requires Blender to be closed and relaunched.\n\nI had OBS open at the time, I don't have to be recording for the incident to happen.\n", "Missing Letter V and Black Screen\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: AMD Radeon(TM) Graphics ATI Technologies Inc. 4.5.0 Core Profile Context 23.7.1.230626\n\nBroken: version: 3.6.0\n\nWhenever I open Blender, the viewport is black and the letter v is not displayed in any of the menus. Here is a link to a screenshot: VZui9.png \n\nIt simply appears like this on startup.\n\n", "Eevee: Unknown bug when just create first shader \nStep to reproduce an issue (or bug?):\n1. Run latest Blender v3.4alpha (Experimental build) with Eevee Next integrated.\n2. Create scene with just one Cube.\n3. Go to Properties > Material panel > Create New material.\n4. Boom! Blender shut down imidetily." ]
[ "Blender 2.80 always launches on the secondary monitor\nOperating system: Windows 10 64-bit\nGraphics card: Nvidia GTX 1060 6Gb\n\nBroken: 2.80\nWorked: 2.7x\n\nBlender always launches on the secondary monitor\n\nA lot of times my secondary monitor is turned off. Blender 2.80 shortcut is on the primary desktop (main monitor). Every time I launch it, the console opens up on the main monitor, but Blender itself opens up on the secondary monitor. 2.79 never did that - it would open on the main monitor (primary desktop)." ]
Align to Object Transformation does not work Operating system: Windows-10-10.0.19041-SP0 64 Bits Graphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.89 Broken: version: 2.91.0 I rotate the default cube randomly with "rr" I create a new custom transformation from the rotated cube I select the new Transform Orientation I create a new mesh e.g. a Suzanne With Suzanne selected I go *Object - Transform - Align To Transform Orientation* Nothing happens.
[ "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)", "Applying negative scale inverts multires displacement\nOperating system: Windows 10\nGraphics card: RTX 2070\n\nBroken: 2.82a, 2.90 Alpha (542ff416e274)\nWorked: 2.79b\n\nWhen multires-sculpting an object, then mirroring it on any axis and then applying the scale, the multires displacement inverts - turning inside out. Flipping normals (either before or after applying scale) doesn't help.\nIn 2.79b, multires data is retained correctly after applying scale, although normals need to be flipped afterwards.\n\n1. Pick the default cube, add a multires modifier to it.\n2. Subdivide a bit for good measure, sculpt something.\n3. In object mode, mirror the object on any axis.\n4. Apply scale.\n5. Observe the sculpt turning inside out.", "Object transforms affecting Sculpt Mode Brush behaviour\nThis is a design proposal to change some underlying behaviour of the brush system in Sculpt Mode.\n\n**The issue:**\nWhen scaling or rotating an object and then proceeding to sculpt on it in Sculpt Mode, the brush behaviour is generally affected by the transforms of the object.\nSo if the scaling is 1 on X & Y but 3 on Z, the brush radius will be 3 times as high. \nIf the object is scaled down in general, the brush strength will be lower in total.\nIf the object is also rotated, the brush radius will be as well and rake effects like for the Snake Hook brush will be badly affected since the object rotation is added to the rotation of the brush.\n\nIn recent versions the brush radius is at least reflecting the object transforms, which helps spotting these negative influences and reminding the user to apply the object transforms before sculpting.\nBut there is not benefit to having the Sculpt Mode being affected by the object transforms, so this is just a limitation of the current system.\nIt's also good to add that on the other hand Edit Mode is not negatively affected by the transforms of the object.\n\n[2020-03-02 11-42-04.mp4](2020-03-02_11-42-04.mp4)\n\n**The proposal:**\n\nTo make the sculpting workflow easier on the user it would be ideal if the brushes are not affected by the local transforms of the object but are instead based on the world scale & orientation.\nOnly symmetry options should be directly influenced bu the local transforms.", "Particle System 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", "Blender crashes when using temp_override on 'UV' area with transform.translate, transform.resize\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.41\n\nBroken: version: 3.3.5\nBroken: version: 3.4.1\nBroken: version: 3.5.0\nWorked: none\n\nWhen executing `transform.resize` or `transform.translate` with `context.temp_override(area=uv_area)` Blender crashes. This happens when the area.ui_type is UV, with VIEW_3D is works fine.\n```\nError : EXCEPTION_ACCESS_VIOLATION\nAddress : 0x00007FF72DEF3C80\nModule : blender.exe\nThread : 000009dc\n```\nthe complete crash file is attached\n\n1. create a new Text and paste the below code into the text (the attached file issue.blend can also be used)\n```py\nimport bpy \ncontext = bpy.context\narea = context.area\narea.ui_type = \"UV\"\nwith context.temp_override(area=area):\n bpy.ops.transform.resize(value=(0.5, 0.5, 0.5), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', mirror=False, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False, snap=False, snap_elements={'INCREMENT'}, use_snap_project=False, snap_target='CLOSEST', use_snap_self=True, use_snap_edit=True, use_snap_nonedit=True, use_snap_selectable=False)\n bpy.ops.transform.translate(value=(0.25, -0.25, 0), orient_axis_ortho='X', orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', mirror=False, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False, snap=False, snap_elements={'INCREMENT'}, use_snap_project=False, snap_target='CLOSEST', use_snap_self=True, use_snap_edit=True, use_snap_nonedit=True, use_snap_selectable=False)\n```\n2. run this text, Blender will now crash\n\n**Note**: not using `temp_override()` and executing these operators in the current context with the ui_type set to UV works fine. Like this: \n```py\nimport bpy \ncontext = bpy.context\narea = context.area\narea.ui_type = \"UV\"\nbpy.ops.transform.resize(value=(0.5, 0.5, 0.5), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', mirror=False, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False, snap=False, snap_elements={'INCREMENT'}, use_snap_project=False, snap_target='CLOSEST', use_snap_self=True, use_snap_edit=True, use_snap_nonedit=True, use_snap_selectable=False)\nbpy.ops.transform.translate(value=(0.25, -0.25, 0), orient_axis_ortho='X', orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', mirror=False, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False, snap=False, snap_elements={'INCREMENT'}, use_snap_project=False, snap_target='CLOSEST', use_snap_self=True, use_snap_edit=True, use_snap_nonedit=True, use_snap_selectable=False)\n```\n\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", "\"Object Custom Properties\" Drivers don't work while Object Custom Properties are created with simple script.\n\n\n\n\n\n\n\n\n\n\n\n\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 3.2.0 Beta\n\n\"Object Custom Properties\" Drivers don't work while Object Custom Properties are created with simple script.\n\n1. Open Blender.\n2. Select the Default Cube.\n3. Run this code via Text Editor (it creates one Object Custom Property to Cube, and one Object Custom Property to Camera):\n\n\n```\nimport bpy\n\nob = bpy.context.active_object\n\nprop_name1 = ob.name + \"_Property\"\nob[prop_name1] = 0.0\nob.id_properties_ensure() # Make sure the manager is updated\nproperty_manager = ob.id_properties_ui(prop_name1)\nproperty_manager.update(min=0.0, max=1.0, soft_min=0.0, soft_max=1.0)\n\ncamera = bpy.context.scene.objects['Camera']\n\nprop_name2 = ob.name + \"_Property\"\ncamera[prop_name2] = 0.0\ncamera.id_properties_ensure() # Make sure the manager is updated\nproperty_manager = camera.id_properties_ui(prop_name2)\nproperty_manager.update(min=0.0, max=1.0, soft_min=0.0, soft_max=1.0)\n```\n4. Select Camera.\n5. Right Click on created Camera's Object Property \"Cube_Property\" and Left Click on \"Copy as New Driver\".\n6. Select Cube.\n7. Right Click on created Cube's Object Property \"Cube_Property\" and Left Click on \"Paste Driver\".\n8. Value is not drivered / updated. Unless you edit driver, click in Data Path Textbox or Name Textbox, click Enter - now everything works great, but... i didn't change anything there.\n\n", "The inverted mask expand in sculpt mode doesn't work properly\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: AMD Radeon RX 5700 XT ATI Technologies Inc. 4.5.14802 Core Profile Context 21.12.1 30.0.14011.3017\n\n\nBroken: \nProbably broken behavior in 2.83\n2.93.7\n3.0\nCrashes In 3.1.0 Alpha\n\nThe inverted mask expand (Shift+alt+A) in sculpt mode doesn't work properly on blender 2.93 and 3.0\nAs a note it Seems not also not work properly work on 2.83 with symmetry\n\n\nblender 2.83: invertex expand doesn't work with symmetry\nBlender 2.93, 3.0.0:\n- {nav File > New > Sculpting}\n- use the inverted expand: {key Shift Alt A} (it does not appear inverted)\n- now change falloff type with 1-4 (gets inverted)\nIf clicked without changing the falloff type it is applied as it is, without the inversion. If you invert using \"F\", and then change the falloff type, it still changes the inversion. \n\n| 2.83 | 2.93, 3.0.0 |\n| -- | -- |\n| [2022-01-16 17-55-30.mp4](2022-01-16_17-55-30.mp4) | [2022-01-16 18-14-12.mp4](2022-01-16_18-14-12.mp4) |\n\n\n\n\n", "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)", "Pivots drawn in 'Affect Only Origins' being drawn for instances of selected objects\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 3.1.0 Beta\n\nThat pivot drawing when the `Affect Only Origins` option is activated should not appear for objects that are not selected and therefore transformable.\nBut they appear for instances of a selected object.\n[2022-02-11 14-57-47.mp4](2022-02-11_14-57-47.mp4)\n\n- Open attached file\n- Select the plane\nNote that there are 2 pivots being drawn but only 1 can be transformed.\n[Affect Origins Bug.blend](Affect_Origins_Bug.blend)", "Blender continuosly freezes when transforming an object\nOperating system: Ubuntu 20.04.4 LTS\nGraphics card: ntel Corporation Skylake GT2 [HD Graphics 520] (rev 07)\n\nBroken: 3.1.2\n\n\nBlender continuosly freezes when transforming an object.\n\nCreate a General project (With the default cube). Scale the cube in every direction. Continue doing this and it the app will freeze. The debug log is filled with the following message:\n\n\n> INFO (gpu.debug): Notification : memory mapping a busy \"miptree\" BO stalled and took 0.039 ms.\n\n\n\n\n", "Sculpt Mode: Wrong Transform pivot point when set to 3D Cursor\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 527.56\n\nBroken: version: 3.4.1\n\nWrong Transform pivot point in sculpt mode.\nIf you set transform pivot point to 3d cursor and perform a rotation after it won't take orientation pivot into account. Only works on the second input. See the videos for details.\n\n - enter sculpt mode\n - enable symmetry\n - set pivot to 3d cursor \n - enable transform tool\n - mask part of the mesh\n - set pivot\n - perform rotation\n - perform second rotation\n[Blender 2023-01-27 12-14-10.mp4](Blender_2023-01-27_12-14-10.mp4)", "Average: Custom Normal's functions probably doesn't work\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.3.1\n\nMesh > Normals > Averame > Custom Normal functions (F9) probably doesn't work.\n\n1) Add any mesh. \n2) Switch mode to Edit Mode.\n3) Select all components.\n4) Call menu Mesh > Normals > Average > Custom Normals. At this point normals changed.\n5) Open bottom menu or press F9 and try change any sliders.\nChanges will not occur. I assumed that this was a mistake, because. these sliders are repeated in the modifier Weighted Normal, but there they work fine!\n", "Object properties In-front doesn't work in viewport shading\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1060 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87\n\nBroken: version: 2.82 (sub 7)\nWorked: Never\n\nObject properties In-front doesn't work in viewport shading\nAll the other options works in Object properties/viewport display, except for In-front \n![bug.gif](bug.gif)\n\n- Open attached file\n- Go to Viewport Shading\n[lookdev_in_front_bug.blend](lookdev_in_front_bug.blend)\n", "Some mesh operations (e.g. smooth, randomize) are not using mirror modifier mirror object transform correctly for clipping\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 950M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.13\n\nBroken: version: 3.0.1 Release Candidate\n\nWhen using mirror modify with clipping, Smooth Vertices ignore clipping and smoothing all, and this is no options\n![image.png](image.png)\n\nTools to check:\n`Transform` > `Randomize`: does not clip (even without mirror object usage)\n`Transform` > `Warp`: does not clip (even without mirror object usage)\n`MESH_OT_vertices_smooth`\n\nnote: all of the above are not part of the transform system (randomize is even written in python), so it might be a bit cumbersome to implement" ]
[ "Current transform orientation not taken into account when using 'Align to transform orientation' AGAIN\nBroken: version: 2.92.0 Alpha\nCaused by 388b916246\n\n'Align to transform orientation' operator uses the default value of 'GLOBAL' even if the scene has a different one. And you manually have to choose the right one.\n\n[Align to transform orientation bug.blend](Align_to_transform_orientation_bug.blend)\nOpen the given example file\nThe current transform orientation is a custom 'FACE'\nThe object is already selected and all you have to do is use 'Align to Transform Orientation'. \n\n" ]
Yet another SDS related bug(s). Vertex extrude results in a bad looking mesh when using the Subdivision modifier. Operating system: Windows 10 Enterprise, 64bit Graphics card: Nvidia GeForce GTX 970 Broken: 2.80 beta, hash: 84c06e996a7a, date: 2019-01-14 19:48 Worked: 2.79b (official), hash: f4dc9f9d68b, date:2018-03-22 14:10 Vertex extrude results in a bad looking mesh when using the Subdivision modifier. Also the viewport representation is not so ...elegant, as it was in 2.79 ![SDS_2.79vs2.80.png](SDS_2.79vs2.80.png) The above screenshots are from the same file opened in 2.79 and 2.8beta. [SDS_2.79.blend](SDS_2.79.blend) 2.79 has very neat ways to control subdivision surfaces imo. It could even mimic NURBS curves appearance using free subdivided edges.
[ "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", "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.", "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", "Skin modifier can produce undesirable geometry\nBroken: blender-2.74-65328fa-win32\nWorked: never as the skin modifier always had problems like that\n\nThe skin modifier sometime fail and generate very bad geometry\n\n[skinbug.blend](skinbug.blend)\nload the attached blend, and see the problem as shown in the screenshot {[F177512](screenshotbug01.jpg)}(the underlying vertices are all symmetrical, as that base was done with the mirror modifier) \nTest with the various x/y/z options in the skin modifier and see how that buggy geometry can move in other place of the generated mesh\n\nOnly way to fix is to try to either move around the vertices or to rescale them (CTRL+A with the skin modifier) , not real solutions if you need all the branches to be +/- the same diameter and at exact locations.", "Regression: 3.0.0: The curve is not hidden in the Viewport if there is a Bevel value\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 527.56\n\nBroken: 3.0.0 `d046a1f2fa `\nWorked: 3.0.0 `1275ce61b1`\n\nHiding the curve display in the viewport as an object does not work\n\nIf you add a curve to the scene and try to hide its display and the ability to select in View Object Types, then hiding works.\nIf you add a profile for a curve or Bevel, then hiding does not work. In this form, the curve is hidden only when it is done as a hide mesh.\nPerhaps this is the correct behavior.\n\n[2022-12-28 16-39-53.mp4](2022-12-28_16-39-53.mp4)\n", "Ctrl+Click for Nurbs Surfaces\nWith Meshes and Curves, you can select a point, press Ctrl+LMB, and the point is extruded to the mouse.\n\nThis however does not work for Nurbs, even though you can extrude a point, Ctrl+LMB does not work.\n\nTry:\n- Add -> surface -> nurbs curve\n- Enter editmode\n- Select an end-point\n- Ctrl+Click... *nothing happens*\n\nThe same works for a curve or a mesh.\n\nThis could be split into 2 tasks\n- Get Ctrl+Click working for single nurbs curves.\n- Get Ctrl+Click working for nurbs surfaces (using the extrude code), This should extrude and place the newly extruded vertices at the mouse position, as is done with mesh data.", "Mesh tool to 'unsplit' while preserving custom normals\nSome exporter generate split geometry to preserve 'sharp edges' (like Blender used to do not so long ago). However, now that we support custom normals, it would be nice to have e.g. an object-mode 'unsplit' modifier to remove doubles while preserving custom normals.\n\nSee #47540 for a usecase.", "Bump Map and Normal Map causes flat shading.\nOperating system: windows 10 1903\nGraphics card: 1080ti * 2\n\nBroken: 2.82.7 stable versioin\n\nThis issue appears both on eevee and cycles.\nWhile using smooth shading, simply add a bump map and the shading lookes flattened.\n![smooth shading issue.jpg](smooth_shading_issue.jpg)\n\nThis problem will occur on a high poly model if the camera is close enough.\n\n\nBevel the cube with several segments and simply plug a bump map to the normal port of the shader node.\n\n[smooth shading issue.blend](smooth_shading_issue.blend)", "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", "OBJ: support importing loose points (point clouds) when mesh data is also present\nOBJ importer ignores pointclouds written by OBJ exporter in case if exported objects contain edges or faces.\n\nOBJ export of a Blender objects contain faces, loose edges and loose vertices (as pointclouds). Pointcloud/Loose vertices in OBJ format are written as vertices that are listed but unused in mesh data which is specific for OBJ file format, but makes OBJ importers ignore them which leads to imported data incompleteness.\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)", "Custom Normals: some operations that alter topology (bisect, loopcut, subdivide, knife, triangulate modifier) destroy them while other operations (e.g. Connect Vertex Path, triangulate operator) preserve them\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.65\n\nBroken: version: 3.1.2\nWorked: unknown\n\nMesh bisect generates incorrect normals when applied to a face generated using bevel with \"harden normals\" applied\n\n1. Start with the default cube\n2. In the cube properties, enable auto smooth normals (Object Data -> Normals -> Auto Smooth)\n3. Enter edit mode\n4. Select one edge and bevel it\n5. In the operator panel, ensure that \"harden normals\" is enabled\n6. Select the whole model\n7. Bisect the cube so the bevelled edge is split in half\n\nThe bad normals should now be visible. You can enable normal indicators in Overlays -> Normals -> Split face normals (the second option of the three icons). You can also go to object mode to remove the wireframe and make the bad shading more obvious.\n\n[bevel and bisect.mp4](bevel_and_bisect.mp4)\n\nNote that traditionally, topology altering operations were not expected to preserve custom normals, see for example \n- #69290 (Loop cut and knife tools makes wrong shading on the mesh)\n- #53763 (Operations that alter topology (e.g. Mirror modifier AND mirror operator, loopcut, subdivide, knife) destroy custom normals)\n\nThen there has been 93c8955a72 which was a nice improvement for some operators (but was missing others afaict).\n(check usages of `BM_custom_loop_normals_to_vector_layer`)\n\nSo this now leaves us in the situation which feels puzzling/inconsistent:\nOn the reported geometry for example `Connect Vertex Path` works as expected, whereas `Knife` doesnt:\n[#97698.webm](T97698.webm)", "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)", "Investigate curve to mesh node performance\nThe hair files from 1336677 are quite slow. While we don't need to expect meshing to be realtime in that case, it should be much faster.\n\n- The node should be profiled to see which parts are the slowest. \n- Maybe topology info could be copied instead of recalculating for each combination when all splines have the same length.\n- Changing the node to have separate loops for vertices, edges, faces, and corners might make sense, and allows for better parallelization (like 7808ee9bd73d)", "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)." ]
[ "Extruded vertex from subdivion surface shows edge incorrectly in viewport\nOperating system: Ubuntu 18.04\nGraphics card: nvidia gt650m\n\nBroken: version: 2.80 (sub 40), branch: blender2.7, commit date: 2019-01-08 23:33, hash: 3c3d80ea22af, type: Release\nWorked: 2.79b\n\nExtruded vertex from subdivided mesh (with shrinkwrap modifier + edit cage) shows many vertices instead of extruded one. Distortion in edge plus vertex extruded from. Seen in retopology workflows.\n\nReproduction:\nCreate simple sculpted mesh to retop over.\nCreate plane, enable snap to face, project + align.\nAdd subD modifier (3 levels in view), add shrinkwrap modifier, pick sculpt, above surface, offset .01\nAlign plane over sculpt as in retop workflow.\nExtrude vertex, edge shows weirdness.\n\n(pushing through and creating full face, corrects error. unfinished faces all show error.\n\nIncluded .blend file. easier to see than explain. also side by side screenshot (left side = 2.79, right = 2.8).![blender_extrude_bug.jpg](blender_extrude_bug.jpg)\n\n[retop_bug2.blend](retop_bug2.blend)" ]
Crash when using mask slice(Fill Holes/New Object) Operating system: Windows-10-10.0.14393-SP0 64 Bits Graphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.30 Broken: version: 2.83 (sub 6) Worked: 2.82 (sub 7) Instant crash whern using both options only the standard "Mask Slice" works. * Default Sculpting Template. * Mask half of the sphere. * Use Mask Slice Fill Holes and Mask Slice New Object.
[ "Custom Normals: some operations that alter topology (bisect, loopcut, subdivide, knife, triangulate modifier) destroy them while other operations (e.g. Connect Vertex Path, triangulate operator) preserve them\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.65\n\nBroken: version: 3.1.2\nWorked: unknown\n\nMesh bisect generates incorrect normals when applied to a face generated using bevel with \"harden normals\" applied\n\n1. Start with the default cube\n2. In the cube properties, enable auto smooth normals (Object Data -> Normals -> Auto Smooth)\n3. Enter edit mode\n4. Select one edge and bevel it\n5. In the operator panel, ensure that \"harden normals\" is enabled\n6. Select the whole model\n7. Bisect the cube so the bevelled edge is split in half\n\nThe bad normals should now be visible. You can enable normal indicators in Overlays -> Normals -> Split face normals (the second option of the three icons). You can also go to object mode to remove the wireframe and make the bad shading more obvious.\n\n[bevel and bisect.mp4](bevel_and_bisect.mp4)\n\nNote that traditionally, topology altering operations were not expected to preserve custom normals, see for example \n- #69290 (Loop cut and knife tools makes wrong shading on the mesh)\n- #53763 (Operations that alter topology (e.g. Mirror modifier AND mirror operator, loopcut, subdivide, knife) destroy custom normals)\n\nThen there has been 93c8955a72 which was a nice improvement for some operators (but was missing others afaict).\n(check usages of `BM_custom_loop_normals_to_vector_layer`)\n\nSo this now leaves us in the situation which feels puzzling/inconsistent:\nOn the reported geometry for example `Connect Vertex Path` works as expected, whereas `Knife` doesnt:\n[#97698.webm](T97698.webm)", "Blender crashes with certain geometries (e.g. tweaked Jiggly Pudding simulation demo file)\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 4090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.79\n\nBroken: version: 4.0.0 Alpha\nWorked: Unsure\n\nWith certain geometries, Blender will freeze then crash. I have included a demonstration in the video attached below:\n<video src=\"attachment\" title=\"Jiggly Pudding Crash.mp4\" controls></video>\n\n1. Download the Jiggly Pudding demo from demo-files/\n2. Follow the steps outlined in the video attached above. The steps in the video are as follows:\n a. Open the Jiggly Pudding file.\n b. Select the Pudding and open a geometry node editor.\n c. Inside the Simulation zone there is a node with the title \"Scale\". Change the Scale from 0.85 to 10 or something higher.\n d. Open a 3D viewport (if you haven't already) and press play in the time line.\n e. Blender will freeze and crash.\n\n", "Voxel Bug Holes after Remesh\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.95\n\nBroken: version: 3.2.0\n\nVoxel Bug Holes after Remesh\n\n\nClick on Voxel Remesh, I think any voxel size produces the same result.\n\n\nI tried on default sculpt spear it works fine that way but not on the model I am using.\n\nThe model was originally produced from Reality Capture software, then I cleaned it up using decimate and smooth modifier. I fixed the details and did some more cleaning in Sculpt Mode. Unfortunately when I tried Remesh this issue happened.\n\nThank you in advance.\n\n[VeniceBaseSculptingVoxelBug.blend](VeniceBaseSculptingVoxelBug.blend)\n\n", "Remesh Voxel Size can be much to small by default (leading to crashes). 'Edit Voxel Size' operator can have wrong range\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: GeForce GTX 1660/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 432.00\nProcessor: AMD Ryzen 7 3800x 8-Core Processor 3.90 GHz\n\nBroken: version: 2.90.0 Alpha\n(Also with Blender 2.83 BETA)\n\nSelecting the \"Remesh\" modifier, selected \"Voxel\", Voxel size below \"0.01m\" = PC Crash. Needed to restart the PC.\n\n1. Start Blender.\n2. Let the default Cube alive and add the \"Remesh\" modifier.\n3. Make the \"Voxel Size\" below \"0.01m\".\n4. Did it crashed?\n(Found out in my Blender Project, but I tested it then in a default Scene. Same thing happened.)\n\n(Why I set the Voxel Size below \"0.01m\"?\nIt happens accidentally, when I have it like \"0.42m\", but I hold my left click and slide it to the left, so I accidentally go below \"0.01m\".)\n\n{[F8619727](image.png), size = full}\n\nGood Luck!\n", "Set Material Node does not reuse existing empty slot\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.41\n\nBroken: version: 3.1.0 Alpha\n\n\nIf I set material with Set material node, it will not appear after remesh modifier.\nNo matter if i set material to initial instance or to final geometry after Realize node.\nHere the file for tests and demo\n[remesh after GN.blend](remesh_after_GN.blend)\n\n![37712719.png](37712719.png)\n\n[2021-11-29_01-09-32.mp4](2021-11-29_01-09-32.mp4)\n\n[2021-11-29_01-13-43.mp4](2021-11-29_01-13-43.mp4)\n\n", "Texture paint: Bleedind around thin cuts do not fill texture\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.95\n\nBroken: version: 3.6.0 Alpha\nWorked: never?\n\n\n1. Wider distance allow to overlap color\n2. closer distance between faces do not\n3. closer distance between islands allow to overflow to neighbour island…\n\n![94734103.png](attachment)\n[bleeding test.blend](attachment)\nopen file, try to paint as seen in the [video 2023-03-24_05-09-32.mp4](attachment)\n\n", "Blender crashes when using an EnumProperty to set Space\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.4.0 Alpha\n\nIn this script, I'm using `context.area.type` with a property to change the Space type. It caused Blender to crash.\n\n1. Running this script from the Text Editor (below)\n2. Switch to Graph Editor or Dope Sheet\n3. Click new property buttons on right of Header\n\n```\nimport bpy\nfrom bpy.types import PropertyGroup\nfrom bpy.props import EnumProperty\n\ndef set_space(self,value):\n context = bpy.context\n\n for area in context.screen.areas:\n if area != context.area:\n break\n\n override = {'region': area.regions[0]}\n\n if value == 0:\n context.area.type = \"GRAPH_EDITOR\"\n elif value == 1:\n context.area.type = \"DOPESHEET_EDITOR\"\n\nclass SWITCH_PG_switcher_props(PropertyGroup):\n space: EnumProperty(\n name=\"Space Target\",\n description=\"Switch to space\",\n items=(\n ('GRAPH_EDITOR', \"\", \"Graph Editor\", \"GRAPH\", 0),\n ('DOPESHEET_EDITOR', \"\", \"Dopesheet Editor\", \"ACTION\", 1),\n ),\n default='GRAPH_EDITOR',\n set = set_space\n )\n\ndef draw_enum(self, context):\n layout = self.layout\n scene = context.scene\n layout.prop(scene.switcher, \"space\", icon_only=True, expand=True)\n\ndef register():\n bpy.utils.register_class(SWITCH_PG_switcher_props)\n bpy.types.Scene.switcher = bpy.props.PointerProperty(type=SWITCH_PG_switcher_props)\n bpy.types.DOPESHEET_HT_header.append(draw_enum)\n bpy.types.GRAPH_HT_header.append(draw_enum)\n\ndef unregister():\n del bpy.types.Scene.switcher\n bpy.types.DOPESHEET_HT_header.remove(draw_enum)\n bpy.types.GRAPH_HT_header.remove(draw_enum)\n bpy.utils.unregister_class(SWITCH_PG_switcher_props)\n\nif __name__ == \"__main__\":\n register()\n```\n\nSetting the `context.area.type` in Python seems to cause others' scripts to crash:\n[Performing a Translate Operation after switching the context area crashes Blender ](1164763)\n", "Assert hit on executing mask extract operations\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3050 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.78\n\nBroken: 3.5 (63b9a57f8b)\n\nAssert hit on executing mask extract operations\n\n- Open default scene or sculpting template\n- Paint mask\n- Call `Mask Slice to new Object` or `Mask Extract`\n```lines=10\n \tucrtbased.dll!00007ff801b17475()\tUnknown\n \tucrtbased.dll!00007ff801b17613()\tUnknown\n \tucrtbased.dll!00007ff801b2d86d()\tUnknown\n>\tblender.exe!_BLI_assert_abort() Line 47\tC\n\n \tblender.exe!BKE_mesh_copy_parameters_for_eval(Mesh * me_dst, const Mesh * me_src) Line 1020\tC++\n \tblender.exe!paint_mask_slice_exec(bContext * C, wmOperator * op) Line 569\tC\n \tblender.exe!wm_operator_invoke(bContext * C, wmOperatorType * ot, const wmEvent * event, PointerRNA * properties, ReportList * reports, const bool poll_only, bool use_last_properties) Line 1486\tC++\n \tblender.exe!wm_operator_call_internal(bContext * C, wmOperatorType * ot, PointerRNA * properties, ReportList * reports, const wmOperatorCallContext context, const bool poll_only, const wmEvent * event) Line 1673\tC++\n \tblender.exe!WM_operator_name_call_ptr(bContext * C, wmOperatorType * ot, wmOperatorCallContext context, PointerRNA * properties, const wmEvent * event) Line 1722\tC++\n \tblender.exe!WM_operator_name_call_ptr_with_depends_on_cursor(bContext * C, wmOperatorType * ot, wmOperatorCallContext opcontext, PointerRNA * properties, const wmEvent * event, const char * drawstr) Line 1915\tC++\n \tblender.exe!menu_search_exec_fn(bContext * C, void * __formal, void * arg2) Line 956\tC++\n \tblender.exe!ui_apply_but_funcs_after(bContext * C) Line 1041\tC++\n \tblender.exe!ui_popup_handler(bContext * C, const wmEvent * event, void * userdata) Line 11510\tC++\n \tblender.exe!wm_handler_ui_call(bContext * C, wmEventHandler_UI * handler, const wmEvent * event, int always_pass) Line 791\tC++\n \tblender.exe!wm_handlers_do_intern(bContext * C, wmWindow * win, wmEvent * event, ListBase * handlers) Line 3244\tC++\n \tblender.exe!wm_handlers_do(bContext * C, wmEvent * event, ListBase * handlers) Line 3361\tC++\n \tblender.exe!wm_event_do_handlers(bContext * C) Line 3955\tC++\n \tblender.exe!WM_main(bContext * C) Line 643\tC\n \tblender.exe!main(int argc, const unsigned char * * UNUSED_argv_c) Line 589\tC\n```", "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 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", "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", "Use after free: Baking Rigid Body physics causes instant crash\nOperating system: macOS 10.15.7\nGraphics card: AMD Radeon Pro 5500M 4 GB / Intel UHD Graphics 630 1536 MB\n\nBroken: 2.92.0, branch: master, commit date: 2021-02-24 16:25, 2.93.0 Beta, branch: master, commit date: 2021-04-28 22:25, \nbroken: f7b22fc3d27113715e8726c69ab3264e1d487439\nWorked: \n\nBaking the Rigid Body world physics causes Blender to crash either instantly, or after baking less than 100 frames (it varies). Interestingly, a friend with the PC version of 2.92 says the project works fine, no crashes whatsoever.\n\nOpen the project. Make sure Allow Negative Frames is on under Preferences/Animation. Go to the Rigid Body World and hit bake.\n\n[physics test b.blend](physics_test_b.blend)\nAsan report: [T88113_asan_report.txt](T88113_asan_report.txt)", "Crash of simulation demo file related to bevel modifier on a simulated mesh\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.61\n\nBroken: version: 3.6.0 Beta\n\nin the file, play the Animation, and move \"Empty\". It should crash within 1 second.\nI find no crash when there's no bevel modifier.\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", "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)" ]
[ "Sculpt: Mask Slice and Fill Holes doesn't fill holes on smooth shaded objects\nWin 10\n\nBroken: blender-2.83-7d9a5b7b10b4-windows64\nWorked: ?\n\nMask Slice and Fill Holes doesn't fill holes on smooth shaded objects...\nOn flat shaded objects it just crashes, but that was already reported #74500 so still reporting since I'm not sure if it's related or not...\n\nLaunch blender\nMake sure your object is smooth shaded\nGo to sculpt mode\nMask part of it\nGo to the mask menu ➝ Mask Slice and Fill Holes\nThe fill hole didn't happen\n\n![2020-03-07_16-25-24.gif](2020-03-07_16-25-24.gif)", "Sculpt: Crash when use \"Mask Slice and Fill Holes\"\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: Radeon RX 580 Series ATI Technologies Inc. 4.5.13559 Core Profile Context 26.20.12028.2\n\nBroken: version: 2.83 (sub 6)\nWorked: (optional)\n\nWhen I use \"mask slice and fill holes\" blender closes automatically.\n\nIn sculpt mode I paint a box-mask, then in the menu \"mask\" select the option for slice and fill, and then Blender crashes. This happen with March-05 version, but works well with March-02 build.\n\n" ]
Regression: Compositing nodes are "Unknown" Win10 x64, nVidia GTX 1080ti Broken: Current Buildbot build Worked: Official 2.78c, 2.79RC2 All nodes in the Compositor show up in the interface as "Unknown" until you click on them to add them to the node editor. Install a current Buildbot build Open the Compositor See this: ![Comp_Bug.png](Comp_Bug.png)
[ "Viewer Node from Compositor is not updated in Camera's Background Image\nOperating system: Arch Linux\n\nBroken: 3.2.2\nWorked: never\n\nThe viewer node result from compositor is not propagated in the 3D viewport as a camera background image when selected. This might be really useful in many cases. I often use compositor to edit input videos and I want to adjust the 3D scene according to the video. Especially with the grease pencil, there might be a case when the animator wants to draw an animation over an existing one. It is really strange that the option to use the node is there but it's unusable, related to #73188.\n\n**Possible problems**\nRecursion mentioned in #73182. Might be resolved by overriding the order when the node is used in the camera or letting the user change the order somewhere.\n\n**Workaround**\nExport the composited result in a video and then use as a background image or hit F12 after every frame and use the render result in the background image.\n\n1. Create a setup in compositor that changes over time\n2. Connect the result to Viewer node\n3. Use Viewer node as camera background image in the 3D scene\n4. Move to another frame - no change in the background image\n\nIncluded the project file with simple texture animation and two workspaces. One with split screen where both compositor and 3D view are visible. When the compositor is hidden, the background image is not changed at all. When it's visible, it's updated but from the previous frame or state. It seems like the camera first takes the compositor result as the background and then the new compositing takes place. Yes, I understand that it's the design of these stages but this is still a trick to somehow make it work, the image does not update at all without the compositor window being active as shown in the second workspace.\n\n[viewerNodeInCamera.blend](viewerNodeInCamera.blend)", "Custom Nodes customizable Header for the Node Editor\nHi\n\nThis is a follow up from my closed design task:\n 104066\n\nAs @brecht suggested the best way will be to create a dedicated function that every addon can use to customize the header. \n\nI'm going to investigate if it can be donein `release/scripts/modules/bpy_types.py`.\n\nI hope I can get it done this time. \n\nCheers, \nDavid\n\n", "Black artifacts on smooth surface in 2.79 64bit daily build\nOperating system: Windows 10\nGraphics card: RTX 2080Ti\n\nBroken: blender-2.79.0-git.d7cecc2ba3f6-windows64\nWorked: 2.79b\n\n\nThe software renders black artifacts on a smooth surface. This happens both in the rendered preview and in the final render. Artifacts disappear when smooth is not applied.\n\n![279b.png](279b.png)\n\n![280buildbot.jpg](280buildbot.jpg)\n\n![279buildbot_opengl.jpg](279buildbot_opengl.jpg)\n\nJust go in rendered preview mode in the editor, or just F12 to see the artifacts in the render.\n\n[bug report.7z](bug_report.7z)", "Texture Node Editor defaults to empty value\nOperating system: Linux-4.19.33_1-x86_64-with-glibc2.9 64 Bits\nGraphics card: TITAN X (Pascal)/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 418.56\n\n\nBroken: version: 2.80 (sub 54)\nWorked: (optional)\n\n\nWhen switching to the texture node editor, it defaults to an empty texture type.\nAdditionally, the \"World\" texture type is missing the texture selection list at the top, so no texture can be manipulated or created.\n\n- Switch window to Texture Node Editor > No Type is selected\n- Switch to \"World\" Texture type, texture selection and creation is missing in the header\n", "Blender (silently) fails when importing Sketchup Collada File\nMid-2014 MacBook Pro with Intel Iris Pro 1536 MB Graphics\n\nBroken: Version 2.79 (2.79 2017-09-11, Blender Foundation)\n\nTried to import a .dae file downloaded from Sketchup, and nothing happened after selecting the file from the Import dialog.\n\n\n\n - Went to K-5299-RA-Highline-Classic-10-gpf-Comfort-Height-two-piece-elongated-toilet-with-Class-Five-flush-technology-and-right-hand-trip-lever \n - Downloaded the Collada File from the page; also uploaded here: [model.dae](model.dae) \n - Opened blender from the command line\n - Selected menu: File > Import > Collada (Default) (.dae)\n - Selected the model.dae in the dialog. The dialog closed, but see an empty scene still. I expected to see an error or something if it couldn't import it.\n\nOn the command line, I see the following:\n\n```\nRead prefs: /Users/myuser/Library/Application Support/Blender/2.79/config/userpref.blend\nColor management: display \"sRGB\" used by scene not found, setting to default (\"sRGB / BT.709\").\nColor management: scene view \"Default\" not found, setting default \"sRGB EOTF\".\nColor management: sequencer colorspace \"sRGB\" not found, will use default instead.\nfound bundled python: /Applications/blender.app/Contents/Resources/2.79/python\ndrop file /Users/myuser/Downloads/model.dae\nWriting node id='ID4', name='skpC9F6'\nWriting node id='ID5', name='instance_1'\nCannot find object for node referenced by <instance_node name=\"\">.\nWriting node id='ID6', name='_5299-RA'\nWriting node id='', name='SketchUp'\nWriting node id='', name='skp_camera_Last_Saved_SketchUp_View'\nWriting node id='ID3', name='instance_0'\ncreate <instance_node> under node id=ID3 from node id=ID4\ngot 25 library nodes to free\n```\n\nThe line `Cannot find object for node referenced by <instance_node name=\"\">.` being output does make me wonder if something is going wrong. However, I can see the file OK in a https:*threejs.org/ based Collada viewer (and the associated https:*threejs.org/examples/js/loaders/ColladaLoader.js )\n\n![threejs-colladaloader.png](threejs-colladaloader.png)\n\nHas anyone else seen this problem in 2.79b?\n\n", "race_spaceship.blend demo file renders empty result (no renderlayer selected in Render Layers node dropdown)\nOperating system: Windows 11\nGraphics card: Radeon Graphic\n\nBroken: 3.6\n\nScene not display well as final render (demo file).\n\n1. Start Blender File.\n2. Check if Viewport working (all great).\n3. Render (seems going well).\n4. Final image (no image, trasparent background).\n\n", "Ambient Occlusion node with image texture\nOperating system: macOS 12.6.8 – 16GB\nGraphics card: Apple M1 8/4-4\n\nBroken: 3.6.3 RC\n\nWhen I mix an image texture (here a PNG) with Ambient Occlusion node, its not working, or results a weird render at least.\nIn the render-preview the image is disappearing, but in the final render is there but partially and broken (i think).\n\nAttached a screenshot and a very simple blend file.\n\nI hope I am the idiot and doing something wrong, but after a full week I didn't find the answer to this strange behavior.\n\n**Edit: it seems an earlier resolved problem is back:** [#94050](94050)\nIf I switch to CPU-rendering, its working fine... :(\n\n", "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", "TexBlendNode Python property tooltip incorrect\nBlender 2.8 \n\nI can not change the Progression or the Flip Axis for the Tex Blend Node with python. \n\nIt returns with an error that says \" no attribute use_flip_axis\". I thought this was my fault so I reached out for help on the Stack Exchange> [here ](how-do-i-change-the-blend-node-to-vertical?)\n\nThey think this is a bug or missing API?.. I checked online but could not see this bug reported so I thought I would let you guys know.\n\nI have used a rotate node to work around the problem but I am sure you guys would be able to fix this issue with ease.\n\n[#69973.blend](T69973.blend)", "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", "2.8 - Dynamic Paint and Rigid body does not work\nOperating system: Linux-5.0.1-050001-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce GTX 960/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 418.43\n\n\nBroken: version: 2.80 (sub 51)\nWorked: 2.79\n\n\nThis file is for 2.79.\n[dynamic_paint_paint-Rigid Body-2.79.blend](dynamic_paint_paint-Rigid_Body-2.79.blend)\nI can not see paint results in LookDev/Rendered mode in 2.8. I also could not recreate the scene from scratch in 2.8", "Glare Node set to \"Fog Glow\" in Real-Time Compositor vastly different from actual render results\nOperating system: Windows 10\nGraphics card: RTX3070 FE\n\nBroken: 3.6 A\nWorked: N/A\n\nWhen using the Glare Node in Real-Time compositor, the results in the viewport are turned up way higher than the actual render and Backdrop preview.\n\n![rtc.png](attachment)\n\n1. Open attached .blend file\n2. Set to Rendered view, enable Real Time Compositor\n3. Compare the Glare effect in an F12 render to the effect previewed in the viewport\n\n", "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.", "Point Clouds only support one material\nOperating system: macOS-13.4-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 Pro 1.2\n\nBroken version: Current main.\nWorked: Never\n\nWhen using the `Join Geometry` node in Geometry nodes to join two points together, their material is reset to default. This only happens when joining two or more \"lone\" points.\n\n1. Recreate the geometry node setup found in the image below\n2. Change the render engine Cycles (necessary to see points with a material)\n3. Render the scene.\n4. Notice that the materials you assigned to the points are not applied.\n\nI have also included a .blend file with steps 1 and 2 done.\n[Missing Material - Join Geometry.blend](attachment)\n![Missing Material Join Points.png](attachment)\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" ]
[ "Node editor - \"Unknown\" values in Add menu\n**OS:**Linux archbang 4.12.12-1-ARCH\n\nBroken: blender 17:2.79rc2-2 3c3d0898b0c\nWorked: blender-17:2.78.c-5\n\nIn the node editor, when trying to Add new things, most values are showing as \"Unknown\".\nUsing the Default window, and default cube, setting a material to the cube, and using nodes right after shows this problem.\n\nSame with both blender render and cycles render.\n\n![1.png](1.png)", "Almost all fields for add nodes in compositor listed as \"unknown\"\nLinux Mint 17.3 on Dell Inspiron 15R with Intel graphics\n\nBroken: 2.79.1 Edge (Thomas Sheix PPA)\nWorked: 2.79 RC2\n\nPulling up menu to add nodes in the compositor screen, and all entries in the list of nodes types shows \"unknown\". Seems like something was left out in the release.\n\nBased on a (as simple as possible) attached .blend file with minimum amount of steps\n" ]
Add an "Autoselect" Option to the Vertex Groups Panel The "autoselect" option will automatically select all assigned verts when a vgroup is selected in edit mode. The proposed behaviour when selecting a vgroup will be as follows: **autoselect disabled:** - Selecting a vgroup with LMB will just select the group and do nothing else (current behaviour). **autoselect enabled:** - Selecting a vgroup with LMB will select the group as before - All verts of the Mesh will be unselected - All verts assigned to the vgroup will be selected. This will allow us to quickly step over a set of vgroups for visual inspection of the assigned verts. This is the proposed layout: ![Image21.png](Image21.png) Enabling the option is equivalent to following activities: - Select vgroup - Press "a" twice to unselect all verts - LMB on the "Select" Button in the vgroups panel Note: When autoselect is enabled, then the proposed behaviour only applies when selecting a vgroup (by click on its list entry). So you still can select/deselect verts in the 3d view and Assign/Remove/Select/Deselect selection from the active vgroup. Additional idea: **autoselect enabled:** - Selecting a Vertex Group with SHIFT +LMB will select the group as before - All verts of the Vertex group will be selected additionally
[ "Bevel modifier/tool expands vertex groups into surrounding geometry\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 497.09\n\nBroken: version: 3.1.0 Alpha\n\nWhen beveling geometry with avertex group assigned, some of the surrounding vertices are added to that group after beveling. This creates a lot of problems when deforming a mesh in Geometry Nodes based on vertex groups.\n![bevel_bug.jpg](bevel_bug.jpg)\n\n\n - Assign part of the mesh to a vertex group.\n - Bevel entire mesh either with a modifier or a bevel tool.\n\n\n", "Outliner: Double click on icon to select contents/hierachy\n**Motivation**\n\nUsers often want to select all objects in a collection, or all (direct or indirect) children of an object to transform them together, or apply different operations. For this, the Outliner context menu already provides *Select Objects* when right-clicking on a collection, and *Select Hierarchy* when right-clicking on an object. Since these are such common/useful operations, faster access would be a good quality of life improvement.\n\n**Design**\n\n- Double clicking on the icon of a collection should select all contained objects, even those contained in nested collections. I.e. execute the *Select Objects* logic. The collection itself does not need to be selected (although it might be fine to do it).\n- Double clicking on the icon of an object should select the hierarchy including the clicked on parent object. Ie. execute the *Select Hierarchy* logic.\n- The collapsed or opened state of tree elements should be ignored. So the children should be selected when double clicking on an object for example, even if the object element is collapsed and thus doesn't show its children in the Outliner.\n\nNote that both cases are an operation acting on the entire hierarchy, so they are recursive. With the difference that the first doesn't keep the clicked on element selected, while the second does. Other than that these are consistent operations.\n\n**Corner Cases to Consider**\n\n- If an object has a child that is not in the same collection as the parent, double clicking the collection icon should not select that child object. Only the objects actually contained in that collection (directly or indirectly) should be selected.\n- Ideally: When objects or collections are linked into multiple collections, only the hierarchy that was clicked on should be selected in the Outliner, not the other occurrence of it. This is better explained visually: [outliner_select_multi_link-2022-06-29_17.42.42.mp4](outliner_select_multi_link-2022-06-29_17.42.42.mp4) Note how even though the Suzanne object gets selected properly (orange font), only the clicked on Outliner element gets selected (blue element highlight). Note that the existing *Select Objects* and *Select Hierarchy* don't behave this way, they select all occurrences in the Outliner. Therefore this is more of a nice-to-have feature.\n\n**Implementation Notes**\n\n- An new operator can be added that is invoked with a double-click in the Outliner, checks if the cursor is over a relevant icon, and executes the logic then.\n- The last corner case mentioned above (with the video explanation) can be done by selecting the tree element and updating the object selection from this with `ED_outliner_select_sync_from_outliner()`. If done the other way around (object is selected and outliner tree is synced from that), all occurrences would be selected in the Outliner. This is what the existing *Select Objects* and *Select Hierachy* do, and it's a bit tricky to correct that.", "Workbench: Cull before batch creation during viewport animation rendering\n\n## Current Situation\n\nWhen drawing an object (eg sending draw calls to the GPU) the object boundary sphere is tested against the active view). When the test fails the object isn't send to the GPU. Before this happens the GPUBatches were already generated.\n\nWhen doing animation playback this could lead to the situation that the GPU Batches are calculated, but not used.\n\n## Target Situation\n\nWhen using the Overlay engine/Workbench engine we could test the objects to the default view (e.g viewport). When this fails we could skip this object at all. This feature would be disabled when the shadows are turned on and only enabled when doing an image/animation render.\n\nA consistent framerate is more important to animators then having some frames faster.\n", "Create geometry nodes modifier when selecting an existing one in the editor\nSelecting an already existing geometry nodes tree in the editor on an object without a modifier should automatically create a nodes modifier. This is in parallel to the behaviour of selecting a material without a material slot.\n![image.png](image.png)", "Make the “redo” panel also appear in the tool settings tab\nWe should make the 'redo' panel also appear in the Tool Settings tab in Properties:\n\n![image.png](image.png)", "Operator to convert input node to new group input socket\nMake an operator to convert input node to new group input socket\n\n![Screenshot from 2022-08-26 14-55-28.png](Screenshot_from_2022-08-26_14-55-28.png)\n- >\n![image.png](image.png)\n![image.png](image.png)\n\nBehaviour:\n\n- Create a new input on the current node group.\n\n- Use the input node's...\n... type as the group input socket type\n... value as default value and of the new group input and value of all instances where the group is used\n... label as the new group input's name\n\n- Replace the input node with a group input node and reconnect the new output to all previous connections\n\n- Hide all outputs on the new group input node except the newly create one (same as drag realease search way of adding a new group input socket)", "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", "Grease Pencil vertex paint select is using sculpt mode selection mode\nOperating system: Linux-6.4.6-gentoo-x86_64-AMD_Ryzen_Threadripper_1950X_16-Core_Processor-with-glibc2.37 64 Bits, X11 UI\nGraphics card: AMD Radeon RX 7900 XT (gfx1100, LLVM 15.0.7, DRM 3.52, 6.4.6-gentoo) AMD 4.6 (Core Profile) Mesa 23.3.0-devel (git-50c29e1ffa)\n\nBroken: version: 4.0.0 Alpha\nWorked: \n\nWhen selecting with mouse clicks the selection mode in the header determines which component is selected.\nIn Grease Pencil sculpt mode this behaves as expected. If it's set to \"points\", selecting will select points. If it's set to \"stroke\" it will select entire strokes.\n\nWhen switching to vertex paint mode this is not the case. Instead it will select components based on the selection mode that is set in sculpt mode.\n\nThe ideal behavior imo would be to have all grease pencil modes share the active selection mode.\nThis makes it easier to manage and simpler to use.\n\n- Change the keymap preferences to right click select (Selection shortcuts in left click select are partially broken atm)\n- Add a Gpencil Monkey\n- Switch to Sculpt Mode\n- Enable point selection mode\n- Select some points with `RMB` and `Shift RMB`\n- Switch to Vertex Paint mode\n- Make sure to use stroke selection mode\n- Select some strokes with `RMB` and `Shift RMB` (Notice how it will instead select points)\n\n", "Cycles - Viewport render preview stucked on the first sample - in a scene a DupliVerts objet parenting instances owned by more than one Groups\nBlender 2.78 (2.78 2016-10-24, Blender Foundation)\nMac Book Pro Retina 2013\n2.6 Ghz Intel Core i7 - 16GO 1600 MHz DDR3\nOSX 10.9.2\n\nUsing Cycles\n\nIn my scene with a parent DupliVerts object (Properties /Object / Duplication / Verts), with inside of if instances of Group.\nWhen those childs instances are from one group, that's ok.\nBut when they are from several groups, the 3D viewport render preview is stucked to the sample 1, rendered without ending !\n\nGood for heating the room ;)\n\nTo test, simply [Shift] - [x] in 3d the viewport in my blend to see this issue\nHope this help, keep the good work !\n[DupliVerts_and_Groups_BUG_with_Render_ViewPort_Cycles.blend](DupliVerts_and_Groups_BUG_with_Render_ViewPort_Cycles.blend)", "Renaming Vertex Group Breaks Modifier's Vertex Group Reference\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\nChanging name of the vertex group breaks modifier's vertex group reference.\nSame issue has been reported 6 years ago: [#41876](T41876). If it's still a \"known limitation\" or \"to do\", it might be a good idea to tag it with new/proper labels.\n\n1- Launch default Blender.\n2- Create a vertex group to the cube and assign a face.\n3- Create a modifier with vertex group option (Mask modifier for example) and select the vertex group that we just created.\n4- Rename the vertex group and notice that breaks the modifier referencing to that vertex group.\n\n[#74726.blend](T74726.blend)\n", "Mesh Auto Smooth Essentials Asset\nFor #108014, we need to have an asset that can mark edges sharp based on the angle of neighboring faces, as a replacement for \"auto smooth.\" The first step is to add that asset to the essentials asset bundle so it is always available.\n\n![image](attachment)\n\n**Name**: Smooth by Angle\n**Description**: Set the sharpness of mesh edges based on the angle between the neighboring faces\n**License**: CC0 - Public Domain\n**Copyright**: Blender Foundation\n**Catalog Path**: Mesh > Normals\n\nThe node group removes sharp face tags, replacing them with sharp edge tags. In main this will only work when \"auto smooth\" is turned on for the mesh. The pull request mentioned above makes it work in all cases by automatically choosing which normals to calculate based on the sharp tags.\n\nIn the future we can add an \"Edge/Face\" toggle to the \"Set Shade Smooth\" node. That won't change behavior though, so it's fine to update the node group to remove the \"Store Named Attribute\" node when that feature becomes available.\n\n", "Channel Group Color in the Action Editor is difficult to change\nversion 2.71 (sub 0), branch b'master', commit date b'2014-06-25' b'18:36', hash b'9337574', b'Release'\nbuild date: b'2014-07-08', b'20:27:39'\nplatform: b'Darwin:64bit'\n\n[system-info.txt](system-info.txt)\n\nIn the action editor, I have a set of related influence channels. So I put them in a group with ctrl-g, and gave the group a name. I wanted to change it's color to make it stand out from my bone channels, but I couldn't find a way to do it. Eventually, I looked in the datablock outliner, and found it can be changed via \"Blendflile Data/Actions/<Action Name>/Groups/<Group Name>/Color Set\".\n\nIt would be nice if this were in the UI somewhere. Best place I can think of would be in the N sidebar of the F-Curve editor, in a \"Group\" panel, or something. Name could also be edited there, perhaps. It would also fit well in the N sidebar of the DopeSheet or Action Editor, if they had an N sidebar", "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)", "Including node group attribute into NodeTreePath\nAt this moment `SpaceNodeEditorPath` has method append with parameters `node_tree` and `node`. This method is adding `NodeTreePath` into path. But event if `node` parameter was added into `append` method the `NodeTreePath` object does not have any information about root node of group tree.\n[bpy.types.SpaceNodeEditorPath](bpy.types.SpaceNodeEditorPath.html#bpy.types.SpaceNodeEditorPath.append), [bpy.types.NodeTreePath](bpy.types.NodeTreePath.html)\n\n![](2020-11-18_15-04-26.png)\n\nAccording the fact that one group tree can be used by many group nodes it quite important to have information about via which group node the group tree is eddited. Sverchok addon is used to color problem nodes. Without information about group nodes in path it is impossible to mark such nodes.\n\nI would not bother if there was any workaround. What I actually was trying:\n```\nnode_tree_path.name = 'group_node'\nAttributeError: 'NodeTreePath' object has no attribute 'name'\n\nbpy.types.NodeTreePath.node = bpy.props.StringProperty()\nnode_tree_path.node = 'name'\nAttributeError: 'NodeTreePath' object attribute 'node' is read-only\n\nnode_tree_path['node_name'] = 'name'\nTypeError: bpy_struct[key] = val: id properties not supported for this type\n\narea_names = {}\narea_names[node_tree_path] = 'my_name'\n```\nEven last example would not work for several reasons. ID of path can be changed on undo event for example. If area is splitting into two I'm not able to update second area in the dictionary.\n\nI think, for API consistency, either `node` parameter should be removed out from the `update` method or `node` attribute should be added to `NodeTreePath` object. I would prefer second choice.", "Keymap: use number keys for mode switching (2nd Iteration)\n## Motivation\n\n* Improve ease of mode switching with direct shortcuts (`Tab` and `Ctrl+Tab` functionality remains the same)\n* Consistent accross all object types.\n* Allows the use of pie menus for quickly going into sub-modes (and later adding more options like Island Select mode for meshes)\n* Having the `~` key (or equivalent left to 1) be the Switch Object (`Transfer Mode`) fits better with mode switching than D.\n* The current functionality of toggling Collections visibility often leads to confusion for new users:\n * Objects seemingly disappear\n * Risk of losing visibility settings or undo steps.\n\n## Proposed Solution\nThis task is to evaluate the possibility of using number keys for mode switching, in addition to the already existing `Tab` and `Ctrl+Tab` shortcuts to toggle Edit, Pose, and modes pie menu.\n\nThe current proposal:\n{[F10130043](image.png), size=full}\n\n\n* The numbers row will get a dedicated option in the Keymap Preferences:\n * Collection Visibility (default at least during the trial phase)\n * Mode Switching\n * Potentially `Emulate Numpad` could be part of this option as well.\n\n* Behavior for **Tab** and **Ctrl-Tab** for mode edit-mode switching will be kept as this is convenient and used in many other areas where numbers make less sense (graph-editor, NLA, sequencer... etc, where using numbers doesn't make so much sense).\n\n## Details\n\n- Modes would be mapped to a key consistently between object types, so the pose-mode number-key would do nothing for a curve (for example).\n- Equivalent modes would share a key between object types (grease-pencil Draw to use the same key as mesh Texture Paint, the same goes for Grease Pencil Sculpt, Vertex Paint... etc).\n- Modes to switch include (8): `OBJECT` `EDIT`, `SCULPT`, `TEXTURE_PAINT`, `VERTEX_PAINT`, `WEIGHT_PAINT`, `PARTICLE_EDIT`, `POSE`.\n\n\n## Open Topics\n\n**Should sub-modes have direct access?**\nWith the introduction of pie menus by default in 2.80, users are now used to these and pie menus could be used to access sub-modes. \n\nIt has been proposed in #84380 that vertex/edge/face be expanded into the number buttons too. This only works well for mesh and grease pencil edit-mode, however it has some down-sides.\n\n- We would be using all number keys by default, any additional modes or sub-modes wont fit.\n- Some sub-modes wont fit:\n - Particle edit (currently uses keys 1-3 to switch sub-modes).\n - Weight paint.\n - Texture/Vertex paint.\n\nThe ideal solution in this case isn't clear, either we accept loosing shortcuts for switching sub-modes or accept some inconsistency (having to add a different shortcut for sub-mode switching for modes besides edit-mode).\n\nThere are plans to merge painting modes into a single attribute painting mode, even if this is done, it might make sense to expose weight/texture/sculpt as sub-modes... either way, I don't think we should rely on this change unless it's committed to master before the keymap changes. The same applies to the future of Particle Edit once the new Hair object type is implemented.\n\n**What to do when pressing a modes key a second time?**\n\nCurrently nothing is planned. Options are to toggle the mode or cycle through sub-modes. Both have their pro's and con's so there are no plans to use second-time presses.\n\n**Is overwriting edit-mesh modes acceptable?**\n\nBy switching directly into vert/face/edge modes, this will overwrite the mixed modes which the user will need to manually set every time they enter edit-mode. Holding Shift while changing selection modes will extend the selection as it does currently.\nEven though this isn't such a common functionality, it would be good to avoid breaking peoples workflows.\n\n----\n\n*Updated by @pablovazquez based on notes from the UI meeting on 20 May.*" ]
[ "Mark vertices of the active vgroup \nThis is a Follow up Design task for #38573\n\nIdea: When weight-paint colors are enabled with vertex selection (both editmode and weight paint mode), then show vertices in the active vgroup with a different color, even in wireframe mode. this way we can quickly step over vgroups and immediately see which vertices use that group.\n\nExample (mockup):\n\n![vgroup_indicator.png](vgroup_indicator.png)\n\nAll vertices of the active vgroup are marked in dark pink (just an example). this allows to see in this case there are some stray vertices with zero on the right side of the mesh. \n\nThe markup color for 'vertices in active vgroup' could also be customized in the team settings." ]
Blender not opening, crashes on start Operating system: Windows 10: Windows version 1909 (OS Build 18363.1256) Graphics card: amd radeon r5 graphics Processer: i5 ( old computer :) ) 2.9.1 Every time I open blender, it opens the command prompt, shows a white screen (saying it's blender), then closes. Everything I have seen others say to do has not worked. I've tried reinstalling from different places, updating drivers, and opening in the command prompt, even trying --debug-gpu. Nothing is working. Open blender 2.9.2 from anywhere. (generally you have to double click it)
[ "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", "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)", "Open Blender\nHello\n\nI can't open the app, i dowload all versión windows, windows store and portable.\n\nsxstrace.exe\n\nI have windows 10, but i can open the app,\n\nI hope you can help me\nThanks\n\n", "Blender 3.5.1 + Mac + Metal + Crash\nOperating system: MONTEREY 12.6.3\nGraphics card: AMD Radeon Pro 5500 XT 8 GB\n\nBroken: Blender 3.5.1\nWorked: Blender 3.4.1\n\nBlender 3.4.1 will render a given scene with \"RENDER PROPERTIES\" -> \"DEVICE\" set to \"GPU COMPUTE\" in 1 min 58 sec\n\nBlender 3.5 and 3.5.1 will crash on the same scene set on \"RENDER PROPERTIES\" -> \"DEVICE\" set to \"GPU COMPUTE\" - \nIt has to be run with \"RENDER PROPERTIES\" -> \"DEVICE\" set to \"CP\" and now takes 5 min 53 sec.\n\nI have lost computing power with the latest versions.\n\nJust run the file with GPU BACKEND turned on and \"RENDER PROPERTIES\" -> \"DEVICE\" set to \"GPU COMPUTE\"\n\nI could not include the file as it is a project I am working on - if there is no other way to check up on this issue I will try to create another file that I can send\n\n", " 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)", "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 entering editmode on an object with particles and ridgidbody parented to another rigidbody\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 432.00\n\nBroken: version: 2.81 (sub 16)\nWorked: (optional)\n\nThe hair particles are facing the opposite direction and blender crashes, trying to solve this.\n\n\n[Donut2-1.blend](Donut2-1.blend)\n\n[Donut2-1.blend1](Donut2-1.blend1)\n\nCreated a donut according to site watch?v=jNmnPXY9UQA\n\nSteps:\nParticle Properties\n+\nHair (Not showing ?!?)\nFirst frame -> Hair showing downwards!\nTab\nBlender crashes repeatable.\nSteps:\nParticle Properties\n+\nHair (Not showing ?!?)\nFirst frame -> Hair showing downwards!\nTab\nBlender crashes repeatable.\n\n", "Blender crash on combining textures (intel)\nOperating system: Windows 10\nGraphics card: Intel HD Graphics 4400\n\nBroken: 2.93.2\nWorked:\n\nWhen I tried to combine 2 textures like this blender is crashing.\n ![Screenshot (88).png](Screenshot__88_.png) \n\n[Test.blend](Test.blend)\n[Test.blend1](Test.blend1)\n[system-info.txt](system-info.txt)\n[Test.crash.txt](Test.crash.txt)\n[2021-11-12 09-11-32.mp4](2021-11-12_09-11-32.mp4)\n", "Broken textures and shading\nOperating system: Linux-5.15.0-40-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce MX130/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.73.05\n\nBroken: version: 3.2.0\n\nBroken textures when starting up blender and loading object textures and shading issues\n![untitled.png](untitled.png)\n[Blender Texture Bug.mp4](Blender_Texture_Bug.mp4)\n\nPossible causes:\n * Not loading the parent asset blend file before the asset in another scene (opening it first seems to fix the issue in my testing) \n * 4k textures (i've heavily used 4k textures in the asset)\n * Viewport Texture size limit setting (Changed it to 2k)\n![Screenshot_20220623_020103.png](Screenshot_20220623_020103.png)\n\n[untitled.blend](untitled.blend)\n", "Blender is crashing instantly to the desktop randomly (solid viewport)\n\nOS: Windows 10 Pro 64bit (Version 21H2, OS Build 19044.2006)\nGPU: Nvidia GeForce RTX 2070 (Driver: Version 517.48 (released 27th September 2022))\nCPU: AMD Ryzen 7 2700\nRAM: 64GB\n\n\nBroken: version: 3.3 (and versions for the last couple of years)\nWorked: none since 2020 approx.\n\n\nBlender crashes seemingly randomly when performing modelling actions such as moving vertices, clicking sliders or buttons, switching to wireframe view, or moving the viewport camera in any way. There may be other actions that cause crashes. Crashes cause Blender to instantly close to desktop, leaving no crash dumps. Crashes occurring over multiple versions since 2020, multiple reinstallations of the OS, and clean reinstallations of graphics driver.\n\nUsing blender_debug_gpu.cmd, I was able to retrieve a log from a crash that has some differences to a normal log:\n\n\"*INFO (gpu.debug): Notification : Buffer usage warning: Analysis of buffer object 82 (bound to GL_SHADER_STORAGE_BUFFER (1)) usage indicates that the GPU is the primary producer and consumer of data for this buffer object. The usage hint supplied with this buffer object, GL_STATIC_DRAW, is inconsistent with this usage pattern. Try using GL_STREAM_COPY_ARB, GL_STATIC_COPY_ARB, or GL_DYNAMIC_COPY_ARB instead.*\"\n\nCurrently, have no way to reproduce the crashes at will, they just seem to happen during my normal work. Load tests using OCCT do not cause crashes.\n\n**Debug log from crash**:\n[blender_debug_output2.txt](blender_debug_output2.txt)\n\n**Normal debug log**:\n[blender_debug_output_normal.txt](blender_debug_output_normal.txt)", "Crash on render\n**System Information** MSI BRAVO 15\nOperating system: WINDOW 11\nGraphics card: RX 6600\n\n**Blender Version**3.6\n\nWhen attempting to render a scene in Blender, the software consistently crashes, causing frustration and hindrance to the rendering process. This issue is hindering users from efficiently creating their projects and requires immediate attention to maintain a stable and reliable rendering environment.\n\n[debug-log](https://projects.blender.orgattachment)\n[system info](https://projects.blender.orgattachment)", "No space mouse support in --debug mode\nOperating system: macOS 12.6.7\nGraphics card: Apple M1 Max GPU\n\nBroken: 3.6.1\n\nConnexion Space Mouse does not work if Blender is launched with --debug.\nNormal launch works.\nIs this related to #93170 ?\n\nLaunch Blender with --debug\nTry to use Space Mouse\n\n", "Startup.blend file is not loaded on startup if userpref.blend does not exist.\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: Intel(R) UHD Graphics 620 Intel 4.5.0 - Build 26.20.100.7000\n\nBroken: version: 2.81 (sub 3)\nWorked: (optional)\n\nStartup.blend file is not loaded on startup if userpref.blend does not exist.\n\n- Remove userpref.blend file from it's usual location\n- Start blender\n- Dismiss splash screen by clicking on 3D viewport\n- Make some change to the file (move the cube)\n- Save as startup file\n- Close Blender\n# Open blender\n\nStartup file is not loaded", "Debug information not generated upon crash.\nOperating system: Arch Linux 6.4.12-arch1-1\nGraphics card: AMD ATI Radeon 680M\n\nBroken: 3.6.2\nWorked: Could not determine (tried up to 3.5.1, which does not work without a full system downgrade)\n\nBlender crashes immediately upon launch.\n\nLaunching from the command line, I get this:\n```\nWriting: /tmp/blender.crash.txt\nSegmentation fault (core dumped)\n```\n\nThe contents of /tmp/blender.crash.txt are this:\n```\n# Blender 3.6.2, Commit date: 2023-08-14 14:05, Hash ffe93138751e\n\n# backtrace\n\n# Python backtrace\n```\n\nPassing the --debug-all flag, I get no errors. I attached the output of this command as a text file.\n\nWhile Blender crashing on startup is not in and of itself an issue worthy of reporting, the lack of any debug information immediately makes the problem impossible to tackle independently. I have no idea what my next steps should be here.\n\nLaunch blender.\n\n", "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" ]
[ "Crash on startup\nOperating system: Windows 7 sp1\nGraphics card: AMD Radeon HD 6950\n\nBroken: blender-2.91.0-60fee7832342-windows64\nWorked: blender-2.91.0-c78c4252669a-windows64\n\nCrash on startup. Report and sturtup file attached\n\n[userpref.blend](userpref.blend)\n[blender.crash.txt](blender.crash.txt)" ]
Color picker eyedropper button not working from a popover Operating system: Windows-10-10.0.17134 64 Bits Graphics card: AMD Radeon(TM) Vega 10 Mobile Graphics ATI Technologies Inc. 4.5.13542 Core Profile Context 25.20.14016.1 Broken: version: 2.80 (sub 74) Worked: (optional) GREASEPENCIL [color.blend](color.blend) Go to the material menu and click on select color. There's a eyedropper button for selecting a color, but it doesn't work. OR VIEWPORT SHADING - Open the shading popover, switch to "Single" mode, click on the color "slot", then click on the eyedropper button... Nothing happens. (the eyedropper doesn't show up) - -Try to change the outline color with the color picker (it doesn't work with object color or background color either.)
[ "Selection problem on new 'add modifier' menu\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 850M/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 537.13\n\nBroken: version: 4.0.0 Alpha\n\nin new 'add modifier menu' which introduced in Blender 4.0 if you hover your mouse over a main menu items like 'edit' to open edit's submenu then move your mouse diagonally from top right to bottom left on main menu, other main menu items not highlighting or selecting.\nI attach a video take look at it, in this video I move my mouse from edit(while it's open) to physics , non of menus open, not even physics which I stop mouse there no matter how much time my mouse stay there it will not open.\nalso I moved my mouse from edit to generate and also menu did not open.\n\n", "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", "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", "Color picker colors drift value for some OCIO configurations\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 516.59\n\nBroken: version: 3.4.0 Alpha\nWorked: never\n\nThe OCIO config's `color_picking` role seems to only accept two situations: 1. Colorspace with Linear Transfer Function or 2. Colorspace with Blender's sRGB LUT. Note OCIOv2's builtin sRGB transform also doesn't work, it seems to only work if we use Blender's sRGB LUT.\n\nHere is the demostration of the error:\n[Color Picker Error.mp4](Color_Picker_Error.mp4) \n\n\nSept 19 EDIT:\n[Color Picker Bug 2.mp4](Color_Picker_Bug_2.mp4)\n\nSee how the max(RGB)/HSV's V keeps getting higher and higher. \n\nTo demonstrate the point, we will use a colorspace that doesn't make sense to use the sRGB LUT, BT.2020. \nDownload and unzip this testing OCIO config and put it in colormanagement folder:\n[color picker bug.7z](color_picker_bug.7z)\n\nThis testing config has the working space (`scene_linear` role) set to Linear BT.2020, and the `color_picking` role set to the BT.2020 with this colorspace standard's native EOTF `ITU-R BT.1886 2.4`. \n\n1. Install the test config and launch Blender\n2. Click on any color input like in the shader nodes, drag the dot in the color wheel and keep moving, you should see the `V` value goes up over time. Then close Blender\n3. Open the test config with any text editor, change the `color_picking` role at line 11 to `BT.2020 with sRGB LUT`, then reopen Blender\n4. Do step two again, this time the `V` is unchanged.\n\nIt doesn't make sense for BT.2020 to use the sRGB LUT, ideally we should be able to use the colorspace with its native EOTF (or any transfer function you want to use it with), instead of hardcode it for a specific LUT. \n\nThis is problematic for the development of the Filmic upgrade (AgX) config, as we will not include the sRGB LUT in the new config at all.", "Viewport gizmos in selection tools not updating.\nOperating system: Windows 10 64Bits\nGraphics card: GeForce GTX 1050 Ti latest driver\n\nBroken: version: 2.80.69 hash:4f6e25280558\n\nswitching between Active tools gizmos and viewport gizmos keeps the manipulators in it's previous position until a second selection...i assume because we have two different and unrelated gizmos!! \n\n\n- Activate transform gizmos in the gizmo popover.\n- Use Active tools manipulators and do transformation.\n- Switch to the selection tools.\n\nThe gizmo center is not updated.\n\n**Attachment**\n![gizmo.gif](gizmo.gif)", "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)", "Blender 2.90/ 2.91 Sculpt Vertex Paint - Stencil not working\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 750 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 446.14\n\nBroken: version: 2.90.0 Beta, branch: master, commit date: blender-2.90.0-0e280b96ca82-windows64\nWorked: I think this last work in 2.83.2 or 2.83.1\n\nSculpt Vertex Paint - Stencil not working\n\n\n[BlenderBug.blend](BlenderBug.blend)\n\nAdded colored image to texture\nChange texture mapping to stencil\nImage is coming out as black and white on the screen and image is not being transferred on the object.\n\nI have tried changing Blender Mode and Color Space but it didn't work.\n\nAlso I am not sure if this suppose to happen but the image for stencil disappears when I tick Color Ramp under Color in Texture Panel.\n\n", "Grease pencil eyedropper doesn't sample correct vertex color.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.30\n\nBroken:\n```\nversion: 2.90.0\nversion: 2.92.0 Alpha\nversion: 2.83.9\n```\n\nWorked: (unknown maybe never)\n\nWhen using the grease pencil eye dropper with filmic color management selected; the sampled color is different than the original vertex stroke color. \nWorks as expected with standard color management selected\n(Note this is confusing to new users as they expect to color sample and return the previous color of their previous stroke.)\n\n\n - Start with a new file\n - Set color management to filmic.\n - Add grease pencil object\n - Enter Draw Mode\n - Paint in vertex color mode using a lighter color.\n - With a blank palette use the color eyedropper tool on the stroke you just made\n - now paint with the sampled color in the palette\n - result should be slightly darker than the first stroke.\n\nvideo reference:\n**with filmic enabled:**\n[Desktop 2020.11.25 - 02.35.06.03.mp4](Desktop_2020.11.25_-_02.35.06.03.mp4)\n\n**with filmic disabled:**\n[Desktop 2020.11.25 - 02.36.30.06.mp4](Desktop_2020.11.25_-_02.36.30.06.mp4)\n\n\n", "Create the shadow catcher in eevee give a black result\nOperating system: Windows 10 64bits\nGraphics card: NVIDIA GeForce RTX 2060\nBroken: 2.90, 2.91, 2.92, 2.93\nWorked: 2.83.12\n\nI followed the tutorial how to make a shadow catcher on eevee (). But it makes the result totally black when using version 2.90 and i've tried 2.91, 2.92, and 2.93. But the result is the same\n\n![2.92.png](2.92.png)\n\nIn 2.83 the result is like this\n![2.83.jpg](2.83.jpg)\n\n\n[shadow_bug.blend](shadow_bug.blend)", "Brush cursor (sculpt, vertexpaint, weightpaint) stuck/doesn't draw under transparent part of N-panel\nBroken: 2.80 to 3.1 (and currently 3.2.0 alpha 4fa3eadce99a) (technically 2.79 as well, but back then region ovelap was drawn a bit diferently).\nWorked: Never\n\nTools brushes don't draw over the transparent property panel, even though Region Overlap is on.\n\n* Ctrl + N → Sculpting\n* N (to open the Properties region).\n* Move the mouse to the right, beyond the alignment line of the properties editor panels.\n\n![image.png](image.png)\n\nThe brush drawing doesn't follow the mouse cursor. The tool itself works though, and the brush is even drawn if you click in that part.\n\n---\n\nVideo from the original report: [F8795403](2020-08-20_05-04-02.mp4)", "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", "Enhance ways of accessing active modifier for poll functions of operators\nCurrently, poll function of operators can only get the modifier they are supposed to work on from the context. This is often missing (when called from shortcuts e.g., also with drag-n-drop of modifier panels...).\n\nThis is a sever problem for liboverrides, as some modifiers should then be edited (the locally added ones), and others not.\n\nI can see two ways to solve that: \n \n- Add current 'active' modifier to context (not sure how, or even if, this is always possible).\n- Work around the issue by adding some kind of second 'polling' helper function to be used from invoke/exec functions (since when not found in context, those use event to get the modifier to work on, but events are not passed to poll functions).\n", "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)", "GPencil: Texture Image Alpha pass through grease pencil strokes\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: 2.83.1\n\nContext: Using texture image to make some kind of 2d fur on top of a GPencil Object\n\nThe Image Texture used to make some fur is mostly transparent and the brush used to make the colored part is a texture paint brush with Cloud Mask (it was made entirely in Blender with Blender tools).\n\nWhen on top of the GPencil object, the part of the Image Texture that is only half transparent(between 99%-1% transparent), makes the GPencil color disappear, even when moving the center point behind the one of the fur images.\n\nOn the contrary, when on top of another Image Texture (imported to be used as camera mapping), the Image Texture of the fur doesn't impact the transparency of that one.\nNotice that the Image texture boundary, even from the imported one, has problems with clipping and always makes a white line appear.\n\n- Open attached .blend file\n- Zoom in and out to notice the alpha transparency influencing the GP object\n\nThanks for your help!\n\n![from_further_away.PNG](from_further_away.PNG)\n\n![close_up.PNG](close_up.PNG)\n\n![render.png](render.png)\n\n[bug_alpha.blend](bug_alpha.blend)", "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)" ]
[ "Color Picker is Broken in Viewport Dropdown-Menus\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 419.35\n\nBroken: version: 2.81 (sub 4)\n\nThe color picker in dropdown menus in the viewport doesn't work.\n\n- Load the default startup-file,\n- Open the viewport shading dropdown menu in the header,\n- Try to change the outline color with the color picker (it doesn't work with object color or background color either.)\n\n" ]
Crash when unwrapping with subdivision modifier and "Display Stretch" enabled. Operating system: Windows-10-10.0.19044-SP0 64 Bits Graphics card: AMD Radeon RX 5700 XT ATI Technologies Inc. 4.5.14800 Core Profile Context 22.4.1 30.0.15021.1001 Broken: version: 3.2.0 Alpha Basically the title, but I noticed that it also crashes when you save a .blend without hitting unwrap and then open it again. This is what I did in crash2.blend - Enabled subdiv on the default cube - Add seams - Enable "Display Stretch" in the "UV Editor" - Try to unwrap [crash.blend](crash.blend) [crash2.blend](crash2.blend)
[ "UV Unwrapping: Disconnect between unwrapped geometry and displayed geometry with shapekeys\nOperating system: Linux-5.15.11-76051511-generic-x86_64-with-glibc2.34 64 Bits\nGraphics card: Quadro RTX 6000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.86\n\nBroken: version: 3.2.0 Alpha\nWorked: (presumably) never\n[uv_unwrap_shapekeys-2022-02-07_12.29.52.mp4](uv_unwrap_shapekeys-2022-02-07_12.29.52.mp4)\nUV unwrapping uses active shapekey as if it was fully applied, even though it isn't active in the viewport.\n\nI don't think you can call this a bug, but unwrapping another geometry than the one you see should not be intended behaviour. It's a big point of confusion and potential source for errors. So I'm creating a report nonetheless.\n\n- Create shapekey on plane\n- Deform shapekey\n- Turn on `Shape Key Edit Mode`\n- UV unwrap geometry while deformed shapekey is active\n\nFile:\n[uv_unwrap_shapekeys.blend](uv_unwrap_shapekeys.blend)\n", "crash when x-ray and wireframe are enabled\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.99\n\nBroken: version: 3.6.1 Release Candidate\n\nWhen I am working and periodically switch to x-ray and wireframe mode, the program crashes. It just shuts down and that's it. I thought it was related to GPU-subdiv, but today it was not confirmed, I turned off GPU-subdiv and literally after about 20 minutes of work when switching on X-ray and wireframe mode the program crashes. I turn on mode the shift+z hotkeys.\nThis happens randomly!!!\n\n\n\n", "Crash on sculpt mask brush when Multiresolution modifier is copied from another object\nOperating system: Windows 11\nGraphics card: GTX 1060\n\nBroken: 3.3.0 / 3.2.0 / 2.93.10\nWorked: (First time trying multires hasn't worked on any of the versions I've tested on)\n\n\nCrash on sculpt mask brush when Multiresolution modifier is copied from another object.\n\n\nReplicate problem 1:\n\n - Add a Cube (#1)\n - Add Multiresolution modifier to Cube (#1)\n - Subdivide 4 times\n - Add a Cube (#2)\n - Copy Cube (#1)'s modifier onto Cube (#2) through the use of Link/Transfer Data > Copy Modifier\n - Select Cube (#2) and enter sculpt mode\n - Select Mask Brush\n - Use Mask Brush (Should crash blender)", "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", "Huge memory usage when trying to paint on UVs far ouside the 0-1 range\nBroken: version: 2.82a (sub 7)\nWorked: Never\n\nBlender freezes when I attempt to use the paint options, after adding an image to Texture Paint. Memory will skyrocket from 150MB to 13GB and does not un-freeze.\nYoutube tutorial I'm following trying to learn to paint textures, bug happens after adding the image at 2:35, and I attempt to paint the model: watch?v=lmbAs9jE1vI\nI am very new to Blender, but pretty sure it shouldn't be doing that when attempting to use the Paint tools.\n\n![BlenderCrashReport.png](BlenderCrashReport.png)\n\n- Open attached file\n- Try to paint the mesh\n\n[texture_paint_huge_memory_usage.blend](texture_paint_huge_memory_usage.blend)\n\n", "Blender Crashing When Painting Stroke into a \"Moving Animated Character\" (heap-use-after-free)\nBroken: 4.0 alpha\nBroken: version: 2.79 - 2.82 (sub 7)\nWorked: Never\n\nI have this experiment of making LIVE talking head, via OSC. And I noticed that if I tried painting a stroke on a talking moving animated head, it will crash. Even with timeline not running.\n\nI got a video (Might need iPhone X with MOM addon to test this....) :\njhHdG6ZXFDU\n\n- Open attached file\n- Run animation\n- Paint over the animated object\n[paint_animated_shapekey_bug.blend](paint_animated_shapekey_bug.blend)\n\n\n", "Blender 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", "Missing call to BMesh.update_edit_mesh causes crash in edit-mode\nRunning the following script in the default startup file crashes.\n\nUn-commenting the last line resolves the crash.\n\nThe issues is caused by triangulated loops referenced from `BMEditMesh.looptris` being freed.\n\nReporting this issue for reference, since it's a simpler test case compared to #70711, which has the same root cause.\n\n```\nimport bpy, bmesh\nbpy.ops.mesh.primitive_cube_add()\nob = bpy.context.active_object \nbpy.ops.object.mode_set(mode='EDIT')\nme = ob.data\nbm = bmesh.from_edit_mesh(me) \nbmesh.ops.subdivide_edges(bm,edges=bm.edges,use_grid_fill=True,cuts=1)\n# bmesh.update_edit_mesh(me, True)\n```", "Pack UV's crashes blender\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.23\n\nBroken: version: 3.6.0\n\nwith all uv's selected, using \"pack uv's\" crashes blender\n\nopen provided file. Go in edit mode. Select all\nin uv editor go UV > Pack UV\n\nBlender crashes\n\n", "Blender crashes as soon as an image texture is plugged in the material BSDF node\nOperating system: Windows 10\nGraphics card: NVIDIA GeForce GTX 1080 Ti\nSee attached log for more detail\n\nBroken: 3.5.1, but also 4.0.0 Alpha, did not try intermediate versions\nWorked: ??? The earliest available build, 2.93.18, also causes the same crash\n\nThe second any kind of image texture is plugged in a material, Blender crashes without any warning. Occurs when creating a new image texture, when plugging an existing file, or even when trying to plug a UV grid for unwraping purposes\n\n**Similar tickets**\n#76193\n#76377\n\n1. Start Blender.\n2. Create new default file.\n3. Select the default cube.\n4. Switch to Shading workspace.\n5. Add Image Texture node.\n6. Create new image or select an existing one.\n7. Plug Color output to the Base Color input of the Principled BSDF node.\n8. Watch Blender shut down.", "Cycles crashes on viewport rendering in CUDA driver\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.3.0\nWorked: 3.2\n\nThe crash happens while navigating the viewport in shading mode, using Cycles.\n\nThis crash reappeared in the latest 3.3 release. It happened in older releases, then it got stable, but now it's back again.\nApparently, it has to do with Cuda.\nIt's not happening in one particular scene only, but rather randomly regardless of the complexity of the scene.\n\n[Cave-CloseUp-v006.crash.txt](Cave-CloseUp-v006.crash.txt)\n\n[Cave-CloseUp-v005.crash.txt](Cave-CloseUp-v005.crash.txt)\n\n[blender.crash.txt](blender.crash.txt)", "Blender crashes 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)", "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", "Regression: Crash on deleting NLA strip in tweak mode\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 522.30\n\nBroken: version: 3.0, 3.6.0\nWorked: 2.93\n\nWhen using the 'Previous Layer' function of the Action Editor to tweak NLA strips, trying to delete a (green) strip in tweak mode crashes Blender.\n\n\n- Open `109430.blend`\n- In the NLA area, press X to delete the green strip.\n- Blender crashes\n\nOriginal/from fresh file:\n\n- In the default startup file, open 2 areas; a Dope Sheet set to Action Editor, and a Nonlinear Animation.\n- Keyframe any property of the default cube.\n- In the Action Editor, click Push Down on the newly created action.\n- Also in the Action Editor, click the 'Previous Layer' button (the small down arrow). This activates tweaking for the NLA strip.\n- In the NLA area, click the green strip so it's highlighted.\n- Press X to delete it. Blender crashes.\n\n", "Crash 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" ]
[ "GPU subdivision: Crash when switch to UV editor or unwarpping with 'Display Stretch' overlay\nOperating system: Win 11\nGraphics card: 3090\n\nBroken: 3.1\nWorked: 3.0.1\n\n\nCrash when changing to UV Editor\n\n\n1) Click on the \"UV Editing\" tab\n\nIt might be related to having the GPU SubD enabled in preferences, looking at the crash log. In this case I have a file which has a SubD and displace, with the SubD first in the stack (not last) as shown (or it might be the USD system). Click on the UV Editing tab and crash. \n\nCrash log with the stack trace included\n\n\n\n```\n\nStack trace:\nblender.exe :0x00007FF71380E6E0 usdBlender__pxrReserved__::SdfLayerStateDelegateBase::IsDirty\nblender.exe :0x00007FF713655050 draw_subdiv_build_edituv_stretch_angle_buffer\nblender.exe :0x00007FF713698120 blender::draw::mesh_buffer_cache_create_requested_subdiv\nblender.exe :0x00007FF7136539D0 draw_subdiv_create_requested_buffers\nblender.exe :0x00007FF713654850 DRW_create_subdivision\nblender.exe :0x00007FF713680EC0 DRW_mesh_batch_cache_create_requested\nblender.exe :0x00007FF713677C30 drw_batch_cache_generate_requested\nblender.exe :0x00007FF713651B90 drw_engines_cache_populate\nblender.exe :0x00007FF71364DDC0 DRW_draw_render_loop_2d_ex\nblender.exe :0x00007FF713F45DA0 image_main_region_draw\nblender.exe :0x00007FF71395D1D0 ED_region_do_draw\nblender.exe :0x00007FF713555DE0 wm_draw_window_offscreen\nblender.exe :0x00007FF713555C30 wm_draw_window\nblender.exe :0x00007FF713555730 wm_draw_update\nblender.exe :0x00007FF71352FE30 WM_main\nblender.exe :0x00007FF7131903C0 main\nblender.exe :0x00007FF71885E824 __scrt_common_main_seh\nKERNEL32.DLL :0x00007FFD3B3D54D0 BaseThreadInitThunk\nntdll.dll :0x00007FFD3C444830 RtlUserThreadStart\n```\n\n\n\n[blender.crash.txt](blender.crash.txt)\n[Friday_11-March-2022_06.43_01.blend](Friday_11-March-2022_06.43_01.blend)\n", "UV unwrapping crashes Blender deterministically\nOperating system: Windows 11\nGraphics card: PowerColor Red Devil 5700XT\n\nBroken: 3.1.2\n\nUV Unwrapping the anvil mesh in the attached scene while in the \"UV Editing\"-View causes Blender to crash. Works fine if unwrapped in Layout-view.\nAlso crashes if Blender is started with factory defaults.\n\nExample Blender file \"anvil.blend\" attached. \n* Open File\n* Select UV Editing Tab\n* Hit \"U\"-Key with mouse in the editor that is in \"Edit Mode\"\n* Select Unwrap\n\n**Attachements**\nSamplescene:\n[anvil.blend](anvil.blend)\nCrash log with blender.exe --debug-all --factory-startup\n[anvil.crash.txt](anvil.crash.txt)\n" ]
Quadriflow Remesh operator can not be accessed though user interface Operating system: Windows-10-10.0.19041-SP0 64 Bits Graphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.27 Broken: version: 3.0.0 Alpha object.quadriflow_remesh operator can not be accessed through the user interface. Only way to access it is to have it mapped to some hotkey. This goes against Blender convention established from 2.8 onwards where any function should be possible to find somewhere in the user interface menu. 1. Attempt to use Quadriflow Remesh feature in sculpt mode without it being mapped to a hotkey Result: Quadriflow Remesh can not be used if it's not mapped to a hotkey, and there is no indication anywhere in the user interface that this feature exists. Expected: Quadriflow Remesh can be discovered though the user interface and can be used without a hotkey.
[ "When \"Pie Menu on Drag\" is enabled in user prefs, Ctrl + Z has a tendency to open the shading menu by accident\nversion: 2.80 (sub 74), branch: master, commit date: 2019-07-05 21:52\nbuild date: 2019-07-06, 01:03:01\nplatform: Linux\n\nThis may be more of a design issue than a bug, but it's happened to me about 100 times now and it's quite irritating.\n\n**To reproduce:**\n\n - enable User Preferences > Keymap > Preferences > Pie Menu on Drag.\n - open a complex scene (one where the undo operator will have a significant lag) \n - fill the undo history with events, as though you've been working for a while\n - Press Ctrl + Z a couple times while moving the mouse a bit, rolling your hand so that Ctrl is released just before Z (in the manner of a busy artist)\n\nIf the user happens to release Ctrl earlier than Z while moving the mouse, this can bring up the shading menu, interrupting the user's workflow. This may sound like an edge case, but when working quickly, it's actually really frequent and annoying! It seems to especially effect large scenes where there is a lag in the effect of the undo operator.\n\nIdeally, the \"Pie On Drag\" feature should not listen for key presses if those key presses were part of a different combination that has yet to be completely released. What do you think?", "Sculpt Mode Transform Tool improvements\nThis is a list of task that need to be done to improve the functionality and usability of the transform operator and tools in sculpt mode.\n\n- - [x] #63743 (Show gizmo while transforming)\nThis is the first important step to allow intuitive interactions with the transform gizmo. It needs to be visible while adjusting its location & orientation.\n\n- - [ ] [D6771: Fix #70020: Force using the internal sculpt pivot when transforming](D6771) \nWe need to disable custom transform custom origins and orientations. In sculpt mode, sculpt transform should always use the ##SculptSession## pivot space. There should be an operator to set this space orientation to local, global, 3D cursor... which will modify the ##SculptSession## pivot. The gizmo should always show the ##SculptSession## pivot position and orientation. This ensures that vertices are always rotated and scaled using the correct space. \n\n- - [ ] [D9540: Sculpt: Option to transform only the sculpt pivot](D9540) Add an option to transform only the pivot position. This will use the gizmo to transform the ##ScultpSession## pivot without applying the transformation to the vertices. This can be added as a property of the transform operator and exposed in the TopBar for the sculpt mode transform tools.\n\n- - [ ] Add an operator to easily align the ##SculptSession## pivot. For example, an operator that rotates the pivot X axis towards the point in the sculpt under the mouse cursor.", "Voxel Bug Holes after Remesh\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.95\n\nBroken: version: 3.2.0\n\nVoxel Bug Holes after Remesh\n\n\nClick on Voxel Remesh, I think any voxel size produces the same result.\n\n\nI tried on default sculpt spear it works fine that way but not on the model I am using.\n\nThe model was originally produced from Reality Capture software, then I cleaned it up using decimate and smooth modifier. I fixed the details and did some more cleaning in Sculpt Mode. Unfortunately when I tried Remesh this issue happened.\n\nThank you in advance.\n\n[VeniceBaseSculptingVoxelBug.blend](VeniceBaseSculptingVoxelBug.blend)\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)", "Dicrepency between requested mesh data layer and eval mesh data layer\nWhile fixing #91838 it became apparent that the data layers requested by `mesh_cd_calc_used_gpu_layers` differs from the ones when creating the batches. Which lead in this case to a crash.\n\nThe fix was just a workaround and fixing this would mean to have the same layers at request time. Or maybe, not assuming they will be available during batch creation.", "Sculpt Mode: Edit Voxel Size hotkey conflict\nOperating system: Win 10\n\nBroken: blender-2.90-51ac411ce80c-windows64\n\nThe \"Edit Voxel Size\" and the \"Repeat Last\" functions are using the same hotkey (Shift+R), and as a result, the \"Repeat Last\" command is not working in sculpt mode.\n![image.png](image.png)", "Tool 'builtin.move' not found for space 'VIEW_3D'\nOperating system: Wondows 10 Home\nGraphics card: RTX2060\n\nBroken: 2.93.3, 3.0.0 Alpha\n\nIf you try to use W, E, R, T hotkey while you in Weight paint mode with some Armature selected, you will have this error/warning :\n`Tool 'builtin.move' not found for space 'VIEW_3D'`\nI tested it in Industry Compatible keymap which i used in both mentioned Blender versions. \n\n- Open attached file\n- Set the `Industry Compatible keymap`\n- Select Armature then Shift+select the skinned mesh\n- go to Weight paint mode.\n- Press W, E, R or T key and you will have this error:\n```\n'builtin.move' not found for space 'VIEW_3D'\nor 'builtin.rotate' not found for space 'VIEW_3D'\nand so on.\n```\n\n*The error also will appear if you try to use Q hotkey which are Box Selection tool. In this case it will be - Tool 'builtin.select_box' not found for space 'VIEW_3D'*\n\nThe problem its not just a warning/error themselve, but the fact what you will no longer have ability to set a hotkey for those keys trougth any addon, as example in my case - \"Pie Menu Editor\". \nSo a lot of hotkeys which can be set for certain modes will be lost and completely unavailable.\n[tool_shortcut_bug.blend](tool_shortcut_bug.blend)", "Disabled objects still get evaluated if there is a driver on their hide_viewport property.\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.20\n\nBroken: version: 2.90 (sub 0)\nWorked: I think never\n\nCurrently, when an object is hide_viewport==True, that object as well as any dependencies it has that are also hidden, will have not hinder viewport performance. But that's not the case when there is a driver on the object's hide_viewport property, even if that driver evaluates to True.\n\nThe use case is as a rigger, I would give animators options to hide parts of a character to gain viewport performance.\n\n[remesh_performance_depdendency_test.blend](remesh_performance_depdendency_test.blend)\n- In the blend file, simply start playback and notice(unless your computer is a beast) you should get fairly low fps, even though the objects are disabled.\n- Remove the driver from the sphere's hide_viewport, and performance goes back to normal.", "Pie Menu Hotkey Customization\n# Summary\n\nAs a blender user, I am interested in customizing the hotkeys for pie menus. If properties with key press events can be added to a layout, then it follows that operators with key press events should be possible to be add to a layout as well. This applies to pie menus, but also to the items in any layout.\n\n## Current\n\n```python\n# 4 - LEFT\npie.operator(...)\n# 6 - RIGHT\npie.operator(...)\n# 2 - BOTTOM\npie.operator(...)\n# 8 - TOP\npie.operator(...)\n...\n```\n![image](attachment)\n\n## Desired\n\n```python\npie.operator(..., key = 'l')\npie.operator(..., key = 'r')\npie.operator(..., key = 't')\npie.operator(..., key = 'd')\n...\n```\n![image](attachment)\n\n# Intro\n\nNew to blender source code, been trying to interact on blender discord and blender developer chat for a few days. Trying here now.\n\n# Motivation\n\nIn principle, pie menus are like interactive modal hotkeys, similar to vim. New users can open a pie menu to see what functionality is relevant in a given context, and experienced users can press a key to open the pie and a second key to choose the operator. Modal pies are to modeling what tab completion is to coding.\n\n# Current State\n\nThe numpad keys 2,4,6,8 activate the items in a pie menu, and I'm struggling to figure out how I might be able to customize those hotkeys for each pie menu. If there is a way, I missed it.\n\n# Desired State\n\nEach operator added to a pie layout can be configured to have a specific hotkey.\n\n# So Far\n\nThe [UILayout class](bpy.types.UILayout.html) has a `.operator()` method which could be modified to accept a hotkey to trigger the operator while the pie is active.\n\nThere is also a `.prop()` method which accepts a param `event (boolean, (optional)) – Use button to input key events`. If properties with key press events can be added to a layout, then it should be straightforward that operators with key events can be added to a layout.\n\nI haven't been able to find the source code for the UILayout python class (the UILayout_Fake class inherits UILayout):\n![image](attachment)\n, but there is a section of `source/blender/makesrna/internal/rna_ui.cc` that might be defining the class jointly for C++ and python.\n\nI also can't find the `.menu_pie()` implementation anywhere:\n![image](attachment)\n\n# To Do\n\n1. Find the UILayout class implementation\n2. Find the menu_pie function implementation\n\n# Relevant Links\n\nHere is an example of typical pie menu code: ui.py\nHere is some discussion of hacking modal hotkeys into blender addons: 2\n\n", "Sculpt: crashes when using the Edit Face Set in Delete Geometry mode on an object with 0 faces\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: Intel(R) Iris(R) Xe Graphics Intel 4.5.0 - Build 30.0.100.9864\n\nBroken: version: 3.3.0 Alpha\n\nBlender crashes when trying to delete non existing geometry with the Edit Face Set tool\n\n[blender.crash.txt](blender.crash.txt)\n\n[blender_debug_output.txt](blender_debug_output.txt)\n\n[blender_system_info.txt](blender_system_info.txt)\n\n\n1) select the default cube, go to edit mode and delete all vertices\n2) switch to the sculpting tab\n3) select the \"edit face set\" tool and switch the mode to \"Delete Geometry\"\n4) left click anywhere in the viewport and Blender will crash\n\nThere are many things going wrong in sculptmode with faceless meshes.\n\nSee also reports:\n- #86940 (Crash with certain file. Sculpt mode. Vertex color fill + edge.)\n\nAnd (possible but partially abandoned) solutions:\n- [D10851: Fix #86940: sculpt automasking facesets option crashes on meshes without faces](D10851)\n- [D10966: Prevent changing to sculptmode on faceless mesh objects](D10966)\n\n**Stack trace**\n\nblender.exe :0x00007FF603BDA400 sculpt_face_set_edit_invoke\nblender.exe :0x00007FF6033688F0 wm_operator_invoke\nblender.exe :0x00007FF603366280 wm_handler_operator_call\nblender.exe :0x00007FF603367CA0 wm_handlers_do_keymap_with_keymap_handler\nblender.exe :0x00007FF603367440 wm_handlers_do_intern\nblender.exe :0x00007FF6033668A0 wm_handlers_do\nblender.exe :0x00007FF603363430 wm_event_do_handlers\nblender.exe :0x00007FF60334D530 WM_main\nblender.exe :0x00007FF602431210 main\nblender.exe :0x00007FF608464500 __scrt_common_main_seh\nKERNEL32.DLL :0x00007FFF3D887020 BaseThreadInitThunk\nntdll.dll :0x00007FFF3EAE2630 RtlUserThreadStart", "Fix operators that affect hidden geometry\n(NOTE) This task is part of the community & sub tasks of the workboard. Anyone is free to pick up this task and contribute. For any questions or needed reviewers, please tag @JosephEagar and @JulienKaspar .\n\nThere are a number of operators in sculpt mode that affect hidden geometry. As a general rule this should be avoided.\n\n- [ ] `bpy.ops.sculpt.face_set_edit` to Grow/Shrink, Fair or Delete face sets needs to have the \"Modifiy Hidden\" property disabled by default and disabled in all menu and keymap entries.\n\nList of further operators:\n- [ ] `bpy.ops.sculpt.face_sets_init` \n- [ ] `bpy.ops.sculpt.face_sets_create(mode='SELECTION')`\n- [ ] `bpy.ops.mesh.paint_mask_extract()`\n- [ ] `bpy.ops.mesh.paint_mask_slice()`\n\n", "Subdividing degenerate faces can cause a segfault\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 3.0.0\nWorked: N/A, crashes in 2.93 and 3.1.0 alpha as well\n\nSubdividing specific faces on a mesh with overlapping faces can cause a segfault/access violation\n\n1. Open the attached subdivide-crash.blend file\n2. Run the *Subdivide* operator with the currently-selected faces\n3. Crash\n\n[subdivide-crash.blend](subdivide-crash.blend)\n\nManually building the shape doesn't cause a crash. I presume it depends on the exact ordering of the edges and faces. The offending mesh doesn't cause any warnings during validation, though.\n\nThe following remarks are from a lite build of \n5a3d5f751f :\n\nIn a debug build, I hit an assert failure instead of an getting an access violation.\n\n`BLI_assert failed: D:\\blender-git\\blender\\source\\blender\\bmesh\\operators\\bmo_subdivide.c:149, connect_smallest_face(), at '!BM_loop_is_adjacent(l_a, l_b)'`\n\nIf I comment that out, I get an identical assert failure from elsewhere:\n\n`BLI_assert failed: D:\\blender-git\\blender\\source\\blender\\bmesh\\intern\\bmesh_mods.c:206, BM_face_split(), at '!BM_loop_is_adjacent(l_a, l_b)'`\n\nIf I comment *that* out, I hit the segfault:\n\n`SUMMARY: AddressSanitizer: access-violation D:\\blender-git\\blender\\source\\blender\\bmesh\\operators\\bmo_subdivide.c:869 in tri_3edge_subdivide`", "Bug when working with the Child Of constraint and the Selection to Cursor command\nBroken: version: 3.0.0 Alpha\nWorked: Never\n\nWhen working with the Child Of constraint the `Select To Cursor` command does not work correctly.\n\n- Open attached file\n- In the 3d View press {key Shift S} and `Select To Cursor`\n[Bug_ChildOf_Selection2Cursor.blend](Bug_ChildOf_Selection2Cursor.blend)\n\n---\n**Original Report:**\nWhen working with the Child Of constraint, it is impossible to use it several times by enabling and disabling the influence of the constraint. \nHe second time the offset is different and the child object jumps away from the desired position. \nIt's hard to put it in the right place. I tried to use a 3D cursor for this, but the Select To Cursor command does not work correctly when working with this the Child Of constraints.", "QuadriFlow Remesh Crash\nOperating system:iMac (Retina 5K, 27-inch, 2020)\nGraphics card:AMD Radeon Pro 5700 8 GB\nRam: 96 GB 2133 MHz DDR4\n\nBroken: 3.6.0, 3.5.0 Beta and 3.2.1\nWorked: N/A\n\n\nDear all\n\nI found that the QuadriFlow Remesh will crash when i try to remesh (40K) from also most 900K faces. I tested on 30K and so on. The only sucessful try is down to 500 faces.\n\n\nHere is the model for your reference which is modified after 3D print addon (cannot QuadriFlow if not) from the orignal question below and i also record a 1:30min video for reference as well ( YR6oPpNbKis )\n\nModel file: view?usp=share_link\n\nPlease check. Many thanks\n\nOrignal Question: mesh-doesnt-follow-the-armature", "Fly Navigation using the trackpad is broken\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: until 3064da1200a9\n\n\nThere is trackpad support for Fly Navigating, but it does not currently work due to key-map issues.\nDetails are here: D9641\n\n" ]
[ "Edit Voxel Size sculpt operator can not be accessed though user interface\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 466.27\n\nBroken: version: 3.0.0 Alpha\n\nShort description of error\nobject.voxel_size_edit operator can not be accessed through the user interface. Only way to access it is to have it mapped to some hotkey. This goes against Blender convention established from 2.8 onwards where any function should be possible to find somewhere in the user interface menu.\n\nExact steps for others to reproduce the error\n\nAttempt to use Edit Voxel Size feature in sculpt mode without it being mapped to a hotkey (Default hotkey is Shift+R)\nResult: Edit Voxel Size can not be used if it's not mapped to a hotkey, and there is no indication anywhere in the user interface that this feature exists.\nExpected: Edit Voxel Size can be discovered though the user interface and can be used without a hotkey." ]
colorramp node causes software crashes Operating system: Windows-8.1-6.3.9600-SP0 64 Bits Graphics card: GeForce GTX 960M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71 Broken: version: 2.93.2 1. Open the software 2. Create a colorramp node and connect it to the material node. 3. In the surface, POS properties cannot be keyframed with a left click. (It will crash the software) (But you can use the shortcut key I)
[ "The display will be damaged when the node editor in Fullscreen Area mode (ctrl alt spacebar)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: AMD Radeon(TM) R7 Graphics ATI Technologies Inc. 4.5.14736 Core Profile Context 20.11.1 27.20.12033.2007\n\nBroken: 2.93 as well as version: 3.0.0 Beta\nWorked: Haven't tested before 2.93.\n\nThe display will be damaged when the node editor in Fullscreen Area mode (ctrl alt spacebar).\n\n* Switch workspace to Geometry Nodes\n* Add a new Geometry Nodes modifier/datablock\n* Ctrl+Alt+Space to go fullscreen (not Ctrl + Space)\n* Select or move a node\n\nFile:\n[bug.blend](bug.blend)\n\nGIF:\n![1.gif](1.gif)", "Rounding error in ColorRamp node\nOperating system: Windows 10\nGraphics card: GeForce GTX 1080 8K\n\nBroken: 2.83.4, a322b43e3d08, 2020-02-24\n\nIn the Cycles implementation of the ColorRamp node, marker positions seem to be rounded to the next higher multiple of 1/255, leading to unexpected output, especially when set to 'Constant' interpolation.\n\nEDIT: Happens in EEVEE too, but only when there are two or more markers set on the ColorRamp, and with multiples of 1/256.\n\n\n[rounding error.blend](rounding_error.blend)\n\n - Open the attached .blend file and switch the 3D View to Rendered mode\n - See ColorRamp node in the Shader Editor\n - Set yellow marker to a position just slightly above a multiple of 1/255, e.g. `0.2197` (> 56/255)\n - Set 'Fac' input to just slightly below the next higher multiple, e.g. `0.2235` (< 57/255)\n # The node will output the red color from the left of the spectrum, even though the input value is greater than the yellow marker's position. ~~This only occurs in Cycles, EEVEE correctly outputs yellow.~~\n\nAs a side note, 0.2335 should be rounded up to 0.234 when displayed with three decimals, but isn't.\n\nEDIT: To reproduce in EEVEE:\n\n - Steps 1 & 2 from above\n - Add a third marker to the ColorRamp and slide it to 1.0, where it shouldn't affect the other markers\n - Set yellow marker to a position just slightly above a multiple of 1/256, e.g. `0.5001`\n - Set 'Fac' input to just slightly below the next higher multiple, e.g. `0.5039`\n # (As with Cycles)\n\n", "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)", "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)", "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}", "Crash when scrubbing the timeline when using the line art modifier\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.41\n\nBroken: version: 3.5.0\nWorked: 3.4.1\n\nWhen scrubbing the timeline, blender will crash. This happens frequently when I have a project of sufficient complexity that uses the line art modifier. The provided blend file has been simplified as much as possible while still reproducing the crashing behavior.\n\n1. Open line_art_crash.blend\n2. Scrub the timeline. Jumping between frames makes it less likely to crash, but holding onto the playhead and slowly moving should have it crash in a few seconds.\n\n", "Regression: Crash when animation is playing\nOperating system: Windows 10\nGraphics card: 2x RTX3080\n\nBroken: 3.6 and 3.6.1 release canditate\n\nPress the space bar, the animation starts and Blender closes. The console says : EXCEPTION_ACCESS_VIOLATION\nI also test the file with an independent portable version of Blender, but the crash still occurs.\n\nPress space bar to play the animation and wait the frame 48.\n\n[Fluent_Testing_7_for_blend_dev.blend](https://projects.blender.orgattachment)", "Crash when 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", "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 ", "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 when updating image pixel data through python API\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 432.00\n\nBroken: version: 2.83.0, 2.90\nWorked: N/A\n\nBlender crashes with apparent memory corruption, when image pixel data and previous are updated frequently with python script.\nStack traces give no obvious answer, i have seen it happen in depsgraph eval, node graph code, imbuf, etc.\n\n*Note: i could not reproduce this issue in debug mode so far, only release or RelWithDebInfo seems to work.*\n\n 1. Open attacehd file\n - Run the script\n - Make sure the scene properties are visible (it seems to only crash when displaying image previews).\n - Grab the default cube and wiggle it around to force depsgraph updates.\n - If it doesn't want to crash, re-open Blender, it seems to be quite random.\n\nI'm using a node group to access image data blocks, so they can be displayed in a panel as pointers. The code generates data to replace the image pixels as well as the preview.\nI have also tried running a timer and deferring pixel updates using a queue as suggested [here ](bpy.app.timers.html#use-a-timer-to-react-to-events-in-another-thread), just in case the depsgraph post update is somehow not safe, but this doesn't change anything substantially. The bug happens in both cases.\n\n[crashtest.blend](crashtest.blend)", "USD: Crash when loading the Intel Moore Lane demo asset (related to Color Attributes)\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 4090/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 528.24\n\nBroken: version: 4.0.0 Alpha\nBroken: version: 4.0.0 Alpha\nWorked: version: 4.0.0 Alpha\n\nCrashes during import of the Intel 4004 Moore Lane asset. Seemingly related to Color Attribute processing though the stack traces for the crash are not related.\n\n- Download the \"4004 Moore Lane v 1.1.0\" asset: 4004-moore-lane/\n- Attempt to import the `USD\\4004MooreLane_III_03_ASWF.usd` file with default settings --> observe crash\n- Attempt to import the same file but with the \"Color Attributes\" option unselected --> works\n\nOddly, the crashing stack occurs inside tbbmalloc and while seemingly dealing with mesh normals...\n```\n...\ntbbmalloc.dll!00007ffd7fa29f4e()\tUnknown\nblender.exe!MEM_lockfree_mallocN_aligned(unsigned __int64 len, unsigned __int64 alignment, const unsigned char * str) Line 310\tC\n[Inline Frame] blender.exe!blender::GuardedAllocator::allocate(unsigned __int64) Line 47\tC++\n[Inline Frame] blender.exe!blender::Array<blender::VecBase<float,3>,4,blender::GuardedAllocator>::allocate(__int64) Line 425\tC++\n[Inline Frame] blender.exe!blender::Array<blender::VecBase<float,3>,4,blender::GuardedAllocator>::get_buffer_for_size(__int64) Line 419\tC++\n[Inline Frame] blender.exe!blender::Array<blender::VecBase<float,3>,4,blender::GuardedAllocator>::{ctor}(__int64) Line 122\tC++\nblender.exe!blender::bke::mesh::mesh_normals_loop_custom_set(blender::Span<blender::VecBase<float,3>> positions, blender::Span<blender::VecBase<int,2>> edges, const blender::offset_indices::OffsetIndices<int> faces, blender::Span<int> corner_verts, blender::Span<int> corner_edges, blender::Span<blender::VecBase<float,3>> vert_normals, blender::Span<blender::VecBase<float,3>> face_normals, const bool * sharp_faces, const bool use_vertices, blender::MutableSpan<blender::VecBase<float,3>> r_custom_loop_normals, blender::MutableSpan<bool> sharp_edges, blender::MutableSpan<blender::VecBase<short,2>> r_clnors_data) Line 1368\tC++\nblender.exe!blender::bke::mesh::mesh_set_custom_normals(Mesh * mesh, float[3] * r_custom_nors, const bool use_vertices) Line 1642\tC++\nblender.exe!blender::io::usd::USDMeshReader::process_normals_face_varying(Mesh * mesh) Line 797\tC++\nblender.exe!blender::io::usd::USDMeshReader::read_mesh_sample(blender::io::usd::ImportSettings * settings, Mesh * mesh, double motionSampleTime, bool new_mesh) Line 853\tC++\nblender.exe!blender::io::usd::USDMeshReader::read_mesh(Mesh * existing_mesh, USDMeshReadParams params, const char * * __formal) Line 1094\tC++\nblender.exe!blender::io::usd::USDMeshReader::read_object_data(Main * bmain, double motionSampleTime) Line 249\tC++\nblender.exe!blender::io::usd::import_startjob(void * customdata, bool * stop, bool * do_update, float * progress) Line 288\tC++\n\n```\n\n", "Blender 3.5.0 Win11 RTX3090 Fatal Crash on activating Cycles\n@deadpin thanks for replying.\n\nDriver Version: 31.0.15.3161 (NVIDA 528.24) DCH Win1164 installed\n\nCycles now working without issue thank u.\n\n_Originally posted by @Jaymi-McManus in /blender/blender/issues/106953#issuecomment-923094_\n\n>>>>>\n\nUpdate: \n\n1. Closed the ticket too soon, after adding some simple color, specular, metallic, changes in BSDF and then navigating between layout and other tabs, fatal crash occurs again\n\n2. Updated NVIDIA drivers to 31.0.15.3161 (NVIDIA 531.61) DHC / Win11 64 the issue still persists\n\nUpdate logs attached.", "Node Group Texture slot problem\nOperating system: Windows 10\nGraphics card: gtx1060\n\nBroken: 2.9\nWorked: N/A\n\nIn the Texture Paint mode, when all textures are inside a node group, if you change brush radius it jumps to the top texture slot every time.\n\n- Open attached file\n- In the property editor, select `test` texure slot\n- Change brush radius.\nThe top texture slot (`test`) was selected automatically\n[Node Group Texture Slot Problem.blend](Node_Group_Texture_Slot_Problem.blend)", "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" ]
[ "Making keyframe for ColorRamp in Layout crashes Blender\nOperating system: Windows 10\nGraphics card: NVIDIA GeForce GTX 960\n\nBroken: 3.0.0\n\nWhen you make a ColorRamp in the shadings tab, go to layout and press the Keyframe button in the Material Tab for the ColorRamp, Blender crashes\n\nGo to the Shadings Tab and add a ColorRamp to a new Material\n![Bild_2021-12-24_100846.png](Bild_2021-12-24_100846.png)\nThen go to Layout and click on the Material\n![Bild_2021-12-24_101113.png](Bild_2021-12-24_101113.png)\nand click on Keyframe\n![Bild_2021-12-24_101143.png](Bild_2021-12-24_101143.png)\n Blender crashes", "Trying to animate a color stop of a ColorRamp node will make Blender crash\nOperating system: Windows 10\nGraphics card: RTX 3060Ti\n\nBroken: 3.2\n\n\n\nTrying to put a key on a ColorRamp color stop's position will instantly make Blender crash to desktop.\n\n\n- Create a material on any object\n- Create a color ramp in your shading nodes setup\n- Try to key the position of a color stop in the Material Properties tab (by clicking the Animate Property dot)\n\nNote : in my case, this will happen regardless of the file used. For exemple, if I open a new blend file, put a material on the default cube and try to animate a ColorRamp color stop, Blender will crash.", "Crash when editing color ramp animation decorator in property editor\n**Description of the bug**\nCrash when editing color ramp animation decorator in property editor\n\n**Steps to reproduce**\n* Add a color ramp and connect to the Principle base color socket input.\n* Click on the animate property decorator for the color ramp settings in the Property Editor.\n\n[color_ramp_crash.blend](color_ramp_crash.blend)\n" ]
Image Editor slots no longer work Operating system: Linux-5.4.0-47-generic-x86_64-with-debian-bullseye-sid 64 Bits Graphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 450.51.06 Broken: version: 2.91.0 Alpha Worked: 2.7x, 2.8x and 2.9x all The Image Editor's slots aren't saved any more like before. - Open Blender (Factory Defaults) and press F12 to render the default cube. - In the Image Editor that displays the current render switch to another slot, e.g. by pressing 2 on the keyboard in case you rendered in slot 1 - Move the cube or do whatever you want to change the render result in any way - Press F12 again - The new render looks different. Now switch back to the previous slot: It no longer contains the previous rendering.
[ "Crash when updating image pixel data through python API\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 432.00\n\nBroken: version: 2.83.0, 2.90\nWorked: N/A\n\nBlender crashes with apparent memory corruption, when image pixel data and previous are updated frequently with python script.\nStack traces give no obvious answer, i have seen it happen in depsgraph eval, node graph code, imbuf, etc.\n\n*Note: i could not reproduce this issue in debug mode so far, only release or RelWithDebInfo seems to work.*\n\n 1. Open attacehd file\n - Run the script\n - Make sure the scene properties are visible (it seems to only crash when displaying image previews).\n - Grab the default cube and wiggle it around to force depsgraph updates.\n - If it doesn't want to crash, re-open Blender, it seems to be quite random.\n\nI'm using a node group to access image data blocks, so they can be displayed in a panel as pointers. The code generates data to replace the image pixels as well as the preview.\nI have also tried running a timer and deferring pixel updates using a queue as suggested [here ](bpy.app.timers.html#use-a-timer-to-react-to-events-in-another-thread), just in case the depsgraph post update is somehow not safe, but this doesn't change anything substantially. The bug happens in both cases.\n\n[crashtest.blend](crashtest.blend)", "Crash 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", "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 ?", "Sequencer Render does not render overlays and always uses original media\nOperating system:\t\tWindows 7\nGPU:\t\t\t\tRadeon Vega 64\nGPU Software Version:\t20.4.2 (2020.0515.1537.28108)\nCPU:\t\t\t\tIntel Core i7-5960X\n\n**Blender Version(s)**\n*(listed are versions tested)*\n\nBroken:\t\t\t\t` 2.79 (sub 00), branch: master, commit date: 2018-03-22 14:10, hash: f4dc9f9d68b, type: Release, build date: 2018-03-22, 09:59 AM`\nBroken:\t\t\t\t` blender-2.91.0-010c1370aff6-windows64` (BF Build Bot)\n\n\nClicking Sequencer Render will not render the image as set in the sidebar view settings like: Show Overexposed, Safe Areas or Proxies don't work.\n\n\n\nTrying to render proxies:\n\n\n - Open and Viewport render\n\n\n[Render_Proxy.zip](Render_Proxy.zip)", "Crash when using OCIO v2\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.47\n\nBroken: version: 3.0.0 Release Candidate\n\nWhen I used OCIO v2 config file and used Cycles for rendering with Optix, it worked for viewport rendering. But if I pressed F12 for final render, Blender 3.0 crashed when the render was finsihing.\nI tried with a few scenes even if the Blender default scene still crashed. Then I tried rendering with CPU, it still crashed.\nI also tried in Blender 2.93.5. It crashed again even if the render didn't start.\nI downloaded the OCIO v2 config file from ocio_v2_demo.html.\n\nWhen I used OCIO v1.2 config file, Blender worked perfectly.\n\n[test-ocio2.txt](test-ocio2.txt)\n- Set the OCIO environment variable to the location of the test-ocio2.txt config file.\n- Start blender and set Cycles as the render engine\n- F12\n\n-----\nOCIO v2 Config\n{[F12676993](image.png) size=full}\n\nBlender 3.0 crash video\n[Crash.mp4](Crash.mp4)\n", "Shading change (smooth/flat) resets current simulation cache. \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)\nversion: 2.82 (sub 7)\nWorked: 2.79\n\n[2020-02-26_04-40-40.mp4](2020-02-26_04-40-40.mp4)\n\nSet simple simulation, play it (to the end or pause), change shading to smooth/flat. Your cache lost.\nHere file.\n[simeset.blend](simeset.blend)\n\n", "Wrong editor type saved in workspace\nOperating system: Win11\nGraphics card: AMD Radeon (TM) Graphics (Included Graphics)\n\nBroken: 3.5.1\nWorked: N/A.\n\nMy properties editor is glitched and keeps resetting to nonlinear animation editor.\n(When saving file and reopening)\n\nIdk how to repreduce it, but here are steps for my blender file:\n1. Switch editor type to properties editor.\n2. Save file.\n3. Close blender .\n4. Open the saved file.\n5. Properties editor switched to nonlinear animation editor.\n6. (When repeating 1-4 with all objects deleted, then its working normally without the switch at restart).\n7. Viedeo: EDgFd6MIzjM.\n\n", "Texture stencil \"Reset Transform\" doesn't work properly\n**System information**\nLinux Mint 17.3 (x86_64)\nLinux Mint 18 (x86_64)\nWindows 8.1 64bit\n\nNvidia Geforce GT640\nNvidia Geforce 820M\n\nBroken: 2.78, 2.77a\n\nIn texture paint mode (wether in 3D or 2D), the \"Reset Transform\" under \"Texture\" doesn't work once you clicked on the \"Reset Transform\" under \"Texture Mask\".\n![image.png](image.png)\n\n\n - Open this .blend file [stencil Reset transform bug.blend](stencil_Reset_transform_bug.blend)\n\n - Click on the upper \"Reset transform\"\n\n - it works.\n\n - revert file\n\n - click on the lower reset transform, then on the upper one\n\n - it doesn't work.", "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)", "Undo when sculpting changes brush type\nOperating system: Windows 10 Pro - 20H2 - 19042.867\nGraphics card: RTX 2070 SUPER - Driver version 497.09\n\nBroken: 3.0.0, f1cca3055776, master, 2021-12-02\n\nWhen sculpting, pressing undo will change the brush type and the brush settings to the previous selection.\n\nThe issue has existed for me for several years across multiple PCs, and countless versions of Blender. It has been reported here by many people but I've never seen anyone mention the following which I think could be helpful. I always work with a second window on another screen with just a UV Editor open which I think has something to do with the issue.\n\nFor example, in a new scene, start with the Draw brush active and change to the Grab brush then make three brushstrokes on the corner of the cube with it to pull it out. Pressing undo once will only remove the last Grab brushstroke as expected but also revert the active brush to the Draw brush which is not expected.\n\nAfter loading factory settings, the problem doesn't exist. What causes it to happen is if you add an additional New Main Window and set it to the UV Editing workspace and combine the UV Editor area and the 3D Viewport area to make just one large UV Editor area. Repeating the previous steps mentioned in the Sculpting workspace then causes the issue to happen.\n\nThere is some inconsistency with what happens afterwards with regards to changing the windows, workspaces and areas around. It seems various combinations can cause this to happen but the following steps should consistently replicate the issue for anyone on factory settings.\n\n - File > Defaults > Load Factory Settings\n - Window > New Main Window\n\n - On the New Main Window, select the UV Editing workspace\n - Combine the two main areas so only the UV Editor area remains, covering most of the workspace, and the 3D Viewport area is removed\n\n - On the original Main Window, select the Sculpting workspace\n - Select the Grab brush\n - Make three brushstrokes\n - Press undo once\n - Observe as one brushstroke is removed as expected but the brush type is also changed back to the default Draw brush\n\nAdditional observation:\n - Close the New Main Window that has the UV Editor open\n\n - On the original Main Window, select the Sculpting workspace\n - Select the Grab brush\n - Make three brushstrokes\n - Press undo once\n - Observe as one brushstroke is removed as expected and the brush type does not change", "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 !", "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", "Adjust last operation: can't reset properties to default value\nBroken: 2.8x\n\nIn the Adjust Last Operation panel, the context menu for any property has the Reset to Default Value options disabled, although they are enabled in the operator panel.\n\n\n1. Load the default scene\n2. Enter edit mode on the cube\n3. Bevel an edge\n4. Expand the operator panel in the bottom left\n5. Right click any property, note that Reset to Default Value option is enabled and works\n6. Go Edit -> Adjust Last Operation\n7. Right click the same property in that panel, note that Reset to Default Value option is disabled", "Particle Viewport display options don't reset properly when changing particle type\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 527.56\n\nBroken: version: 3.4.0\n\n\nViewport Display panel options don't reset properly when changing the particle type from Emitter to Hair and back to Emitter again.\n\n1. New default scene.\n2. Add particle system to cube.\n3. Go to the Viewport Display panel for the particle system and notice options.\n4. Change the particle system type from Emitter to Hair.\n5. Options under Viewport Display panel change accordingly.\n6. Change the particle system type back from Hair to Emitter.\nOptions under Viewport Display panel are those for Hair and not Emitter.\n\n![image](attachment)\n\n", "Pack to box region in uv editor\n- Additional property option to the pack islands operator. \n- scales down uv's to fit the selected box\n- Uses new UV editor widget, similar to “render region” in the 3D Viewport, which is activated by the shortcut CTRL+B (deactivate with shortcut CTRL+ALT+B)\n- This feature could also be very useful for the **Unwrap** operator. Let me know if we need a separate task for that\n```\n\n```\n\n\n![image](image.png)\n\n**Starting point**\n\nSelected UV islands should be packed into the “box region” that is “drawn” by the user.\n\n![image](image.png)\n\n**Desired result**\n\nSelected UV islands are packed to the “box region” that was “drawn” by the user\n\n![image](image.png)" ]
[ "Cannot switch between Slots of Render Result\nOperating system: Linux-5.4.0-7642-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: Quadro RTX 6000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.100\n\nBroken: version: 2.91.0 Alpha\nWorked: version: 2.91.0 Alpha, branch: master, commit date: 2020-09-10\n\nAfter rendering multiple images in different slots I am unable to switch between the different images. All slots display the latest rendering.\n\nFrom startup scene:\n- hit F12\n- change to a different slot\n- visibly change something in the scene\n- hit F12 again\n- go back to the previous render slot\n- only the latest render is displayed in both used slots\n\n\n" ]
Grid Fill - Span doesn't work Operating system: Windows-8.1-6.3.9600 64 Bits Graphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 399.24 Broken: version: 2.80 (sub 74) Worked: (optional) Grid Fill - Span doesn't work - use grid fill - try to change Span parameter - you can't (
[ "Distribution: Jittered And Random ignore flag \"Use Modifier Stack\" PS\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 522.30\n\nBroken: version: 3.5.0 Alpha\nWorked: never\n\njitter and random ignores modifier stack\n![image.png](image.png)\n\n- Open default scene\n- In particle system change distribution to grid (modifiers stack appears to be included)\n- Change type to jitter/Random\n[GNParticle.blend](GNParticle.blend)\n", "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).", "Lattice UVW input Glitch\nOperating system: Darwin-18.7.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro Vega 64 OpenGL Engine ATI Technologies Inc. 4.1 ATI-2.11.21\n\nBroken: version: 2.81 (sub 16)\nWorked: (optional)\n\nClick dragging vertically through the UVW parameters of a Lattice will let you select all 3 parameters (as expected).\nBut, entering a new number will only change the 1st of the 3 selected parameters.\nWeirdly, click drag selecting all three parameters and entering nothing-at-all and then clicking away will somehow enter in the correct number that was entered one attempt back in time.\n\nStart a new General file and delete all objects.\nAdd a Lattice.\nGo to the Lattice Properties.\nClick and drag down through the U, V and W fields.\nEnter a new number.\nNotice that only 1 of the parameters changed (when all 3 should have changed).\nClick and drag down through the U, V and W fields again.\nClick away.\nNotice how the other 2 parameters \"catch up\" to the first 1.\n\n", "Themes: Spreadsheet Editor \"Region Text Highlight\" setting does not work\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.59\n\nBroken: version: 3.3.0 Alpha\n\nIn the spreadsheet editor the leftmost element where you can select the different contexts is called \"region\".\n![image.png](image.png)\n\nThe text color is controlled by the \"Region Text\" property.\nThe text highlight color seems to be hardcoded to black, even though there is a \"Region Text Highlight\" setting.\n\n![image.png](image.png)", "Cloth simulation of Ngons are broken with Angular Bending Springs\nOperating system:Win\nGraphics card:RTX 3060 Ti\n\nBroken: 2.83, 3.2.2, 3.4\n\n\nThe attached file includes two similar meshes, one of which has an Ngon. A cloth simulation with the default settings was added except for some pinned vertices.\nThe mesh with the Ngon doesn't simulate correctly as shown in this video:\n\n[20220829-125207.mp4](20220829-125207.mp4)\n\n\nPlay animation:\n\n[cloth bug.blend](cloth_bug.blend)\n", "Boolean Modifier not working \nOperating system: Windows \nGraphics card: Nvidia Geforce GTX 770\n\nBroken: 2.93.4\nWorked: 2.90\n\nIf one tries to apply the boolean modifier \"Difference\" it does nothing. In previous version it functions.\n\n1. Download the Blender File from above \n2. There a 3 objects in the collections. The objects are in the positive xy-quardant. (Sorry that they are not centered)\n3. If one tries to apply the modifier on the Frame object there is no error message but the frame object doesnt get modified.\n\nGreetings Philip \n\nTest File:\n[#71360.blend](T71360.blend)", "Subdiv hangs blender\n**System Information** DESKTOP-HR30UII\nOperating system:Windows 11 Home Single Language\nGraphics card:2GB NVIDIA GRAPHICS DRIVER\n\n\nBroken: Blender Version 3.5\nWorked: ?\n\nBLENDER 3.5 KEEPS NOT RESPONDING WHILE I USE MODIFIERS \n\nON BLENDER ADD MESH AND ADD MODIFIERS TO SUBDIVISION SURFACE THEN CHANGING THE VALUE OF LEVELS VIEWPORT VALUE ABOVE 4 .THEN ONWARDS BLENDER COMPLETELY STOPS WORKING AND I NEED TO RESTART IT AGAIN\n\n", "'Reset to Default Value' sets any property on a node to 0\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.75\n\nBroken: version: 2.82 (sub 7)\nWorked: Never\n\nIn shader editor gamma default is 1 when I do the hover over setting and press backspace to reset the default it goes to 0.0\nSame with hue/saturation/value.. and probably more.\nThe one with hue is pretty annoying as it has specific default settings .\nSame deal with groups - I set the defaults, it doesn't default .. goes to 0\n\n- in any node editor hover over any setting and press backspace to reset to default value.\nIt defaults to 0 instead of 1 or whatever it's default was in shader editor..\n\n", "Error de progama\nno me aparece el modo vèrtice\n\n", "Reload Image (in Image Texture Node) not worked with Cycles selected. bpy.ops.image.reload()\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 4080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.61\n\nBroken: version: 3.5.1\nAlso not working in 3.6 beta\n\nReload Image (in Image Texture Node) not worked with Cycles. bpy.ops.image.reload()\nIf Cycles selected as active render - it's not working, but if set to Workbench or Eevee - all works fine.\n\n1. Create a plane, assign a texture. Set render to Cycles in settings and in viewport active render.\n2. Change texture, press reload image button - the texture won't change.\n\nSee video in attach for preview.", "Line Art Thickness doesn't consider Render Resolution Percentage\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: Intel(R) UHD Graphics 620 Intel 4.5.0 - Build 30.0.101.1122\n\nBroken: version: 3.2.2\nBroken: version: 3.4.0 Alpha\nBroken\n\nWhen using Line Art Modifier, on a Grease Pencil Object in Screen Space Mode, Line Thickness doesn't scale with resolution as expected. \n\n1. Open new General Startup File\n2. Create New Object>Grease Pencil>Scene Line Art\n3. Under Object Data Properties>Strokes>Stroke Thickness and set to World Space\n4. Set Render Resolution % to a factor. line thickness will be different than expected\n\n![image.png](image.png)\n\n![image.png](image.png)\n\n", "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)", "3D cursor sometimes can't do absolute grid snap\nOperating system: windows 10 v2004\nGraphics card: GTX 970\n\nBroken: 2.83.5\nWorked: none\n\n3D cursor sometimes can't do absolute grid snap.\nHere is the link of the bug capture. \n[Bug capture on YouTube](QzOqgiRM97c)\n\n\n\nDon't know how to reproduce from scratch, but many of my blender files has the same problem.\n[base.blend](base.blend)", "New geometry nodes viewer overlay makes mesh edit mode overlays invisible\nOperating system: Linux-5.19.10-200.fc36.x86_64-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.65.01\n\nBroken: version: 3.4.0 Alpha, current master\n\n\n| {[F13588717](image.png) size=full} | {[F13588720](image.png) size=full} |\n| -- | -- |\n", "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)" ]
[ "Grid Fill options not working in 2.8 RC\nOperating system: Windows 10 Pro\nGraphics card: NVIDIA GeForce GT 710\n\nV 2.8 Release Candidate\n\nGrid fill>snap doesn't work.\nAdd> Mesh>Circle> Got to edit mode> from the top menu select Face>Grid Fill- A grid is filled. Go to Grid Fill options which pops from the left side of screen, under Span we cannot control the amount of grid. In 2.79 V It was possible.\n", "Grid Fill ¿Bug?\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.36\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\nThe bug is simple, the tool \"Grid fill\" don't allow me to change the Span. I don't know if this is a bug o if it supposed to work like this, but i saw videos from previous versions of 2.8 that they do change the Span of \"Grid fill\".\n\nSimple: Grid fill don't allow us to change the parameter \"Span\". \n\n", "Grid fill not working properly.\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.36\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (2.79b)\n\n\nIn grid fill option, the span value cannot be controlled individually.\n\nopen a new blend file.\ndelete the default cube and add in a cylinder.\nin edit mode delete its top face.\nselect that edge loop.\ngo to face> grid fill\nnow try changing the span value independently. It can only be controlled via offset value. It worked separately in version 2.79 but now its not working. \n[error_gridfill.blend](error_gridfill.blend)\n\n", "Grid Fill, Span option can't be changed to 1\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 560 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 388.13\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\nAbout Grid Fill option with circles (CTRL+F), in blender 2.79 you can choose the Span number, usually the option starts with a Span of 4, but you could choose a Span of 1 to make a simple \"cap\" for a cilinder for example, but in Blender 2.80RC2 you can't change the Span option, and the simple \"cap\" has to be made manually.\n\nCreate a circle of 12 or 18 vertices, extrude to make a cilinder, then select the top row of vertices and create a cap with CTRL+F > Grid Fill. In the Grid Fill options, try to move the Span number to 1 or any other number, you can't.[GridFill in 2.8RC2.blend](GridFill_in_2.8RC2.blend)\n\n", "Grid Fill- Span and offset can't be adjusted independently anymore\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 418.91\n\n\nBroken: version: 2.80 (sub 74)\nWorked: In a 2.8 version from 2 to 3 weeks ago, don't know the exact one. Definitely in 2.79.\n\nWhen using the Grid Fill command, you can't adjust the Span and Offset values independently in the Last Operator panel. Span can't be changed, and Offset affects Span.\nYou used to be able to use Span to choose between the minimum and maximum amount of polygons you could fill a hole with, and Offset to choose their orientation, which was very useful.\n\nUse this file, select the edgeloop of the hole and use Grid Fill, and if you use one of the last Blender version where this worked differently, compare the two.\n\n[gridfilltest.blend](gridfilltest.blend)\n\n" ]
Curves not visible in Object Mode Operating system: Win10 64 Graphics card: Titan Black, driver 417.35 Broken: 3612lalbdcd8, blender2.8, 2018-12-20 Worked: the previous build worked fine with this Any curve, including Convert from Mesh, is not visible in the Object Mode Add any curve type, or Convert from Mesh.
[ "Multi-object-Mode: EditMode transform properties\nEdit-mode buttons currently only show median values for the active edit-object.\n\nThe Mean Crease value of the N panel doesn't work for multiple objects:\nHere i have 2 objects selected\n![1.jpg](1.jpg)\nIn Edit Mode changing the Mean Crease value does change its effect only on the selected object:\n![2.jpg](2.jpg)", "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 gizmo is hidden when disabling Active Object gizmos\nOperating system: Darwin-19.6.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5500M OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.10.16\n\nBroken: version: 2.91.0 Alpha\nWorked: N/A\n\nThe bevel gizmo is hidden when disabling Active Object gizmos, even though the bevel gizmo is an *active tool* gizmo\n\n\n - Enter Edit Mode\n - Switch to the Bevel tool by clicking on the Bevel icon in the toolbar\n - Go to the Gizmos popover and disable Active Object gizmos\n - The Bevel gizmo disappears\n\n\n\n\n\n", "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", "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.", "Geometry Nodes: viewer node and output geometries are shown together in Cycles render preview\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: Radeon RX 570 Series ATI Technologies Inc. 4.5.14800 Core Profile Context 22.5.1 30.0.15021.11005\n\nBroken: version: 3.4.0 Alpha\nWorked: n/a\n\n![ViewportPrivewCycles.png](ViewportPrivewCycles.png)\n\nThe output geometry should not be shown when viewport preview in Geometry Nodes is active. But it's shown in Cycles render preview.\n\n[ViewportPrivewCycles.blend](ViewportPrivewCycles.blend)\n", "Support geometry node in glTF exporter\nThis should be possible when API will manage it.\nCurrent code used by glTF exporter:\n\n```\ndepsgraph = bpy.context.evaluated_depsgraph_get()\nblender_mesh_owner = blender_object.evaluated_get(depsgraph)\nblender_mesh = blender_mesh_owner.to_mesh(preserve_all_data_layers=True, depsgraph=depsgraph)\n```", "Object properties In-front doesn't work in viewport shading\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1060 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87\n\nBroken: version: 2.82 (sub 7)\nWorked: Never\n\nObject properties In-front doesn't work in viewport shading\nAll the other options works in Object properties/viewport display, except for In-front \n![bug.gif](bug.gif)\n\n- Open attached file\n- Go to Viewport Shading\n[lookdev_in_front_bug.blend](lookdev_in_front_bug.blend)\n", "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", "Tangent normal calculation mode for curves\nThe curve object data has a \"Tangent\" normal mode. Something similar should be implemented for geometry nodes curves in order to have feature parity.\n\nThis diff D11621?id=38398 had an initial implementation of \"Tangent\" normal calculation that should be finished.", "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", "The button \"Draw Curve\" for Stroke mode Curve probably doesn't work.\nOperating system: Windows 10\nGraphics card: AMD Ryzen 7, 2700, 8-core\n\nBlender Version: 3.0.1\n\nThe button \"Draw Curve\" from properties editor doesn't work.\n\nMy steps:\n1) Add any mesh object.\n2) Change Layout to Texture Paint (Default)\n3) Press + button below \"Mode: Material\". Add \"Base Color\". Press Ok.\n4) Scroll Down parameters to Stroke section. Expand Stroke section.\n4) Change Stroke Method to Curve.\n5) Press Ctrl+RMB button on mesh some times.\n6) Press \"Draw Curve\" button in properties editor - nothing happens!\nBut if I press Enter on my keyboard or Ctrl+LMB on mesh its drawing stroke.", "Particle systems cannot read curve modifiers and geometry nodes ..\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.61\n\nBroken: version: 3.5.1\n\nCan particle systems not use curves with modifiers added, or can particle systems only support fixed curves? This seems to lose a lot of creativity\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", "Mask Opacity keyframes not visible anywhere.\nUbuntu 14.04 64x\nnVidia GT620\n\nBroken: 2.78a\n\nKeyframes in LayerMask \"Opacity\" or \"Invert the mask B/W\" can be created. These keyframes exist in an existing Action (can be seen in Outliner - Actions and has datapath), but they don't appear in DopeSheet - DopeSheet nor DopeSheet - Mask. They can't be modified as the other keyframes. Nor changing its type (keyframe, interpolation, handle).\n\n- Open this file: [101-mask-keyframes.blend](101-mask-keyframes.blend)\n- Check the MaskLayer Opacity animation by going from 10 to 20 and back. Keyframes are visible only in the slider (as yellow slider).\n- The same with \"Invert the mask B/W\". Frame 30 and 40 have keyframes.\n\nEDIT: file uploaded." ]
[ "Curve object invisible\nOperating system: linux x64 Ubuntu\nGraphics card: Nvidia GTX 1080\n\nBroken: 2.80 2018-12-20 Hash 36121a1bdcd8\n\nAdding a curve does not display in viewport. Only appears when \"Extrude\" under \"Geometry\" option is used. \n\nBased on the default startup or an attached .blend file (as simple as possible)." ]
Curve object invisible Operating system: linux x64 Ubuntu Graphics card: Nvidia GTX 1080 Broken: 2.80 2018-12-20 Hash 36121a1bdcd8 Adding a curve does not display in viewport. Only appears when "Extrude" under "Geometry" option is used. Based on the default startup or an attached .blend file (as simple as possible).
[ "Bent concave 2D curve triangulation problem w/ modifiers applied\nBroken: 2.80\n\n[BUG.blend](BUG.blend)\n\n(I think the problem is triangulation)\nTriangulation sometimes has problems with concave shapes, and I believe this is caused by triangulation (without overlaps) being much more difficult in 3d than 2d. But the problem shouldn't really exist (at least in my case) because the triangulation would work fine using 2D triangulation by projecting the points to 2d along the average normal of the face (it bends less than 90 degrees, so 2D triangulation would be perfect).\n\nOpen the project, the shape is completely wrong on the flat faces when using the curve modifier. It's supposed to be a concave crescent shape, instead of the convex hull sorta shape it has now.", "Support for USD PointInstancer\nOperating system: Win10\nGraphics card: GTX 1660 Ti\n\nBroken: 3.1\n\nAfter loading a USD file with type particleInstancer attached with spheres as child, Blender failed to draw the points as spheres. Instead, the displayed object in the layout window is just a singular point at the origin. Example file attached.[example_sim_granular.zip](example_sim_granular.zip)\n\n\nBased on the default startup or an attached .blend file (as simple as possible).", "Draw tool draws a 3D curve even though the curve data is 2D\nOperating system: Linux\nGraphics card: intel 520\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\nWorked: unknown (new comer to blender)\n\nwhen drawing a bezier spline using \"Draw\" in BezierCuve->edit mode in 2D , I get a 3D object with 2 surfaces not in the same plane\n\n|![blender2dbezier4.png](blender2dbezier4.png)|![blender2dbezier1.png](https://archive.blender.org/developer/F12882620/blender2dbezier1.png)|![blender2dbezier2.png](blender2dbezier2.png)|![blender2dbezier3.png](https://archive.blender.org/developer/F12882622/blender2dbezier3.png)|\n| -- | -- | -- | -- |\n\n\n- (optional) delete all objects\n- Add a Bezier Curve\n- Go to Edit Mode\n- In `Object Data Properties` make the curve `2D` and optionally with `Fill Mode` `Both`\n- Put the view in orthographic\n- Zoom to the center and rotate the view to a sharp angle so you can see the horizon\n- Select the Draw Tool and draw a stroke that starts at the bottom and goes to the top of the view.\nThe resulting curve will be 3D instead of 2D\n\n\n---\n**Original Steps from the report:**\n\nTool Settings :\n3d cursor is set to \"orientation : geometry\" (both using the shift+rightClick or 3d cursor tool)\nshift+A is set to create object at 3d cursor location\n\n\n\n- I select with 3D cursor a face\n- shift+A -> curves -> bezier\n- select vertices -> x (erase default curve)\n- select Draw tool\n- Object Data Property -> Shape -> 2D\n- draw something\n \nexpected : the 2D curve should be constrained into XY plane of 3D cursor (as when doing shift+A -> Mesh -> plane)\n\nwhat I get : at best a surface that is \"twisted\" in 3D, at worst a set of bezier splines linked together and not in same plane (as 2D would make me expect)\n\n\nadditional remarks :\n- that's too bad that 3d cursor default orientation is View and not object, for a new comer it's really really tricky to understand that and that it's normal that the drawing isn't correctly oriented (it is but in view space, and a view is permanently changing so there is no reproducible behavior) \n[eula.blend](eula.blend)\n\n", "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", "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)", "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", "Color Management / Use curves : Setting clipping option to Min = Max causes CRGB curves to go blank.\nWindows 10, GTX 1660\n\nBroken: Blender 2.82 release.\nBroken: Blender 2.83 daily update\n\nThis will recreate the black CRGB Curve display to go blank.\n\n1. In the Properties Panel, Select Color Management.\n2. Enable 'Use Curves'\n3. Select the 'Clipping Options'\n4. Set 'Max Y' to 0.00\n5. Now select anywhere in the CRGB curve display. It goes blank.\n", "Workbench: Cull before batch creation during viewport animation rendering\n\n## Current Situation\n\nWhen drawing an object (eg sending draw calls to the GPU) the object boundary sphere is tested against the active view). When the test fails the object isn't send to the GPU. Before this happens the GPUBatches were already generated.\n\nWhen doing animation playback this could lead to the situation that the GPU Batches are calculated, but not used.\n\n## Target Situation\n\nWhen using the Overlay engine/Workbench engine we could test the objects to the default view (e.g viewport). When this fails we could skip this object at all. This feature would be disabled when the shadows are turned on and only enabled when doing an image/animation render.\n\nA consistent framerate is more important to animators then having some frames faster.\n", "Spreadsheet editor in `Original` mode shows no geometry for curves\nOperating system: Linux-5.15.8-76051508-generic-x86_64-with-glibc2.34 64 Bits\nGraphics card: AMD Radeon RX 6700 XT (NAVY_FLOUNDER, DRM 3.42.0, 5.15.8-76051508-generic, LLVM 12.0.1) AMD 4.6 (Core Profile) Mesa 21.2.2\n\nBroken: version: 3.1.0 Alpha\nWorked: never (?)\n\n![image.png](image.png)\nThe `Original` evaluation state should show the geometry before it is altered by modifiers.\nOn a curve object the `Original` state shows no geometry information.\n\n- Add curve object\n- Open spreadsheet editor\n- Switch to `Original` evaluation state", "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)", "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", "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.", "Viewport display: in front should be listed under visibility as it also affects final render\nOperating system: macOS-11.4-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5500M OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.5.14\n\nBroken: version: 3.0.0 Alpha\nWorked: unknown\n\nUnder object properties, viewport display: in front affects both the visibility in the viewport and in the final render, and as such should probably be listed under visibility rather than viewport display.\n\n-", "UVEditor: Add developer option to show vertex, edge and poly indexes.\nSimilar to the 3d viewport we should add option to show the vertex, edge and poly indexes to the uv editor.\n\nWithout I have looked to close to the current code-base this should be possible by adding the option to the UVEditor overlay and some tweaks in the overlay engine. \n\nCurrent work-around is to use a split screen.\n![Screenshot 2023-01-23 at 16.06.17.png](Screenshot_2023-01-23_at_16.06.17.png)\n", "Rip edge-move for curves\nCurrently with meshes you can press Alt+D to add a vertex at one side of the verts edges and drag it *(based on the mouse cursor location)*.\n\nThis same behavior could be added to curves.\n\n- the basic behavior with single vertices selected is simple\n- with multiple segments are selected this becomes more involved (see how this works for meshes)." ]
[ "Curves not visible in Object Mode\nOperating system: Win10 64\nGraphics card: Titan Black, driver 417.35\n\nBroken:\n3612lalbdcd8, blender2.8, 2018-12-20\nWorked: the previous build worked fine with this\n\nAny curve, including Convert from Mesh, is not visible in the Object Mode\n\nAdd any curve type, or Convert from Mesh." ]
Sculpt Mode always shows triangles, also on quad-poly models Operating system: Windows 10 Pro 64-bit Graphics card: NVIDIA GeForce RTX 2080 Ti Broken: Blender 2.81 alpha, September 15, 23:14:41 - b043bef000e9 When activating Display Wire or going to Wireframe view, Sculpt Mode always shows triangles, also in quad-poly models. 1. Press Control + 3 to subdivide the default cube a few times. 2. Apply the Subdivision modifier. 3. Enter Sculpt Mode. 4. Activate Object Properties ➔ Viewport Display ➔ Wireframe, or press the 'Z' key and go to Wireframe view mode. 5. The object will show all triangles, which is clouding the clarity of the quad-poly topology. ![noname-side.png](noname-side.png)
[ "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", "Metal: selection with GPU depth picking is broken in wireframe mode\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\nWhen working in the 3D viewport, when in Wireframe mode and Xray mode is OFF, clicks to select an object are passed through and select objects behind the object. It's very difficult to select the object whose intention it is to select.\nview?usp=sharing\n\nThe video link above demonstrates this.\n\n\n", "GPU Subdivision: Geometry Nodes: Realize Instances node does not use the GPU version of the curve object\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: Current master.\nWorked: Never.\n\nCollection Info node does not use the GPU version of the curve-objects from collection.\n\n1. Create curve.\n2. Make curve extruded.\n3. Added subdivision modifier.\n4. Create another collection.\n5. New object in another collection.\n6. Added geometry nodes:\n a. `Collection Info` -> `Realize Instances` -> `Group Output`.\n b. Set first group in `Collection Info` node.", "Sculpt Mode Gesture Tools\nThis task keeps track of the missing gesture tools in Sculpt Mode\n\n| | Box | Lasso | Line | PolyLine |\n|------------|-----------|-----------|-------|----------|\n| Mask | In master | In master | In master | |\n| Hide | In master | | | |\n| Face Set | In master | In master | | |\n| Color Fill | | | | |\n| Trim | In master | In master | | |\n| Project | | | In master | |\n\n**Gesture Tools**\n**Mask**: Performs a masking operation in the area affected by the gesture. It can mask, unmask or invert the mask.\n**Hide**: Hides the vertices affected by the gesture without modifying the face sets.\n**Face Set**: Creates a new Face Set that contains all vertices affected by the gesture\n**Color fill**: Fills the area affected by the gesture with color, using a blend mode and a strength.\n**Trim**: Cuts the area affected by the gesture using a boolean operation. This modifies the mesh topology and needs to use the boolean solver. It creates a new Face Set for the new created faces after the boolean cut.\n**Project**: Projects the vertices outside/inside the area of the gesture towards the area of the gesture. This allows to simulate cuts in the mesh without modifying the topology, so it should be much faster in cases were a remesh operation will follow the cut operation. Unlike trimming, this operation won't be able to make hole though the mesh. \n\n**Polyline**\nPolyline is not implemented yet as a gesture in ##wm##. It will use the same data as the lasso gesture, but it will add a point on each mouse click and it will confirm the gesture with enter. This won't require any modification to the code of any gesture tool (sharing they same code with the lasso gesture will work). \n\n**Additional tasks**\n- Option to snap the line/polyline gesture angle\n- Improve the line gesture preview, displaying which side of the line/plane is going to be affected", "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", "New 3D Viewports do not show X-Ray shading correctly\nOperating system:win11\nGraphics card:3070\n\nBroken:3.41‘s bug (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\n\nNew 3d views after the first one cant show X-Ray mode normally 视图显示“材质预览”下的编辑模式,透视打开,最初的第一个3d窗口可以显示背面的点,之后的3d窗口无法显示背面的点\n\n* Start with the default .blend file\n* Change the Timeline editor into a new 3D Viewport\n* Go into Edit mode for the Cube object\n* Turn on X-Ray mode in both 3D Viewports\n* Change the Viewport shading mode as follows\n * Solid mode works correctly in both editors\n * Material Preview only works for the original editor\n * Rendered only works for the original editor\n\n(see solid.png, preview.png, and rendered.png below)\n", "Knife not snapping on backfacing elements (wireframe, xray mode)\nSteps to recreate:\n1. Select object and goto edit mode\n2. Enable X-ray Mode.\n3. Select \"Knife\" Tool.\n4. Now, when i want to snap my knife to the vertices(\"Back Side\") for cut it didnt snap. Although It snaps to vertices on front part", "Realtime mode for line art (And more!)\nCurrently line art is still slow to a point where a slightly complex scene will not be previewed in real-time. This is a problem needing to be addressed.\n\nBecause at the moment the line art modifier is a vector calculation, it's not as fast as GPU shaders, and works in a different way as well, which means there will be a lot of differences as of how the line is shaded and what kind of style can we apply.\n\nThere are some existing way of showing line art in real-time. The outline and mesh boundary \"look\" in the viewport is already a good example of real-time line art. Other method can be implemented as well for a real-time line art that \"looks good enough\", such as:\n\n- The GPU mode code in the soc 2018, which is from this paper: cole_2009_fhl.pdf Robust, needs adjacent geometry info, pixel-level depth visibility test, need chaining for stylization.\n- Classic \"inverted hull\" approach, but this can potentially be implemented into a render engine automatic operation (just like when you plug in a displacement node). This method looks natural for organic shapes, but lack of stroke stylization.\n- Various ways to get real-time intersections, which can include involving CUDA and some newer APIs (4.x+?) in OpenGL that allows random access of lists (Not widely supported by older drivers). The most efficient way of doing intersections can be using inverted hull method and with some blending tricks in the depth buffers.\n- Image filtering and tracing, this gives flexibility with styling but as the soc 2018 code shows the performance is limited by the bandwidth of client/gpu data transfer, making it not very much desired in the first place.\n\nCurrent line art code is getting more and more parallel, so it may eventually run on CUDA. All the \"real-time\" tricks we did up there won't be significantly faster if there's a large scene either.\n\nPlease give your thoughts on this :)\n\n------\n\n**More stuff?**\n\nBecause the workings of line art directly correlates to how people draw, this would naturally leads to shading and other advanced way of expressing geometry and shape forms. This could happen in current line art architecture, but could also be another module on top that get those results that are hard for conventional render engines to handle. With possible help from geometry nodes, some work can be done, we'll see.\n\n", "Multres disabled in Sculpt Mode when under another modifier\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: 2.92.0 Alpha\n\nWhen stacking another modifer like Solidify or Mirror over (listed below in the modifier stack) the multires modifier it will disable you from sculpting on the subdivision levels when entering sculpt mode.\nInstead it will show the base resolution. If any modifier visibility is toggled or sculpt level is switched it will be fixed.\nSometimes when sculpting on an object with this bug it also crashes but I couldn't reliably reproduce this.\n\nI assume the intended effect would be that the modfiers other than the multire get disabled, but not the multires itself.\n\n- Add a multires modifier on the default cube\n- Subdivide 2 times\n- Add solidifiy modifier \n- Enter sculpt mode\nNow instead of showing subdivision 2 it will show the base mesh\n- Toggle any modifier visibility, subdivision level or the sculpt mode option \"Use Deform only\"\nNow it will be fixed. Toggle out and into sculpt mode again and it will show the bug again.\n\n", "Geometry Attributes panel in Edit Mode (design pending)\nThis task is going to adding a unified panel for editing attributes of the selected element by value in edit mode. It makes users able to pass arbitrary per-element data to geometry nodes, opening up more possibilities for procedural modeling.\n\nAll data types (int, color etc.) should be supported. \nDomain supports should match selection modes in edit mode (eg. no face corner support for meshes). \n\n## Basic\nAttributes on the active element is listed in the side panel. \nItems are grouped by domain.\n![image.png](image.png)\n\n## Multiple Selection\nfor float types (float, vector, 2d vector): \n* Show a mean value computed from all selected elements. \n* Button offsets values of all selected elements.\nfor other types: \n* If an active element with a matching domain exists, show the value of it.\n* Button only affects the value of the active element.\nFill operators are provided for batch editing. It fills current button value into all selected elements.\n![image.png](image.png)\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", "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", "wireframe still displayed in hidden edges \nOperating system: Linux-5.15.5-76051505-generic-x86_64-with-glibc2.34 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.86\n\nBroken: version: 3.0.0\nWorked: (2.80) \n\nwireframe still displayed in hidden edges that are created by Solidify Modifier \n\nAttach tow Planes in one mesh\nAdd Solidify Modifier \nActivate Wireframe geometry in Overlays\nEdit mode and isolate one face (shift+h)\n\n[wireframe&solidify.blend](wireframe_solidify.blend)\n", "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.", "State of hidden geometry not synced between edit mode and vertex paint/weight paint mode\nOperating system: Linux-5.8.0-7630-generic-x86_64-with-glibc2.32 64 Bits\nGraphics card: Quadro RTX 6000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.32.03\n\nBroken: version: 3.0.0 Alpha\n\nWhen vertex selection (or face selection) is used in either vertex paint or weightpaint mode the state of hidden geometry is not synchronized but overwritten by some specific state on this object. That makes it impossible to paint on using vertex selection. Joining the mesh into a new object did not fix the issue.\n[hidden_geo-2021-04-29_20.57.11.mp4](hidden_geo-2021-04-29_20.57.11.mp4)\n\nSee file:\n[hidden_geo.blend](hidden_geo.blend)\n\n" ]
[ "Wireframe displays triangulated in sculpt mode\nWin 10\nblender-2.80-1ae6aaad43ad-win64\n\n**Description of error**\n\nWireframe always displays triangulated in sculpt mode, even if your mesh are in quads or ngons.\n![Dead wires.png](Dead_wires.png)\n\n" ]
2.8 crash when entering edit mode in Eevee Windows 10 Intel HD graphics Intel Pentium dual core @ 3.2GHz Using version hash e571e6d I just opened the latest test build of blender 2.8 to try out Eevee. I didn't change anything in the startup screen, just simply selected the cube and tried to enter edit mode using tab. As soon as I do, it automatically closes. The same happens when I try to enter edit mode from the drop down menu.
[ "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)", "EEVEE NEXT: Memory leak when switching render type\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 527.56\n\nBroken: version: 3.5.0 Alpha\n\n```\nError: Not freed memory blocks: 1, total unfreed memory 0.000038 MB\n```\n\n1. Start render default cube in cycles\n2. Switch no eevee next (render turned to black)\n3. Closed blender", "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", "Evee Render crashes [2.80] Beta\nOperating system: Win10\nGraphics card: 980ti\n32GB memory\nSSD\n\nBroken:\n2.80 2019-02-10\n\nHard disk storage overflow occurring\n\nParticle simulations\n\n1000's particles\nover 10's of thousands frames\n\nIt seems Evee renderer is built around rendering baking viewport to file, in certain situations auto saving a large temporary baked file leads to a system running out of memory when the file exceeds available storage with large bakes.\n\nAutosaves with large bakes to any available memory on this, this can be replicated with high memory commit states.\n\nI also suspect when the memory commit exceeds the remaining memory on the computer, saving attempts to write to disk and subsequently crashes a number of background programs whose telemetry attempts to use disk space to hash the reports.\nThe target file attempting to be saved is corrupted if it is being overwritten.\nI haven't confirmed whether the project file or autosave file corrupts in the process of saving, but it is very easy to lose a project and or backup when the bake commit is disproportion large to available memory on the machine.\n\nautosave : Enabled (default 2min)", "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", "Blender crashes after GPU spike (Specially when we have a character with Rigify)\nOperating system: Windows 10\nGraphics card: RTX 2070 Super\n\nBroken: 3.4.1\nWorked: 3.3\n\nEvery time I'm working in Blender, after 2 minutes if I start to move around on a rig made based on Rigify, or work on geometry nodes, Blender Crashes. It happens even faster if I'm working in eeve.\n\n- Open a blender file\n- Import a character using rigfy with Linked Library\n- Library override\n- Turn Eeve on\n- Start working\n- Eventually, blender will crash.\n\nI noticed that if I don't import a character with rigfy, it doesn't have the GPU spike\n[Christmas.crash.txt](Christmas.crash.txt)\n[KalyAndAkrasiel 3.5.crash.txt](KalyAndAkrasiel_3.5.crash.txt)", "Toggling edit mode messes with active attribute\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 Alpha\n\nToggling edit mode does not properly preserve the active attribute.\n![Screenshot from 2023-05-12 11-11-18.png](attachment)\n![Screenshot from 2023-05-12 11-11-22.png](attachment)\n\nFrom default startup:\n- go to attribute panel\n- select UVMap as active\n- go to edit mode\n- nothing is active\n\n", "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}", "Blender crashes in edit mode in wireframe view\nOperating system: Linux Mint 21.1\nGraphics card: geforce gtx 1060\n\nBroken: 3.6.1, branch: blender-v3.6-release, commit date: 2023-07-17 12:50, hash: 8bda729ef4dc, type: release\nWorked: 3.5.1\n\nOn the attached file, selecting the bear head and going into edit mode, then switching to wireframe, or switching to edit mode while in wireframe mode, blender crashes and exit.\n\nSelect the bear head, switch to edit mode in wireframe. It crashes. It doesn't happen with a default cube in an empty file. The bear has geometry node hairs attached to it on the fur layer, but the geometry nodes are disabled. It also has an armature.\n\nThe problem also happens on windows10 on the same computer.", "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 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", "MeshDeformModifier Crashing\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.49\n\nBroken: version: 3.6.0 Alpha\nWorked: -\n\nAfter binding, with the Dynamic attribute driver value set to 1 in driver editor, it crashed.\n\n1. Add a driver to use_dynamic_bind.\n2. Click Bind\n3. Set the driver value to 1\n\n\n![image](attachment)\n\n", "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 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", "F12 render all 600 frames complete cause crash.\nOperating system: macOS-13.5-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 575 OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.14.1\n\nBroken: version: 3.6.3 Release Candidate\n\nF12 render all 600 frames complete cause crash.\n\n![image](attachment)\n![image](attachment)\n\nBlender 3.6.0 crash\nBlender 4.0.0 is fine\n\n" ]
[ "blender-2.80 builds crash immediately upon TAB\nWindows 10 Creators Update + Intel HD Graphics 4600\n\nBroken: (example: blender-2.80-c2f6ca3, (splash screen shows 2.78)\nWorked: (optional)\n\nBlender closes immediately without any error message when I press TAB to go to Edit mode on the cube object of the default scene.\n\n1. Start Blender.\n2. Press TAB.\n3. BOOM.\n\nI have tried both **blender-2.80-c2f6ca3-win64.zip** and **blender-2.80-c2f6ca3-win64-vc14.zip**. Same results.", "Blender crash when change to edit mode with Intel GPU\nOS: Windows 10 64 bits\nGPU: Intel Iris PRO Graphics 5200\nUsing last 2.8 daily Windows build or compiling last sources with Visual Studio 2015 64bits.\n\nThis error only appears when using Intel GPU, we have tested in several Nvidia GPUs and works perfect. I was unable to reproduce in my PC, but @pepe-school-land gets the error all the times in two PCs with Intel cards.\n\nTo reproduce:\n\n1) Start blender with default scene\n2) Enter in edit mode for default cube.\n3) Exception (no log generated).\n\nBlender crash with exception and doesn't generate any log, so we have produced the error using a debug sessión in VS2015 and this is the call stack:\n\n\n```\nGPU_shader_create_ex(const unsigned char * vertexcode, const unsigned char * fragcode, const unsigned char * geocode, const unsigned char * libcode, const unsigned char * defines, const int flags) Línea 423\tC\nGPU_shader_create(const unsigned char * vertexcode, const unsigned char * fragcode, const unsigned char * geocode, const unsigned char * libcode, const unsigned char * defines) Línea 275\tC\nDRW_shader_create_with_lib(const unsigned char * vert, const unsigned char * geom, const unsigned char * frag, const unsigned char * lib, const unsigned char * defines) Línea 513\tC\nEDIT_MESH_engine_init(void * vedata) Línea 151\tC\nDRW_engines_init() Línea 2305\tC\nDRW_draw_render_loop(Depsgraph * graph, ARegion * ar, View3D * v3d) Línea 2837\tC\nDRW_draw_view(const bContext * C) Línea 2797\tC\nview3d_draw_view(const bContext * C, ARegion * ar) Línea 1862\tC\nview3d_main_region_draw(const bContext * C, ARegion * ar) Línea 1884\tC\nED_region_do_draw(bContext * C, ARegion * ar) Línea 560\tC\nwm_method_draw_triple(bContext * C, wmWindow * win) Línea 566\tC\nwm_draw_update(bContext * C) Línea 966\tC\nWM_main(bContext * C) Línea 512\tC\nmain(int argc, const unsigned char * * UNUSED_argv_c) Línea 528\tC\n\n```\nAs I can't access to machine with Intel GPU, so we need a developer with this hardware to test.\n\n" ]
Asset broswer crash with right click Operating system: Windows-10-10.0.18362-SP0 64 Bits Graphics card: GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.89 Broken: version: 2.92.0 Alpha right click at the enum botton area cause crash ![image.png](image.png) right click at the enum botton area cause crash
[ "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", "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", "Crash on startup with 2.82 and Intel HD + Windows\nOperating system: Windows 10 Pro (1909)\nGraphics card: Intel(R) HD Graphics 630, version 4.5.0 - Build 26.20.100.6951\n\nBroken: 2.81, 2.82, downloaded from blender.org\nWorked: 2.80 worked.\n\nBlender crashes on start:\n\n```\nC:\\Program Files\\Blender Foundation\\Blender 2.81>blender.exe\nGPUTexture: create : TEXTURE_1D, RGBA8, w : 1, h : 0, d : 0, comp : 4, size : 0.00 MiB\nGPUTexture: texture alloc failed. Likely not enough Video Memory.\nCurrent texture memory usage : 0.00 MiB.\nGPUTexture: create : TEXTURE_2D, RGBA8, w : 1, h : 1, d : 0, comp : 4, size : 0.00 MiB\nGPUTexture: texture alloc failed. Likely not enough Video Memory.\nCurrent texture memory usage : 0.00 MiB.\nGPUTexture: create : TEXTURE_3D, RGBA8, w : 1, h : 1, d : 1, comp : 4, size : 0.00 MiB\nGPUTexture: texture alloc failed. Likely not enough Video Memory.\nCurrent texture memory usage : 0.00 MiB.\nfound bundled python: C:\\Program Files\\Blender Foundation\\Blender 2.81\\2.81\\python\nGPUTexture: create : TEXTURE_2D, RGBA8, w : 3435, h : 26, d : 0, comp : 4, size : 0.34 MiB\nGPUTexture: texture alloc failed. Likely not enough Video Memory.\nCurrent texture memory usage : 0.34 MiB.\nGPUTexture: create : TEXTURE_2D, R8, w : 16384, h : 128, d : 0, comp : 1, size : 2.00 MiB\n```\n\nThis appears to be similar to #69594.\n\n\n\n1. Download 2.81.\n2. Launch 'blender.exe'\n\n[blender_system_info.txt](blender_system_info.txt)\n\n[blender_debug_output.txt](blender_debug_output.txt)", "Mesh related crash in add-on\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 780 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.27\n\nBroken: version: 3.0.0 Alpha\n\nUsing an the operation connect spread in an addon is causing an EXCEPTION_ACCESS_VIOLATION. \n\n[blender.crash.txt](blender.crash.txt)\n\n```\nStack trace:\nblender.exe :0x00007FF7A109EC60 blender::deg::deg_graph_flush_updates\nblender.exe :0x00007FF7A1084AA0 DEG_evaluate_on_refresh\nblender.exe :0x00007FF79C983790 scene_graph_update_tagged\nblender.exe :0x00007FF79CB61510 wm_event_do_notifiers\nblender.exe :0x00007FF79CB4B550 WM_main\nblender.exe :0x00007FF79C7E2ED0 main\nblender.exe :0x00007FF7A16421A8 __scrt_common_main_seh\nKERNEL32.DLL :0x00007FFEEB937020 BaseThreadInitThunk\nntdll.dll :0x00007FFEECA62630 RtlUserThreadStart\n```\n\nDownload [Forgotten Tools ](forgotten_tools_0_5_0.zip) use Connect spread on 2+ edges go to operation popup menu increase the cuts.\n\n[2021-06-20_00-26-23.mp4](2021-06-20_00-26-23.mp4)\n\n", "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", "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", "Crash when loading a geometry nodes asset into itself\nOperating system: Win 11\nGraphics card: 2070\n\nBroken: 3.4, 4.0\nWorked: none\n\nWhen working on an geometry nodes asset in an asset library - if you search for the name and adding it to the graph it causes a crash. \n\nDrag n drop from the asset browser behaves correctly here - so I think its just the node search code which is missing the check for self referencing.\n\n1. Download the blend file.\n2. Put into a folder.\n3. Add folder as asset library in prefs -> file paths -> asset libraries.\n4. Open the blend file from that folder.\n5. Go to the geometry node graph (should be open already).\n6. `Shift` + `A` to add new nodes.\n6. Search \"noop\" and press enter.\n\n", "Blender crash after maximizing/unmaximizing an editor (debug build only)\n\nBroken: master - debug build\nWorks: master - release build\nOS: Tested on both Windows and Linux\n\nWith a debug build, Blender crashes after maximizing an editor + moving mouse + unmaximizing.\nIt does not seem to be reproducible with a release build.\n\n\n- Open Blender default scene\n- Maximize the 3D viewport with CTRL+SPACE\n- Move the mouse\n- Unmaximize with CTRL+SPACE\n\n**Debug info**\nThe crash happens in `wm_event_do_handlers` when calling `wm_region_tag_draw_on_gizmo_delay_refresh_for_tweak(wmWindow *win, bScreen *screen)`.\nIn that case, `screen` points to invalid (freed?) memory.", "Crash choice asset library\nOperating system: Win 10\nGraphics card: RX460 2gb\n\nBroken: (3.2)\nWorked: (3.0)\n\n[Tests.zip](Tests.zip)\n\n- Extract archive and add `...\\Tests\\Test Asset\\` path to asset libraries\n- Open Asset library blend file\n- Open New file\n- Change any editor to Asset Browser\n# List contents of `Test Asset` library\n\nIt should crash.\nSometimes, omitting step 2 would prevent crash, but no assets would be shown.\nAlso omitting `tests` folder somehow prevented the crash, \n\nCrash log:\n[P3143: (An Untitled Masterwork)](P3143.txt)\n```\n# Blender 3.4.0, Commit date: 2022-08-14 18:40, Hash 659b63751d63\nbpy.context.space_data.params.asset_library_ref = 'Test Asset' # Property\n\n# backtrace\nException Record:\n\nExceptionCode : UNKNOWN EXCEPTION\nException Address : 0x00007FFF3F66D759\nException Module : KERNELBASE.dll\nException Flags : 0x00000001\nException Parameters : 0x4\n\tParameters- [x] : 0x0000000019930520\n\tParameters- [x] : 0x000000FB7C5FD460\n\tParameters- [x] : 0x00007FF678278398\n\tParameters- [x] : 0x00007FF66CA80000\n\n\nStack trace:\nKERNELBASE.dll :0x00007FFF3F66D6F0 RaiseException\nVCRUNTIME140.dll :0x00007FFF283E63F0 CxxThrowException\nblender.exe :0x00007FF672BC42D0 nlohmann::detail::serializer<nlohmann::basic_json<nlohmann::ordered_map,std::vector,std::basic_stri\nblender.exe :0x00007FF672BC39A0 nlohmann::detail::serializer<nlohmann::basic_json<nlohmann::ordered_map,std::vector,std::basic_stri\nblender.exe :0x00007FF672BC39A0 nlohmann::detail::serializer<nlohmann::basic_json<nlohmann::ordered_map,std::vector,std::basic_stri\nblender.exe :0x00007FF672BC39A0 nlohmann::detail::serializer<nlohmann::basic_json<nlohmann::ordered_map,std::vector,std::basic_stri\nblender.exe :0x00007FF672BC39A0 nlohmann::detail::serializer<nlohmann::basic_json<nlohmann::ordered_map,std::vector,std::basic_stri\nblender.exe :0x00007FF672BC36C0 nlohmann::basic_json<nlohmann::ordered_map,std::vector,std::basic_string<char,std::char_traits<char\nblender.exe :0x00007FF672BC82B0 blender::io::serialize::JsonFormatter::serialize\nblender.exe :0x00007FF66E27B970 blender::ed::asset::index::AssetIndexFile::write_contents\nblender.exe :0x00007FF66E277D40 blender::ed::asset::index::update_index\nblender.exe :0x00007FF66E653B90 filelist_readjob_list_lib\nblender.exe :0x00007FF66E654370 filelist_readjob_recursive_dir_add_items\nblender.exe :0x00007FF66E653710 filelist_readjob_asset_library\nblender.exe :0x00007FF66DB341A0 do_job_thread\nblender.exe :0x00007FF672E5A810 _ptw32_threadStart\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThreads:\nThread : 00000448\nntdll.dll :0x00007FFF41D2C620 ZwDelayExecution\nblender.exe :0x00007FF672B3A220 BLI_thread_is_main\n\n\nThread : 000069ac\nntdll.dll :0x00007FFF41D2F9F0 ZwWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFF41CA0E20 LdrAccessResource\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00003130\nntdll.dll :0x00007FFF41D2F9F0 ZwWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFF41CA0E20 LdrAccessResource\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 000069cc\nntdll.dll :0x00007FFF41D2F9F0 ZwWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFF41CA0E20 LdrAccessResource\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 000054bc\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 000026c0\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00008788\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 0000aa4c\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 0000608c\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 0000ad7c\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00009c7c\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00008d78\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 000029c4\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00009918\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 0000162c\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00001478\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00009a78\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 000067cc\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 000040b4\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 000036d0\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe 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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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usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 0000b360\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00008b38\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00005884\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00003334\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00008c60\nntdll.dll :0x00007FFF41D2F9F0 ZwWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFF41CA0E20 LdrAccessResource\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 0000a2e8\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nnvoglv64.dll :0x00007FFE81C3A540 DrvValidateVersion\nnvoglv64.dll :0x00007FFE819D057C Symbols not available\n\n\nThread : 00009be0\nntdll.dll :0x00007FFF41D2CAF0 ZwWaitForMultipleObjects\nKERNELBASE.dll :0x00007FFF3F690C50 WaitForMultipleObjectsEx\nKERNELBASE.dll :0x00007FFF3F690C30 WaitForMultipleObjects\nnvoglv64.dll :0x00007FFE81C6EF90 DrvPresentBuffers\nnvoglv64.dll :0x00007FFE81C6EF90 DrvPresentBuffers\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00003f9c\nwin32u.dll :0x00007FFF3FCCA0F0 NtUserMsgWaitForMultipleObjectsEx\nUSER32.dll :0x00007FFF411906F0 MsgWaitForMultipleObjectsEx\nnvoglv64.dll :0x00007FFE81C3A540 DrvValidateVersion\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00007978\nntdll.dll :0x00007FFF41D2F9F0 ZwWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFF41CA0E20 LdrAccessResource\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 0000ace0\nntdll.dll :0x00007FFF41D2CAF0 ZwWaitForMultipleObjects\nKERNELBASE.dll 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:0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 0000a8fc\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00003240\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00000a10\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 000082dc\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 0000196c\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00004374\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00007dec\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00004294\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 0000559c\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00009a90\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00004cc8\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 000029cc\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 000055f8\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 000069a4\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00005c40\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00001a80\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00004308\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 000081c8\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 000071a0\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 0000b0d4\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00004bc0\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00009d28\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00008010\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nLoaded Modules :\n0x00007FF66CA80000 3.4.0.0 blender.exe C:\\Users\\John\\Desktop\\blender-3.4.0-alpha+master.659b63751d63-windows.amd64-release\\blender.pdb \n0x00007FFF41C90000 10.0.19041.662 ntdll.dll \n0x00007FFF40620000 10.0.19041.662 KERNEL32.DLL \n0x00007FFF3F640000 10.0.19041.662 KERNELBASE.dll \n0x00007FFF40C70000 10.0.19041.546 WS2_32.dll \n0x00007FFF41310000 10.0.19041.662 RPCRT4.dll \n0x00007FFF41170000 10.0.19041.685 USER32.dll \n0x00007FFF1D640000 tbb.dll \n0x00007FFF3FCC0000 10.0.19041.662 win32u.dll \n0x00007FFF41940000 10.0.19041.685 GDI32.dll \n0x00007FFF1D600000 tbbmalloc.dll \n0x00007FFF3FAB0000 10.0.19041.685 gdi32full.dll \n0x00007FFF3FA10000 10.0.19041.546 msvcp_win.dll \n0x00007FFF3F910000 10.0.19041.546 ucrtbase.dll \n0x00007FFF417D0000 10.0.19041.610 ADVAPI32.dll \n0x00007FFF406E0000 7.0.19041.546 msvcrt.dll \n0x00007FFF41980000 10.0.19041.662 sechost.dll \n0x00007FFF3FED0000 10.0.19041.662 SHELL32.dll \n0x00007FFF283E0000 14.29.30139.0 VCRUNTIME140.dll \n0x00007FFF3AE70000 14.29.30139.0 VCRUNTIME140_1.dll \n0x00007FFF40F00000 10.0.19041.546 SHLWAPI.dll \n0x00007FFEC90D0000 14.29.30139.0 MSVCP140.dll \n0x00007FFF3FC70000 10.0.19041.546 CFGMGR32.dll \n0x00007FFF36DA0000 10.0.19041.488 dbghelp.dll \n0x00007FFF3FBC0000 10.0.19041.662 bcrypt.dll \n0x00007FFF40CE0000 10.0.19041.546 ole32.dll \n0x00007FFF41470000 10.0.19041.662 combase.dll \n0x00007FFEC8180000 10.0.19041.546 OPENGL32.dll \n0x00007FFF41440000 10.0.19041.546 PSAPI.DLL \n0x00007FFF41A20000 10.0.19041.662 shcore.dll \n0x00007FFF3FEA0000 10.0.19041.546 IMM32.dll \n0x00007FFEB74B0000 9.0.0.0 openvdb.dll \n0x00007FFEC5BE0000 59.16.100.0 avformat-59.dll \n0x00007FFEB4FB0000 59.18.100.0 avcodec-59.dll \n0x00007FFF1D5D0000 59.4.100.0 avdevice-59.dll \n0x00007FFF40FC0000 10.0.19041.546 OLEAUT32.dll \n0x00007FFEC9030000 6.4.100.0 swscale-6.dll \n0x00007FFEC5A00000 57.17.100.0 avutil-57.dll \n0x0000000070440000 1.0.28.0 libsndfile-1.dll \n0x00007FFEC5190000 1.21.1.0 OpenAL32.dll \n0x000000006ACC0000 libgmp-10.dll \n0x00007FFEC29E0000 2.0.20.0 SDL2.dll \n0x00007FFF39630000 libgmpxx.dll \n0x00007FFEC0D70000 3.10.2150.1013 python310.dll \n0x00007FFF40780000 10.0.19041.546 SETUPAPI.dll \n0x00007FFF300E0000 tbbmalloc_proxy.dll \n0x00007FFF31280000 6.10.19041.488 COMCTL32.dll \n0x00007FFF1C490000 10.0.19041.1 AVIFIL32.dll \n0x00007FFF39120000 10.0.19041.546 VERSION.dll \n0x00007FFF3D210000 10.0.19041.546 dwmapi.dll \n0x00007FFF1C460000 10.0.19041.546 GLU32.dll \n0x0000000070680000 libfftw3-3.dll \n0x00007FFF27EE0000 10.0.19041.546 Secur32.dll \n0x00007FFECB6B0000 4.3.100.0 swresample-4.dll \n0x00007FFECBF00000 10.0.19041.1 AVICAP32.dll \n0x00007FFF2EBF0000 10.0.19041.546 WINMM.dll \n0x00007FFF20660000 10.0.19041.1 MSACM32.dll \n0x00007FFECB5D0000 10.0.19041.1 MSVFW32.dll \n0x00007FFF24F20000 10.0.19041.1 winmmbase.dll \n0x00007FFF3F280000 10.0.19041.662 SSPICLI.DLL \n0x00007FFF3D240000 10.0.19041.546 kernel.appcore.dll \n0x00007FFF3D520000 10.0.19041.662 windows.storage.dll \n0x00007FFF3EE40000 10.0.19041.662 Wldp.dll \n0x00007FFF3CE80000 10.0.19041.610 uxtheme.dll \n0x0000022043090000 10.0.19041.662 bcryptPrimitives.dll \n0x00007FFF3F300000 10.0.19041.546 profapi.dll \n0x00007FFF41880000 2001.12.10941.16384 clbcatq.dll \n0x00007FFF38BE0000 10.0.19041.546 MMDevApi.dll \n0x00007FFF3F180000 10.0.19041.546 DEVOBJ.dll \n0x00007FFF38EF0000 10.0.19041.662 AUDIOSES.DLL \n0x00007FFF3E980000 10.0.19041.546 powrprof.dll \n0x00007FFF3E840000 UMPDC.dll \n0x00007FFF41AD0000 10.0.19041.662 MSCTF.dll \n0x00007FFF39850000 10.0.19041.662 AppXDeploymentClient.dll \n0x00007FFE80E80000 31.0.15.1640 nvoglv64.dll \n0x00007FFF3AE30000 10.0.19041.546 \n```\n\n\n - The conditions have been changed, but the error is still present. -----------------------------------------------------------", "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)", "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", "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 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: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)", "Render cause crash guide many time August 10, 2022\nOperating system: macOS-13.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 575 OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.9.39\n\nBroken: version: 3.2.2\n\nRender crash too many\n\nFor Mac only. Do not use Windows please.\n\n![image.png](image.png)\n![image.png](image.png)\n![image.png](image.png)\n\nSee blender 3.2.2 on Cycle-x picture\n![image.png](image.png)\n\nCommand + F12 then render for a while few minutes cause crash many times.\n\n[Blender report a ticket August 10 2022.zip](Blender_report_a_ticket_August_10_2022.zip)", "Crashes when Switching to Material Viewport / Rendered Viewport / Rendering\nOperating system: Windows 10\nGraphics card: 2 Nvidia GTX 1660 Super's\n\n[blender_system_info.txt](blender_system_info.txt)\n\nBroken: blender 2.8 / 3.4\n\n\nBlender runs completely fine when editing and building a model but once rendering is involved, even in preview, it immediately closes with no explanation. This crash will also happen with the default cube. This had not happened before and have tried Updating blender, reinstalling, simplifying, etc but no change and can reproduce the issue on my computer. i can have it in material mode if i have 0 assets in the scene but once i add something it crashes, i am suspecting a bad pathing issue as i had recently refreshed my computer but do not know how to fix it or give blender a hard reset.\n\n{[F14170509](blender.crash.txt)}[blender_debug_output.txt](https://archive.blender.org/developer/F14170500/blender_debug_output.txt)\nOpen Blender, have any Physical asset inside the scene, switch to rendered / Material Viewport, Crash\n\nI have included the project I was working on and the default cube as they create the same issue.\nPlease note that I have installed the most recent Blender program onto my laptop and opened the files attached and did not have any crash happen so it seems the issue is solely between my computer and the blender program.\n\n[Default Cube.blend](Default_Cube.blend) [Skell Rig base.blend](Skell_Rig_base.blend)", "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" ]
[ "Crash when right-click in Asset Browser\nOperating system: Linux-5.3.6-200.fc30.x86_64-x86_64-with-fedora-30-Thirty 64 Bits\nGraphics card: Mesa DRI Intel(R) HD Graphics 620 (Kaby Lake GT2) Intel Open Source Technology Center 4.5 (Core Profile) Mesa 19.1.7\n\nBroken: version: 2.92.0 Alpha\n\nBlender closes when trying to right-click on any button in Asset browser.\n\nOpen startup file;\nChange 3D viewport window to Asset browser;\nRight-click on any button in the left-top corner (Scenes, Animations, ...).\n\n\n> In #83879#1077089, @rjg wrote:\n> I can confirm this issue, the `file` was `NULL` @JulianEisel \n> \n> ```lines\n> filelist_file_get_id(const FileDirEntry * file) Line 2068\tC\n> file_context(const bContext * C, const unsigned char * member, bContextDataResult * result) Line 812\tC\n> ctx_data_get(bContext * C, const unsigned char * member, bContextDataResult * result) Line 345\tC\n> CTX_data_pointer_get(const bContext * C, const unsigned char * member) Line 448\tC\n> CTX_data_pointer_get_type_silent(const bContext * C, const unsigned char * member, StructRNA * type) Line 477\tC\n> ED_asset_can_make_single_from_context(const bContext * C) Line 68\tC\n> ui_popup_context_menu_for_button(bContext * C, uiBut * but) Line 957\tC\n> ui_do_button(bContext * C, uiBlock * block, uiBut * but, const wmEvent * event) Line 7588\tC\n> ui_handle_button_event(bContext * C, const wmEvent * event, uiBut * but) Line 8812\tC\n> ui_region_handler(bContext * C, const wmEvent * event, void * UNUSED_userdata) Line 10703\tC\n> wm_handler_ui_call(bContext * C, wmEventHandler_UI * handler, const wmEvent * event, int always_pass) Line 636\tC\n> wm_handlers_do_intern(bContext * C, wmEvent * event, ListBase * handlers) Line 2762\tC\n> wm_handlers_do(bContext * C, wmEvent * event, ListBase * handlers) Line 2870\tC\n> wm_event_do_handlers(bContext * C) Line 3366\tC\n> WM_main(bContext * C) Line 638\tC\n> main(int argc, const unsigned char * * UNUSED_argv_c) Line 526\tC\n> ```\n\n\n" ]
Holdout Restriction toggle not working Operating system: Windows-10-10.0.19041-SP0 64 Bits Graphics card: GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.92 Broken: version: 2.90.0 Alpha Holdout Restriction toggle not working in 2.83 it eorks
[ "Holdout material no export in PDF\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 980M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 388.57\n\nBroken: version: 2.93.0\nWorked: (newest version of Blender that worked as expected)[story bug.blend](story_bug.blend)\n\n\n\n", "GPencil: Tint modifier in Fill mode, don't get restricted by vertex group influence\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.4.1\n\nTint modifer in Fill mode, don't get restricted by vertex group as influence. in other hand, it works well on stroke mode,i really need this to be fixed really soon as possible please, see video\n\n", "Fly Navigation using the trackpad is broken\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: until 3064da1200a9\n\n\nThere is trackpad support for Fly Navigating, but it does not currently work due to key-map issues.\nDetails are here: D9641\n\n", "Bevel Tool cycling through percent mode locks numerical input\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2080 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.48\n\nBroken: version: 2.91.0 Alpha\n\nIn edit mode, if you input a precise value for a bevel (edge bevel tool), like lets say 0,5, and then cycle through the modes (M-key), after cycling past the percent mode, it resets your numerical input to 0, and you cannot change it anymore.\n\nDepending on what value you have input, and whether you have also moved your mouse or not, gives different results. Sometimes it resets to 0, sometimes to another number. In any case, it is then frozen, and you cannot change it.\n\n\nVersion 1, without mouse movement:\n- Add a cube\n- In edit mode, start the edge bevel tool (Ctrl + B)\n- Input a bevel value, like 0,1\n- Press M several times to cycles through modes.\n- The value has reset to 0.\n- Try deleting the input value (backspace) or writing any other number. It is locked. \n- Try moving the mouse. No effect.\n\nVersion 2, with mouse movement:\n- Add a cube\n- In edit mode, start the edge bevel tool (Ctrl + B)\n- Move your mouse around\n- Input a bevel value, like 0,1\n- Press M several times to cycles through modes.\n- The value has reset to some other value, probably based on the mouse position.\n- Try deleting the input value (backspace) or writing any other number. It is locked. \n- Try moving the mouse. No effect.\n", "OperatorType's `get_name` callback is useless with any layout-based API-defined UI code.\nThe `wmOperatorType.get_name` callback is currently useless in a vast majority of cases, due to how layout-based UI code currently works (see e.g. the call to `WM_operatortype_name` in `uiItemFullO_ptr_ex`): this callback is never called as part of the definition of the button, because no operator properties have been set yet.\n\nAn initial quick attempt to implement this as part of post-processing in `UI_block_end` uncovered at least two issues:\n1. The button does not currently know whether its label was set by calling code, or automatically defined (from operator type here).\n2. A lot of layout code relies on the required size to fit the label text, changing that text later on when finalizing the block will break all of the layout work.\n\nWhile issue 1. seems relatively easy to address (this info could be stored as a button flag or so), the issue 2. looks harder to address.\n\nNOTE: This was found out while investigating solutions for !112246.\n\n", "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.", "Thread race condition with lock interface enabled\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.92\n\nBroken: version: 2.93.2 Release Candidate\n\n**Description**\nUI redraw is still taking place in the render_init and render_complete handlers when use_lock_interface = True. This lock was only implemented for 3D viewport, but this is not mentioned in any of manuals.\n\nAdding lock to node editor seems to resolve the issue:\n\n```\ndiff --git a/source/blender/editors/space_node/space_node.c b/source/blender/editors/space_node/space_node.c\nindex ff848a7bb95..9813b8aaa86 100644\n--- a/source/blender/editors/space_node/space_node.c\n+++ b/source/blender/editors/space_node/space_node.c\n@@ -1073,6 +1073,7 @@ void ED_spacetype_node(void)\n art->cursor = node_cursor;\n art->event_cursor = true;\n art->clip_gizmo_events_by_ui = true;\n+ art->lock = 1;\n\n BLI_addhead(&st->regiontypes, art);\n```\n\nTrace: \n```\n>\tblender.exe!UI_block_end_ex(const bContext * C, uiBlock * block, const int * xy, int * r_xy) Line 1873\tC\n\n \tblender.exe!node_draw_basis(const bContext * C, const View2D * v2d, const SpaceNode * snode, bNodeTree * ntree, bNode * node, bNodeInstanceKey key) Line 1733\tC++\n \tblender.exe!node_draw_default(const bContext * C, ARegion * region, SpaceNode * snode, bNodeTree * ntree, bNode * node, bNodeInstanceKey key) Line 1943\tC++\n \t[Inline Frame] blender.exe!node_draw(const bContext *) Line 2002\tC++\n \t[Inline Frame] blender.exe!node_draw_nodetree(const bContext *) Line 2059\tC++\n \tblender.exe!draw_nodetree(const bContext * C, ARegion * region, bNodeTree * ntree, bNodeInstanceKey parent_key) Line 2097\tC++\n \tblender.exe!node_draw_space(const bContext * C, ARegion * region) Line 2235\tC++\n \tblender.exe!ED_region_do_draw(bContext * C, ARegion * region) Line 569\tC\n \tblender.exe!wm_draw_window_offscreen(bContext * C, wmWindow * win, bool stereo) Line 726\tC\n \tblender.exe!wm_draw_window(bContext * C, wmWindow * win) Line 868\tC\n \tblender.exe!wm_draw_update(bContext * C) Line 1067\tC\n \tblender.exe!WM_main(bContext * C) Line 654\tC\n \tblender.exe!main(int argc, const unsigned char * * UNUSED_argv_c) Line 563\tC\n\n```\n\nOpen below file, run the script and then press f12.\n\n[ui lock ignored on some handlers which are not on the main thread.blend](ui_lock_ignored_on_some_handlers_which_are_not_on_the_main_thread.blend)\n\n", "Eyedropper in object selection box doesn't work\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce 920M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 425.31\n\nBroken: version: 2.82 (sub 7)\nWorked: (optional)\n\nBroken: version: 2.81 (sub 16)\nWorked: (optional)\n\nBroken: version: 2.83 (sub 17)\n\nBroken: version: 2.90 (sub 2)\n\n\nI click on a specific eyedropper and then it doesn't work. Other eyedroppers that I know seem to work fine.\n\n3D Viewport > Sculpt Mode > Top Header Panel > Options > Orientation > Eyedropper in object box selection > Click on it\n\n[Based on the default startup]\n\n[2020-05-17 13-21-02.mp4](2020-05-17_13-21-02.mp4)\n\n", "Unable to select certain vertices (regression from 2.79)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1080 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.38\n\nBroken: version: 2.91.0 Alpha\n\nSome vertices are impossible to select.\n\nAt first I thought it was because the vertices formed a concave area (see first file) but then I hit a second concave case (see second file).\n![image.png](image.png)\n\nWithout rotating or zooming the view try to select one of the marked vertices in both files.\n[Select1.blend](Select1.blend)\n[Select2.blend](Select2.blend)\n\n----\n\n2.79 worked in this case, open this file in 2.79 to test.\n\n[Select1(1)_279.blend](Select1_1__279.blend)", "Shadow catcher problem with holdout collection\nOperating system: *Windows 10 Pro 64 bits*\nGraphics card: *2x NVIDIA GTX Titan X*\n\nBroken: *master 2.81a*\nWorked: *Worked on blender 2.79b*\n\nWhen shadow catcher is activated in an object located in a collection with the holdout option, alpha is truncated.\n(more visible when there is motion blur)\n\nBased on the default startup :\n- set render engine to cycles\n- set Film parameters to Transparent\n- activate Motion Blur\n- set world backgound color to white (better visibility)\n- delete light\n- create a plane, scale x2\n- move plane to a new collection\n- set plane to shadow catcher\n- set collection 2 (called by default, with the plane) to holdout\n- animate camera for have motion blur (more visible when there is motion blur)\n- in viewport render, you will have that : ![image.png](image.png)\n- render.\n\nwithout motion blur :\n![blender - 24.01.2020 - 23h25.jpg](blender_-_24.01.2020_-_23h25.jpg) antialiasing problem\n\nwith motion blur :\n![blender - 24.01.2020 - 23h24.jpg](blender_-_24.01.2020_-_23h24.jpg)\n\nsame render result with and without alpha on composite node :\n![blender - 24.01.2020 - 23h33.jpg](blender_-_24.01.2020_-_23h33.jpg)\n![blender - 24.01.2020 - 23h33 (2).jpg](blender_-_24.01.2020_-_23h33__2_.jpg)\n\n.Blender here : \n[#73376.blend](T73376.blend)", "\"Add Modifier\" menu gets cut off inside narrow windows\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 526.47\n\nBroken: version: 3.5.0\n\nWhen the properties window is floated the modifier selection menu gets cut off\n\nShift click-drag the corner of an area type to float the properties area. \nGo to modifiers select a modifier menu is cut off.\n\n", "Sequencer: Can't toggle Channels sidebar when VSE view type is \"Sequencer & Preview\"\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: AMD Radeon (TM) R9 380 Series ATI Technologies Inc. 4.5.13596 Core Profile Context 20.10.35.02 27.20.1034.6\n\nversion: 3.2.0\n\nAll in the title.\n\n1) Be in Video Sequencer editor\n2) Switch view type to Sequencer & Preview\n3) Try to toggle Channels sidebar : either with the little arrow (that doesn't show up), or by going to View > Channels (it doesn't toggle the sidebar, its checkbox doesn't get checked)\n\n", "Adjust last operation: can't reset properties to default value\nBroken: 2.8x\n\nIn the Adjust Last Operation panel, the context menu for any property has the Reset to Default Value options disabled, although they are enabled in the operator panel.\n\n\n1. Load the default scene\n2. Enter edit mode on the cube\n3. Bevel an edge\n4. Expand the operator panel in the bottom left\n5. Right click any property, note that Reset to Default Value option is enabled and works\n6. Go Edit -> Adjust Last Operation\n7. Right click the same property in that panel, note that Reset to Default Value option is disabled", "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", "Animation Editors: Modifier keys cancel out dragging handles \nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.59\n\nBroken: version: 3.4.0 Alpha\n\nIn recent releases db4313610cab was implemented and the animation editors are still not adapted to this behaviour. This fix allows the use to press any keyboard key, like `Shift` or `X`, etc, before the drag threshold of the current action is reached, and it will cause the operator to execute.\n\nFor example: Click and hold on a move gizmo in object mode. Either drag 3 pixels to start the operation and then press `X` and hold `Shift` to slowly move along the x axis.\nOR immediately press `X` and hold `Shift` without reaching the drag threshold of 3 pixels to already start the operator.\n\nBefore this fix, any pressed keys would cancel the click & drag and prevent the operator from running.\nThis is still the case with the graph and dopesheet editors.\n\n- Create a simple animation to the default cube\n- click and drag on the keyframes or handles in the animation editors\n- Now click and hold them, hold `Shift`, and then continue to drag. Nothing happens." ]
[ "holdout doesn't work in Eeeve in 2.90\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 750 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 446.14\n\nBroken: version: 2.90.0 Alpha\nWorked: 2.83.0\n\nIn Eevee set one collection to houldout and switch to rendered mode.\n![image.png](image.png)\n2.90:\n![image.png](image.png)\n2.83.0:\n![image.png](image.png)\n\n- Open attached file in 2.90 and compare with 2.83\n[2.90_holdout_bug.blend](2.90_holdout_bug.blend)", "Holdout toggle not workink for Eevee 2.90\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 446.14\n\nBroken: version: 2.90.0 Alpha\nWorked: 2.83.1\n\nThe holdout toggle in Outliner is not working.\n\nTurn on the Holdout toggle for any Collection. Render with Eevee.\nThe Collection will not mask the Scene.\n\n", "Collection holdout in EEVEE not working anymore\nOperating system: Windows 10\nGraphics card: Intel HD Graphics 630 / Nvidia Quadro [P3000](P3000.txt)\n\nBroken: blender-2.90.0-281319653e5b-windows64 & blender-2.90.0-2e52b3206cc6-windows64\nWorked: blender-2.90.0-1d4bae856690-windows64\n\nIf I set a collection to behave as a holdout in EEVEE it has no effect.\n\n[collection holdout test file.blend](collection_holdout_test_file.blend)" ]
Crash to desktop in Sculpt mode with Show all Face Sets Operating system: Windows-10-10.0.19044-SP0 64 Bits Graphics card: NVIDIA GeForce RTX 3060 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15 Broken: version: 3.4.0 Alpha Using Show all Face Sets with the default cube errors out. See this task: T101694 But using Show all Face Sets with a new created cube crashes to desktop. Open Blender Delete the default cube Create a new cube Switch to Sculpt mode Choose Show all Face Sets in the Face Sets menu. Note that a related task exists. So feel free to merge this report. T101694 But while the cause may be the same, the behaviour is completely different. And so i better made a second report for it. Since i am not sure what the difference between a default cube and a new created cube is that lets it error out in the one case, and crash to desktop in the other. There may be more involved and to investigate than just the hide menu item in the other task. [2022-10-09 08-26-49.mp4](2022-10-09_08-26-49.mp4)
[ "It is not possible to set a hotkey to Transfer Sculpt Mode\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 3.0.0 Alpha\n\nIt is not possible to set a hotkey to Transfer Sculpt Mode. Neither using the right-click menu nor via the Settings (including using the Python command)\n\n- Open default scene\n- Switch to Sculpt mode\n- {nav Sculpt > Transfer Sculpt Mode > Right click > Remove Shortcut}\n- Now try to assign shortcut\n\nThe shortcut wasn't saved.", "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", "Painting on pixel-textures do not allow to paint some 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 456.71\n\nBroken: version: \n- 2.92.0\n- 2.91.0\n- 2.90.1\n\n\nI can paint one face but can`t do it with another, and third one transfer color to wrong place of texture.\n[2020-12-21_11-51-55.mp4](2020-12-21_11-51-55.mp4)\n\nHere the file\n[1pxTexturePaint.blend](1pxTexturePaint.blend)\n", "select interior faces doesn't support some kinds of interior geometry\nwin 7 pro\n\nBroken: (example: 2.76.1 bfdb420)\nWorked: (optional)\n\nwhen you try to check if there are some interior faces, from menu you select interior faces in face mode. but it does not show them. you only can do this by select non manifold in egde mode and then find the wrong ones. \nwhen you open file, there is black frame where interior faces are. change to face mode, then select interior faces from menu. nothing happens. change to egde mode and select non manifold, and there are 2 interior faces which were not selected earlier.\n[interior faces_bug.blend](interior_faces_bug.blend)\n", "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", "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.", "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", "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", "2.91 - Undo in Sculpt Mode switches tool to inflate brush (specific to attached file)\nOperating system: Win 10 64-bit\nGraphics card: Nvidia GFX 1060 6GB\n\nBroken: \n - 2.90.1\n - 2.91.0, from steam, seems *file specific*\n - 2.92.0\nWorked: 2.91.0, same version, fresh file\n\nWith attached file: In sculpt mode calling undo changes the tool to \"Inflate\" besides undoing.\n\nAdditionally, when undo is called via menu, the undo operation happens only when undoing so far back sculpt mode was entered. On reentering Sculpt Mode, tool is set to \"Inflate\". \n\nThis issues seems to be tied to this specific file, as it's not reproducible in a fresh file. The file was created with blender 2.91.0. I sculpted multiple objects using both Dynamesh and Remesh in Sculpt Mode. I deleted the sculpts to keep the file size small and since the same behavior persisted with newly created geometry (in this case a cube). I don't know how to debug this any further, any hints appreciated. As a workaround I will try to reimport the geometry into a new file.\n\nBased on the attached .blend file [SculptModeBug.blend](SculptModeBug.blend)\n\nUndoing with shortcut:\n - Select object \n - enter sculpt mode\n - select any other tool than \"Inflate\"\n - modify mesh with tool\n - hit ctrl + z\n - tool switched to \"Inflate\"\n\nUndoing via menu:\n - Select object \n - enter sculpt mode\n - select any other tool than \"Inflate\"\n - modify mesh with tool\n - modify mesh with tool\n - call \"undo\" from menu \"edit/undo\" - this has no effect\n - call \"undo\" from menu \"edit/undo\" until the point object goes back to Object Mode - changes get undone\n - On entering Sculpt Mode again, the active tool has switched to \"Inflate\"\n", "Operators for visibility on active face set missing from menus\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.09\n\nBroken: version: 3.0.0 Alpha\nWorked: Never\n\nThe default hotkey to show or hide the active face set does not appear in the menus.\n\n\n- Open Blender\n- Switch to Sculpt Mode\n- Use the Draw Face Set brush to create some face sets\n- Use the shortcut `H` and `Shift H` to control the visibility of the active face set\n- Search for the mneu entires of these shortcuts", "crash when x-ray and wireframe are enabled\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.99\n\nBroken: version: 3.6.1 Release Candidate\n\nWhen I am working and periodically switch to x-ray and wireframe mode, the program crashes. It just shuts down and that's it. I thought it was related to GPU-subdiv, but today it was not confirmed, I turned off GPU-subdiv and literally after about 20 minutes of work when switching on X-ray and wireframe mode the program crashes. I turn on mode the shift+z hotkeys.\nThis happens randomly!!!\n\n\n\n", "Array/Skin-Modifier-Combo causes crash\nOperating system: Linux Mint 19\nGraphics card: GT630\n\nBroken:\n2.80 (sub 39), branch: blender2.8, commit date: 2018-12-20 23:46, hash: 7a26e930a8c0\n\n\nPlease try to toggle the \"visibility\" of the skin modifier in my simple file. It crashes instantly and repeatingly:\n[Procedural leaves feathered1.blend](Procedural_leaves_feathered1.blend)\n![Procedural leaves feathered1.png](Procedural_leaves_feathered1.png)", "Blender 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", "OpenSubdiv with \"On Cage\" shows vertices of edges that don't make any faces even when everything is hidden\nBroken: version: 2.90.0 Alpha\n\n**Description**\nWhen using the sub-surf modifier with cage enabled, if a mesh has edges that don't make any faces, then the vertices of those edges will still be visible when everything is hidden.\n\n[Open subdiv bug.blend](Open_subdiv_bug.blend)\nOpen the file and just press 'H'\n\n\n", "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). " ]
[ "Regression: Sculpting Faceset menu: SHOW_ALL not found error\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 512.15\n\nBroken: version: 3.4.0 Alpha\n\nConsole thows an error when you sue Show All Face Sets in the Face Sets menu.\n\n\n- Open Blender\n- Switch to Sculpt mode\n- In Face sets menu choose Show All Face Sets\n- Watch the console\n\nShow all does not longer exist in the enum. \n\n![showallerror.jpg](showallerror.jpg)\n\n![showall.jpg](showall.jpg)\n\n" ]
Sculpt remesh inverts normal when fix poles is activated. Operating system: Linux-5.0.0-29-generic-x86_64-with-Ubuntu-19.04-disco 64 Bits Graphics card: GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.40 Broken: version: 2.81 (sub 12) Worked: (optional) Sculpt remesh invert the normal of some faces when fix poles is activated Open default blender file go to sculpt, make a remesh with 0.01m Use the grab tool to make deformation. Remesh with 0.01m and fix poles activated ![Captura de pantalla de 2019-09-27 10-04-20.png](Captura_de_pantalla_de_2019-09-27_10-04-20.png)
[ "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", "Gizmo shifting to different value after release with tablet input.\nOperating system: Darwin-19.6.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon RX 5700 XT OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.10.16\n\nBroken: version: 2.90.0\nWorked: 2.79 (haven't tested this extensively)\n\nWhen using a tablet to manipulate objects, the gizmo will often pop to a different location. A similar thing happens in the dopesheet when moving the playhead, it will pop to a different (usually very close) frame. I assume this is due to how the tablet input is being interpreted but after exploring and changing every setting I can find, the problem still persists to a certain degree. \n\nBasically, just select an object, choose the rotate tool (not the r shortcut) and use a tablet to rotate on an axis. I've attempted to record this issue in the attached video. [tablet issue.mp4](tablet_issue.mp4)\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)", "Screw Modifier Generate Incorrect Normal for Anisotropic Shading\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.41\n\nBroken: version: 3.5.0\n\nScrew modifier seems generating incorrect normal when used with anisotropic shading/bsdf. The only workaround i can find is to used Edges + Screw Modifier and convert it to mesh which kinda destructive.\nI'm not sure if this a bug or limitation.\n\n", "Quadriflow Remesh: Undoing the next operator also resets the mesh\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 960M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.67\n\nBroken: version: 2.83.4\n\nUndoing the operation after the remesh also undoes the remesh.\n\n- Quadriflow remesh the default cube\n- Execute any other operator (switch to edit mode, add curve, etc..)\n- Undo\n\nThe mesh will reset to its state before the remesh.\n\n", "Sculpted models in Solid or Wireframe viewports do not update in other Material or Rendered viewports when changes are undone (Undo). This can cause a desync that the artist may not notice until it's too late.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.50\n\nBroken: version: 2.90.0\n\nSuppose there are two viewports, one in Material Preview or Rendered shading mode and the second viewport in Solid or Wireframe shading. I sculpt the mesh in the Solid or Wireframe (I don't sculpt in Wireframe at all, but this problem occurs in that mode as well) viewport and then undo the changes, but the undo does not update the model in the Material Preview or Rendered viewports.\n\nWhy I sculpt this way and why this error (or by design) is problematic and annoying:\n- I can see the topology much better in Solid shading with matcaps. However, I also want to be able to see how the sculpt looks under more finalized lighting settings in real-time while I edit and experiment with different sculpting or placement of facial features, for example.\n- I am constantly undoing brush strokes in a sort of error-correction method of sculpting. Naturally, reducing undoing strokes would be more efficient overall, but not being able to see the reverted mesh from undoing strokes absolutely debillitates confidence of an artist when they're suddenly not working on the most updated model.\n- This can cause bad sculpting errors as one looks from one viewport to the other to \"sanity check\" or simply check progress and be fooled into thinking that the models are synced, when they're actually desynced. The artist might not notice this and continue sculpting, which will update both views again, but it can cause unintentional sculpting errors.\n\nI'm not sure if this was a conscious design choice (2.82 also has this problem. I did not test pre-2.79 versions), but if it was, it makes absolutely no sense why there is even the possibility of anything desyncing between viewports, no matter how the artist works. It just makes me question all the time whether or not me activating Undo actually did anything at all, which causes even more frustration.\n\n1) Create a sphere.\n2) Split window into two viewports.\n3) Change shading mode of one viewport to either Material Preview or Rendered and the other viewport to Solid or Wireframe.\n4) Sculpt sphere in solid mode.\n5) Ctrl+Z to Undo.\n6) Undo is not updated in Material Preview or Rendered viewports.\n\n\n", "Skin modifier can produce undesirable geometry\nBroken: blender-2.74-65328fa-win32\nWorked: never as the skin modifier always had problems like that\n\nThe skin modifier sometime fail and generate very bad geometry\n\n[skinbug.blend](skinbug.blend)\nload the attached blend, and see the problem as shown in the screenshot {[F177512](screenshotbug01.jpg)}(the underlying vertices are all symmetrical, as that base was done with the mirror modifier) \nTest with the various x/y/z options in the skin modifier and see how that buggy geometry can move in other place of the generated mesh\n\nOnly way to fix is to try to either move around the vertices or to rescale them (CTRL+A with the skin modifier) , not real solutions if you need all the branches to be +/- the same diameter and at exact locations.", "Cycles: Bump node doesn't distort normals\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 10)\nWorked: Never\n\nHeight input have no effect on bump node output in cycles.\nThe main problem, that Generated texture cordinates give seams with bump. That is why I desided to try Normal input.\n\nEevee:\n![33162506.jpg](33162506.jpg)\n\nCycles:\n![33172906.jpg](33172906.jpg)\n\nHere the example file.\n[WhereNormals.blend](WhereNormals.blend)\n", "Incorrect twist in bevel/extrusion using curve tangent mode\n\n\n\nOperating system:\nGraphics card:\n\nBroken: present in 2.83.3, 2.91.0, and 3.0.0 alpha\nWorked: ?\n\n\nBoth open and closed curves exhibit a \"sausage effect\" when a bevel is applied. This is not visible when the curve is closed and 'ResolutionU' is below 4. The issue is somehow attenuated by applying large amounts of smoothing (twist_smooth).\nBelow is a flat and symmetric curve showing this issue.\n\n![blender_sausage_bug.png](blender_sausage_bug.png)\n[blender_sausage_bug.mp4](blender_sausage_bug.mp4)\n\n\nDelete default cube. Create a Bèzier Circle. Enter Edit Mode, select all vertices, subdivide once.\nIn Object Data Properties, select Shape->Twist Method-> Tangent, and Geometry->Bevel->Depth: 0.2.\nToggle the Active Spline->Cyclic->U, and change the Active Spline->Resolution U between 4-5.\nYour smooth symmetric curve will turn into sausages!\n\nThe effect is slightly different depending on the type of handles.\n[sausage_bug.blend](sausage_bug.blend)", "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", "Draw Face Sets smoothing and Relax Face Sets don't respect locked axes\nOperating system: Windows-10-10.0.22621-SP0 64 Bits (Actually Windows 11, but I'll leave the auto-generated specs here as well).\nGraphics card: NVIDIA GeForce RTX 3090 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.61\n\nBroken: version: 4.0.0 Alpha\nWorked: Assumably never.\n\nThe Tool ➔ Symmetry ➔ Lock X/Y/Z options don't work when:\n● you use Shift in the Draw Face Sets brush to smooth Face Set borders;\n● you use Mesh Filter ➔ Relax Face Sets.\n\nThis is a handicap when you want to smooth borders and don't want the Face Set border vertices to move in a locked axis direction.\n\n1. Start Blender.\n2. Subdivide the default cube by pressing Control + 4.\n3. Press Control + A ➔ Visual Geometry To Mesh.\n4. Go to the Sculpting workspace, and activate the Draw Face Sets tool.\n5. Draw a Face Set area.\n6. Lock an axis in Tool ➔ Symmetry ➔ Lock X/Y/Z.\n7. Smooth the Face Set's border with Shift. The locked axis isn't respected.\n8. Press Undo.\n8. Activate Mesh Filter ➔ Relax Face Sets, then click and drag across the mesh. The locked axis is again not respected.\n\n", "Triangulate non-planar faces with \"beauty\" method produces faces that point in different directions\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 2.91.2\n\nTriangulating long faces on this cylindrical objects creates incorrect triangles when Beauty method is selected\n\n1. Open atached file\n2. Select faces as shown on the first image\n3. Apply Triangulate Faces\n4. Observe results similar to the second picture\n![triangulate_pr01.jpg](triangulate_pr01.jpg)\n![triangulate_pr02.jpg](triangulate_pr02.jpg)\n[triangulate_problem.blend](triangulate_problem.blend)", "Sculpt mode transform tools. Weirdness with 3d cursor.\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: Radeon (TM) RX 480 Graphics ATI Technologies Inc. 4.5.13571 Core Profile Context 19.9.2 26.20.13003.1007\n\nBroken: version: 2.81 (sub 11)\n\n1. In sculpt mode transform tools strange behavior with 3d cursor. Trying rotate part of the mesh, first rotation might be ok and second sometimes ok, but then rotation is going crazy. Exit to object mode then again enter sculpt mode, rotation is ok, but only for 1-2 times then again it acts weird (watch the video 1).\n\n2. Scaling in sculpt mode with 3d cursor not like in edit mode, it is very strange (watch the video 2).\n\n1. Open attached *.blend file, rotate several times, (do not cancel rotation with rmb!).\n\n2. Open attached *.blend file, select scale tool, try to scale, go to edit mode try to scale, see the difference?[video_1.mp4](video_1.mp4)\n\n[video_2.mp4](video_2.mp4)\n\n[bug_rot_scale.blend](bug_rot_scale.blend)", "Quadriflow remesh unwelds vertices on symmetry axis\nOperating system: Linux-5.7.9-1-MANJARO-x86_64-with-arch-Manjaro-Linux 64 Bits\nGraphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.100\n\nBroken: version: 2.91.0 Alpha\n\nQuadriflow remesh sever points at symmetry boundary.\n\n[quadriflow.mp4](quadriflow.mp4)\n\n[quadriflow_unweld.blend](quadriflow_unweld.blend)\n", "mask visibility in sculpt mode using shape keys or generative modifiers\nOperating system: Windows 10\nGraphics card: nvidia 1060 Ti\n\n2.8 RC2\n\nIf you have a mesh with a mask and create a shape key, the mask will be no longer visible, still active but not visible.\n\n\n- Add UV Sphere\n- Sculpt mode\n- Paint a mask\n- Create shape keys\n\n\nOr from the default startup:\n- in sculptmode, `Mask` > `Invert Mask` (default cube should turn dark)\n- strokes dont have an effect now (this is expected)\n- add **any** generative modifier to the default cube (e.g. triangulate)\n- back in objectmode, save the file\n- reload the file\n- enter sculptmode\n- no mask is visible\n- strokes dont have an effect now (this is confusing since you are not aware masks prevent an effect since you dont even see the masks)\n\n(note we have the option `Use Deform Only` in sculptmode which might be exactly for that purpose, still not being able to use masks with generative modifiers should be more clear)" ]
[ "Sculpt remesh connects vertex that are fare away on the mesh\nOperating system: Linux-5.0.0-29-generic-x86_64-with-Ubuntu-19.04-disco 64 Bits\nGraphics card: GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.40\n\nBroken: version: 2.81 (sub 12)\nWorked: (optional)\n\nSculpt remesh connects vertex that are fare away on the mesh when fix pores and preserve volume are activated.\n\nOpen the default file\nGo to sculpt mode, and do a remesh to the cube with 0.01m with fix pores and preserve volume activated\nRemesh a few times.\n\nIt also happens outside the mesh not only inside if you are sculpting as you see in the image.\nI think it has to do with the problem of inverted faces with fix pores activated: T70291\n\n\n![Captura de pantalla de 2019-09-27 10-22-54.png](Captura_de_pantalla_de_2019-09-27_10-22-54.png)\n\n![Captura de pantalla de 2019-09-27 10-30-39.png](Captura_de_pantalla_de_2019-09-27_10-30-39.png)\n", "Some bad behaviours with Voxel Remesh\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: Radeon RX 580 Series ATI Technologies Inc. 4.5.13570 Core Profile Context 19.8.1 26.20.13001.29010\n\nBroken: version: 2.81 (sub 12)\n\nBad behaviours using voxel remesher, especially when combining remeshers with different properties\n\n\nFrom up to down, and left to right.... (all voxel size at 0.1)\n\n\n - Multiple normal remesh\n - Multiple remesh with preserve volume\n - Multiple remesh with preserve volume + fix poles (don't preserve volume + inverted normals)\n - Multiple remesh with fix poles\n - Normal remesh + Multiple remesh with preserve volume (don't preserve volume)\n - Normal remesh + Multiple remesh with preserve volume + fix poles (don't preserve volume + inverted normals)\n # Normal remesh + Multiple remesh with fix poles (inverted normals but better preservation of volume)\n\n![image.png](image.png)\n" ]
Can't select faces after Loop Cut Operating system: Linux Deepin 15.8 Graphics card: 1080 Ti blender-2.80-7ec5a68091a-linux-glibc224-x86_64 Can't select faces after Loop Cut - Select the Box. - Edit Mode. - Face Select. - Exucute Loop Cut. - Try to select a face but Bug
[ "Geometry Attributes panel in Edit Mode (design pending)\nThis task is going to adding a unified panel for editing attributes of the selected element by value in edit mode. It makes users able to pass arbitrary per-element data to geometry nodes, opening up more possibilities for procedural modeling.\n\nAll data types (int, color etc.) should be supported. \nDomain supports should match selection modes in edit mode (eg. no face corner support for meshes). \n\n## Basic\nAttributes on the active element is listed in the side panel. \nItems are grouped by domain.\n![image.png](image.png)\n\n## Multiple Selection\nfor float types (float, vector, 2d vector): \n* Show a mean value computed from all selected elements. \n* Button offsets values of all selected elements.\nfor other types: \n* If an active element with a matching domain exists, show the value of it.\n* Button only affects the value of the active element.\nFill operators are provided for batch editing. It fills current button value into all selected elements.\n![image.png](image.png)\n", "VSE: Ensure all operators in the Strip menu are working on the selected and not only on active strip (+unselected) \nAs it is confusing and inconsistent to have functions in the Strip menu which only works on properties of the active strip even if it is unselected, this design list is for ensuring all functions in the strip menu to work on selection. \n\n- - [x] Swap Strip: #91191 Fix: [D12441](D12441)\n- - [x] Effect menu. Fix: [D12451](D12451)\n- - [x] Movie(Set Render Size + Deinterlace) and Image(Set Render Size + Separate Images) menu entries should be moved into the source sidebar with +alt for selection. Fix: [D12464](D12464)\n- - [ ] Add Modifier in the menu needs to work on selection and is missing +alt for selected, when executed in the sidebar.\n- - [ ] Inputs menu: Swap data should go into the swap menu and the rest into Strip Source sidebar with +alt for selected. Bug report: #91350\n- - [ ] Toggle Meta and UnMeta should go into the strip sidebar, as they are only working on the active strip. Old patch: #74130\n(A checked checkbox means a fix has been submitted, but not necessarily been committed)\n\n", "Solidify cause wrong vertex selection in edit mode\nLinux-4.19.0-12-amd64-x86_64-with-debian-10.6 64 Bits\nMesa DRI Intel(R) UHD Graphics 630 (Coffeelake 3x8 GT2) Intel Open Source Technology Center 4.5 (Core Profile) Mesa 18.3.6\n\nWindows 10-10.0.19041 SP0 64Bit\nGeForce 9600 GT PCIe SSE2 Nvidia Corporation\nRadeon RX550/550 Series ATI Technologies Inc. 4.5.14736 Core Profile Context 20.8.3 27.20.12027.1001\n\nBroken: version: 2.80 (sub 75)\nBroken: version: 2.83.2\nBroken: version: 2.90.1\nBroken: version: 2.91.0 Beta\nWorked: unknown\n\nIn 3d viewport, vertex selection, solid mode, X-Ray off, you cannot predict what you are selecting when using solidify:\nBlender is ignoring the X-Ray (\"Allow selecting through the items\") and is selecting, randomly, occluded items.\nHaving a very narrow clipping does not mitigate the issue.\n\nExplanation video [SelectLight.mp4](SelectLight.mp4)\n\n[#82182.blend](T82182.blend)\n\n- Open file\n- Click inside blue circle\nOccluded vertex will be selected\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", "Blender freezes when calling an operator after a dialog window.\nOperating system: Windows 10 x64\n\nBroken: 2.80 win64, 2019-04-01 19:15\nWorked: 2.79b win64, release\n\n\nIf an operator from `bpy.ops` is called after a dialog window / popup is closed, Blender freezes and has to be manually terminated. A script to reproduce the error is located at the bottom of this task description.\n\n\n - Copy / Paste the code at the bottom of the task description into Blender's text editor\n - Press \"ALT P\" to run the script\n - Place the mouse cursor over a 3D Viewport\n - Select any object in the 3D View (for example the default cube)\n - Press \"F3\" to bring up the search bar\n - Type in \"Popup Input Test\" to launch the script\n - Press \"P\" to generate a popup dialog\n - Click the \"OK\" button in the dialog\n # Watch Blender freeze and stop responding to input.\n\n**Additional Notes**\n\n - The freeze happens at the `bpy.ops.transform.translate` call in the `run_transform` function. The following `print(\" after bpy.ops.transform\")` statement never executes.\n - The freeze up when executing the `run_transform` function does not happen if...\n - a popup dialog is not opened first (Press \"T\" instead of \"P\" when the script is running).\n - the `run_transform` function is called from the `execute` method in the `POPUP_OT_input_panel` class instead of the `draw_callback_px` function.\n - the contents of the `draw_callback_px` function (`if self.wait_for_popup` ...) are relocated inside the `modal` method in the `POPUP_OT_main` class.\n - the script is run in Blender 2.79 instead of 2.80 (the script below can be run in both 2.79 and 2.80).\n\n```\nimport bpy\nprint(\"\\nLoaded add-on.\\n\")\n\n# globals\npopup_active = False\npopup_cancel = False\n\n\ndef run_transform():\n print(\"before bpy.ops.transform\")\n bpy.ops.transform.translate(value=(0.0, 0.0, 1.5))\n print(\"after bpy.ops.transform\")\n\n\nclass POPUP_OT_input_panel(bpy.types.Operator):\n bl_idname = \"object.popup_input_dialog_op\"\n bl_label = \"Popup Input Dialog Panel\"\n bl_options = {'INTERNAL'}\n\n def execute(self, context):\n print(\"\\nPOPUP_OT_input_panel: exec\")\n global popup_active\n popup_active = False\n #run_transform()\n return {'FINISHED'}\n\n def invoke(self, context, event):\n print(\"\\nPOPUP_OT_input_panel: Invoke\")\n return context.window_manager.invoke_props_dialog(self)\n\n def cancel(self, context):\n print(\"\\nPOPUP_OT_input_panel: Cancelled\")\n global popup_active, popup_cancel\n popup_active = False\n popup_cancel = True\n\n\ndef draw_callback_px(self, context):\n if self.wait_for_popup:\n global popup_active, popup_cancel\n if not popup_active:\n if popup_cancel:\n popup_cancel = False\n self.wait_for_popup = False\n elif not popup_active:\n run_transform()\n self.wait_for_popup = False\n\n\nclass POPUP_OT_main(bpy.types.Operator):\n bl_idname = \"view3d.popup_main_op\"\n bl_label = \"Popup Input Test\"\n\n @classmethod\n def poll(self, context):\n return context.mode == 'OBJECT' or context.mode == 'EDIT_MESH'\n\n def exit_addon(self):\n bpy.types.SpaceView3D.draw_handler_remove(self._handle, 'WINDOW')\n print(\"Exiting addon\")\n return {'CANCELLED'}\n\n def modal(self, context, event):\n context.area.tag_redraw()\n global popup_active\n\n if event.type in {'A', 'MIDDLEMOUSE', 'WHEELUPMOUSE',\n 'WHEELDOWNMOUSE', 'LEFTMOUSE', 'TAB'}:\n return {'PASS_THROUGH'}\n\n if event.type == 'P' and event.value == 'PRESS':\n if not self.wait_for_popup and not popup_active:\n self.wait_for_popup = True\n popup_active = True\n bpy.ops.object.popup_input_dialog_op('INVOKE_DEFAULT')\n\n if event.type == 'T' and event.value == 'PRESS':\n if not self.wait_for_popup and not popup_active:\n run_transform()\n\n elif event.type == 'D' and event.value == 'RELEASE':\n # start debug console\n __import__('code').interact(local=dict(globals(), **locals()))\n\n elif event.type == 'ESC' and event.value == 'RELEASE':\n return self.exit_addon()\n\n elif self.force_quit:\n return self.exit_addon()\n\n #if self.wait_for_popup:\n\n return {'RUNNING_MODAL'}\n\n def invoke(self, context, event):\n if context.area.type == 'VIEW_3D':\n args = (self, context)\n self._handle = bpy.types.SpaceView3D.draw_handler_add(\n draw_callback_px, args, 'WINDOW', 'POST_PIXEL')\n self.force_quit = False\n self.wait_for_popup = False\n context.window_manager.modal_handler_add(self)\n print(\"Add-on running\")\n return {'RUNNING_MODAL'}\n else:\n self.report({'WARNING'}, \"View3D not found, cannot run operator\")\n return {'CANCELLED'}\n\n\ndef register():\n bpy.utils.register_class(POPUP_OT_input_panel)\n bpy.utils.register_class(POPUP_OT_main)\n\ndef unregister():\n bpy.utils.unregister_class(POPUP_OT_input_panel)\n bpy.utils.unregister_class(POPUP_OT_main)\n\nif __name__ == \"__main__\":\n register()\n```\n", "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)", "Circle select does not select all vertices within the same pixel\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.38\n\nBroken: version: 2.90.1\n\nSelecting closely-arranged vertices with circle select tool doesn't consistently select all vertices.\n\nCreate plane geometry with three vertices located close together (e.g., the end of a sword or a blade of grass). Type 'C' to use the circle select tool and select the vertices. Zoom in to verify that all vertices have been selected. De-select vertices. Change zoom level. Repeat selection. Repeat verification. See animated GIF, attached, using simple .blend file, attached.\n\n![L11d.gif](L11d.gif)\n\n[C3DE_Ch4_L12a.blend](C3DE_Ch4_L12a.blend)\n\n", "Intersect Knife produce wrong results when the faces are coplanar\nOperating system: windows 10\nGraphics card: 1070X2\n\nBroken: 2.83.5\nWorked: 2.79\n\n\nso all the points are on the plane, and I'd make a grid of faces. So i use the knife (self intersect) tool, which i used to use in 2.79, and it produces results that are not correct\n\n![image.png](image.png)\n![image.png](image.png)\n\nFile :\n[untitled.blend](untitled.blend)", "Can't select bone while Weightpaint with Face PaintMask\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1660 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 2.91.0\nWorked: Never (2.79+)\n\nBones can't be selected while in Weightpaint mode and Face Paintmaks option is activated.\n\nBased on the Select with Left Mouse button option and Default Blender Keymap:\n\n[PaintMaskAndWeightPaint.blend](PaintMaskAndWeightPaint.blend)\n\n1- Open the attached file called PaintMaskAndWeightPaint.blend\n2- You see the Cube rigged with 2 bones already in pose mode and cube in Weightpaint mode\n3- You can change Bone selection while weightpainting pressing the CTRL + LMB (Left Mouse Button), there is any problem for now\n4- Now, if you activate the Face Paint Mask button at the top-left and try to select another bone like before pressing CTRL+LMB on a bone, bone will not be selected, instead of that, you select a face mask. ![weightpaintaaas.jpg](weightpaintaaas.jpg)\n5- If you go to keymap options, and deactivate the option \"**Select**\" from \"**Weight paint**\" to avoid select faces with CTRL + LMB, now if you try to select another bone, it will not select another mask face, but it will not select the new bone and will exit the Weight Paint mode.\n", " Verts/Faces instantiation recursion: child items reappear if they are collection instances\nOperating system: kubuntu\nGraphics card: nvidia\n\nBroken: 2.82a - 2.90.1\nWorked: I don't think it did in the 2.8 series\n\n\nThe lower plane is the face-instancer of a blue sphere, and a collection instance that consists only of the peg (the one to the right). When the plane gets instantiated, the sphere is hidden (as expected) but the collection instance of the peg appears.\n\n![rendered.png](rendered.png)\n\n![viewport.png](viewport.png)\n\n[instantiating-a-collection-vs-object.blend](instantiating-a-collection-vs-object.blend)", "How to handle edit-mode face/edge select-modes without any face/edges.\nBased on this report #41562,\n\n----\n\nSimple example of the problem:\n\n- Add a Circle\n- Enter EditMode\n- Select Face Mode\n- Select All (AKey)\n- Grab *(Nothing happens)*\n\n----\n\nIf you have a mesh without faces in edit-mode and use face-select for example,\nQuite a lot of tools don't work usefully.\n*(same for edge select-mode on a mesh containing only vertices, but for purpose of discussion - just talking about faces for now).*\n\nLists of tools which fail when edges/vertices are selected but no faces exist.\n\n- Transform Grab/Rotate/Scale does nothing.\n- Extrude does nothing.\n- Inconsistent de-select-all verts and edges (AKey) - *(but border/circle/mouse select dont work).*\n- *...Likely others exist, off hand these are the ones I can find...*\n\nThere are some possible solutions.\n\n- Automatically switch out of face mode *(when entering edit-mode - doesn't solve problem completely since you can remove all faces while editing)*\n- Make tools support this configuration *(need to check how to support for each tool).*\n# Make tools report a warning when its not supported (or add support when it makes sense), *otherwise - assume users know what they're doing and not attempt to second-guess their actions.*\n\nFor this design issue, Id like to come to some agreement on a good way to handle this case.\n\n----\n\nSome things to consider regarding automatic select-mode switching:\n\n- Users may temporarily remove all faces, so changing select-modes automatic for the users could disrupt their workflow.\n- Switching modes automatically could break scripts (and generally give unpredictable behavior).\n- Checking if the mesh has faces isn't really reliable since you may have hidden faces which is like having no faces from the users POV.", "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)", "Missing call to BMesh.update_edit_mesh causes crash in edit-mode\nRunning the following script in the default startup file crashes.\n\nUn-commenting the last line resolves the crash.\n\nThe issues is caused by triangulated loops referenced from `BMEditMesh.looptris` being freed.\n\nReporting this issue for reference, since it's a simpler test case compared to #70711, which has the same root cause.\n\n```\nimport bpy, bmesh\nbpy.ops.mesh.primitive_cube_add()\nob = bpy.context.active_object \nbpy.ops.object.mode_set(mode='EDIT')\nme = ob.data\nbm = bmesh.from_edit_mesh(me) \nbmesh.ops.subdivide_edges(bm,edges=bm.edges,use_grid_fill=True,cuts=1)\n# bmesh.update_edit_mesh(me, True)\n```", "Pie menu assigned buttons freezes switching during mouse movement\nOperating system: Linux Mint\n\n\nBroken: 2.8 official\nWorked: 2.79\n\nZ, Tab and ` by default calls pie menu.\nEven if pie menu is disabled in keymap, they seems to wait for pie menu drag before switch their mode, so they sticks while mouse is moved.\n\nSteps to reproduce:\n\n1) Remove Shading checkbox assignment (VIEW3D_MT_shading_pie) from Z key\n2) Spam Z in 3D viewport\n\n3) If \"pie menu on drag\" checkbox is on\n\n 3a) When mouse is still, Z switches wireframe mode immediately\n\n 3b) When mouse is moving, Z stops switching.\n\n4) If \"pie menu on drag\" checkbox is off, Z key stops switch wireframe mode at all.\n\nGIF to compare 3a and 3b:\n\n![Spamming mouse.gif](Spamming_mouse.gif)\n\nGif to reproduce 4:\n\n![Z off.gif](Z_off.gif)\n\n", "VSE: Select more/less functionality breaks on certain conditions\nOperating system: Linux Mint 20\nGraphics card: NVIDIA G92 [GeForce 9800 GT]\n\nBroken: 2.93.1 / 2.92.0\nWorked: Unsure\n\nThe functions sequencer.select_more and sequencer.select_less get stuck when the newly selected strip reaches an edge, or when number of selected strips becomes zero.\n\n[blender-bug__select-more-less.mp4](blender-bug__select-more-less.mp4)\n\nThe attached video shows the functions [select_more]/[select_less] will break when the following conditions are met:\n```\n a) Any strip chain selection reaches the edge of the row of strips with [select_more]\n i) either when it starts from an edge and reaches the other edge\n ii) or when it starts in the middle and expands from both sides, the side of whichever edge is met will get stuck\n b) Any strip selection becomes empty with [select_less], i.e. the selection won't grow again with [select_more]\n```\n\n\n\nI think it's unlikely this is intended behaviour?\n\nSorry I didn't get visual keypresses set up for the video, but I'm just using CTL- [x] and CTL- [x] on num pad as per default. \n\nDavid" ]
[ "Loop Cut Doesn't Exit Properly\nOperating system: Windows 10 Pro\nGraphics card: GeForce GTX1060\n\nBroken: 2.80 Beta, blender2.8, 2018-11-29 Hash: 26d5a3625ed\n(example: 2.79b release)\n(example: 2.80, edbf15d3c044, blender2.8, 2018-11-28, as found on the splash screen)\nWorked: (optional)\n\nDoing a loop cut does not exit properly. It goes into an edge mode it appears, but when finished, does not allow selecting edges, faces etc...\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\nStart with default scene and cube. Go to edit mode and press 3 to go to face mode and select a face. Now press ctrl R to add a loop cut into the cube.\n\nYou can no longer select any faces. It appears to put it into edge mode after adding the loop, but you can’t even select edges or faces or anything. You next need to press 3 to select faces again. (or 2 to select edges)." ]
Walk navigation issues with tablet users 2.92 Operating system: Windows-10-10.0.17763-SP0 64 Bits Graphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.30 Broken: version: 2.92.0 Alpha Worked: version: 2.91.0 Beta Walk navigation mode is broken for tablet users Fly navigation seems to work fine [2020-12-01 17-03-13 [TIMELAPSE].mp4](2020-12-01_17-03-13__TIMELAPSE_.mp4) - have a tablet with pen - View>Navigation>Walk Navigation - view will start spinning uncontrollably
[ "Quad view toggle changes \"main view\" orientation with lock rotation is unchecked\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: AMD Radeon HD 6700 Series ATI Technologies Inc. 4.5.13417 Core Profile Context 15.301.1901.0\n\nBroken: version: 2.82 (sub 7)\nWorked: Never (2.79+)\n\nQuad view toggle changes main view orientation with lock rotation is unchecked\n[Project 121.mpg](Project_121.mpg)\n\n- Open general template\n- ctrl + alt + q to toggle quad view\n- In side panel > Quad View uncheck Lock\n- Move mouse to any dedicated ortho views\n# Hit ctrl + alt + q twice\n\nTop right view - \"main\" view has orientation of view where mouse cursor was.\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)", "Zoom stops at certain level and won't go further\nOperating system: Windows 10\nGraphics card: GeForce GTX 1070\n\nBroken: 2.92, 3.0 alpha\n\nIn this simple model, I cannot zoom my view closer to mesh than I already did. I saved the closest achievable view position in the .blend.\nI can reach further close-ups using some more advanced navigation tools, like dolly zoom, but standard zoom won't let me.\nThe issue is linked to this particular model - if I copy the object (there's only one in the scene) to a new model, the issue is gone.\nThe model was originally saved in Blender 3.0 alpha, only then in stable 2.92. Could it be the cause of this bug?\n\nBased on the default startup or an attached .blend file:\n[zoom issue.blend](zoom_issue.blend)", "Grease Pencil: Visual glitches in viewport when using guides \nOperating system: Linux-5.8.0-7630-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 455.38\n\nBroken: version: 2.92.0 Alpha\nWorked: 2.82a\n\n\nWhen using one of the guides that enable the drawing of straight lines, visual glitches in the viewport appear.\n\n\n - Open Blender with the 2D Animation template\n - Enable Guides\n - Use \"Parallel\" guides\n - Start drawing a horizontal line -> move the cursor perpendicular to the tip of the stroke (up or down; not too fast)\n\n![Screenshot from 2020-12-16 10-58-40.png](Screenshot_from_2020-12-16_10-58-40.png)\n\n![Screenshot from 2020-12-16 10-58-44.png](Screenshot_from_2020-12-16_10-58-44.png)\n\n", "Rolling the viewport causes unpredictable behavior when orbiting using turntable method.\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\nWorked: Never\n\nWhen using the turntable there is a fixed axis around which the viewport always orbits (the Z axis when the viewport hasn't been rolled).\nWhat happens is that Blender rolls this fixed axis with the viewport, so that when you orbit up/ down it does that using the new rolled fixed axis.\nHowever it does not roll the left/right orbiting directions (whatever you call them) with the viewport, meaning that, in my example, it creates an issue akin to gimbal lock where orbiting up/down will cause the same rotation of the viewport effectively making it lose one degree of freedom.\n\nI don't know the reason why Blender seems to behave in an unpredictable manner when orbiting with the mouse, but when orbiting with the numpad keys it confirms that we do indeed lose one degree of freedom as both Numpad {key 4} and {key 8} both cause an upward rotation of the viewport and both Numpad {key 2} and {key 6} cause a downward rotation of the viewport.\n\nSo to fix the issue all that needs to be done is to roll the left/right orbiting directions with the viewport and fixed axis.\n\n**Edit:**\nIt seems my original report focuses to much on the special case where the viewport has been rotated by exactly 90 degrees, causing it to lose one degree of freedom.\nHowever this is just a special case, the main issue is that whenever the viewport is rolled only the fixed axis is rolled, while the left/right orbiting axis(whatever you call them) is not.\nWhat you normally would expect when orbiting left/right that it orbits perpendicular to when you orbit up/down.\nBut since the left/right orbiting axis is not rolled, it meets the fixed axis at an angle other than 90 degrees, causing very unintuitive viewport behavior.\nOf course unless the viewport is rolled by exactly 90 degrees it is still technically possible to axis any viewing direction, however trying to do so will pose quite a challenge to the user.\n\n\n**For loss of one degree of freedom:**\n\n- Open new Blender file (Make sure to use turntable orbit method).\n- Roll the viewport by e.g. 90 degrees using {key shift 4} or {key shift 6}\n- Try orbiting the viewport with the mouse or the Numpad {key 2} {key 4} {key 6} {key 8} keys.\n\n**To see the unintuitive behavior:**\n\n- Open new Blender file (Make sure to use turntable orbit method).\n- Roll the viewport by any number of degrees using {key shift 4} or {key shift 6}\n- Try orbiting the viewport with the mouse or the Numpad {key 2} {key 4} {key 6} {key 8} keys.\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", "Bones locked when use_connect is enabled, despite no parent\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 770/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.64\n\nBroken: version: 2.81 (sub 3)\nWorked: (optional)\n\nIf a bone has Connected enabled, it's location remains locked, even though it doesn't have a parent. \nIt's not immediately obvious that this is the reason why you can't move the bone. \n\n[2019-08-27 16-34-26.mp4](2019-08-27_16-34-26.mp4)\n\n[cons.blend](cons.blend)\n", "User Interface: Float Curve: bug when control points has same X position\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.59\n\nBroken: version: 3.4.0 Alpha\nWorked: Never\n\nUser Interface: Float Curve: bug when control points has same X position\n\nIf the points are located on the same X axis, then the result breaks.\n\n| [Set Curve Parameter Bug.mp4](Set_Curve_Parameter_Bug.mp4) | [2022-10-19 15-45-49.mp4](2022-10-19_15-45-49.mp4) |\n| -- | -- |\n\n[simple example float curve.blend](simple_example_float_curve.blend)", "Particle display problem in rendering when using the Time remapping option\nOperating system: Mac Os Mojave 10.14.6 (18G95) and Windows 10 (Last update)\nGraphics card: AMD Radeon R9 M295X 4 Go & Nvidia GTX 1070\n\nBlender 2.80\n\nThere is a problem of particle rendering if we use the Time remapping function which makes it possible to make a film slower by multiplying the number of images of an animation. The particle animation is not continuous, some disappear and then reappear creating a jerky effect.\nThe problem does not appear when launching the animation directly in the software but only by doing a rendering calculation whether it is in film or frame-by-frame mode or movie (with Cycle or Eevee rendering)\n\nIf I leave the time remapping by default (old 100, new 100) there is no problem.[torus particules.blend](torus_particules.blend)\nIf I change the time remapping to have a movie with 4 times more image (old 25, new 100), the problem appears: the particle animation is not continuous, some disappear and then reappear creating a jerky effect.", "Fly/Walk in viewport, Workbench/Eevee do not stop rendering at sample limit\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 760/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.67\n\nBroken since at least 2.80 and still broken in 2.91.0 Alpha\n\nWhen using Walk or Fly navigation modes using any built-in renderer except Cycles, the viewport will render the specified number of samples, then start again from sample 1 and repeat indefinitely, *even if the navigation is motionless.* This can be seen visibly. If set to 1 sample, it still re-renders it indefinitely. This can be confirmed via GPU usage.\n\nEnter walk or fly mode in any scene, using any viewport mode, and any renderer except Cycles. If you have a hard time seeing it, you can use Eevee and any volume shader to more easily see each sample as it's rendered.\n\n**Misc notes**\nI'm aware Workbench's render settings are anti-aliasing samples instead of sample count, but it still re-renders those anti-aliasing samples.\n\nIt's not a pressing problem, but it does waste GPU resources and can introduce visible flickering. It should either stop rendering when it reaches the set number of samples (like orbit), or stop rendering after 1 sample regardless of sample limit. The latter would actually be more useful in my use case, even for regular orbiting. My proposal: It could pause for about 500-1000ms (configurable?) before rendering sample 2 and onward. This would improve viewport responsiveness, but still retain the benefits of rendering the full quality version during navigation.", "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", "Can't undo the keyframe change in edit mode\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.1.2\n\nWhile in edit mode, when you hit Undo in the graph editor after moving a keyframe, the graph doesn't change.\n\n- Animate anything using a couple of keyframes.\n- Change to edit mode in viewport\n- Switch timeline to the graph editor (not necessary, you can keep timeline as it is)\n- Select a keyframe and move it\n# Hit undo\n\nResult: The graph editor stays the same\n\nExpected: The move you just made in the graph editor should be the only thing being undone!\n\nTest file with first four steps included\n[#97700.blend](T97700.blend)", "Cursor jumping to edge of screen when lifting pen from tablet area (wintab)\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.89\n\nBroken: version: 3.0.0 Beta\nWorked: 2.93\n\nTablet model: Huion h950p\nTablet api: Wintab\n\nWhen lifting the pen away from the tablet area, the cursor occasionally jumps to the edge of the screen, causing unexpected camera jumps or preventing hotkeys from being used in the 3d view.\n\nThe problem only happens with the Wintab api.\n\n\n - Set the tablet api to Wintab\n\n - Start creasing some edges and repeatedly lift and return the pen to the tablet area\n\n[cursorjump.mp4](cursorjump.mp4)\n\n", "Segfault pasting stale driver.\nOperating system: Linux\nGraphics card: Intel\n\nBroken: 2.92\n\n\nDrives copied and pasted with significant change in file data in between can trigger segfaults. \n\n```\n# Blender 2.92.0, Commit date: 2021-02-24 16:25, Hash 02948a2cab44\n\n# backtrace\nblender(BLI_system_backtrace+0x34) [0x55dfd70fd084]\nblender(+0xe151bd) [0x55dfd4bd41bd]\n/usr/lib/libc.so.6(+0x3cf80) [0x7f9b26870f80]\nblender(_ZN7blender3deg20DepsgraphNodeBuilder26build_object_data_geometryEP6Objectb+0x170) [0x55dfd7000380]\nblender(_ZN7blender3deg20DepsgraphNodeBuilder17build_object_dataEP6Objectb+0x54) [0x55dfd6ffb4b4]\nblender(_ZN7blender3deg20DepsgraphNodeBuilder12build_objectEiP6ObjectNS0_26eDepsNode_LinkedState_TypeEb+0x1d3) [0x55dfd6ffe2c3]\nblender(_ZN7blender3deg20DepsgraphNodeBuilder22build_driver_variablesEP2IDP6FCurve+0x77) [0x55dfd6ffad87]\nblender(_ZN7blender3deg20DepsgraphNodeBuilder14build_animdataEP2ID+0x1f9) [0x55dfd6ffe8b9]\nblender(_ZN7blender3deg20DepsgraphNodeBuilder12build_objectEiP6ObjectNS0_26eDepsNode_LinkedState_TypeEb+0x228) [0x55dfd6ffe318]\nblender(_ZN7blender3deg20DepsgraphNodeBuilder16build_view_layerEP5SceneP9ViewLayerNS0_26eDepsNode_LinkedState_TypeE+0xb2) [0x55dfd7003892]\nblender(_ZN7blender3deg23AbstractBuilderPipeline16build_step_nodesEv+0x76) [0x55dfd6fea296]\nblender(_ZN7blender3deg23AbstractBuilderPipeline5buildEv+0x42) [0x55dfd6fea4b2]\nblender(DEG_graph_build_from_view_layer+0x33) [0x55dfd6fd24e3]\nblender(+0xef501a) [0x55dfd4cb401a]\nblender(wm_event_do_depsgraph+0xc5) [0x55dfd4f59245]\nblender(wm_event_do_refresh_wm_and_depsgraph+0x92) [0x55dfd4f593b2]\nblender(wm_event_do_notifiers+0x36a) [0x55dfd4f6055a]\nblender(WM_main+0x2b) [0x55dfd4f5532b]\nblender(main+0x367) [0x55dfd4b9da67]\n/usr/lib/libc.so.6(__libc_start_main+0xd5) [0x7f9b2685bb25]\nblender(_start+0x2e) [0x55dfd4bd056e]\n\n# Python backtrace\n```\n\n\n* Add a custom property to the Scene.\n\n* Right click on its value field, and run \"Copy as New Driver\".\n\n* Run `CTRL`+`N` or \"File\" —> \"New\" —> \"General\".\n\n* Right click on any value field, and run \"Paste Driver\".", "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" ]
[ "Wintab walk navigation erratic (regression)\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: 2.92.0-316a5914bcc6-windows64\nWorked partially: 2.92.0-cac8a7cddb56-windows64\nWorked as it should: blender-2.92.0-024b65b5e518-windows64\n\nBlender do not work with pen tablet (wacom intuos 3).\nIn previous version (cac8a7cddb56) pen worked nice except one small thing: right after loading blender it do not react to pen with walk mode.\nSo I need to switch walk, move pen (no turning) then back, then walk mode again and this second time it work properly.\n\nIn 024b65b5e518 all work well (as I can see)", "Walk not usable with pen tablet\nHi,\nSince the 2.92 version it is impossible to use a tablet with the walk mode with or without gravity activated.\nThe camera start to spin very quickly without chance to stabilize it. \nThis issue could be related to #82432.\nI use a wacom tablet and I tested two models (intuos 4 and 5).\nTo reproduce the issue simply create a plane and try to walk on it using the pen as you would mouse ...\nThis worked fine in previous version of blender (before 2.92).\n\n\n\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.30\n\nBroken: version: 2.92.0 Alpha\n\n\n\n" ]
Sculpt mode: various crashes with curve tool Operating system: Windows-7-6.1.7601-SP1 64 Bits Graphics card: GeForce GTX 550 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 376.51 Broken: version: 2.82 (sub 1) Worked: (optional) - Crash happened when activating dyntopo with curve stroke method and - when undoing after the execution of the tool To reproduce this bug you need to follow this specific instructions since no doing some instructions may not be able to reproduce the bug. - Load the factory settings - Activate select with right mouse - Go to sculpt mode - change the stroke method to curve - ctrl+right to draw the stroke, draw at least 4 - select one of the curve segment right click drag - ctrl+D to activate dyntopo It should crash like in the ![2019-10-29_21-49-24.gif](2019-10-29_21-49-24.gif). gif If somehow you manage to pass that crash execute the operation then undo, it should crash as well. I don't know if the undo bug should be reported separately, i put here because may be there are related.
[ "Inset faces and Bevel Edge command has bugged interaction with Undo command and shape keys\nOperating system: Windows-7,10\n\nBroken: version: 2.83 (sub 2)\nBroken: version: 2.82 (sub 6)\n\n\nIn edit mode, while selecting a shape key, the Inset operation (I) followed by any other operation (Translating vertices or extruding or whatever), followed by an Undo (Ctrl-Z) command causes the shape key selector to hop to the \"basis\" shape key. This also occurs when using the `Bevel` command.\n\nFrom Default Startup:\n1. Create two shape keys: \"Basis\" and \"Key 1\"on Default Cube. Selection will be on \"Key 1\"\n2. Go into edit mode\n3. Inset a face on any of the existing faces with \"I\"\n5. Do ANY other operation or operations, such as moving a vertex or extruding. The bug occurs with any number of operations done after the Inset command.\n6. Undo (Ctrl-Z)\n7. Observe Shape key information as the undo command causes the selection to switch from \"Key 1\" to \"Basis\".\n8. Keep `Undoing` until you `Undo` the `Inset` operation.\n9. Notice that the shape key selection jumps back to \"Key 1\" as you `Undo` the `Inset`. \n", "Crash on calling bpy.ops.mesh.loopcut in python script\nOperation system: macOS BigSur 11.6 (20G165) \nApple M1\n\nVersion 3.4.1 (3.4.1 2022-12-20)\n\nBlender crashes in background mode when you are calling bpy.ops.mesh.loopcut with overridden context\n\nRun Blender from cli with args:\n/path/to/bin --background --python bug.py\n[bug.py](bug.py)\n\n", "Sculpt: Paint tool cavity custom curve crash\nOperating system: Windows 10\nGraphics card: NVDIA RTX 2060 Super\n\nBroken: 3.4, 3.5\n\nSteps to reproduce the issue:\n - Switch to Sculpt Mode or open default sculpting template file\n - Choose the Paint Tool\n - Click on Brush dropdown\n - Enable Cavity by clicking on Advanced >> Cavity in the \"Brush\" dropdown\n # Enable Custom Curve under Advanced >> Cavity in the \"Brush\" dropdown\n![PaintCavityCrash.png](PaintCavityCrash.png)\n\n\nResult:\nNo **Custom Curve** is shown as in other Sculpting Tools & after trying to paint with the **Paint** tool setup this way blender instantly crashes.", "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", "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", "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", "Crash while using several rigid bodies and some force fields.\nOperating system: Darwin-18.7.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon R9 M370X OpenGL Engine ATI Technologies Inc. 4.1 ATI-2.11.20\n\n\nBroken: version: 2.80 (sub 75)\nWorked: (optional)\n\n\nThe scene is pretty simple, a house with some elements used as rigid bodies and some force field, vortex and wind force are applied.\n\nWhen I play the animation, it starts and around frame 140-200 it crashes.\n\nAttached blend file. The only thing to do is to play the animation and wait for the crash.\nAttached crash report.[Blender_2019-08-26-215345_MacBook-Pro-de-Kote.crash](Blender_2019-08-26-215345_MacBook-Pro-de-Kote.crash)\n\n[casaFalla.blend](casaFalla.blend)\n\n", "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```", "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", "Curves sculpting collision with surface.\n", "Crash when sculpting with a texture, deleting the image of the texture and exiting sculpt mode\nOperating system: Windows 10\nGraphics card: RTX 2070 Super\n\nBroken: version: 3.4, 3.5, 3.6\nBroken: version: 3.3.3\nBroken: 3.1.0\nWorked: 3.0.1\nWorked: 2.93 LTS\n\nCaused by 9111ea78ac\n\nBlender crashes when a texture image is deleted and you exit sculpt mode.\n\nYou can test it inside the attached blend file. I basically just attached an image to a sculpting brush.\n\n1. Open the blend file below\n2. draw on the surface of the sphere\n3. delete the image inside the outliner\n4. exit sculpt mode\n\nCrash occurs because `item->image->runtime.cache_mutex` is null inside `BKE_image_pool_free`\n```\nStack trace:\nblender.exe :0x00007FF713D04C10 pthread_mutex_lock\nblender.exe :0x00007FF70E6EE880 BKE_image_pool_free\nblender.exe :0x00007FF70E6B5CF0 BKE_sculptsession_free\nblender.exe :0x00007FF70F1B67A0 ED_object_sculptmode_exit_ex\nblender.exe :0x00007FF70F1B85F0 sculpt_mode_toggle_exec\nblender.exe :0x00007FF70E953220 wm_operator_invoke\nblender.exe :0x00007FF70E9528D0 wm_operator_call_internal\nblender.exe :0x00007FF70E955880 WM_operator_name_call_ptr\nblender.exe :0x00007FF70F171800 ED_object_mode_set_ex\nblender.exe :0x00007FF70F148710 object_mode_set_exec\nblender.exe :0x00007FF70E953220 wm_operator_invoke\n```", "Orbit Around Selection in Curves Sculpt Mode\nIn mesh sculpt mode, the new orbit pivot is set based on the last brush stroke. The same should happen in curves sculpt mode.", "Blender crashed in edit mode with material index creazy and strange normal\nOperating system: Linux pop-os 5.17.5-76051705-generic\nGraphics card: NVIDIA GeForce RTX 3060 Ti\n\nBroken: 3.1.0 / blender-3.2.0-stable+v32.e05e1e369187-linux.x86_64-release\n\nAn object imported from I don't know where, with crazy material_index : (-30086) in spreadsheet editor, and with strange normal, makes blender sik.\n\nIn edit mode, if I try to move the concerned geometry blender crashes systematically.\n\n[2022-06-16_bug-normal.crash.txt](2022-06-16_bug-normal.crash.txt)\n\n[2022-06-16_bug_system-info.txt](2022-06-16_bug_system-info.txt)\n\n[2022-06-16_bug-normal.blend](2022-06-16_bug-normal.blend)\n\nthank you,\n - Thomas", "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.", "Trim tools doesn't work with Dyntopo enabled\nBroken: blender-2.92.0-ef5d6e9c457a-windows64\n\nEnable the experimental \"tools with missing icons\"\nFile ´/ New / Sculpting\nEnable Dyntopo\nChoose the box or trim lasso tool and try to trim the mesh\nDoesn't work" ]
[ "Assert on UNDO when sculpting with curves\nBroken: 2.81 HEAD/master (dfaaf50538c)\nWorked: 2.80 (release version at least)\n\nCrash (assert) when sculpting with curve stroke.\n\nGo to sculpt mode and change Stroke to Curve (from Space)\n\nOR open:\n\n[curve-sculpt.blend](curve-sculpt.blend)\n\nAnd start sculpting. You will soon run into:\n\n`BLI_assert failed: //source/blender/blenkernel/intern/undo_system.c:455, BKE_undosys_step_push_init_with_type(), at 'ustack->step_init == ((void *)0)'`\n\nFull backtrace: [P1160](P1160.txt)" ]
Different Render Results Between CPU and GPU Operating system: Windows-10-10.0.19041-SP0 64 Bits Graphics card: NVIDIA GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.77 Broken: version: 2.93.0 I've noticed when rendering an ocean scene in cycles, using optix with 1 GPU and a CPU, I get little discolored squares all around the visible portions of the ocean, and the only way to prevent that from happening is to render on either my CPU or GPU alone, switch to a different render device, or just make sure that the ocean isn't visible in the render. Upon writing out this letter, I've also noticed that Optix seems to produce an odd shadow across the object that Cuda does not produce. This shadow also vanishes when rendered in Optix with only my CPU. My graphics card drivers are up to date, and I also tried restarting my PC, but it didn't change anything. I can render with CUDA instead, it's not a problem, but figured I should report the bug anyway. Render the attached .blend file, with optix as the selected render device, using a single GPU and CPU.[Bug Sample blend file.blend](Bug_Sample_blend_file.blend) ![Optix CPU and GPU.png](Optix_CPU_and_GPU.png) ![Cuda CPU and GPU.png](Cuda_CPU_and_GPU.png) ![Optix CPU only.png](Optix_CPU_only.png) ![Optix GPU only.png](Optix_GPU_only.png)
[ "Cycles: Motion blur Artifacts and high render time with Metaball\nOperating system: Ubuntu Linux 22.04 / Windows 10 64-bit\nGraphics card: Nvidia GeForce RTX 3080\n\nBroken: 3.60, 3.61, 3.62, 4.0.0-alpha+main.d0dcfb815964\nWorked: unknown\n\n**Short Description**\nActivating motion blur in Cycles results in artifacts and higher render time for 2% of frames\nReproducible across Ubuntu/Windows, CPU/CUDA/OptiX.\n\n\n- Open attached file \"phoenix12-reprocase.blend\"\n- Enable motion blur (should already be enabled)\n- Reduce transmission bounce\n- Render frame 189\n- Render frame 190 (takes significant time to render. Also notice Artifacts)\n\nIn the provided file, frames 74, 124, 179, 190 seem to have this problem. Turning off motion blur fixes the problem.\n\n|189 | 190 |\n|---|---|\n| ![image](https://projects.blender.orgattachment) | ![image](https://projects.blender.orgattachment) |", "Orange tile boxes appear in the wrong place when using border render and viewing a different slot than the one being rendered in\n\nOperating system: Linux Mint 18.3 64-bit\nGraphics card: N/A; rendering on Intel i5-4460\n\n2.80 beta, 918941483f7e, blender2.7, 2019-02-27, 00:14\n\nWhen using border render (but not if rendering the full image), the orange tile boxes show up in the wrong place *when viewing another slot aside from the slot being rendered in*. They are a few hundred pixels too low.\n\n[F6720951](render-2019-02-26_21.28.51.mp4)\n\nOpen Blender.\nHit F12.\nAfter it renders, press CTRL+B, and select some portion of the render area.\nRender.\nPress J to switch to Slot 2 and render there too, so the canvas becomes visible.\nRender on either slot, and switch to the other.\nTake note of where the boxes are compared to where you set your render border at.\nCancel rendering/let it finish.\nSwitch back to Slot 1 to verify that the correct area was rendered and that the boxes were below it.\n\nI discovered this on 893fa5983193e from 3 days ago, but downloaded the latest version and did a quick test to make sure it still happens.\n\nI also noticed that after I rendered, set a render border, and started rendering again, it actually rendered the whole image - only the bordered area was visible, but it rendered everything else too. After that first time, it only rendered the bordered area, as it should.\n\n[F6721094](render-2019-02-26_22.08.33.mp4)\n\n(I set samples to 512 in order to slow rendering so I would have time to switch slots and show what happens before it finishes rendering.)\n", "render lagging behind tiles\nOperating system: win10\nGraphics card:rts 2070 super\n\n2.81\nwhen rendering, the picture doesnt appear for a while after the render tile already finished rendering that region, not sure if its a bug. didn't see anything like this online. here is a video\n\n\n[bug (2).blend](bug__2_.blend)\n\n- Open file and render\n\n[gnVknluHJZ.mp4](gnVknluHJZ.mp4)", "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)", "Rendering Error in viewport for Intel Iris and Xe GPU\nOperating system: Windows-10-10.0.22621-SP0 64 Bits (but I am using windows 11 ????)\nGraphics card: Intel(R) Iris(R) Xe Graphics Intel 4.5.0 - Build 30.0.101.1692\n\nBroken: version: 3.5.1\n\nViewport rendering errors appear on my new laptop for semi transparent objects. I assume the issue is related to the Intel Iris GPU. This issue never appeared on other PCs. All of them were using Nvidia GPUs.\nThe issue occurs when a semi transparent object is overlapping another object. See image/video. \n\n1. Use a computer with an intel iris GPU (Issue did never appear on my other pcs with Nvidia GPUs).\n2. Make sure that the Viewport is set to SOLID and the Viewport Color Type is set to Object.\n3. Create an opaque cube \"CubeA\".\n4. Duplicate the cube and make it bigger \"CubeB\".\n5. Go to Object Preferences > Viewport Display > Color.\n6. Change the alpha value of CubeB to be partially transparent.\n\nThis results in rendering errors of the overlapping objects. \nExample file and video are attached.\n\n", "Cycles: Enabling/disabling OSL changes the look of pre-existing shader nodes\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.49\n\nBroken: version: 3.5.0\n\nI can't find much info on osl within blender. As i understand it, the point is to be able to write your own shaders with scripts, it shouldn't change the functionality of preexisting shader nodes.\n\nOptix without OSL and CPU (with & without OSL) device renders darker droplets.\n\nIn rendered view. Enable/disable OSL and see the water droplets look drasticly different (OSL looks more correct, but that should just be the default behavior then)\n\n", "Rendered object in displayed as a transparent png\nOperating system: Windows-10-10.0.19043\nGraphics card: Radeon AMD Radeon HD 8500M (4.5.14831 Core Profile Context 21.5.2 27.20.20903.8001)\n\nWorked: (3.2.0)\n\nidk if it is even a bug but when i render my object, it shows the object as a transparent png. how do i fix it?\n![incorrect blender result.png](incorrect_blender_result.png)\n[donut.blend](donut.blend)", "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", "Cycles Render with Intel UHD GPU Crashes\nOperating system: macOS Ventura 13.0.1\nGraphics card: Intel UHD Graphics 630 (built-in), AMD Radeon RX 6800 (eGPU)\n\nBroken: 3.4.0 (downloaded from the Blender website)\nWorked: the last 3.3.1\n\nIt is impossible to render in Cycles with the Intel GPU enabled: Blender crashes\n\nOn a Mac Mini 2018 (Intel) with 6-core i7 CPU and 32GB of RAM, with Stage Manager enabled, open Blender, load a file, then in the Preferences, enable only the Intel GPU (uncheck the eGPU), and start rendering. Note: unless it is the first attempt (that involves the loading of the kernels), unchecking the eGPU may not even be necessary.\nWhen the preliminary steps are finished (such as the BVH building, importance map, and so on), Blender will crash before the rendering proper starts (before anything appears in the render result output).\nThe subsequent error dump will look as follows: \n![image.png](image.png)\nThe full dump is below:\n\n```lines\n-------------------------------------\nTranslated Report (Full Report Below)\n-------------------------------------\n\nProcess: Blender [4086]\nPath: /Applications/Blender.app/Contents/MacOS/Blender\nIdentifier: org.blenderfoundation.blender\nVersion: 3.4.0 (3.4.0 2022-12-07)\nCode Type: X86-64 (Native)\nParent Process: launchd [1]\nUser ID: 501\n\nDate/Time: 2022-12-09 13:00:26.8303 +1000\nOS Version: macOS 13.0.1 (22A400)\nReport Version: 12\nBridge OS Version: 7.0 (20P420)\nAnonymous UUID: DA7E5727-A75F-6765-C417-804DFCD4552C\n\n\nTime Awake Since Boot: 5000 seconds\n\nSystem Integrity Protection: enabled\n\nCrashed Thread: 35\n\nException Type: EXC_CRASH (SIGABRT)\nException Codes: 0x0000000000000000, 0x0000000000000000\n\nID Vend/Dev\n8488 73bf1002\nSeconds Ago ID Type\n 5000.0 8488 Attach\n\n\nThread 0:: Dispatch queue: com.apple.main-thread\n0 libsystem_kernel.dylib \t 0x7ff8140160ce __semwait_signal + 10\n1 libsystem_c.dylib \t 0x7ff813f2ab4a nanosleep + 196\n2 libsystem_c.dylib \t 0x7ff813f2aa80 usleep + 53\n3 Blender \t 0x1069dd928 WM_main + 24\n4 Blender \t 0x106262b8e main + 878\n5 dyld \t 0x7ff813d21310 start + 2432\n\nThread 1:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff813ed2efb _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff813ed33d7 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x1120ad1d2 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 Blender \t 0x1120abcce void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 2:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff813ed2efb _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff813ed33d7 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x1120ad1d2 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 Blender \t 0x1120abcce void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 3:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff813ed2efb _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff813ed33d7 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x1120ad1d2 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 Blender \t 0x1120abcce void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 4:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff813ed2efb _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff813ed33d7 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x1120ad1d2 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 Blender \t 0x1120abcce void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 5:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff813ed2efb _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff813ed33d7 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x1120ad1d2 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 Blender \t 0x1120abcce void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 6:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff813ed2efb _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff813ed33d7 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x1120ad1d2 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 Blender \t 0x1120abcce void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 7:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff813ed2efb _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff813ed33d7 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x1120ad1d2 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 Blender \t 0x1120abcce void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 8:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff813ed2efb _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff813ed33d7 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x1120ad1d2 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 Blender \t 0x1120abcce void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 9:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff813ed2efb _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff813ed33d7 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x1120ad1d2 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 Blender \t 0x1120abcce void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 10:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff813ed2efb _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff813ed33d7 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x1120ad1d2 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 Blender \t 0x1120abcce void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 11:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff813ed2efb _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff813ed33d7 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x1120ad1d2 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 Blender \t 0x1120abcce void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 12:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff813ed2efb _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff813ed33d7 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x1120ad1d2 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 Blender \t 0x1120abcce void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 13:: caulk.messenger.shared:17\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 caulk \t 0x7ff81d7598f8 caulk::mach::semaphore::wait_or_error() + 16\n2 caulk \t 0x7ff81d73f664 caulk::concurrent::details::worker_thread::run() + 36\n3 caulk \t 0x7ff81d73f328 void* caulk::thread_proxy<std::__1::tuple<caulk::thread::attributes, void (caulk::concurrent::details::worker_thread::*)(), std::__1::tuple<caulk::concurrent::details::worker_thread*> > >(void*) + 41\n4 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n5 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 14:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 Blender \t 0x1069d3e08 tbb::internal::rml::private_worker::run() + 104\n2 Blender \t 0x1069d3d99 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 15:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 Blender \t 0x1069d3e08 tbb::internal::rml::private_worker::run() + 104\n2 Blender \t 0x1069d3d99 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 16:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 Blender \t 0x1069d3e08 tbb::internal::rml::private_worker::run() + 104\n2 Blender \t 0x1069d3d99 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 17:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 Blender \t 0x1069d3e08 tbb::internal::rml::private_worker::run() + 104\n2 Blender \t 0x1069d3d99 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 18:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 Blender \t 0x1069d3e08 tbb::internal::rml::private_worker::run() + 104\n2 Blender \t 0x1069d3d99 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 19:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 Blender \t 0x1069d3e08 tbb::internal::rml::private_worker::run() + 104\n2 Blender \t 0x1069d3d99 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 20:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 Blender \t 0x1069d3e08 tbb::internal::rml::private_worker::run() + 104\n2 Blender \t 0x1069d3d99 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 21:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 Blender \t 0x1069d3e08 tbb::internal::rml::private_worker::run() + 104\n2 Blender \t 0x1069d3d99 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 22:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 Blender \t 0x1069d3e08 tbb::internal::rml::private_worker::run() + 104\n2 Blender \t 0x1069d3d99 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 23:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 Blender \t 0x1069d3e08 tbb::internal::rml::private_worker::run() + 104\n2 Blender \t 0x1069d3d99 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 24:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 Blender \t 0x1069d3e08 tbb::internal::rml::private_worker::run() + 104\n2 Blender \t 0x1069d3d99 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 25:: com.apple.audio.IOThread.client\n0 libsystem_kernel.dylib \t 0x7ff8140136a2 mach_msg2_trap + 10\n1 libsystem_kernel.dylib \t 0x7ff81402167d mach_msg2_internal + 82\n2 libsystem_kernel.dylib \t 0x7ff81401a71a mach_msg_overwrite + 723\n3 libsystem_kernel.dylib \t 0x7ff814013989 mach_msg + 19\n4 CoreAudio \t 0x7ff81635f8a5 HALB_MachPort::SendSimpleMessageWithSimpleReply(unsigned int, unsigned int, int, int&, bool, unsigned int) + 111\n5 CoreAudio \t 0x7ff8162384c1 HALC_ProxyIOContext::IOWorkLoop() + 3783\n6 CoreAudio \t 0x7ff816237029 invocation function for block in HALC_ProxyIOContext::HALC_ProxyIOContext(unsigned int, unsigned int) + 63\n7 CoreAudio \t 0x7ff8163be630 HALB_IOThread::Entry(void*) + 72\n8 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n9 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 26:\n0 libsystem_kernel.dylib \t 0x7ff8140161fe __psynch_cvwait + 10\n1 libsystem_pthread.dylib \t 0x7ff8140527e1 _pthread_cond_wait + 1243\n2 libopenblas64_.0.dylib \t 0x136d5a49f blas_thread_server + 207\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 27:\n0 libsystem_kernel.dylib \t 0x7ff8140161fe __psynch_cvwait + 10\n1 libsystem_pthread.dylib \t 0x7ff8140527e1 _pthread_cond_wait + 1243\n2 libopenblas64_.0.dylib \t 0x136d5a49f blas_thread_server + 207\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 28:\n0 libsystem_kernel.dylib \t 0x7ff8140161fe __psynch_cvwait + 10\n1 libsystem_pthread.dylib \t 0x7ff8140527e1 _pthread_cond_wait + 1243\n2 libopenblas64_.0.dylib \t 0x136d5a49f blas_thread_server + 207\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 29:\n0 libsystem_kernel.dylib \t 0x7ff8140161fe __psynch_cvwait + 10\n1 libsystem_pthread.dylib \t 0x7ff8140527e1 _pthread_cond_wait + 1243\n2 libopenblas64_.0.dylib \t 0x136d5a49f blas_thread_server + 207\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 30:\n0 libsystem_kernel.dylib \t 0x7ff8140161fe __psynch_cvwait + 10\n1 libsystem_pthread.dylib \t 0x7ff8140527e1 _pthread_cond_wait + 1243\n2 libopenblas64_.0.dylib \t 0x136d5a49f blas_thread_server + 207\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 31:: com.apple.NSEventThread\n0 libsystem_kernel.dylib \t 0x7ff8140136a2 mach_msg2_trap + 10\n1 libsystem_kernel.dylib \t 0x7ff81402167d mach_msg2_internal + 82\n2 libsystem_kernel.dylib \t 0x7ff81401a71a mach_msg_overwrite + 723\n3 libsystem_kernel.dylib \t 0x7ff814013989 mach_msg + 19\n4 CoreFoundation \t 0x7ff81412cd0e __CFRunLoopServiceMachPort + 145\n5 CoreFoundation \t 0x7ff81412b77a __CFRunLoopRun + 1360\n6 CoreFoundation \t 0x7ff81412abb0 CFRunLoopRunSpecific + 560\n7 AppKit \t 0x7ff8173ad696 _NSEventThread + 132\n8 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n9 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 32:\n0 libsystem_kernel.dylib \t 0x7ff8140161fe __psynch_cvwait + 10\n1 libsystem_pthread.dylib \t 0x7ff8140527e1 _pthread_cond_wait + 1243\n2 libc++.1.dylib \t 0x7ff813faec32 std::__1::condition_variable::wait(std::__1::unique_lock<std::__1::mutex>&) + 18\n3 Blender \t 0x108d23ba5 ccl::Session::wait() + 101\n4 Blender \t 0x1081da316 ccl::BlenderSession::render(BL::Depsgraph&) + 3526\n5 Blender \t 0x1081d10e0 ccl::render_func(_object*, _object*) + 176\n6 Blender \t 0x112141552 cfunction_call + 130\n7 Blender \t 0x1120fa1b5 _PyObject_MakeTpCall + 373\n8 Blender \t 0x1121efcce call_function + 974\n9 Blender \t 0x1121eca4a _PyEval_EvalFrameDefault + 30570\n10 Blender \t 0x1121e51b1 _PyEval_Vector + 145\n11 Blender \t 0x1121efaaf call_function + 431\n12 Blender \t 0x1121eca4a _PyEval_EvalFrameDefault + 30570\n13 Blender \t 0x1121e51b1 _PyEval_Vector + 145\n14 Blender \t 0x106f00225 bpy_class_call + 1029\n15 Blender \t 0x106e433d1 engine_render + 113\n16 Blender \t 0x1079cb58c engine_render_view_layer(Render*, RenderEngine*, ViewLayer*, bool, bool) + 572\n17 Blender \t 0x1079cb0ca RE_engine_render + 954\n18 Blender \t 0x1079d097e do_render_full_pipeline(Render*) + 334\n19 Blender \t 0x1079d0566 RE_RenderFrame + 406\n20 Blender \t 0x108178e8f render_startjob(void*, short*, short*, float*) + 127\n21 Blender \t 0x1069f92f8 do_job_thread + 40\n22 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n23 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 33:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 Blender \t 0x1069d3e08 tbb::internal::rml::private_worker::run() + 104\n2 Blender \t 0x1069d3d99 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 34:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 Blender \t 0x1069d3e08 tbb::internal::rml::private_worker::run() + 104\n2 Blender \t 0x1069d3d99 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 35 Crashed:\n0 libsystem_kernel.dylib \t 0x7ff81401a30e __pthread_kill + 10\n1 libsystem_pthread.dylib \t 0x7ff814051f7b pthread_kill + 263\n2 libsystem_c.dylib \t 0x7ff813f9bd3f __abort + 139\n3 libsystem_c.dylib \t 0x7ff813f9bcb4 abort + 138\n4 libsystem_c.dylib \t 0x7ff813f9afbe __assert_rtn + 314\n5 Metal \t 0x7ff81d6acf32 MTLReportFailure.cold.1 + 43\n6 Metal \t 0x7ff81d687df9 MTLReportFailure + 529\n7 Metal \t 0x7ff81d5913ba -[_MTLCommandBuffer addCompletedHandler:] + 87\n8 Blender \t 0x10827ac38 ccl::MetalDeviceQueue::enqueue(ccl::DeviceKernel, int, ccl::DeviceKernelArguments const&) + 3352\n9 Blender \t 0x108dc338b ccl::ShaderEval::eval_gpu(ccl::Device*, ccl::ShaderEvalType, ccl::device_vector<ccl::KernelShaderEvalInput>&, ccl::device_vector<float>&, long long) + 267\n10 Blender \t 0x108dc2d48 std::__1::__function::__func<ccl::ShaderEval::eval(ccl::ShaderEvalType, int, int, std::__1::function<int (ccl::device_vector<ccl::KernelShaderEvalInput>&)> const&, std::__1::function<void (ccl::device_vector<float>&)> const&)::$_0, std::__1::allocator<ccl::ShaderEval::eval(ccl::ShaderEvalType, int, int, std::__1::function<int (ccl::device_vector<ccl::KernelShaderEvalInput>&)> const&, std::__1::function<void (ccl::device_vector<float>&)> const&)::$_0>, void (ccl::Device*)>::operator()(ccl::Device*&&) + 680\n11 Blender \t 0x10823c8af ccl::Device::foreach_device(std::__1::function<void (ccl::Device*)> const&) + 31\n12 Blender \t 0x108246740 ccl::MultiDevice::foreach_device(std::__1::function<void (ccl::Device*)> const&) + 64\n13 Blender \t 0x108dc296a ccl::ShaderEval::eval(ccl::ShaderEvalType, int, int, std::__1::function<int (ccl::device_vector<ccl::KernelShaderEvalInput>&)> const&, std::__1::function<void (ccl::device_vector<float>&)> const&) + 154\n14 Blender \t 0x108c2a79f ccl::GeometryManager::displace(ccl::Device*, ccl::Scene*, ccl::Mesh*, ccl::Progress&) + 511\n15 Blender \t 0x108bb4769 ccl::GeometryManager::device_update(ccl::Device*, ccl::DeviceScene*, ccl::Scene*, ccl::Progress&) + 3305\n16 Blender \t 0x108c51111 ccl::Scene::device_update(ccl::Device*, ccl::Progress&) + 1745\n17 Blender \t 0x108c52d73 ccl::Scene::update(ccl::Progress&) + 163\n18 Blender \t 0x108d246e3 ccl::Session::run_update_for_next_iteration() + 1395\n19 Blender \t 0x108d23c74 ccl::Session::run_main_render_loop() + 100\n20 Blender \t 0x108d24c13 ccl::Session::thread_render() + 259\n21 Blender \t 0x108d228c8 ccl::Session::thread_run() + 168\n22 Blender \t 0x10db3e413 ccl::thread::run(void*) + 19\n23 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n24 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 36:\n0 libsystem_pthread.dylib \t 0x7ff81404dc58 start_wqthread + 0\n\nThread 37:\n0 libsystem_pthread.dylib \t 0x7ff81404dc58 start_wqthread + 0\n\nThread 38:\n0 libsystem_pthread.dylib \t 0x7ff81404dc58 start_wqthread + 0\n\nThread 39:\n0 libsystem_kernel.dylib \t 0x7ff8140161fe __psynch_cvwait + 10\n1 libsystem_pthread.dylib \t 0x7ff8140527e1 _pthread_cond_wait + 1243\n2 libc++.1.dylib \t 0x7ff813faec32 std::__1::condition_variable::wait(std::__1::unique_lock<std::__1::mutex>&) + 18\n3 Blender \t 0x108271985 ccl::ShaderCache::compile_thread_func(int) + 165\n4 Blender \t 0x108274dfd void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, ccl::ShaderCache::load_kernel(ccl::DeviceKernel, ccl::MetalDevice*, ccl::MetalPipelineType)::$_1> >(void*) + 45\n5 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 40:\n0 libsystem_kernel.dylib \t 0x7ff8140161fe __psynch_cvwait + 10\n1 libsystem_pthread.dylib \t 0x7ff8140527e1 _pthread_cond_wait + 1243\n2 libc++.1.dylib \t 0x7ff813faec32 std::__1::condition_variable::wait(std::__1::unique_lock<std::__1::mutex>&) + 18\n3 Blender \t 0x108271985 ccl::ShaderCache::compile_thread_func(int) + 165\n4 Blender \t 0x108274dfd void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, ccl::ShaderCache::load_kernel(ccl::DeviceKernel, ccl::MetalDevice*, ccl::MetalPipelineType)::$_1> >(void*) + 45\n5 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 41:\n0 libsystem_kernel.dylib \t 0x7ff8140161fe __psynch_cvwait + 10\n1 libsystem_pthread.dylib \t 0x7ff8140527e1 _pthread_cond_wait + 1243\n2 libc++.1.dylib \t 0x7ff813faec32 std::__1::condition_variable::wait(std::__1::unique_lock<std::__1::mutex>&) + 18\n3 Blender \t 0x108271985 ccl::ShaderCache::compile_thread_func(int) + 165\n4 Blender \t 0x108274dfd void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, ccl::ShaderCache::load_kernel(ccl::DeviceKernel, ccl::MetalDevice*, ccl::MetalPipelineType)::$_1> >(void*) + 45\n5 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 42:\n0 libsystem_kernel.dylib \t 0x7ff8140161fe __psynch_cvwait + 10\n1 libsystem_pthread.dylib \t 0x7ff8140527e1 _pthread_cond_wait + 1243\n2 libc++.1.dylib \t 0x7ff813faec32 std::__1::condition_variable::wait(std::__1::unique_lock<std::__1::mutex>&) + 18\n3 Blender \t 0x108271985 ccl::ShaderCache::compile_thread_func(int) + 165\n4 Blender \t 0x108274dfd void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, ccl::ShaderCache::load_kernel(ccl::DeviceKernel, ccl::MetalDevice*, ccl::MetalPipelineType)::$_1> >(void*) + 45\n5 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 43:\n0 libsystem_pthread.dylib \t 0x7ff81404dc58 start_wqthread + 0\n\n\nThread 35 crashed with X86 Thread State (64-bit):\n```\nrax: 0x0000000000000000 rbx: 0x000070001368d000 rcx: 0x000070001368a7c8 rdx: 0x0000000000000000\nrdi: 0x000000000002c707 rsi: 0x0000000000000006 rbp: 0x000070001368a7f0 rsp: 0x000070001368a7c8\n r8: 0x0000000000000000 r9: 0x0000000000989680 r10: 0x000070001368d000 r11: 0x0000000000000246\nr12: 0x000000000002c707 r13: 0x000000012feea028 r14: 0x0000000000000006 r15: 0x0000000000000016\nrip: 0x00007ff81401a30e rfl: 0x0000000000000246 cr2: 0x000000012feea000\n\n```\nLogical CPU: 0\nError Code: 0x02000148 \nTrap Number: 133\n\n\nBinary Images:\n 0x7ff814012000 - 0x7ff81404bff7 libsystem_kernel.dylib (*) <0c2fd2c9-777c-3355-b70f-7b1b6e9d1b0b> /usr/lib/system/libsystem_kernel.dylib\n 0x7ff813f1a000 - 0x7ff813fa2fff libsystem_c.dylib (*) <5efaf10b-2ec1-32ed-b077-80125e552c8d> /usr/lib/system/libsystem_c.dylib\n 0x1060c2000 - 0x116badfff org.blenderfoundation.blender (3.4.0) <de78ac19-6469-3e44-ab08-627697965862> /Applications/Blender.app/Contents/MacOS/Blender\n 0x7ff813d1b000 - 0x7ff813daf54f dyld (*) <28fd2071-57f3-3873-87bf-e4f674a82de6> /usr/lib/dyld\n 0x7ff813ed0000 - 0x7ff813f16ff3 libdispatch.dylib (*) <817339a1-d03e-3e54-9c47-acacf69f6193> /usr/lib/system/libdispatch.dylib\n 0x7ff81404c000 - 0x7ff814057ff7 libsystem_pthread.dylib (*) <13b5e252-77d1-31e1-888d-1c5f4426ea87> /usr/lib/system/libsystem_pthread.dylib\n 0x7ff81d73d000 - 0x7ff81d762fff com.apple.audio.caulk (1.0) <43ed8c13-59df-3c8d-b4d2-aee44e4939b9> /System/Library/PrivateFrameworks/caulk.framework/Versions/A/caulk\n 0x7ff816060000 - 0x7ff81675affd com.apple.audio.CoreAudio (5.0) <e9f27094-01cb-337a-8530-0cab0e2cc96d> /System/Library/Frameworks/CoreAudio.framework/Versions/A/CoreAudio\n 0x136a29000 - 0x13a6b4fff libopenblas64_.0.dylib (*) <10431d8f-5e3b-3bbc-abd5-81f6a73a5269> /Applications/Blender.app/Contents/Resources/3.4/python/lib/python3.10/site-packages/numpy/.dylibs/libopenblas64_.0.dylib\n 0x7ff8140ae000 - 0x7ff814546fff com.apple.CoreFoundation (6.9) <dbc459f3-81bb-398a-8f74-3f7392392bb7> /System/Library/Frameworks/CoreFoundation.framework/Versions/A/CoreFoundation\n 0x7ff81720f000 - 0x7ff818213ff6 com.apple.AppKit (6.9) <817d572e-eb8c-3999-b7a0-68e1c4b47266> /System/Library/Frameworks/AppKit.framework/Versions/C/AppKit\n 0x7ff813fa3000 - 0x7ff813ffbff3 libc++.1.dylib (*) <06015868-b157-3745-889b-69e23c5034fd> /usr/lib/libc++.1.dylib\n 0x7ff81d570000 - 0x7ff81d73cffb com.apple.Metal (306.2.4) <4ac8bfa1-153f-3c2d-8f98-6831b7c643f8> /System/Library/Frameworks/Metal.framework/Versions/A/Metal\n\nExternal Modification Summary:\n```\nCalls made by other processes targeting this process:\n task_for_pid: 0\n thread_create: 0\n thread_set_state: 0\nCalls made by this process:\n task_for_pid: 0\n thread_create: 0\n thread_set_state: 0\nCalls made by all processes on this machine:\n task_for_pid: 0\n thread_create: 0\n thread_set_state: 0\n```\n\nVM Region Summary:\nReadOnly portion of Libraries: Total=1.2G resident=0K(0%) swapped_out_or_unallocated=1.2G(100%)\nWritable regions: Total=47.1G written=0K(0%) resident=0K(0%) swapped_out=0K(0%) unallocated=47.1G(100%)\n\n```\n VIRTUAL REGION \n```\nREGION TYPE SIZE COUNT (non-coalesced) \n**=======**\nAccelerate framework 256K 2 \nActivity Tracing 256K 1 \nCG backing stores 960K 4 \nCG image 228K 14 \nColorSync 228K 25 \nCoreAnimation 64K 14 \nCoreGraphics 12K 2 \nCoreImage 4K 1 \nCoreUI image data 636K 9 \nFoundation 16K 1 \nIOAccelerator 12.8G 547 \nIOKit 148K 10 \nIOSurface 58.3M 8 \nKernel Alloc Once 8K 1 \nMALLOC 32.1G 1445 \nMALLOC guard page 48K 9 \nMALLOC_LARGE (reserved) 383.9M 11 reserved VM address space (unallocated)\nMALLOC_MEDIUM (reserved) 496.0M 10 reserved VM address space (unallocated)\nMALLOC_NANO (reserved) 384.0M 1 reserved VM address space (unallocated)\nOpenGL GLSL 256K 3 \nSTACK GUARD 176K 44 \nStack 69.8M 44 \nVM_ALLOCATE 158.7M 96 \nVM_ALLOCATE (reserved) 224.0M 3 reserved VM address space (unallocated)\n__CTF 756 1 \n__DATA 59.9M 642 \n__DATA_CONST 51.3M 373 \n__DATA_DIRTY 1753K 211 \n__FONT_DATA 2352 1 \n__GLSLBUILTINS 5174K 1 \n__LINKEDIT 274.5M 70 \n__OBJC_RO 65.1M 1 \n__OBJC_RW 1982K 2 \n__TEXT 989.1M 651 \ndyld private memory 512K 3 \nmapped file 298.9M 95 \nshared memory 447.1M 580 \n**=======**\nTOTAL 48.8G 4936 \nTOTAL, minus reserved VM space 47.4G 4936 \n\n\n\n-----------\nFull Report\n-----------\n\n{\"app_name\":\"Blender\",\"timestamp\":\"2022-12-09 13:00:27.00 +1000\",\"app_version\":\"3.4.0\",\"slice_uuid\":\"de78ac19-6469-3e44-ab08-627697965862\",\"build_version\":\"3.4.0 2022-12-07\",\"platform\":1,\"bundleID\":\"org.blenderfoundation.blender\",\"share_with_app_devs\":0,\"is_first_party\":0,\"bug_type\":\"309\",\"os_version\":\"macOS 13.0.1 (22A400)\",\"roots_installed\":0,\"name\":\"Blender\",\"incident_id\":\"C005C7B8-C72E-4093-B4F1-FAE90C2561DF\"}\n{\n```\n\"uptime\" : 5000,\n\"procRole\" : \"Foreground\",\n\"version\" : 2,\n\"userID\" : 501,\n\"deployVersion\" : 210,\n\"modelCode\" : \"Macmini8,1\",\n\"coalitionID\" : 1400,\n\"osVersion\" : {\n \"train\" : \"macOS 13.0.1\",\n \"build\" : \"22A400\",\n \"releaseType\" : \"User\"\n},\n\"captureTime\" : \"2022-12-09 13:00:26.8303 +1000\",\n\"incident\" : \"C005C7B8-C72E-4093-B4F1-FAE90C2561DF\",\n\"pid\" : 4086,\n\"cpuType\" : \"X86-64\",\n\"roots_installed\" : 0,\n\"bug_type\" : \"309\",\n\"procLaunch\" : \"2022-12-09 12:58:58.0017 +1000\",\n\"procStartAbsTime\" : 4965752889748,\n\"procExitAbsTime\" : 5054490072306,\n\"procName\" : \"Blender\",\n\"procPath\" : \"\\/Applications\\/Blender.app\\/Contents\\/MacOS\\/Blender\",\n\"bundleInfo\" : {\"CFBundleShortVersionString\":\"3.4.0\",\"CFBundleVersion\":\"3.4.0 2022-12-07\",\"CFBundleIdentifier\":\"org.blenderfoundation.blender\"},\n\"storeInfo\" : {\"deviceIdentifierForVendor\":\"94D4C7AA-42A4-5C3F-8C08-A3A0F4499D46\",\"thirdParty\":true},\n\"parentProc\" : \"launchd\",\n\"parentPid\" : 1,\n\"coalitionName\" : \"org.blenderfoundation.blender\",\n\"crashReporterKey\" : \"DA7E5727-A75F-6765-C417-804DFCD4552C\",\n\"bridgeVersion\" : {\"build\":\"20P420\",\"train\":\"7.0\"},\n\"sip\" : \"enabled\",\n\"externalGPUInfo\" : \"ID Vend\\/Dev\\n8488 73bf1002\\nSeconds Ago ID Type\\n 5000.0 8488 Attach\\n\",\n\"exception\" : {\"codes\":\"0x0000000000000000, 0x0000000000000000\",\"rawCodes\":[0,0],\"type\":\"EXC_CRASH\",\"signal\":\"SIGABRT\"},\n\"extMods\" : {\"caller\":{\"thread_create\":0,\"thread_set_state\":0,\"task_for_pid\":0},\"system\":{\"thread_create\":0,\"thread_set_state\":0,\"task_for_pid\":0},\"targeted\":{\"thread_create\":0,\"thread_set_state\":0,\"task_for_pid\":0},\"warnings\":0},\n\"faultingThread\" : 35,\n\"threads\" : 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VM address space (unallocated)\\nOpenGL GLSL 256K 3 \\nSTACK GUARD 176K 44 \\nStack 69.8M 44 \\nVM_ALLOCATE 158.7M 96 \\nVM_ALLOCATE (reserved) 224.0M 3 reserved VM address space (unallocated)\\n__CTF 756 1 \\n__DATA 59.9M 642 \\n__DATA_CONST 51.3M 373 \\n__DATA_DIRTY 1753K 211 \\n__FONT_DATA 2352 1 \\n__GLSLBUILTINS 5174K 1 \\n__LINKEDIT 274.5M 70 \\n__OBJC_RO 65.1M 1 \\n__OBJC_RW 1982K 2 \\n__TEXT 989.1M 651 \\ndyld private memory 512K 3 \\nmapped file 298.9M 95 \\nshared memory 447.1M 580 \\n=========== ======= ======= \\nTOTAL 48.8G 4936 \\nTOTAL, minus reserved VM space 47.4G 4936 \\n\",\n\"legacyInfo\" : {\n\"threadTriggered\" : {\n```\n\n```\n}\n```\n},\n```\n\"trialInfo\" : {\n\"rollouts\" : [\n {\n \"rolloutId\" : \"5fb4245a1bbfe8005e33a1e1\",\n \"factorPackIds\" : {\n```\n\n```\n },\n \"deploymentId\" : 240000021\n },\n {\n \"rolloutId\" : \"62b4513af75dc926494899c6\",\n \"factorPackIds\" : {\n \"COREOS_ICD\" : \"62fbe3cfa9a700130f60b3ea\"\n },\n \"deploymentId\" : 240000014\n }\n],\n\"experiments\" : [\n```\n\n```\n]\n```\n}\n}\n\nModel: Macmini8,1, BootROM 1916.40.8.0.0 (iBridge: 20.16.420.0.0,0), 6 processors, 6-Core Intel Core i7, 3.2 GHz, 32 GB, SMC \nGraphics: Intel UHD Graphics 630, Intel UHD Graphics 630, Built-In\nDisplay: ASUS VG32V, 2560 x 1440 (QHD/WQHD - Wide Quad High Definition), Main, MirrorOff, Online\nGraphics: AMD Radeon RX 6800, AMD Radeon RX 6800, PCIe, 16 GB\nMemory Module: BANK 0/ChannelA-DIMM0, 16 GB, DDR4, 2667 MHz, SK Hynix, HMA82GS6CJR8N-VK\nMemory Module: BANK 2/ChannelB-DIMM0, 16 GB, DDR4, 2667 MHz, SK Hynix, HMA82GS6CJR8N-VK\nAirPort: spairport_wireless_card_type_wifi (0x14E4, 0x7BF), wl0: Sep 14 2022 18:10:05 version 9.30.489.3.32.5.84 FWID 01-31bf0e8d\nBluetooth: Version (null), 0 services, 0 devices, 0 incoming serial ports\nNetwork Service: Ethernet, Ethernet, en0\nNetwork Service: Wi-Fi, AirPort, en1\nPCI Card: pci8086,15f0, USB eXtensible Host Controller, Thunderbolt@13,0,0\nPCI Card: pci144d,a808, NVM Express Controller, Thunderbolt@73,0,0\nPCI Card: AMD Radeon RX 6800, gpu-controller, Thunderbolt@12,0,0\nPCI Card: pci1002,ab28, Audio Device, Thunderbolt@12,0,1\nPCI Card: pci1002,73a6, USB eXtensible Host Controller, Thunderbolt@12,0,2\nPCI Card: pci1002,73a4, Unknown, Thunderbolt@12,0,3\nUSB Device: USB31Bus\nUSB Device: USB31Bus\nUSB Device: USB3.1 Hub\nUSB Device: USB3.1 Hub\nUSB Device: USB2.0 Hub\nUSB Device: Microsoft® LifeCam HD-3000\nUSB Device: USB2.0 Hub\nUSB Device: Matias RGB Backlit Wired Keyboard\nUSB Device: USB2.1 Hub\nUSB Device: USB Storage\nUSB Device: Dell MS116 USB Optical Mouse\nUSB Device: T2Bus\nUSB Device: Headset\nUSB Device: Apple #2 Controller\nThunderbolt Bus: Mac mini, Apple Inc., 47.5\nThunderbolt Device: Node Titan, AKiTiO, 1, 50.1\nThunderbolt Device: Portable SSD X5, SAMSUNG ELECTRONICS CO., LTD, 3, 35.1\nThunderbolt Bus: Mac mini, Apple Inc., 47.5\n```\n\nCrashing Thread:\n```\nThread 35 Crashed:\n0 libsystem_kernel.dylib \t 0x7ff81401a30e __pthread_kill + 10\n1 libsystem_pthread.dylib \t 0x7ff814051f7b pthread_kill + 263\n2 libsystem_c.dylib \t 0x7ff813f9bd3f __abort + 139\n3 libsystem_c.dylib \t 0x7ff813f9bcb4 abort + 138\n4 libsystem_c.dylib \t 0x7ff813f9afbe __assert_rtn + 314\n5 Metal \t 0x7ff81d6acf32 MTLReportFailure.cold.1 + 43\n6 Metal \t 0x7ff81d687df9 MTLReportFailure + 529\n7 Metal \t 0x7ff81d5913ba -[_MTLCommandBuffer addCompletedHandler:] + 87\n8 Blender \t 0x10827ac38 ccl::MetalDeviceQueue::enqueue(ccl::DeviceKernel, int, ccl::DeviceKernelArguments const&) + 3352\n9 Blender \t 0x108dc338b ccl::ShaderEval::eval_gpu(ccl::Device*, ccl::ShaderEvalType, ccl::device_vector<ccl::KernelShaderEvalInput>&, ccl::device_vector<float>&, long long) + 267\n10 Blender \t 0x108dc2d48 std::__1::__function::__func<ccl::ShaderEval::eval(ccl::ShaderEvalType, int, int, std::__1::function<int (ccl::device_vector<ccl::KernelShaderEvalInput>&)> const&, std::__1::function<void (ccl::device_vector<float>&)> const&)::$_0, std::__1::allocator<ccl::ShaderEval::eval(ccl::ShaderEvalType, int, int, std::__1::function<int (ccl::device_vector<ccl::KernelShaderEvalInput>&)> const&, std::__1::function<void (ccl::device_vector<float>&)> const&)::$_0>, void (ccl::Device*)>::operator()(ccl::Device*&&) + 680\n11 Blender \t 0x10823c8af ccl::Device::foreach_device(std::__1::function<void (ccl::Device*)> const&) + 31\n12 Blender \t 0x108246740 ccl::MultiDevice::foreach_device(std::__1::function<void (ccl::Device*)> const&) + 64\n13 Blender \t 0x108dc296a ccl::ShaderEval::eval(ccl::ShaderEvalType, int, int, std::__1::function<int (ccl::device_vector<ccl::KernelShaderEvalInput>&)> const&, std::__1::function<void (ccl::device_vector<float>&)> const&) + 154\n14 Blender \t 0x108c2a79f ccl::GeometryManager::displace(ccl::Device*, ccl::Scene*, ccl::Mesh*, ccl::Progress&) + 511\n15 Blender \t 0x108bb4769 ccl::GeometryManager::device_update(ccl::Device*, ccl::DeviceScene*, ccl::Scene*, ccl::Progress&) + 3305\n16 Blender \t 0x108c51111 ccl::Scene::device_update(ccl::Device*, ccl::Progress&) + 1745\n17 Blender \t 0x108c52d73 ccl::Scene::update(ccl::Progress&) + 163\n18 Blender \t 0x108d246e3 ccl::Session::run_update_for_next_iteration() + 1395\n19 Blender \t 0x108d23c74 ccl::Session::run_main_render_loop() + 100\n20 Blender \t 0x108d24c13 ccl::Session::thread_render() + 259\n21 Blender \t 0x108d228c8 ccl::Session::thread_run() + 168\n22 Blender \t 0x10db3e413 ccl::thread::run(void*) + 19\n23 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n24 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n```", "Cycles renders SSS is noticeably slower in 3.4 than in 3.3 with multiple GPUs\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: 2x NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 526.98 (SLI)\n\nBroken: version: 3.4.0\nWorked: 3.3\n\nCycles render images with SSS noticeably slower in 3.4 than in 3.3\n\nI noticed that some of my scenes render in 3.4 noticeably slower than in 3.3.\nAfter some analysis, I figured out that only images with SSS shaders are affected.\n\nI created a simplified test scene, this scene takes on my computer in Blender 3.3 **4:58** min and in Blender 3.4 it's **6:10** min.\n\nIf SSS is disabled, the test file renders equal fast in 3.3 and 3.4.\n\nProbably this change is unintended and might be a bug.\n\n[speed test.blend](speed_test.blend)\n\n\nTest render 3.4 (OptiX) 6:13 min:\n![slow down 3.4 (6_13 min).png](slow_down_3.4__6_13_min_.png)\n\nTest render 3.3 (OptiX) 5:12min:\n ![slow down 3.3 (5_12 min).png](slow_down_3.3__5_12_min_.png)\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", "GPU Hair Rendering Bug - \"Glitter\" with particular Root to Tip sizes\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.64\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\nIn a perfect storm of GPU rendering + Hair with Radius Root size smaller or equal to the Tip size, bright white \"cards\" appear at the tips of some hair strands. \n*Switching to CPU rendering, the anomalies go away.*\n\nAlso, making the Root size Large and the Tip size small reduces the cards, but they are still there.\n![cards.JPG](cards.JPG)\n\n![Cpu no cards.JPG](Cpu_no_cards.JPG)\n\n[Hair Render Bug.zip](Hair_Render_Bug.zip)\n\n\n\nOpen the attached file in Blender 2.80\nSwitch to the Camera view if not already there\nRender (should be set to *Cycles using GPU*)\nSwitch to *Cycles using CPU* rendering\nRender\n\nOptionally:\n\nSelect the hair object (eyebrows)\nGo to the particle tab\nUnder Hair Shape, change the Radius Root to, say, 0.45 and the Tip to 0.1\nRender using GPU - cards are still there but are much smaller.\n\n", "CPU + GPU render precision differences for small, far away area light\nOperating system: Linux-4.19.0-5-amd64-x86_64-with-debian-10.0 64 Bits\nGraphics card: GeForce GTX 780/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 418.74\n\nBroken: version: 2.81 (sub 8)\nWorked: (optional)\n\nThis was recently reported in this thread : \n2\n\n I can at least say, that when using small area lights below a size of 1 (e.g. meter), and it’s getting darker (the light source is far away from the object) you can clearly see this problem: CPU renders the tiles darker than the CUDA GPU.\n![CPU_GPU_tilies_issue.png](CPU_GPU_tilies_issue.png)\n\n\nCreate a new scene with the cube, remove the default light, create an area light, resize it to lets say 10% (or 1%… the smaller the bigger the effect) and rotate it that it lights the default cube.\nHere is a .blend that reproduce the issue :\n[TileProblem.blend.blend](TileProblem.blend.blend)\n\n", "Cycles principled BSDF artifact with transmission and IOR 1.0 (GPU)\nOperating system: win 10 pro\nGraphics card: 1070\n\nBroken: 2.79b\n\ncircular banding with transmission and ior set to 1 using principle shader. (only happens in gpu rendering not cpu)", "Inconsistencies in GPU subdivision info message\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: Radeon RX 570 Series ATI Technologies Inc. 4.5.0 Core Profile Context 22.11.2.221130\n\nBroken: version: 3.5.0 Alpha\nWorked: n/a\n\nThis feature is introduced with 4d3bfb3f4195ac879b7330e981829122b2633e93\n\n1. Message does not update accordingly when...\n\n1-1. enabling and disabling GPU Subdivision in the preferences\n\n![GPUSubdivisionMessage01.gif](attachment)\n\n1-2. changing modifier visibility\n\n![GPUSubdivisionMessage02.gif](attachment)\n\n1-3. enabling and disabling auto smooth\n\n![GPUSubdivisionMessage03.gif](attachment)\n\n2. I don't know the technical details, but I feel that \"Using both CPU and GPU Subdivision\" contradicts to what the tooltip for GPU Subdivision says (\"Enable (...) for the last subdivision subsurface modifiers in the stack\").\n\n(On a related note, I think [documentation](viewport.html#subdivision) could be more descriptive about GPU Subdivision than just \"Under certain circumstances\".)\n\n" ]
[ "CPU and GPU tiles do not have the same light rendering\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.68\nGraphics card: NVIDIA GeForce GTX 1060\nCPU : AMD 5900X\n\nBroken: version: 2.93.4\n\nWhen I run a CPU+GPU render I sometimes get a bug on the final tile render.\nIt happens randomly on my projects and the only solution to avoid this problem is to render only on the GPU or CPU.\nAccording to my tests, this does not come from the denoiser, addon...\n\nIf I open a new blender with a cube, a plane, and a similar texture sky the problem does not appear, if I import in addition the same scene FBX, still no problem. But if the bug appears in one of my projects while before all work correctly then it is impossible to make it disappear. \n\n[210526P VILLA ROQUES 01.blend](210526P_VILLA_ROQUES_01.blend)\n![No_Bug_Tiles_CPU+GPU_FBX_IMPORT.png](No_Bug_Tiles_CPU_GPU_FBX_IMPORT.png)\n\n![No_Bug_Tiles_CPU+GPU.png](No_Bug_Tiles_CPU_GPU.png)\n![Bug_Tiles_CPU+GPU.png](Bug_Tiles_CPU_GPU.png)\n\n" ]
3D cursor settings did not inherit for shortcut use Operating system: Windows-10-10.0.18362-SP0 64 Bits Graphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.59 Broken: version: 2.83.0 3D cursor settings did not inherit for shortcut use If you setup settings for 3d cursor it will not affect 3d cursor if using trough shortcut ![image.png](image.png) 1. Change 3d cursor settings to geometry 2. Change tool 3. Use 3d cursor through shortcut SHIFT+Right Mouse it will still using view orientation
[ "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", "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.", "Moving cursor quickly jumps it out of the window when translating objects\nArchlinux\nNvidia GTX 460\n\nBroken: 2.7 RC1\n\nIt's possible to escape the window by moving the mouse quickly while translating an object. This does not seem to be possible while moving the view.\n\n1. Open blender in windowed mode with some space at the top of the screen\n2. Open default startup file (load factory settings)\n3. Select the default cube and press G+Z, then move the mouse sharply upwards as fast as possible (I don't actually need to move it that quickly, it's happened several times by mistake. But just to be sure.). The cursor will escape the window (will not wrap).\n4. Try the same with rotating the view (press and hold MMB, move mouse upwards quickly). The cursor will not escape, even when going at least as fast as when translating objects (sometimes the cursor will appear outside the window, but it still wraps).\n", "Impossible to use any other mouse button than MMB to navigate in Knife tool mode\nOperating system: Windows 10\nGraphics card: GTX1080Ti\n\nBroken: 2.8 latest master\nWorked: Probably never\n\nThe way Knife tool mode is executed makes it impossible to navigate 3D viewport in the Knife tool mode as long as navigation buttons are mapped to any other key than middle mouse button (MMB). This does not interfere with default Blender kemap, where Orbit (Rotate), Pan and Zoom viewport navigation actions are mapped to MMB, but doesn't allow viewport navigation in the other custom keymaps, including the proposed industry compatible one: T54963 \n\nThere is no combination of settings in Knife Tool Modal Map section which would allow to solve this issue and make non-MMB based viewport navigation function in Knife tool mode.\n\n\n1, In factory default setup Blender, got to edit mode of the default cube, activate Knife tool using K key, and notice MMB to orbit, Shift+MMB to pan and Ctrl+MMB works.\n2, Go to User Preferences, Keymap section, and in 3D View>3D View (Global) \n3, Change Rotate View from Middle mouse to Alt+Left Mouse and change the action type from \"Press\" to \"Click-Drag\" (To distinguish from Alt+LMB click, which selects edge loops)\n4, Change Zoom view from Ctrl+Middle Mouse to Alt+Right Mouse\n5, In 3D viewport, notice that Alt+LMB and Alt+RMB work correctly to activate Viewport Rotate and Viewport Zoom respectively\n6, Enter Knife tool mode, and notice that Alt+LMB and Alt+RMB do not work to Rotate or Zoom the viewport.\n7, In Keymap editor, under 3D View>Knife Tool Modal Map, notice there is no possible setup to make these new navigation hotkeys work.\n\nResult: There is no way to configure Knife Tool Modal Map so that viewport navigation in Knife Tool Mode works with any other mouse buttons than MMB.\n\nExpected: It is possible to configure Knife Tool Modal Map so that it works with non-MMB based viewport havigation configuration.", "Use proximity for edit mesh mirror and mirror selection operator\nThis feature request was discussed with Campbell Barton during meeting 2021-02-23\n\nIt is hard to select the corresponding vertex on the flipped axis side when the topology is non symmetrical and the corresponding vertices on the flipped axis side is slightly offsetted.\n\nIn order to fix this, it would be great with a \"proximity slider\" that selects vertices on the axis flip side that is within the range of the corresponding coordinate of your current selection.\n\n---\nUI mockup for viewport options\n![image.png](image.png)\n\nUI mockup for operator \"Select mirror\"\n![image.png](image.png)\n---\n\nUse cases below:\n---\n\nCurrent behavior works great when **Topology mirror == True** and the mesh on both side of the axis is connected (and the topology was \"built symmetrical\"). Even if vertices on the axis flip side is slightly offseted.\n\n[topology mirror.mp4](topology_mirror.mp4)\n\n---\n\nCurrent behavior does not work when the topology is built symmetrical, but the topology on both side of the axis is not connected (like the eyes in this case). And the mesh is slightly offsetted on the axis flip side.\n\n[symmetry does not work.mp4](symmetry_does_not_work.mp4)\n\n---\n\nCurrent behavior does not work when the topology is not completely symmetrical and the vertices on the axis flip side is slightly offsetted.\n\n[slightly non symmetrical topology.mp4](slightly_non_symmetrical_topology.mp4)\n\n\n\n\n", "Cursor doesn't change to the Edit Mode cursor when you use a tablet in some cases.\nOperating system: Linux-5.4.0-91-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: Mesa Intel(R) UHD Graphics (ICL GT1) Intel 4.6 (Core Profile) Mesa 21.0.3\n\nBroken: version: 3.1.0 Alpha\nBroken: 3.1, 3.0, 2.93.7, 2.83.18, 2.80.\nWorked: In a way, 2.79 behaved better in that regard (but 2.79 did not change the cursor in slider fields).\n\nWhen you use a tablet in Edit Mode, when you hover over a number field, and then lift your pen and lower it again in the Edit Mode window, the cursor don’t change back to the Edit Mode cursor (the cross). \n\nUse a tablet. Go to edit mode and place your cursor on one of the transform fields on the right hand side. Than lift your pen untill it disconnects from your tablet. Place your pen in the Edit Mode space on your tablet and lower your pen untill it connects with your tablet. The cursor doesn’t change to the Edit Mode cursor. If it does, try again.", "Cursor jumping to edge of screen when lifting pen from tablet area (wintab)\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.89\n\nBroken: version: 3.0.0 Beta\nWorked: 2.93\n\nTablet model: Huion h950p\nTablet api: Wintab\n\nWhen lifting the pen away from the tablet area, the cursor occasionally jumps to the edge of the screen, causing unexpected camera jumps or preventing hotkeys from being used in the 3d view.\n\nThe problem only happens with the Wintab api.\n\n\n - Set the tablet api to Wintab\n\n - Start creasing some edges and repeatedly lift and return the pen to the tablet area\n\n[cursorjump.mp4](cursorjump.mp4)\n\n", "Confirm On Release in Radial Control doesn't work with Right Mouse Button\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: Radeon (TM) RX 480 Graphics ATI Technologies Inc. 4.5.14800 Core Profile Context 22.3.1 30.0.15002.1004\n\nBroken: version: 3.1.2\nWorked: Never\n\nRadial Control option \"Confirm On Release\" doesn't work if assigned to Right Mouse Button.\n\nGo to Preferences -> Keymap -> 3D View -> Sculpt -> Sculpt (Global) -> Radial Control (not necessarily in this mode it is possible in any other where there is a radial control).\nAssign Right Mouse Button to Radial Control check \"Confirm On Release\" option.\nRMB-drag in 3D viewport then release button and the action will be canceled.", "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)", "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)", "Blender 2.8 Defaults\nThis is a list of things we should change about Blender's default settings and behaviour.\n\nThe list will grow and change over time.\n\n\nCommits:\n\n- 4d5b7696cb - prefs\n- bcf6cc1f6b - startup\n- Update: default preferences are now maintained in: `./release/datafiles/userdef/userdef_default.c`\n\n## Preferences\n\n- - [x] Python tooltips OFF\n- - [x] Auto Perspective ON ***\n- - [x] Navigation Manipulator ON ***\n- - [x] Region Overlap ON (Could be removed completely, now that it's optimized) ***\n - To make transparent toolbars work better, we would like to:\n - Make the toolbar region height be limited to the contents.\n - Make the toolbar region a separate theme\n\n## Default Settings\n\n- - [x] Default Shader should be set to Principled BSDF\n- - [x] Default Lamp increased strength (10x stronger)\n- - [ ] Playback set to AV Sync (reverted, breaks physics caching)\n- - [x] 3D View Lens = 50mm\n- - [x] Camera film size = 36x24mm Full Frame\n- - [x] Camera Focal Length = 50mm\n- - [x] Render Size Percentage = 100%\n- - [x] Render Display = New Window\n- - [x] Scene Units = Metric\n- - [x] Color Management View = Filmic\n- - [x] Workbench Object Overlap = ON\n- - [x] Absolute Shape Keys Interpolation = Linear\n- - [x] Curve Fill Mode = Full\n\n## Default Renderer\n\n- - [x] Viewport = Workbench + Studio Lighting\n\n\n## Layout\n- - [x] Headers on top for all editors, except the Timeline at the bottom\n- - [x] Default Properties tab = Object Properties\n\n## New Objects\n- - [x] Generate UV's = ON\n\n## Default Theme\n\n- - [x] Flat\n- - [x] Dark UI Chrome\n- - [ ] Universal widget radius\n- - [x] Transparent header in 3D View\n- - [x] Transparent toolbar area in 3D View\n\n## Tools\nVertex Slide:\n- - [x] Correct UV's = ON\n\nExtrude Along Normals:\n- - [x] Even Thickness = ON\n\nLaplacian Smooth:\n- - [x] Lambda Factor = 1.000\n\n## UV/Image Editor\n- - [x] Normalized Coordinates\n\n## Weight Painting\n- - [ ] Auto-Normalize = ON\n\n\n## Cycles\n- - [x] Dithering = 1\n- - [x] Image Sequence Auto Refresh = ON\n\n\n## New Objects\n- - [ ] SubdivisionSurfaces = ON (via OpenSubdiv)\n- - [ ] Shade Smooth = ON (Wait till we have OpenSubdiv)\n\n## Preferences\n - - [ ] Compute Devices ON (Postpone until we can detect crappy GPU's)\n - - [x] Release Confirms Transform\n\n## Text Editor\n - - [x] Line Numbers ON\n\n## Addons\n - - [ ] All exporters should be set to Only Selected by default", "Changes the cursor from an arrow to a prohibition sign when working with floating windows.\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: all versions\n\nThe bug only affects the visual change of the cursor from an arrow to a prohibition sign. The error occurs when dragging resources from the resource browser, which is a floating window. The functionality is not broken and you can drag resources without any problem, but it is confusing for the user.\n\n1. open the resource browser in a floating window.\n2. drag any asset into the 3d view\n3. drag another asset (the cursor is already changed to a prohibition mark)![Schowek01.jpg](Schowek01.jpg)\n\n", "Setting the brush radius unit to \"scene\" does not automatically use correct stroke spacing distance\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.38\n\nBroken: version: 2.91.0 Alpha\n\nThe brush settings have an option to fix the radius to either the view or scene, called \"Radius Unit\".\nIf the Scene setting is used, it will not automatically use the correct spacing distances for the stroke.\nThis needs to be toggled manually with separate stroke setting called \"Spacing Distance\" from view to scene.\n\nIf the viewport orientation is very close to the world origin, rotated towards an object that is further away from the world origin, it will lead to a much higher spacing distance.\n\n[2022-05-13 10-24-15.mp4](2022-05-13_10-24-15.mp4)\n\n**Exact steps to reproduce**\n- Move the default cube 4 units away from the world origin\n- Add a multires modifier and subdivide 5 times\n- Enter sculpt mode\n- Use the draw brush\n- Switch the Radius Unit setting from View to Scene\n- Orient your viewport so that you are positioned very close to the world origin, looking at the cube\n- Sculpt on the cube (Notice the very high spacing distance)\n- Rotate your view around to the other side of the cube (Now the viewport is positioned further away from the world origin)\n- Sculpt on the cube from that angle (The stroke distance should be much smaller now)\n\n- To fix the issue switch the stroke setting \"Spacing Distance\" from View to Scene\n- Retry sculpting from the same angles", "Problem with mouse walk navigation\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.90\n\nBroken: version: 2.91.2\n\nWalk navigation breaks when key map is changed for Up and Down operation.\n\n- Load blender with factory settings\n- Open keymap from `Edit -> Preferences`\n- `3D View -> View 3D Walk Modal`\n- Change key value for Up and Down\n- In viewport `View -> Navigation -> Walk Navigation`\n- Use updated keys to move Up and down\n\n![problem.jpg](problem.jpg)\n\nAs far as i could see, the problem happens when instead of the q down and e keys we put the midle mouse roll up or down. As you can see in the picture. I have tried with other keys and each time there is a problem with the middle mouse button. Simply the middle mouse button goes up, but when it turns so rool down it doesn't work?\nDoes it fix it or do you have an idea how to fix it?\n", "Keyboard shortcut doesn't work after switching applicationss\nOperating system: windows 11\nGraphics card: Intel(R) UHD Graphics 630 & NVIDIA GeForce GTX 1060 with Max-Q Design\n\nBroken: Blender 3.1, a solid update to an already outstanding release. Released March 9th, 2022\n\nWhen using different Keyboard shortcut for every window, keyboard shortcut doesn't work when we switch between applications\nCTRL, ALT, Shift, tab are fine, but all of the characters are no response, such as G, E, Shift D, etc.\n\n- Open Windows Settings tab\n- Enable: `Let me use a different input method for each app window` {nav Time & Language > Typing > Advanced Keyboard Settings}\n- Open chrome or any other application and change input method (Chinese for example)\n- Open blender and keep default input method (English for example)\n- Type something in other application window\n- Switch to Blender and use hotkey" ]
[ "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.", "3D-Cursor do not snap face orientation with X and Y\n2.80 (sub 45), 168d3fd528c4, 2019-02-27 01:36\n\nDespite all kinds of settings cursor align face only by Z-axis.\nBut cursor`s X and Y still affected by view.\nI tried \n\nAlso by Shift-RMB cursor always oriented by view, despite settings.\n\nAlign rotation by snapping target means all axes, am I right?\nI made addon, that can reorient object locals to cursor`s rotation. And found, that there is no way to orent cursor to face just by click.\nAnd there is no way to snap cursor`s orientation to face orientation. So cursor`s orientation is near useless.\n\n[2019-03-01_15-30-56.mp4](2019-03-01_15-30-56.mp4)" ]
In a particle system, when set to Render as Helo, particles cannot be rendered in the final render result Operating system: Windows-10-10.0.19041-SP0 64 Bits Graphics card: NVIDIA GeForce GTX 1660/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15 Broken: version: 3.1.2 In a particle system, when set to Render as Helo, particles cannot be rendered in the final render result 1: Set "Render As" to "Halo" in the particle system 2: Rendering, you can find that the renderer cannot render particles ![屏幕截图 2022-04-17 214119.png](屏幕截图_2022-04-17_214119.png)
[ "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", "Parent with child containing particle emitter can't be moved on frame 1 keyframe\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.92\n\nBroken: version: 2.93.0 Alpha\n\nEmpty in provided .blend file cannot be moved on frame 1 when it has a keyframe on frame 1. It can be moved on any other frame with or without a keyframe on that frame, or on frame 1 if it doesn't have a keyframe.\n\nSelect the Empty in the provided .blend file, and attempt to move it with `g`, transform sliders, etc. It will not move.\n\n[move_bug.blend](move_bug.blend)\n\nI'm not sure how I got my .blend file in this state, as my best effort at making a seemingly identical set of objects does not reproduce it. I'm guessing someone will have to inspect the internal state of these objects to find something amiss.\n", "Particle System as flow source doesn't work\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: Radeon RX550/550 Series ATI Technologies Inc. 4.5.13587 Core Profile Context 20.4.1 26.20.15029.20013\n\nBroken: version: 2.90 (sub 1)\nWorked: blender-2.83-c26f470cfeea-windows64\n\nParticle System as flow source doesn't work. Smoke is always emitted from mesh.\n\nIf file is opened in version that worked, smoke starts flowing from particles correctly. File doesn't have to be even re-saved in working version.\n\nBecause example file is reproducible only once, here are\n**Steps to create example file**\n- New General template\n- Add UV Sphere\n- Add particles to cube\n- Particle Properties > Emission > Number = 50\n- Particle Properties > Render > Render As = Object\n- Particle Properties > Render > Instance Object = Sphere\n- Particle Properties > Render > Scale = .6\n- {key F3} > Quick Smoke\n- Select Cube again\n- Physics Properties > Flow Source > Flow Source = Particle System (doesn't invalidate cache)\n# Physics Properties > Flow Source > Particle System = ParticleSettings (doesn't invalidate cache)\n\n[#76765.blend](T76765.blend)\n- Open file\n- Play animation\n", "overlays extras option being ignored\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 3.1.0 Beta\nWorked: (unsure, definitely 2.8 possibly 3.0)\n\nbounding box representation of particle instanced geometry (hair) where the object being instanced is set to bounding box is not being hidden from the viewport when the 'extras' option is checked. \n![image.png](image.png)\n\n", "Bake of the second particle system after duplication and making it unique makes mess.\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.86\n\n\nBroken: version: 2.80 (sub 74)\nWorked: version: 2.79 (sub 7), branch: blender2.7, commit date: 2019-05-23 08:19, hash: 054dbb833e15, type: Release\nbuild date: 24/06/2019, 17:18\n\nIf you duplicate particle settings, make them unique, and tune, bake of dynamica will broken.\n[2019-07-16_10-03-29.mp4](2019-07-16_10-03-29.mp4)\n\nFinally I found how to reproduce it.\n\nCreate plane, \nCreate particle system that emits cubes (color A) from -50 to 50 frame with short lifetime (20).\nDuplicate particle settings, make settings unique, rename it.\nChange instance to another cube (color B), change working period to 50 — 100 frames.\nCheck work in the viewport. Bake all dynamics, Revert file.\n\nMessed:\n[duplicated particle settins.blend](duplicated_particle_settins.blend)\n\nBug is not appere only if you create separate fully independent settings in the fresh file.\nWith independently created particles systems\n[fresh separate created.blend](fresh_separate_created.blend)\n\n\nPerhaps it can be connected with #61963\nLooks like some data just stucks\n\n\n", "Particle volume distribution calculation is not creating particles inside the volume\nOperating system: Win 10\nGraphics card: Gtx 3090\n\nBroken: 2.91\n\n\nTrying to fit particles inside a simple volume using the grid based particle volume distribution creates mostly misplaced particles.\n\n\nPlease see the attached image and the attached .blend for what is going on and for the settings.\n\n![nxplayer.bin_2kPxzSW15t.jpg](nxplayer.bin_2kPxzSW15t.jpg)\n\n[vol_28012021_1313_27.blend](vol_28012021_1313_27.blend)\n\n\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)", "Cycles can not render parent particle hair, while Eevee can.\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 537.13\n\nBroken: version: 3.6.0\nWorked: I duno\n\n![Eevee.jpg](attachment)\nIn Eevee, parent particles are successfully rendered both in viewport and final render.\n\n![Cycle.jpg](attachment)\nHowever, Cycles fail to render the parent particles both in viewport and final render.\n\nA sample Blender file has been attached below.\n\n", "Animated particle emitter refuses transforms within simulation range\nOperating system: Win8.1x64\nGraphics card: 3xgtx580\n\nBroken: 2.79, 2.82\n\nAn animated object with a particle system it is not properly transformed in the frames within the simulation range.\nIn **Blender 2.79** the object jumps back to it's animated location on confirmation on hotkey or widget transformation.\nIn **Blender 2.82** the object doesn't even transform, but its particles does.\n\nTemporarily setting particle system Subframes parameter to 0 seems to be a workaround, eliminating the behavior.\n\nHere is a gif showing the bug in 2.82 and 2.79:\n![GIF.gif](GIF.gif)\n\n- Open attached file\n- (G)grab move the emitter\n[particle-subframes.blend](particle-subframes.blend)\n\nIn blender 2.82 you must change the visibility of objects. If you want to skip this step, use this file:\n[particle-subframes-283b.blend](particle-subframes-283b.blend)", "Blender 3.1a sticks and doesn't render when rendering with Metal GPU on Mac\nOperating system: macOS-12.1-arm64-arm-64bit 64 Bits\nGraphics card: Apple M1 Max Apple 4.1 Metal - 76.3\n\nBroken: version: 3.1.0 Alpha\nWorked: This project rendered on the same 3.1a build on the CPU, just not on the GPU.\n\nWhen I render this scene on the GPU, blender just sticks and doesn't render. (Blender 3.1a has always rendered other scenes perfectly on the GPU.)\n\n- Open .blend file\n- Render as Image (`F12`)\n The issue may be at the fault of either the fact that I have displacement on the plane, or that I have 2 render layers\n[try1.blend](try1.blend)\n\n", "Keyed particles work on viewport but not in render, also they are not affected by force fields\nOperating system: Linux-4.15.0-20-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: Mesa DRI Intel(R) Haswell Desktop Intel Open Source Technology Center 4.5 (Core Profile) Mesa 18.2.8\n\n\nBroken: version: 2.80 (sub 75)\nWorked: (optional)\n\n\nWhen making a particle system with keyed physics, it works in viewport but the particles do not show properly in the final render. They reappear from the world center when all the previous particles die. Also the particles of the keyed particle system are not affected by force fields.\n\nSee the link for screen recording and the sample file.\n\nThe problem shows in blender 2.80 and 2.81 but not in 2.79.\n\nI think this might be a bug in blender 2.8 but I hope you can help me to solve it.\n\nscreencast\n\nview?usp=sharing\n\n**Steps to reproduce:**\n[#69238.blend](T69238.blend)\n\n- Open file\n- Render animation\n- Compare output to viewport\n\n\n\n\n\n", "Blender 3.2.1 - Particles - Particles generate differently on Linux vs Windows\nOperating system: Linux-5.4.0-122-generic-x86_64-with-glibc2.31 64 Bits - Windows 10 x64\nGraphics card: NVIDIA GeForce GTX 1080 - NVIDIA RTX 3080\n\nBroken: version: 3.2.1, branch: master, commit date: 2022-07-05 15:44, hash: a2d59b2dac\nWorked: 2.7.9\n\nParticles render differently between windows and linux.\nLinux:\n![particles_linux.png](particles_linux.png)\n\nWindows and MacOS:\n![particles_windows.png](particles_windows.png)\n\n\n[particleTest_v001.blend](particleTest_v001.blend)\n\n1. Open attached blend file on a Linux machine\n2. press f12\n3. save image to network drive\n4. open attached blend file on a windows machine\n5. press f12\n6. open the image from the network drive in another window\n7. press alt tab to flick between them and see that the particles generate differently.\n\n", "Cycles smoke is not exported to render without baking\nOperating system: win 10\nGraphics card: geforce 1080 ti\n\nBroken: blender-2.80-4488056f3d9-win64\\\nWorked: (optional)\n\nSmoke is visible in viewport but not in render.\n\n\n- Select default cube.\n- Run quicksmoke\n- Select the domain and in the simulation cache settings choose `Replay`(step added to be reproducible in mantaflow)\n- Run play so you get some smoke.\n- Press f12 (or switch to cycles and press f12).\n- Renders cube but no smoke.\n\nManually setting it up gives the same result.", "Blender full crash during smoke+noise baking \"EXCEPTION_ACCESS_VIOLATION\"\nOperating system: Windows 10\nGraphics card: Nvidia RTX 3090\nCPU: Ryzen 5900X\n[system-info.txt](system-info.txt)\n\nBroken: 2.92\n\nEvery single time I try to bake a high res particle system, in this case, fire at 256 + default noise settings, it never gets to complete the render and the blender crashes completely (including the console running in the background) at around frame 60 / 150.\nPausing and resuming baking sometimes works but most of the time it instantly crashes on the resume.\n\nEdit:\nI currently have 32 GB RAM and they are not really under much use during the bake.\nI tried with an RTX 3070 and Ryzen 5800x and the same issue.\n\nCrash file:\n\n\n```lines=30\n# Blender 2.92.0, Commit date: 2021-02-24 16:25, Hash 02948a2cab44\n\n# backtrace\nException Record:\n\nExceptionCode : EXCEPTION_ACCESS_VIOLATION\nException Address : 0x00007FF76E01AD1A\nException Module : blender.exe\nException Flags : 0x00000000\nException Parameters : 0x2\n\tParameters[0] : 0x0000000000000000\n\tParameters[1] : 0x000001C8281373F8\n\n\nStack trace:\nblender.exe :0x00007FF76E01A850 adaptive_domain_adjust\nblender.exe :0x00007FF76E021580 update_flowsfluids\nblender.exe :0x00007FF76E01F380 manta_step\nblender.exe :0x00007FF76E018CD0 BKE_fluid_modifier_processDomain\nblender.exe :0x00007FF76E018530 BKE_fluid_modifier_do\nblender.exe :0x00007FF76E2CC220 modifyMesh\nblender.exe :0x00007FF76E0C4DF0 mesh_calc_modifiers\nblender.exe :0x00007FF76E0C4AF0 mesh_build_data\nblender.exe :0x00007FF76E0C7170 makeDerivedMesh\nblender.exe :0x00007FF76E0A65F0 BKE_object_handle_data_update\nblender.exe :0x00007FF76E0A6320 BKE_object_eval_uber_data\nblender.exe :0x00007FF771D6AFA0 std::_Func_impl_no_alloc<std::_Binder<std::_Unforced,void (__cdecl&)(Depsgraph * __ptr64,Main * __p\nblender.exe :0x00007FF771D69380 blender::deg::`anonymous namespace'::evaluate_node\nblender.exe :0x00007FF771D69330 blender::deg::`anonymous namespace'::deg_task_run_func\ntbb.dll :0x00007FFDEAAF51D0 tbb::interface7::internal::isolate_within_arena\nblender.exe :0x00007FF771DEE500 tbb::internal::function_task<Task>::execute\ntbb.dll :0x00007FFDEAB037A0 tbb::recursive_mutex::scoped_lock::internal_try_acquire\ntbb.dll :0x00007FFDEAB037A0 tbb::recursive_mutex::scoped_lock::internal_try_acquire\ntbb.dll :0x00007FFDEAAF51D0 tbb::interface7::internal::isolate_within_arena\ntbb.dll :0x00007FFDEAAFA490 tbb::task_scheduler_init::terminate\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThreads:\nThread : 00002380\nntdll.dll :0x00007FFDEFFED280 NtDelayExecution\nKERNELBASE.dll :0x00007FFDEDB18FE0 SleepEx\nblender.exe :0x00007FF76E122380 wm_window_process_events\nblender.exe :0x00007FF76E1184D0 WM_main\nblender.exe :0x00007FF76DE09C70 main\nblender.exe :0x00007FF772313468 __scrt_common_main_seh\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 000024a0\nntdll.dll :0x00007FFDEFFF0650 NtWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFDEFFA2680 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 0000549c\nntdll.dll :0x00007FFDEFFF0650 NtWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFDEFFA2680 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00006094\nntdll.dll :0x00007FFDEFFF0650 NtWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFDEFFA2680 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00003a78\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 0000722c\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 000058fc\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00004090\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00005f20\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 000029a4\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 000047b8\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00005718\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00003ba0\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00002ae4\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00006820\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00001738\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00003c44\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00004984\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00006c48\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 0000389c\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00002d68\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00002f90\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00007248\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00005010\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 000027d8\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00002668\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 0000571c\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 000017f0\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 000060a4\nntdll.dll :0x00007FFDEFFF05F0 ZwWaitForAlertByThreadId\nntdll.dll :0x00007FFDEFFB3EF0 RtlSleepConditionVariableSRW\nKERNELBASE.dll :0x00007FFDEDB3C8A0 SleepConditionVariableSRW\nMSVCP140.dll :0x00007FFDD2CEBA70 _crtSetThreadpoolWait\nMSVCP140.dll :0x00007FFDD2CC2650 std::_Winerror_message\nMSVCP140.dll :0x00007FFDD2CC2650 std::_Winerror_message\nOpenAL32.dll :0x00007FFDC8FF5670 alcGetInteger64vSOFT\nOpenAL32.dll :0x00007FFDC8FE0080 alGetError\nOpenAL32.dll :0x00007FFDC8FE0080 alGetError\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00006c64\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nOpenAL32.dll :0x00007FFDC8FF5670 alcGetInteger64vSOFT\nOpenAL32.dll :0x00007FFDC8FF5670 alcGetInteger64vSOFT\nOpenAL32.dll :0x00007FFDC8FE0080 alGetError\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00001d08\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nOpenAL32.dll :0x00007FFDC8FE0080 alGetError\nOpenAL32.dll :0x00007FFDC8FE0080 alGetError\nOpenAL32.dll :0x00007FFDC8FE0080 alGetError\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00003ea4\nntdll.dll :0x00007FFDEFFED750 NtWaitForMultipleObjects\nKERNELBASE.dll :0x00007FFDEDB1C480 WaitForMultipleObjectsEx\ncombase.dll :0x00007FFDEE0BA1E0 RoGetServerActivatableClasses\ncombase.dll :0x00007FFDEE0BA1E0 RoGetServerActivatableClasses\ncombase.dll :0x00007FFDEE0BA1E0 RoGetServerActivatableClasses\ncombase.dll :0x00007FFDEE0BA1E0 RoGetServerActivatableClasses\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00003cb8\nntdll.dll :0x00007FFDEFFF0650 NtWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFDEFFA2680 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00000dd8\nntdll.dll :0x00007FFDEFFF0650 NtWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFDEFFA2680 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 000071bc\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nnvoglv64.dll :0x00007FFD206E0280 DrvValidateVersion\nnvoglv64.dll :0x00007FFD2046D50D Symbols not available\n\n\nThread : 000058f8\nntdll.dll :0x00007FFDEFFED750 NtWaitForMultipleObjects\nKERNELBASE.dll :0x00007FFDEDB1C480 WaitForMultipleObjectsEx\nKERNELBASE.dll :0x00007FFDEDB1C460 WaitForMultipleObjects\nnvoglv64.dll :0x00007FFD20719620 DrvPresentBuffers\nnvoglv64.dll :0x00007FFD20719620 DrvPresentBuffers\nnvoglv64.dll :0x00007FFD20B35890 vk_icdNegotiateLoaderICDInterfaceVersion\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 000037dc\nwin32u.dll :0x00007FFDEDDDA0F0 NtUserMsgWaitForMultipleObjectsEx\nUSER32.dll :0x00007FFDEF8A06F0 MsgWaitForMultipleObjectsEx\nnvoglv64.dll :0x00007FFD206E0280 DrvValidateVersion\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00002bcc\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 000031b4\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00001778\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00003c94\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00003e70\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 000071a0\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 000059b4\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 000070a4\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00003fd4\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00005b68\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00005508\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00002c88\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 0000587c\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 000065ec\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 000055ec\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00006998\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00001c30\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00004bd0\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00000ee0\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 0000049c\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 000041a8\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 0000721c\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 000077f0\ntbb.dll :0x00007FFDEAB037A0 tbb::recursive_mutex::scoped_lock::internal_try_acquire\ntbb.dll :0x00007FFDEAB037A0 tbb::recursive_mutex::scoped_lock::internal_try_acquire\nblender.exe :0x00007FF76E319F80 tbb::internal::task_group_base::wait\nblender.exe :0x00007FF771D68EC0 blender::deg::deg_evaluate_on_refresh\nblender.exe :0x00007FF76DF8E3C0 BKE_scene_graph_update_for_newframe\nblender.exe :0x00007FF76E7B6A90 fluid_bake_startjob\nblender.exe :0x00007FF76E13D7D0 do_job_thread\nblender.exe :0x00007FF77234F320 _ptw32_threadStart\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nLoaded Modules :\n0x00007FF76DCE0000 2.9.2.0 blender.exe C:\\Program Files (x86)\\Steam\\steamapps\\common\\Blender\\blender.pdb \n0x00007FFDEFF50000 10.0.19041.844 ntdll.dll \n0x00007FFDEE790000 10.0.19041.804 KERNEL32.DLL \n0x00007FFDEDAD0000 10.0.19041.906 KERNELBASE.dll \n0x00007FFDEF880000 10.0.19041.906 USER32.dll \n0x00007FFDEDDD0000 10.0.19041.906 win32u.dll \n0x00007FFDEF500000 10.0.19041.746 GDI32.dll \n0x00007FFDED770000 10.0.19041.746 gdi32full.dll \n0x00007FFDED880000 10.0.19041.789 msvcp_win.dll \n0x00007FFDEAAF0000 2019.9.0.0 tbb.dll \n0x00007FFDEDE00000 10.0.19041.789 ucrtbase.dll \n0x00007FFDEEDB0000 10.0.19041.906 SHELL32.dll \n0x00007FFDED920000 10.0.19041.546 CFGMGR32.dll \n0x00007FFDEEA40000 10.0.19041.546 WS2_32.dll \n0x00007FFDEE5E0000 10.0.19041.746 RPCRT4.dll \n0x00007FFDCFCF0000 7.0.0.0 openvdb.dll \n0x00007FFDCF740000 10.0.19041.844 OPENGL32.dll \n0x00007FFDEEC60000 10.0.19041.610 ADVAPI32.dll \n0x00007FFDEED10000 7.0.19041.546 msvcrt.dll \n0x00007FFDEEAB0000 10.0.19041.906 sechost.dll \n0x00007FFDEDFF0000 10.0.19041.906 combase.dll \n0x00007FFDEE850000 10.0.19041.746 ole32.dll \n0x00007FFDEEA30000 10.0.19041.546 PSAPI.DLL \n0x00007FFDEEB50000 10.0.19041.746 SHLWAPI.dll \n0x00007FFDCF870000 3.7.7150.1013 python37.dll \n0x00007FFDEDFB0000 10.0.19041.546 IMM32.dll \n0x00007FFD22410000 58.54.100.0 avcodec-58.dll \n0x00007FFDCD5C0000 58.29.100.0 avformat-58.dll \n0x00007FFDEAB40000 58.8.100.0 avdevice-58.dll \n0x00007FFDEE510000 10.0.19041.804 OLEAUT32.dll \n0x00007FFDD40F0000 5.5.100.0 swscale-5.dll \n0x00007FFDCF610000 56.31.100.0 avutil-56.dll \n0x00007FFDEDDA0000 10.0.19041.662 bcrypt.dll \n0x0000000070440000 1.0.28.0 libsndfile-1.dll \n0x00007FFDC8FD0000 1.20.1.0 OpenAL32.dll \n0x00007FFDCE1D0000 2.0.12.0 SDL2.dll \n0x00007FFDEAAE0000 2019.9.0.0 tbbmalloc_proxy.dll \n0x000000006ACC0000 libgmp-10.dll \n0x00007FFDEFAA0000 10.0.19041.844 SETUPAPI.dll \n0x00007FFDD2CB0000 14.26.28720.3 MSVCP140.dll \n0x00007FFDEAAC0000 14.26.28720.3 VCRUNTIME140.dll \n0x00007FFDEAAB0000 14.26.28720.3 VCRUNTIME140_1.dll \n0x00007FFDE1F70000 6.10.19041.844 COMCTL32.dll \n0x00007FFDE7F50000 10.0.19041.1 AVIFIL32.dll \n0x00007FFDE6B50000 10.0.19041.546 VERSION.dll \n0x00007FFDD8550000 10.0.19041.844 GLU32.dll \n0x00007FFDEBD30000 10.0.19041.867 dbghelp.dll \n0x0000000070680000 libfftw3-3.dll \n0x00007FFDD30A0000 3.5.100.0 swresample-3.dll \n0x00007FFDCDB10000 10.0.19041.546 Secur32.dll \n0x00007FFDD82B0000 10.0.19041.1 AVICAP32.dll \n0x00007FFDE28A0000 10.0.19041.546 WINMM.dll \n0x00007FFDD2C70000 2019.9.0.0 tbbmalloc.dll \n0x00007FFD5AD10000 10.0.19041.1 MSACM32.dll \n0x00007FFDD3070000 10.0.19041.1 MSVFW32.dll \n0x00007FFDDECB0000 10.0.19041.1 winmmbase.dll \n0x00007FFDED580000 10.0.19041.906 SSPICLI.DLL \n0x00007FFDEE980000 10.0.19041.746 shcore.dll \n0x00007FFDEBF80000 10.0.19041.546 kernel.appcore.dll \n0x00007FFDEB590000 10.0.19041.906 windows.storage.dll \n0x00007FFDED100000 10.0.19041.662 Wldp.dll \n0x00007FFDEADF0000 10.0.19041.746 uxtheme.dll \n0x00007FFDED6F0000 10.0.19041.662 bcryptPrimitives.dll \n0x00007FFDED5D0000 10.0.19041.844 profapi.dll \n0x00007FFDEEBB0000 2001.12.10941.16384 clbcatq.dll \n0x00007FFDE6250000 10.0.19041.789 MMDevApi.dll \n0x00007FFDED440000 10.0.19041.546 DEVOBJ.dll \n0x00007FFDE6400000 10.0.19041.906 AUDIOSES.DLL \n0x00007FFDECC30000 10.0.19041.546 powrprof.dll \n0x00007FFDECAF0000 UMPDC.dll \n0x00007FFDEAF10000 10.0.19041.546 resourcepolicyclient.dll \n0x00007FFDEF6D0000 10.0.19041.906 MSCTF.dll \n0x00007FFDC2F40000 10.0.19041.746 dataexchange.dll \n0x00007FFDE8030000 10.0.19041.746 d3d11.dll \n0x00007FFDE8EB0000 10.0.19041.906 dcomp.dll \n0x00007FFDEBFD0000 10.0.19041.746 dxgi.dll \n0x00007FFDE6B60000 10.0.19041.746 twinapi.appcore.dll \n0x00007FFDE7A20000 10.0.19041.906 AppXDeploymentClient.dll \n0x00007FFD1FA70000 27.21.14.6192 nvoglv64.dll \n0x00007FFDEA2D0000 10.0.19041.546 WTSAPI32.dll \n0x00007FFDED280000 10.0.19041.546 msasn1.dll \n0x00007FFDE6AA0000 10.0.19041.906 cryptnet.dll \n0x00007FFDED970000 10.0.19041.844 CRYPT32.dll \n0x00007FFDED040000 10.0.19041.546 cryptbase.dll \n0x00007FFDED690000 10.0.19041.804 WINTRUST.dll \n0x00007FFDEC4F0000 10.0.19041.546 ntmarta.dll \n0x00007FFDE5470000 10.0.19041.546 dxcore.dll \n0x00007FFDEB000000 10.0.19041.746 dwmapi.dll \n0x00007FFDEC490000 10.0.19041.546 WINSTA.dll \n0x00007FFDCB3B0000 10.0.19041.906 textinputframework.dll \n0x00007FFDE9960000 10.0.19041.746 CoreMessaging.dll \n0x00007FFDE9420000 10.0.19041.546 CoreUIComponents.dll \n0x00007FFDE9CA0000 10.0.19041.906 wintypes.dll \n0x00007FFDC2C70000 10.0.19041.844 explorerframe.dll \n0x00007FFDEA590000 7.0.19041.867 propsys.dll \n0x00007FFDED050000 10.0.19041.546 CRYPTSP.dll \n0x00007FFDEC7A0000 10.0.19041.546 rsaenh.dll \n0x00007FFDE53A0000 3.7.7150.1013 python3.dll \n0x00007FFDD40D0000 3.7.7150.1013 _bz2.pyd \n0x00007FFDD04E0000 3.7.7150.1013 _lzma.pyd \n0x00007FFDD04C0000 3.7.7150.1013 _socket.pyd \n0x00007FFDDFD70000 3.7.7150.1013 select.pyd \n \n# Python backtrace\n\n```\nSimply bake the file attached, I can't do it and I tried with multiple brand new .blend simple mantaflow setups.\n[Cinematic Fire Simulation.blend](Cinematic_Fire_Simulation.blend)", "Particle systems on a moving emitter with particle settings start/end outside the animation frame range showing up in wrong place intermittently\nOperating system: Windows 10\nGraphics card: RTX 3080\n\nBroken: 3.0.1\nWorked: xx\n\n[Desktop 2022.02.10 - 14.44.35.08.mp4](Desktop_2022.02.10_-_14.44.35.08.mp4)\n\nRepro steps with particle_bug.blend (attached)\n[particle_bug.blend](particle_bug.blend)\n1. Press play, observe:\n - on the initial frame of the animation, a cubic volume of particles spawn at the initial position of the cube\n - when the animation loops, the trail of particles disappears\n**This is the behavior I believe is a bug.**\n\n2. Change the animation start frame from 40 to 0, and let the animation play through at least one full loop.\n3. Change the animation start frame back to 40, and observe:\n - on the start frame of the animation, no cube of particles appears at the initial position of the cube\n - when the animation loops, the trail persists with each particle seeming to remain in its existing location.\n**This is the behavior I believe is intended when using duplicate particle systems with non-overlapping timespans to create the illusion of looping particles.**\n\n4. In the particle properties tab on the right, select the 'during' particle system (instead of the currently selected 'pre' particle system), and observe:\n - the behavior from step 1 immediately resumes: the particle trail disappears and the cube of particles appears at the initial position of the cube on the first frame of the animation.\n**This is the easiest way that the bug can be reproduced predictably.**" ]
[ "Can't render particle types: Halo, Lines, Path\nOperating system: Windows 10\nGraphics card: AMD Ryzen 7, 2700, 8-core\n\nBlender Version: 3.0.1\n\nCan't render particle types: Halo, Lines, Path.\n\n1. Add object.\n2. Add a material to an object in the materials tab\n3. Open the Render Properties tab and change the engine to Cycles.\n4. Add a particle system to it from the Particle Properties tab.\n5. Open the Render tab in Particle Properties.\n6. Choose one of the particle types: Halo, Lines or Path.\n7. Make sure the particles have the same material as the object (Particle Properties > Render > Material).\n8. Run the animation for several frames to see the particles in the viewport.\n9. Start rendering.\nBottom line: only the object is visible, but no particles.\n\n[Emission.blend](Emission.blend)\n\n", "Halo, Line and Path are not being rendered by Eevee nor Cycles with emitter particles\nOperating system: win7\nGraphics card: geforce 970\n\nBroken: 2.90 beta 25.8.2020\nWorked: 2.79\n\nchildren particles do not show up\neven if i turn them to 1000 children... noting happens\nlooks like they dont even get calculated\nin hair mode it works - but in emission mode it dont\n\nmake default particle system on default cube\ngo to children an turn it on\n\n", "Emitted particles not rendering in eevee\nOperating system: Windows 10 Home\nGraphics card: NVIDIA GeForce GTX 960\n\nBroken: Both the new 2.91 (it did not work in 2.8 either, I checked first and then updated)\nWorked: No previous version I had was tested with particle emission, so I'm not sure?\n\nI was trying to use a plane to emit \"snow\" particles, but they simply will not show up in the render for my file. I've turned everything on, even the secret hidden \"render on/off toggle\" filter etc..\n\nMake a plane, use ico sphere as object to emit, set particle system with plane, ensure all visibilities etc. are \"on\", and then render in eevee to try to have it emit particles, it won't happen?!\n\nFile will be attached (simple files that show the snow particles and emitters as I have them set)" ]
hair particles not rendering when rendering a tereo image from command line Operating system: Windows-10-10.0.17763 64 Bits Graphics card: GeForce GTX 1060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.86 Broken: version: 2.80 official Worked: 2.79b a hair particles system with instanced meshes will not be visible in the right image of the final render when rendering a stereo image, if the render is launched from a command line. It works fine if rendered directly in blender however and it works fine if the particles system is rendered as paths. - add a plane and add an hair particles system - instance any mesh on the hair particles system - activate stereoscopy in the output menu - launch the render from a command line The right eye won't display the particle system. launching the render in blender and then saving the image however, works fine.
[ "Particle hair with density influenced by texture is (partially) invisible with cycles CUDA backend\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.65\n\nBroken: version: 3.0.0 up to latest (version: 3.3.0 Alpha)\nWorked: 2.9.3 (from memory since these blend files can no longer be opened)\n\nThe particle hair in the given example file does not show up properly when switching to rendered preview using GPU compute and CUDA specifically. Switching to Optix, or CPU render makes the hair appear shaded. With not showing up properly I mean that the grid lines behind the hair does get obscured (only very faintly visible in the screenshots), but they are clearly not shaded. Disabling texture density influence also makes the hair appear in the GPU compute and CUDA combination.\n\nI understand that the particle system is deprecated, but figured I might as well report this issue so it does hopefully not occur in the replacement.\n\n 1. Open the attached blend file. \n\n [hair_invisible.blend](hair_invisible.blend)\n 2. Make sure that CUDA is used as the GPU compute backend, and that the device is set to GPU compute.\n 3. Switch to rendered view.\n 4. Observe that the hair is only obscuring the grid lines, but not shaded. Next there are several possibilities.\n![gpu_render_broken.png](gpu_render_broken.png)\n 5. Switch to CPU backend for cycles and observe that the hair appears.\n 7. Or, disable texture density influence and observe that the hair appears.\n![cpu_render_works.png](cpu_render_works.png)\n 8. Reduce the children to 23 and observe that some part of the hair appears within some bounding box. Further reducing the children makes it appear and disappear occasionally until everything appears (as above) at 9 children.\n![reduce_children_partially.png](reduce_children_partially.png)\n", "Stereo render display significantly slows down rendering\nOperating system: Win10 with 32GB RAM\nGraphics card: 2080Ti\n\n2.81, 2.83 (sub 2)\n\nCycles in CUDA mode.\nEnabling the `Show Stereo` option (in the temporary Render Window) seriously slows down rendering.\n![image.png](image.png)\n\n - Open attached file\n - Enable `Stereoscopy`\n - Render and note time\n - Disable `Show Stereo` (in the image editor topbar)\n # Render and compare time\n[renderStereo.blend](renderStereo.blend)\n\n**Some numbers**\nRendering attached file with 1 eye: 5s (so you would expect a stereo render to be ~10s)\nRendering attached file with in stereo with show_stereo_3d on: 45s.\nRendering attached file with in stereo with show_stereo_3d off: 10s\n\nIt's clear that displaying the anaglyph view significantly slows down rendering at high resolution. ", "Preview Texture Blend\nOperating system: Arch Linux\nGraphics card: GTX 1060 6GB\n\nBroken:\n(example: 2.79b release)\n(example: 2.80, edbf15d3c044, blender2.8, 2018-11-28, as found on the splash screen)\nWorked: (optional)\n\n\nTexture gradient is not displayed correctly. Texture Blend.\nWhen you configure the texture, the preview displays the texture view.\nThe preview is more white than black.\n![Screenshot_20190102_202814.jpeg](Screenshot_20190102_202814.jpeg)\n\n![Screenshot_20190102_202738.jpeg](Screenshot_20190102_202738.jpeg)\n\nIf the texture to use as brush, you can see that the boundary particle moves wrong.\n\nIf in 2.8 open the file created in 2.7.\nThe texture is displayed differently.\nBut it works the same way as in 2.7.\n\n![Screenshot_20190103_081054.jpeg](Screenshot_20190103_081054.jpeg)\n\nRun the attached files, see how the particles behave.\n[Blend.zip](Blend.zip)\n", "race_spaceship.blend demo file renders empty result (no renderlayer selected in Render Layers node dropdown)\nOperating system: Windows 11\nGraphics card: Radeon Graphic\n\nBroken: 3.6\n\nScene not display well as final render (demo file).\n\n1. Start Blender File.\n2. Check if Viewport working (all great).\n3. Render (seems going well).\n4. Final image (no image, trasparent background).\n\n", "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", "Animated particle emitter refuses transforms within simulation range\nOperating system: Win8.1x64\nGraphics card: 3xgtx580\n\nBroken: 2.79, 2.82\n\nAn animated object with a particle system it is not properly transformed in the frames within the simulation range.\nIn **Blender 2.79** the object jumps back to it's animated location on confirmation on hotkey or widget transformation.\nIn **Blender 2.82** the object doesn't even transform, but its particles does.\n\nTemporarily setting particle system Subframes parameter to 0 seems to be a workaround, eliminating the behavior.\n\nHere is a gif showing the bug in 2.82 and 2.79:\n![GIF.gif](GIF.gif)\n\n- Open attached file\n- (G)grab move the emitter\n[particle-subframes.blend](particle-subframes.blend)\n\nIn blender 2.82 you must change the visibility of objects. If you want to skip this step, use this file:\n[particle-subframes-283b.blend](particle-subframes-283b.blend)", "Regression: Failure to render stereoscopy correctly in background (rendering of curve objects with cycles and motion blur)\nOperating system: Linux-5.19.0-41-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: AMD Radeon Vega 8 Graphics (raven, LLVM 15.0.6, DRM 3.47, 5.19.0-41-generic) AMD 4.6 (Core Profile) Mesa 22.2.5\n\nBroken: version: 3.5.1\n\nCaused by b32f5a922f05989ff129c3d266ebbed14b751e2a\n\nIn stereoscopic rendering with cycles curve objects are missing (mesh objects are fine) for the right eye if motion blur is activated. This only occurs in rendering without GUI via command line.\n\nCreate new \"General\" file\nDelete Cube\nAdd Bezier-Curve\nSet Curve Data-Properties: Geometry-Bevel Depth to 0.1 m\n\nRender Properties: Cycles; Motion blur: ON\nOutput Properties: Stereoscopy ON\nSet Framerange from 1 to 1\nsave as \"test.blend\"\n\nRender animation from GUI -> works properly\nCommand line: \n$ blender --background test.blend -a\n\nproduces a frame without the curve for the right eye.\n\nThe bug has similarities to the one reported by @SimeonConzendorf in /blender/blender/issues/70114#issue-38464 several years ago (Version 2.81). The bug seems to have irregularities, I had a similar behaviour in version 3.0.0 where it occured not in every frame in a quite complex scene. But I was not able to reproduce it in a simple way. The uploaded file doesn't reproduce the bug in that version and 3.0.1, but after these in 3.1.0, 3.3.1 and the actual daily build blender-3.6.0-alpha+main.d5fc1b9ba4b8-linux.x86_64-release \n\nI uploaded smaller anaglyph images instead of the separated images for better illustration.\n\n", "Hair particles: 'Use modifier Stack' option with simple children leads to texture disappearing in cycles [interpolated children are fine]\nOperating system: Mint Tara\nGraphics card: GTX 1080ti\n\nBroken: 2.79 latest, 2.80 latest\n\nThe render engine can't read a texture while using the \"use modifier stack\" checkbox with simple children. Works fine with Interpolated or None.\n \nOpen the attached blend file.\nSet the viewport to render.\nActivate the \"use modifier stack\" checkbox.\nTexture disappears.\n\n[hair_use_modifier_stack_texture_bug.blend](hair_use_modifier_stack_texture_bug.blend)", "Point Cloud - Missing Particles when Rendering with Cuda on Linux\nOperating system: Linux-5.13.0-35-generic-x86_64-with-glibc2.34 64 Bits\nGraphics card: NVIDIA GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.47.03\n\nBroken: version: 3.1.0\n\nWhen rendering large amounts of particles with CUDA on Linux, there appear to be some random patches of particles missing. This does not occur when using the OptiX rendering backend or CPU rendering backend. This problem **does not** occur on Windows for any rendering backend, i.e. the same render has been confirmed to work on Windows with the CUDA backend.\n\n1. Open the attached .blend file.\n2. Render with Cycles and CUDA backend on linux. *Note: It might be necessary to render the same scene multiple times if the error does not occur on the first render, or to switch the render device back and forth.*\n3. See the attached image for an example screenshot of the problem\n\n(alternative)\n1. \n - create a plane object and create 1000 edge loops in x and y direction so that the object has roughly 1 million vertices.\n - add \"Mesh to Points\" geometry node with radius 0.001\n2. Render with Cycles and CUDA backend on linux. *Note: It might be necessary to render the same scene multiple times if the error does not occur on the first render, or to switch the render device back and forth.*\n3. See the attached image for an example screenshot of the problem\n\n.blend File:\n[particles_problem.blend](particles_problem.blend)\n\nImage of the Problem:\n![cuda_rendering_problem.png](cuda_rendering_problem.png)", "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)", "Kill Particles does not make them really dead\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.47\n\nBroken: version: 2.93.6\nWorked: -\n\nIf you give a mesh a physics property of collision and check the \"Kill Particles\" Checkbox, they are not becoming dead, they just stop moving. If you add a Particle Instance to another object and only show dead, the dead objects show correctly in viewport but not in render (eevee/cycles).\n\nI created a plane, put it about 10m higher and turned it 180° on x axis. Then i added a particle system to that plane with default settings. I added another plane and scaled it up a few times and applied all transforms. I then added a collision physics property with \"Kill Particles\" enabled to that plan. Now i added an Icosphere, scaled it down, applied all transforms and added the Particle Instance modifier. As Object i chose the first created plane and only left show dead active. After baking the Particle system, you see in viewport the Icosphere as soon as the particles hit the Plane with the collison physics property. But if you then want to render the image they are gone.\n\nWith the attached .blend file you just have to click bake in the particle system properties of the ParticleEmitter object and you should see the dead ParticleInstance object at Frame 40. But if you render the image then they are gone.[ParticlesNotDead.blend](ParticlesNotDead.blend)", "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", "Eevee: Rendering particle hair results in plain white pixels \nOperating system: GENTOO Linux, updated daily\nGraphics card: NVIDIA Corporation TU106 High Definition Audio Controller (rev a1)\nGraphic driver: x11-drivers/nvidia-drivers-460.67\n\n**Blender Version*\"\nBroken: after blender-2.93.0-8f2c3c63e970-linux64\nWorked: before and including blender-2.93.0-8f2c3c63e970-linux64\n\nPlain white pixels when rendering particle hair (Eevee viewport/render)\n\nLoad attached blend file. Make sure to be in orthographic mode. Viewport-render \nwith Eevee. Render using camera of scene.\nI both cases a lot of plain white pixels appear in the hair.\nWhen changing to perspective mode, only pixels perpendicular to\nthe view (viewport or camera) are effected.\n[HairRoughnessProblem.blend](HairRoughnessProblem.blend)\n![image.png](image.png)\n\n![image.png](image.png)\n\n\n", "When using mask modifier, particles get also generated from the origin\nOperating system: macOS-10.14.4-x86_64-i386-64bit 64 Bits\nGraphics card: NVIDIA GeForce GT 750M OpenGL Engine NVIDIA Corporation 4.1 NVIDIA-12.0.23 355.11.10.50.10.103\n\nBroken: version: 3.0.0\n\nI'm emiting particles from an object. I use the mask modifier so that the particles are generated only in some areas. Particles will be generated from the origin, even if there's no geometry there.\n\nPlay the animation from the attached file. You will see a column of particles coming from the origin. \n\n[Bug.blend](Bug.blend)\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" ]
[ "Particle System missing on right eye when renderd via terminal\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.36\n\nBroken: version: 2.81 (sub 12)\nI tested also 2.8 and it's also broken.\n\nIf you render a stereo image via terminal and use particle system emitter/hair the particle are only visible on one eye (left).\n\n- Add a second cube and make it smaller\n- Add a Particle System to the first cube, as hair, set \"render as\" to object and choose second cube.\n- In output properties enable stereoscopy. Set Outputfilename.\n- Save blendfile and start rendering via terminal, like this on windows:\nC:\\Users\\simeo\\Desktop\\blender2.8_nightly\\blender.exe -b C:\\Users\\simeo\\Desktop\\bugreports\\stereo_terminal_bug.blend -f 1\nHere's my blendfile:\n[stereo_terminal_bug.blend](stereo_terminal_bug.blend)\n\nHere's a comparison between rendered with and without terminal:\n![stereobug_with_ui.jpg](stereobug_with_ui.jpg)\n\n" ]
Adding a scene strip to VSE in the same scene makes results vary depending on scene start frame **Original report:** I have a scene where my VSE contains a scene strip of the current scene. When rendering interactively, I get what I expect.. a full frame. When I render in batch mode, I get a zoomed in view of my image. I've attached a copy of the file. Just render a single frame interactively, then render the same frame in batch mode and compare. **Easy way to see the bug:** T50139#413098
[ "VSE Render time increases for scenes containing scenes\nOperating system: Linux-5.10.57-antix.1-amd64-smp-x86_64-with-glibc2.31 64 Bits\nGraphics card: Mesa DRI Intel(R) HD Graphics 4400 (HSW GT2) Intel Open Source Technology Center 4.5 (Core Profile) Mesa 20.3.5\n\nBroken: version: 3.4.1\nWorked: 3.1.0\n\nWhen rendering a scene using FFmpeg with the Video Sequence Editor, if it contains a scene strip with \"Sequencer\" input then the rendering time increases dramatically. If that contained scene also contains a scene strip, then rendering time increases even more. I have tested up to 5 levels deep and the render time keeps increasing.\nThe VSE preview speed is not affected by the inclusion of scene strips.\n\n1. Start a new project for Video Editing\n2. In the VSE, rename the scene as \"Full video\". Add any movie file\n3. Configure the scene: set frame range for 10 seconds; match output resolution to movie dimensions\n4. Configure Output Properties to use FFmpeg Video with the \"H264 in MP4\" presets\n5. Render animation and note the time taken\n6. Create a new Scene using the \"Copy Settings\" option. Call it \"Scene of scene\"\n7. In this scene, add a Scene strip and select the original \"Full video\" scene. Set Input = Sequencer\n8. Render animation and note the time taken\n9. Create a new Scene using the \"Copy Settings\" option. Call it \"Scene of scene of scene\"\n10. In this scene, add a Scene strip and select the \"Scene of scene\" scene. Set Input = Sequencer\n11. Render animation and note the time taken\n\n", "Eevee: image sequence data bloc displays different offset attributes when set from different locations (texture editor, shader editor, image locator)\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 3.5.0\n\nif I change the offset (or start frame) of the sequence in the shader editor, I would expect it to also change in the image editor or wherever I am using the same image sequence, otherwise it causes discrepancies and buggy viewport display (since we dont know which offset is displayed in the viewport). \n\nJust change the offset of 1 of the 3 displayed image sequence settings displayed... the other 2 won't follow.\n\nCycles does this fine btw.", "Wireframe opacity doesn't work if object is \"in front\" and viewport shading is set to material preview or rendered.\nBroken: 3.0\nWorked: \n\nWireframe opacity slider doesn't work if the object is \"in front\" and \"texture space\" is checked and viewport shading is set to material preview or rendered.\n\nSelect Cube\nObject properties-> viewport display -> in front ON\nObject properties-> viewport display -> texture space ON\nIn the viewport overlay panel, drag the wireframe opacity to lower the value.\nchange the viewport shading to preview or rendered, wire will have full opacity.", "Preset icon overlaps panel header text\nOperating system: Mac 10.9.5\nGraphics card: Macbookpro NVIDIA GeForce GT 750M 2048 MB\n\nBlender 2.8 downloaded today\n\nIn movie editor\nthe text tracking settings is somehow mixed up with a button.\nI can sent a pic if you want.\n\nI am a amateur and English is not my first language, so i'm very sorry if i've wasted your time.\n\nGreetz \nLes", "VSE Retiming Functionality\nThis design describes the VSE strip retiming functionality. The goal of the feature set is to allow intuitive and flexible retiming of video, audio, scene and meta strips.\n\nIt’s possible to adjust the “speed” of one or multiple strips in a few ways. In the context of the Sequencer editor, in timeline view:\n* Select one or multiple strips, open the Strip menu, and choose Retiming->Set speed. This allows to input an arbitrary speed percentage for the entire strip.\n* Select one or multiple strips, press the “R” key (or choose Strip->Retiming->Display Retiming Keys), which will display the retiming keys overlaid on the strips.\n * At this point it’s possible to select one or more keys and transform them to change the speed of a strip. \n * Because both strips and keys can be selected and transformed, we determine what entity should be transformable based on the last selection. For example, when selecting a key, all other keys are selectable and transformable. When selecting a strip, all other strips are selectable and transformable.\n * When a strip is selected, pressing the I key, displays a menu to insert a retiming key or a freeze frame key\n * Editing (transform, delete…) operations on keys should work similar to any other animation editor\n\n\nHere is greyscale wireframe of how retiming keys relate to Sequencer strips.\n\n![Pasted Graphic](attachment)\n\n", "Region Overlap does not work on VSE editors\nOperating system:\t\tWindows 7\nGPU:\t\t\t\tRadeon Vega 64\nGPU Software Version:\t20.4.2 (2020.0515.1537.28108)\nCPU:\t\t\t\tIntel Core i7-5960X\n\n**Blender Version(s)**\n*(listed are versions tested)*\n\nWorking:\t\t\t\t`2.79 (sub 00), branch: master, commit date: 2018-03-22 14:10, hash: f4dc9f9d68b, type: Release, build date: 2018-03-22, 09:59 AM`\nBroken:\t\t\t\t` 2.80 (sub 75), branch: master, commit date: 2019-07-29 14:47, hash: f6cb5f54494e, type: Release, build date: 2019-07-29, 09:44 AM`\nBroken:\t\t\t\t` 2.81 (sub 16), branch: master, commit date: 2019-11-20 14:27, hash: 26bd5ebd42e3, type: Release, build date: 2019-11-20, 16:33:00`\nBroken:\t\t\t\t` 2.82 (sub 07), branch: master, commit date: 2020-02-12 16:20, hash: 77d23b0bd76f, type: Release, build date: 2020-02-13, 01:56:46`\nBroken:\t\t\t\t` 2.83.3 LTS, branch: master, commit date: 2020-07-22 06:01, hash: 353e5bd7493e, type: Release, build date: 2020-07-22, 04:04:56`\nBroken:\t\t\t\t` blender-2.90.0-4f59e4bddcb0-windows64` (BF Build Bot)\nBroken:\t\t\t\t` blender-2.91.0-21fec9513969-windows64` (BF Build Bot)\n\n\n| ![2.79.png](2.79.png) | ![2.90.png](2.90.png) |\n| -- | -- |\n\n\n[No Overlap.blend](No_Overlap.blend)", "The object is not zoomed in Sculpt Mode when you click on Frame Selected\nOperating system: Windows-10-10.0.14393-SP0 64 Bits\nGraphics card: Intel(R) UHD Graphics 630 Intel 4.5.0 - Build 23.20.16.4944\n\nBroken: version: 2.91.0\n\nI don't know if it's a bug or if it should be. In Object Mode, when you click on Frame Selected, the object is centered and zoomed to the full screen, but in Sculpt Mode, the object is only centered on the screen, but not zoomed.\n\n[Frame_Selected.mp4](Frame_Selected.mp4)", "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", "Exact Boolean with Incorrect Result - multiprecision/float round trips not exact\nOperating system: Windows 64 bit\nGraphics card: Nvidia GTX 750 Ti\n\nBroken: 2.91.0 Beta dca36a8ec922\n\nAnother case, where the exact boolean does not work as expected. (Sorry @howardt, I had to break it. I have to admit, that I have not run into this problem in a real scene.)\nAgain, this manifests after applying the same difference operation several times.\n\n[boolean_rotated_box3.blend](boolean_rotated_box3.blend)\nLook at the scene.\nThe first run of the modifier works as expected, the second creates overlapping faces, the third removes most of the mesh.\nThis \"bug\" is very erratic, and if the transform of the objects is slightly changed, it does not occur.\n\nThis is what I see:\n![boolean_rotated_box3.png](boolean_rotated_box3.png)\n\nThe expected behavior is that the second and third modifier do nothing.", "weird viewport visual glitch\nOperating system: Windows 11 64 bits\nGraphics card: NVIDIA GeForce RTX 3060 Ti Gaming X Trio\n\nBroken: version: 3.3.1\nWorked: cant bother sorry\n\nits like the position of the viewport has an offset relative to the orientation of the camera, and the viewport has a set size and cant change.\n\nfirst go to the layout workspace and have an animation playing (must have an animation playing for the bug to happen), then create a new viewport by sliding it like im doing in the video. then change the viewport into rendering mode like im doing in the video and when you resize the viewport, it has a set size and cant be changed and the position of all parts have an offset according to the position and orientation of the camera.\n\n", "VSE: Overlap during handle transform fails\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\nOverlap during handle transform fails:\n{[F11318256](overlap_fail.gif), size=full}\n\nEx.\n- Import a bunch of images.\n- Select the strip. \n- Separate the images(y)\n- Select all strips.\n- Select the right handle.\n- Hit G to transform.\n- Make the strips overlap in both Overwrite and Extend.\nThe result it that it is shuffling, where it was expected to Overwrite or Extend.\n\n**Slideshow**\nAn example of where the Extend in the same channel would be useful is when making slideshows, where the steps from above and Extend in the end should allow users to batch extend all strips in one go. Combined with this patch: [D10207](D10207) slideshows would be much easier to do. \n\n", "Scene strips don't include passes\nOperating system: Linux-5.8.11-1-MANJARO-x86_64-with-glibc2.32 64 Bits\nGraphics card: AMD VERDE (DRM 2.50.0, 5.8.11-1-MANJARO, LLVM 10.0.1) X.Org 4.5 (Core Profile) Mesa 20.1.8\n\nBroken: from 2.79 to version: 2.92.0 Alpha\nWorked: -\n\nThe render passes of another scene (as scene strip) are ignored in the master scene.\nThis will most probably be categorized as limitation. Since it is a severe one, it should at least be documented here:\nPagename: `video_editing/sequencer/strips/scene`\n\nName current scene \"A\", create new scene, in the sequencer add scene strip for \"A\", hit F12\nThe content of scene \"A\" will be rendered, but the Z channel (enabled by default / other channels if activated) of scene \"A\" will not be rendered, the Select Pass dropdown is not there and the layers are not saved to multilayerEXR.\n\n", "Compositor/Stereoscopy with view switch and file output generate extra files\nBroken: 2.79, 2.81, ...\nWorked: ?\n\nwhen using Stereoscopy to render a scene from multiple cameras simultaneously, and using the compositor 'Switch View' node to save each camera output separately - unwanted files are saved with each output file.\n\n**Simpler version of the report**\n\nThe combination of the switch view node, mix RGB node and rgb node is creating the problem, disabling even just one of those three nodes produces normal results. \nThe bug is reproduced only when all mix nodes are connected to the same RGB node, but connecting each node the a duplicate of the same rgb node seems to resolve the problem (see screenshots attached)\n\nSample file:\n\n[Compositor bug.blend](Compositor_bug.blend)\n \n![noproblem.png](noproblem.png)\n![problem.png](problem.png)\n\n\nFor the records the issue also happens in 2.79.\n\n[stereo279.blend](stereo279.blend)\n\n**Original description of error**\n\nIn the attached .blend are 9 cameras set up with sterescopy. The compositor separates and saves each camera output to a different directory.\nFor some reason, with every file output from a certain camera there's another file output from a different camera (lets call it parasite camera) , only this one is black with no data (see attached screenshot). \na few charasteristics:\n- The parasite camera output is added to every output of the other cameras, but not to its own\n- Rendering again changes the parasite camera to a different one (in the screenshot it was 'Cam006', in other renders it was a different one)\n- It's not clear how the parasite camera is \"chosen\", it isn't selected or active, and it's not the scene's camera\n- There's no file output in the compositor that suggests this output\n\n![compositor bug.png](compositor_bug.png) \n[TemplateScenePopulated_001.blend](TemplateScenePopulated_001.blend)", "VSE: issue moving strips with changed speed factor\nOperating system: Linux-5.18.10-76051810-generic-x86_64-with-glibc2.34 64 Bits\nGraphics card: AMD Radeon Vega Frontier Edition (VEGA10, DRM 3.46.0, 5.18.10-76051810-generic, LLVM 12.0.1) AMD 4.6 (Core Profile) Mesa 21.3.5\n\nBroken: version: 3.5.0 Alpha\n\nIn the Video Sequence Editor, when moving strips that have the speed factor different than default 1.0 the strips seem to glitch so the start and end of each strip fluctuates.\n\nNew file\nGo to VSE\nAdd a movie strip\nUse \"K\" to cut the movie strip a few times (so you have maybe 10-15 strips)\nSelect a strip, go to the Time panel and change the speed factor to 1.5\nOne by one, do the same with all the strips (perhaps giving them various values between 1.1 and 1.5)\nMove each strip up against each other, so there's no dead space between\nSelect all of them and move them around...\n{[F14115112](vse_speedup_movement_glitch.mp4)}you will see the length of each strip fluctuates\n\n", "NLA strip unexpectedly auto-switching from Hold to Hold Forward\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 770/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.64\n\n\nBroken: version: 2.80 (sub 74)\n\n\nWhen creating a new action using the HOLD_FORWARD extrapolation, frames to the left of the keyframes will keep the value of the first keyframe, instead of ignore them like they did before and do with NOTHING extrapolation. They now behave like HOLD.\nThey work like normal in strips, just not as the *(orange)* action.\n\n[nla_hold_back.blend](nla_hold_back.blend)\n[2019-07-14 19-08-18.mp4](2019-07-14_19-08-18.mp4)" ]
[ "Sequencer Renders scene strip bug\n%%%Hi There,\n\nAnother Sequencer Bug. This one has to do with the frame the scene strip node is actually rendering..\n\nIf you load up the example file, the playhead is at 163 of the strip... we are on fr164... but it actually is rendering 232... It is being offset from the 'start frame' in the rendering settings, if you change this start frame, it will change the frame it should be rendering.\n\nExpected behaviour is that it would be a static link to the scene.\n\nRegards\n\nCarlo%%%", "Rendered frame shifted while using sequencer\n%%%Hello guys...\n\nFrame rendering is shifted while using the scene in the sequencer.\n\nIn my file, i render an image in the viewport : current frame 60\nIf the start sequence is set to 60 for exemple, the rendered frame will be 120 \n\nIn fact, the amount of the start sequence and the current frames are added.\n\nIf i delete the scene in the sequencer, render is normal.\n\nBlender: 2.62.2 r45110\n\nCPU: AMD Phenom II X6 1100T\nRAM: 8Gb\nGFX: nVidia GTX 580, 1536MB\nOS: Ubuntu 11.04 x86_64\nKernel : 2.6.38-13-generic\nDrivers: Forceware 290.10%%%", "VSE scene into scene offsync problem when changing duration\nDone with gooseberry branch on linux (not able to test with 2.74 since there is no \"Use sequence\" scene support in it)\n\nto reproduce follow those steps :\n\n1-in default scene, go to VSE and enqble AV-sync\n2-import a video file with sound. adjust it to start at frame 1 of the timeline.\n3-adjust start and end point of the timeline to fit duration of this strip\n4-create a new scene (lets call it -edit scene-), go to VSE and add default scene into it at first frame (play the edit, everything should be fine and sync)\n5-go back into default scene and change start point to frame 125 for exemple\n6-go back to edit scene and playback your timeline. \n\n2 unwanted things happens :\n1 - strip audio is off sync, even when pressing refresh sequencer.\n2 - in the edit scene, the default scene strip has changed in and out points. should display 25 black frames, then play normally starting from frame 25. Default strip scene in edit scene should keep sync as it were. frame 125 in default scene should still be frame 125 displayed at frame 125 in edit scene.\n\nWorkaround : go to the properties of the default scene strip in the edit scene. Set to 0 (which it is by default) the trim duration (hard and soft) for in and out points : strip adjusts its duration as it should (at the end of the strip). Then move the strip to make it start at frame 125 : that's how it should be. And sound is in sync again !\nSo apparently its not updating well when you switch scenes duration when the are added into one other as sequences...\n\n", "Background rendering with frame jump and sequencer is broken\nLinux Ubuntu 16.04, Intel integrated graphics card\n\nBroken: at least from 2.76b to latest build\n\n\nWhile rendering in the background from the command line a scene with a non-empty video sequencer, the jump parameter is ignored and the incorrect frames are rendered.\n\nConsider the attached bug.blend file [bug.blend](bug.blend) and run in the terminal the command\n\n```\n blender -b bug.blend -a\n```\nNow all the 30 frames are correctly created.\n\nIf, instead, the couple of commands\n\n```\n blender -b bug.blend -s 1 -j 2 -a\n blender -b bug.blend -s 2 -j 2 -a\n```\nis run, the wrong frames are generated. In particular, the second command generates the even-numbered frames but with the contents of the odd-numbered frames. Moreover, the terminal output highlights the inconsistency:\n\n\n```\nFra:29 Mem:16.95M (0.00M, Peak 17.47M) | Time:00:00.58 | Remaining:00:00.00 | Mem:0.49M, Peak:0.87M | Scene, RenderLayer | Path Tracing Tile 132/135\nFra:29 Mem:16.89M (0.00M, Peak 17.47M) | Time:00:00.58 | Remaining:00:00.00 | Mem:0.43M, Peak:0.87M | Scene, RenderLayer | Path Tracing Tile 133/135\nFra:29 Mem:16.83M (0.00M, Peak 17.47M) | Time:00:00.58 | Remaining:00:00.00 | Mem:0.36M, Peak:0.87M | Scene, RenderLayer | Path Tracing Tile 134/135, Sample 3/10\nFra:29 Mem:16.77M (0.00M, Peak 17.47M) | Time:00:00.58 | Mem:0.30M, Peak:0.87M | Scene, RenderLayer | Path Tracing Tile 135/135\nFra:29 Mem:16.77M (0.00M, Peak 17.47M) | Time:00:00.58 | Mem:0.30M, Peak:0.87M | Scene, RenderLayer | Finished\nFra:29 Mem:16.43M (0.00M, Peak 17.47M) | Time:00:00.58 | Sce: Scene Ve:0 Fa:0 La:0\nFra:29 Mem:34.25M (0.00M, Peak 44.14M) | Time:00:00.62 | Sce: Scene Ve:0 Fa:0 La:0\nFra:29 Mem:34.25M (0.00M, Peak 44.14M) | Time:00:00.62 | Sce: Scene Ve:0 Fa:0 La:0\nSaved: '/tmp/0028.png'\n Time: 00:00.67 (Saving: 00:00.04)\n```\nwhere frame 29 is elaborated but frame 28 is saved.", "Rendering in command prompt wont start on right frame\n\nWindows 7{F64397}\n\nblender 2.79\n\nwhen i try to render my animation using command prompt i would tell it to start at 682 but when it starts it says it stating at frame 1365 I checked if this is the actual frame or if it just says that but it does really render at 1361. I rendered other frames to see if there is a pattern and it seems that for the most part it would render the frame that is doubled the desired number plus 1. for example if i said 455 it would go to frame 911. this error does not seem to happen with any of my other projects so i don't know if its just the blend file or something else.\n\ni would use the basic code for rendering a file in command line (there is nothing special about it, I use it for all my projects)\nwhen it starts where it should say Fra: 682 it says Fra:1365.\n\nplease inform me if there is something i can do to fix this because im rendering this animation and I can't complete it if it wont render at the correct frames.", "Render of a selected frame range not work: is rendered another frame range and 3d View not synchronized with Video Sequence Editor\nOperating system and graphics card\nWinXP sp3\nAti Radeon 5400 Series\n\nBroken: (example: 2.69.7 4b206af, see splash screen)\n\nRender of a selected frame range not work: is rendered another frame range\n\n\n![Wrong_Frame_Render_.png](Wrong_Frame_Render_.png)\n\nAs you can see in the above image, I'm attempting **to render just a part of an animated sequence** starting from the frame 1320 to 2056, (indicated into the red rectangle at the extreme right of the image itself).\n\nBut as you can see at the top of the image, indicated by the red arrow, Blender seems to choice itself what frame render and it is rendering the frame 2640, that is completely out of the range I set.\n\nThis is happening when **I don't start**rendering the scene **from the beginning** of the animation (0-1 frame) but from somewhere in the middle (1320-2056 in this case).\nI tried as well to create a new blend file and import my animation, the video background, and audios and it still goes happening: blender seems to ignore my settings.\n\nBut if I start rendering my scene from start (0 or 1 frame) Blender behaves OK and does the job correctly as requested.\n\nTo reproduce the weird behavior I built the new simple scene into the following attached blend file: [Wrong_Frame_Render.blend](Wrong_Frame_Render.blend) in which there is just an animated cube. If I set the start frame in a different position than normal 0-1 start frame, (in this case 1709 frame), as you can see into the following image ![Wrong_Frame_Render_2.png](Wrong_Frame_Render_2.png) indicated by the red arrow, the position of the cube is not synchronized between the Video sequence editor view and the 3D view, so is the rendered image as well. in my case updating the sequencer doesn't solve the issue.\nBut the scene is perfectly synchronized between the two views if the start frame is set at 0-1 that is shown in the following image:\n![Wrong_Frame_Render_3.png](Wrong_Frame_Render_3.png)\n\nAnother more thing: the rendered image is that one showed into the sequence but the correct position of the cube is that of the 3d view. It seems to be due to some kind of sync discrepancy from 3D view and Video Sequence Editor and Render Result.\n\nEverything reported above seems a weird behavior due to the same cause and I thought to report it, because I suppose the views have to stay synchronised in every situation.\nWhy blender loses the sync? Is there any setting I can set to solve the issue or it is some kind of bug?\n\nSorry, if I'm doing something wrong (i'm just a newbie in blender environment) but, I'm going mad for that and I cannot figure out what happens and why it has to.\n\nThanks." ]
Wireframe input node incorrectly shows triangles where there should be none... Operating system: Linux-5.9.16-200.fc33.x86_64-x86_64-with-fedora-33-Thirty_Three 64 Bits Graphics card: AMD JUNIPER (DRM 2.50.0 / 5.9.16-200.fc33.x86_64, LLVM 11.0.0) X.Org 3.3 (Core Profile) Mesa 20.2.6 Broken: version: 2.92.0 Alpha Wireframe input node incorrectly shows triangles where there should be none... When using a Wireframe input node in the shader, it will show triangles there were there are non, but quads and / or n-gons. How to get here: Set your "Blender Viewport" to "Rendered" view, create a default cube, move it to X, Y, Z = 0, 2, 0, leave its material to the default Blender material. Create another default cube, leave that at its origin and create a new material with it selected, move into the "Shader Editor" and replace the default "Principled BDSF" shader with a "Wireframe input node" one. The second cube is showing triangles where it has none, they should be quads, or am I grievely mistaken...? ![Wireframe_input_node_incorrect_display.png](Wireframe_input_node_incorrect_display.png) [Wireframe_input_node_incorrect_display.blend](Wireframe_input_node_incorrect_display.blend)
[ "Rounding error in ColorRamp node\nOperating system: Windows 10\nGraphics card: GeForce GTX 1080 8K\n\nBroken: 2.83.4, a322b43e3d08, 2020-02-24\n\nIn the Cycles implementation of the ColorRamp node, marker positions seem to be rounded to the next higher multiple of 1/255, leading to unexpected output, especially when set to 'Constant' interpolation.\n\nEDIT: Happens in EEVEE too, but only when there are two or more markers set on the ColorRamp, and with multiples of 1/256.\n\n\n[rounding error.blend](rounding_error.blend)\n\n - Open the attached .blend file and switch the 3D View to Rendered mode\n - See ColorRamp node in the Shader Editor\n - Set yellow marker to a position just slightly above a multiple of 1/255, e.g. `0.2197` (> 56/255)\n - Set 'Fac' input to just slightly below the next higher multiple, e.g. `0.2235` (< 57/255)\n # The node will output the red color from the left of the spectrum, even though the input value is greater than the yellow marker's position. ~~This only occurs in Cycles, EEVEE correctly outputs yellow.~~\n\nAs a side note, 0.2335 should be rounded up to 0.234 when displayed with three decimals, but isn't.\n\nEDIT: To reproduce in EEVEE:\n\n - Steps 1 & 2 from above\n - Add a third marker to the ColorRamp and slide it to 1.0, where it shouldn't affect the other markers\n - Set yellow marker to a position just slightly above a multiple of 1/256, e.g. `0.5001`\n - Set 'Fac' input to just slightly below the next higher multiple, e.g. `0.5039`\n # (As with Cycles)\n\n", "Node muting connects mismatching sockets\nBroken: 3.2.0 beta\n\n\n - Add *Float Curve* node in any editor (*Shader, Geometry Nodes*) and connect output to anything else\n - Plug *Value* nodes into input sockets (both factor and value)\n - Mute *Float Curve* -> inner noodle connects Factor to Value\n\nOr in provided file mute *Float Curve*\n\n[wrong_mute.blend](wrong_mute.blend)\n", "Themes→3dViewport→Active vertex color do nothing\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.95\n\nBroken: version: 3.5.0\n\nThis one influence nothing. Should it be deleted?\n![98932743.png](attachment)\n\n[2023-04-13_07-48-03.mp4](attachment)\n\n\np.s. Dull colors and other issues about wireframe [described here](426) and I am sad, that it looks abandoned and ignored…\n\n", "Geometry Nodes input subtype changes on assign\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 860M/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 522.25\n\nBroken: version: 4.0.0 Alpha\n\nWhen setting GN modifier value in Python, float input changes subtype from `Angle` to `None`.\n\nExample code:\n`object.modifiers[0]['Socket_2'] = 3.14`\n\n\n1. Open attached [blend file](attachment)\n1. Notice how modifier value is in degrees.\n1. Execute code in Console area.\n1. Move mouse over modifier value to refresh UI.\n1. Value displays 3.14 radians instead of 180 degrees.\n\n_* Note: I also noticed that subtype does not affect input default value._\n\n", "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", "Metal: selection with GPU depth picking is broken in wireframe mode\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\nWhen working in the 3D viewport, when in Wireframe mode and Xray mode is OFF, clicks to select an object are passed through and select objects behind the object. It's very difficult to select the object whose intention it is to select.\nview?usp=sharing\n\nThe video link above demonstrates this.\n\n\n", "wireframe object shows face orientation when other close to it\nOperating system: Linux-5.14.17-hardened1-1-hardened-x86_64-with-glibc2.33 64 Bits\nGraphics card: Mesa Intel(R) UHD Graphics 630 (CFL GT2) Intel 4.6 (Core Profile) Mesa 21.2.5\n\nBroken: version: 3.0.0 Beta\n\n![图片.png](图片.png)\n![图片.png](图片.png)\n\nadd 2 cubes side by side\nchange display to `wire` for a cube\nopen `face orientation` in `viewport overlays`\nwireframe cube will show face orientation unexpected\n[bug.blend](bug.blend)\n", "Simulation Nodes Reset Behavior\nCurrently, the simulation range for geometry nodes is the scene range. So whenever the cache becomes invalid and we go back to frame 1 (or whatever the scene range start is), the cache is reset. \n\nNow, we want to add support for giving individual simulations separate frame ranges. Those might not match the scene range anymore. The simulation start might be before the scene start frame to support preroll (potentially even at a negative frame). Therefore, using the scene start frame as the reset point, does not make sense anymore.\n\nThe new behavior should/could work like this:\n* Invalidated simulations reset whenever the current frame is at or before the simulation start frame.\n* There is a new \"Play with Preroll\" button in the timeline that starts playback at the first simulation start frame in the scene. \n * Since this frame is at or before all simulation start frames, all invalidated simulations are reset.\n\nOpen Questions:\n * Are all or only invalidated simulations taken into account when determining the first frame for the \"Play with Preroll\" operator.\n * Where to put the new \"Play with Preroll\" button exactly, what should it be called and what should it look like?\n\n", "Geometry Nodes: Going back to frame before simulation cache returns no geometry if frame is out of scene frame range\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: 4.0.0 Alpha\n\nOut of scene frame range:\n![Screenshot from 2023-05-23 16-08-49.png](attachment)\n\nInside scene frame range:\n![Screenshot from 2023-05-23 16-19-44.png](attachment)\n\n- Add geonodes modifier\n- add simulation zone\n- run simulation to build up the cache\n- Go to frame 0\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)", "Shader Nodetree Error: Invalid implicit socket conversion: Shader -> Color\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: GeForce GTX 1660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.33\n\nBroken: version: 3.3.1\nWorked: I don't know but the problem is also present in the version 3.0.0\n\n\n```lang=glsl\nRead prefs: C:\\Users\\rfnei\\AppData\\Roaming\\Blender Foundation\\Blender\\3.3\\config\\userpref.blend\nShader Nodetree Error: Invalid implicit socket conversion\nERROR (gpu.shader): GPU_material_compile FragShader:\n |\n\n 7164 | invert(float_from_Closure(tmp34), node_tree.u36, tmp37);\n |\n | Error: C1503: undefined variable \"float_from_Closure\"\n\n\nShader Nodetree Error: Invalid implicit socket conversion\nERROR (gpu.shader): GPU_material_compile FragShader:\n |\n\n 7164 | invert(node_tree.u35, vec4_from_Closure(tmp34), tmp37);\n |\n | Error: C1503: undefined variable \"vec4_from_Closure\"\n\nShader Nodetree Error: Invalid implicit socket conversion\nShader Nodetree Error: Invalid implicit socket conversion\n```\n\n\n1. EEVEE render\n2. Shader editor: put some shader socket to color socket\n3. Check the console", "Instanced wire objects are hidden in solid mode instead wire appearance\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 2.93.0 Alpha\n\n\nIf I instance wireframe (only edges) object with GN, I don`t see instances in Solid mode (except 1st).\nWireframe mode is okay.\n\n[GN Stack wire.blend](GN_Stack_wire.blend)\n[2021-03-19_12-47-47.mp4](2021-03-19_12-47-47.mp4)\n\n**Edit:** also can be reproduced without geometry nodes:\n[2021-04-28 13-23-38.mp4](2021-04-28_13-23-38.mp4)\n\n- Open attached file\n- Switch between Solid and Wireframe View\n[missing_wires.blend](missing_wires.blend)", "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)", "Support warnings for field input nodes\nField input nodes evaluate in a context, but currently they give no warning if they do not support\na particular context. The initial goal is to add a warning like \"Input node does not support geometry type: Mesh\" on the spline parameter node in the following situation:\n\n{[F12738459](image.png) size=full}\n\n### Implementation\nA potential implementation isn't clear.\nIt seems there needs to be a way to keep track of which node (`bNode`, `NodeRef`, `DNode`, etc.) the field input node came from.\nThen the field evaluation system should have a way to collect errors and return them to the caller. Or maybe the caller can pass a\n\"logger\" class to the field evaluation system. That generalization could allow more specific breakdowns of node timing in the future.", "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" ]
[ "Fix wireframe node to no longer show implicit tessellation\nThis is not a bug per se, but something that looks rather unfinished to the end user. I would carefully suggest this as something to fix for *a* 2.8x release.\nThe `Input > Wireframe` shader node uses the triangulated mesh data, and while I understand why, it's not desirable from the end user's perspective." ]
3D Cursor: Not work Surface Project when you move cursor Operating system: Windows 10 Broken: 3.5.1, 3.6.0 (2023-05-18) 1. Select tool "3D cursor", enable "Surface Project" 2. Click on some object, 3D cursor is projected on this object. It works correctly. 3. Push left button on some object and move cursor, 3D cursor is not projected on this object. ![3D Cursor - Surface Project.png](attachment)
[ "Touch on Gizmos can return invalid cursor coordinates\nversion: 2.80 (sub 39), branch: blender2.7, commit date: 2018-12-23 21:42, hash: e5e885d0ecb9, type: Release\nbuild date: 23/12/2018, 17:14\nplatform: Windows\n\n\nWhen using a pen, as in a Microsoft Surface or similar device, using the camera Gizmos and moving the pen outside the 3D viewport seems to return null/invalid coordinates, and it breaks. They can ONLY be used inside the 3D viewport. It's an absolute deal breaker for touch screen users (Surface, Wacom, etc)\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\nAny default .blender. On a touch device using a stylus pen, click on a Gizmo (axis, zoom, or drag) and move the pen outside the 3D viewport.\n![0.PNG](0.PNG)\n\nWhen using a regular mouse the cursor gets hidden and it works as intended.", "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)", "Mesh selection in viewport broken with scenes using a high number of models\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.02\n\nBroken: version: 3.5.0 Alpha\nWorked: Never (2.8+)\nWe are working on a commercial project with imported SketchUp scenes using 55K+ models and running more and more into broken scenes with selection issues in the viewport.\n\n`What we figured out so far:`\n- Selection in the outliner works\n- Some models can be selected by a point and click\n- Other models can't be selected by a point and click\n- Models at a different location will be selected by a point and click and not at the mouse pointer location\n- Box select is messed up and doesn't work overall (selects just parts of the model or fails completely)\n- Lasso select seems to work as intended\n- Circle select seems to work as intended (but can freeze Blender)\n- Some random models can cause a hard crash of Blender when selecting them by a point and click\n**When we delete all my other scenes in the Blender file and purge the data the selection modes work again.**\n\n\n\n![image.png](image.png)\n[T104008_Selection_Bug_350_v006_CUBES_REPORT.blend](T104008_Selection_Bug_350_v006_CUBES_REPORT.blend)\n\nTry to select cubes.\n\n", "b2.8 3d cursor wrong alignment by normal\nOperating system: Windows 10 pro\nGraphics card: nvidia gtx 1080\n\nversion: 2.80 (sub 57), branch: master, commit date: 2019-04-16 06:07, hash: edc1b0167518, type: Release\nbuild date: 15/04/2019, 23:25\n\n**Problem**\n\nHi, i've noticed problem with 3d cursor alignment. If we are working under object mode and want align our 3d cursor by object surface, orientation it totally wrong.\n\nI've find way get around this problem, waht we need to do: \n\n - 1. For first we must dive into edit object mode, \n - 2. then selected one element of object 'Face, Edge or Vertices' \n - 3. switch on 'transform orientation' on 'Normal'. \n - 4. turn on our move 'GIZMO' \n - 5. and for now if we to align 3d cursor with snaping by any area of model, we will get correct 3d cursor orientation by normals\n\nI recorder short video with it and attached few screenshots. \n\nOVSkBEQDgX0\n\n![Capture_2.PNG](Capture_2.PNG)\n\n![Capture.PNG](Capture.PNG)", "Dragging the cursor (shift-right-click-drag) locks it's rotation\nOperating system: ~~Windows-10-10.0.22621-SP0 64 Bits~~ Windows 11 22H2\n> ***Meta Bug: this doesn't seem to recognize I'm on Windows 11.***Graphics card: NVIDIA RTX A2000 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.24\nBroken: version: 3.4.1\nWorked: /\n\nWhen setting the 3D cursor to project to surface and align its rotation to the geometry, it doesn't update when dragging. It only sets the aligned rotation on first click.\n\n1. Change Keybinding setting for shift right-click\n![image.png](image.png)\n2. Add UV sphere\n3. Shift right-click-drag the 3D cursor over different face of the sphere\n4. Notice it only sets the rotation once initially\n\n", "\"Loop Cut and Slide\" requires to click anywhere first (different from loop cut)\nOperating system: Windows 10 64bits\nGraphics card: RTX 3070\n\nBroken: Blender 3.1\nWorked: Blender 2.93.6\n\nBehavior changed in f8b51f702c\n\n\nCalling for \"Loop Cut and Slide\" won't start previewing the possible cuts until a first left click is made anywhere on the viewport. This behavior is different from the \"Loop Cut\". It is a very small thing, but it is getting anoying.\n\n - Enter edit mode on the default cube.\n - Search and activate the operator \"Loop Cut\". It will show possible cuts immediately.\n - Search and activate the operator \"Loop Cut and Slide\". It won't show any possible cut until a left click.\n\n[2022-03-21 16-25-50.mkv](2022-03-21_16-25-50.mkv)", "Ctrl+Click for Nurbs Surfaces\nWith Meshes and Curves, you can select a point, press Ctrl+LMB, and the point is extruded to the mouse.\n\nThis however does not work for Nurbs, even though you can extrude a point, Ctrl+LMB does not work.\n\nTry:\n- Add -> surface -> nurbs curve\n- Enter editmode\n- Select an end-point\n- Ctrl+Click... *nothing happens*\n\nThe same works for a curve or a mesh.\n\nThis could be split into 2 tasks\n- Get Ctrl+Click working for single nurbs curves.\n- Get Ctrl+Click working for nurbs surfaces (using the extrude code), This should extrude and place the newly extruded vertices at the mouse position, as is done with mesh data.", "Problem with mouse walk navigation\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.90\n\nBroken: version: 2.91.2\n\nWalk navigation breaks when key map is changed for Up and Down operation.\n\n- Load blender with factory settings\n- Open keymap from `Edit -> Preferences`\n- `3D View -> View 3D Walk Modal`\n- Change key value for Up and Down\n- In viewport `View -> Navigation -> Walk Navigation`\n- Use updated keys to move Up and down\n\n![problem.jpg](problem.jpg)\n\nAs far as i could see, the problem happens when instead of the q down and e keys we put the midle mouse roll up or down. As you can see in the picture. I have tried with other keys and each time there is a problem with the middle mouse button. Simply the middle mouse button goes up, but when it turns so rool down it doesn't work?\nDoes it fix it or do you have an idea how to fix it?\n", "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", "Bisect Tool Snap does not Work\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.67\n\nBroken: version: 3.6.1\n\nWhen using the bisect tool and dragging the yellow arrow, snapping does not work when holding the CTRL key despite it being an option in the context tool bar. With the rotate gizmo it works fine. \n\n1. Add for example Suzanne.\n2. Select the whole mesh.\n3. Use the bisect tool.\n4. Try first the rotate gizmo and hold Ctrl, snapping works fine.\n5. Now use the yellow arrow instead, no snapping at all regardless of the snapping settings.", "Needs two clicks with Ctrl or Shift key to deselect an item from a list of selected items\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.30\n\nBroken: version: 2.92.0\n\nNeeds two clicks with Ctrl or Shift key to deselect an item from a list of selected items.\n\n\n* Open the project file “OutlinerSelectItemWithCtrl.blend” in attachment as a starting point.\n\nThe same problem happens in different views with different details.\n\nOutliner:\n* Select the entire collection of objects from the collection “Item List”. You can click the “Cone” object, hold the Shift key and then click the “Torus” object to select the entire list.\n* Then hold the Ctrl key and click the Cylinder object to deselect.\n* The item’s color get a lighter color, but it is still not excluded from the whole selection.\n* Clicking a second time on the object really deselects the object.\n* If clicking the first item of the selection (which is the Cone is this example), it is deselected properly.\n\n3D View:\nThe Shift key is used to select/deselect objects individually. It is pretty much the same issue. It requires two clicks on the same object to really deselect the object, whatever the order of the object in the selection. However, if one object has already been selected before deselecting everything, then the same object gets selected with an additional highlight from the new selection (dragging the mouse cursor in the viewport).\n\nShading view:\nPretty similar to the 3D view.\nIf I deselect all the nodes (Alt + A for example) and I drag the mouse cursor to select all nodes, the last selected node is highlighted in white. If I click the node highlighted in white while holding the Shift key, the node is deselected. However, if I do the same thing for the other nodes, it selects the node with a white highlight and I have to click a second time on the same node to really deselect it. The behavior of the last selected item is also present in the 3D View, but not for the Outliner.\n\nThe Compositing view has the same problem and I suspect that the Geometry Node view has the same too (I haven’t tested the last one).\n\nIn general, it requires two clicks to deselect an object with the normal behavior.\n\nThe first click behaves as an “add to selection” click unless the object already had a selection before completely creating a new selection.\n\nIn all cases, there is an issue with deselecting (or excluding) and single object from a selection of objects in different views. As a reference how it should behave correctly, the Windows Explorer in Windows is able to deselect a single item on the first time it is clicked.\n\n[OutlinerSelectItemWithCtrl.blend](OutlinerSelectItemWithCtrl.blend)\n\n[Deselect_Issue.mp4](Deselect_Issue.mp4)", "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", "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\">", "Regression: GPU Subdivision: EEVEE doesn't refresh viewport correctly with Armature modifier\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.3LTS, master\nWorked: 3.2.2\n\nGPU Subdivision doestn't refresh viewport correctly an object when Armature and Subdivision Surface Modifiers are used.\n\n1) Start Blender.\n2) Add Armature object\n3) Switch to \"Shading\" workspace.\n4) Select the Cube and add `armature modifier` then `Subdivision Surface Modifier`.\n5) Switch to Properties Editor to \"Modifier Properties\"\n6) Add armature in armature modifier's object property. \n7) Switch between object-edit mode\nIt works fine when \"GPU Subdivion option\" is turned OFF (Prefrences > Viewport > Subdivision > GPU Subdivision)\n\nI added \"BeforeGPUSubDBug.blend\". You can reproduce this issue by loading the blend file and doing step 7)\n", "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 ). " ]
[ "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" ]
Geometric nodes do not transfer vertex groups. Geometric nodes do not transfer vertex groups. When I add a Mirror modifier or Array modifier to this object. Other objects that use geometric nodes have errors. OS:Windows10. CPU:3950X. DisplayCard:RTX4000. Blender:2.92 and 2.93alpha [2021-04-14 14-43-05.mp4](2021-04-14_14-43-05.mp4) [2.92.blend](2.92.blend) [2.93.blend](2.93.blend)
[ "Geonodes points have wrong generated texture coordinates\nOperating system: Windows 10\nGraphics card: AMD\n\nBroken: 3.2.2\nWorked: ?\n\nGeometry nodes points use object coordinates in the \"Generated\" input of the Texture Coordinate node that doesn't match the look of generated coordinates for common spherical meshes, making materials look different between points and meshes\n\nOpen the attached file, go into rendered view\n[Coordinates.blend](Coordinates.blend)", "Mark vertices of the active vgroup \nThis is a Follow up Design task for #38573\n\nIdea: When weight-paint colors are enabled with vertex selection (both editmode and weight paint mode), then show vertices in the active vgroup with a different color, even in wireframe mode. this way we can quickly step over vgroups and immediately see which vertices use that group.\n\nExample (mockup):\n\n![vgroup_indicator.png](vgroup_indicator.png)\n\nAll vertices of the active vgroup are marked in dark pink (just an example). this allows to see in this case there are some stray vertices with zero on the right side of the mesh. \n\nThe markup color for 'vertices in active vgroup' could also be customized in the team settings.", "Replace object-linked materials feature\nMaterials linked to objects have some issues:\n- They cause problems for geometry nodes, which can arbitrarily change material slots during evaluation.\n- They tend to be confusing, partially due to relying on consistent indices between two different lists\n- They cause large performance issues for reference counting in the main data-base, since geometry-level operations also have to be aware of objects\n- Object-linking is theoretically redundant now that materials can be changed during evaluation.\n\nBecause of that, it would be best to remove the feature and replace it with something more generic.\nMost workflows are already possible with nodes like the \"Replace Material\" node, but we have to be able to replicate the behavior exactly in order to version the feature away. There are a few options:\n1. Add a modifier with a UI-list interface that sets materials at specific slots.\n2. Add the necessary features to geometry nodes (loop? lists?) necessary to make the behavior completely generic\n3. Just add a geometry node group with enough nodes to handle whatever list of object linked materials the object had.\n", "Geometry Node boolean input socket broken when recursive linked file is reloaded in the Outliner\nOperating system: Windows 10 19044.1645\nGraphics card: GeForce RTX 3070\n\nBroken: 3.6.1, 8bda729ef4dc, branch: blender-v3.6-release, 2023-07-17\nWorked: none\n\nGeometry Node with boolean group input socket will show error \"Property type does not match input socket (socket name)\" and the input socket will not get evaluated if the recursively linked source file is reloaded in the Outliner 'Blender File' view mode.\n\nBrief description of the file linking structure\n\"01_source_GN-bool-Input.blend\" is the blend file that contains the source geometry node.\n\n\"02_GN_linked_level1.blend\" linked the \"01_source_GN-bool-Input.blend\" geometry node and using it on a local object.\n\n\"03_GN_linked_level2.blend\" linked \"02_GN_linked_level1.blend\" \"GN Cube\" object.\n\nTested with Integer input socket, works as expected in the above file linking condition.\n\n1. Open the attached blend file \"03_GN_linked_level2.blend\"\n2. In the Outliner 'Blender File' view mode (on the middle right of the UI from file), right click on the file \"//02_GN_linked_level1.blend\" and click \"Reload\"\n3. Noticed that the boolean input 'Switch' checkbox is now showing error \"Property type does not match input socket \"(Switch)\"\"\n\n", "Geometry Nodes: Support materials in simulation state.\nCurrently, the simulation state in geometry nodes cannot contain materials. The main reason is that those separate IDs which are not serialized as part of simulation baking. Ideally, baking materials would just work, at least in the most common circumstances.\n\nWhile this task is about materials, the same thoughts also apply to other referenced IDs like object/collection instances.\n\nThere are two main possible solutions:\n1. Serialize materials as part of the simulation state.\n2. Only store a reference to the material in the simulation state.\n\n### 1. Serializing Materials\n\nSerializing materials has the benefit that it could just work. We'd have to store all the materials for every geometry in the simulation state in cached frame. Though, it's possible to deduplicate this to some degree of course. Serializing materials would also involve serializing the node graph and potentially even more referenced data like images. At some point we most likely want things to stay referenced, so the problem is just moved to a different place. Another problem is that the materials are essentially recreated on every frame. Blender does not really have the ability to work with materials that are not in `Main` currently.\n\n### 2. Storing References\n\nStoring a reference to the material mainly means storing a material name and an optional library name in the simulation state. Then, when loading the simulation state, the materials available in the .blend file are mapped to the loaded geometry. Conceptually, this is also very straight forward. Materials can still be edited like they always have been. A potential problem is that if materials are renamed or removed, they can not be linked correctly anymore. However, that is somewhat expected with linking already. While this approach is easy design wise, there are some technical difficulties: The main problem is that we only know which materials are used by the baked data, once the data is loaded. And, to make matters more difficult, we might only know which baked data to load once depsgraph evaluation has started. That can happen when e.g. the file path to the data on disk is dynamically build/choosen during evaluation (this is not supported right now, but likely will be at some point).\n\nThe problem with knowing which materials will be used by the geometry is that materials are part of the dependency graph. As such, all materials we wish to use for rendering have to be added to the dependency graph *before* evaluation starts. As of right now, it's not possible to lazily add materials to the depsgraph once it becomes known that it is required.\n\nThere are a couple different possible solutions with different trade-offs:\n* A. Always add all materials to the depsgraph. This would be a simple solution, but it's obviously not scalable. Even less so if we wish to use the same solution for other kinds of referenced data like objects.\n* B. Only support linking baked data with materials that are referenced by material slots on the object or original geometry. This means that if the simulation state happens to contain materials used by e.g. other imported objects, those will not be linked correctly.\n* C. Detect all materials \"reachable\" from an object and always add those to the depsgraph. This might have noticeable overhead when potentially large parts of `Main` have to by scanned by many objects. It also wouldn't work in all cases. For example, if the simulation has been baked, and then the .blend file changes in ways that the material is not reachable from the object anymore. Then the material would not be linked correctly.\n* D. Store a name-to-material mapping on the modifier. This mapping could be created/updated automatically when baking or at other points in time. Only materials in this mapping can be linked when loading simulation state. If the simulation state contains a material name that is not in the list, we could show a warning and automatically add it to the list with the press of a button in many cases. With this approach, the user also has the ability to replace a material after baking easily. The mapping could also have per simulation zone overrides for more control.\n\n-----\n\nCurrently, my preferred solution is referencing the materials by name in the simulation state and use option D to do the linking at evaluation time.\n\n", "Alembic is exporting objects with geometry nodes as empty objects.\nOperating system: Windows 10\nGraphics card: 2070\n\nBroken: blender-3.0.0-alpha+master.b73dc36859e0-windows.amd64-release\n\n\n\nAlembic export does not seem to understand objects with the geometry nodes modifier properly. The resulting .abc file does not seem to contain the intended object when imported back. Basically it is not evaluating the mesh during export.\n\n![image.png](image.png)\n\n\n- Open the attached .blend\n\n- Select the \"GeometryNode\" objects from the outliner.\n\n- Open File/Export/Alembic \n\n- Make sure you only have \"Selected Objects\" selected in the options so it only exports the selected objects.\n\n- Bear in mind we are only exporting the object with the geometry nodes mod, the resulting import should be a single combined mesh\n\n- Export it\n\n- Import the .alembic file back\n\n- You should have an empty \"GeometryNode.001\" shell object. If the resulting import has more multiple objects then you exported other objects in the scene too, which goes against the basic premise of this test.\n\n[_04072021_1929_51.blend](_04072021_1929_51.blend)\n\n\n\n\n\n", "Solidify modifier flips faces not in vertex group\nOperating system: Linux-5.4.0-131-generic-x86_64-with-glibc2.27 64 Bits\nGraphics card: NVIDIA GeForce GTX 1660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.85.02\n\nBroken: version: 3.3.0\n\nSolidify modifier flips faces not in vertex group\n\n- create a cube\n- add detail faces to the cube for the solidify modifier and flip them so they solidify outwards, add this detail faces to a vertex group\n- add solidify modifier and use the vertex group\n\n- > the faces not in the vertex group are effected too\n\nWorkaround:\nSet a minimal value to vertex group factor\n\n\n![solidify_face_flip_bug.jpg](solidify_face_flip_bug.jpg)\n[solidify_face_flip_bug.blend](solidify_face_flip_bug.blend)", "Geometry node don't expose materials to the solidify modifier\nOperating system: Windows 10\nGraphics card: Nvidia RTX 2060\n\nBroken: blender-3.1.0-beta+v31.93cc89247010\nWorked: 3.0.1\n\n\nWhen using a geometry node to generate a mesh, and then applying a solidify modifier to it, the materials are not properly exposed and not or wrongly assigned to the final mesh\n\n- create a plane\n- go in edit mode and delete all the mesh data\n- back in object mode, add geometry node modifier\n- add a Cylinder mesh primitive, and set its fill type to None\n- add a Join Geometry node and plug the Group Input Geometry socket and the Cylinder node Mesh socket into the Join node\n- plug the join node into the output\n- add 3 materials to the object and set different colors\n- add a solidify modifier and set material for offset and rim to indices 1 and 2\n\nThe resulting tube doesn't show any of the materials.\n\n- go in edit mode and add at least one vertex to the mesh\n\nNow the resulting tube displays the last material of the list on some parts, but this is still not it.\n\n- Instead of creating a cylinder in the geometry node tree, plug a Mesh circle primitive\nThen add a screw modifier to extrude it, after the geometry node modifier and before the solidify modifier\nSet its angle to 0° and Screw value to 1\n\nNow the resulting tube is only displaying the first material\n\n- Go in edit mode and add at least one vertex to the mesh\n\nNow the resulting tube displays all the materials properly.\n\nNote : it is not obvious, but it is mandatory to join the original geometry into the end result to get the materials correctly propagated to the output.\nMaybe this could be more clearly explained or simplified somehow.\n\nSample file here reproducing all cases mentionned above :\n[solidify_material_bug.zip](solidify_material_bug.zip)", "Visual geometry to Mesh does not duplicate a linked object\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.96\n\nBroken: version: 3.2.0 Alpha\n\nWhen applied to a linked object, Visual geometry to Mesh does it on the shared mesh.\n\nApply the subdiv modifier to the original cube. Link copy it. Use Visual geometry to Mesh on the linked object. Now select the original object and go into edit mode. You should see that the the subdiv modifier has been applied.\n\nThere is also a side issue to this. If you put a Decimate modifier (something visible like planar 20 degrees) on the original object, selected the linked one and go into edit mode, you'll see that in the viewport the modifiers on the original object don't show their effect.", "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", "Vertex Weight Assignment on Lattices cannot be undone\nversion: 2.80 (sub 74), branch: blender2.7, commit date: 2019-06-06 23:23, hash: aa003c73245f, type: Release\nbuild date: 2019-06-07, 00:08:40\nplatform: Linux\n\nHow to reproduce:\n\n - Create a lattice object and give it a vertex group\n - In edit mode, assign some vertices to the group\n # Hit Undo\n\nIt doesn't work! The operation shows up in the Undo history, but it is not reversible. This issue only appears to affect lattice objects.\n\nP.S. Hat Trick! Three bug reports in a row! ", "Mesh calc_smooth_groups(use_bitflags=True) issue\nOperating system: Windows 10\nGraphics card: Nvidia RTX 2070S\n\nBroken: 3.0.0\nWorked: \n\nIf use_bitflags is True calc_smooth_groups returns only 1 smoothing group for opposingly facing faces when they share a vertex, see attachment. \n[flip.blend](flip.blend)\nIf use_bitflags is False calc_smooth_groups returns 2 smoothing groups in this case which is fine.\nIf use_bitflags is True and the 2 faces share an edge it returns 2 smoothing groups which is also fine.\n\nbpy.data.collections- [x].objects- [x].to_mesh().calc_smooth_groups(use_bitflags=True)\nreturns ((1, 1), 1) instead of ((1,2), 2)", "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", "Joining meshes or realizing instances in geometry nodes removes custom normals data\nOperating system: macOS Big Sur 11.5.2\nGraphics card: Apple M1\n\nBroken: 2.93 and 3.0 Alpha\n\n\nUsing the collection info node in geometry nodes destroys custom normals data when the geometry node modifier is applied (or when the project is exported).\n\n\nApply the geometry node modifier on the \"Dummy\" object in the attached blender project. I've also included a video that shows the issue.[collection_info_test.blend](collection_info_test.blend)\n\n[collection_info_bug.mov](collection_info_bug.mov)", "Hook modifier after Vertex Weight Mix modifier pulls incorrect vertices\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.59\n\nBroken: version: \n3.5.0 Alpha\n3.4.0\n3.2.0\n2.93.8\n2.83.20\n(all version of blender, so far as I tried)\n\nWorked: None\n\nHook modifier after Vertex Weight Mix modifier pulls incorrect vertices.[HookAfterVWM.blend](HookAfterVWM.blend)\nIn other words, Vertex Weight Mix modifier breaks vertex index for Hook modifier.\n\n- Add a plane mesh and subdivide\n- Select some of vertices and \"Hook to new object\"\n- (At this time, an empty and a hook pull vertices correctly)\n- Add empty vertex group \"Group\" to plane\n- Add a VertexWeightMix modifier *before* the Hook modifier and set \"Group\" to Vertex Group A\n- The hook pulls incorrect vertices\n\n" ]
[ "Failure to preserve vertex groups through Geometry Nodes, new to 2.93\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 2.93.0 Beta\nWorked: version: 2.92.0\n\nCaused by a4baedea91\n\nVertex groups (even VGs existing on both objects) are not inherited through geometry nodes\n\nHere's a 2.93 beta file:\n[GNVGbug.blend](GNVGbug.blend)\n\nIt contains three cubes. All three cubes contain a vertex group named \"test\". On the leftmost cube, labelled \"Source\", the top four verts are assigned at 1.0 to this vertex group. On the middle cube, labelled \"Geo Nodes\", no vertices are assigned to this group.\n\nThe second cube has a pretty simple geometry nodes modifier, which replaces its geometry with the geometry from Source.\n\nThe third cube, labelled \"Applied\", is just a duplicate of the second cube, with the geometry nodes modifier applied, to make it easier to directly inspect what the geometry node modifier did.\n\nEven though Geo Nodes is copying the geometry from Source, and has a VG with the same name, no verts are assigned to the test vertex group. You can see this by inspecting Applied's vertices.\n\nExpected (and working in 2.92) is for Geo Nodes and Applied to have the same vertex group assignments as Source, at least for vertex groups that are present on both objects.\n\nPossibly, see rB102eff0bd45e . Conversation on this subject in the bug tracker has been a bit confusing for me, as it's not perfectly clear to what extent VG support from geo nodes is intended vs. serendipitous; that earlier commit, and @HooglyBoogly 's reply, suggest that 2.92's level of support was probably intended.\n\nEdit, possibly interesting: if I change the geometry replacement to a join operation instead, and assign verts in Geo Nodes to the VG, no assignment survives the geometry nodes modifier, either for application of the nodes or for a following modifier (tested a vg-limited displace.)" ]
Blender 2.83.1 freezes completely Operating system: Linux-5.4.0-40-generic-x86_64-with-debian-bullseye-sid 64 Bits Graphics card: Mesa Intel(R) HD Graphics 620 (KBL GT2) Intel 4.6 (Core Profile) Mesa 20.0.4 Broken: version: 2.83.1 Blender (LTS and Latest) freezes completely after brief use of the [scale] [rotate] [transform] tools. 1. Open blender 2. Acts on the cube with the basic tools of [scale] [rotate] [transform], alternating between them, clicking on the stage in each alternation. ATT: Version 2.82a works well.
[ "Spin / Screw Adjust Last Operation: using the slider after having reset the axis will constantly pop up `Invalid/unset axis` [hard to escape]\nWindows 10\nNvidia mx 150\n\nBlender 2.9\n\nBlender starts to loose control in some functions when i press make some values to \"Zero\".\n\n1. Make a plane. goto edit mode and select face.\n2. Press \"Alt+E\" and select \"Spin\" option.\n3. Goto Last action menu, hover over the axis X value and press \"Backspace\" to make all values to zero. Error popup `Invalid/unset axis` comes up (which is correct)\n3. note here that Backspace seems broken [or intentionally disabled in recent builds], so it might be neccessary to set axis to zero \"by hand\"\n4. Now try to change the spin \"Steps\" using the slider (arrow keys are OK) and it will \"hang\" (as in: Error popup will follow the mouse) and you will have to hit ESC multiple times or force close blender.\n\n[#81042.webm](T81042.webm)", "Crash when rendering a specific 4k scene with Cycles Metal\nOperating system: macOS-13.3.1-arm64-arm-64bit 64 Bits\nGraphics card: Apple M2 Pro Apple 4.1 Metal - 83.1\n\nBroken: version: 3.5.1\n\nWhen I render with Blender 3.5.1 on a MacBook 16\" with an M2 Pro chip at a 4K quality, Blender closes before finishing the rendering process.\"\n\n- Open attached .blend file\n- Make sure you have enabled Metal GPU+CPU in the Preferences\n- Render the scene\n\nIt should crash about halfway through the rendering process.\n\n![Funcions.blend](attachment)\n", "Blender 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", "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.", "Metaballs with drivers hangs Blender\nOperating system: Ubuntu 21, Windows 10\nGraphics card: Nvidia GeForce GTX 1060\n\nBroken: 3.1\n\n1. Add metaballs to scene.\n2. Add drivers changing the scale of the balls by moving an empty.\n3. Move the empty. Blender hangs or crashes.\n\nLoad the attached .blend file. Move the empty along the X axis.\n\n[Fade_1.blend](Fade_1.blend)", "Memory leak cause my computer to freeze when rendering anumation\nOperating system: macOS-12.5-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5300M OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.8.101\n\nBroken: version: 3.2.2 Release Candidate\nWorked: worked on blender ~3.0 but it broke on 3.1+.\n\nwhen rendering full animations the memory of Blender is raised to 20GB, although the animation is a very simple content. after 300 frames of rendering in the low quality, we are still stuck and the rendering output is blank frames. \nThe entire compute get stuck and Swap Files rose to 10GB. I have 32 GB of memory.\n\nI will attach the file I render to this ticket.\n\n**Update August 19, 2022**\nThe memory issue was fixed in the current 3.2.2 version and in 3.3 version.\nbut there is an issue with black images rendered from frame 700 in the animation ( in the same file attached).\nin the previous versions the black frames occurred from the frame 300 because of memory leak issue.", "Freeze on performing any operation when compositor tab is open\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 516.40\n\nBroken: version: 3.3.1\n\nFreeze on performing any operation when compositor tab is open.\nSubsurf modifier seems important for redoing the issue \n\nThis is the continuation of #99695 \n\nThe Bug in #99695 was fixed, but there seems to be more conditions which make the Compositor slow.\n\nDorian from Scatter5 was so nice and made again a simplified version of a secene with the bug.\n\nThe slowdown caused by an unkown combination of geometry nodes, which makes the Compositor unusable slow.\n\n1. Open the attached file\n2. Go to the Compositor\n3. Enjoy the freeze\n4. Try to disconnect a node in the Compositor\n5. Again, enjoy the freeze\n\n[COMPOSITOR SLOW.blend](COMPOSITOR_SLOW.blend)\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", "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 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", "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)", "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", "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", "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", "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" ]
[ "Scale gizmos cause complete freezes in Blender 2.83 on Intel graphics\nOperating system: Linux-5.6.15-arch1-1-x86_64-with-glibc2.29 64 Bits\nGraphics card: Mesa Intel(R) UHD Graphics 620 (KBL GT2) Intel 4.6 (Core Profile) Mesa 20.0.7\n\nBroken: version: 2.83.0\nWorked: 2.82a\n\nBlender freezes completely when the scale gizmo is used.\nThe exact number of operations that can be performed before crashing seems to vary between 1 and about 10.\nWhen frozen, the UI is unresponsive, one CPU core is pinned at 100% usage, and the system becomes quite sluggish until Blender is force-killed.\nMemory usage is normal (<5% usage).\nThe issue doesn't seem to happen on my Nvidia card (Geforce MX150) when started with prime-run.\n\n- Add a cube\n- Select the cube\n- Click on the resize gizmo\n- Resize on the X,Y, and Z Asis.\n**Result: OK. Still Working**\n\n- Click on the rotation gizmo\n- Then click on the resize Gizmo\n**Result: Freeze happen, forced to restart Blender**\n\n- Add a cube\n- Select the cube\n- Click on the resize Gizmo\n**Result: Freeze again**\n\nBy deleting the .blend files in the*/tmp* folder, the user could again do more resizes, the freeze can also be triggerred with other types of actions.\n" ]
Hair fails in Windows 10 and linux Ubuntu Windows 10 v1903 and Linux UBUNTU. Graphics card: gtx 1070 Happens in my laptop: HP OMEN 17 an100 with Intel Optane. System file and .blend attached. - When using Shade Smooth the Hair Dynamics does not work. Only runs when Shade Flat. [system-info.txt](system-info.txt) [hair fails if shade smooth.blend](hair_fails_if_shade_smooth.blend)
[ "Select loop only works if the hidden face is a ngon\nOperating system: Windows 11\nGraphics card: NVIDIA GeForce RTX 3070\n\nBroken: 3.3, 2.79b\nWorked: 2.49b, 2.59\n\nCan't select the boundary loop of a hidden face, unless the face is an ngon.\nThe expected selection behavior is the same as if the face was deleted instead of hidden.\nIn ancient Blender versions it works.\n\n- Open attached file\n- Alt click to select the open loop. It will only select an edge (selects loop for n > 4)\n[bug.blend](bug.blend)", "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.", "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", "Crashes when trying to mirror particles\nOperating system: Windows 11\nGraphics card: Nvidia RTX 2060\n\nBroken: 3.6.1\n\nWhen I try to mirror hair particles Blender crashes. I've tried it multiple times and it happens every single time. Ive tried applying the mirror modifier I have on the character but it still crashes.\n\nI have a retopologized character. I make a particle system for eyebrows. I try to mirror the eyebrows by selecting all the particles, going to particles and selecting mirror and blender crashes.\n\n", "Shader compilation is crash\nOperating system: Linux-6.3.0-1-MANJARO-x86_64-with-glibc2.37 64 Bits, X11 UI\nGraphics card: Mesa Intel(R) HD Graphics 4600 (HSW GT2) Intel 4.6 (Core Profile) Mesa 23.0.3\n\nBroken: version: 3.5.1, 3.6.0\nWorked: 2.93.17, 3.3.6\n\n\nI am creating a shader and I need to use a lot of color mix node:\n| Version | Result |\n| -- | -- |\n| 2.93.17 | ![blender-2.93.17.png](attachment) |\n| 3.3.6 | ![blender-3.3.6.png](attachment) |\n| 3.5 | ![blender-3.5.1.png](attachment) |\n\n\nLaunch attached blend in different the Blender versions", "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", "Blender performance under Linux is flakey ( on my system? )\nHi,\n\nI was hesitant to report this, because I don't really know if it is a bug or if something is wrong with my system, but I've tried almost every trick I know to get it working right and something is still not as it should be.\n\nWhen running Blender on Linux and doing some sculpting, the system begins to lag. It will take a couple of seconds for the cursor to keep up with the mouse and generally everything runs slowly. This is with a simple scene with one object and 600.000 faces, when trying to quit Blender it will hang for about two to three minutes pegging one CPU at 100%. Switch from object to sculpt mode also takes quite a while. \n\nWhen running the exact same file on my Windows installation ( dual boot ) everything is snappy and behaves like it should. On my Linux installation I have a VM that has a GPU passed through to it and that also works as it should ( same file ), this has made me startup the VM within Linux and use that for sculpting because it is much faster, which is a bit weird.\n\nAMD ThreadRipper 1950X\nAsrock Taichi \n32GB RAM\nGeforce 1080GTX TI\nGeforce 1080GTX\nnvme boot drive ( Windows and Linux each have their own drive, the VM resides on the Linux drive )\n\nWindows VM:\n6 cores\n8GB RAM\nVirtio harddisk\nAbove mentioned Geforce 1080GTX passed through using KVM,.\n\nSoftware:\nWindows 10 FCU ( VM )\nWindows 10 ( Dual boot )\nKUbuntu 17.10 Tried drivers: Nouveau, Nvidia 384, 390, 396.\nUbuntu 17.10 ( fresh install different drive )\n\nFor Linux I've tried kernels: 4.13 up to 4.14. \nOn Windows: Blender 279a both for the VM and the dualboot\nLinux: Blender 279a, 279b, the latest built of 279 of April 24 and Blender 280 also April 24. \n\nSculpting lags in Linux, Windows is fine on the same hardware.\n\nOn Linux just open the file, do some sculpting and it begins to lag, try to close Blender and one CPU will be pegged for 100% for about 4 minutes. On Windows sculpt some, everything is snappy close Blender without saving ( it prompts ) but closes immediately.\nI've included the file ( compressed with 7zip )[Dolphin.7z](Dolphin.7z)\n", "Particle hair with density influenced by texture is (partially) invisible with cycles CUDA backend\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.65\n\nBroken: version: 3.0.0 up to latest (version: 3.3.0 Alpha)\nWorked: 2.9.3 (from memory since these blend files can no longer be opened)\n\nThe particle hair in the given example file does not show up properly when switching to rendered preview using GPU compute and CUDA specifically. Switching to Optix, or CPU render makes the hair appear shaded. With not showing up properly I mean that the grid lines behind the hair does get obscured (only very faintly visible in the screenshots), but they are clearly not shaded. Disabling texture density influence also makes the hair appear in the GPU compute and CUDA combination.\n\nI understand that the particle system is deprecated, but figured I might as well report this issue so it does hopefully not occur in the replacement.\n\n 1. Open the attached blend file. \n\n [hair_invisible.blend](hair_invisible.blend)\n 2. Make sure that CUDA is used as the GPU compute backend, and that the device is set to GPU compute.\n 3. Switch to rendered view.\n 4. Observe that the hair is only obscuring the grid lines, but not shaded. Next there are several possibilities.\n![gpu_render_broken.png](gpu_render_broken.png)\n 5. Switch to CPU backend for cycles and observe that the hair appears.\n 7. Or, disable texture density influence and observe that the hair appears.\n![cpu_render_works.png](cpu_render_works.png)\n 8. Reduce the children to 23 and observe that some part of the hair appears within some bounding box. Further reducing the children makes it appear and disappear occasionally until everything appears (as above) at 9 children.\n![reduce_children_partially.png](reduce_children_partially.png)\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)", "Child Of vertex group fails when controled by Particle System\nWin10 64bit\n\nBroken: 2.79\n\nChild Of constraint fails on rotation from PS\n\nOpen file, play animation on every layer\n\nFirst layer: *Empty* with *Child Of* constraint is controled by Plane's transform animation -> works OK\nSecond layer: *Empties* with *Child Of* are controled by Plane's *Particle System* (via *Explode*) -> Location is maintained, but **rotation is non-synchronized**\nThird layer (example of how previous case is expected to work): Empties parented to *3 vertices* are controled by same PS - OK\n[Child_Of_test.blend](Child_Of_test.blend)\n", "hair dynamics beaks for some unevenly keyed hair strands\nBlender version: 3.0.0-alpha+master.4256eeeec4ca-linux.x86_64-release\n\nOpen the attached blend file: [hair-bug1.blend](hair-bug1.blend) \n\nHit space or click play animation. \nThe green hair strand falls down, affected by gravity (which is correct). The red hair strand is completely immobile - that is the bug.\n![Screenshot_20210907_144216.jpg](Screenshot_20210907_144216.jpg)\n\nSuch buggy hair strands are often produced when I trim or subdivide hair, but not certain about what exactly causes this. Sometimes it can be cured by rekeying it in particle edit mode.", "Error de progama\nno me aparece el modo vèrtice\n\n", "GPencil: Randomize brush's 'Position' attribute doesn't work when camera is too close to Grease Pencil object\nOperating system: Win10 Home 64\nGraphics card: rtx3070\n\nBlender Version\nBroken: 2.93, 3.1.0\nWorked: N/A\n\nExact steps to reproduce the error:\n\n- Open file\n- try to use Randomize brush\n- Strength and Thickness work, but not Position \n- Switch to the other camera that's farther away from the GP object, and randomizing the position works fine.\n\n[randomize_not_working_close_NEW.blend](randomize_not_working_close_NEW.blend)\n\n\nwatch?v=4pTrEm5HqVU", "broken contact shadows on glossy/metalic materials\nOperating system: win 10\nGraphics card: 2070 s\n\nBroken: 2.91\n\nbroken contact shadows on glossy/metalic materials. works fine otherwise\n\n![broken contact shadows.png](broken_contact_shadows.png)\n\n- Open attached file\n- Go to rendered preview\n[broken contact shadows.blend](broken_contact_shadows.blend)", "Blander crash without ray shadows Nvidia GTX 950M CUDA\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 950M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 411.63\n\nBroken: version: 2.81 (sub 16)\nWorked: (optional)\n\nWhen turn off ray shadow visiblity render becomes slow and the blender crashes.\n[2019-10-28_03-53-23.mp4](2019-10-28_03-53-23.mp4)\n\n------------\nI tested again on GTX 750 Ti and 2.92.0 Alpha. If I turn shadows off first, then switch to rendered view, it gives bad render:\n![image.png](image.png)\nIt disappears when you do something. Typical when there's something wrong in Cycles. I need to restart Blender to be able to render again.\nWhen I turn rendered view first, then turn shadows off, it sometimes crashes.\nThis is all Cuda. Optix renders nothing at all. I presume Optix doesn't do volumes yet.\nAlso noticed that deleting sun lamp and leaving only area lamps fixed the issue.\n\n**Steps to reproduce**\n[облака в стекле.blend](облака_в_стекле.blend)\n- Open file\n- Disable shadow ray invisibility on object\n- Switch to rendered shading\n" ]
[ "Hair dynamics don't work with smooth shading\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.86\n\nBroken: version: 2.81 (sub 16)\nWorked: Not sure\n\nHair dynamics on an animated object work fine if the object is flat shaded, but break when enabling smooth shading. The error looks like the root of the hairs move with the obejct but the rest of the hair stays in place.\n\n>Start new scene\n>Select default cube\n>Add particle system and set it to hair\n>Enable \"Hair Dynamics\" in the particle settings\n>Animate the cube moving in any direction.\n>Play animation.\n\n\n[At this point everything should work as intended. Cube will move and hair will dynamically follow along.]\n\n>Right click on cube and select \"Shade smooth\"\n>Play animation again\n\n\n[Now the hair dynamics don't work and hairs appear to stretch as the root stay attached to the cube and the rest of the hairs stay in place.]\n\n", "Hair Dynamics: simulation doesn't work depending on smooth/flat shaded surfaces (and nvidia gpus?)\nOperating system: Windows 10\nGraphics card: RTX 2070 QMax\n\nBroken: v 2.80\nWorked: (optional)\n\nhair dynamics doesn't work, hair stuck in place, doesn't follow the mesh\n\n- build simplest possible model with hair dynamics\n- add simple animation\n- with hair dynamics disabled: hair follows mesh\n- with hair dynamics enabled: hair just stays behind and stretches to the mesh\n- changing settings, clearing cash ... all to no avail\n\n[190814_test_hair_dynamics.blend](190814_test_hair_dynamics.blend)\n\n![190814_hair_dynamics.png](190814_hair_dynamics.png)", "Particle Hair Dynamics\nOperating system: Linux-4.15.0-54-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: Radeon RX 580 Series (POLARIS10, DRM 3.33.0, 4.15.0-54-generic, LLVM 8.0.0) X.Org 4.5 (Core Profile) Mesa 19.0.2\n\nBroken: version: 2.82 (sub 6)\nWorked: (2.79)\n\nIf you have a hair particle system with Hair Dynamics activated, it stops working when you change the object from Shade Flat to Shade Smooth.\n\nAdd any mesh object . With the object selected add a particle system, change the particle system to Hair and click the tick box for Hair Dynamics. Hit the space-bar to run animation (leave the animation running). Now (still with the sphere selected) Rt mouse click and select 'Shade Smooth' when the animation starts from the beginning the hair particles become ridged. Rt mouse click and select 'Shade Flat' and the Dynamics are back.\n\n\n", "Hair physics not working for smoothed objects\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.51\n\nBroken: 2.9, 2.91 and 2.92.0 Alpha\nWorked: none of major 2.9x\n\nHair physics do not work on replay or bake for smoothed objects. Changing to flat changing makes it work again.\n\n - delete default cube \n - add a sphere \n - add particle system \n - switch to hair \n - enable hair physics \n - press play \n- > Physics work as expected\n\n - switch object shading to smooth \n - ewind timeline \n - press play \n- > Hair does not move and will stay in place if the object is moved\n\nA simple scene showing the bug{[F9549501](HairBug.blend)}" ]
targetless IK chains do not work properly Operating system: Graphics card: Broken: (example: 2.80, master) Worked: (2.79) - set up a chain of bones - add a targeless IK constraint to each bone in the chain now you can grab each bone and move it around. I expect that all children of the grabbed bone just move along with the bone and all parents of the bone follow the targetless IK chain. [targetless_ik_test.blend](targetless_ik_test.blend) - open the blend file and select the armature in Pose mode - Select the leaf bone (Bone.003) and move it using 'G' and see that all is well - Select the parent bone (Bone.002) and move it using 'G' and see that the child does not follow - As soon as you release the mouse key, the child bone snaps into place The very same setup worked in older Blender versions, i made a quick test on Blender 2.79 to be sure.
[ "Collection linking + library override doesn't allow to transform object inside\nBroken: version: 3.6.0\n\n![screenshot.jpg](attachment)\nLinking this collection and then creating a Library Override on it doesn't allow to move the \"Gear\" object inside such collection.\n\n- Download [Test.blend](attachment)\n- Open Blender and link the collection \"Collection\" from Test.blend\n- In the Outliner right click on the imported collection and do Library Override > Make > Selected and Content\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)", "Particle Instance from interpolated children works unexpected\nOperating system: win10 74bit\n\nBroken: 2.8, 2.79b\n\n\"Children\" option works good only with \"Along path\". Otherwise it just duplicates extra geometry where parent particles are located. \n\nOpen file and enable \"Children\" option, see how poly count is changed without visual appearance. Then check both \"Children\" and \"Along Path\" to see the difference.\n[Particle_instance_child.blend](Particle_instance_child.blend)", "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", "Bug on Rigid Body Simulation when an object is parented to another\nOperating system: Windows 10\nGraphics card: GTX 1060 6G\n\n2.80\n\nBug on Rigid Body Simulation when an object is parented to another\n\nPlease check the video......\n[BL280BUG.mp4](BL280BUG.mp4)\n\nMore, I have some questions on Rigid Body. I want to ask something, coding and algorithm, to the developers who work on it...\nHow can I reach them?\n\nThanks.", "Proportiona editing + X mirroring, has specific verts move on their own, despite not being touched\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.89\n\nBroken: version: 2.92.0\n\nWhen moving something with proportional editing on (and connected only selected) Together with X-mirror turned on. A seperate mesh's verts will be moved back. Despite not being connected\n\nOpen attached blend file [proportional editing moves verts.blend](proportional_editing_moves_verts.blend)\nmake sure proportional editing is on,\nmake sure x-mirroring is on,\nselect a vert somewhere around the mouth.\nnotice how some verts on the teeth now move back all on their own, despite not being connected or touched.\n\nTurning either proportional editing, or x-mirror off fixes the issue, but it shouldn't be happening even if they're on.\n\n\n\n", "Action Editor: Animations no longer work after renaming bones.\n**Information & Blender version**\nWindows 10, 64 bit, CPU integrated/no graphics card [doubt it's relevant but: AMD A8-7600 Radeon R7]\nBroken Blender Version: 3.3.0, master, 2022-09-06, hash: 0759f671ce1f\nNo idea if it worked in a previous Blender version.\n\n**Description**\nThis happens while using Action Editor and creating several actions to store different animations.\nIf at some point you rename bones, the action that is currently active will automatically update it's paths and continue to work, but any previous actions will not update their path and the animation will no longer play. \n\nFixing it requires either:\n1) manually changing the name of each affected path through the graph editor.\n2) Select the bone, select the affected channel under the action summary, temporarily change the name back to what it used to be, then change it again to the new name. This way the path gets updated.\n\n\n**Reproduce Error & File**\nYou'll need to create at least 1 bone first.\nCreate an action [dope sheet/action editor] and make an animation.\nCreate a new action, make a new animation, and change the name of the bone. The action that is currently active continues to work, but any previous actions now have a broken path and no longer work.\n\nIn this file I made 2 actions with different animations, I had \"Action 1\" active while I renamed the bone form \"Box\" to \"Bone\". Now \"Action 1\" continues to work, while \"Action 2\" no longer plays.\n\nFor this test I changed the name of the bone while in pose mode through Bone Properties.\n\n**Important note: This seems to not happen all the time, I'm not sure why.**\nWhile making this file to recreate the issue, I first created both actions actions and animations, and I had \"Action 2\" active when I changed the bone's name from \"Bone\" to \"Box\". This seemed to create the error for a moment, but when I changed from \"Action 2\" to \"Action 1\" and back to \"Action 2\" it resolved itself and I was able to see both animations.\nI then had \"Action 1\" active while I changed the name of the bone from \"Box\" to \"Bone\", and now the error persisted. [even after closing and reopening the file]\n\nI made the test again with a new file [not attached] and the error persisted, I saved the file, closed it, and after re-opening the file the error was gone.\nSo it seems sometimes the paths get updated automatically and other times they don't.\n\n[BrokenActionTest.blend](BrokenActionTest.blend)", "Force keyframe with “insert only needed” option on\nBroken: 2.80\n\nI suppose this was intended not a bug, but from an animator perspective it seems like a bug.\n\nWhy when \"insert only needed\" options is ON I can't insert keyframes manually? I only get \"Keying set failed to insert any keyframes\" info\n\nInserting manually only works if you do it outside the current range of animation, but then it removes the key frames next to it. I know there were flat, but it's frustrating when the software deletes keys from my animation. Is it possible to disable this option?\n\nI usually put keys on all available attributes so I don't accidentally change the pose, but on the in-betweens I like to have only keys on changed attributes\n\nIs there a possibility to forcefully insert a keyframe? or just set Autokey to insert only modified attributes? \n\nI somewhat got the functionality I wanted using KeyinSets with overriding the ION option but that worked only when Target ID-Block was set for a specific object. But creating & switching specific keyingsets for all animated object is way to troublesome while animating\n\nCheck the \"insert only needed\" in Preferences > Animation.\nManually add 2 keys for an object e.g. frame 0 & 10. Then try the same keyframe on frame 5. -> Keying set failed to insert any keyframes\" \nAlso later try setting keyframe on frame e.g 15 - > Keyframe on 10 disappears ", "Clicking on a pie menu item doesn't work when holding the pie menu key.\nOperating system: Windows 10\n\nBroken: 2.79, 2.92\n\nClicking on a pie menu item doesn't work when holding the pie menu key. This is a problem because sometimes the pie menu key release isn't detected by blender and then the it locks the UI.\n\n1. On the 3D Viewport hold Z for the shading pie menu.\n2. While still holding Z try clicking on the pie menu items. Doesn't work.\n3. While still holding Z, left click on Windows's Taskbar then release z.\nAfter that, clicking on the pie menu items doesn't work even though the user isn't holding the pie menu key anymore, blender still considers that the key is held. Then Blender gets locked to the user unless he knows to press esc or right click. The solution is making the pie menu clickable even when the pie menu key is held.", "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", "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.).", "`outliner.object_operation (select hierarchy)` does not change active object when directly called through a key event\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 526.98\n\nBroken: version: 3.5.1\n\n\"outliner.object_operation\" has an inconsistent behaviour when assigned to a key:\nwhen I go to the outliner and I select a hierarchy with the \"right-click menu\" > \"select hierarchy\" I just click on the object that has a hierarchy that I want to select.\n\nIf I assign this \"outliner.object_operation\" \"select hierarchy\" to a key for example \"right click\" + \"alt\" when I click on the same object by pressing \"alt\" sometimes it will not perform the correct selection.\n\nI recorded a video to explain better the problem, sorry for my voice I'm a bit sick :( \n7E_2Zra_3CY\n\n\n- Assign \"outliner.object_operation\" \"select hierarchy\" to \"right click\" + \"alt\" .\n- Alt+right click on the hierarchy.\n- \"select hierarchy\" does work, but it selects the hierarchy of the active object instead from the object under the mouse pointer.\n - Expected: \"select hierarchy\" if performed with a mouse click, should select the object under the mouse pointer and select the hierarchy.\n", "Snapping icon don't change when activating snap while moving object, vertex, edge, etc\nOperating system: Windows 10\nGraphics card: Geforce GTX 1080Ti\n\nBroken: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen\nBlender 2.91.0 Alpha b522e834ec30\nBlender 2.90.0 Beta bb5cc3bccf49\nWorked: Don't know!\n\nIf a move action is performed, and toggling snapping with Shift+Tab, no change on the snapping icon is present, confusing if the actual snapping is activated or not.\n\nNot a big thing, but has always botherd me. Don't seem to work on the alpha or beta builds either. Maybe just and overlooked or small enough thing? ", "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).", "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" ]
[ "Multiples targetless IKs in a chain gives weird behaviour (known as FakeIK for FK posing)\nOperating system: Windows 10\nGraphics card: GTX 1070\n\nBroken: 2.80RC2\nWorked: ≤ 2.79\n\nTranslating the last bone in the chain everything works well (it actually rotates all the bones in the targtless IK chain). The problem is to Translate other targetless IK bone in the middle of the chain, causing the last bone not to update in realtime, but applies correctly at the confirmation.\n\nPress G to move the hand bone from the blend file. It'll work correctly. Select the lowerArm bone and repeat the process, pressing G to translate it. The hand won't update until you confirm the action.\n[FakeIK.blend](FakeIK.blend)\n\nProbable related issue: #61621" ]
OptimalDisplayWon'tTurnOffBUG Operating system: Windows-10-10.0.22621-SP0 64 Bits Graphics card: NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12 Broken: version: 3.3.3 [When I use the subdivision surface modifier the optimal display automatically turns on and won't turn off even if unchecked nothing changes] [Add the Subdivison Surface Modifier on a mesh]
[ "Multires Unsubdivide freezes Blender with hidden geoemtry\nOperating system: Linux-5.15.0-41-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: Quadro GP100/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.73.05\n\nBroken: version: 3.3.0 Alpha\n\nIn the Multiresolution modifier the buttons \"Unsubdivide\" and \"Rebuild Subdivisions\" do a similar operation.\nWhen having any faces in edit/sculpt mode hidden though, using any of these operators will freeze Blender.\n\n- Subdivide Cube a couple times\n- Apply modifier\n- In edit mode, hide some faces\n- Add multires modifier (Don't add any more subdivisions)\n- Use \"Unsubdivide\" or \"Rebuild Subdivisions\" \n\n[#99887.blend](T99887.blend)", "Subdivision modifier does not interpolate zero weights.\nOperating system: Linux\nGraphics card: Intel UHD\n\nBroken: 2.90.1\nWorked: ???\n\n\nThe subdivision modifier usually interpolates both value and membership across subdivided vertices.\n\nThis allows it to be used in non-destructive, modifier-based workflows that operate on or using vertex groups.\n\nIt does not do this, however, when vertex weights are equal to zero. The original vertices retain their (zero-weighted) vertex group membership, while new vertices in between them have no vertex group membership.\n\nAn example of why this is problematic is screenshotted below, with the file attached:\n\n![ZeroWeightSubdiv.png](ZeroWeightSubdiv.png)\n\nEach Subdivision'd sphere has a bumpy texture applied using a Displace modifier after a textured VertexWeightMix modifier.\n\nThe rightmost sphere has its vertices weighted to 0.01, and interpolates and behaves correctly.\n\nThe leftmost sphere has its vertices weighted to 0.00. It intuitively (and, numerically/extrapolatively) should be indistinguishable to the 0.01 sphere. Because its weights aren't correctly interpolated, it instead ends up with a bunch of spikes at each of its original vertices.\n\nThe middle sphere has vertices weighted in a gradient from 0.00 to 0.50. It serves as an example of a feasible real-world application which would be broken by this kind of behaviour. Perhaps the original vertex weights act as a sort of base heightmap for a terrain model, and the changes made by the Subdivision and textured VertexWeightMix modifiers add an extra layer of detail. In this case, the clear and useful behaviour would be for behaviour to be continuous in the transition from 0.01 to 0.00. Instead, there is a sharp cutoff at 0.00, and inconsistent and discontinuous behaviour after that.\n[ZeroWeightSubdiv.blend](ZeroWeightSubdiv.blend)\n\nApply a subdivision modifier to a mesh with zero vertex weights, then check the vertex group membership of its vertices afterwards.\n\nOr download and open the attached `.blend` file.", "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)", "Collection usability\n- [ ] Viewport UI\n- [ ] Shortcuts to toggle visibility?\n[ ] . . .\n\nNeed a clear design on what to do.", "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.", "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 ", "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?", "Clipping Region in blender v3.2 and up is causing a werid artifact\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: AMD Radeon RX 6600M ATI Technologies Inc. 4.5.0 Core Profile Context 22.10.1.221003\n\nBroken: version: 3.3.1\n\nweird colorful noise when using Clipping region ALT+B\n\nit happens by simply using the clipping region, it happens in both object mode and edit mode\n\n**Diagnosis that I tried** (USEFUL NOTES{[F13703419](Untitled.png)} FOR FIXING THE PROBLEM)\nwhat is causing it?: \n- I noticed that the bug is only on the Viewport Overlays it seems like it's smth related to the graphical smoothing done by \"viewport overlay smooth wires\" from blender preferences -> viewport -> Quality -> Smooth Wires. I can turn of that for Overlay and for Edit mode, but it's just hiding the problem not fixing it, also the selected objects highlight (active element and not active element) are both still showing the same artifact and I don't know how to turn off smoothing for this part.\n\nis it gpu driver problem?\n- it most likely is a conflict between blender and my gpu, I don't think it's a driver problem tho because I tried the latest two gpu drivers available from amd, and both of them are showing the same problem. I tried running blender using my integrated gpu and tried my RX6600M gpu and in both cases it happend, I don't know if the smoothing is done on the gpu level or cpu level tho so it could be not related to which gpu I use\n\nWhat versions of blender does it happen in?\n- I mainly use blender from steam with auto updates, I noticed the problem when I was using v3.3.1 then I tried few older versions by manually installing them from the offical blender website, the bug doesn't show up in v3.1.2 and v2.79b however it's in showing up in v3.2.0 and v3.3.0 and v3.3.1 -not steam version- I didn't test more versions tho\n\nP.S. my device -Legion 5- has a mux switch, when I did the bug report the mux switch is turned off which means the integrated GPU is disconnected thus it's not showing up in the bug report, however when I tried to check the bug ![Untitled2.png](Untitled2.png)\n\n![Untitled.png](Untitled.png)\n\n![Untitled3.png](Untitled3.png)\n\n![Untitled4.png](Untitled4.png)\n\n[untitled.blend](untitled.blend)", "Wireframe opacity doesn't work if object is \"in front\" and viewport shading is set to material preview or rendered.\nBroken: 3.0\nWorked: \n\nWireframe opacity slider doesn't work if the object is \"in front\" and \"texture space\" is checked and viewport shading is set to material preview or rendered.\n\nSelect Cube\nObject properties-> viewport display -> in front ON\nObject properties-> viewport display -> texture space ON\nIn the viewport overlay panel, drag the wireframe opacity to lower the value.\nchange the viewport shading to preview or rendered, wire will have full opacity.", "Regression: Multires Unsubdivide destroys the vertex groups\nOperating system: Windows 10\n\n\nBroken: 3.0 release, 3.0 (b42354672e)\nWorked: 2.93LTS, 3.0 (cec103d5a9) \n\n\nIt seems like unsubdividing using the Multires Modifier destroys the vertex groups, interesthingly enough other kind of mesh data stays intact (like the vertex colors) after the same operation.\n\nThe Decimate modifier's Unsubdivide does not destroy the data, but using the Decimate modifiers not option in these kinds of usage because the multires one is about getting the prior subd levels for sculpting purposes.\n\n[byUQjUlY19.mp4](byUQjUlY19.mp4)\n\n\nLoad the .blend file\nSelect the torus\nMultires->Unsibdivide\nMove your mouse to the 3d viewport to get the UI update properly\nThe Vgroups are gone\n\n[multires_09122021_1051_52.blend](multires_09122021_1051_52.blend)\n", "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", "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", "Weight paint: front face falloff checkbox looks inactive (dimmed)\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.41\n\nBroken: version: 3.1.0 Alpha\nBroken in 2.93.7 too\n\nFront face falloff checkbox Looks dimmed, but it is active\n![изображение.png](изображение.png)\n\nAlso in the n-panel there is correct variant. And another one incorrect.\n![40171841.png](40171841.png)\n\n[2021-12-19_04-11-58.mp4](2021-12-19_04-11-58.mp4)\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", "LineArt: \"Force intersection\" doesn't work like expected\nVersion: 3.3.2 Release Candidate, branch: master, commit date: 2022-10-17 14:20, hash: c98268d3f56d, type: release\nBuild date: 2022-10-18, 00:42:54\nPlatform: 'Windows-10-10.0.22621-SP0'\n\nRenderer:\t'NVIDIA GeForce RTX 3090/PCIe/SSE2'\nVendor:\t'NVIDIA Corporation'\nVersion:\t'4.5.0 NVIDIA 516.59'\n\nLine Art usage mode \"Force Intersection\" doesn't work like expected. See my screenshot and attached file for tests.\n\nObjects or collections that are set to \"Force Intersection\" should always produce intersections, even if other rules defines something else.\nLine Art usage set to \"Force Intersection\" should work like a global line art override.\n\n1. Try to set the Line Art usage of object \"Cube1\" to Force Intersection mode.\n2. Try to set the Line Art usage settings to \"Force Intersection\" to the Collection called \"Forced Intersections\".\n\n- >Both settings produce no results, means: Cube1 intersections with other objects aren't visible.\n\n**Screenshot:**\n![image.png](image.png)\n\n**File:**\n[IntersectionBug.blend](IntersectionBug.blend)" ]
[ "MacOS subdivision modifier, optimal display unchecked does not display wireframe.\nOperating system: macOS-13.2-arm64-arm-64bit 64 Bits\nGraphics card: Apple M2 Apple 4.1 Metal - 83\n\nBroken: version: 3.4.1\n\n\nIn subdivision modifier, optimal display is unchecked and not displaying wireframe (only found in macOS, tested in windows acts normally)\n\n[Screen Recording 2023-02-04 at 6.31.55 pm.mov](Screen_Recording_2023-02-04_at_6.31.55_pm.mov)\nshown in the video and images linked in this thread\n\n![Screenshot 2023-02-04 at 6.33.37 pm.png](Screenshot_2023-02-04_at_6.33.37_pm.png)\n\n![Screenshot 2023-02-04 at 6.33.41 pm.png](Screenshot_2023-02-04_at_6.33.41_pm.png) \n\n\nApply subdivision to an object, increase levels viewport, turn on wireframe mode and turn on or off optimal display.", "Subdivision Surface -> Optimal Display not showing edges in edit mode. Blender 3.4.0, 3.4.1 MacOS ARM\nOperating system: Mac OS 13.1\nGraphics card: Apple M1Max 24 gpu-core & M1Max 32 gpu-core\n\nBroken: 3.4.0, 3.4.1\nWorked: 3.3.3\n\nSubdivision Modifier not showing generated edges in edit mode with Optimal Display set to off. Overlays/Opacity for Wireframe are both set to 1\n\nDefault startup file. Select cube in Object Mode.\nHit Ctrl+3\nSet Optimal Display to off in Subdivision Surface Modifier\nSubdivision Surface 'On Cage' toggle can be set to on or off\nSwitch to Edit mode\nOverlay Menu: Check Geometry -> Wireframe. Set Wireframe and Opacity both to 1\nThe generated edges are not shown\n\nPreferences -> Viewport -> Subdivision -> GPU Subdivision set to on or off makes no difference\nTested with viewport shading set to wireframe and solid. No difference\n\nattached : screenshot. Blender 3.3.3 on the left side, Blender 3.4.1 on the right side \n\n![Screenshot 2023-01-25 at 09.52.26.png](Screenshot_2023-01-25_at_09.52.26.png)\n", "Regression: Optimal Display still can't be turned off in Edit Mode (New problem)\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 497.29\n\nBroken: 3.4.1 and 3.5.0 Alpha\nWorked: 3.3.1\nCaused by b247588dc0\n\nI reported a bug before where Optimal Display was being forced back on in Edit Mode even when it was turned off in the Subdivision Surface modifier. Originally this was only a problem when GPU Subdivision was turned on in Preferences. A commit was made (78ad9ebed3) that fixed this, but more problems have popped up where Optimal Display is being forced on in Edit Mode again. And now the problem occurs whether GPU Subdivision is turned on or off.\n\n**Exact steps for others to reproduce the errors**\n\n - Disable GPU Subdivision in the Preferences.\n - Add a Subdivision Surface modifier to the default cube.\n - Go into Wireframe Shading.\n - Turn off Optimal Display in the modifier. (This works as expected in Object Mode)\n # Tab into Edit Mode. (Optimal Display is now forced back on even though it's turned off in the modifier)\n**Result for GPU Subdivision turned OFF, Optimal Display turned OFF**\n![gpu_sub-off.jpg](gpu_sub-off.jpg)\n- - -\n - Sane above 5 steps\n - Enable GPU Subdivision in the Preferences now. (This appears to fix the Optimal Display issue, and everything works as expected)\n - Now add a Bevel modifier underneath the Subdivision Surface modifier. (Optimal Display has now been forced back on again, and wire drawing actually looks broken)\n - This happens with other modifiers as well, such as Shrinkwrap, Solidify, Edge Split, Mirror, etc.\n\n**Result for GPU Subdivision turned ON, Optimal Display turned OFF, Bevel modifier added in**\n![gpu_sub-on.jpg](gpu_sub-on.jpg)" ]
After adding and deleting driver Value node stucks (Material) Also it will stuck to all new values, that have same node name as old deleted had. The same behavior for color, so i think, for other nodes too. Broken: 2.80 hash: 790cb7799dcf build date: 18/02/2019, 18:07 Worked 2.79b [2019-02-20_02-49-38.mp4](2019-02-20_02-49-38.mp4)
[ "Cloth physics cache gets reset by changing object materials\nOperating system: Darwin-19.4.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5500M OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.8.24\n\nBroken: version: 2.83 (sub 11)\nWorked: unknown\n\nWhen using a cloth physics simulation, if you add or remove a material from an object, the cloth system cache is reset (\"cache is outdated\"). I don't think the material affects the cloth physics in any way (as it seems you can change any parameter within the material without the cache resetting), and therefore this should probably not happen. Please correct me if I am wrong and the material does affect the physics somehow.\n\nIn the default scene, enable cloth physics for the cube. Let the playback run for a few frames, building up the cache. Add a material to the cube; now the cache gets reset.\n\n", "Lattice Object Data Properties fields do not update on Undo in Edit mode\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.59\n\nBroken: version: 3.4.0 Alpha\n\nIn Lattice Object Data Properties, when a field is changed to a different value and then the User performs an undo, the undo can be seen to take effect in the 3d viewer but the fields do not revert. This bug happens in Edit mode. It seems to work as expected in Object mode, and the changes do revert when switching back to Object mode.\n\n1. Start Blender. The General option is good.\n2. Add a Lattice.\n3. switch to edit mode.\n4. In object data properties, change a field.\n5. perform an undo.\n6. note that the changes took effect in the 3d viewer, but the fields did not revert in Lattice Object Data Properties.\n7. Switch to object mode.\n8. note that the fields do revert now.\n\n\n\n", "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", "Geometry Nodes: HSV color circle has incorrect position\nOperating system: win10\nGraphics card: 1050ti\n\nBroken: 3.5.0\n\n*Input > Constant > Color* shows incorrect position compared to numerical edit or shader editor.\n\nOpen file, compare node representation of a color with position, when you numerically edit input color\n\n", "Image Editor don't change to active texture if there is one texture node in material \nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.77\n\nBroken: version: 3.4.0 Alpha\n\nWhen there are two texture nodes in Shader Editor Texture Editor switches to the active texture when you clicks on any Image texture node. But when there is only one texture node Image Editor ignores selecting that node. It makes it inconsistent and may confuse user with showing him the wrong texture\n\n\nCreate two materials. In one of them create one image texture node and a texture. In second one create two or more image nodes with textures. Try to switch between materials and texture nodes.\nOr open blend file.\n[texture-pick_bug.blend](texture-pick_bug.blend)", "Drivers of sub-ID properties do not get removed along with the sub-ID\nBy \"Sub-ID\" I mean things like Modifiers, Constraints (bone & object), custom properties, shape keys, bones, VSE strips, etc. Not sure how to get a complete list of these types of things.\n\nWhen one of these things, such as a modifier, is removed, drivers on its driven properties are not removed. This makes it easy to leave behind broken drivers that now target nothing. These can be cleared up in the Driver Editor UI fairly easily, but the fact that we must do so is annoying. Experienced users end up learning that you can't just remove a modifier or constraint without removing its drivers first - Just to save you a trip to the Driver Editor.\n\nForgetfulness in this habit results in console warnings, which in a production environment trickle down from assets to shot files, and contribute to the users' sense of \"console warnings aren't important, I will ignore them\".\n\nI always thought this was a known issue but @Sergey told me it's fixable and that I should make a report. Here ya go! \n\nThis would be a really, really welcome improvement for the studio and probably the whole world.\n\n", "`Object().users_collection` and `Object() in Collection().objects.values()` don't work in drivers.\nOperating system: Linux\nGraphics card: Intel\n\nBroken: 2.92\n\n\n`self.id_data.users_collection` always reads out to an empty `tuple` in drivers.\n\n`self.id_data in bpy.data.collections- [x].objects.values()` always evaluates out to `False` in drivers, even when the equivalent expression evaluates as `True` in the interactive terminal.\n\n* Add a driver to any property of the default cube.\n* Enable \"Use self\" on the driver.\n* Set the driver code as follows: `[print(self.id_data.users_collection),0][-1]`\n\nThe empty `tuple` will be printed out to the console.\n\n* Set the driver code as follows: `[print(next(iter(c for c in bpy.data.collections if self.id_data in c.objects.values()))),0][-1]`\n\nA `StopIteration` exception will be raised.", "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", "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", "Multiple mix nodes lead to incorrect results\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.4.0\n\nI'm not good at English and don't know how to explain it, it's a stripped down part of my project. When two orange nodes have the same input value, they get a value of 0.5. But when the value is 5, sometimes 8 or 9, the correct result cannot be obtained, it seems that it is not refreshed.\n\nI provided the video and the .blend file, hope that helps.\n\n[bug.blend](bug.blend)\n[20221213_16.48_793.mp4](20221213_16.48_793.mp4)\n\n\n", "Stroke overlay when erasing\nOperating system: Win 10\nGraphics card: NVIDIA GeForce GTX 1070 Ti\n\nBroken: (example: 2.80, 66684bdff30f, master, 2019-07-05)\n\n\nThe new alpha overlap stops working, when you erase somethin of that stroke.\n\n \nOpen a new project create a blank stroke object draw something try to erase it", "Geometry Nodes: Curve primitives issues with object material\nBroken: version: 3.2.0 Beta, 3.3.0 Alpha\nWorked: n/a\n\nMaterials assign to the object don't work in some cases for curve primitives created in the geometry nodes tree.\n\nOpen file, you will see that the star doesn't get the red object material.\n\n[curve_object_material.blend](curve_object_material.blend)\n\nUnhiding any of the hidden nodes (Grid or Set Material) will make the object material show up.", "ParticleEditSettings not updating when choosing tool from toolbar\nNot working Hash 1944bca49a\n\nBranch 2.8\n\nStep to reproduce:\n\n1. Open [hair_weight.blend](hair_weight.blend) you should see weights.\n2. Select another tool.\n3. You should not see weights but you still see them.\n\nThe display batch is reconstructed if ParticleEditSettings->brushtype changes but this only works if you change the brush type in the toolsettings panel.\n\nMust be a missing notifier/deg update.", "Multiple CNTRL Z replaces properties in driver\nWin7 64bit\n\nBroken: 2.79\n\nI was copying drivers from one object to another and hiding (H) those with already pasted driver. At some point I wanted to unhide previous object, so used undo instead of ALT H to bring back only one object. After object was revealed, I do not re-copy driver just paste what was already in memory. I make three undo's (just the step before copying driver), so I didn't expect this will corrupt driver's data. Would be better to make \"paste\" not happen, rather than changing it.\n\n*Original driver*\n![untitled.png](untitled.png)\n*Pasted driver after some undo's*\n![untitled1.png](untitled1.png)\n\n1. Copy driver from texture slot of left cube\n2. Hide left cube in viewport\n3. Paste driver in texture slot of right cube\n4. Pres CTRL Z three times until left cube will appear back\n5. Then repeat pasting driver from stage 3 -> driver's properties have been replaced by another\n[Paste_driver.blend](Paste_driver.blend)\n", "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)" ]
[ "Mapping node values get stuck after setting a keyframe\nOperating system: Windows 7\nGraphics card: GTX 480\n\nBroken: 2.80 (sub 43), branch: blender2.7, commit date: 2019-02-01 01:46, hash: 552b2287db86\n\n\nIf a keyframe is set on a value in the mapping node in the shader editor, you can no longer change any values in this node, or any other mapping nodes. Issue persists after removing the keyframes.\n1. Open default file\n2. Open Shader Editor\n3. Add Mapping Node\n4. Set keyframe to any of the properties (e.g. Rotation)\n5. Try to adjust the values in the node\n\nEdit: File with bugged mapping node, even after removing keyframe\n[MappingNodeTest.blend](MappingNodeTest.blend)\n" ]
Cycles CUDA error when both smoke density and Point Density are used Win 8.1x64, 3x gtx580 2.79 Rendering with CUDA fails to start when both point density and smoke density textures are being utilized in the shader nodes. It seems it doesn't make difference if the textures are being used in the same or different shader trees. [density.blend](density.blend) - Run viewport preview or render - "Cuda error: Not found in cuModuleGetTexRef(&..."
[ "Linked collection with smoke simulation cached doesn't work\nOperating system: Windows 10\nGraphics card: RTX 2070 laptop\n\nBroken: 2.82\nWorked: IDK\n\n Linked collection with smoke doesn't seems to load the cache properly or something.\n\n- Create a scene with a quick effect smoke,\n- Save the file,\n- Bake the simulation.\n- Save the file again,\n- File -> New -> General\n- File -> Link the collection of the another file\nThe domain doesn't load the cache", "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", "Smoke does not leave through open domain boundary\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.48\n\nBroken: version: 2.90.1\nunknown\n\nSmoke does not leave through open domain boundary\n![smokeNotLeavingOpenDomain.PNG](smokeNotLeavingOpenDomain.PNG)\n\n\n1. start blender\n2. add fluid domain to default cube\n3. add border collision to bottom\n4. Change cache type to Modular\n5. Change gas bouyancy density to 0 and Heat to 0\n6. Add 0.5m mesh plane\n7. add fluid->inflow to mesh plane\n8. set inflow initial temperature to 0\n9. enable initial velocity to mesh plane\n10. set initial z-velocity to -1m/s\n11. bake fluid domain\n12. See how smoke is crawling up along side walls despite that border collision is not enable for these walls. I see this as a bug.\n\n[#81442.blend](T81442.blend)\n \n", "Cycles Volume Anisotropy artifacts with intersecting volumes\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: AMD Radeon RX 5700 XT ATI Technologies Inc. 4.5.14761 Core Profile Context 21.30.23.01 30.0.13023.1012\n(CPU rendering)\n\nBroken: version: 3.0.0\nAlso tested in 3.1\nWorked: maybe never?\n\nI have a scene in which I have a smoking volcano, clouds, and an atmosphere, which was giving me trouble for a while.\n![image.png](image.png)\nAs you can see, there's a horizontal line running through the smoke column.\nBy trial and error, I found out that it wasn't there when the atmosphere, which is a cube with a volume shader on it, was disabled.\n\nI tried to recreate the setting to figure out the cause of the issue, and I **boiled it down to this**:\n*If there are two volumes intersecting with different anisotropy values, things get a little weird.*\nTake a look:\n\n| | Column 0 | Column 0.1 |\n| -- | -- | -- |\n| Atm. 0 | ![image.png](image.png) | ![image.png](image.png)\n| Atm. 0.1 |![image.png](image.png) | ![image.png](image.png) |\n\nNotice the horizontal line running across the smoke column when the two anisotropy values don't match.\nThis seems to happen at a specific density where the height fallof of the atmosphere crosses a certain threshold.\n\nThings I have found that have no effect:\n- *Volume step rate*\n- *Volume max steps*\n- *Clipping planes*\n- Disabling *ray visibility* (on both the atmosphere and the smoke column) to everything but *Camera*\n\n[BrokenAnisotropyCycles.blend](BrokenAnisotropyCycles.blend)\n\n\n\nPerhaps this is worth a look?", "Displacement textures rendering incorrectly when viewed through/near volumetric shaders\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.23\nGraphics card secondary: NVIDIA GeForce GTX 1070\n\n\nBroken: version: 3.2.0 Alpha\nI originally ran into this issue on 3.0 a few weeks ago. I tried it on the public release of 3.1 and encountered the same issue. Today I have reproduced it on 3.2.0. I do not believe this has ever worked.\n\nWhen rendering a view of a smoke simulation (or any volumetric shader) where the material on the far side of that simulation/volumetric uses displacement, there seems to be an effect surrounding and inside the volumetric which causes the displacement texture to jitter, its reflections rapidly altering between frames causing an appearance almost like the texture/object or light source is vibrating/moving. The effect, when viewed on small smoke simulations, appears almost like heat distortion and may be useful for achieving that effect in other desired scenarios. When viewed through large volumetric shaders (such as fog) it creates an effect over the entirety of the object using displacement and is very distracting.\n\nFrom a default Blend, create an object. On this object create a texture that uses displacement and has displacement & bump truly enabled. Then, run a smoke simulation either via a quick smoke or particle simulation or, create a large object that then uses a displacement texture. Then render the scene such that the object with the displacement texture is on the far side of the smoke simulation/volumetric object. A well-lit environment, dense smoke, and a complex texture (high scale noise for small fine displacement/bump details) that makes use of glossy areas will make the effect easier to see. Disabling/removing displacement from the texture (and disconnecting the socket) will correct the issue at the cost of loss of displacement.\n\n\nThings I have tried to get around this problem:\nI have drastically increased, decreased, enabled, or disabled, the following settings to no avail.\nWith regards to the domain:\n- Adaptive domain\n- Noise\n- Empty space: higher values (up to 1.0) did seem to have an influence on the size of the distortion area but could never eliminate it. \n- resolution divisions\n- time scale minimum\n- precision volumes\nWith regards to the smoke texture:\n- Sampling\n- interpolation\n- homogenous\n- step rate\nWith regards to rendering:\nOptix denoising and openimage denoise - I will attach an example of each.\nvery high samples\nI also made sure/tested a domain and/or smoke which does not pass through the surface or near the actual surface of the displacement texture. \n\n - attaching several GIF examples at lower framerate playback.\nI believe the jittering in the full foggy stadium in the reflection of the moon and distance areas when displacement is off is simply due to the lower samples I used for that test render.\n[Bug.blend](Bug.blend)\n\n![nodisplacement.gif](nodisplacement.gif)\n\n![animated.gif](animated.gif)\n\n![OpenImage.gif](OpenImage.gif)\n\n![optix.gif](optix.gif)\n\n[31 displacement issues.mp4](31_displacement_issues.mp4)", "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.", "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).", "Smoke Shadow glitches in Cycles (workaround only with Fluid \"Empty Space\" option)\nOperating system: Darwin-17.7.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon HD - FirePro [D700](D700) OpenGL Engine ATI Technologies Inc. 4.1 ATI-1.68.21\n\n\nBroken: version: 2.80 (sub 74)\nWorked: 2.79\n\n\nWeird artifacts and boxes appear in the shadows of smoke simulations\n\n\nI've seen this happening in different simulations with different results. Sometimes it is a big square in the shadows like in the image attached. Sometimes it's just little squares.\n\nGenerally speaking the workflow I'm following when I see these errors is the following:\n\nSet the scene to cycles\nCreate ground plane\nCreate Sun Light\nCreate smoke domain\nCreate smoke emitter with particles\nSet smoke flow to emit fire and smoke from particles\nCaches simulation\nRender with Cycles\nGlitches appear in the shadows of the smoke\n\nAttached is a blend file and the render result with glitches\n\n[VolumetricsTest.blend](VolumetricsTest.blend)\n\n![SmokeShadowsError.png](SmokeShadowsError.png)", "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", "Error de progama\nno me aparece el modo vèrtice\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", "Cycles GPU CUDA rendering high number of points seems broken in LTS (main is fine, request for backport)\nOperating system: Linux-5.15.0-58-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.86.01\n\nBroken: version: 3.3.3\nWorked: latest 3.5 alpha\n\nRendering point \"clouds\" with Cycles - CUDA seems to make some chunks of points disapear randomly\nThis looks like this has been fixed in 3.5, but i didn't find when. Can this be fix in LTS ?\n\nDelete the default cube and add a plane\nAdd a Geonode Modifier on that plane\nDistribute Points on Faces > Density : 250'000\nSet Point Radius > 0.0025 (for convenience)\n![bugreportGEONODE.png](bugreportGEONODE.png) \nSwitch to Cycles, GPU\nSwitch the render device to CUDA\n\nResults with :\n\n| ![bugreportCPU.png](bugreportCPU.png) CPU | ![bugreportCUDA.png](bugreportCUDA.png) CUDA | ![bugreportOPTIX.png](bugreportOPTIX.png) OPTIX\n| -- | -- | -- |\n\n\n\nBug is visible in both viewport shading and Render.\n\n", "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.", "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)", "Stucci noise texture ignores all color settings\nOperating system: Windows 10 Pro N (unlicensed so far :( )\nGraphics card: AMD 6800 XT\n\nBroken: 3.0.0\nWorked:\n\nWhen using Stucci noise as texture for density of particles, the colors properties of the texture do not apply. F.x. setting contrast to 0.1 or 1.0 makes no difference.![Clipboard - January 19, 2022 9 44 AM.png](Clipboard_-_January_19__2022_9_44_AM.png)\n\n![Clipboard - January 19, 2022 9 40 AM.png](Clipboard_-_January_19__2022_9_40_AM.png)\n\n![Clipboard - January 19, 2022 9 41 AM.png](Clipboard_-_January_19__2022_9_41_AM.png)\n\nMake a plane. Add particles. Add texture to particles. Use Stucci noise. Set as density for particles. Try to change contrast.\n[GrassyMeadow.blend](GrassyMeadow.blend)" ]
[ "CUDA error: Not found in cuModuleGetTexRef(&texref, cuModule, bind_name.c_str()). line 710\nHP Compaq 15s 103tx - Laptop\nIntel i3-4005U CPU @ 1.70Gz\n8GB RAM\nIntel 4400 GPU (Built-in)\n\n**Operating system and graphics card**\nWindows 10 Pro\nNvidia 820m (Dedicated GPU)\n\nBroken: Blender 2.79 RC2 7b397cd\nWorked: (optional)\n\nWhen I hit F11 for rendering the smoke simulation with OpenVDB cache in CPU it was rendering fine. But, When I rendered in GPU, I've got this error. \n\n**CUDA error: Not found in cuModuleGetTexRef(&texref, cuModule, bind_name.c_str()). line 710**\n\n1. I was testing the high-resolution smoke rendering with my system following this tutorial.\n2. After setting up the Open VDB cache, when I hit F11 to see the preview, I've got that above-mentioned error.\nPost Link: blender-high-resolution-smoke-simulation-tutorial/\nVideo Link: watch?v=rhfzSLhq5a4\n\n**Attachments**\n[smoke test.blend](smoke_test.blend)\n![Cuda Error.jpg](Cuda_Error.jpg)" ]
Regression: delete with reconnect not working properly in the node editor Operating system: Linux-5.15.0-53-generic-x86_64-with-glibc2.31 64 Bits Graphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.103.01 Broken: version: 3.5.0 Alpha Worked: 3.3.1 (actually is even closer in the 3.4 but i don't have the last 3.4 where it was working properly) `node.duplicate_move_linked` got added to the keymap in 6beeba1ef5 This now conflicts with `node.move_detach_links` a few versions ago alt+d used to detach nodes in the middle of a "noodle" and keep the "noodle" the same as "delete with reconnect" operator but without deleting the node. [Peek 2022-11-29 19-30.mp4](Peek_2022-11-29_19-30.mp4) Now in the latest versions alt+d creates copies of the node, and the "delete with reconnect" operator deletes the node and the connection ![image.png](image.png) ![image.png](image.png) 1- Create a chain of 3 nodes(similar as in the images above), any node will work in any node editor 2- Try removing the node in the middle using alt+d or delete with reconnect in the node menu
[ "Shortcuts on link dragging to quickly add nodes\nThe functionality to add nodes on link dragging allows to quickly extend a node tree with a string of operations. Due to the fact that this functionality is a modal operator it would be possible to add additional keyboard inputs before the mouse button is let go, to quickly terminate the operation and pick a certain nodes with a shortcut, instead of typing in the name in the search bar after letting go.\n\nThis extended functionality would drastically increase workflow efficiency in the cases of a few, commonly used nodes.\n\nWhich nodes that includes and how the selection adapts to the context of the dragged link (editor/socket type, in/out link) needs to be figured out/discussed in this task.\n\n**Proposed included nodes and shortcuts:**\n\n**Input**\n{key 1} : Value\n{key 2} : Color\n{key 3} : Vector\n\n**Link Type: Any (Node version/settings according to the matching datatype)**\n{key W}: Switch\n{key Y}: Reroute (visual representation of a junction and {key R} is reserved)\n\n**Link Type: Geometry**\n{key J}: Join Geometry\n{key P}: Set Position\n\n**Link Type: Shader**\n{key X}: Mix Shader\n{key A}: Add Shader\n\n**Link Type: Float/Vec/Vec2/Col/Int/Bool (Node version/settings according to the matching datatype)**\n{key X}: Mix (Ideally there would also be nodes for at least vector and float)\n{key A}: Add\n{key S}: Subtract\n{key F}: Multiply (F for factor)\n{key D}: Divide\n{key C}: Curve\n{key R}: Map Range\n{key G}: Color Ramp (G for gradient (?))\n{key I}: Invert\n\n**Separate/Combine Nodes**\nUsing the context sensitivity of the shortcuts, the different separate/combine could elegantly be solved with the keys {key 1}, {key 2}, {key 3}.\n**Examples:**\nDragging from a float output and pressing {key 3} would add a `Combine XYZ` Node.\nDragging from a float input and pressing {key 2} would add a `Separate RGB` Node.\nDragging from a vector output and pressing {key 1} would add a `Separate XYZ` Node.\n\n| ↓ Key \\ Socket → | Float In | Float Out | RGB In | RGB Out | XYZ In | XYZ Out |\n| -- | -- | -- | -- | -- | -- | -- |\n| {key 1} | Value | / | Com. RGB | Sep. RGB | Com. XYZ | Sep. XYZ |\n| {key 2} | Sep. RGB | Com. RGB | RGB | / | RGB | / |\n| {key 3} | Sep. XYZ | Com. XYZ | Vector | / | Vector | / |\n\n*Note: This might look confusing, but my hope is that it is intuitive, when used.*\n\n**Notes**\n\nThe shortcuts should be sensible with the name, but that leads to collisions quite quickly.\n\nMany more useful rules would be possible, but I would keep it to a relatively small and manageable amount for now. The more get added, the muddier and subjective it gets which nodes should be included.\n\nIn a perfect scenario this would even be customizable by the user, but for now it would need to be hardcoded.\n\nSome of these nodes are not yet available in every node editor and should be following the implementation of this feature. Unifying the node editors to allow the same workflow/copying nodes/sharing nodegroups is a separate discussion, but should be addressed in a sensible scope for this task.", "Outliner: Sync Selection off not working when clicking LMB on data object name\nBroken: version: 3.0.0\nBroken: version: 2.91.2 (works correctly on meshes for some reason till worked version)\nWorked: version: 2.82\n\nWhen `Sync Selection` is off it's still possible to sync selection by clicking on object data name (+ small margin). Additionaly clicking on object data name will sync it with relevant slot in Properties editor. This bugged area becomes slightly longer to the left when active, see video.\n\n1. Open default scene.\n2. Turn off `Sync Selection` on Outliner.\n3. Deselect onjects in your scene by clicking on empty space in 3D Viewport.\n4. Select objects or object data in outliner without clicking on their name - see that `Sync Selection` is off\n5. Select objects or object data in outliner by clicking in their name - see that now parent onject is selected in Outliner aswell as in 3D Viewport.\n[Outliner Sync Selection off bug 2021-12-15 20-45-35-213.mp4](Outliner_Sync_Selection_off_bug_2021-12-15_20-45-35-213.mp4)", "Nodes: Node Name are overlap Icons in header\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 527.56\n\nBroken: version: 4.0.0 Alpha\nWorked: 2.78...\n\nCropping text of node Name sometimes allows a collision of text and icons:\n![image](attachment)\n\n1. Any node editor.\n2. Create node group.\n3. Change node scale to see effect for narrow header.\n\n", "Outliner Floating window Drag & Drop to Geometry Nodes editor not working\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.23\n\nBroken: version: 3.6.0\nWorked: I don't know if it ever worked\n\nDragging and dropping objects from the outliner to the geometry node editor is not working\n\nFloat outliner to be its own window\ndrag and drop an object from the node editor to the geometry nodes\ndoesn't work.\n\n", "Unlinked/deleted objects reappear, when deleted at startup in a python script (i.e. ./blender --python delete.py)\nDebian 7.4 64bit, also occurs on OSX\n\nBroken: 2.63, 2.69.0\n\n\nUnder certain conditions objects which have been unlinked from a scene do reappear.\n\n\n\n\n - Start blender with `./blender --python delete.py` (see below for the script) (blender just shows an empty scene)\n - Once the GUI is loaded, do: **Add -> Mesh -> Plane**\n # Immediately afterwards hit **F6** and adjust one Property of the newly added object (e.g. the radius)\n\nResult: the objects from the start scene (camera, lamp, cube) reappear.\n\n**Doesn't occur when...**\n - ... A second Mesh is inserted before hitting **F6** to change its properties\n - ... The script is executed in the Blender Editor (and not at startup with option `--python`)\n\n\n**Python script `delete.py`**\n\t\n\n\n\n```\n import bpy\n \n```\n - IMPORTANT: run as: ./blender --python delete.py\n - once blender started, here is what I did in Blender GUI:\n - - add a new mesh (Add -> Mesh -> Plane)\n - - Hit F6 immediately afterwards and modify radius\n # Result: Blender start scene (cube, light & camera) is visible again\n```\n \n```\n # the described bahaviour and result is the same for deleteScene1() - deleteScene3()\n```\n \n def deleteScene1():\n bpy.ops.object.select_all(action='SELECT')\n bpy.ops.object.delete()\n \n def deleteScene2():\n bpy.ops.object.select_by_type(type='MESH')\n bpy.ops.object.delete()\n bpy.ops.object.select_by_type(type='LAMP')\n bpy.ops.object.delete()\n bpy.ops.object.select_by_type(type='CAMERA')\n bpy.ops.object.delete()\n \n def deleteScene3():\n scn = bpy.context.scene\n for obj in scn.objects:\n scn.objects.unlink(obj)\n \n```\n - deleteScene1()\n - deleteScene2()\n```\n deleteScene3()\n\n```\n\n\n\n", "NLA: Active Strip State lost when dragging Strip between tracks\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: Quadro RTX 3000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.95\n\nBroken: version: 3.6.0\nWorked: Never Worked\n\nClicking on a strip and dragging or G dragging the Strip on the timeline on the same Track and then hitting TAB to enter tweak mode is working, but if I do the same thing but drag it to another TRACK then hit TAB I get an error\n\nOpen my example Blend file and select the \"Click and Drag Me to the Drag Strip Here track\" STRIP and drag it to \"Click and Drag Me to the Drag Strip Here track\" then hit the TAB key to enter tweak mode, you should see an error as shown in the image. \n\"No active strip(s) to enter tweak mode on\n\"\n\n![image](attachment)\n\n", "Animation: Exiting NLA tweak mode on empty action corrupts entire NLA track\nOperating system: Windows 11\nGraphics card: NVIDIA RTX 3060 Ti\n\nBroken: 3.3.0, 3.5.0\nWorked: Unknown\n\n\nWhen tweaking a strip on the NLA, if the user deletes all the keyframes of the action being tweaked, when the user exits tweak mode, all other NLA strips on that track will be moved in an unexpected and undesirable way.\n\n[tweakbug.mp4](tweakbug.mp4)\n\nBased on the default startup or an attached .blend file (as simple as possible).\n1. Open the attached .blend file\n2. Delete the keyframes on the track being tweaked.\n3. Exit tweak mode by pressing Tab.\n4. Observe that the NLA strips have been moved.\n\n[tweakbug.blend](tweakbug.blend)", "Copy and Pasted framed nodes jitter around when grab and drag\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: 3.3.0\nWorked: N/A\n\n\nWhen copy pasting framed nodes with Ctrl + C then Ctrl + V, then G to move by mouse, many nodes appeared to be jittering for unknown reasons.\n\nThis behaviour doesn't exist when G to move existing framed nodes or when duplicating via Ctrl + D.\n\n(the video compared the behaviour \"ctrl + c / ctrl + v / g to drag\" with \"ctrl + d drag\")\n\n[blender_1n2MKEk5wo.mp4](blender_1n2MKEk5wo.mp4)\n\nThis is important because I have a reasonable doubt that copy pasting framed nodes from 1 node graph to another will sometimes erroneously create invalid socket link due to this jitter. This larger problem is very difficult to reproduce, BUT here is a case where I believe such behaviour result in a \"2 link in 1 socket\" invalid setup (when grab them over other frame nodes).\n\n![Screenshot 2022-09-23 121002.jpg](Screenshot_2022-09-23_121002.jpg)\n\n- Download the blend,\n- Use Select Box to select the Frame and all nodes inside,\n- use {key Ctrl C} then {key Ctrl V} to duplicate framed nodes in GN view,\n- {key G} to move nodes to see the then swimming.\nTry varying the Zoom if the problem is not noticed.\n\nNOTE: The problem is more noticeable by setting the `Noodle Curving` in Theme to 0\n\n[frame-group-jitter.blend](frame-group-jitter.blend)\n", "Shader node connections in v3.0 file broken in v3.3\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1660/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.79\n\nBroken: version: 3.3.0\nWorked: 3.0\n\nRendering in 3.3 a file created in 3.0 (using both Cycles & Eevee) showed major differences from rendering made in 3.0. Investigation showed that critical node connections in multiple shader trees were broken when opening file in 3.3. Unable to determine if broken connections are consistent in terms of node type. Which nodes have broken connections seems consistent from file to file using the same shaders -- sample .blend was constructed with shaders used in file where bug was first observed. All shaders were originally created in versions prior to 3.0 but later than 2.80.\n\nAttached GIMP .xcf file has exemplary renderings and explanatory screenshots from file where bug was first identified. Sample .blend file was created in v3.0 using shaders from this file. Bug does occur in other files which render fine in 3.0 but have broken shaders in 3.3\n![Shader node bug.xcf](Shader_node_bug.xcf)\n\n[REVISED sample file 300.blend](REVISED_sample_file_300.blend)\n\nOpen \"sample file 300.blend\" in v3.0 and inspect shader trees. Open in 3.3 and inspect shader trees, some nodes of which are now disconnected. \n\n\n", "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)", "Can't undo the keyframe change in edit mode\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.1.2\n\nWhile in edit mode, when you hit Undo in the graph editor after moving a keyframe, the graph doesn't change.\n\n- Animate anything using a couple of keyframes.\n- Change to edit mode in viewport\n- Switch timeline to the graph editor (not necessary, you can keep timeline as it is)\n- Select a keyframe and move it\n# Hit undo\n\nResult: The graph editor stays the same\n\nExpected: The move you just made in the graph editor should be the only thing being undone!\n\nTest file with first four steps included\n[#97700.blend](T97700.blend)", "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", "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. ", "Annotation: The d-key for annotation not correctly bind in edit mode when using: knife tool, loopcut tool, polybuild, curso tool\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 550 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 376.51\n\nBroken: version: 2.82 (sub 1)\nWorked: (optional)\n\nAnnotation: The d-key for annotation not correctly bind in edit mode when using: knife tool, loopcut tool, polybuild, curso tool\n\n- Go to edit mode try to draw with the d-key down + left mouse drag while one of this tool is selected: knife tool, loopcut tool, polybuild, curso tool \nNotice while drawing ( d-key down + left mouse drag )is broken, erase ( d-key down + right mouse drag) is still working properly.\n", "Crash when delete linked object in scenes outliner\nOperating system: Windows 10\n\nBroken: 3.6, 3.5, 3.3 LTS, 2.93 LTS\nBroken: 2.91.0\nWorked: 2.90.1\n\nCaused by b0741e1dcbc5e4549e95745b1f1b501f8cd33add\n\nBlender is crash when delete linked object in scenes outliner\n\n1. Open start scene\n2. Create new scene \"Scene.001\"\n3. Click on Cube, Ctrl+L, Link objects to scene \"Scene.001\"\n4. In Outliner switch to \"Scenes\"\n5. Select \"Cube\" object in Scenes Outliner in \"Scene.001\"\n6. Move cursor to Outliner, press key \"X\" or \"Delete\"\n7. Blender is crashing\n\n" ]
[ "Hotkey conflict Alt D in Node Editor with Duplicate Linked and Detach\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 522.33\n\nBroken: version: 3.4.0 Alpha\nWorked: 3.3\nChanged in 6beeba1ef5\n\nThere is a hotkey conflict with the new added hotkey for Duplicate Linked. It overwrites the existing hotkey for Detached.\n\n\n- Open Blender\n- Switch to Geometry Nodes Workspace\n- Add a node tree\n- Use Alt D at the first node. It will duplicate the node. \n- Open Preferences and turn off the hotkey for Duplicate Linked.\n- Use Alt D at the first node again. It will now detach.\n\n![conflict.jpg](conflict.jpg)\n\n[2022-11-04 18-48-35.mp4](2022-11-04_18-48-35.mp4)" ]
Blender 2.75a quits when you add textures {[F247687](quit.blend)}Operating system and graphics card **Blender Version** 2.75a Broken: (example: 2.69.7 4b206af, see splash screen) Worked: (optional) My name is Robert Tiffany - just a follow up on my last submission with the texture packed :-) Based on a (as simple as possible) attached .blend file with minimum amount of steps This is a follow up on my last - I forgot to pack the file and the texture did not come with it - here is the file
[ "2.80 Pose Breakdowner doesn't work in Add NLA Strips\nOperating system: ubuntu 18.04\nGraphics card: gtx1080ti\n\nBroken: (2.80)\n\nPose Breakdowner doesnt work when editing NLA Tracks \n\n\nOpen attached file and use Pose Breakdowner\n[broken .blend](broken_.blend)", "Texture Paint: Wrong active Texture Slot\nOperating system:win10\nGraphics card:GTX 740m\n\nBroken: version: 2.92.0, branch: master, commit date: 2021-02-24 16:25, build date: 2021-02-25, 09:31:14, hash: 02948a2cab\n\nVpqy7BmMKaA\n\n- Open attached file or:\n - Go to \"texture painting mode\" (in default workspace)・\n - Create 2 base color textures\n - Open Shader Editor\n- In the Shader Editor, select non -active texture (\"Material Base Color 2\")\n- in the View 3D, paint texture\n- Nothing happen in visual.\n- The other texture slot is changed instead of current active texture.\n[tex_slot_problem.blend](tex_slot_problem.blend)\n\n", "Asset Browser don't show my asset's and crash Blender\nOperating system: Windows-10-10.0.18363-SP0 64 Bits\nGraphics card: Radeon RX 560 Series ATI Technologies Inc. 4.5.0 Core Profile Context 22.11.2.221130\n\nBroken: 3.4, 3.5.0\nWorked: \n\n\nI created my asset browser and at first it worked well. But after it's worked strange. Then i opened asset browser i don't see my assets, but after refreshing Blender was crashed. I tried to re-specify the path to the library, but was changed nothing. I tryed to install new Blender (3.5) and it take change but don't fix it. I can't see assets in asset browser, but then a refresh it, Blender don't crash.\n\n\n- Download and extract the attached .zip file\n- In Preferences -> File Paths -> Asset Libraries, add the directory of the unzipped file\n- Go to Asset Browser an look for the assets in the added library - You cannot find then\n- Refresh - crash", "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)", "Exiting 'Start Editing Stached Action' mode with tab or selecting 'Stop Tweaking Strip Action' results in the channel mute button having no effect\nOperating system: macOS-10.15.7-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5600M OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.10.22\n\nBroken: version: 2.93.5\n\n[Edit_Stashed Action_NLA_Bug.blend](Edit_Stashed_Action_NLA_Bug.blend)\nIf you either choose 'Start Editing Stashed action' or press Shift + tab, then you enter edit mode, but if you press tab or select 'Stop tweaking Strip action' it seems like you've returned to the NLA, but the strip mute button has no effect. Moving the strip behaves as expected. Going back into stash edit mode and exiting via the menu 'Stop editing stashed action' or Shift + Tab will get back to the NLA with the mute button behaving correctly\n\n\n\nOpen the attached blendfile, note that the NLA strip is muted and has no effect. Either right click on the NLA strip and select 'Start Editing Stashed action'. Press tab or right click on the strip and select 'Stop tweaking Strip action'. See that now the strip is active even though the channel is muted. \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", "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", "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)", "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.", "Blender crashes after rendering a few frames of an animation\nOperating system: Windows-10-10.0.18363-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.49\n\nBroken: version: 3.4.1\n\nI've never had this kind of problem - Blender crashes randomly after rendering a few frames of the animation. The only \"new\" thing I'm doing is I started using geometry nodes in this scene. I have plenty of VRAM left, shouldn't be a GPU issue. Tried both in 3.4 and 3.5\n\n\n", "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", "Particle hair simulation not working\nOperating system: Windows 10\nGraphics card: GTX 1070ti\n\nBroken: 2.93.4\nWorked: unknown\n\nI modeled particle-hair and try to make it dynamic, for whatever reason I cannot make it to work and sometimes Blender crashes.\n\n[Test.blend](Test.blend)\n\n[Test.crash.txt](Test.crash.txt) \n\nIf I try another simple particle-hair system on the-same object it does work. \n\nTry to get the hair in attached file to simulate.", "Trouble starting Blender on Wayland with dedicated NVIDIA card\nOperating system: openSUSE Tumbleweed\nGraphics card: NVIDIA Corporation GA106M / GeForce RTX 3060\n\nBroken: 3.61, 8bda729ef4dc, 2023-07-17\n\nWhen trying to launch Blender, with Wayland using my dedicated graphics card through switcherooctl, I'm getting \"EGL_BAD_SURFACE\" errors:\n```\nEGL Error (0x300D): EGL_BAD_SURFACE: An EGLSurface argument does not name a valid surface (window, pixel buffer or pixmap) configured for GL rendering.\n```\n\nThis causes Blender to hang, and cannot respond to Wayland events and can't close, so I have to end the process with GNOME system monitor, or with the command: `killall -s 9 blender`.\n\nswitcherooctl launch -g 1 ~/Downloads/blender-3.6.1-linux-x64/blender\n\n", "Pack UV's crashes blender\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.23\n\nBroken: version: 3.6.0\n\nwith all uv's selected, using \"pack uv's\" crashes blender\n\nopen provided file. Go in edit mode. Select all\nin uv editor go UV > Pack UV\n\nBlender crashes\n\n", "Huge memory usage when trying to paint on UVs far ouside the 0-1 range\nBroken: version: 2.82a (sub 7)\nWorked: Never\n\nBlender freezes when I attempt to use the paint options, after adding an image to Texture Paint. Memory will skyrocket from 150MB to 13GB and does not un-freeze.\nYoutube tutorial I'm following trying to learn to paint textures, bug happens after adding the image at 2:35, and I attempt to paint the model: watch?v=lmbAs9jE1vI\nI am very new to Blender, but pretty sure it shouldn't be doing that when attempting to use the Paint tools.\n\n![BlenderCrashReport.png](BlenderCrashReport.png)\n\n- Open attached file\n- Try to paint the mesh\n\n[texture_paint_huge_memory_usage.blend](texture_paint_huge_memory_usage.blend)\n\n" ]
[ "BGE dies when adding textures\nOperating system and graphics card\nWindows 7 Enterprise/service pack 1\ni3 CPU 2.93GHz\n4 gig RAM\n64 Bit OS\n\nATI Radeon HD 4550 (Microsoft Corp WDDM 1.1\n\nBroken: (example: 2.69.7 4b206af, see splash screen)\nWorked: (optional)\nVersion 2.75a\n\nWhen I add textures to the BGE (in texture view) and press P to play, the entire program shuts down\n\nBased on a (as simple as possible) attached .blend file with minimum amount of steps\n\nAdd Object\nAdd Material\nAdd Texture\nPress P to Play - the entire program shuts down{[F247660](BGETextureProblem.blend1)}, Updated file from reporter: [quit.blend](quit.blend)" ]
Blender lost image source if you select "generated" and then back to "single image" in image texture node. windows 10, gtx 960 2.79 If you have image texture node with image texture and you select "generated" feature from the drop menu, it works correctly. But if you select "single image" back, blender shows you the pink alert colour and it does not anymore know where the original image texture is.
[ "Image Editor Blank After Switching Slots, Even If There Is A Render In That Slot\nOperating system: Windows 10 64 bit\nGraphics card: Nvidia GTX 750 Ti\n\nBroken: (2.80, 79f67acccb36, blender2.7, 2019-03-24)\n\nSwitching the slots in the image editor for the render result (hotkey \"j\") can show a blank image, even if there is an image available in that slot.\nSelecting the render layer in the dropdown menu brings it back.\nThis is irritating, especially since the image is shown right after rendering.\nThis only happens if the compositor is disabled.\n\n- Load [bug.blend](bug.blend).\n- Press F12 to render. The image editor comes up.\n- Press \"j\" to switch to switch the slot.\n- Press F12 to render again.\n- Press \"j\" to switch back to the previous slot. It now appears blank.", "Texture Paint: paint in image editor missing updates on certain specific conditions\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: 3.0?\n\nIn pre-3.5 versions updates are missing in other areas.\n\nPainting in image editor missing updates when specific conditions (probably making the image editor specific size to cause this issue?) are met (see steps below).\n\n[ImagePaintMissingUpdates.mp4](ImagePaintMissingUpdates.mp4)\n\n[ImagePaintMissingUpdates.blend](ImagePaintMissingUpdates.blend)\n\n- Download the above file\n- Use Blender with maximized window in a1080p monitor\n- In Preferences > Interface, set resolution scale to 1.05\n- Open the file, make sure not to change the zoom level in image editor\n- Try painting in image editor\n", "Color attributes in sculpt mode not showing in instance objects\nOperating system: Linux-5.15.0-47-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: GeForce GTX 670MX/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 418.226.00\n\nBroken: version: 3.4.0 Alpha\n\nWhen sculpting an object its instance reflect the changes after the stroke, but not with color attributes, you have to go out of sculpt mode to see the color attributes.\n\n1. Open a new sculpt file.\n2. Make and instance in object mode with Alt D\n3. Enter sculpt mode of the original object.\n4. Paint some color attributes\n5. Sculpt with clay brush to see the expected behavior.\n\n[Grabación de pantalla desde 17-09-22 16:08:53.webm](Grabación_de_pantalla_desde_17-09-22_16_08_53.webm)\n\n\nOne funny thing is that if you give the original object a mirror modifier, the changes to the instance are in real-time, not after the stroke, both for sculpt and for paint. But not when you sculpt or paint in the one without the modifier.\n\n\n[Grabación de pantalla desde 17-09-22 16:22:16.webm](Grabación_de_pantalla_desde_17-09-22_16_22_16.webm)\n\n", "UDIM issue when switch from Tiled to Single and back to Tiled\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 432.00\n\nBroken: version: 2.83 (sub 8)\nWorked: Never\n\nUDIM switch from Tiled to Single and back to Tiled will make another tile pink. \nWe can not reload the image, the only way that I know to fix this is by delete or remove the image data (or do Purge All) and re-open the image or manually adding UDIM Tiles on Image editor.\nThe expected behaviour should be whenever changed to Tiled it will reload all the other UDIM tiles. The same issue also happened in 2.82a.\n\n<video src=\"cube_udim.mov\" controls></video>\n\n01. Open this attach blend file.\n02. Change from Tiled to Single Image and switchback to Tiled.\n\n[cube_udim.zip](cube_udim.zip)\n", "Blender 2.90/ 2.91 Sculpt Vertex Paint - Stencil not working\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 750 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 446.14\n\nBroken: version: 2.90.0 Beta, branch: master, commit date: blender-2.90.0-0e280b96ca82-windows64\nWorked: I think this last work in 2.83.2 or 2.83.1\n\nSculpt Vertex Paint - Stencil not working\n\n\n[BlenderBug.blend](BlenderBug.blend)\n\nAdded colored image to texture\nChange texture mapping to stencil\nImage is coming out as black and white on the screen and image is not being transferred on the object.\n\nI have tried changing Blender Mode and Color Space but it didn't work.\n\nAlso I am not sure if this suppose to happen but the image for stencil disappears when I tick Color Ramp under Color in Texture Panel.\n\n", "Same pattern looks different for Cycles and Eevee\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 3.1.1\n\nThis is the difference\n\n![изображение.png](изображение.png)\n![изображение.png](изображение.png)\n\nsimplified file\n[pixels tiled1.blend](pixels_tiled1.blend)\n\n\nold file \n[pixels tiled.blend](pixels_tiled.blend)\n\nI suppose the difference in Color Ramp or Noise node.\n", "ParticleEditSettings not updating when choosing tool from toolbar\nNot working Hash 1944bca49a\n\nBranch 2.8\n\nStep to reproduce:\n\n1. Open [hair_weight.blend](hair_weight.blend) you should see weights.\n2. Select another tool.\n3. You should not see weights but you still see them.\n\nThe display batch is reconstructed if ParticleEditSettings->brushtype changes but this only works if you change the brush type in the toolsettings panel.\n\nMust be a missing notifier/deg update.", "Hair particles: 'Use modifier Stack' option with simple children leads to texture disappearing in cycles [interpolated children are fine]\nOperating system: Mint Tara\nGraphics card: GTX 1080ti\n\nBroken: 2.79 latest, 2.80 latest\n\nThe render engine can't read a texture while using the \"use modifier stack\" checkbox with simple children. Works fine with Interpolated or None.\n \nOpen the attached blend file.\nSet the viewport to render.\nActivate the \"use modifier stack\" checkbox.\nTexture disappears.\n\n[hair_use_modifier_stack_texture_bug.blend](hair_use_modifier_stack_texture_bug.blend)", "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)", "Reference image opacity value doesn't work with Blender 2.83+ (Intel HD 630 with Mesa 20, regression from D6729)\nOperating system: Mageia 8 x86_64 (Linux)\nGraphics card: Intel HD Graphics 630, Mesa 20.1.0\n\nBroken: 2.83.0, 2.90.0-aed11c673efe\nWorked: 2.82a, 2.83-ce76e17584ee\n\nIn Blender 2.82a, when using a reference image with opacity between 0.0 and 1.0, the image is properly blended using the opacity value, provided that \"Use Alpha\" is enabled. (I.e. an image with opacity 0.20 will be less visible than an image with opacity 0.80, though both are transparent - like in most image editors.)\nA few weeks back I used 2.83-ce76e17584ee, and there the \"Use Alpha\" setting was renamed to \"Transparency\", but the behavior stayed the same.\n\nOpacity working in Blender 2.82a:\n![Screenshot_20200607_171655.png](Screenshot_20200607_171655.png)\n\nAfter updating to 2.83.0 (stable) now, I see that opacity no longer works as intended, it behaves like an on/off switch without any blending.\nAn image will look the same with opacity 0.0001 or 1.0 (and will be invisible with opacity 0).\n\nOpacity not working in Blender 2.83.0 (same .blend):\n![Screenshot_20200607_171751.png](Screenshot_20200607_171751.png)\n\nCurrent 2.90 alpha seems to suffer from the same issue.\n\n- Add > Image > Reference\n- Pick an image\n- In object properties, enable Transparency, and try different values of Opacity. Opacity doesn't impact the blending of the reference image in the viewport (unless it's 0, which makes it disappear).", "Texture paint undo sometimes changes texture slot\nOperating system: Windows 10\nGraphics card: GTX 1060\n\nBroken: 2.80 (sub 48), 2019-03-12 13:53, hash: 936014ea8c74\n\nWhen texture painting on a particular texture slot, then undoing that painting, sometimes the selected paint slot will change.\n\nI couldn't reproduce from the default startup file, so I've stripped down the file that's having problems as much as I can.\n\n1. Open attached file\n2. Select paint slot \"Skin mask\" from either topbar or properties panel.\n3. Paint some strokes on the model or image editor\n4. Press Ctrl-Z\n5. Notice the paint slot is no longer set to \"Skin mask\"\n\n- - -\n\n- Change to the Skin Mask slot.\n- Paint a single stroke in the image editor.\n- Undo two times.\n- Paint another single stroke in the image editor.\n- Undo one time.\n- Notice that the slot changed.\n[texturepaintbug.blend](texturepaintbug.blend)", "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", "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", "Cycles does not respect the texture alpha mode\nOperating system: Gentoo Linux \nGraphics card: AMD 290x\n\nBroken:\n2.79b\n2.80 f15205b93f56e454b76d5a222fdb9a9665b99907 2018-01-02\n\nEevee respect the alpha mode in the texture settings, however cycles does not.\n\n[alpha_test_pack.blend](alpha_test_pack.blend)\n\n1. Load the attached .blend file\n2. Change the texture settings for the `Alpha:` setting for the image texture node (with use alpha on).\n3. Notice that in cycles the `Alpha:` setting has not effect, the texture alpha is always premultilied.", "Eye-dropper missing in texture paint mode.\nOperating system: Windows-10-10.0.22593-SP0 64 Bits\nGraphics card: AMD Radeon(TM) Vega 8 Graphics ATI Technologies Inc. 4.5.14800 Core Profile Context 22.5.2 30.0.21017.1000\n\nBroken: version: 3.3.0 Alpha\nThe same with version 3.2\n\neye-dropper is not appearing on the color selection whell when doing texture paint, both on the 3d view, or 2d texture painting.\n\nOpen blender, select the cube, go to texture paint mode, right click, left click on the color square on the top left corner, then you'll see the eye-dropper is missing. \nOpen blender, switch to texture paint workspace (or switch the tab to texture paint), create a new texture, right click, click on the color square on the top left corner, then you'll see the eye-dropper is missing. \n\n" ]
[ "change Image.source in Image Texture does not refresh corretly\n[bug.blend](bug.blend)\n\nWin7 64 bits\n\nofficial 2.79 and blender-2.79-a8f11f5-win64.zip(Mon Sep 25 03:13:13 2017 )\n\n\n1. set node for lamp as texture_02.jpg says, and select a image file form local disk\n2. change \"Single Image\" in \"image texture\" to \"Generated\"\n2. change \"Generated\" in \"image texture\" to \"Single Image\". now the lamp is pink. We have to select the image file on disk again\n" ]
2.8 Crashing while modifying widgets on MacOS Operating system: MacOS Mojave 10.14.4 Graphics card: Intel HD 6000 Broken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen) Worked: (optional) If apply widget to bone in rig and then this widget modified in edit mode (in object mode is fine) -- then blender crashes 1) Create armature with bone 2) Apply widget (default cube) to bone 3) Try to modify cube in edit mode [untitled.blend](untitled.blend)
[ "Intermittent Segfault When Programmatically Creating Node Group\nThere have been intermittent crashes plaguing some of my addons. I think I have narrowed it down to creating node groups using the Python API. Specifically, to connecting something to a new node output.\n\nEnclosed [ldo_node_crash.py](ldo_node_crash.py) is a simple script that seems to reliably reproduce the problem for me; I hope it does for you, too. Open it in, or paste it into, Blender’s text editor, and run with ALT-P. I set the loop to run for 10 iterations, but for me, so far, it has always crashed before that.\n\nI am currently normally running Blender 2.82 on Debian Unstable AMD64; I tried a Blender build from the latest master branch, and the crash happens there, too. The backtrace looks like this:\n\n```\nblender-build-latest-debug/bin/blender(BLI_system_backtrace+0x26) [0x8257e79]\nblender-build-latest-debug/bin/blender() [0x2a09cfc]\nblender-build-latest-debug/bin/blender() [0x2a09efc]\n/lib/x86_64-linux-gnu/libc.so.6(+0x3b7e0) [0x7f5c97ff07e0]\nblender-build-latest-debug/bin/blender() [0x3919d1c]\nblender-build-latest-debug/bin/blender() [0x3919e13]\nblender-build-latest-debug/bin/blender(node_connected_to_output+0xf6) [0x391a0a6]\nblender-build-latest-debug/bin/blender(ED_node_tag_update_nodetree+0x41) [0x390df93]\nblender-build-latest-debug/bin/blender() [0x321f7c6]\nblender-build-latest-debug/bin/blender(NodeLinks_new_call+0x98) [0x323b5c9]\nblender-build-latest-debug/bin/blender(RNA_function_call+0x47) [0x3159a88]\nblender-build-latest-debug/bin/blender() [0x334374e]\n/usr/lib/x86_64-linux-gnu/libpython3.7m.so.1.0(_PyObject_FastCallKeywords+0xd7) [0x7f5c9890c887]\n/usr/lib/x86_64-linux-gnu/libpython3.7m.so.1.0(+0x6dfc3) [0x7f5c9871bfc3]\n/usr/lib/x86_64-linux-gnu/libpython3.7m.so.1.0(_PyEval_EvalFrameDefault+0x68a2) [0x7f5c98722c42]\n/usr/lib/x86_64-linux-gnu/libpython3.7m.so.1.0(_PyEval_EvalCodeWithName+0x92d) [0x7f5c988443dd]\n/usr/lib/x86_64-linux-gnu/libpython3.7m.so.1.0(PyEval_EvalCodeEx+0x3e) [0x7f5c9884465e]\n/usr/lib/x86_64-linux-gnu/libpython3.7m.so.1.0(PyEval_EvalCode+0x1b) [0x7f5c98844e8b]\nblender-build-latest-debug/bin/blender() [0x333463c]\nblender-build-latest-debug/bin/blender(BPY_execute_text+0x39) [0x33348cc]\nblender-build-latest-debug/bin/blender() [0x3969d26]\nblender-build-latest-debug/bin/blender() [0x3969dfb]\nblender-build-latest-debug/bin/blender() [0x2ce7313]\n```", "Can not selection Armature in MacOS Backend Metal.\nOperating system: Macbook pro 14\nGraphics card: Apple M2\n\n3.6.2\n\n\n\nCan not selection wire Armature in MacOS Backend Metal.\n\nrecorded video\n\nview?usp=sharing\n\nWhen Macos' Backend is set to Metal and the Armature object Viewport Display is wire, objects cannot be selected in bone areas other than the root bone at the location of the origin point.\n\n- Open attached .blend file\n- Try to select any bone in wireframe mode", "Blender 3.6.3 SegFault Crash at startup on MacOS Ventura 13.5.2\nOperating system: MacOS Ventura 13.5.2 (22G91)\nGraphics card: Intel Iris Plus Graphics 650 1536 Mo\n\nBroken: 3.6.3 (3.6.3 2023-09-21)\nWorked: None tried on this machine\n\nCrash on startup with `Segmentation fault: 11`\n\nEither:\n- Double-click on Blender application icon\nOr:\n- command line : `/Applications/Blender.app/Contents/MacOS/Blender` with or without option `--gpu-backend`\n\n", "Cycles 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", "GP Fill tool crashes with maximum Precision (macOS, Metal)\nOperating system: macOS-12.6.3-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon Pro 455 1.2\n\nBroken: version: 4.0.0 Alpha\nWorked: OpenGL\n\nThe Fill tool leads to crashes when Precision is set to maximum. (macOS, Metal)\n\n- new 2D Animation\n- draw a Circle\n- select Fill tool\n- set Precision to max (8)\n- try to fill\n\n<details>\n <summary>Thread 0 Crashed:: Dispatch queue: com.apple.main-thread ...</summary>\n\n0 libsystem_kernel.dylib \t 0x7ff80c84200e __pthread_kill + 10\n1 libsystem_pthread.dylib \t 0x7ff80c8781ff pthread_kill + 263\n2 libsystem_c.dylib \t 0x7ff80c7c3dbe __abort + 139\n3 libsystem_c.dylib \t 0x7ff80c7c3d33 abort + 138\n4 libsystem_c.dylib \t 0x7ff80c7c30cb __assert_rtn + 314\n5 Metal \t 0x7ff8152fd8a4 MTLReportFailure.cold.1 + 43\n6 Metal \t 0x7ff8152e7c05 MTLReportFailure + 529\n7 Metal \t 0x7ff8152e0378 _MTLMessageContextEnd + 1278\n8 Metal \t 0x7ff815231bdf -[MTLTextureDescriptorInternal validateWithDevice:] + 3296\n9 AMDMTLBronzeDriver \t 0x7ffa28ecc4f5 -[BronzeMtlTexture initInternalWithDevice:descriptor:] + 59\n10 Blender \t 0x112db8230 blender::gpu::MTLTexture::ensure_baked() + 1280\n11 Blender \t 0x112db832f blender::gpu::MTLTexture::get_metal_handle_base() + 15\n12 Blender \t 0x112d8997f blender::gpu::MTLFrameBuffer::bake_render_pass_descriptor(bool) + 879\n13 Blender \t 0x112d7c8c0 blender::gpu::MTLCommandBufferManager::ensure_begin_render_command_encoder(blender::gpu::MTLFrameBuffer*, bool, bool*) + 112\n14 Blender \t 0x112d806b5 blender::gpu::MTLContext::ensure_begin_render_pass() + 325\n15 Blender \t 0x112bdddd7 GPU_clear_color + 71\n16 Blender \t 0x10dd4f9e8 gpencil_fill_modal + 4456\n17 Blender \t 0x10d26677d wm_handler_operator_call(bContext*, ListBase*, wmEventHandler*, wmEvent*, PointerRNA*, char const*) + 1389\n18 Blender \t 0x10d265551 wm_handlers_do_intern(bContext*, wmWindow*, wmEvent*, ListBase*) + 1841\n19 Blender \t 0x10d2647e0 wm_handlers_do(bContext*, wmEvent*, ListBase*) + 48\n20 Blender \t 0x10d263b7a wm_event_do_handlers + 2554\n21 Blender \t 0x10d259950 WM_main + 32\n22 Blender \t 0x10ca4a59e main + 878\n23 dyld \t 0x12095152e start + 462\n</details>\n\n", "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)", "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", "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", "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", "Blender crash on pose library N-panel\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 850M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.68\n\nBroken: version: 3.5.1\n\nEvery time I click on invert button (which invert filtering) inside pose library N-panel blender crashes under this condition that your active asset library set to all.\n\n1. First be sure animation pose library add-on is enable.\n2. Create new scene.\n3. Create an armature.\n4. Go to pose mode.\n5. Click on Animation tab on side bar(N-panel).\n6. Change active pose library from \"Current File\" to \"All\".\n7. Click on double arrow icon which indicate invert filtering one or two times.\n8. Blender will crash.\n\nI also tested on blender 3.6 Beta , It still exist but in v 3.6 beta you should click on view port shading options after step 6 to perform crash.\n\nAnyway I upload crash log.\nThanks a lot.", "Blender crashes: OpenVDB math::Transform::read throws exception. \nOperating system: Darwin-19.5.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5500M OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.9.15\n\nBroken: version: 2.83.2\n\nBlender keeps crashing.\n\nI have a project were I created an animation of modified arrays. Everytime I play it it crashes\n\nCrash report: P1536\n\ncrashed thread: \n```\n\tThread 35 Crashed:\n0 libsystem_kernel.dylib \t0x00007fff726c733a __pthread_kill + 10\n1 libsystem_pthread.dylib \t0x00007fff72783e60 pthread_kill + 430\n2 libsystem_c.dylib \t0x00007fff7264e8a2 __abort + 139\n3 libsystem_c.dylib \t0x00007fff7264e817 abort + 135\n4 libc++abi.dylib \t0x00007fff6f8ae458 abort_message + 231\n5 libc++abi.dylib \t0x00007fff6f89f8bf demangling_terminate_handler() + 262\n6 libobjc.A.dylib \t0x00007fff713da5b1 _objc_terminate() + 104\n7 libc++abi.dylib \t0x00007fff6f8ad887 std::__terminate(void (*)()) + 8\n8 libc++abi.dylib \t0x00007fff6f8b01a2 __cxxabiv1::failed_throw(__cxxabiv1::__cxa_exception*) + 27\n9 libc++abi.dylib \t0x00007fff6f8b0169 __cxa_throw + 113\n10 org.blenderfoundation.blender \t0x0000000110291c61 openvdb::v7_0::math::Transform::read(std::__1::basic_istream<char, std::__1::char_traits<char> >&) + 4801\n11 org.blenderfoundation.blender \t0x000000011026082b openvdb::v7_0::io::Archive::readGrid(std::__1::shared_ptr<openvdb::v7_0::GridBase>, openvdb::v7_0::io::GridDescriptor const&, std::__1::basic_istream<char, std::__1::char_traits<char> >&) + 1787\n12 org.blenderfoundation.blender \t0x0000000110286589 openvdb::v7_0::io::File::Impl::unarchive(openvdb::v7_0::io::File const&, std::__1::shared_ptr<openvdb::v7_0::GridBase>&, openvdb::v7_0::io::GridDescriptor const&, openvdb::v7_0::io::File::Impl::NoBBox) + 57\n13 org.blenderfoundation.blender \t0x0000000110282c91 openvdb::v7_0::io::File::readGridByName(std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&, openvdb::v7_0::math::BBox<openvdb::v7_0::math::Vec3<double> > const&) + 465\n14 org.blenderfoundation.blender \t0x0000000110282ab6 openvdb::v7_0::io::File::readGrid(std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&) + 54\n15 org.blenderfoundation.blender \t0x00000001128a2cc9 MANTA::updateGridFromVDB(std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, float*, bool) + 361\n16 org.blenderfoundation.blender \t0x0000000112890985 MANTA::updateGridFromFile(std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, float*, bool) + 869\n17 org.blenderfoundation.blender \t0x0000000112890cee MANTA::updateNoiseStructures(FluidModifierData*, int) + 558\n18 org.blenderfoundation.blender \t0x000000011287e2b5 manta_update_noise_structures + 21\n19 org.blenderfoundation.blender \t0x000000010df34cd0 BKE_fluid_modifier_processDomain + 3168\n20 org.blenderfoundation.blender \t0x000000010df316ce BKE_fluid_modifier_do + 142\n21 org.blenderfoundation.blender \t0x000000010e3ad4f6 applyModifier + 54\n22 org.blenderfoundation.blender \t0x000000010dea5b0a mesh_calc_modifiers + 2778\n23 org.blenderfoundation.blender \t0x000000010dea4d6b mesh_build_data + 123\n24 org.blenderfoundation.blender \t0x000000010dea4035 makeDerivedMesh + 133\n25 org.blenderfoundation.blender \t0x000000010dfe1281 BKE_object_handle_data_update + 1089\n26 org.blenderfoundation.blender \t0x000000010dfe1704 BKE_object_eval_uber_data + 52\n27 org.blenderfoundation.blender \t0x000000010e9f36ba DEG::(anonymous namespace)::deg_task_run_func(TaskPool*, void*, int) + 138\n28 org.blenderfoundation.blender \t0x00000001142cadbc task_scheduler_thread_run(void*) + 364\n29 libsystem_pthread.dylib \t0x00007fff72784109 _pthread_start + 148\n30 libsystem_pthread.dylib \t0x00007fff7277fb8b thread_start + 15\n```\n", "Outliner (Data API mode) crash trying to display a MeshSkinVertex in editmode\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.48\n\nBroken: version: 2.83.5, 2.90, 2.91 ce0bcd5fb\nWorked: Never (2.79 has the same problem)\n\nOutliner (Data API mode) crash trying to display a MeshSkinVertex in editmode\n\n[T79961_repro.blend](T79961_repro.blend)\n- Open file\n- Cube should be in editmode\n- In the Outliner (should be in Data API mode):\n - navigate to Meshes > Cube > Skin Vertices > expand the dot as well\n - crash", "rendering crashed\nOperating system:\nGraphics card:\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\n\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n", "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 2.71 (rc2) crashes when a UV sphere is added\nMac OS X 10.10 (beta) / AMD Radeon HD 6750M 512 MB\n\nBroken: 2.71 (release candidate 2)\nWorked: -\n\nBlender 2.71 (rc2) crashes when a UV Sphere is added to a existent project in Edit Mode.\n\nUsing the attached file, select the figure (stickman), go to Edit Mode and add a UV Sphere. After executing these steps, Blender stops responding and it's necessary to force quit and reopen. \n\nIt seems that's something to do with the modifiers (in the attached file, I'm using Mirror, Skin and Sub-surf). One or more of them are causing the crash when the UV Sphere is added. If I create a new project with no modifiers, I'm able to add UV Sphere. \n" ]
[ "Modifying bone's 'Custom Object' reference shape causes blender to crash\nOperating system: macOS 10.14.5\nGraphics card: Radeon Pro Vega 48 8 GB\n\nBroken: 2.80 Beta macOS 64bit bb7b741d2f1c\n\nStable\n141.42MB\n\n\nEditing the custom shapes for a bone whilst actively being referenced will crash blender and close the application. Removing the custom bone shape and editing the reference shape before re-referencing it again will work.\n\n・Create a bone\n・Create an object to reference as a custom shape\n・Add the object on the bone as a 'Custom Object' for the bone shape\n・Select the custom object\n・Go in to Edit Mode for the object\n・Select the vertices\n・Move the vertices\n・The application will crash" ]
3D Connecion mouse not working anymore in Pre-release Operating system:Macos Mojave 10.14.5 Graphics card: Broken: (2.8 Prelease) Worked: (optional) **My 3D Connexion mouse is not working in this version. Worked in all other versions of 2.8 and 2.79** Based on the default startup or an attached .blend file (as simple as possible).
[ "Eevee - no volume density textures when using Vega 64 external gpu on macOS Mojave\nOperating system: Darwin-18.6.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon RX Vega 64 OpenGL Engine ATI Technologies Inc. 4.1 ATI-2.9.26\n\n\nBroken: version: 2.80 (sub 74)\nWorked: Was working briefly with some builds in March 2019.\n\n\nMacOS Mojave external GPU fails to render volumetric on Eevee if there is a density texture. Internal GPU works fine.\n\nUsing external Vega 64:\nOn default cube, add principled volume shader to volume material output: volume looks correct.\nPlug noise texture node into density input of principled volume shader: volume disappears.\nUsing internal Radeon 560x:\nExact same steps gives properly textured volume.\n\n", "Impossible to use any other mouse button than MMB to navigate in Knife tool mode\nOperating system: Windows 10\nGraphics card: GTX1080Ti\n\nBroken: 2.8 latest master\nWorked: Probably never\n\nThe way Knife tool mode is executed makes it impossible to navigate 3D viewport in the Knife tool mode as long as navigation buttons are mapped to any other key than middle mouse button (MMB). This does not interfere with default Blender kemap, where Orbit (Rotate), Pan and Zoom viewport navigation actions are mapped to MMB, but doesn't allow viewport navigation in the other custom keymaps, including the proposed industry compatible one: T54963 \n\nThere is no combination of settings in Knife Tool Modal Map section which would allow to solve this issue and make non-MMB based viewport navigation function in Knife tool mode.\n\n\n1, In factory default setup Blender, got to edit mode of the default cube, activate Knife tool using K key, and notice MMB to orbit, Shift+MMB to pan and Ctrl+MMB works.\n2, Go to User Preferences, Keymap section, and in 3D View>3D View (Global) \n3, Change Rotate View from Middle mouse to Alt+Left Mouse and change the action type from \"Press\" to \"Click-Drag\" (To distinguish from Alt+LMB click, which selects edge loops)\n4, Change Zoom view from Ctrl+Middle Mouse to Alt+Right Mouse\n5, In 3D viewport, notice that Alt+LMB and Alt+RMB work correctly to activate Viewport Rotate and Viewport Zoom respectively\n6, Enter Knife tool mode, and notice that Alt+LMB and Alt+RMB do not work to Rotate or Zoom the viewport.\n7, In Keymap editor, under 3D View>Knife Tool Modal Map, notice there is no possible setup to make these new navigation hotkeys work.\n\nResult: There is no way to configure Knife Tool Modal Map so that viewport navigation in Knife Tool Mode works with any other mouse buttons than MMB.\n\nExpected: It is possible to configure Knife Tool Modal Map so that it works with non-MMB based viewport havigation configuration.", "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", "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!", "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", "Blender 3.5: Cursor warping usable on windows remote desktop (RDP)\nOperating system: Windows 10 21H1 19043.2130\nGraphics card: GTX1650 4GB\n\nBroken: 3.5.0 Alpha, hash: 508fd044b44a\nWorked: 3.4.1, hash: ef9ca44dee7f\n\nI'm using Blender through Windows Remote Desktop (RDP) for quite a long time.\nNow in the new alpha 3.5 the Blender UI acts weird and non controllable anymore when using mouse middle click to pan viewport or left clicking into number fields to drag values up or down.\n\nAt this point for me Version 3.5 alpha is not usable anymore through an RDP connection - which is quite important for me! - while at least in Blender Version 3.4.1 everything worked fine!\n\n- Open blender from a Windows computer on another Windows computer via remote session\n- use {key MMB} to pan viewport or {key LMB} into number fields to drag values up or down.\n\n\n", "Particle edit select linked not working from menus\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.86\n\n\nBroken: version: 2.80 (sub 74)\n\n\nHi, I noticed that the select linked option in hair \"Particle edit\" mode/Select/ select linked doesn't work\n\nPlease open the file press W then select linked\n\nthankyou\n\n[hair.blend](hair.blend)\n\n\n", "Can not selection Armature in MacOS Backend Metal.\nOperating system: Macbook pro 14\nGraphics card: Apple M2\n\n3.6.2\n\n\n\nCan not selection wire Armature in MacOS Backend Metal.\n\nrecorded video\n\nview?usp=sharing\n\nWhen Macos' Backend is set to Metal and the Armature object Viewport Display is wire, objects cannot be selected in bone areas other than the root bone at the location of the origin point.\n\n- Open attached .blend file\n- Try to select any bone in wireframe mode", "tablet mouse mousemove events are firing when should not\nOperating system: macOS-10.13.6-x86_64-i386-64bit 64 Bits\n\nBroken: version: 3.0.0 Alpha\nWorked: not tested\n\ntablet mouse mousemove events are firing when should not\n\ntablet mouse mousemove events are firing when should not, i.e. when pen is pressed down, not moving, at full force to max out pressure and holding with both hands to prevent tilting (and verifying by numbers that it is). to repeat have a wacom, run code, watch terminal, press pen on tablet and prevent it moving. with regular mouse mouse move events are not firing when mouse is not moved so i think tablet pen when is not moved, its pressure or tilt is not changed should behave the same..\n\n```\nimport bpy\nfrom mathutils import Vector\n\n\nclass ModalOperator(bpy.types.Operator):\n bl_idname = \"object.modal_operator\"\n bl_label = \"Simple Modal Operator\"\n \n def modal(self, context, event):\n if(event.type == 'MOUSEMOVE'):\n if(event.is_tablet):\n print(event.type, event.mouse_x, event.mouse_y, event.pressure, event.tilt.x, event.tilt.y, )\n if(self.mouse_x == event.mouse_x and self.mouse_y == event.mouse_y and event.tilt == self.tilt and event.pressure == self.pressure):\n #\n - should not fire mouse move event while everything is the same? like with regular mouse..\n #\n print(\"!\" * 100)\n else:\n print(\".\")\n \n self.tilt = event.tilt\n self.pressure = event.pressure\n self.mouse_x = event.mouse_x\n self.mouse_y = event.mouse_y\n \n elif(event.type in {'ESC', }):\n return {'CANCELLED'}\n \n return {'RUNNING_MODAL'}\n \n def invoke(self, context, event):\n self.mouse_x = 0.0\n self.mouse_y = 0.0\n self.pressure = 1.0\n self.tilt = Vector()\n context.window_manager.modal_handler_add(self)\n return {'RUNNING_MODAL'}\n\n\ndef register():\n bpy.utils.register_class(ModalOperator)\n\n\ndef unregister():\n bpy.utils.unregister_class(ModalOperator)\n\n\nif __name__ == \"__main__\":\n register()\n \n # test call\n bpy.ops.object.modal_operator('INVOKE_DEFAULT')\n\n```\n", "Manipulators don't render properly\n## System Info\nOperating system: Debian 10.6 AMD64\nGraphics card: NVIDIA Corporation GF108 [GeForce GT 730] with proprietary drivers packaged from debian\n [system-info.txt](system-info.txt)\n## Blender versions\nBroken: 2.83 and upwards (latest build - Blender 2.92.0 Alpha November 22, 00:30:33- df8cc5662b9a - as well)\nWorked: 2.82 and older\n\n\n## Bug Description\nStarting a new (General) file, selecting the cube and pressing move or rotate, the manipulators render with some colored plane artifacts as in screenshots attached.\n\nThis is caused by the graphics card not being recognized and software rendering being used instead.\n\n## Demonstration\n\n### Video of bug\n\n[manipulators-bug.mp4](manipulators-bug.mp4)\n\n### Video of expected behavior\n\n[manipulators-normal.mp4](manipulators-normal.mp4)\n\n### Screenshots of bug\n![Screenshot_2020-11-22_04-30-39.png](Screenshot_2020-11-22_04-30-39.png)\n\n![Screenshot_2020-11-22_04-31-01.png](Screenshot_2020-11-22_04-31-01.png)", "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)", "Bug when working with the Child Of constraint and the Selection to Cursor command\nBroken: version: 3.0.0 Alpha\nWorked: Never\n\nWhen working with the Child Of constraint the `Select To Cursor` command does not work correctly.\n\n- Open attached file\n- In the 3d View press {key Shift S} and `Select To Cursor`\n[Bug_ChildOf_Selection2Cursor.blend](Bug_ChildOf_Selection2Cursor.blend)\n\n---\n**Original Report:**\nWhen working with the Child Of constraint, it is impossible to use it several times by enabling and disabling the influence of the constraint. \nHe second time the offset is different and the child object jumps away from the desired position. \nIt's hard to put it in the right place. I tried to use a 3D cursor for this, but the Select To Cursor command does not work correctly when working with this the Child Of constraints.", "Greasepencil operators (e.g.bpy.ops.gpencil.stroke_join) fail when running outside the 3Dview\nOperating system: Linux, pop-os 20.04\n\nBroken: 2.91.0 Alpha\n\nbpy.ops.gpencil.stroke_join operator fails ( but returns {'FINISHED'} without error ) when executed from a python script or the build-in python interpreter.\n\nThe operator works fine from the GUI\n[Bug_reproduce.mp4](Bug_reproduce.mp4)", "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", "Lasso Select Broken if Select key is changed from Default Left to Right\nOperating system: Windows 10 (Home)\nGraphics card: Nvidia 1070 \n\n**Blender Version** \nBroken: 2.90.0 (Steam)\nWorked: Not sure, Has been like this since before 2.79b\n\nWhen the default select mode is changed from Left to Right Mouse button Lasso Select no longer works with Tweak + RMB Any. \n\nSplash Screen Change on initial set up or Select button or Edit - Preferences - KeyMap - Select With Mouse Button\n\nAffected: any View Mode that has the Lasso option. (Edit mode, Object Mode, Grease Pencil, etc)\n\n\nSee attached MP4.\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\nStart Blender and use Start up Cube. [BlendBug_2.mp4](BlendBug_2.mp4)\n\nTemporary fix if the Select key is changed from Left to Right Mouse Button is to walk through the KeyBindings and set anything that uses Lasso to Tweak Right and anything that was using Tweak Left to Tweak Right where Lasso is was changed. " ]
[ "3D Connexion Space Mouse Enterprise Custom Buttons 1-10 Not working in Blender 2.8 (macOS)\nOperating system: macOS 10.14.6\nGraphics card: AMD Vega 64 Frontier Edition\n\nBlender 2.8\n\n3D Connexion Space Mouse Enterprise Custom Buttons 1-10 doesn't recognize assigned keystrokes. However 11 & 12 do recognize the assigned keystrokes. \n I'm using 3DxWare 10 version 10.6.3", "NDOF mouse not working in code signed macOS builds\nOperating system: MacOS Mojave 10.14.5\nGraphics card: Radeon Pro 555X 4 GB, Intel UHD Graphics 630 1536 MB\n\nBroken: v2.8 RC 3\nWorked: Version 2.79b (2.79b 2018-03-22, Blender Foundation) It works just fine in the last official release. \nNote that this also worked for several interim 2.8 versions, but unfortunately I don't know the specific hashes.\n\nNo longer able to use 3d Connexion Space Navigator (USB wired version, the simple one with two side buttons) in latest 2.8 RC 3.\nThe device works just fine in 2.79b which I also have installed and tested back and forth between the two programs.\n\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n1. Confirm Space Navigator mouse works on OS listed above. Has latest software installed. Works with Demo apps and Blender 2.79b.\n2. Launch affected Blender version (RC3) in new scene.\n3. Observe that viewport can't be controlled at all when moving mouse.\n4. Observer that pressing the buttons on mouse which typically bring up the NDOF menu, do nothing." ]
Dragging and scaling window with file browser is laggy Operating system: Windows 10 Graphics card: Nvidia GTX 970 version: 2.81 (sub 16), branch: master, commit date: 2019-11-20 14:27, hash: 26bd5ebd42e3, type: Release Dragging and scaling window with file browser is laggy Create an empty .blend document, open file browser window and try to move it or scale it. It's laggy compared to for example window with 3d view. [window lag.mp4](window_lag.mp4)
[ "Autosmooth + Custom Normals is slow\nOperating system: Windows 10\nGraphics card: Nvidia mx230\n\nBroken:\nmaster\n\n\nUsing autosmooth and custom normals at the same time is slow, even in situations where you wouldn't\nexpect normal calculation to happen (like moving an object in object mode).\n\n\n[normal_autosmooth_slow.blend](normal_autosmooth_slow.blend)\n\n - Load the .blend file. Move the object around, it should be slow. \n - Either disable autosmooth, or clear custom split normals.\n # Moving the object should now be a lot faster\n\n", "Asset shelf scrolls too fast by dragging middle mouse button and requires 2x distance to scroll from top to button\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 536.67\n\nBroken: version: 4.0.0 Alpha\n\nAsset shelf scrolls too fast by dragging middle mouse button\n\nUse the template to create the asset shelf, with the demo file diorama try scroll by dragging the middle mouse button\nAlso requires 2x distance to scroll from top to button\n\n<video src=\"https://projects.blender.orgattachment\" title=\"\" controls></video>", "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", "abc very slow\nOperating system: macOS-13.3.1-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M2 1.2\n\nBroken: version: 3.5.0\n\nhello sorry, I am writing for help with an .abc object. It is extremely slow when playing and I need to have two of them , so this makes everything very heavy. It is an animated waterfall of 10 seconds. Also when I try to assign a material it doesn't work.\nIs there a way to make a lighter format?\n\nI import the .abc object and press play, it works but very slowly. when I press render animation, the render is not moving.\nI tried to reimport it as an mdd file but It doesn't work.\nThank you very much\n\n", "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", "simply moving the render window is terribly slow\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: AMD Radeon HD 7600M Series ATI Technologies Inc. 4.5.13422 Core Profile Context 0\n\nBroken: version: 2.82 (sub 6)\nWorked: (optional)\n\nwith more complex scenes (such as for example blenderman file 57e5084f0fcf294119c5055c) once you render an image and you have eevee in render preview mode, moving the render window becomes very slow, probably because eevee returns to refreshing the previw render without needing it.\n\nsee the video\n\n[GRAbwindow.mp4](GRAbwindow.mp4)\n", "Regression: 3.1 & 3.2 Image/UV Editor poor performance (Byte textures, window dragging, maximizing area)\nOperating system: Win 10\nGraphics card: 980 Ti, recent drivers\n\nBroken: 3.1 beta v31.f420118335e4 and 3.2 alpha master.95005bbe02cf\nWorked: 3.0.x\n\n**Short Description**\nTest 1: \nWhen interacting with UV / Image editor my fps drops from 144 to ~20 - depending on how large is the Image Editor window.\nThe actual image size or format doesn't affect the performance at all, but Image Editor without any image loaded (just with grid) is completely smooth when moving it around.\n\nTest 2: \nThe performance is also significantly lower when dragging any window border\nWas completely smooth in 3.0.x\nCould be specific for this GPU / architecture, since my coworker with AMD can't reproduce the issue.\nnote this also has its own report, see #97272 (Regression: Blender 3.1 UI editor resize /border dragging performance), so maybe this could be removed from this report...\n\n**Steps to Reproduce**\nTest 1:\n\nopen UV / Image Editor\nload any image\npan the view around, move UVs etc\nshould be noticeably slower than in 3.0.x\n[2022-02-02 11-03-10.mp4](2022-02-02_11-03-10.mp4)\n\nTest 2:\nopen the default scene\ndrag any window border\nshould be noticeably slower than in 3.0.x\n[2022-02-02 11-00-05.mp4](2022-02-02_11-00-05.mp4)\n", "Driving object scale also scales its particle instances.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.92\n\nBroken: version: 2.92.0\n\nWhen scaling the object that the particles are on, everything works correctly, the particles stay at the same size they are supposed to. \n![m2.jpg](m2.jpg)\n\nBut when driving the exact same scale variable with a driver, for some reason the particles get scaled.\nThe property has to be on another object than the particle system, when it's on the object with particle system, then everything works as expected. \n![m0.JPG](m0.JPG)\n\n![m1.JPG](m1.JPG)\n\n- Open attached file\n- Change the 'prop' value (particle instances also get scaled)\n- Now select the object with the particles\n- Disable the driver\n- Scale in x direction (particles stay at the same size they are supposed to)\n\nPressing \"Update Dependencies\" fixes the scale, but in my real project that is unfeasible thing to do, I have many parameters that are driven that need to be animated and clicking them all through each time I make a tiny change is not possible. Also, rendering does not always fix the scales either. \n\n[DriverPartBug.blend](DriverPartBug.blend)", "Clickable area of Current File Assets in 'template_asset_view' is reduced when no 'drag_operator' is used\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 516.94\n\nBroken: version: 3.3.1 and 3.3.2 Release Candidate\n\nThe clickable area of Current File Assets in `template_asset_view` is reduced when no drag_operator is used. To be precise, it looks like the clickable area of the text and asset preview isn't expanding with UI. The green regions roughly show the clickable area of the Cube asset in both Panels: ![image.png](image.png)\n\n- Open the attached .blend (authored in 3.3.1, it has the default Camera, Cube and Light marked as Assets and a script to run in the Text Editor)\n- Run the script in the Text Editor to create two Operators and two Panels shown in the `Test` category of the `UI` region (right shelf) of the 3D View.\n# Observe the difference in the clickable area of Current File Assets in both Panels (the ActivateAsset Operator will report whenever an Asset is clicked on and expanding the width of the Panels makes the issue more obvious).\n[template_asset_view_drag_test.blend](template_asset_view_drag_test.blend)\nThe included script is reproduced below:\n```\nimport bpy\n\n\nclass ActivateAsset(bpy.types.Operator):\n bl_idname = 'test.activate_asset'\n bl_label = \"Test Activate\"\n \n @classmethod\n def poll(cls, context):\n return context.asset_file_handle is not None\n \n def execute(self, context):\n asset = context.asset_file_handle\n self.report({'INFO'}, f\"Activated asset '{asset.name}'\")\n return {'FINISHED'}\n\n\nclass DragAsset(bpy.types.Operator):\n bl_idname = 'test.drag_asset'\n bl_label = \"Test Drag\"\n \n @classmethod\n def poll(cls, context):\n return context.asset_file_handle is not None\n \n def execute(self, context):\n asset = context.asset_file_handle\n self.report({'INFO'}, f\"Dragged asset '{asset.name}'\")\n return {'FINISHED'}\n\n\ndef draw_asset_view(self, context, use_drag):\n layout = self.layout\n workspace = context.workspace\n wm = context.window_manager\n if use_drag:\n drag_operator=DragAsset.bl_idname\n else:\n drag_operator=\"\"\n - list_id must be unique otherwise behaviour gets weird when the template_asset_view is shown twice\n - (drag operator stops working in AssetPanelDrag, clickable area of all Assets in AssetPanelNoDrag gets\n - reduced to below the Asset name and clickable area of Current File Assets in AssetPanelDrag gets\n - reduced as if it didn't have a drag operator)\n list_id = \"test_assets_drag\" if use_drag else \"test_assets_no_drag\"\n _activate_op_props, _drag_op_props = layout.template_asset_view(\n list_id,\n workspace,\n \"asset_library_ref\",\n wm,\n \"test_assets\",\n wm,\n \"test_active_index\",\n activate_operator=ActivateAsset.bl_idname,\n drag_operator=drag_operator,\n )\n\n\nclass AssetPanelDrag(bpy.types.Panel):\n bl_idname = 'TEST_PT_asset_panel_drag'\n bl_label = \"Panel With Drag\"\n bl_space_type = 'VIEW_3D'\n bl_region_type = 'UI'\n bl_category = \"Test\"\n \n def draw(self, context):\n draw_asset_view(self, context, True)\n\n\nclass AssetPanelNoDrag(bpy.types.Panel):\n bl_idname = 'TEST_PT_asset_panel_no_drag'\n bl_label = \"Without Drag\"\n bl_space_type = 'VIEW_3D'\n bl_region_type = 'UI'\n bl_category = \"Test\"\n \n def draw(self, context):\n draw_asset_view(self, context, False)\n \n \n\nbpy.types.WindowManager.test_assets = bpy.props.CollectionProperty(type=bpy.types.AssetHandle)\nbpy.types.WindowManager.test_active_index = bpy.props.IntProperty()\nbpy.utils.register_class(ActivateAsset)\nbpy.utils.register_class(DragAsset)\nbpy.utils.register_class(AssetPanelDrag)\nbpy.utils.register_class(AssetPanelNoDrag)\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", "Old files with subsurf modifier requite long time to load\nOperating system: Windows 10 x64 and Linux Regata OS\nGraphics card: Intel HD Graphics 620 Kaby Lake\nScreen resolution: 1366x768\nCPU: Intel Core i3 7100U quad-core 2.4GHz\nRAM: 4gb DDR4\n\nBroken: 2.81\nWorked: 2.79\n\n**Description**\nOld files with subsurf modifier requite long time to load.\nWhen subsurf modifier is disabled in Blender 2.79 ans file is saved, it loads quickly.\n\n3D Model working on Blender 2.79:\n![Captura de Tela (249).png](Captura_de_Tela__249_.png)\n\n**Steps to reproduce**\n[militar.blend](militar.blend)\n\nOpen the file", "View -> Lock Time to Other Windows does not maintain scale when CTRL+TAB between two animation editor modes.\nOperating system: Manjaro Linux\nGraphics card: nVidia\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\nWorked: (optional)\n\nView -> Lock Time to Other Windows does not maintain scale when CTRL+TAB between two animation editor modes. \n\nExpand open the Timeline editor, now adjust the horizontal scale of the view (squeeze or expand), then Ctrl+TAB to swith to Graph Editor mode. Notice the scale does not stay in sych as it does when they are separate windows. ", "Video Editing (outline on the border)\nOperating system: Windows-10 64 Bits\nGraphics card: GeForce GTX 750 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.89\n\nBroken: version: 2.93.0 Alpha\n\nSome images with an alpha channel have grey outline when scaled up and different bicubic or bilinear interpolation is used.\n\nIssue is visible immediately after opening .blend file\n[#86861.zip](T86861.zip)", "Mask modifier slow when one of its properties is animated/driven\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 770/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.64\n\nBroken: version: 2.81 (sub 1)\n\nWhen one of mask properties is animated/driven, it drops performance excessively, the less it hides. \n\n[2019-08-16 10-23-30.mp4](2019-08-16_10-23-30.mp4)\n\n1. Open attached file;\n2. Play animation to see the fps;\n3. Add a keyframe (I key) to the `Display modifier in viewport`.\n\n[maskman.blend](maskman.blend)", "Preferences window lags with add-ons preferences UI raises an exception\nOperating system: Windows 10 1903\nGraphics card: GTX970\n\nBroken: blender-2.80-9c5d54bfaf48-win64\nWorked:blender-2.80-8ac0fef4dfd1-win64\n\n\nWhen you click on a triangle in the addons list which is corresponds to an addon which contains VISIBLE_IPO_ON in code, it starts to incredibly lag. Seriously, one frame per second or two. Everything is quick and snappy until you press that goddam triangle. After that whole Preferences window behave like this till the restart of Blender. Other windows are unaffected.\nObserve: \nwatch?v=9fObpt0L8B0\n\nIn a log I can see a long and sad error: Traceback (most recent call last):\n```\nFile \"C:\\Users\\ostap\\AppData\\Roaming\\Blender Foundation\\Blender\\2.80\\scripts\\addons\\DECALmachine\\ui\\UILists.py\", line 16, in draw_item\n row.prop(item, \"isvisible\", text=\"\", icon=isvisibleicon, emboss=False)\n```\nTypeError: UILayout.prop(): error with keyword argument \"icon\" - enum \"VISIBLE_IPO_ON\" not found in ('NONE', 'QUESTION', 'ERROR', 'CANCEL', 'TRIA_RIGHT', 'TRIA_DOWN', 'TRIA_LEFT', 'TRIA_UP', 'ARROW_LEFTRIGHT', 'PLUS', 'DISCLOSURE_TRI_RIGHT', 'DISCLOSURE_TRI_DOWN', 'RADIOBUT_OFF', 'RADIOBUT_ON', 'MENU_PANEL', 'BLENDER', 'GRIP', 'DOT', 'COLLAPSEMENU', 'X', 'DUPLICATE', 'TRASH', 'COLLECTION_NEW', 'NODE', 'NODE_SEL', 'WINDOW', 'WORKSPACE', 'RIGHTARROW_THIN', 'BORDERMOVE', 'VIEWZOOM', 'ADD', 'REMOVE', 'PANEL_CLOSE', 'COPY_ID', 'EYEDROPPER', 'AUTO', 'CHECKBOX_DEHLT', 'CHECKBOX_HLT', 'UNLOCKED', 'LOCKED', 'UNPINNED', 'PINNED', 'SCREEN_BACK', 'RIGHTARROW', 'DOWNARROW_HLT', 'FCURVE_SNAPSHOT', 'OBJECT_HIDDEN', 'PLUGIN', 'HELP', 'GHOST_ENABLED', 'COLOR', 'UNLINKED', 'LINKED', 'HAND', 'ZOOM_ALL', 'ZOOM_SELECTED', 'ZOOM_PREVIOUS', 'ZOOM_IN', 'ZOOM_OUT', 'DRIVER_DISTANCE', 'DRIVER_ROTATIONAL_DIFFERENCE', 'DRIVER_TRANSFORM', 'FREEZE', 'STYLUS_PRESSURE', 'GHOST_DISABLED', 'FILE_NEW', 'FILE_TICK', 'QUIT', 'URL', 'RECOVER_LAST', 'THREE_DOTS', 'FULLSCREEN_ENTER', 'FULLSCREEN_EXIT', 'LIGHT', 'MATERIAL', 'TEXTURE', 'ANIM', 'WORLD', 'SCENE', 'OUTPUT', 'SCRIPT', 'PARTICLES', 'PHYSICS', 'SPEAKER', 'TOOL_SETTINGS', 'SHADERFX', 'MODIFIER', 'BLANK1', 'FAKE_USER_OFF', 'FAKE_USER_ON', 'VIEW3D', 'GRAPH', 'OUTLINER', 'PROPERTIES', 'FILEBROWSER', 'IMAGE', 'INFO', 'SEQUENCE', 'TEXT', 'SOUND', 'ACTION', 'NLA', 'PREFERENCES', 'TIME', 'NODETREE', 'CONSOLE', 'TRACKER', 'ASSET_MANAGER', 'NODE_COMPOSITING', 'NODE_TEXTURE', 'NODE_MATERIAL', 'UV', 'OBJECT_DATAMODE', 'EDITMODE_HLT', 'UV_DATA', 'VPAINT_HLT', 'TPAINT_HLT', 'WPAINT_HLT', 'SCULPTMODE_HLT', 'POSE_HLT', 'PARTICLEMODE', 'TRACKING', 'TRACKING_BACKWARDS', 'TRACKING_FORWARDS', 'TRACKING_BACKWARDS_SINGLE', 'TRACKING_FORWARDS_SINGLE', 'TRACKING_CLEAR_BACKWARDS', 'TRACKING_CLEAR_FORWARDS', 'TRACKING_REFINE_BACKWARDS', 'TRACKING_REFINE_FORWARDS', 'SCENE_DATA', 'RENDERLAYERS', 'WORLD_DATA', 'OBJECT_DATA', 'MESH_DATA', 'CURVE_DATA', 'META_DATA', 'LATTICE_DATA', 'LIGHT_DATA', 'MATERIAL_DATA', 'TEXTURE_DATA', 'ANIM_DATA', 'CAMERA_DATA', 'PARTICLE_DATA', 'LIBRARY_DATA_DIRECT', 'GROUP', 'ARMATURE_DATA', 'COMMUNITY', 'BONE_DATA', 'CONSTRAINT', 'SHAPEKEY_DATA', 'CONSTRAINT_BONE', 'CAMERA_STEREO', 'PACKAGE', 'UGLYPACKAGE', 'EXPERIMENTAL', 'BRUSH_DATA', 'IMAGE_DATA', 'FILE', 'FCURVE', 'FONT_DATA', 'RENDER_RESULT', 'SURFACE_DATA', 'EMPTY_DATA', 'PRESET', 'RENDER_ANIMATION', 'RENDER_STILL', 'LIBRARY_DATA_BROKEN', 'BOIDS', 'STRANDS', 'LIBRARY_DATA_INDIRECT', 'GREASEPENCIL', 'LINE_DATA', 'LIBRARY_DATA_OVERRIDE', 'GROUP_BONE', 'GROUP_VERTEX', 'GROUP_VCOL', 'GROUP_UVS', 'FACE_MAPS', 'RNA', 'RNA_ADD', 'MOUSE_LMB', 'MOUSE_MMB', 'MOUSE_RMB', 'MOUSE_MOVE', 'MOUSE_LMB_DRAG', 'MOUSE_MMB_DRAG', 'MOUSE_RMB_DRAG', 'PRESET_NEW', 'DECORATE', 'DECORATE_KEYFRAME', 'DECORATE_ANIMATE', 'DECORATE_DRIVER', 'DECORATE_LINKED', 'DECORATE_LIBRARY_OVERRIDE', 'DECORATE_UNLOCKED', 'DECORATE_LOCKED', 'DECORATE_OVERRIDE', 'TRACKER_DATA', 'HEART', 'ORPHAN_DATA', 'USER', 'SYSTEM', 'SETTINGS', 'OUTLINER_OB_EMPTY', 'OUTLINER_OB_MESH', 'OUTLINER_OB_CURVE', 'OUTLINER_OB_LATTICE', 'OUTLINER_OB_META', 'OUTLINER_OB_LIGHT', 'OUTLINER_OB_CAMERA', 'OUTLINER_OB_ARMATURE', 'OUTLINER_OB_FONT', 'OUTLINER_OB_SURFACE', 'OUTLINER_OB_SPEAKER', 'OUTLINER_OB_FORCE_FIELD', 'OUTLINER_OB_GROUP_INSTANCE', 'OUTLINER_OB_GREASEPENCIL', 'OUTLINER_OB_LIGHTPROBE', 'OUTLINER_OB_IMAGE', 'RESTRICT_COLOR_OFF', 'RESTRICT_COLOR_ON', 'HIDE_ON', 'HIDE_OFF', 'RESTRICT_SELECT_ON', 'RESTRICT_SELECT_OFF', 'RESTRICT_RENDER_ON', 'RESTRICT_RENDER_OFF', 'RESTRICT_INSTANCED_OFF', 'OUTLINER_DATA_EMPTY', 'OUTLINER_DATA_MESH', 'OUTLINER_DATA_CURVE', 'OUTLINER_DATA_LATTICE', 'OUTLINER_DATA_META', 'OUTLINER_DATA_LIGHT', 'OUTLINER_DATA_CAMERA', 'OUTLINER_DATA_ARMATURE', 'OUTLINER_DATA_FONT', 'OUTLINER_DATA_SURFACE', 'OUTLINER_DATA_SPEAKER', 'OUTLINER_DATA_LIGHTPROBE', 'OUTLINER_DATA_GP_LAYER', 'OUTLINER_DATA_GREASEPENCIL', 'GP_SELECT_POINTS', 'GP_SELECT_STROKES', 'GP_MULTIFRAME_EDITING', 'GP_ONLY_SELECTED', 'GP_SELECT_BETWEEN_STROKES', 'MODIFIER_OFF', 'MODIFIER_ON', 'ONIONSKIN_OFF', 'ONIONSKIN_ON', 'RESTRICT_VIEW_ON', 'RESTRICT_VIEW_OFF', 'RESTRICT_INSTANCED_ON', 'MESH_PLANE', 'MESH_CUBE', 'MESH_CIRCLE', 'MESH_UVSPHERE', 'MESH_ICOSPHERE', 'MESH_GRID', 'MESH_MONKEY', 'MESH_CYLINDER', 'MESH_TORUS', 'MESH_CONE', 'MESH_CAPSULE', 'EMPTY_SINGLE_ARROW', 'LIGHT_POINT', 'LIGHT_SUN', 'LIGHT_SPOT', 'LIGHT_HEMI', 'LIGHT_AREA', 'CUBE', 'SPHERE', 'CONE', 'META_PLANE', 'META_CUBE', 'META_BALL', 'META_ELLIPSOID', 'META_CAPSULE', 'SURFACE_NCURVE', 'SURFACE_NCIRCLE', 'SURFACE_NSURFACE', 'SURFACE_NCYLINDER', 'SURFACE_NSPHERE', 'SURFACE_NTORUS', 'EMPTY_AXIS', 'STROKE', 'EMPTY_ARROWS', 'CURVE_BEZCURVE', 'CURVE_BEZCIRCLE', 'CURVE_NCURVE', 'CURVE_NCIRCLE', 'CURVE_PATH', 'LIGHTPROBE_CUBEMAP', 'LIGHTPROBE_PLANAR', 'LIGHTPROBE_GRID', 'COLOR_RED', 'COLOR_GREEN', 'COLOR_BLUE', 'TRIA_RIGHT_BAR', 'TRIA_DOWN_BAR', 'TRIA_LEFT_BAR', 'TRIA_UP_BAR', 'FORCE_FORCE', 'FORCE_WIND', 'FORCE_VORTEX', 'FORCE_MAGNETIC', 'FORCE_HARMONIC', 'FORCE_CHARGE', 'FORCE_LENNARDJONES', 'FORCE_TEXTURE', 'FORCE_CURVE', 'FORCE_BOID', 'FORCE_TURBULENCE', 'FORCE_DRAG', 'FORCE_SMOKEFLOW', 'RIGID_BODY', 'RIGID_BODY_CONSTRAINT', 'IMAGE_PLANE', 'IMAGE_BACKGROUND', 'IMAGE_REFERENCE', 'NODE_INSERT_ON', 'NODE_INSERT_OFF', 'NODE_TOP', 'NODE_SIDE', 'NODE_CORNER', 'SELECT_SET', 'SELECT_EXTEND', 'SELECT_SUBTRACT', 'SELECT_INTERSECT', 'SELECT_DIFFERENCE', 'ALIGN_LEFT', 'ALIGN_CENTER', 'ALIGN_RIGHT', 'ALIGN_JUSTIFY', 'ALIGN_FLUSH', 'ALIGN_TOP', 'ALIGN_MIDDLE', 'ALIGN_BOTTOM', 'BOLD', 'ITALIC', 'UNDERLINE', 'SMALL_CAPS', 'HOLDOUT_OFF', 'HOLDOUT_ON', 'INDIRECT_ONLY_OFF', 'INDIRECT_ONLY_ON', 'CON_CAMERASOLVER', 'CON_FOLLOWTRACK', 'CON_OBJECTSOLVER', 'CON_LOCLIKE', 'CON_ROTLIKE', 'CON_SIZELIKE', 'CON_TRANSLIKE', 'CON_DISTLIMIT', 'CON_LOCLIMIT', 'CON_ROTLIMIT', 'CON_SIZELIMIT', 'CON_SAMEVOL', 'CON_TRANSFORM', 'CON_TRANSFORM_CACHE', 'CON_CLAMPTO', 'CON_KINEMATIC', 'CON_LOCKTRACK', 'CON_SPLINEIK', 'CON_STRETCHTO', 'CON_TRACKTO', 'CON_ARMATURE', 'CON_CHILDOF', 'CON_FLOOR', 'CON_FOLLOWPATH', 'CON_PIVOT', 'CON_SHRINKWRAP', 'MODIFIER_DATA', 'MOD_WAVE', 'MOD_BUILD', 'MOD_DECIM', 'MOD_MIRROR', 'MOD_SOFT', 'MOD_SUBSURF', 'HOOK', 'MOD_PHYSICS', 'MOD_PARTICLES', 'MOD_BOOLEAN', 'MOD_EDGESPLIT', 'MOD_ARRAY', 'MOD_UVPROJECT', 'MOD_DISPLACE', 'MOD_CURVE', 'MOD_LATTICE', 'MOD_TINT', 'MOD_ARMATURE', 'MOD_SHRINKWRAP', 'MOD_CAST', 'MOD_MESHDEFORM', 'MOD_BEVEL', 'MOD_SMOOTH', 'MOD_SIMPLEDEFORM', 'MOD_MASK', 'MOD_CLOTH', 'MOD_EXPLODE', 'MOD_FLUIDSIM', 'MOD_MULTIRES', 'MOD_SMOKE', 'MOD_SOLIDIFY', 'MOD_SCREW', 'MOD_VERTEX_WEIGHT', 'MOD_DYNAMICPAINT', 'MOD_REMESH', 'MOD_OCEAN', 'MOD_WARP', 'MOD_SKIN', 'MOD_TRIANGULATE', 'MOD_WIREFRAME', 'MOD_DATA_TRANSFER', 'MOD_NORMALEDIT', 'MOD_PARTICLE_INSTANCE', 'MOD_HUE_SATURATION', 'MOD_NOISE', 'MOD_OFFSET', 'MOD_SIMPLIFY', 'MOD_THICKNESS', 'MOD_INSTANCE', 'MOD_TIME', 'MOD_OPACITY', 'REC', 'PLAY', 'FF', 'REW', 'PAUSE', 'PREV_KEYFRAME', 'NEXT_KEYFRAME', 'PLAY_SOUND', 'PLAY_REVERSE', 'PREVIEW_RANGE', 'ACTION_TWEAK', 'PMARKER_ACT', 'PMARKER_SEL', 'PMARKER', 'MARKER_HLT', 'MARKER', 'KEYFRAME_HLT', 'KEYFRAME', 'KEYINGSET', 'KEY_DEHLT', 'KEY_HLT', 'MUTE_IPO_OFF', 'MUTE_IPO_ON', 'DRIVER', 'SOLO_OFF', 'SOLO_ON', 'FRAME_PREV', 'FRAME_NEXT', 'NLA_PUSHDOWN', 'IPO_CONSTANT', 'IPO_LINEAR', 'IPO_BEZIER', 'IPO_SINE', 'IPO_QUAD', 'IPO_CUBIC', 'IPO_QUART', 'IPO_QUINT', 'IPO_EXPO', 'IPO_CIRC', 'IPO_BOUNCE', 'IPO_ELASTIC', 'IPO_BACK', 'IPO_EASE_IN', 'IPO_EASE_OUT', 'IPO_EASE_IN_OUT', 'NORMALIZE_FCURVES', 'VERTEXSEL', 'EDGESEL', 'FACESEL', 'CURSOR', 'PIVOT_BOUNDBOX', 'PIVOT_CURSOR', 'PIVOT_INDIVIDUAL', 'PIVOT_MEDIAN', 'PIVOT_ACTIVE', 'CENTER_ONLY', 'ROOTCURVE', 'SMOOTHCURVE', 'SPHERECURVE', 'INVERSESQUARECURVE', 'SHARPCURVE', 'LINCURVE', 'NOCURVE', 'RNDCURVE', 'PROP_OFF', 'PROP_ON', 'PROP_CON', 'PROP_PROJECTED', 'PARTICLE_POINT', 'PARTICLE_TIP', 'PARTICLE_PATH', 'SNAP_OFF', 'SNAP_ON', 'SNAP_NORMAL', 'SNAP_GRID', 'SNAP_VERTEX', 'SNAP_EDGE', 'SNAP_FACE', 'SNAP_VOLUME', 'SNAP_INCREMENT', 'STICKY_UVS_LOC', 'STICKY_UVS_DISABLE', 'STICKY_UVS_VERT', 'CLIPUV_DEHLT', 'CLIPUV_HLT', 'SNAP_PEEL_OBJECT', 'GRID', 'OBJECT_ORIGIN', 'ORIENTATION_GLOBAL', 'ORIENTATION_GIMBAL', 'ORIENTATION_LOCAL', 'ORIENTATION_NORMAL', 'ORIENTATION_VIEW', 'COPYDOWN', 'PASTEDOWN', 'PASTEFLIPUP', 'PASTEFLIPDOWN', 'VIS_SEL_11', 'VIS_SEL_10', 'VIS_SEL_01', 'VIS_SEL_00', 'AUTOMERGE_OFF', 'AUTOMERGE_ON', 'UV_VERTEXSEL', 'UV_EDGESEL', 'UV_FACESEL', 'UV_ISLANDSEL', 'UV_SYNC_SELECT', 'GIZMO', 'ORIENTATION_CURSOR', 'NORMALS_VERTEX', 'NORMALS_FACE', 'NORMALS_VERTEX_FACE', 'SHADING_BBOX', 'SHADING_WIRE', 'SHADING_SOLID', 'SHADING_RENDERED', 'SHADING_TEXTURE', 'OVERLAY', 'XRAY', 'LOCKVIEW_OFF', 'LOCKVIEW_ON', 'AXIS_SIDE', 'AXIS_FRONT', 'AXIS_TOP', 'NDOF_DOM', 'NDOF_TURN', 'NDOF_FLY', 'NDOF_TRANS', 'LAYER_USED', 'LAYER_ACTIVE', 'SORTALPHA', 'SORTBYEXT', 'SORTTIME', 'SORTSIZE', 'SHORTDISPLAY', 'LONGDISPLAY', 'IMGDISPLAY', 'BOOKMARKS', 'FONTPREVIEW', 'FILTER', 'NEWFOLDER', 'FILE_PARENT', 'FILE_REFRESH', 'FILE_FOLDER', 'FILE_BLANK', 'FILE_BLEND', 'FILE_IMAGE', 'FILE_MOVIE', 'FILE_SCRIPT', 'FILE_SOUND', 'FILE_FONT', 'FILE_TEXT', 'SORT_DESC', 'SORT_ASC', 'LINK_BLEND', 'APPEND_BLEND', 'IMPORT', 'EXPORT', 'LOOP_BACK', 'LOOP_FORWARDS', 'BACK', 'FORWARD', 'FILE_CACHE', 'FILE_VOLUME', 'FILE_3D', 'FILE_HIDDEN', 'FILE_BACKUP', 'DISK_DRIVE', 'MATPLANE', 'MATSPHERE', 'MATCUBE', 'MONKEY', 'HAIR', 'ALIASED', 'ANTIALIASED', 'MAT_SPHERE_SKY', 'MATSHADERBALL', 'MATCLOTH', 'MATFLUID', 'WORDWRAP_OFF', 'WORDWRAP_ON', 'SYNTAX_OFF', 'SYNTAX_ON', 'LINENUMBERS_OFF', 'LINENUMBERS_ON', 'SCRIPTPLUGINS', 'SEQ_SEQUENCER', 'SEQ_PREVIEW', 'SEQ_LUMA_WAVEFORM', 'SEQ_CHROMA_SCOPE', 'SEQ_HISTOGRAM', 'SEQ_SPLITVIEW', 'IMAGE_RGB', 'IMAGE_RGB_ALPHA', 'IMAGE_ALPHA', 'IMAGE_ZDEPTH', 'VIEW_PERSPECTIVE', 'VIEW_ORTHO', 'VIEW_CAMERA', 'VIEW_PAN', 'VIEW_ZOOM', 'BRUSH_BLOB', 'BRUSH_BLUR', 'BRUSH_CLAY', 'BRUSH_CLAY_STRIPS', 'BRUSH_CLONE', 'BRUSH_CREASE', 'BRUSH_FILL', 'BRUSH_FLATTEN', 'BRUSH_GRAB', 'BRUSH_INFLATE', 'BRUSH_LAYER', 'BRUSH_MASK', 'BRUSH_MIX', 'BRUSH_NUDGE', 'BRUSH_PINCH', 'BRUSH_SCRAPE', 'BRUSH_SCULPT_DRAW', 'BRUSH_SMEAR', 'BRUSH_SMOOTH', 'BRUSH_SNAKE_HOOK', 'BRUSH_SOFTEN', 'BRUSH_TEXDRAW', 'BRUSH_TEXFILL', 'BRUSH_TEXMASK', 'BRUSH_THUMB', 'BRUSH_ROTATE', 'GPBRUSH_SMOOTH', 'GPBRUSH_THICKNESS', 'GPBRUSH_STRENGTH', 'GPBRUSH_GRAB', 'GPBRUSH_PUSH', 'GPBRUSH_TWIST', 'GPBRUSH_PINCH', 'GPBRUSH_RANDOMIZE', 'GPBRUSH_CLONE', 'GPBRUSH_WEIGHT', 'GPBRUSH_PENCIL', 'GPBRUSH_PEN', 'GPBRUSH_INK', 'GPBRUSH_INKNOISE', 'GPBRUSH_BLOCK', 'GPBRUSH_MARKER', 'GPBRUSH_FILL', 'GPBRUSH_ERASE_SOFT', 'GPBRUSH_ERASE_HARD', 'GPBRUSH_ERASE_STROKE', 'SMALL_TRI_RIGHT_VEC', 'KEYTYPE_KEYFRAME_VEC', 'KEYTYPE_BREAKDOWN_VEC', 'KEYTYPE_EXTREME_VEC', 'KEYTYPE_JITTER_VEC', 'KEYTYPE_MOVING_HOLD_VEC', 'HANDLETYPE_FREE_VEC', 'HANDLETYPE_ALIGNED_VEC', 'HANDLETYPE_VECTOR_VEC', 'HANDLETYPE_AUTO_VEC', 'HANDLETYPE_AUTO_CLAMP_VEC', 'COLORSET_01_VEC', 'COLORSET_02_VEC', 'COLORSET_03_VEC', 'COLORSET_04_VEC', 'COLORSET_05_VEC', 'COLORSET_06_VEC', 'COLORSET_07_VEC', 'COLORSET_08_VEC', 'COLORSET_09_VEC', 'COLORSET_10_VEC', 'COLORSET_11_VEC', 'COLORSET_12_VEC', 'COLORSET_13_VEC', 'COLORSET_14_VEC', 'COLORSET_15_VEC', 'COLORSET_16_VEC', 'COLORSET_17_VEC', 'COLORSET_18_VEC', 'COLORSET_19_VEC', 'COLORSET_20_VEC', 'EVENT_A', 'EVENT_B', 'EVENT_C', 'EVENT_D', 'EVENT_E', 'EVENT_F', 'EVENT_G', 'EVENT_H', 'EVENT_I', 'EVENT_J', 'EVENT_K', 'EVENT_L', 'EVENT_M', 'EVENT_N', 'EVENT_O', 'EVENT_P', 'EVENT_Q', 'EVENT_R', 'EVENT_S', 'EVENT_T', 'EVENT_U', 'EVENT_V', 'EVENT_W', 'EVENT_X', 'EVENT_Y', 'EVENT_Z', 'EVENT_SHIFT', 'EVENT_CTRL', 'EVENT_ALT', 'EVENT_OS', 'EVENT_F1', 'EVENT_F2', 'EVENT_F3', 'EVENT_F4', 'EVENT_F5', 'EVENT_F6', 'EVENT_F7', 'EVENT_F8', 'EVENT_F9', 'EVENT_F10', 'EVENT_F11', 'EVENT_F12', 'EVENT_ESC', 'EVENT_TAB', 'EVENT_PAGEUP', 'EVENT_PAGEDOWN', 'EVENT_RETURN')\n\nAnd after changing VISIBLE_IPO_ON/OFF to HIDE_OFF/ON in the mentioned file issue disappears. Of course you may say that it's the issue with an un-updated addons. but that's weird. when Blender starts to misbehave instead of showing error message about the issue, isn't it?\n\n1. Open any scroll of the addon with VISIBLE_IPO_ON in it. \n2. Enjoy the performance. " ]
[ "Lag in \"File View\"\nOperating system: Windows-10-10.0.16299 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.15\n\nBroken: version: 2.81 (sub 8)\n\n\"File View\" window noticeably lags when moved around. After some time it stops lagging and becomes smooth.\n\n\n - Start new session of Blender\n - \"File\" > \"Open\" (or \"ctrl+o\")\n - Move the \"Blender File View\" around rather quickly.\n\nLagging is quite noticeable, as if something was loading to memory, but after some time it stops and becomes buttery smooth.\n\n**Edit:** Tested on a weaker machine:\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\nThe performance drop is more noticeable and doesn't seem to get better over time.\nAlso, if you move main window around, while file menu is open you'll notice the same issue. If you minimize the file menu and then move main window around, it performs smooth." ]
Crashes when shading pressed Operating system: MacBookAir5,2 Graphics card: Intel HD Graphics 4000 1536 MB graphics Broken: version 2.93.5 and version 2.92 8.11.21 Worked: When I press shading tab, Blender crashes. Press shading.
[ "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", "Decals crash Eevee on AMD graphics card\nOperating system: Linux 6.2.7 Manjaro \nGraphics card: AMD 7900XT\n\nBroken: 3.3LTS, 3.4.1\n\nUsing decals will crash blender in Eevee. cycles works\n\nas an example file please see the .blend that was linked here by the decalmachine creator: 66438\n\nThe issue there is unrelated but the file can serve to show the issue I am having. The moment I switch to rendered view or materials preview blender will crash. I see no error message in console. The log files states just: \n\n```\nbpy.context.space_data.shading.type = 'RENDERED' # Property\nbpy.context.space_data.context = 'RENDER' # Property\nbpy.context.scene.render.engine = 'BLENDER_EEVEE' # Property\n \n```\n\n", "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", "Crashing while viewing animation in Cycles\nOperating system: macOS-13.0.1-arm64-arm-64bit 64 Bits\nGraphics card: Apple M1 Max Apple 4.1 Metal - 83\n\nBroken: version: 3.4.0\n\nWill crash seconds after playing animation in viewport when Cycles is selected and in render view. Both CPU and GPU crash. Does not crash when removing the Subdivision Surface Modifier so polycount may be a factor? This is a brand new Apple M1 Max computer from BestBuy with nothing else installed. Also tried initializing a render to video file and crashed as well. (Note: This is an error strictly with Apple M1 computers as I have tested it on an Apple intel MacBook Pro and it works just fine.) Thank you and happy holidays!\n\n1. Load file. It is a mesh plane with default cloth and subdivision modifiers acting on a wind force.\n2. Make sure Cycles is selected as Render Engine.\n3. Select Viewport Shading to Rendered (to view cycles render)\n4. Push play. Will crash or freeze seconds after play.\n\n[Cloth_Cycles_Crash.blend](Cloth_Cycles_Crash.blend)\n\n[Blender 3.4 Crash Report 12.13.22.rtf](Blender_3.4_Crash_Report_12.13.22.rtf)\n[Blender 3.5 Crash Report 12.14.22.rtf](Blender_3.5_Crash_Report_12.14.22.rtf)", "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", "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", "Crash guide during render complete August 29, 2022\nOperating system: macOS-13.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 575 OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.9.44\n\nBroken: version: 3.3.0 Beta\n\nBlender 3.3 Beta crash guide during render August 29, 2022\n\n\nNot matter all version 3.0 to 3.4 keep me crash. Do not use Windows. Only for Macintosh.\n\n![image.png](image.png)\n\n[Blender-2022-08-29-092340.ips](Blender-2022-08-29-092340.ips)\n\n[Armor wear 1.0.0.blend](Armor_wear_1.0.0.blend)\n\n![image.png](image.png)\n\nT100328\n@Nurb2Kea\nRender 600 (complete render cause crash guide)\n", "Blender Wont run.\nOperating system: Windows\nGraphics card: AMD Radeon HD 8570\n\nBroken: 2.92\nWorked: Nothing has worked. But blender worked before I did this. \n\nWhen I open blender it closes immediately.\nAnd I get this ![image.png](image.png)\n\nwatch?v=3rugIsYwl7s).\nSo Out internet was down, And I wanted to get blender On my other pc account, So I went to the main account And Thinking that the installer required internet, I took the system files, and copied them to a thumb drive and pasted them Into the other account when I did that this first started happening, so when The internet came back On. I just got rid of the files I pasted in and then Installed it. With the same result as last time. But this time the bug/glitch was on all accounts. and I tried uninstalling and reinstalling it from the apps and features and from the control panel. I also installed the app from the windows app store with no luck. If you guys know how to fix this issue then please email me at [email protected]\n Ps, My CPU wasn't hot.\n- - -\nAble to run blender from `blender_debug_gpu_glitchworkaround.cmd` batch file", "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", "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?", "Crash while switching to edit mode with EEVEE + Geometry Nodes\nOperating system: macOS-10.15.7-x86_64-i386-64bit 64 Bits\nGraphics card: NVIDIA GeForce GT 650M OpenGL Engine NVIDIA Corporation 4.1 NVIDIA-14.0.32 355.11.11.10.10.143\n\nBroken: version: 3.0.0\n\nWhen switching to edit mode in while the viewport's set to render it crashes (see attached video)\n[blender crash 2021-12-17 21-54-00.mp4](blender_crash_2021-12-17_21-54-00.mp4)\n\n1 load the attached file\n2 switch to rendered view in the viewport\n3 switch to edit vertex mode\n4 that's a crash!\n\n[transitions_001_blender3.blend](transitions_001_blender3.blend)", "MacOS crash when opening a second rendered 3dview window --MacOS 13.0.1--\nOperating system: macOS-13.0.1-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5700 XT OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.9.48\n\nBroken: version: 3.5.0 Alpha\n\n\nWhen in rendered 3dview and open a second window also in rendered 3d view, blender hangs for 20 sec. and then MacOS becomes unresponsive and finally crashes.\nNo way to 'force quit' or any other trick to stop blender. or the MacOS crash.\nThis happened now 5 times in a row, always when opening a second new window also in rendered 3dview.\n\nOpen blender 3.4 /3.5 in MacOS 13.01 & switch to rendered 3dview. Then after a minute open another rendered 3dview window.\n![System.jpg](System.jpg)\n", "Blender crashes instantly when trying to render with Cycles (HIP)\nOperating system: Windows 11\nGraphics card: AMD RX 6600 / Adrenalin 23.9.1\n\nBroken: Blender 3.4.x / 3.5.X / 3.6.2 / 4.0 Alpha\nWorked: 3.3.X\n\nBlender instantly crashes when trying to render with Cycles using HIP. Apparently only happens with files that have high number of polygons. New Project with cube doesn't crash. Using CPU doesn't crash.\nAlso, System preferences shows that I have 2 GPU units, but I have only one. It disables both when trying to disable a single one (idk if this is normal)\n\n", "Blender Crashes when trying to create a Pivot Constraint for armature\nOperating system: Windows 11\nGraphics card: NVIDIA GeForce RTX 3050 Laptop GPU\n\nBroken: 3.33, 3.34, 3.35 Beta\nWorked: 2.79\n\nWhen trying to set a bone in the Pivot Constraint for the Armature, it crashes.\n\n1. Create an armature.\n2. Create a Pivot constraint from \"Object Constraint Properties > Add Object Constraint > Relationship > Pivot\".\n3. Select the armature in the Target field.\n4. Then select the Bone in the Bone field. (Blender crashes)\n\n", "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" ]
[ "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", "Crashes when shading pressed\nOperating system: MacBookAir5,2\nGraphics card: Intel HD Graphics 4000 1536 MB graphics\n\nBroken: 2.93.5 and 2.92\nWorked: \n\nWhen I press shading tab, Blender crashes.\n\nPress shading." ]
Geometry nodes Instance index doesn't working correctly [bug.blend](bug.blend) Operating system:macOS Monterey 12.0.1 Graphics card:Apple M1 Max Broken: (3.1.0, as found on the splash screen) In sample file, each character made by the curve exist in the collection named "texts". At the geometry node, I'm trying to retrieve each character from the collection information in sequence. But if I set the index to a number, the objects do not come out in order. Please check the attached file data. There should be an "F" after the "E". But, for some reason, "G" appears. As the number of characters increases, the phenomenon that the index becomes strange frequently occurs. Change the integer connected to the instance index and compare it to the collection.[bug.blend](bug.blend)
[ "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", "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", "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", "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", "low instance recursion depth with linked collection\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 528.49\n\nBroken: version: 3.5.1\n\nMaximum instance recursion depth is much lower when linking collections from another blend file, instead of instancing a local collection.\n\n\"maximum instance recursion level reached\" output in console.\nThis results in poor perfomance with only 2 or 3 recursion levels.\n\nDownload level01.blend and level02.blend in the same folder, open level02.blend --> maximum instance recursion level reached\n\nOpen level02-local -> instances work as expected.\n", "Skin modifier can produce undesirable geometry\nBroken: blender-2.74-65328fa-win32\nWorked: never as the skin modifier always had problems like that\n\nThe skin modifier sometime fail and generate very bad geometry\n\n[skinbug.blend](skinbug.blend)\nload the attached blend, and see the problem as shown in the screenshot {[F177512](screenshotbug01.jpg)}(the underlying vertices are all symmetrical, as that base was done with the mirror modifier) \nTest with the various x/y/z options in the skin modifier and see how that buggy geometry can move in other place of the generated mesh\n\nOnly way to fix is to try to either move around the vertices or to rescale them (CTRL+A with the skin modifier) , not real solutions if you need all the branches to be +/- the same diameter and at exact locations.", "Can't get vertex color in index layer of \"Particle Instance\" modifier\nOperating system: Mac OS ventura 13.1 \nGraphics card: Apple M1\n\n\nBroken: version: 3.5.1. 3.6.1\nWorked: 2.80.75\n\n\nI define a vertex color named \"test color\" in \"Object data properties\"-\"color attributes\"-\"+\"-\"domain: vertex\"-\"data type: color\" for a general plane mesh. Then I add a \"Particle Instance\" modifier for the mesh. In the \"layers\" section of the modifier, I want to assign the previous \"test color\" to the \"index\" field. However, I get an empty list prompted when tapping the field area. And I can't enter the name manually either.\n\n1. build a plane mesh\n2. Create a vertex color. \"Object data properties\"-\"color attributes\"-\"+\"-\"domain: vertex\"-\"data type: color\" for the plane\n3. Add a \"Particle Instance\" modifier for the plane\n4. Go to \"index\" field in \"layers\" section of the modifier.\n\n", "GN: Delete Geometry node hides edges in some cases\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.23\n\nBroken: version: 3.2.0 Alpha\n\nHard to describe this one more abstract..\n\nI start with a mesh line primitive (0,0,0) (0,1,0) and extrude it **n** times along **x** to get a grid.\nNow I try to delete all points with a distance from the **y** axis greater than **d** \nWhenever **d** lies between the first and the last extrusion, the edges of the starting primitive are not displayed.\nIt shows up in the spreadsheet however and reappears if I apply the modifier and tab into edit mode and back \n\n[2022-02-05 19-27-50.mp4](2022-02-05_19-27-50.mp4)\n[del_geo_node.blend](del_geo_node.blend)\n\n", "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).", "Layer Switching Shortcut Inconsistency\nThere is some improvement concept for collections shortcuts.\nCurrently, 1234 buttons shows a collection, but sending objects requires name in menu (M - \"Collection 1\" - \"Collection 3\" for example)\nThat would be nice if moving to collection will also support their number.\n\nFor example, \"5\" button shows collection called \"Lighting Collection\", so pressing \"M5\" will send selected objects to it.\n\n----\n\n*See: #55162#619317 - originally from @1D_Inc*", "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", "Random Per Island does not work on instances\nOperating system: Linux-6.0.5-arch1-1-x86_64-with-glibc2.36 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 520.56.06\n\nBroken: version: 3.4.0 Alpha, branch: Unknown, commit date: Unknown Unknown, hash: `rBUnknown`\n\nMaterials which use the \"Random Per Island\" geometry attribute do not work correctly on instances generated via geometry nodes.\nI am not sure if this is actually a bug, because maybe the attribute is only intended to work for meshes. But I think as an artist you would expect it to work?\n\nIn the following video I have a cube with an array modifier applied to it. I then added a geometry nodes modifier after the array modifier which instances cubes on the array of cubes.\n[2022-10-29 13-56-24.mp4](2022-10-29_13-56-24.mp4)\n\n[random_per_island_instances.blend](random_per_island_instances.blend)\n\n", "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", "Glitches with Curve Fill Node\nOperating system: Windows 11\nGraphics card: NVIDIA GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.65\n\nBroken: version: 3.2.0 Alpha\nWorked version: never\n\nIf you instance circles or other curves on a curve and you will realize those instances, and you will use the curve fill node on them. There are some glitches or inconsistencies.\nIf you change the scale, the fill node will also randomly decide what should be filled.\n\n\n![Screenshot 2022-02-05 114920.jpg](Screenshot_2022-02-05_114920.jpg)\n\nTest File:\n[#95518.blend](T95518.blend)\n", "Index of Nearest geometry node outputs negative index values (-1).\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.79\n\nBroken:\nversion: 3.6.1\nversion: 3.6.0\nversion: 4.0.0 Alpha\n\nWorked: unknown.\n\nIndex of Nearest node outputs negative index values when its Group ID input is connected to the index output of another Index of Nearest node.\n\n![Screenshot with an example](LcnkMVn.png)\n\nIn a new Blender file, add a GN modifier to the default cube (almost any mesh works), add an Index of nearest node and connect its index output to the Group ID input of another Index of nearest node. Preview the output index of the second node using the viewer. In the spreadsheet editor, one or more -1 values will appear in the Viewer column.\n\nThe attached file has the described setup. Notice the bug happens with basically any mesh, and the amount and location of negative indices is random / unexpected.\n\nThis might be intended and useful behaviour, it's probable an index of -1 indicates no index has been found, but this doesn't seem to be documented in the manual." ]
[ "Geometry Nodes: Collection Info alphabetic sorting of instances not correct\nOperating system: macOS-11.6-x86_64-i386-64bit 64 Bits\nGraphics card: NVIDIA GeForce GT 750M OpenGL Engine NVIDIA Corporation 4.1 NVIDIA-16.0.13 \n\nBroken: version: 3.1.0\n\nThe Collection Info node does not sort instances alphabetically when Separate Children is checked.\n\n1. Open the attached blender file.\n2. Select the \"Boards/Ke Jie Match 3 27-05-2017\" object with Geometry Nodes mode open.\n3. In the spreadsheet viewer select \"Instances\" and scroll to index 27-28. There the object move.27 an move.28 are swapped (not the expected alphabetic order).\n\nThe attach file is simplified, in the actual projectfile this the occured several times throughout the instance sequence. In the Collection pane they are ordered as expect alphabetically.\n\nThe issue seems to be local in that it only swaps neighbouring sequence positions, there was no positions being completely off.\n\n[sorting bug.blend](sorting_bug.blend)\n![Screenshot 2022-03-10 at 19.41.36.png](Screenshot_2022-03-10_at_19.41.36.png)", "Geometry nodes: Wrong instance order when instancing a collection with more than 30 objects\nOperating system: macOS-11.4-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro Vega 48 OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.5.14\n\nBroken: version: 3.1.0 Alpha\n\nWhen creating a collection instance with more than 31 separate children the resulting order doesn't match the named order of the objects from the collection, as shown in the attached screenshot 1. It also doesn't matter if the source of the points is a bezier curve or a mesh curve.\nThe index where the unmatched order occurs seems to depend on the scene and objects. In the attached scene the wrong sorting occurs at index 29. The screenshot 2 from another scene shows that the wrong index is 23. The cause for this is unknown and doesn't seem to be name related.\nIf all objects exeeding the count of 31 are deleted the correct order is retained.\n\nThe attached scene should display the issue as shown in screenshot 1.\n\nSteps based on a default scene:\n1. Create a new collection with more than 31 objects. To better see the order rename the objects in ascending order.\n2. Create a curve with more than 31 points.\n4. Create a new geometry node setup for the curve.\n5. Create a **Instance in Points** node and insert it to the geometry connection. Activate **Pick Instance**.\n6. Create a **Collection Info** node and connect the geometry output with the instance input of the **Instance on Points** node.\n7. Select the collection with the more than 31 objects.\n8. Activate **Separate Children** on the **Collection Info** node.\n9. Check the spreadsheet for the named order of the instances in relation to the curve point indices.\n\n[wrong_instance_order.blend](wrong_instance_order.blend)\n\n![wrong_instance_order_1.png](wrong_instance_order_1.png)\n\n![wrong_instance_order_2.png](wrong_instance_order_2.png)" ]
viewport worked in rendered optix mode, but crashed when render [f12] Operating system: Windows-10-10.0.18362-SP0 64 Bits Graphics card: NVIDIA GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.11 Broken: version: 3.0.0 Alpha blender crash when pressing f12 (render) render scene [tannga.blend](tannga.blend)
[ "Missing Letter V and Black Screen\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: AMD Radeon(TM) Graphics ATI Technologies Inc. 4.5.0 Core Profile Context 23.7.1.230626\n\nBroken: version: 3.6.0\n\nWhenever I open Blender, the viewport is black and the letter v is not displayed in any of the menus. Here is a link to a screenshot: VZui9.png \n\nIt simply appears like this on startup.\n\n", "Blender Instantly Crashes When Rendering Cycles Or Clicking Wrong Setting\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nCPU: 12th Gen Intel(R) Core(TM) i7-12700KF, 3600 Mhz, 12 Core(s), 20 Logical Processor(s)\nGraphics card: AMD Radeon RX 6800 XT ATI Technologies Inc. 4.5.0 Core Profile Context 23.9.1.230821\n\nBroken: version: 3.6.2\n\nWhenever Blender attempts to render in cycles mode it exits immediately. It doesn't try for a few seconds, there's no loading, just click and instantly the process dies. This happens whether Preferences>System>Cycles Render Devices is set to \"None\", \"HIP\" with my GPU selected, or \"HIP\" with my CPU selected. Regardless of the cycles render device setting when I turn on viewport shading it works as it defaults to Eevee. However, if I try to change it to cycles, the moment I click cycles Blender crashes.\n\nThis same instant crash happens when I try to click OptiX or CUDA in Preferences>System>Cycles Render Devices instead on None or HIP.\n\n\n- Start Blender with a default project\n- Press Z then 8 to go into rendering mode\n- On the sidebar click render properties\n- Click the dropdown to change render engine\n- Click Cycles\n- Should see it crash instantly\n\nTo see the settings crash\n- Start Blender with a default project\n- Navigate to Edit>Preferences>System>Cycles Render Devices\n- Click between None, HIP, and OneAPI without issue\n- Click CUDA or OptiX and see the instant crash\n\n", "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", "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", "Crash when rendering a specific 4k scene with Cycles Metal\nOperating system: macOS-13.3.1-arm64-arm-64bit 64 Bits\nGraphics card: Apple M2 Pro Apple 4.1 Metal - 83.1\n\nBroken: version: 3.5.1\n\nWhen I render with Blender 3.5.1 on a MacBook 16\" with an M2 Pro chip at a 4K quality, Blender closes before finishing the rendering process.\"\n\n- Open attached .blend file\n- Make sure you have enabled Metal GPU+CPU in the Preferences\n- Render the scene\n\nIt should crash about halfway through the rendering process.\n\n![Funcions.blend](attachment)\n", "Blender 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 using blender_debug_log.cmd and \"Reload Scripts\" in Cycles preview render\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 418.91\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\nLoading Blender with blender_debug_log.cmd, it crash immediately when I try to reload the scripts if Cycles is running. This is not happening when launching blender.exe ![2019-06-08_10-28-33.gif](2019-06-08_10-28-33.gif)\n\nLaunch blender 2.8 using blender_debug_log.cmd.\nIn the view 3d, choose Cycles as render preview.\nIn the search bar, look for \"Reload Scripts\" and click on it.\nBlender Crash.\n[blender_system_info.txt](blender_system_info.txt)\n\n[blender_debug_output.txt](blender_debug_output.txt)\n\n", "Crash 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 viewport unneccessary update calls\nOperating system: Ubuntu 20.04\nGraphics card: Nvidia MX150\n\nBroken: 2.83.17, 8a8c61190b06, Beta and 2.90.2, 8f21f867e715, Alpha\nWorked: 2.82a official\n\n[#76970.blend](T76970.blend)\n\n* set scene renderer to Cycles\n* configure two viewports and a shader editor in a single screen\n* set one viewport to cycles preview render\n* set second viewport to workbench texture color\n* add two image texture nodes and load them with different textures\n* by clicking on the texture node both viewports are redrawn.", "Evee crashes when rendering \nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.89\n\nBroken: version: 2.93.3\n\nRendering this file with evee causes a crash. Cycles is able to render the file.\nThe mesh was originally created in blender 2.6x with blender internal textures down loaded from blend swap 6618\nI was updating the textures for 2.9.3. \n\nRender the image.[crash.txt](crash.txt)\n\n[debug.blend](debug.blend)\n\n", "Blender crashes when using temp_override on 'UV' area with transform.translate, transform.resize\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.41\n\nBroken: version: 3.3.5\nBroken: version: 3.4.1\nBroken: version: 3.5.0\nWorked: none\n\nWhen executing `transform.resize` or `transform.translate` with `context.temp_override(area=uv_area)` Blender crashes. This happens when the area.ui_type is UV, with VIEW_3D is works fine.\n```\nError : EXCEPTION_ACCESS_VIOLATION\nAddress : 0x00007FF72DEF3C80\nModule : blender.exe\nThread : 000009dc\n```\nthe complete crash file is attached\n\n1. create a new Text and paste the below code into the text (the attached file issue.blend can also be used)\n```py\nimport bpy \ncontext = bpy.context\narea = context.area\narea.ui_type = \"UV\"\nwith context.temp_override(area=area):\n bpy.ops.transform.resize(value=(0.5, 0.5, 0.5), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', mirror=False, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False, snap=False, snap_elements={'INCREMENT'}, use_snap_project=False, snap_target='CLOSEST', use_snap_self=True, use_snap_edit=True, use_snap_nonedit=True, use_snap_selectable=False)\n bpy.ops.transform.translate(value=(0.25, -0.25, 0), orient_axis_ortho='X', orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', mirror=False, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False, snap=False, snap_elements={'INCREMENT'}, use_snap_project=False, snap_target='CLOSEST', use_snap_self=True, use_snap_edit=True, use_snap_nonedit=True, use_snap_selectable=False)\n```\n2. run this text, Blender will now crash\n\n**Note**: not using `temp_override()` and executing these operators in the current context with the ui_type set to UV works fine. Like this: \n```py\nimport bpy \ncontext = bpy.context\narea = context.area\narea.ui_type = \"UV\"\nbpy.ops.transform.resize(value=(0.5, 0.5, 0.5), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', mirror=False, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False, snap=False, snap_elements={'INCREMENT'}, use_snap_project=False, snap_target='CLOSEST', use_snap_self=True, use_snap_edit=True, use_snap_nonedit=True, use_snap_selectable=False)\nbpy.ops.transform.translate(value=(0.25, -0.25, 0), orient_axis_ortho='X', orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', mirror=False, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False, snap=False, snap_elements={'INCREMENT'}, use_snap_project=False, snap_target='CLOSEST', use_snap_self=True, use_snap_edit=True, use_snap_nonedit=True, use_snap_selectable=False)\n```\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", "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", "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", "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" ]
[ "Optix/CUDA Viewport and Render Crash\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.11\n\nBroken: version: 2.93.1\n\nBlender crashes when having the the Optix or CUDA render devices actives, either during Viewport Shading or Render Animation. 1 hour prior to this post, neither render animation or viewport was an issue.\n\nOpen Blender and select file.\nEdit -> Preferences -> System ->Optix/Cuda\nHave Cycles as Render Engine, GPU Compute, and activate Optix Denoising.\nViewport Shading -> Doesn't load and if you move the mouse crash (sometimes)\nRender animation ->Doesn't load and if you move the mouse crash\n\n\n[Based on the default startup or an attached .blend file (as simple as possible)][ESCENA 10 fantasma.blend](ESCENA_10_fantasma.blend)\n\n", "Cycles crashes Blender 3.0 in this scene.\nOperating system: Windows 10\nGraphics card: RTX 2070\n\nBroken: blender-3.0.0-alpha+master.7223a0348f53-windows.amd64\nWorked: 2.93.2 (also 3.0.0 --debug flags does not crash it)\n\n\nEnabling Cycles Rendered preview in the viewport or just rendering this simple scene crashes Blender. 2.93.2 works fine without any crashes.\n\n\n\nOpen the attached scene\n\nEnable Rendered preview in the viewport or just render the frame\n\nAlso see the attached crash log\n\n\n[_26062021_2050_48.blend](_26062021_2050_48.blend)\n\n[_26062021_2050_48.crash.txt](_26062021_2050_48.crash.txt)", "Crash and/or stall with some geometry\nOperating system: Linux-5.11.0-22-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 465.19.01\n\nBroken: version: 3.0.0 Alpha\nWorked: 3558bb8eae75\n\nBlender either instantly crashes, crashes during \"Initialization\" or just stalls as soon as I start a preview render with a certain kind of geometry (very weird and hard to describe).\nI noticed that some blend files that worked perfectly some days ago now crash Blender. I could boil it down to a single object (that I had to garble a bit because it's from a production file but the result is the same).\nI also recompiled some older versions of Blender and could narrow it down to 5f9677fe0c53 to be the first version that shows the problem.\n\n- Download and open the blend file:\n[Autosmooth_Crash_v02.blend](Autosmooth_Crash_v02.blend)\n- Start a preview rendering.\n- Blender either crashes or stalls. Sometimes it takes a while for the crash to happen. Just switch to solid mode and start another preview rendering afterwards.\n\n- Reopen Blender and the scene file.\n- Now delete one of the two UV sets -> Everything renders fine\nAlternatively:\n- Uncheck the Autosmooth option -> Everything renders fine\n\n... very weird." ]
crash: move from one theme to another (new outlined icons) Operating system: Windows-10-10.0.17763 64 Bits Graphics card: AMD Radeon HD 7600M Series ATI Technologies Inc. 4.5.13417 Core Profile Context 0 Broken: version: 2.80 (sub 60) Worked: (optional) if you switch from a theme with new outline icons to another theme with outline icons, blender crashes. if you switch from a theme with icons outlined to a theme without outlined icons, the crash doesn't happen
[ "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", "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 when renaming a world in a timer and dragging a world in the asset browser\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.23\n\nBroken: version: 3.4.0 Alpha\nWorked: Don't know, tested back to 3.1, and still got the crash\n\nWhen a python timer renames a world, and the user is dragging a world *from another file* in the asset browser, blender will crash. (doesn't happen if the world is from the current file)\n\nI also tested this on materials, and it didn't cause a crash, so I assume that it's limited to just worlds.\n\n[world renaming crash.blend](world_renaming_crash.blend)\n* Open the attached blend file, and run the script in the text editor.\n* That will start a timer that will run once a second for ten seconds, and will rename a world data-block each time.\n* During those ten seconds, in the asset browser window, start dragging a world asset that originates from another file.\n* Blender should crash.\n\n[2022-10-23 15-49-18.mp4](2022-10-23_15-49-18.mp4)\n\nThanks a lot!", "Set as Background crashes blender instantly.\nOperating system: Windows 10 Pro\nGraphics card: RTX 2080 Ti and RTX 3060\n\nBroken: 3.62\n\nI'm trying to do object tracking. Have tracked an object and clicked Solve Object Motion, then when I click on Set as Background Blender crashes instantly. Trying to load in a 400 frame 1920x1080 png sequence. Blender also crashes if I try to load the background image sequence via the camera properties (Background Images > Add Image).\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n", "Blender 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)", "Array/Skin-Modifier-Combo causes crash\nOperating system: Linux Mint 19\nGraphics card: GT630\n\nBroken:\n2.80 (sub 39), branch: blender2.8, commit date: 2018-12-20 23:46, hash: 7a26e930a8c0\n\n\nPlease try to toggle the \"visibility\" of the skin modifier in my simple file. It crashes instantly and repeatingly:\n[Procedural leaves feathered1.blend](Procedural_leaves_feathered1.blend)\n![Procedural leaves feathered1.png](Procedural_leaves_feathered1.png)", "Cycles 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.", "Crash when scrubbing the timeline when using the line art modifier\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.41\n\nBroken: version: 3.5.0\nWorked: 3.4.1\n\nWhen scrubbing the timeline, blender will crash. This happens frequently when I have a project of sufficient complexity that uses the line art modifier. The provided blend file has been simplified as much as possible while still reproducing the crashing behavior.\n\n1. Open line_art_crash.blend\n2. Scrub the timeline. Jumping between frames makes it less likely to crash, but holding onto the playhead and slowly moving should have it crash in a few seconds.\n\n", "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)._", "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", "Intel GPUs: 3.6.2 crash on initializing Eevee rendered view\nOperating system: Linux-6.5.3-300.fc39.x86_64-x86_64-with-glibc2.38 64 Bits, WAYLAND UI\nGraphics card: Mesa Intel(R) Arc(tm) A770 Graphics (DG2) Intel 4.6 (Core Profile) Mesa 23.2.0-rc3\n\nBroken: version: 3.6.2\nWorked: 6 months ago :)\n\nBlender crashes when you opened the attached project and switch to rendered view.\n\n", "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.", " 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)", "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 on calling bpy.ops.mesh.loopcut in python script\nOperation system: macOS BigSur 11.6 (20G165) \nApple M1\n\nVersion 3.4.1 (3.4.1 2022-12-20)\n\nBlender crashes in background mode when you are calling bpy.ops.mesh.loopcut with overridden context\n\nRun Blender from cli with args:\n/path/to/bin --background --python bug.py\n[bug.py](bug.py)\n\n" ]
[ "Crash related to themes/user preferences autosaving\nWin 10 64 bits\n\nBroken: blender-2.80-196dbc0f314e-win64\nWorked: Previous builds\n\nThis is probably related to the new user preferences autosaving feature? \nSo to start fresh you need to delete the `userpref.blend` file inside the folder `%appdata%\\Blender Foundation\\Blender\\2.80\\config`\nNow launch blender and go to Edit -> Preferences -> Themes and choose let's say, Blender Light, and then close Blender. (Sometimes It crashes in this step as well)\nNow repeat this process again, go to Edit -> Preferences -> Themes -> Blender Light. (Blender will crash when choosing the theme)\n\nThere are some rare cases where it doesn't crash, but most of the time it does." ]
Gizmo for mesh/vertex editing not aligned to active vertex for editing shapekey Tested with blender-3.4.0-alpha+master.a283e07e040c-linux.x86_64, but also happened in earlier versions. Steps to reproduce: - open attached blend file - you see Edit shapekey mode is active, with one vertex selected - you see Move tool is active, but the move gizmo is not aligned to the active vertex - if you now zoom in to edit the vertex, you can no longer see the gizmo This issue prevents me from doing precise editing. The cause is the "other" shapekey (which scales the cube), but it would be nice if I could edit the mesh without disabling other shapekeys (I have hundreds), because I need to see the final outcome with all shapekeys enabled. [shapekey.blend.zst](shapekey.blend.zst)
[ "Unpredictable 3D cursor positioning with vertex snapping and active target\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.63\n\nBroken: version: 3.2.0\n\nUnpredictable 3D cursor positioning when using active + vertex as snapping option\n\nUse snap with vertex and snap set to active.\nPosition 3D cursor by either having it as the active tool or with right + shift (and ctrl if snapping is not currently activated)\nSometimes it goes under the position under the mouse, sometimes it goes somewhere apart and depending on the direction you hover over it gets a different direction offset.\nThis is very annoying as I have to change snapping to closest everytime I want to accurately position the cursor, I use active most of the time and the cursor should allways go there, at least when only vertex is the snapping option that is used.\nAlso when I don't have any object selected it works as intended.\n\n[20220620-160415.mp4](20220620-160415.mp4)", "Regression: Unable to move camera/area light with gizmo (intel GPU)\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: Intel(R) UHD Graphics Intel 4.5.0 - Build 30.0.101.1122\n\nBroken: version: 3.2.0, 3.3\nWorked: 3.1\nCaused by 5045968f24\n\ni cant move my camera using move tool or tranform tool on left side bar\n\n- select camera\n- Choose move or transform tool\n- Move camera with gizmo (won't be able to move)\n\n[bug camera.blend](bug_camera.blend)\n[blender 3.2.mkv](blender_3.2.mkv)", "bpy.ops.object.vertex_weight_copy() fails in multi edit mode\nOperating system: windows 10 amd ryzen 9 5950x 2 x 3090 (not in nvlink)\nGraphics card:\n\nBroken: 3.12\nWorked: don't think it ever has\n\nin multi edit copy vertex to selected fails and does not create new groups or copy the weights, you have to join the mesh first then do copy to selected then separate the mesh again which is problematic in more complex rigging scenarios with shape keys etc. \n\nincluded example blend file with both meshes selected tab into edit mode highlight 1 vertex on the cylinder and then select all the verts on the ico sphere and select copy, the copy fails. If you join the ico sphere to the cylinder mesh and do the same it works as expected.\n\ngoing to write a script as a workaround but I think it's really a bug ? (all be it a small one :-) )\n![image.png](image.png)\n\n[copyfail.blend](copyfail.blend)", "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", "Weight paint vertex select difficult to see (depends on surface color)\nThis is an issue since 3.2x\n\n**Short description of the issue**\nVertex selection is difficult to see in some cases, depending on the surface color.\n\nChanging the view-port shading \"Color\" can make the unselected vertex color match the selected vertices color.\n\n<video src=\"attachment\" title=\"screenshot.webm\"></video>\n\n**Exact steps for others to reproduce the issue**\n- Open attached .blend file.\n", "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.", "Applying screw modifier doesn't respect hide status of edges from edit mode.\n\n\nUPDATE: If the Unhide hotkey is used, despite no parts actaully being \"unhidden\", the uneditable parts become editable.\n\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.61\n\nBroken: version: 3.5.0\n\n\nApplying a screw modifier with parts of mesh hidden in edit mode will result in those generated mesh from hidden parts to:\n\n1. only show as edges,\n2. be still selectable in edge select mode,\n3. and becoming uneditable.\n\nwhen going back to edit mode.\n\nOriginal description:\n\nIf certain parts of a mesh with a screw modifier are hidden in edit mode (though still visible with the screw modifier, just not selectable), and then the modifier is applied to the mesh in object mode, the previously hidden parts will become uneditable, though still selectable in edit mode.\n\n\n- Add a screw modifier to an object\n- Hide parts of the object in edit mode\n- Apply the screw modifier in object mode\n- Go to edit mode, the parts that's hidden supposedly has edges on display.\n - If use edge select mode, you can actually select those ghost edges, but not editable.\n - If use alt-h, then everything is shown and behaving normal again.\n", "Add Object Tool, Resolve UI Issues & Polish\nThis task is to track the add-object tool.\n\n- - [x] Resolve behavior when axis aligned, see: #57210 (currently creates very large object). Done 1501c3adad\n- - [ ] Review design changes proposed by @DanielBystedt #57210#1010083", "Shader Editor header always shows active slot info even when pinned\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1660/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.24\n\nBroken: version:**3.5.0 Alpha**\nWorked: Never\n\nShader Editor's header, where the slot number and material name dropdowns are displayed, keeps showing the active/selected slot info even when it's pinned to another one. \nEditor shows the correct nodetree, so the issue is limited to the header, not the whole editor.\n\nFor comparison, issue is not present for the Geometry Nodes editor.\n\n![](05.gif)\n\n- Have two materials present on an object\n- Open two Shader Editors, pin one of them\n- Select the other slot, the pinned editor's header will also show the newly selected slot's name, when it shouldn't\n\n[BUG_pinned shader editor.blend](BUG_pinned_shader_editor.blend)\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", "Trim tools doesn't work with Dyntopo enabled\nBroken: blender-2.92.0-ef5d6e9c457a-windows64\n\nEnable the experimental \"tools with missing icons\"\nFile ´/ New / Sculpting\nEnable Dyntopo\nChoose the box or trim lasso tool and try to trim the mesh\nDoesn't work", "Mesh Deform modifier doesn't deform after binding\nBlender 3.3.0 (hash: 0759f671ce1f)\n\nMesh Deform modifier simply doesn't work. The cage mesh doesn't deform the effected mesh.\n\nI modeled my base mesh (a simple array of duplicated rectangles). Then i added a cube, as a separate object, entered Edit Mode, adjusted the size to fit my base mesh, added some loop cuts, exited Edit Mode. Selected my base mesh, added the Mesh Deform modifier, chose the object to deform with, clicked on Bind. \n\n[mesh deform.blend](mesh_deform.blend)\nThe deformation mesh is a solid geometry. I just changed the Viewport Display option to Wire. ", "UV Editing move/scale/rotate tool, add option to respect pins\nFor Live Unwrap to work correctly, the move/scale/rotate etc tools all allow the user to move the *pinned* UVs, while the live unwrap algorithm moves all the other UVs in a nice manner.\n\nHowever, without Live Unwrap, the \"Pin\" concept could be extended to actually Pin the UVs in place.\n\nThis is a feature request to add an option to actually Pin the Pinned UVs when using the move tool, with an additional option to respect the falloff parameters around the pinned UVs as well as the user selection.\n\nFrom a design perspective, this should probably consider the \"Grab\" Sculpt tool and the generic Transform tool as well.\n\n", "Switching Curve Shapekeys in Edit Mode go haywire if relative to one another\nOperating system:\nLinux\n\nBroken in 2.79 onwards\nWorked in 2.78\n\nPossibly caused by\n6f1493f68f\n5e1d4714fe\n\nShapekeys on curves do not reset properly when switching between them in edit mode, and one shapekey is relative to another.\n\nSelect the circle and enter edit mode. Repeatedly switch between shapekeys 'Key 1' and 'Key 2' while staying in edit mode. 'Key 2' will change over time from just this.\n[bug_report_shapekeys_curve.blend](bug_report_shapekeys_curve.blend)\n\n**How to reproduce the scene**\nCreate a Curve object. Add Basis, Key 1, Key 2 shapekeys. Set 'Key 2' relative to 'Key 1'. Select 'Key 1' and translate/scale it. ", "Python API: Mesh editing: Editing uvs after normals with a previously assigned variable doesn't work\nBroken: 3.5.1\nWorked: 3.4.1\n\nCaused by 6c774feba2\n\nHolding on a variable referencing the uv layer data for later uv editing, doesn't work when normals are edited in between\n\nRun the attached python script in Blender 3.5.1\nThis creates three objects, all should have all their loop uvs as 0,0:\n\n- no_set_normals (should have default normals, sideways)\n- with_set_normals_and_reaccess_uv (should have upwards +z normals)\n- with_set_normals_but_no_reaccess_uv (should have upwards +z normals)\n\nGo in edit mode on each generated object, look at the normals and uvs\nThe results are only correct for no_set_normals and with_set_normals_and_reaccess_uv\nFor with_set_normals_but_no_reaccess_uv, neither the uvs nor normals are correct. Both appear to be defaults\n\nIn Blender 3.4.1 this works as expected, i.e. with_set_normals_and_reaccess_uv and with_set_normals_but_no_reaccess_uv are identical\n\nAttached are also screenshots in 3.5.1 of the normals and uvs of each object\nAnd a screenshot in 3.4.1 showing the expected results\n\n**Guess at what's happening**\nOn more complicated cases (actual meshes with hundreds of triangles), the normals are messed up (seemingly random instead of defaults) and Blender is prone to crashing. This leads me to believe holding on the uv layer data after normal editing accesses freed memory or something like that?\n\n" ]
[ "Gizmo appears far away from vertex when working with shape keys\nOperating system: Linux-4.14.78-gentoo-x86_64-AMD_FX-tm-8350_Eight-Core_Processor-with-gentoo-2.6 64 Bits\nGraphics card: GeForce GT 730/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 410.73\n\nBroken: version: 2.81 (sub 16)\n\nI'm not sure if this is a bug, but when i'm working with two or more shape key applied mesh in edit mode, the gizmo appears far away from the vertex.\nI know if i uncheck shape key edit mode button, the gizmo appears correctly, but i need that button checked when doing complicated modeling.\nI have included a video and .blend file.\n\n1. Start blender \n2. add shape keys\n3. Enter edit mode\n4. move vertices, in both keys, notice that gizmo appears far away from vertex.[shape_key_gizmo.mp4](shape_key_gizmo.mp4)\n\n[shape_key_gizmo.blend](shape_key_gizmo.blend)\n" ]
1px Outline Width same as 2px for selections in object mode Operating system: Windows 7 Broken: (version 2.80, Hash: e78770039397, Branch: blender2.7, Date: 2018-05-20 22:03 1px has the same thickness as 2px in Outline Width under User Preferences > Themes > 3D View > Outline Width. ![ss (2019-05-20 at 01.31.12).jpg](ss__2019-05-20_at_01.31.12_.jpg) ![ss (2019-05-20 at 01.31.17).jpg](ss__2019-05-20_at_01.31.17_.jpg) ![ss (2019-05-20 at 01.31.23).jpg](ss__2019-05-20_at_01.31.23_.jpg)
[ "Semi-collapse spreadsheet editor navigation tab showing icons + numbers only\nIn the viewport the tool region has 3 collapse/expansion levels:\n* All tools + labels\n* Only icons two columns\n* Only icons one column\n\nFor the Spreadsheet editor it would be nice to have two collapse levels:\n* All icons + name + numbers (current implementation)\n* All icons + numbers\n\n--\n\nAlso, when changing that, it would be nice to make the default width of the region thinner.", "Proposal to highlight menus during menu search\nThis is a small quality of life feature for menu search.\n\nFor each search result item selected, we highlight the menu where it lives. In this case Clear Seam is in the Edge menu:\n\n![Screenshot 2020-02-24 at 11.02.29.png](Screenshot_2020-02-24_at_11.02.29.png)\n\n(split out from #74157 (Use menus for operator search & various improvements)).", "UI: sidebar tabs look for region overlap editors\nFor 3.0 we now have panels thinner than the area in which they are drawn. \nWhile this looks nice in most situations it's not the case for the category tabs in editors where region overlap is active, where they look arguably worse than before since there is now a visible gap between them and the panels.\n\nThis is he current look in 3.0 *(left is 3D viewport which has region overlap on, right is node editor which doesn't)*:\n![current.png](current.png)\n\n---\nThese are some short-term possible solutions that I've tried, but there might be others:\n\n1. Draw all the tabs fully rounded and change the theme accordingly:\n * Possible theme change A\n```\n {F11800641}\n```\n * Possible theme change B\n```\n {F11800643}\n```\n\n\n2. Force no background and fully rounded tabs for overlap regions, keep the current look for the other ones *(this doesn't require theme changes)* [P2595](P2595.txt):\n ![2.png](2.png)\n\n\n3. Mix between 1 and 2, fully rounded tabs for all the editors and completely remove `tab_background` from the theme options *(would probably require updates to the themes)*\n\n\n4. Restore 2.93 look with full width panels for overlap region, keep the current look for the other ones [D12971](D12971):\n ![3.png](3.png)\n\n---\nWhile all the options proposed have their disadvantages, I'd personally go for option 2, until a better solution is found for the future.\nIMHO it looks fairly nice, it's not intrusive code-wise, and it doesn't require changes to any of the default or community themes, so it could be applied to 3.0 without further complications.", "Paint Mode: Masking Modes\nThis is an important task related to the implementation of Paint Mode and #96225.\n\n# Painting Modes & Selections\n\nIn the current painting modes there are various ways of masking. Including all of these in their current form in a single Paint Mode would lead to a muddled and confusing design.\nBut still, these ways of masking should be supported:\n\n- Masking per vertex (Like Sculpt Mode masking)\n- Masking per face (To achieve sharp edges on face corner color attributes and image textures)\n- Masking based on selection (Synched with edit mode)\n- Masking based on a texture (Stencil Mask)\n\n# Issue\n\nThese ways of masking are very different and currently implemented as completely separate features.\nMoving all of these with their current design to a new Paint Mode would lead to multiple masks and selections having to be enabled and managed at the same time, each with their own overlay.\nThis issue can already be observed in the current Texture Paint Mode when enabling any of the selection masking modes and stencil masking at the same time.\n\nThe ideal way moving forward in Paint Mode has to be by combining these masking methods into a single cohesive design without regression in functionality.\n\n# Proposal\n\n### Masking Modes\n\nThe proposal is to add three easily accessible “Masking modes” to choose which data is being used for the masking operations in Paint Mode.\nThese should be easy to switch between via the number keys. \nThis directly parallels the selection modes in edit mode, grease pencil and the UV editor. And just like in these other modes they should be interchangeably usable for intuitive and fast masking.\n\n![mask_modes_mockup.png](mask_modes_mockup.png)\n\nThe 3 modes would let you:\n\n- **Mask Vertices** (Vertex float)\nSame behaviour as sculpt mode.\n\n- **Mask Faces** (Face bool)\nWill restrict the masking to only fill in entire faces as completely masked or unmasked. This is far more useful than trying to paint face float values, which will almost always result in a stepping effect.\n\n- **Mask Pixels** (Greyscale image texture))\nThis feature should replace the current “Stencil Mask”.\n\n### Converting Masks\n\nThese masking features are meant for loose and temporary masks, similar to selections in other modes. \nFor more permanent masking for material and texture mixing it would still be preferred to paint image textures and use them as masks in the material.\n\nWith that use case in mind, it would be easiest to implement to convert the mask to another domain and data type every time the masking mode is changed (Similar to selection modes in Edit Mode).\n\nAlternatively we could test a way of abstracting/propagating the selection between those modes but that could just end up as far more complicated, less predictable and for questionable advantages.\n\n### Edit Mode Syncing\n\nAn important task that is tied to this is to convert the mask of Paint Mode to the Edit Mode selection (and vise versa).\nThis way masks can be much more precisely created in Edit Mode.\nWhile switching between Edit Mode should not be required - masking in Paint Mode should be intuitive enough for most cases - some workflows rely on this for painting precise attributes and technical textures.\n\nSo keeping this functionality will be a priority!\n\n(There are even other potential advantages from considering a Paint Mode mask an Edit Mode selection, like assigning materials directly in Paint Mode. \nThe design of #97903 could help in making this more clear.\n\n# Sculpt Mode\n\nIf these masking modes should be included in Sculpt Mode as well is questionable. \nMasking faces and based on an image texture is no use if you are only able to affect vertices with all tools available.\nThe only advantage would be to avoid mask conversion on mode switching (Which shouldn't be a problem) and to allow painting face corner color attributes with the Sculpt Mode painting toolset (Which is not what Sculpt Mode is for. For sharper edges you should increase the amount of geometry or use the bigger Toolset of Paint Mode).", "When loading factory defaults, Render Dimensions preset dropdown menu is not reset\nOSX\n\n2.73a\n\nWhen loading factory defaults, Render Dimensions preset dropdown menu is not reset\n\n\n- Change Scene Dimensions to a preset\n- Maybe change a couple of settings like x resolution to see changes later on\n- Reset to factory default\n- Observe change of X, Y Scale etc of Scene Dimensions Resolution to default\n- Observe Preset dropdown choice still on previous setting before factory default..\n\n\nJust a little teenie weenie thingie.. I know, but thanks for looking into it!\nCheers and thanks again for developing worlds' greatest application!\n\nRoel\n", "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. ", "Multi-Object-Mode: EditMesh Tools\nNote, while these follow menus, duplicates have been removed.\n\n## Remaining\n\n- MESH_OT_select_similar_region ([D3672](D3672))\n- MESH_OT_knife_project (leave aside for now, too complex - see [D3637](D3637))\n- MESH_OT_knife_tool (leave aside for now, too complex - see [D3637](D3637))\n\n\n## Mesh Menu:\n\n- ~~MESH_OT_duplicate_move~~ 1ade071052\n- ~~MESH_OT_extrude_edges_indiv~~ d8f70a26fd\n- ~~MESH_OT_extrude_faces_indiv~~ 07774d4860\n- ~~MESH_OT_extrude_verts_indiv~~ 7c415e6fd7\n- ~~MESH_OT_extrude_edges_move~~ 1d7bdbd273\n- ~~MESH_OT_extrude_vertices_move~~ 1d7bdbd273\n- ~~MESH_OT_delete_loose~~ bfc9d426bb\n- ~~MESH_OT_decimate~~ 5b45d32f3a\n- ~~MESH_OT_dissolve_degenerate~~ (initial comsmit) bfc9d426bb\n- ~~MESH_OT_dissolve_limited~~ 09e14cb5bc\n- ~~MESH_OT_face_make_planar~~ 0e5a4f927a\n- ~~MESH_OT_vert_connect_nonplanar~~ b942106c73\n- ~~MESH_OT_vert_connect_concave~~4043e4b820\n- ~~MESH_OT_fill_holes~~ 69b95b45f4\n- ~~MESH_OT_symmetrize~~ 03a916e5b5\n- ~~MESH_OT_symmetry_snap~~ 7f9768cb80\n- ~~MESH_OT_bisect~~ f9eb2f29fe\n- ~~MESH_OT_sort_elements~~ ffb424c85f\n\n## Snap Menu:\n\n\n- ~~VIEW3D_OT_snap_selected_to_grid~~ 016ba0f38b\n- ~~VIEW3D_OT_snap_selected_to_cursor~~ ec3357e03a\n- ~~VIEW3D_OT_snap_selected_to_active~~ ec3357e03a\n- ~~VIEW3D_OT_snap_cursor_to_selected~~ ec3357e03a\n- ~~VIEW3D_OT_snap_cursor_to_center~~ (no change required)\n- ~~VIEW3D_OT_snap_cursor_to_grid~~ (no change required)\n- ~~VIEW3D_OT_snap_cursor_to_active~~ (no change required)\n\n\n## Vertex Menu:\n\n- ~~MESH_OT_merge~~ b73c7381cc\n- ~~MESH_OT_remove_doubles~~ 22b2bab702\n- ~~MESH_OT_rip~~ 9d0d7c375e\n- ~~MESH_OT_rip_edge~~ 6539c1fc41\n- ~~MESH_OT_split~~ fc8d903000\n- ~~MESH_OT_separate~~ 5e915baec4\n- ~~MESH_OT_mark_sharp~~ 0ac3d5f7db\n- ~~MESH_OT_vertices_smooth~~ d915aa57f8\n- ~~MESH_OT_vertices_smooth_laplacian~~ 1f30232aa7\n- ~~MESH_OT_blend_from_shape~~ 6ae09dfcad\n- ~~OBJECT_OT_vertex_group_smooth~~ 3dee8b4a12\n- ~~MESH_OT_shape_propagate_to_all~~ 3a43528274\n\n## Edge Menu:\n\n- ~~MESH_OT_edge_face_add~~ de2d642c84\n- ~~MESH_OT_subdivide~~ (initial patch)\n- ~~MESH_OT_subdivide_edgering~~ 853e55b043\n- ~~MESH_OT_unsubdivide~~ e245f7c09c\n- ~~TRANSFORM_OT_edge_crease~~ (initial patch)\n- ~~MESH_OT_mark_seam~~ 61f0608b4a\n- ~~MESH_OT_mark_sharp~~ 0ac3d5f7db\n- ~~MESH_OT_edge_rotate~~ 66ffbf9b7d\n- ~~MESH_OT_edge_split~~ 207b549d40\n- ~~MESH_OT_bridge_edge_loops~~ eb2226dde2\n- ~~TRANSFORM_OT_edge_slide~~ (wrapper to other operator, working)\n- ~~MESH_OT_loop_multi_select~~ df49155cfb\n- ~~MESH_OT_loop_to_region~~ 8b41999ea0\n- ~~MESH_OT_region_to_loop~~ 56d65719b3\n\n\n## Face Menu:\n\n- ~~MESH_OT_flip_normals~~ 4704f2687a\n- ~~MESH_OT_edge_face_add~~ de2d642c84\n- ~~MESH_OT_fill~~ b726ff4fc4\n- ~~MESH_OT_beautify_fill~~ e42b8c32ab\n- ~~MESH_OT_inset~~ 570455fb83\n- ~~MESH_OT_bevel~~ d9e04cb594\n- ~~MESH_OT_solidify~~ f309c34cfe\n- ~~MESH_OT_intersect~~ dffd37877d\n- ~~MESH_OT_intersect_boolean~~ 46aec45b2a\n- ~~MESH_OT_wireframe~~ a0a78f6da4\n- ~~MESH_OT_poke~~ 3a9669bfff\n- ~~MESH_OT_quads_convert_to_tris~~ (initial patch bfc9d426bb\n- ~~MESH_OT_tris_convert_to_quads~~ (initial patch bfc9d426bb\n- ~~MESH_OT_face_split_by_edges~~ b6a822d726\n- ~~MESH_OT_faces_shade_smooth~~ e4c4e8566f\n- ~~MESH_OT_faces_shade_flat~~ 9fc0c0c3de\n- ~~MESH_OT_uvs_reverse~~ 63951bc987\n- ~~MESH_OT_uvs_rotate~~ faaffc4011\n- ~~MESH_OT_colors_rotate~~ 42c5c20e54\n- ~~MESH_OT_colors_reverse~~ 753be0a2a5\n\n## Mesh Toolbar: (should be added to menu)\n\n- ~~MESH_OT_loopcut~~ e87dd9aa00\n- ~~MESH_OT_convex_hull~~ e1cee0ac71\n- ~~MESH_OT_delete~~ (initial patch bfc9d426bb)\n- ~~MESH_OT_delete_edgeloop~~ 49be803ad6\n- ~~MESH_OT_dissolve_edges~~ 7f5c469716\n- ~~MESH_OT_dissolve_faces~~ 848d9cda0e\n- ~~MESH_OT_dissolve_mode~~ (wrapper of vert/edge/face dissolve)\n- ~~MESH_OT_dissolve_verts~~ 5f59a8bb11\n- ~~MESH_OT_drop_named_image~~ b4d23818c8\n- ~~MESH_OT_dupli_extrude_cursor~~ 68a719f1ea\n- ~~MESH_OT_duplicate~~ 1ade071052\n- ~~MESH_OT_edge_collapse~~ 2349b9777a\n- ~~MESH_OT_edgering_select~~ 7fa77cd31d\n- ~~MESH_OT_edges_select_sharp~~ dd93c80747\n- ~~MESH_OT_extrude_region~~ 1d7bdbd273\n- ~~MESH_OT_extrude_repeat~~ 9a125ca5fe\n- ~~MESH_OT_faces_select_linked_flat~~ 1bb9ccf887\n- ~~MESH_OT_fill_grid~~ 1cbe3b6e03\n- ~~MESH_OT_hide~~ 5d8937e8ba\n- ~~MESH_OT_loop_select~~ 7fa77cd31d\n- ~~MESH_OT_normals_make_consistent~~ 266638d783\n- ~~MESH_OT_offset_edge_loops~~ efd843b51c\n- ~~MESH_OT_reveal~~ f4c1685a16\n- ~~MESH_OT_screw~~ badd88ca02\n- ~~MESH_OT_select_all~~ (initial patch bfc9d426bb)\n- ~~MESH_OT_select_axis~~ c899f21800\n- ~~MESH_OT_select_face_by_sides~~ 90c9458b2f\n- ~~MESH_OT_select_interior_faces~~ e161c51e7f\n- ~~MESH_OT_select_less~~ b6a7fa1880\n- ~~MESH_OT_select_linked~~ (initial commit) bfc9d426bb\n- ~~MESH_OT_select_linked_pick~~ (initial commit) bfc9d426bb\n- ~~MESH_OT_select_loose~~ eacb2eb423\n- ~~MESH_OT_select_mirror~~ 3ebe389605\n- ~~MESH_OT_select_mode~~ (initial patch bfc9d426bb)\n- ~~MESH_OT_select_more~~ 2309131b4d\n- ~~MESH_OT_select_non_manifold~~ 4da2aec2bb\n- ~~MESH_OT_select_nth~~ 63c2397171\n- ~~MESH_OT_select_random~~ 847f028b71\n- ~~MESH_OT_select_similar~~ 75b2091d42\n- ~~MESH_OT_select_ungrouped~~ 1d8e6c5cd0\n- ~~MESH_OT_shortest_path_pick~~ c32cc3e43e\n- ~~MESH_OT_shortest_path_select~~ 5a431be629\n- ~~MESH_OT_spin~~ ab8dded330\n- ~~MESH_OT_vert_connect~~ 944054fbb6\n- ~~MESH_OT_vert_connect_path~~ fc7316fb54\n", "Drawing size of particles not matching DPI\nOperating system: MacOS\nGraphics card: AMD Radeon Pro 450\n\nBroken: 2.83\nWorked: N/A\n\nWhen moving the blender window to the external monitor, the halo size of the particles changes, which can cause them to disappear.\nBest way to see what I mean is to watch this short clip of me moving the window, and also zooming in and out to show that not all colors are lost: Vu6MSHVxEUwYLvob8\n> In #82238#1283352, @jenkm wrote:\n> The problem here is with the `U.pixelsize` or something like that, as usual.\n> \n> When you move a window between Low and High DPI screens, the size of the spheres does not change correctly.\n> It seems that the size changes twice, like the UI scale plus the size of the spheres additionally.\n> \n> | Low DPI Screen | Moved to High DPI | Low DPI with Thick \"Line Width\" |\n> | ![#82238-1.jpg](T82238-1.jpg) | ![#82238-2.jpg](T82238-2.jpg) | ![#82238-3.jpg](T82238-3.jpg) |\n> \n> And further, depending on the size, these spheres can be hidden by a mesh.\n> \n> | Thick | Default | Thin |\n> | ![#82238-4.jpg](T82238-4.jpg) | ![#82238-5.jpg](T82238-5.jpg) | ![#82238-6.jpg](T82238-6.jpg) |\n> \n> The size of the spheres should not depend on `U.pixelsize`, first of all.\n> The visibility of these spheres also depends on the viewing angle, what is also not clear whether this is intentional or not.\n\n\n- Open attached file\n- Update the particles if needed\n- Move the window to another monitor with different DPI\n|![Captura de Tela 2022-03-01 às 19.31.47.png](Captura_de_Tela_2022-03-01_a_s_19.31.47.png)|![Captura de Tela 2022-03-01 às 19.31.28.png](Captura_de_Tela_2022-03-01_a_s_19.31.28.png)\n| -- | -- |\n[particles.blend](particles.blend)\n\n---\n**Complex file:**\n[rain.blend](rain.blend)", "X-ray toggle button in weight-paint mode is ignored (honors edit-mode setting instead)\nOperating system: Linux\nGraphics card: Intel\n\nBroken: 2.91.0-a509e79a4c77-linux64\nWorked: 2.80 - Xray was not changed when switching modes there\n\nWhen in weight-paint mode, with select vertices enabled, the \"Toggle X-ray\" button in the upper right corner is ignored, does not allow to select vertices through the object (on both sides). But instead, if you switch to the edit mode, enable the x-ray mode, and then switch back to the weight-paint mode, then the vertex selection through object is turned on correctly. So oddly enough, the weight-paint mode x-ray is controlled from edit mode, ignoring its own x-ray toggle button.\n\n**Steps to reproduce**\n[xray-weight-paint-bug.blend](xray-weight-paint-bug.blend)\n\n- Open file\n- Toggle X-ray mode", "Intersecting Meshes are not marked as overlapping anymore when selected\nOperating system: Linux-5.4.0-48-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 450.66\n\nBroken: version: 2.90.1\nWorked: 2.83.x\n\nIn blender 2.83.x Solid View intersecting objects had, if selected, the otherwise hidden parts shown in a more muted color when overlapping. with 2.90.x this is no longer the case. \nI hope this did not get removed intentional but is a missing feature.\n\nDuplicate the default Cube, move it a bit so that is still intersects with the first cube and confirm movement. \nWatch the outline in Solid View be the same color and thickness all around the mesh. \nin 2.83 while moving the white outline turned light grey when intersecting and the selected object outline turned a darker orange. This is very helpful for positioning elements.\n\n![blender.jpg](blender.jpg)", "Bevel modifier UV problem with corners\nBroken: 2.79. 2.8*\n\n**Description**\nImportantly for games with Weighted Normals and Bevels workflow it would be very desirable for Corners of UV to scale and connect correctly so there are minimal distortions and UV disconnections. \n![bevel_blender.png](bevel_blender.png)\n\nThis is how it opens in max post export:\n![bevel_max.png](bevel_max.png)\n\nPlease also note that in 2.8 Bevel modifier completely distorts UVs in \"Vertex average\"(and possibly other) Normal Modes. Works as in 2.79 without any normal mode.\n![bevel_2_8_broken.png](bevel_2_8_broken.png)\n\nPrepared debug scene (as requested by Howard): \n![bevel_test_scene.png](bevel_test_scene.png)\n[debug_bevel_uv.blend](debug_bevel_uv.blend)\nAlso available here: debug_bevel_uv.blend\n\nThank you!\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)", "`outliner.object_operation (select hierarchy)` does not change active object when directly called through a key event\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 526.98\n\nBroken: version: 3.5.1\n\n\"outliner.object_operation\" has an inconsistent behaviour when assigned to a key:\nwhen I go to the outliner and I select a hierarchy with the \"right-click menu\" > \"select hierarchy\" I just click on the object that has a hierarchy that I want to select.\n\nIf I assign this \"outliner.object_operation\" \"select hierarchy\" to a key for example \"right click\" + \"alt\" when I click on the same object by pressing \"alt\" sometimes it will not perform the correct selection.\n\nI recorded a video to explain better the problem, sorry for my voice I'm a bit sick :( \n7E_2Zra_3CY\n\n\n- Assign \"outliner.object_operation\" \"select hierarchy\" to \"right click\" + \"alt\" .\n- Alt+right click on the hierarchy.\n- \"select hierarchy\" does work, but it selects the hierarchy of the active object instead from the object under the mouse pointer.\n - Expected: \"select hierarchy\" if performed with a mouse click, should select the object under the mouse pointer and select the hierarchy.\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", "Geometry Attributes panel in Edit Mode (design pending)\nThis task is going to adding a unified panel for editing attributes of the selected element by value in edit mode. It makes users able to pass arbitrary per-element data to geometry nodes, opening up more possibilities for procedural modeling.\n\nAll data types (int, color etc.) should be supported. \nDomain supports should match selection modes in edit mode (eg. no face corner support for meshes). \n\n## Basic\nAttributes on the active element is listed in the side panel. \nItems are grouped by domain.\n![image.png](image.png)\n\n## Multiple Selection\nfor float types (float, vector, 2d vector): \n* Show a mean value computed from all selected elements. \n* Button offsets values of all selected elements.\nfor other types: \n* If an active element with a matching domain exists, show the value of it.\n* Button only affects the value of the active element.\nFill operators are provided for batch editing. It fills current button value into all selected elements.\n![image.png](image.png)\n" ]
[ "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" ]
VS Doesn't create animation channels between scenes Operating system: Linux Graphics card: Broken: 2.93.2 Copy command in Video Sequencer copies strips between scenes, but not creates their proper anim. channels, so that curves aren't created. * Video seq * Add a strip, i.e. an image one * Animate it, i.e. its Transform>'Position x' * Copy the strip (Ctrl+C) * Create a new empty scene * Paste the strip here. Strip is created, bur I don't get the animation
[ "VSE: Meta strip speed changes if the content length changes\nOperating system: Linux-6.3.5-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 525.116.04\n\nBroken: version: 4.0.0 Alpha\n\nBy default the speed handle for strips is placed so that the speed = 100%.\nUnfortunately with Meta strips the content length can change by making edits inside.\nIn that case the speed will change because the speed handle will not adjust to the new length.\n\nA simple solution for now could at least be that the speed handle is automatically adjusted back to the original speed **if** the there is only one segment.\nI can see how this issue becomes more complicated if there are multiple segments with retiming already in use.\n\n- Open a new Video Editing file\n- Add a few strips and group them with `Ctrl G`\n- Switch to the Retime tool in the toolbar and inspect the percentage on the strip\n- Enter the meta strip with `Tab` and add a couple more strips to the end\n- Exit the meta strip with `Tab` and inspect the speed again (now much higher)\n\n", "In fluid simulations, the Curve Guide force field does not work along the curve (just a single direction).\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1660/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.2.0 Alpha\n\nIn fluid simulations, the Curve Guide force field does not work.\n\n1: Create a new scene, create a new object\n2: Object Menu - Quick Effects - Quick Fluid\n3: Create a new curve guide force field\n4: Press the play button, you can observe the fluid particles scattered randomly{[F12984015](A.blend)}\n\n", "Click selecting a keyframe in the Dope Sheet deselects all channels\nOperating system: Linux Mint\nGraphics card: RTX 3070\n\nBroken: latest master\nWorked: checked until 2.93 and it still was broken\n\nWhen click selecting a keyframe on a summary channel in the Dopesheet (and the Timeline which is basically a Dopesheet),\nit deselects all channels.\nIf you drag select it, all channels of the keys are selected.\n\nClick selecting a keyframe that is not on a summary channel does select the channel as well.\n\nI would expect click and drag select to behave the same on summary channels.\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n* open the provided blend file (channels are already selected)\n* click select a keyframe on a summary channel in either the Timeline or the Dope Sheet\n* note the channels are all deselected\n\n", "VSE annotations not \"per scene\"\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87\n\nBroken: version: 2.90 (sub 3)\n\nVSE annotations are not \"per scene\". When creating a new scene, the VSE still see the same annotations.\nAlso, in 3D, annotations are per scene, but all scene's annotations are visibles in the dopesheet, though only the correct one is visible in the viewport.\n\n- in Video Sequence Editor, create a few anotations (several frames), add a new strip (color for exemple)\n- create a new scene, VSE gets a fresh timeline, but the annotations are still here. you can edit them, go back to the previous scene, and bam, the annotations are the same.\nI put further ideas for improvement here : [https:*blender.community/c/rightclickselect/WCfbbc/ ](https:*blender.community/c/rightclickselect/WCfbbc/)", "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.", "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", "Sound continues to play if you switch between scenes without pausing the playback.\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 388.13\n\nBroken: version: 2.82 (sub 1)\nWorked: (optional)\n\n\nSound continues to play if you switch between scenes without pausing the playback.\n\n1) Create a scene \"A\" and add a sound track to it in the sequencer\n2) Create a new scene \"B\"\n3) Go back in scene \"A\" and press play.\n4) Without pausing, switch to scene \"B\".\n\nThe only way to stop the sound is to go back to scene \"A\", press play and then stop.\nNote that sound will stop at the end of scene \"A\" end frame anyway.\n\n", "VSE Scene strip's color profile is overridden by sequencer settings\nOperating system: win10\nGraphics card: 1050ti\n\nBroken: 3.4.1\n\nThere are two scenes:\n1. **Scene.001** is VSE sequencer with *RGB* profile in color management\n2. **Scene** is used as *Scene Strip* and has *XYZ* color profile\n\nWhen rendering **Scene** strip from **Scene.001** sequencer, it overrides original *XYZ* with its *RGB*, but OpenGL preview shows correct mode.\n\nIn attached file render separately **Scene** 3d view and **Scene.001** VSE sequencer to see the difference\n\n", "Strokes in front of a 3d object will change and become jagged after it is placed\nOperating system: windows 10\nGraphics card: 2070 super\n\nBroken: 2.93.0\n\n\nIn front of a 3d object like a plane, the strokes will alter itself and become jagged after you let go of the stroke to place it. On full screen in my video it becomes very apparent especially the second time I do it.\n\nTest File:\n[#91204.blend](T91204.blend)\n[stroke becomes wavy after leting go of the pen this one.mp4](stroke_becomes_wavy_after_leting_go_of_the_pen_this_one.mp4)", "Sound strips don't change length when sound file is changed\nOperating system: Windows 10\nGraphics card: Nvidia MX150\n\nBroken: 2.91 and 2.92 Alpha\n\n**Steps to reproduce**\nAdd sound, change file to another one with different length.\n\nStrip length is not updated.", "Graph Editor menu item Key -> Clean Channels and Key -> Clean Keyframes have the same descriptive text\nOperating system: macOS-11.5.2-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 560X OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.6.20\n\nBroken: version: 3.0.0 Alpha\nWorked: none\n\nThe graph editor menu item Key -> Clean Channels and Key -> Clean Keyframes have the same descriptive text when they do two different things.\nKey -> Clean Channels help text should be changed to Clears keyframes on channels that have default values.\n\nCreate some animation on the default cube\nopen the graph editor\nselect the curves\nChoose the Key menu\nHover over the Clean Channels and Clean Keyframes menu items to see the text.\n", "VSE: Adding packed sound via python API produces strip with incorrect length\nBroken: Blender 3.4.1\n\n![image.png](image.png)\n\n**Steps to reproduce**\n[#103662.blend](T103662.blend)\n\n- Open file\n- Run script\n# Look in console\n\nIt prints `Strip duration is 1` which is incorrect.\nThis is because `BKE_sound_info_get()` does not work correctly with packed sound.\n", "Render error not shown in VSE\nOperating system: Windows 10\n\nBroken: 2.90 8956e9e5f6c0\nWorked: Unknown\n\n**Reproduction**\n1. In a scene's Compositing workspace, enable Use Nodes and delete all the nodes.\n2. In another scene's VSE, add the above scene as a strip.\n3. Render\n\n**Description**\n![image.png](image.png)\nF12 on the outputless scene throws an error.\n![image.png](image.png)\nThe VSE shows the checkerboard pattern even if there's another strip (e.g. solid black) below the outputless scene strip and does not throw any error. The outputless scene strip should either not interfere with the layers below it or show an error indicating it doesn't have an output.", "Eevee/Cycles motion blur not taking into account Time Remamaping in VSE\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 471.11\n\nBroken: version: 3.0.0 Alpha\n\nRemapped scenes should have adequate motion blur if that is possible. \n\nRight now the added scenes are treated as a set of animation keys, not as a rendered sequence of frames.\nAnd if so, then the motion blur should be processed after the fact of the speed remapping in VSE, but it remains the same as in the original scenes.\n\n1) Added two scenes into VSE\n2) Grouped it\n3) Remapped the speed\n4) Rendered\n\n\n", "Sequencer: Can't toggle Channels sidebar when VSE view type is \"Sequencer & Preview\"\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: AMD Radeon (TM) R9 380 Series ATI Technologies Inc. 4.5.13596 Core Profile Context 20.10.35.02 27.20.1034.6\n\nversion: 3.2.0\n\nAll in the title.\n\n1) Be in Video Sequencer editor\n2) Switch view type to Sequencer & Preview\n3) Try to toggle Channels sidebar : either with the little arrow (that doesn't show up), or by going to View > Channels (it doesn't toggle the sidebar, its checkbox doesn't get checked)\n\n" ]
[ "VSE strip animation data does not copy across scenes\nOperating system: Windows-10\nGraphics card: Radeon RX 580 Series\n\nBroken: version: 3.0.0\nWorked: N/A\n\nLet's say someone had a pre-edited clip in a blender file. They could then append the scene with the pre-edited clip to their current file to access the elements inside of that scene (including the VSE strips). When you copy and paste VSE strips with animation data within a single scene, data is copied fine. Saying this, if you copy a VSE strip from one scene, and then move to another scene, and paste it, the strips copy fine, but the animation data is missing.\n\n1. Start up a new file\n2. Make two scenes\n3. Navigate to the Video Editing layout\n4. In Scene 1, put a color strip and keyframe it to animate from white to black\n5. Click the color strip and press \"Ctrl + C\"\n6. Navigate to Scene 2\n7. Attempt to paste the original strip: \"Ctrl + V\"\n8. Notice that the animation data is missing and the color strip has no F-curves or Keyframes\n\n", "VSE: Pasted strip doesnt have F-Curve keyframes from the original (if pasted between scenes)\nOperating system: Windows-10-10.0.10240-SP0 64 Bits\nGraphics card: GeForce GTX 980 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 446.14\n\nBroken: version: 2.83.0\n\nstrips data actions failure to copy when pasted into new scenes\n\nIn VSE: add any strip and insert key-frames(in opacity for example), press CTRL+C for copy strip > open a new scene or other archive, pulse CTRL+V > in the copy strip does not have action data and keyframes.\n\nNote in eaee2b4119, this already mentioned:\n\n> Better method would probably be storing animation data in clipboard as well,\n> so we can copy animated strips even between scenes.\n\n\n" ]
每日编译版,重命名骨骼会导致崩溃。 Compiled daily, renaming bones will cause crashes. Operating system: Windows-10-10.0.19041-SP0 64 Bits Graphics card: NVIDIA RTX A6000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.79 Broken: version: 3.3.0 Alpha 每日编译版,重命名骨骼会导致崩溃。 Compiled daily, renaming bones will cause crashes. blender-3.3.0-alpha+master.b9854372832a-windows.amd64-release
[ "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) ", "Crash on Python API bpy.ops.mesh.rip_move()\nOperating system: Windows 10\nGraphics card: RTX3080\n\nBroken: 3.3.2, 3.4.0, 3.5.0-alpha\n\nCrash on calling `bpy.ops.mesh.rip_move()` from Python API.\n\n - Open new Blender file\n - Switch to Scripting workspace\n - Create file with\n```\nimport bpy\nbpy.context.area.ui_type = 'VIEW_3D'\nbpy.ops.mesh.rip_move()\nbpy.context.area.ui_type = \"TEXT_EDITOR\"\n```\n - Delete all objects\n - `Shift-A` to add cylinder\n - Tab` to edit mode\n - Click edge or vertex selection mode\n - Select an edge or vertex\n - Run script\n - Crash\n\nManually doing a `V` rip move and then using the \"reports\" list to copy over the exact command to line #3, also results in a crash\n[blender.crash.txt](blender.crash.txt)", "Decals crash Eevee on AMD graphics card\nOperating system: Linux 6.2.7 Manjaro \nGraphics card: AMD 7900XT\n\nBroken: 3.3LTS, 3.4.1\n\nUsing decals will crash blender in Eevee. cycles works\n\nas an example file please see the .blend that was linked here by the decalmachine creator: 66438\n\nThe issue there is unrelated but the file can serve to show the issue I am having. The moment I switch to rendered view or materials preview blender will crash. I see no error message in console. The log files states just: \n\n```\nbpy.context.space_data.shading.type = 'RENDERED' # Property\nbpy.context.space_data.context = 'RENDER' # Property\nbpy.context.scene.render.engine = 'BLENDER_EEVEE' # Property\n \n```\n\n", "Select Loop Inner-Region issue\nWin8 64bit | GTX680\n\nBroken: 2.77 509270e\n\nWhen working with face loop, this tool doesn't always work as expected.\n\n\n![inner.png](inner.png)\n\nNot sure if this can be a bug. Please check.", "Crash on calling bpy.ops.mesh.loopcut in python script\nOperation system: macOS BigSur 11.6 (20G165) \nApple M1\n\nVersion 3.4.1 (3.4.1 2022-12-20)\n\nBlender crashes in background mode when you are calling bpy.ops.mesh.loopcut with overridden context\n\nRun Blender from cli with args:\n/path/to/bin --background --python bug.py\n[bug.py](bug.py)\n\n", "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 with GPU Render\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1660 Ti with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.02\n\nBroken: version: 3.4.0\nWorked: unknown\n\nOn cycles, using the GPU renderer blender crashes. This only happens when I am using Optix with GPU and CPU. If I disable my CPU, Intel(R) Core(TM) i7-9750H CPU @ 2.60GHz, then the render works, using only CPU rendering also works.\n\nMy Memory is not fully used, both GPU and ram, and I have the newest GPU driver, GameReady version 528.02\nHope the blend file works without the video files.\nThanks for helping\n[obj_tracking_test_2.crash.txt](obj_tracking_test_2.crash.txt)\n\n[obj_tracking_test_2.blend](obj_tracking_test_2.blend)\n\n", "Rigidbody crash undoing while animation plays (which was started at frame 1 or below)\n[blender_system_info.txt](blender_system_info.txt)\n\n[blender_debug_output.txt](blender_debug_output.txt)\n\n[animation_john2.blend](animation_john2.blend)\n\nOperating system: Windows 10\nGraphics card: Nvidia 2070 Super\n\nWorked: -\n\nBlender crashes when object is rotated to a steep vertical angle and animation player is run.\n\nFor animation_john2.blend\n- Play Animation\n- Select a bone (could be any other operator as well I think)\n- Undo (this will also jump back to frame 0 -- where we started -- which is the important part, starting animation at frame 2 or higher does not result in the crash)\n- Redo\n\nRepeat until crash. Occurs between 2-5 repeats.\n\nAlso occurs at other similar high angles.", "LibOverride - Update - Fix handling of temp ID\nLiboverride 'update' process (the part applying overrides again over a copy of the linked data, `BKE_lib_override_library_main_update` & co) needs some specific control over its usage of `BKE_id_copy_ex` to create the temp copy of the linked ID: It needs to prevent any potential modification of any other ID in Main.\n\nThis happens e.g. with regular copy of Collections, since the `parents` lists of their children need to be updated with a new pointer to the new copy. There may be a few other similar cases, this needs to be investigated.\n\nThis default behavior prevents from safely using `BKE_id_free_ex` on that same temp ID later on, even if the temp ID is not explicitly linked to any other ID.\n\nWhether this change requires a new specific tag, or could be part of one of the 'no main' cases, remains to be investigated as well. \n\n--------------------\n\n## Original Report\n\n\nOperating system: Linux-5.15.0-10056-tuxedo-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 525.60.11\n\nBroken: version: 3.5.0 Alpha, branch: master, commit date: Unknown, hash: f06a1368\nWorked: -\n\nBlender crashes when appending a collection (twice) from a file where this collection has been linked and overridden.\n\n\n*Note: Using a debug build with ASAN makes this reliable to reproduce.*\n\n 1. Open file `fileB.blend`.\n 2. Go to `File`>`Append`. Browse into `fileA.blend`>`Collections`. Untick the `Localize All` option. Choose `Asset`.\n 3. Blender crashes.\n\n[report_crash_link.zip](report_crash_link.zip)\n\n**ASAN report**\n```\n=================================================================\n==84954==ERROR: AddressSanitizer: heap-use-after-free on address 0x613000267ef2 at pc 0x000002b6fe58 bp 0x7ffc27cb7e40 sp 0x7ffc27cb7e30\nREAD of size 2 at 0x613000267ef2 thread T0\n - 0 0x2b6fe57 in collection_foreach_id /.../blender/source/blender/blenkernel/intern/collection.c:164\n - 1 0xd2a149 in library_foreach_ID_link /.../blender/source/blender/blenkernel/intern/lib_query.c:334\n - 2 0xd2a317 in BKE_library_foreach_ID_link /.../blender/source/blender/blenkernel/intern/lib_query.c:353\n - 3 0xcce9b3 in BKE_lib_id_clear_library_data /.../blender/source/blender/blenkernel/intern/lib_id.c:224\n - 4 0xcd1d22 in BKE_lib_id_make_local_generic /.../blender/source/blender/blenkernel/intern/lib_id.c:501\n - 5 0xcd2cef in BKE_lib_id_make_local /.../blender/source/blender/blenkernel/intern/lib_id.c:561\n - 6 0xbe3fa23 in BKE_blendfile_append /.../blender/source/blender/blenkernel/intern/blendfile_link_append.c:1111\n - 7 0x3a49cf1 in wm_link_append_exec /.../blender/source/blender/windowmanager/intern/wm_files_link.c:356\n - 8 0x39fe3ed in wm_handler_fileselect_do /.../blender/source/blender/windowmanager/intern/wm_event_system.cc:2724\n - 9 0x39ffd56 in wm_handler_fileselect_call /.../blender/source/blender/windowmanager/intern/wm_event_system.cc:2821\n - 10 0x3a04962 in wm_handlers_do_intern /.../blender/source/blender/windowmanager/intern/wm_event_system.cc:3315\n - 11 0x3a04e0b in wm_handlers_do /.../blender/source/blender/windowmanager/intern/wm_event_system.cc:3369\n - 12 0x3a0e0ed in wm_event_do_handlers /.../blender/source/blender/windowmanager/intern/wm_event_system.cc:3963\n - 13 0x39c81bd in WM_main /.../blender/source/blender/windowmanager/intern/wm.c:640\n - 14 0x801b57 in main /.../blender/source/creator/creator.c:585\n - 15 0x7fdac84b0d8f in __libc_start_call_main ../sysdeps/nptl/libc_start_call_main.h:58\n - 16 0x7fdac84b0e3f in __libc_start_main_impl ../csu/libc-start.c:392\n - 17 0x800e34 in _start (/.../build_linux_debug/bin/blender+0x800e34)\n\n0x613000267ef2 is located 114 bytes inside of 344-byte region [0x613000267e80,0x613000267fd8)\nfreed by thread T0 here:\n - 0 0x7fdac8bf0517 in __interceptor_free ../../../../src/libsanitizer/asan/asan_malloc_linux.cpp:127\n - 1 0x1dd70304 in MEM_lockfree_freeN /.../blender/intern/guardedalloc/intern/mallocn_lockfree_impl.c:117\n - 2 0xce415b in BKE_id_free_ex /.../blender/source/blender/blenkernel/intern/lib_id_delete.c:168\n - 3 0xd254b5 in BKE_lib_override_library_update /.../blender/source/blender/blenkernel/intern/lib_override.cc:3793\n - 4 0xd26297 in BKE_lib_override_library_main_update /.../blender/source/blender/blenkernel/intern/lib_override.cc:3840\n - 5 0x3b96f2b in library_link_end /.../blender/source/blender/blenloader/intern/readfile.cc:4526\n - 6 0x3b972ab in BLO_library_link_end /.../blender/source/blender/blenloader/intern/readfile.cc:4545\n - 7 0xbe42109 in BKE_blendfile_link /.../blender/source/blender/blenkernel/intern/blendfile_link_append.c:1283\n - 8 0x3a49c39 in wm_link_append_exec /.../blender/source/blender/windowmanager/intern/wm_files_link.c:346\n - 9 0x39fe3ed in wm_handler_fileselect_do /.../blender/source/blender/windowmanager/intern/wm_event_system.cc:2724\n - 10 0x39ffd56 in wm_handler_fileselect_call /.../blender/source/blender/windowmanager/intern/wm_event_system.cc:2821\n - 11 0x3a04962 in wm_handlers_do_intern /.../blender/source/blender/windowmanager/intern/wm_event_system.cc:3315\n - 12 0x3a04e0b in wm_handlers_do /.../blender/source/blender/windowmanager/intern/wm_event_system.cc:3369\n - 13 0x3a0e0ed in wm_event_do_handlers /.../blender/source/blender/windowmanager/intern/wm_event_system.cc:3963\n - 14 0x39c81bd in WM_main /.../blender/source/blender/windowmanager/intern/wm.c:640\n - 15 0x801b57 in main /.../blender/source/creator/creator.c:585\n #16 0x7fdac84b0d8f in __libc_start_call_main ../sysdeps/nptl/libc_start_call_main.h:58\n\npreviously allocated by thread T0 here:\n - 0 0x7fdac8bf0a37 in __interceptor_calloc ../../../../src/libsanitizer/asan/asan_malloc_linux.cpp:154\n - 1 0x1dd70a49 in MEM_lockfree_callocN /.../blender/intern/guardedalloc/intern/mallocn_lockfree_impl.c:223\n - 2 0xcd81aa in BKE_libblock_alloc_notest /.../blender/source/blender/blenkernel/intern/lib_id.c:1101\n - 3 0xcd8341 in BKE_libblock_alloc /.../blender/source/blender/blenkernel/intern/lib_id.c:1113\n - 4 0xcd9ac6 in BKE_libblock_copy_ex /.../blender/source/blender/blenkernel/intern/lib_id.c:1274\n - 5 0xcd388a in BKE_id_copy_ex /.../blender/source/blender/blenkernel/intern/lib_id.c:637\n - 6 0xd241f3 in BKE_lib_override_library_update /.../blender/source/blender/blenkernel/intern/lib_override.cc:3725\n - 7 0xd26297 in BKE_lib_override_library_main_update /.../blender/source/blender/blenkernel/intern/lib_override.cc:3840\n - 8 0x3b96f2b in library_link_end /.../blender/source/blender/blenloader/intern/readfile.cc:4526\n - 9 0x3b972ab in BLO_library_link_end /.../blender/source/blender/blenloader/intern/readfile.cc:4545\n - 10 0xbe42109 in BKE_blendfile_link /.../blender/source/blender/blenkernel/intern/blendfile_link_append.c:1283\n - 11 0x3a49c39 in wm_link_append_exec /.../blender/source/blender/windowmanager/intern/wm_files_link.c:346\n - 12 0x39fe3ed in wm_handler_fileselect_do /.../blender/source/blender/windowmanager/intern/wm_event_system.cc:2724\n - 13 0x39ffd56 in wm_handler_fileselect_call /.../blender/source/blender/windowmanager/intern/wm_event_system.cc:2821\n - 14 0x3a04962 in wm_handlers_do_intern /.../blender/source/blender/windowmanager/intern/wm_event_system.cc:3315\n - 15 0x3a04e0b in wm_handlers_do /.../blender/source/blender/windowmanager/intern/wm_event_system.cc:3369\n - 16 0x3a0e0ed in wm_event_do_handlers /.../blender/source/blender/windowmanager/intern/wm_event_system.cc:3963\n - 17 0x39c81bd in WM_main /.../blender/source/blender/windowmanager/intern/wm.c:640\n - 18 0x801b57 in main /.../blender/source/creator/creator.c:585\n - 19 0x7fdac84b0d8f in __libc_start_call_main ../sysdeps/nptl/libc_start_call_main.h:58\n\nSUMMARY: AddressSanitizer: heap-use-after-free /.../blender/source/blender/blenkernel/intern/collection.c:164 in collection_foreach_id\nShadow bytes around the buggy address:\n 0x0c2680044f80: 00 00 00 00 00 00 00 00 00 00 00 fa fa fa fa fa\n 0x0c2680044f90: fa fa fa fa fa fa fa fa 00 00 00 00 00 00 00 00\n 0x0c2680044fa0: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00\n 0x0c2680044fb0: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00\n 0x0c2680044fc0: 00 00 00 fa fa fa fa fa fa fa fa fa fa fa fa fa\n=>0x0c2680044fd0: fd fd fd fd fd fd fd fd fd fd fd fd fd fd[fd]fd\n 0x0c2680044fe0: fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd\n 0x0c2680044ff0: fd fd fd fd fd fd fd fd fd fd fd fa fa fa fa fa\n 0x0c2680045000: fa fa fa fa fa fa fa fa fd fd fd fd fd fd fd fd\n 0x0c2680045010: fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd\n 0x0c2680045020: 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 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==84954==ABORTING\n```\n", "Access violation in `vk_icdNegotiateLoaderICDInterfaceVersion` when putting computer to sleep.\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: (3.6.2)\n\naccess violation when putting computer to sleep. crash log is created immediately after clicking sleep.\n\n\n1. launch blender.\n2. open a file\n3. save it\n4. put the computer to sleep\n\nEdited steps because it just happened when blender was launched normally. Wasn't saved this time, and was a different blend file.", "Some bone animations break upon performing unrelated actions\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.79\n\nBroken: version: 3.2.0\nWorked: Unsure\n\nI have noticed that sometimes, doing random actions will break existing working animations in a blender project, but only for some bones. I'm not even sure what random actions will cause this - I've always had to resort to just loading from the last saved version. However, I do have a way to reproduce this issue almost 100% of the time really easily:\n\n*Open this blender file:\n*Select the armature (It's called \"Armature\")\n*Open the action \"Reload\" in the action editor\n*Play the animation, see that it is working\n*Now, turn on or off the fake user save toggle button (the shield icon)\n*Play the animation again, notice how the wrists no longer move, but everything else still moves.\n\n[template.blend](template.blend)\n\nThis can also be prevented by:\n- open file\n- select the armature (It's called \"Armature\")\n- go to posemode\n- select all bones\n- go back to objectmode \n- continue with the steps above (\"*Open the action \"Reload\" in the action editor\")\n- bug does not occur\n\nNote this does not have to be the the fake user save toggle button (the shield icon), e.g. toggling Manual Frame Range in the Action Editor triggers this, too\n\nworkaround (until this is fixed for good):\n\n- go to posemode\n- select all bones\n- change any setting that triggers re-evaluation of the action (this might be clicking the fake user save toggle button (the shield icon) again, or toggling Manual Frame Range in the Action Editor, or changing a keyframe or curve visibility in the Graph Editor\n- Action is working again\n", "Crash at the end of preview generation for a deleted datablock\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.99\n\nBroken: version: 3.6.2\nWorked: -\n\nBlender crashes if you trigger the generation of a preview for a data block and then delete the data block itself. Obviously, the preview data is generated, but since the datablock itself no longer exists, I get an `EXCEPTION_ACCESS_VIOLATION` and a crash.\n\n\nRun simple script in attached *.blend file.\n\n", "Regression: Repeating resizing image and undoing causes view in image editor strange state, and editing it causes crash.\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.86\n\nBroken: version: 3.3.0 Alpha\nBroken: 3.2\nWorked: 3.1\n\nCaused/exposed by e06399c223\n\nIf resizeing image and undoing is repeated, view in image editor becomes strange state.\n(It looks like that the image size is incorrect state).\nIf the image is editted in this state, the blender would crash.\n\n![Crash_ResizeUndo_2.gif](Crash_ResizeUndo_2.gif)\n\nAt the first undoing, it looks O.K.\nBut if I repeat resizing and undoing one more time, the image becomes strange.\n\n\nFollowings are what I did in the video above.\n1. Open image editor and make a new image. (1024x1024)\n2. Resize the image to 256x256 from menu.\n3. Undo it.\n4. Then, Resize the image to 256x256 one more time.\n5. Undo it.\n6. The image size in the editor becomes strange.\n7. If I edit the image, blender crashes.\n\nI tried above process in several conditions.\nI found that\nA. this does not happens in 3.1. It happens after 3.2\nB. If I checked Undo Legacy option, this does not happen. It happens in standard undo mode.\n", "Crash when adding materials\nOperating system: Linux-5.18.9-200.fc36.x86_64-x86_64-with-glibc2.35 64 Bits\nGraphics card: Mesa Intel(R) UHD Graphics 630 (CFL GT2) Intel 4.6 (Core Profile) Mesa 22.1.3\n\nBroken: version: 3.2.0\n\nBlender crashes when adding a second material (sometimes you need to add some more to crash it)\n\n1. Open the appended .blend file.\n2. Select the object.\n3. Go to material tab.\n4. Try to add a second material.\n\n[crash.blend](crash.blend)", "Blender Crash. Code marked as unreachable has been executed.\nOperating system: Windows-11-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 536.67\n\nBroken: version: 3.6.1, 4.0.0 Alpha\nWorked: didn't test\n\nOpen the .blend and go to frame 60. Crash\n\nThis is a .blend from a random user. So, sadly, I don't know the exact steps to reproduce.\nIt just said: \"Code marked as unreachable has been executed. Please report this as a bug.\"\n\n" ]
[ "Crash when renaming bones when there is a camera in the scene\nOperating system: Linux-5.17.15-76051715-generic-x86_64-with-glibc2.34 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.129.06\n\nBroken: version: 3.3.0 Alpha\n\n- Create a camera\n- Create an armature\n- Rename the bone\n- Crash:\n\n\n```\nThread 1 \"blender\" received signal SIGSEGV, Segmentation fault.\nED_armature_bone_rename (bmain=0x7fff69a25d08, arm=0x7fff23eb69c8, oldnamep=0x7fffffffd480 \"FK-Head\", newnamep=0x7fffffffd4c0 \"asd\") at /media/data/blender_guest/blender_master/source/blender/editors/armature/armature_naming.c:288\n288\t if (cam->dof.focus_object->data == arm){\n#0 ED_armature_bone_rename (bmain=0x7fff69a25d08, arm=0x7fff23eb69c8, oldnamep=0x7fffffffd480 \"FK-Head\", newnamep=0x7fffffffd4c0 \"asd\")\n at /media/data/blender_guest/blender_master/source/blender/editors/armature/armature_naming.c:288\n- 1 0x000000000533552f in rna_PoseChannel_name_set (ptr=0x7fff261e5458, value=0x7fffb6393258 \"asd\") at /media/data/blender_guest/blender_master/source/blender/makesrna/intern/rna_pose.c:302\n- 2 0x0000000005338418 in PoseBone_name_set (ptr=0x7fff261e5458, value=0x7fffb6393258 \"asd\") at /media/data/blender_guest/cmake_debug/source/blender/makesrna/intern/rna_pose_gen.c:719\n#3 0x0000000005188a1f in RNA_property_string_set (ptr=0x7fff261e5458, prop=0x1aaafd20 <rna_PoseBone_name>, value=0x7fffb6393258 \"asd\")\n at /media/data/blender_guest/blender_master/source/blender/makesrna/intern/rna_access.c:3251\n#4 0x00000000060cf6e6 in ui_but_string_set(bContext*, uiBut*, char const*) (C=0x7ffff496c388, but=0x7fff261e5108, str=0x7fffb6393258 \"asd\")\n at /media/data/blender_guest/blender_master/source/blender/editors/interface/interface.cc:3130\n#5 0x00000000060eb609 in ui_apply_but_TEX (C=0x7ffff496c388, but=0x7fff261e5108, data=0x7fffcb82d588)\n at /media/data/blender_guest/blender_master/source/blender/editors/interface/interface_handlers.c:1206\n#6 0x00000000060ee5e8 in ui_apply_but (C=0x7ffff496c388, block=0x7fffb6fa6108, but=0x7fff261e5108, data=0x7fffcb82d588, interactive=false)\n at /media/data/blender_guest/blender_master/source/blender/editors/interface/interface_handlers.c:2278\n#7 0x000000000610179f in button_activate_exit (C=0x7ffff496c388, but=0x7fff261e5108, data=0x7fffcb82d588, mousemove=true, onfree=false)\n at /media/data/blender_guest/blender_master/source/blender/editors/interface/interface_handlers.c:8600\n#8 0x0000000006103891 in ui_handle_button_event (C=0x7ffff496c388, event=0x7fffcd47e448, but=0x7fff261e5108)\n at /media/data/blender_guest/blender_master/source/blender/editors/interface/interface_handlers.c:9415\n#9 0x000000000610572a in ui_handle_menu_button (C=0x7ffff496c388, event=0x7fffcd47e448, menu=0x7fffa0a30f48)\n at /media/data/blender_guest/blender_master/source/blender/editors/interface/interface_handlers.c:10163\n#10 0x0000000006106d0a in ui_handle_menu_event (C=0x7ffff496c388, event=0x7fffcd47e448, menu=0x7fffa0a30f48, level=0, is_parent_inside=false, is_parent_menu=false, is_floating=true)\n at /media/data/blender_guest/blender_master/source/blender/editors/interface/interface_handlers.c:10804\n#11 0x0000000006108163 in ui_handle_menus_recursive (C=0x7ffff496c388, event=0x7fffcd47e448, menu=0x7fffa0a30f48, level=0, is_parent_inside=false, is_parent_menu=false, is_floating=true)\n at /media/data/blender_guest/blender_master/source/blender/editors/interface/interface_handlers.c:11295\n#12 0x0000000006108944 in ui_popup_handler (C=0x7ffff496c388, event=0x7fffcd47e448, userdata=0x7fffa0a30f48)\n at /media/data/blender_guest/blender_master/source/blender/editors/interface/interface_handlers.c:11521\n#13 0x0000000004b0300a in wm_handler_ui_call(bContext*, wmEventHandler_UI*, wmEvent const*, int) (C=0x7ffff496c388, handler=0x7fffbe86ede8, event=0x7fffcd47e448, always_pass=0)\n at /media/data/blender_guest/blender_master/source/blender/windowmanager/intern/wm_event_system.cc:732\n#14 0x0000000004b09a53 in wm_handlers_do_intern(bContext*, wmWindow*, wmEvent*, ListBase*) (C=0x7ffff496c388, win=0x7fff69c3c188, event=0x7fffcd47e448, handlers=0x7fff69c3c2a0)\n at /media/data/blender_guest/blender_master/source/blender/windowmanager/intern/wm_event_system.cc:3162\n#15 0x0000000004b0a0ee in wm_handlers_do(bContext*, wmEvent*, ListBase*) (C=0x7ffff496c388, event=0x7fffcd47e448, handlers=0x7fff69c3c2a0)\n at /media/data/blender_guest/blender_master/source/blender/windowmanager/intern/wm_event_system.cc:3281\n- 16 0x0000000004b0c1cf in wm_event_do_handlers(bContext*) (C=0x7ffff496c388) at /media/data/blender_guest/blender_master/source/blender/windowmanager/intern/wm_event_system.cc:3873\n- 17 0x0000000004afb513 in WM_main (C=0x7ffff496c388) at /media/data/blender_guest/blender_master/source/blender/windowmanager/intern/wm.c:631\n#18 0x0000000004088137 in main (argc=1, argv=0x7fffffffe4c8) at /media/data/blender_guest/blender_master/source/creator/creator.c:547\n```" ]
Crash when renaming bones when there is a camera in the scene Operating system: Linux-5.17.15-76051715-generic-x86_64-with-glibc2.34 64 Bits Graphics card: NVIDIA GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.129.06 Broken: version: 3.3.0 Alpha - Create a camera - Create an armature - Rename the bone - Crash: ``` Thread 1 "blender" received signal SIGSEGV, Segmentation fault. ED_armature_bone_rename (bmain=0x7fff69a25d08, arm=0x7fff23eb69c8, oldnamep=0x7fffffffd480 "FK-Head", newnamep=0x7fffffffd4c0 "asd") at /media/data/blender_guest/blender_master/source/blender/editors/armature/armature_naming.c:288 288 if (cam->dof.focus_object->data == arm){ #0 ED_armature_bone_rename (bmain=0x7fff69a25d08, arm=0x7fff23eb69c8, oldnamep=0x7fffffffd480 "FK-Head", newnamep=0x7fffffffd4c0 "asd") at /media/data/blender_guest/blender_master/source/blender/editors/armature/armature_naming.c:288 - 1 0x000000000533552f in rna_PoseChannel_name_set (ptr=0x7fff261e5458, value=0x7fffb6393258 "asd") at /media/data/blender_guest/blender_master/source/blender/makesrna/intern/rna_pose.c:302 - 2 0x0000000005338418 in PoseBone_name_set (ptr=0x7fff261e5458, value=0x7fffb6393258 "asd") at /media/data/blender_guest/cmake_debug/source/blender/makesrna/intern/rna_pose_gen.c:719 #3 0x0000000005188a1f in RNA_property_string_set (ptr=0x7fff261e5458, prop=0x1aaafd20 <rna_PoseBone_name>, value=0x7fffb6393258 "asd") at /media/data/blender_guest/blender_master/source/blender/makesrna/intern/rna_access.c:3251 #4 0x00000000060cf6e6 in ui_but_string_set(bContext*, uiBut*, char const*) (C=0x7ffff496c388, but=0x7fff261e5108, str=0x7fffb6393258 "asd") at /media/data/blender_guest/blender_master/source/blender/editors/interface/interface.cc:3130 #5 0x00000000060eb609 in ui_apply_but_TEX (C=0x7ffff496c388, but=0x7fff261e5108, data=0x7fffcb82d588) at /media/data/blender_guest/blender_master/source/blender/editors/interface/interface_handlers.c:1206 #6 0x00000000060ee5e8 in ui_apply_but (C=0x7ffff496c388, block=0x7fffb6fa6108, but=0x7fff261e5108, data=0x7fffcb82d588, interactive=false) at /media/data/blender_guest/blender_master/source/blender/editors/interface/interface_handlers.c:2278 #7 0x000000000610179f in button_activate_exit (C=0x7ffff496c388, but=0x7fff261e5108, data=0x7fffcb82d588, mousemove=true, onfree=false) at /media/data/blender_guest/blender_master/source/blender/editors/interface/interface_handlers.c:8600 #8 0x0000000006103891 in ui_handle_button_event (C=0x7ffff496c388, event=0x7fffcd47e448, but=0x7fff261e5108) at /media/data/blender_guest/blender_master/source/blender/editors/interface/interface_handlers.c:9415 #9 0x000000000610572a in ui_handle_menu_button (C=0x7ffff496c388, event=0x7fffcd47e448, menu=0x7fffa0a30f48) at /media/data/blender_guest/blender_master/source/blender/editors/interface/interface_handlers.c:10163 #10 0x0000000006106d0a in ui_handle_menu_event (C=0x7ffff496c388, event=0x7fffcd47e448, menu=0x7fffa0a30f48, level=0, is_parent_inside=false, is_parent_menu=false, is_floating=true) at /media/data/blender_guest/blender_master/source/blender/editors/interface/interface_handlers.c:10804 #11 0x0000000006108163 in ui_handle_menus_recursive (C=0x7ffff496c388, event=0x7fffcd47e448, menu=0x7fffa0a30f48, level=0, is_parent_inside=false, is_parent_menu=false, is_floating=true) at /media/data/blender_guest/blender_master/source/blender/editors/interface/interface_handlers.c:11295 #12 0x0000000006108944 in ui_popup_handler (C=0x7ffff496c388, event=0x7fffcd47e448, userdata=0x7fffa0a30f48) at /media/data/blender_guest/blender_master/source/blender/editors/interface/interface_handlers.c:11521 #13 0x0000000004b0300a in wm_handler_ui_call(bContext*, wmEventHandler_UI*, wmEvent const*, int) (C=0x7ffff496c388, handler=0x7fffbe86ede8, event=0x7fffcd47e448, always_pass=0) at /media/data/blender_guest/blender_master/source/blender/windowmanager/intern/wm_event_system.cc:732 #14 0x0000000004b09a53 in wm_handlers_do_intern(bContext*, wmWindow*, wmEvent*, ListBase*) (C=0x7ffff496c388, win=0x7fff69c3c188, event=0x7fffcd47e448, handlers=0x7fff69c3c2a0) at /media/data/blender_guest/blender_master/source/blender/windowmanager/intern/wm_event_system.cc:3162 #15 0x0000000004b0a0ee in wm_handlers_do(bContext*, wmEvent*, ListBase*) (C=0x7ffff496c388, event=0x7fffcd47e448, handlers=0x7fff69c3c2a0) at /media/data/blender_guest/blender_master/source/blender/windowmanager/intern/wm_event_system.cc:3281 - 16 0x0000000004b0c1cf in wm_event_do_handlers(bContext*) (C=0x7ffff496c388) at /media/data/blender_guest/blender_master/source/blender/windowmanager/intern/wm_event_system.cc:3873 - 17 0x0000000004afb513 in WM_main (C=0x7ffff496c388) at /media/data/blender_guest/blender_master/source/blender/windowmanager/intern/wm.c:631 #18 0x0000000004088137 in main (argc=1, argv=0x7fffffffe4c8) at /media/data/blender_guest/blender_master/source/creator/creator.c:547 ```
[ "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", "Crash while switching to edit mode with EEVEE + Geometry Nodes\nOperating system: macOS-10.15.7-x86_64-i386-64bit 64 Bits\nGraphics card: NVIDIA GeForce GT 650M OpenGL Engine NVIDIA Corporation 4.1 NVIDIA-14.0.32 355.11.11.10.10.143\n\nBroken: version: 3.0.0\n\nWhen switching to edit mode in while the viewport's set to render it crashes (see attached video)\n[blender crash 2021-12-17 21-54-00.mp4](blender_crash_2021-12-17_21-54-00.mp4)\n\n1 load the attached file\n2 switch to rendered view in the viewport\n3 switch to edit vertex mode\n4 that's a crash!\n\n[transitions_001_blender3.blend](transitions_001_blender3.blend)", "Crash 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)", "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", "Local Camera doesn't allow animation of camera from excluded collection\nOperating system: win10\nGraphics card: 1050ti\n\nBroken: 3.4.1\n\n Local Camera in N-panel not playing camera action, if this camera is in excluded collection. For comparison Cube is parented to rotating Empty from the same excluded collection and it is working fine.\n\n\nIn default scene:\n - Give Camera an animation and put it in a new excluded collection\n - Select this Camera as Local Camera in N-panel\n - Remove Active Camera (or replace with another camera) from Scene Properties tab and play animation -> not working\n - Include collection back and play again -> working ok\n\nIn attached file:\n - Play animation with excluded/included New Collection\n\n[camera_problem.blend](camera_problem.blend)\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```", "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", "Regression: Damaged normals in sculpting with Multires modifier\nBroken: version: 3.4.0 Alpha\nWorked: version: 3.4.0 Alpha\n\nWhen sculpting, sometimes breaks normals. Switching between modes fixes this.\n| Edited sculpture | Object mode |\n| -- | -- |\n| ![image](attachment) | ![image](attachment) |\n\n1. Open attached file.\n2. Go to Sculpt mode.\n3. Do something.\nLook at the fact that in some places the normals are damaged.", "Blender crash on pose library N-panel\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 850M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.68\n\nBroken: version: 3.5.1\n\nEvery time I click on invert button (which invert filtering) inside pose library N-panel blender crashes under this condition that your active asset library set to all.\n\n1. First be sure animation pose library add-on is enable.\n2. Create new scene.\n3. Create an armature.\n4. Go to pose mode.\n5. Click on Animation tab on side bar(N-panel).\n6. Change active pose library from \"Current File\" to \"All\".\n7. Click on double arrow icon which indicate invert filtering one or two times.\n8. Blender will crash.\n\nI also tested on blender 3.6 Beta , It still exist but in v 3.6 beta you should click on view port shading options after step 6 to perform crash.\n\nAnyway I upload crash log.\nThanks a lot.", "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", "Crash on purging orphans\nOperating system: Windows 8.1, Windows 10\nGraphics card: GTX 770, RTX 2060\n\nBroken: 3.3 LTS, 3.5\nWorked: unsure\n\nWhen browsing through material search list fast enough (with textures loaded or not [purple as shown in video]) and then deleting the object + purging orphans, blender crashes.\n\n- Open uploaded file\n- Scroll through materials from dropdown\n- Switch to object mode and delete object\n- In outliner, execute Purge operation from `Orphan Data` display mode\n[#103820.blend](T103820.blend)\n[sample.blend](sample.blend)\n[3.3.lts.mp4](3.3.lts.mp4)", "Regression: Crash on deleting shape key from Blender File view.\nOperating system: macOS-13.5-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon Pro 575 1.2\n\nBroken: version: 4.0.0, 3.2\nWorked: 3.1\n\nCaused by a71a513def202b119328035dbd68e86c2c47f7ac\n\nOutliner on Blender File when delete cause crash guide.\n\n- Open attached file\n- Add shape key\n- Switch outliner to Blender file display mode\n- Expand Shape key\n- select `key` then delete it from context menu\n\nr2jrCca\n\nYoutube:\nOlegeJrBbmE\n\nMy Dropbox file:\nLola%20Bunny.zip?dl=0\n\n- - -\nFirst create new ticket I unable to paste picture this here.\nI did drag there 250MB and (Remove) cause appear <html><head></head><body></body><html> please fix without <html> k5RFuuy\n\n", "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", "Scripting: undo after mesh.separate causes crash\nOperating system: Linux\n\nLatest tested: blender-3.5.0-beta+v35.f23e3c7f04f3-linux.x86_64-release\nEarliest tested: blender-3.1.2-linux-x64\n\nTrying to undo `bpy.ops.mesh.separate(type='MATERIAL')` in a script crashes Blender.\n\n1. Create a cube and two materials. Go to edit mode and assign some faces to both materials. Go back to object mode.\n\n ![A cube with white and red materials](attachment)\n\n2. Open the Text Editor and run this script\n\n ```py\n import bpy\n bpy.ops.ed.undo_push( message = \"temp\" )\n bpy.ops.mesh.separate( type = 'MATERIAL' )\n bpy.ops.ed.undo()\n ```\n\n3. Crash (segmentation fault).\n\nSomewhat mysteriously if I save just before running the script, close Blender, then reopen the .blend and then run the script, I get non-determinstic results (sometimes the undo does nothing, sometimes the white part is gone). The only consistent way I found to get a crash was to create the cube from scratch every time. So no .blend is attached to this issue.\n\n", "Render crash when using Python API to modify object Attribute data in frame_change_pre handler\nOperating system: Windows 10 Home\nGraphics card: GTX 1070 8GB\n\nBroken: Blender 2.93.0 84da05a8b806 (2021-06-02 11:21)\nWorked: n/a\n\n\nThis issue was discovered during development of an addon that generates procedural meshes in a `frame_change_pre` handler. When adding attributes to these meshes in the `frame_change_pre` handler, Blender can crash during render on random frames.\n\nThe `Render → Lock Interface` option is enabled as per the note in the [handlers documentation ](bpy.app.handlers.html#note-on-altering-data).\n\nI have created a simplified script that reproduces this crash during render, typically within a minute of starting the render. This script randomly generates triangles and attribute values in a frame change handler:\n\n```lines=5\nimport bpy, random\n\n\ndef frame_change_pre(scene):\n n_triangles = 10000 # number of triangles to generate\n n_attributes = 10 # number of attribute 'layers' to generate\n \n tsize = 0.1\n vertices = []\n triangles = []\n for i in range(n_triangles):\n xshift, yshift, zshift = random.uniform(-3, 3), random.uniform(-3, 3), random.uniform(-3, 3)\n vertices.append((-tsize + xshift, -tsize + yshift, zshift))\n vertices.append((tsize + xshift, -tsize + yshift, zshift))\n vertices.append((0 + xshift, tsize + yshift, zshift))\n triangles.append((3 * i, 3 * i + 1, 3 * i + 2))\n\n object = bpy.data.objects[\"Cube\"]\n object.data.clear_geometry()\n object.data.from_pydata(vertices, [], triangles)\n \n for i in range(n_attributes):\n attribute_name = str(i)\n try:\n object.data.attributes.remove(object.data.attributes.get(attribute_name))\n except:\n pass\n \n attribute = object.data.attributes.new(attribute_name, \"FLOAT\", \"POINT\")\n for value in attribute.data:\n value.value = random.uniform(0, 1)\n \n \nbpy.app.handlers.frame_change_pre.append(frame_change_pre)\n```\n\nIncreasing the number of triangles and/or number of attribute layers seems to increase the frequency of crashes. The crashes do not seem to occur when rendering from the command line.\n\nThis is the error reported after the crash:\n\n```\nError : EXCEPTION_ACCESS_VIOLATION\nAddress : 0x00007FF7736C6490\nModule : blender.exe\nThread : 00000814\n```\n\nAttached is the crash log: [attribute_crash_example.crash.txt](attribute_crash_example.crash.txt)\n\n\nAttached is a .blend file including the script that reproduces this issue.\n\n1. Open the .blend file\n2. Press 'Run Script'\n3. Begin rendering the animation (Blender > Render > Render Animation)\n\n[attribute_crash_example.blend](attribute_crash_example.blend)\n\n-----\nSeems easier to reproduce on a debug build since it hits an assert (although i'm not sure who is at fault there, could be the script, could be blender, @HooglyBoogly will likely know since he worked in this area recently) \n\n1) Make a debug build\n2) Load up the .blend above\n3) Hit the Play button on the Python script\n4) Rather than render, just his play on the timeline\n5) Boom!\n\n```lines=10\nBLI_assert failed: K:\\BlenderGit\\blender\\source\\blender\\blenkernel\\intern\\mesh_normals.cc:361, BKE_mesh_vertex_normals_ensure(), at 'CustomData_has_layer(&mesh->vdata, CD_NORMAL) || mesh->totvert == 0'\n\nStack trace:\nblender.exe :0x00007FF783355EA0 bli_windows_system_backtrace_stack_thread K:\\BlenderGit\\blender\\source\\blender\\blenlib\\intern\\system_win32.c:233\nblender.exe :0x00007FF783354F30 BLI_windows_system_backtrace_stack K:\\BlenderGit\\blender\\source\\blender\\blenlib\\intern\\system_win32.c:320\nblender.exe :0x00007FF783354900 BLI_system_backtrace K:\\BlenderGit\\blender\\source\\blender\\blenlib\\intern\\system_win32.c:386\nblender.exe :0x00007FF783359730 _BLI_assert_print_backtrace K:\\BlenderGit\\blender\\source\\blender\\blenlib\\intern\\BLI_assert.c:50\nblender.exe :0x00007FF777848300 BKE_mesh_vertex_normals_ensure K:\\BlenderGit\\blender\\source\\blender\\blenkernel\\intern\\mesh_normals.cc:361\nblender.exe :0x00007FF7778467E0 BKE_mesh_calc_normals K:\\BlenderGit\\blender\\source\\blender\\blenkernel\\intern\\mesh_normals.cc:475\nblender.exe :0x00007FF77951DC80 ED_mesh_update K:\\BlenderGit\\blender\\source\\blender\\editors\\mesh\\mesh_data.c:1106\nblender.exe :0x00007FF77885B520 Mesh_update_call K:\\BlenderGit\\2022_full_with_tests\\source\\blender\\makesrna\\intern\\rna_mesh_gen.c:7350\nblender.exe :0x00007FF778528720 RNA_function_call K:\\BlenderGit\\blender\\source\\blender\\makesrna\\intern\\rna_access.c:7336\nblender.exe :0x00007FF778A024F0 pyrna_func_call K:\\BlenderGit\\blender\\source\\blender\\python\\intern\\bpy_rna.c:6304\npython310_d.dll :0x00007FFA32E09B40 _PyObject_MakeTpCall E:\\db23\\build\\S\\VS1564D\\build\\python\\src\\external_python\\Objects\\call.c:215\npython310_d.dll :0x00007FFA330F0690 _PyObject_VectorcallTstate E:\\db23\\build\\S\\VS1564D\\build\\python\\src\\external_python\\Include\\cpython\\abstract.h:112\npython310_d.dll :0x00007FFA330F0C90 call_function E:\\db23\\build\\S\\VS1564D\\build\\python\\src\\external_python\\Python\\ceval.c:5870\npython310_d.dll :0x00007FFA330E37B0 _PyEval_EvalFrameDefault E:\\db23\\build\\S\\VS1564D\\build\\python\\src\\external_python\\Python\\ceval.c:4232\npython310_d.dll :0x00007FFA330F0350 _PyEval_Vector E:\\db23\\build\\S\\VS1564D\\build\\python\\src\\external_python\\Python\\ceval.c:5072\npython310_d.dll :0x00007FFA32E08510 _PyFunction_Vectorcall E:\\db23\\build\\S\\VS1564D\\build\\python\\src\\external_python\\Objects\\call.c:342\npython310_d.dll :0x00007FFA32E0EAC0 _PyObject_VectorcallTstate E:\\db23\\build\\S\\VS1564D\\build\\python\\src\\external_python\\Include\\cpython\\abstract.h:114\npython310_d.dll :0x00007FFA32E0ED10 method_vectorcall E:\\db23\\build\\S\\VS1564D\\build\\python\\src\\external_python\\Objects\\classobject.c:53\npython310_d.dll :0x00007FFA330F0690 _PyObject_VectorcallTstate E:\\db23\\build\\S\\VS1564D\\build\\python\\src\\external_python\\Include\\cpython\\abstract.h:115\npython310_d.dll :0x00007FFA330F0C90 call_function E:\\db23\\build\\S\\VS1564D\\build\\python\\src\\external_python\\Python\\ceval.c:5870\npython310_d.dll :0x00007FFA330E37B0 _PyEval_EvalFrameDefault E:\\db23\\build\\S\\VS1564D\\build\\python\\src\\external_python\\Python\\ceval.c:4183\npython310_d.dll :0x00007FFA330F0350 _PyEval_Vector E:\\db23\\build\\S\\VS1564D\\build\\python\\src\\external_python\\Python\\ceval.c:5072\npython310_d.dll :0x00007FFA32E08510 _PyFunction_Vectorcall E:\\db23\\build\\S\\VS1564D\\build\\python\\src\\external_python\\Objects\\call.c:342\npython310_d.dll :0x00007FFA32E07FD0 PyVectorcall_Call E:\\db23\\build\\S\\VS1564D\\build\\python\\src\\external_python\\Objects\\call.c:255\npython310_d.dll :0x00007FFA32E086F0 _PyObject_Call E:\\db23\\build\\S\\VS1564D\\build\\python\\src\\external_python\\Objects\\call.c:290\npython310_d.dll :0x00007FFA32E07680 PyObject_Call E:\\db23\\build\\S\\VS1564D\\build\\python\\src\\external_python\\Objects\\call.c:318\nblender.exe :0x00007FF778A12F20 bpy_app_generic_callback K:\\BlenderGit\\blender\\source\\blender\\python\\intern\\bpy_app_handlers.c:354\nblender.exe :0x00007FF776ECF220 BKE_callback_exec K:\\BlenderGit\\blender\\source\\blender\\blenkernel\\intern\\callbacks.c:51\nblender.exe :0x00007FF776ECF400 BKE_callback_exec_id K:\\BlenderGit\\blender\\source\\blender\\blenkernel\\intern\\callbacks.c:67\nblender.exe :0x00007FF7776D5C60 BKE_scene_graph_update_for_newframe_ex K:\\BlenderGit\\blender\\source\\blender\\blenkernel\\intern\\scene.c:2648\nblender.exe :0x00007FF7776D5C10 BKE_scene_graph_update_for_newframe K:\\BlenderGit\\blender\\source\\blender\\blenkernel\\intern\\scene.c:2712\nblender.exe :0x00007FF778A46A10 ED_update_for_newframe K:\\BlenderGit\\blender\\source\\blender\\editors\\screen\\screen_edit.c:1729\nblender.exe :0x00007FF778A70B30 screen_animation_step_invoke K:\\BlenderGit\\blender\\source\\blender\\editors\\screen\\screen_ops.c:4754\nblender.exe :0x00007FF777D74A30 wm_operator_invoke K:\\BlenderGit\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.c:1339\nblender.exe :0x00007FF777D6FE10 wm_handler_operator_call K:\\BlenderGit\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.c:2340\nblender.exe :0x00007FF777D72F10 wm_handlers_do_keymap_with_keymap_handler K:\\BlenderGit\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.c:2693\nblender.exe :0x00007FF777D720D0 wm_handlers_do_intern K:\\BlenderGit\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.c:3020\nblender.exe :0x00007FF777D70B70 wm_handlers_do K:\\BlenderGit\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.c:3161\nblender.exe :0x00007FF777D6A440 wm_event_do_handlers K:\\BlenderGit\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.c:3775\nblender.exe :0x00007FF777D3EB60 WM_main K:\\BlenderGit\\blender\\source\\blender\\windowmanager\\intern\\wm.c:642\nblender.exe :0x00007FF776EB2C60 main K:\\BlenderGit\\blender\\source\\creator\\creator.c:564\nblender.exe :0x00007FF7837A1B00 invoke_main d:\\a01\\_work\\20\\s\\src\\vctools\\crt\\vcstartup\\src\\startup\\exe_common.inl:79\nblender.exe :0x00007FF7837A18B0 __scrt_common_main_seh d:\\a01\\_work\\20\\s\\src\\vctools\\crt\\vcstartup\\src\\startup\\exe_common.inl:288\nblender.exe :0x00007FF7837A1890 __scrt_common_main d:\\a01\\_work\\20\\s\\src\\vctools\\crt\\vcstartup\\src\\startup\\exe_common.inl:331\nblender.exe :0x00007FF7837A1BC0 mainCRTStartup d:\\a01\\_work\\20\\s\\src\\vctools\\crt\\vcstartup\\src\\startup\\exe_main.cpp:17\nKERNEL32.DLL :0x00007FFAE8F27020 BaseThreadInitThunk\nntdll.dll :0x00007FFAE9062630 RtlUserThreadStart\n\n```\n\n" ]
[ "每日编译版,重命名骨骼会导致崩溃。 Compiled daily, renaming bones will cause crashes.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA RTX A6000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.79\n\nBroken: version: 3.3.0 Alpha\n\n每日编译版,重命名骨骼会导致崩溃。 Compiled daily, renaming bones will cause crashes.\n\nblender-3.3.0-alpha+master.b9854372832a-windows.amd64-release\n\n\n" ]
Screen flickering when G-sync is enabled in Nvidia settings Operating system: Windows-10-10.0.18362-SP0 64 Bits Graphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.74 Broken: version: 2.90 (sub 0) The screen is flickering when G-sync is enabled in windowed and Fullscreen mode. Enable G-sync windowed and Fullscreen mode in the NVIDIA Control Panel. Open Blender. Thank you.
[ "Wayland: Cursor hover effect flickers when scaling a Blender window\nOperating system: Fedora Linux (Wayland, Gnome Shell 44.1)\nGraphics card: AMD\n\nBroken: 3.5.1\n\nWhen scaling a Blender window the buttons get highlighted under the position the cursor was at when starting to scale the window.\n\nI'm not sure if the flickering shown in the video is related or belongs in it's own bug report.\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\nGrab the Preferences window next to a button to scale it bigger.\nThe button and sometimes one other button will flicker once a button reaches the position the cursor started to scale at.\n\nThe \"original cursor position\" is only updated when hovering the cursor over the window again, not when sliding along the edge of it.\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", "Some Cycles nodes are active when muted (RGB To BW, Math, vector Math, Separate RGB)\nWin10 64bit\n\nBroken: 2.79\n\nRGB To BW node is active when muted\n\nOpen file and render\n[RGB_BW.blend](RGB_BW.blend)\n\n", "Regression: Armatures [in front] overlay doesn't update properly (toggling overlay ON and OFF)\nOperating system: Linux-5.15.0-52-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.103.01\n\nBroken: version: 3.4.0 Alpha\nBroken: 2.92.0\nWorked: 2.91.2\n\nBisecting gives 0f95f51361 as the culprit commit\n\nif the armature viewport mode is set to \"in front\" it doesn't properly update when the overlays are turned off and on\n[Peek 2022-11-01 05-35.mp4](Peek_2022-11-01_05-35.mp4)\n\n1-add an armature\n2-set the \"viewport display\" to in front\n3-turn off and on overlays\n4-if you can confirm the bug the armature should appear after changing anything in the 3d view to update as in the video, move rotate or zoom \n\n", "Wayland: Windows reset when reloaded on a multi-monitor configuration\nTested in gnome-shell with `8f915f0efba3da652ad06fa9fcfba7d6ca26e719`.\n\n- Open blender (`--factory-startup`).\n- Create a new main window.\n- Move it onto a second monitor.\n- Save the blend file.\n- Re-open the blend file.\n- Both windows are on the same monitor.\n\nWhen both windows are full-screen the windows are assigned separate monitors, although the order may be swapped.\n\n----\n\n**Note**\n\nWayland doesn't support absolute window positions, which is used by other platforms to ensure windows open on the correct monitor. Nevertheless uses will it likely expect this functionality to remain supported (we've had reports whenever this functionality fails on other platforms #34962 for e.g.).\n\nI've mailed the wayland-devel list to check if this is something that could be supported: 042326.html", "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.", "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", "AutoDepth ignores texture transparency\nOperating system: Win 10 64-bit\nGraphics card: 980 Ti\n\nBroken: 2.93.4 LTS, 3.0 alpha (including current latest build)\nWorked: 2.79\n\nWhen navigating using mouse with auto-depth enabled, the full-transparent parts of textures should be ignored when picking the depth.\nThis worked correctly in 2.79, but 2.93 and the latest 3.0 alpha seem to ignore this.\n\n\nEnable Auto-Depth, create an object, assign it a material with some full-transparent texture, then try to zoom / pan using mouse with the cursor on it.\n[autodepth-transparent-issue.blend](autodepth-transparent-issue.blend)", "project turning purple automatically after closing and opening later+zoom in/out buttons not working properly.\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce MX330/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.79\n\nBroken: version: 3.6.2\n\n\n\n", "Add sticky keys support for accessibility\nOperating system: Windows 10\nGraphics card: Geforce GTX-970m\n\nblender-2.80.0-git.1fa527bfa3a-windows64\n\n\nSticky keys not working properly.\nSfZ7Ua-ReuQ", "UI: Search box flickering\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, 2.93.5, 2.79b\n\nThe menu items of the search box flicker when the cursor moves between the items.\n\nMove the cursor slowly between the search menu items.\n\n[searchbox-flicker.mov](searchbox-flicker.mov)\n\n[searchbox-flicker-zoom.mov](searchbox-flicker-zoom.mov)", "Graph Editor - Multiple Windows Problem\nOperating system: Windows 10 - 64\nGraphics card: Radeon RX 5500 XT\n\nBroken: 2.93.0\n\nI split my single Blender window to two Graph Editor/Node Editor & 3D Viewport for my multiple screens. If my mouse hovering anything but node editor(Include Graph editor or 3D Viewport) and I press play that timeline cursor like starts twitching.\n\nCreate two different windows. Graph Editor and 3D Viewport. Than press play on 3D Viewport window selected.\n\nTest file:\n[Bugfile.blend](Bugfile.blend)\n\nVideo:\n[2021-06-10 15-35-41.mp4](2021-06-10_15-35-41.mp4)", "Strange background grid pattern appears on the compositor panel\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Intel(R) Iris(R) Plus Graphics Intel 4.5.0 - Build 27.20.100.9079\n\nBroken: version: 2.93.5\nWorked: 2.91.2\n\nStrange grid pattern appears on the compositor background when zooming in (when backdrop is on).\n\nThis is what it should looks like:\n![image.png](image.png)\n\nThis is what it actually looks like:\n![image.png](image.png)\n\nAnd this only happens when I zoom in. At a very far-away view the background gradually becomes normal:\n![image.png](image.png)\n![image.png](image.png)\n![image.png](image.png)\n\nThis does not happen on my other devices, so I think it might be a hardware compatibility problem. Also, I had the latest graphic driver installed and the graphic card supports OpenGL 4.6:\n![image.png](image.png)\n\n- Open blender\n- Switch to the compositor workspace,\n- Enable backdrop\n- zoom in.\n\n", "Multiscatter GGX Glass Shader - In a certain range of roughnesses, specular reflections darken/disappear.\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 Glass and Glossy BSDF with Multiscatter GGX and a roughness of around 0.02 the specular reflection somehow breaks, which is visible as excessive darkening.\n\nIn the images below, I have applied a gradient roughness texture starting at 0 at the top and 1 at the bottom. As you can see in the Multiscatter GGX there is a dark \"seam\" near the top of image that isn't present with GGX and probably shouldn't be there.\n\n|![#96602 - Multiscatter darkened reflections.png](T96602_-_Multiscatter_darkened_reflections.png)|![#96602 - GGX no darkening.png](T96602_-_GGX_no_darkening.png)|\n| -- | -- |\n|Multiscatter GGX|GGX|\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 a sudden dip at a roughness value of around 0.02. It is also visible without the gradient when simply entering values of around 0.02 into the roughness input.\n\nThis problem is exclusive to Multiscatter GGX and does not occur with other microfacet distribution models.\nEdit: The same problem has been found with the Glossy BSDF. \n\nThank you and have a great day!", "All lights gets turned off when start dragging if the image render window is open on another monitor.\nOperating system: EndeavourOS (Arch Linux variant), Gnome, Wayland\nGraphics card: Intel A770\n\nBroken: 3.6.2.\nWorked: Don't remember.\n\nIn a multi-monitor setup with different scaling values, when the render result window is open on another monitor, if I drag the viewport in the rendered mode, every time the dragging starts, all lights get turned off. Please see the attached screen recording.\n\nBased on the attached .blend file.\n\n1. Find a computer that is running Arch Linux, Gnome, Wayland, and has two monitors with different scaling values like 100% and 150%.\n2. Start Blender.\n3. Switch to Rendered view mode.\n4. Add a cube.\n5. Render the image\n6. Don't close the rendered window but move the window to the secondary monitor\n7. Start dragging the viewport of Blender.\n\n" ]
[ "Fullscreen causes stutters and flickering in viewport\nOperating system: Windows 10\nGraphics card: GTX 1070\n\nBroken: 2.80, 4c31bed6b46, 2018-11-30\n\n\nWhen fullscreen (Window > Toggle Window Fullscreen) is used, lots of stutters, flickering and lag happens in the viewport. Especially when moving the viewport around. \nThis ONLY happens in Window > Toggle Window Fullscreen but if I go windowed mode and maximize, the issue goes away.\n\nThis has been an issue in the new Blender 2.8 viewport since I can remember so it is nothing new (for me at least).\nI have tried recording a video of said issue but my screen recorder didn't pick it up. \n\nHope this helps!" ]
Regression: Cycles in viewport. Sun Lightsource blinking/switching off when I move it. 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: 3.0.0 Alpha Worked: 2.93.0 [2021-06-22_21-38-46.mp4](2021-06-22_21-38-46.mp4)
[ "Cycles motion blur: The start and end of the motion blur range are not exposed like the rest of the range.\nOperating system: Fedora Linux\nGraphics card: AMD (rendered on AMD CPU)\n\nBroken: 3.5.1\n\nWhen rendering motion blur with Cycles (with the constant shutter curve preset) it seems like the shutter is not fully open at the start and end of the motion blur range.\n\nBased on the attached .blend file (as simple as possible).\n\nRender the first frame with Evee and Cycles and compare the motion blur.\n\n", "Viewport animation render crashes when collapsing the viewport.\nBroken: version: 2.91.0 Beta (and 2.83, 2.80, ...)\nWorked: never\n\nViewport animation render crashes when collapsing the viewport.\n\n[0001-0485.mp4](0001-0485.mp4)\n[Viewport render crash.blend](Viewport_render_crash.blend)\n\n", "\"Regression\" : Using normal or bump maps in cycles produces flat washed-out shading (caused by terminator softening)\nOperating system: Windows 10 x64\nGraphics card: GeForce GTX 1660 Dual OC\n\nBroken: 2.81, 2.82, 2.83 from 2020-03-06 22:46\nWorked: 2.80\n\nCaused by c3be14e151\n\nUsing normal or bump maps in cycles produces flat washed-out results comparing to EEVEE.\nThe bug also appears in the latest 2.83 build, it affects both Diffuse and Principled Shader but not Glossy.\nNormal Map and Bump nodes seem to produce identical results with the 2.80 version, so the problem lies with the Shader node itself.\n![comparision.png](comparision.png)\n\n[bug_report.blend](bug_report.blend)\n1. Open file\n2. Switch to Rendered viewport shading", "Regression: Massive drops in Animation playback (fps) in the viewport\n```\nOperating system: Linux-5.13.0-0.rc6.45.fc35.x86_64-x86_64-with-fedora-36-Rawhide 64 Bits\nGraphics card: NVIDIA GeForce GTX 970M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 495.44\n```\n| version | VSYNC | fps solid | fps material | fps rendered |\n| -- | -- | -- | -- | -- |\n| 2.92 | off | 230 | 80 | 61 |\n| 2.93.9 (regression caused by 7f7e683099) | off | 230 | 76 | 55 |\n| 2.93.9 (regression caused by 64d96f68d6) | off | 230 | 69 | 46 |\n| 2.93.9 (regression caused by 267a9e14f5) | off | 230 | 57 | 41 |\n| 3.0.1 (regression caused by 03013d19d1)| off | 200 | 57 | 41 |\n| 3.1.2 (regression caused by d09b1d2759) | off | 110 | 57 | 41 |\n| 3.2beta (regression caused by 80859a6cb2) | off | 107 | 54 | 37 |\n\n```\nWin 10\nGTX 1070 - Studio Driver 462.59\n```\n| version | VSYNC | fps solid | fps material | fps rendered |\n| -- | -- | -- | -- | -- |\n| 2.92 | off | 223 | 143 | 85 |\n| 3.0 and Cycles-X | off | 79 | 66 | 50 |\n\n\nMassive drops in Animation playback\n\n\nI have this test scene here from the forum (unfortunately I forgot the direct link).\n[fps-performance.blend](fps-performance.blend)", "Regression Tests: Run-Time Check Failure #3 - The variable 'ls' is being used without being initialized.\nOperating system: Windows 10 21H2 Build 19044.1645\nGraphics card: Nvidia GT 610\nRenderer: GeForce GT 610/PCIe/SSE2\nVersion: 4.5.0 NVIDIA 391.35\n\nBroken: (example: 3.20 Alpha, 180163c4e448, private branch without changes, 2022-04-14)\n\nBuilding RUN_TESTS in Visual Studio will fail on certain tests.\n\n\nTo check for yourself run the following commad from a cli in your build directory:\n\n```\nctest -R cycles_light_cpu -C debug --debug\n```\n\nA part of the tests will pass, but some will fail. An error window will appear, saying: \"Run-Time Check Failure #3 - The variable 'ls' is being used without being initialized.\"\n\nTo manually check out this failure, take a look at the debug output and check which .blend file is loaded and if the test fails.\n\nI choose following file to load into blender.\n```\n\\lib\\tests\\render\\light\\spot_light.blend\n```\nNext hit F12 to render this test file. \n\n**Location in source**\nThe bug is located in shade_volume.h Line 947. ls.P is passed as a parameter there\n\n**Setup**\nAll testing was done in the DEBUG-x64 target in VS.\nBug still exists in 7484f274dcdc\n", "Intel GPU: switching between applications when in full screen mode causes glitches or screen flickering\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: Intel(R) HD Graphics 530 Intel 4.5.0 - Build 30.0.101.1340\n\nBroken: version: 3.1.2\n\nWhen in Fullscreen, switching to other program and then returning to blender, glitch(black screen or something else) occurs suddenly and disappears.\nThis is not critical bug, but it would be good if it is fixed.\n\n\n- Open default blender file\n- {nav Window > Toggle Window full screen}\n- Switch to another application and again back to Blender", "Cycles: GPU Optix kernel loading with Bevel/Ambient Node.\nXMGNEO17 Laptop AMD Ryzen9 5900HK Radion.\nOperating system: Windows 11 Home. 21H2\nGraphics card: Nvidia Geforce RTX 3080 Laptop GPU. 16 GB VRAM.\n\nBlender 3.2-3.4 show the error. Blender 3.1 and before not.\n\nThe error happens when ever an Ambient Occlusion or Bevel Node is used and connected in a shader and GPU option OPTIX is enabled for rendering in Cycles. It does not happen with CUDA or CPU.\nBlender will start render process and stops with the line: Preparing for rendering, this can take time.. etc. At that point the UI is still working, but will freeze after trying to cancel rendering. Blender can only be forced to shut down. Scene changes are lost. \n\nThe but is very simple to reproduce:\n1. Open Blender and apply a shader to the cube. \n2. Add a bevel/Ambient node to the shader and connect it to any input. Doesn't really matter which.\n3. Enable Optix in the preferences and set cycles as render. Make sure its set to use GPU.\n4. Switch viewport to preview render.\n5. Blende will stop preparing the scene and won't move further. Its UI is still reacting until trying to stop the process.", "weird unremovable noise which looks like white or semitransparent squares\nWindows GTX NVIDIA 860M Lenovo Y50 laptop 16GB RAM and 2GB VRAM\n\nBroken: (2.77, weird unremovable noise which looks like white or semitransparent squares)\n\n\n**I have horrible flickering noise during my animation and it flickers like a sparks. What causes this noice is alpha images with holes or models of the grids with holes + method of reducing it by using Z and normal passes combined with bilaterural blur (advised by Barteck Skorupa). But i still wanna use it since it still better and only way to properly reduce other types of noice presented in my scene. So this noice looks like SQUARE PIXELS which are flickering during animation. Change of iterations of bilatural blur helps a bit but not completely and not on all frames. \n\nI will give you more info now about this strange things -\n\n\n1- At most frames there is no such noise (because i removed it by using bilateral blur and determinator) but at other frames they are still appear and not despeckle not bilatural blur helps and the weird thing - THEY BECOME MORE VISIBLE AT HIGHER SAMPLES!!!!\n\n\n2 - At some frames this squares are transparent at others - semitransparent or completly white like you can see on the screenshot\n\n\n3 - If i render same image at small samples - like 125 for example - i may not see them at all. But if i change to 150 - they become very visible!!!. \n\n4 - They mostly appear around grids holes models or grids holes alpha images.\n\n\n5- Even if camera not moving they may still appear and look at different frames - differently (white or semitransparent )\n**\n\n![1095_01204-min-min.png](1095_01204-min-min.png)\n\n![588.png](588.png)\n\n![1095_01204-min.png](1095_01204-min.png)\n\n![29_00713-min.png](29_00713-min.png)\n\n**To reproduce the error you whould probably need to render scene when camera moves and looks directly on grids png images with holes or even models of grids with a holes and also try to use bilatural blur node with determinator + z pass and normal pass combined ro remove noise - since most of the issues appearing when you using this nodes combinations (but its necessarily to use them)**\n\n\nIf you will need a blend file please leave me a comment on [email protected]. Thanks\n", "Cycles: Light leaks through objects in certain situations.\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 4090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 532.03\n\nBroken: version: 4.0.0 Alpha\nWorked: I don't know\n\nUnder certain circumstances, light will leak through objects. This might be a precision issue and thus might be related to the ray offsetting changes made in version 3.1.\n\n![Light Leaking through cube.png](attachment)\n\n1. Change the render engine to Cycles.\n2. Remove all lights from the scene.\n3. Add a cube to the scene.\n4. Make the top face on the cube a high strength emissive.\n5. Underneath the cube add a plane.\n6. Render the scene, notice how some light is leaking through the cube and lighting up the plane.\n7. If you change the rendering backend (E.G. CPU vs GPU) the pattern/brightness that the light leaks in is different. Also if you adjust how the top face of the cube is constructed (E.G. Subdivide it), then that also changes the pattern. This is why I believe it is a precision issue.\n\nHere is a file with steps 1-5 done:\n[Light Leaking through cube.blend](attachment)\n\n", "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", "Ability to cancel viewport operations (rotate/pan/zoom)\nSince most transforming view-port operations can be cancelled, it would be useful if viewport operations such as rotate/pan/zoom could be cancelled by pressing Escape. [See request ](showthread.php?392619-Call-for-Quick-Hack-ideas-(for-beginner-students-to-complate-in-a-day)&p=3010312&viewfull=1#post3010312).\n\nWhile not high priority, this is nice to support for consistency with other parts of Blender.", "Cycles: modifying properties through the Python console does not trigger updates.\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 3.1.0 Beta\n\n\nLoad a scene with a 16k hdri\nwith viewport rendering happening, try and rotate the hdri environment using a mapping node:\n![image.png](image.png)\n\nnow change the world surface setting sampling method to manual, and the map resolution to 1024\n![image.png](image.png)\nmessage will appear:\n![image.png](image.png)\n\nnow rotate the hdri again. It'll be much more responsive.\n\nnow in the python console enter:\nbpy.data.scenes['Scene'].world.cycles.sample_map_resolution = 15360\n\nNotice the message 'updating lights' didn't appear in the viewport.\n\n rotate again, it's still responsive because cycles is still using the 1024 manually entered.\n\nNow restart the viewport render by clicking on solid viewport mode and back to rendered viewport mode\n\nRotate again. Still responsive. Even though the viewport has been restarted, cycles is still using the last manually entered value of 1024.\n\n-------\n\nNOTE: no updates seem to be triggered for the properties. The only update triggered seem to be for the console's current line which is modified after executing the entered line.\n", "Viewport: Auto-Depth rotation ignore transparent image reference empties\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.92\n\nBroken: version: 2.90 (sub 0)\n\ncant rotate around partially occluded image objects.\n\n\nopen file, make sure rotate around mouse is enabled in preferences. hover mouse over either side images and hold in the mouse wheel, move the mouse, the view will rotate around the mouse. Now do the same for the middle image, the view no longer rotates around the mouse.\n\n[rotate around mouse bug with image objects that are occluded.blend](rotate_around_mouse_bug_with_image_objects_that_are_occluded.blend) \n\n", "Themes→3dViewport→Active vertex color do nothing\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.95\n\nBroken: version: 3.5.0\n\nThis one influence nothing. Should it be deleted?\n![98932743.png](attachment)\n\n[2023-04-13_07-48-03.mp4](attachment)\n\n\np.s. Dull colors and other issues about wireframe [described here](426) and I am sad, that it looks abandoned and ignored…\n\n", "Cycles shading glitch\nOperating system: Windows 10\nGraphics card: AMD\n\nBroken: 3.4.1\nWorked: ?\n\nCycles shows incorrect shading, also different from Eevee. (The file is very simplified just to showcase the problem)\nI'm thinking it is a variation of T99933 bug but not sure so tell if that's the case\n\n[bug.blend](bug.blend)\n1) Open the file, switch to rendered view. Normals should look like this\n![1673442133.png](1673442133.png)\n2) In the material disconnect the alpha socket, now it should look different.\n![1673442141.png](1673442141.png)\nIs alpha supposed to affect normals at all?\n3) Repeat the same in Eevee, results look consistent" ]
[ "Cycles - Lights flicker while being moved or rotated in viewport\n**System Information:**\nOperating system: Linux-5.10.0-7-amd64-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 465.31\n\n**Blender Version:**\nBroken: 3.0.0 Alpha\nWorked prior to this version: 3.0.0 Alpha\n\n**Short description of error:**\nWhile moving or rotating a light and in cycles rendered viewport mode, the light will flicker. \n\nBisecting points to this being a recent regression caused by b313525c1b\n\n**Exact steps for others to reproduce the error:**\n1. Create a scene where a light object is the main contribute to light.\n2. Enter Cycles rendered viewport mode.\n3. Move the light around or rotate it and notice the flickering.\n\nHere's a video demonstrating the issue (Warning: There is flashing lights, if you're sensitive to flashing lights, do not watch):\n[2021-06-21 23-00-10.mp4](2021-06-21_23-00-10.mp4)" ]
Problems with adding a loop cut to the base of the shape keys Operating system: win10pro Graphics card: 2080ti, 1080ti Broken: 3.3 Worked: x If I add a loop cut (no center) to a model that already has a shape key The added loop moves to the center according to the shape key - Add loopcut to default cube - Add two shapekeys - select key 1 and move a face away - select basis key and add loopcut on other side of moving area - Enable wireframe from overlays panel and change `key 1 value` (notice recently added vertices also moves) [Blender 2022-12-23 11-28-28.mp4](Blender_2022-12-23_11-28-28.mp4)
[ "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", "Regression: Copy of eval mesh may keep shape keys\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: version: 4.0.0 Alpha\nWorked: sort of 2.79 (the API was a bit different). And in 2.90.1, only the first buggy scenario (see below) is present\n\nCalling `Object.to_mesh()` on an evaluated mesh keeps the shape keys in some circumstances, even though the shape keys and modifiers have been applied to the mesh.\n\nThere are two buggy scenarios this can create:\n1. A mesh whereby the mesh vertex positions do not match its reference ('Basis') shape key positions. This is a fairly common unusual state (there are a number other ways to get into this state) which causes issues with creating new shape keys with `from_mix=False` and exporting with most exporters that support exporting shape keys (#98890). \n2. A mesh whereby the number of mesh vertices does not match the number of shape key 'vertices'/data. This is a particularly buggy state that should never happen. Notably, this does not occur in 2.90.1 and earlier, and from 2.91.0 to 3.3.x it also happens to meshes created by `Object.data.copy()`.\n\nIn both cases, simply removing all the shape keys will restore the meshes to their expected states because both the shape keys and modifiers have been applied to the mesh vertices as expected.\n\nIt's not clear which of `Object.to_mesh()` or `Mesh.copy()` is at fault for not removing the shape keys.\n\nThe API in 2.79 is a little different to 2.80+, since there is no depsgraph, you choose with the function arguments whether or not to apply modifiers:\nWhen using apply_modifiers=True, the new mesh has no shape keys as expected.\nWhen using apply_modifiers=False, the new mesh retains its shape keys as expected.\nAdditionally, in 2.79, `Object.to_mesh()` creates a new Mesh data-block in bpy.data.meshes rather than creating a temporary Mesh owned by the Object.\n\nScenario 1 (mesh vertex positions do not match reference shape key positions)\n\nUsing the attached .blend:\n1. Open the attached .blend\n1. Run the script in the Text Editor\n1. Select one of the magenta meshes\n1. Set the value of the shape keys to 0.0\n1. Observe that the state of the mesh with all shape keys set to 0.0 appears to be the original mesh with all shape keys set to 0.0\n1. Remove all the shape keys\n1. Observe that the state of the mesh changes to the appearance of the original mesh with its shape keys applied\n\nStep-by-step:\n1. Create a mesh Object\n1. Add a shape key (other than the 'Basis')\n1. Enter Edit Mode\n1. Modify the shape key so that it noticeably moves the mesh\n1. Exit Edit Mode\n1. Change the Value of the shape key to 1.0\n1. Run in the Python Console:\n 1. `depsgraph = C.evaluated_depsgraph_get()`\n 1. `obj_eval = C.object.evaluated_get(depsgraph)`\n 1. `temp_mesh = obj_eval.to_mesh(preserve_all_data_layers=True, depsgraph=depsgraph)`\n 1. `new_mesh = temp_mesh.copy()`\n 1. `C.object.data = new_mesh`\n1. Observe that the new mesh has shape keys\n1. Set the value of the shape keys to 0.0\n1. Observe that the state of the mesh with all shape keys set to 0.0 appears to be the original mesh with all shape keys set to 0.0\n1. Remove all the shape keys\n1. Observe that the state of the mesh changes to the appearance of the original mesh with its shape keys applied\n\nScenario 2 (number of mesh vertices does not match number of shape key 'vertices'/data)\nUsing the attached .blend:\n1. Open the attached .blend\n1. Run the script in the Text Editor\n1. Select one of the black meshes\n1. Add a new shape key\n1. Change the Value of the new shape key\n1. Observe the mesh going crazy/exploding as the Value changes\n1. Remove all the shape keys\n1. Observe that the state of the mesh changes to the appearance of the original mesh with its shape keys and modifiers applied\n\nStep-by-step:\n1. Create a mesh Object\n1. Add a shape key (other than the 'Basis')\n1. Enter Edit Mode\n1. Modify the shape key so that it noticeably moves the mesh\n1. Exit Edit Mode\n1. Change the Value of the shape key to 1.0\n1. Add an Array modifier with default settings to the Object\n1. Run in the Python Console:\n 1. `depsgraph = C.evaluated_depsgraph_get()`\n 1. `obj_eval = C.object.evaluated_get(depsgraph)`\n 1. `temp_mesh = obj_eval.to_mesh(preserve_all_data_layers=False, depsgraph=depsgraph)` # Note: False this time\n 1. `new_mesh = temp_mesh.copy()`\n 1. `C.object.data = new_mesh`\n1. Remove the Array modifier from the Object to avoid confusion\n1. Observe that the new mesh has shape keys\n1. Add a new shape key\n1. Change the Value of the new shape key\n1. Observe the mesh going crazy/exploding as the Value changes\n1. Remove all the shape keys\n1. Observe that the state of the mesh changes to the appearance of the original mesh with its shape keys and modifiers applied\n\nAttached is a .blend (authored in 2.80) that has a script and three Objects that go over different cases (has modifiers/no modifiers/has modifiers but they're disabled) or creating meshes from evaluated Objects with `Object.to_mesh` as well as comparing the behaviour of the similar `BlendDataMeshes.new_from_object` function and `Mesh.copy()`\n\nThese are the results of running the script in the attached .blend in 4.0.0a:\n![image](attachment)\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", "Regression: Crash on deleting shape key from Blender File view.\nOperating system: macOS-13.5-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon Pro 575 1.2\n\nBroken: version: 4.0.0, 3.2\nWorked: 3.1\n\nCaused by a71a513def202b119328035dbd68e86c2c47f7ac\n\nOutliner on Blender File when delete cause crash guide.\n\n- Open attached file\n- Add shape key\n- Switch outliner to Blender file display mode\n- Expand Shape key\n- select `key` then delete it from context menu\n\nr2jrCca\n\nYoutube:\nOlegeJrBbmE\n\nMy Dropbox file:\nLola%20Bunny.zip?dl=0\n\n- - -\nFirst create new ticket I unable to paste picture this here.\nI did drag there 250MB and (Remove) cause appear <html><head></head><body></body><html> please fix without <html> k5RFuuy\n\n", "Proposal for sequencer tool interactions \nThis task is intended to address design issues necessary for adding tool-system tools to the sequencer.\n\nCurrent state:\n\n- Immediately activating actions with keys operates on the selection.\n- The only tool that isn't selection (Blade), operates on the sequence strip directly under the cursor (not the selection).\n\nThe patch proposed to add the Slip tool, was also isolating the strip under the cursor, which I think is overly limiting since it means tools which behave this way can't operate on more than one item at a time. see: [D7063: VSE: Add slip tool](D7063)\n\n----\n\n## Proposes Solution\n\nTools should behave like the \"Tweak\" tool, unless there is a good reason not to *(The blade tool could be kept an exception - although cutting multiple strips vertically might be useful to support too)*.\n\n- A single click selects (with Shift-Click to toggle... etc).\n- A click-drag action runs the tool on the selected strips.\n\nThis means the Slip tool (in this case), would behave much the same as the tweak tool. Where you could quickly operate on many different sequence strips by clicking and dragging on them. With the ability to select multiple then click-drag on any one of them to operate on all strips.", "Rip edge-move for curves\nCurrently with meshes you can press Alt+D to add a vertex at one side of the verts edges and drag it *(based on the mouse cursor location)*.\n\nThis same behavior could be added to curves.\n\n- the basic behavior with single vertices selected is simple\n- with multiple segments are selected this becomes more involved (see how this works for meshes).", "Bevel Improvements\nBlender users have many desires for improvements to the Bevel tool and Modifier. This task is for exploring priorities for implementing those, as well as designs for doing so.\n\n**Some current TODOs and feature requests**\n\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 degenerate geometry (#48174)\n* tapered bevel influence by vertex weight - see bevel-modifier-influenced-by-vertex-weight. Also #62739 where method isn't suggested -- could also let user set different widths at the two ends of a bevel.\n* merging of vertices that coincide after beveling (#61214)\n* better way of specifying vertices in modifier, and even better, a way of specifying edges (#62649) (edge group?)\n* bevel-after-booleans\n* option to make vertex group out of all vertices created in bevel\n* method to have bevel modifier affect curve objects\n* have angle limit method available in tool (as is already in modifier)\n* have clamp be local rather than global (or in addition to global?)\n* \"support loop\" option - extra loop of edges flat on adjacent faces\n* use bevel-like code to add new option to extrude (edge, vertex) that keeps geometry manifold (billrey idea in GSoC 2018 thread)\n* vertex mesh that has the effect of booleaning the edge profiles to have the effect of real-world material removal\n* profile superellipse arc should not use quarter-ellipse arc always, but rather rather the segment that hits adjacent faces tangentwise\n* beveling a face as an option in addition to beveling edges and vertices (starts to look like inset)\n* width method like Percent but where absolute distance along adjacent edges is equal to spec instead of percentage\n* option to round the terminal edge triangle\n* special case segments=2, profile=1 case to avoid diagonal edges on cube corners when smaller and large widths mixed\n\n\nFollowing comments will have some initial explorations of the problems and designs for solving each of these.\n\n", "Sculpting with shape keys very slow\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: GeForce GTX 750 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 3.2.1\n\nAdding shapekey to the model slows down the sculpting process a lot\n\n[2022-07-29-13-53-25.mp4](2022-07-29-13-53-25.mp4)\n\n", "Loop Cut at Point\nHere it would be a nice improvement to make it so you can create cuts anywhere along a loop, not just in the center. This would be a tool setting.\n\n![Screen Shot 2018-08-27 at 14.51.13.png](Screen_Shot_2018-08-27_at_14.51.13.png)", "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", "Cannot paginate shape key list\nSteps to reproduce:\n* add any mesh (e.g. a cube)\n* in Object Data Properties > Shape Keys click '+' twenty times\n* clicking above or below the scroll bar does not paginate the list\n\nBroken: 3.5 alpha, 50c7eb14f455, master, 2022-12-19\n", "Mesh flickers in edit mode if shapekey added\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 517.48\n\nBroken: version: 3.0.0 and later\nWorked: 2.93\n\nThat mesh I put in .blend file is from my old project (started in 2.79). For some reason normals on that mesh go crazy if I try to edit it in Face selection mode. I found that this particular mesh can't have shapekeys and auto smooth enabled at the same time.\n\n1. Add Basis shapekey to the mesh\n2. Enter Edit Mode\n3. Select Face Selection Mode\n4. Move any face\n\n[bugFlicker.blend](bugFlicker.blend)\n[bandicam 2022-12-03 01-21-18-089.mp4](bandicam_2022-12-03_01-21-18-089.mp4)", "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)", "Move origin from Transform Options not working for collection correctly - not moving, but moving if Object Set Origin is changed\nOperating system: Windows-10-10.0.18363-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1650 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.77\n\nBroken: version: 3.0.1\nBroken: version: 3.2.0\nWorked: (newest version of Blender that worked as expected) - don't know any working version from 2.8\n\nMove origin from Transform Options not working for collection correctly - not moving, but moving if Object Set Origin is changed\nLooks like limitation maybe around Transform Options and lack of implementations or bug that blocking move origin.\nWhen using addon Cad Tranform (slcad_transform_0.91.0.zip) and Turn on Transform Options Origins then can move origin (but problems with magnet snap).. soo looks like bug in blender grab area.\nAnyway it's problem when looking correct position for my object and work with collections, only addon can solve problems.\n\n1. Turn on Transform Options Origins - try move origin for Collection2, eg. for corner\n2. Turn off Transform Options Origins, select Object Set Origin and Origin to Center or other option\n\n\n![Origin_bug.png](Origin_bug.png)\n\n[Origin_bug.blend](Origin_bug.blend)\n", "Shape keys missing from `bpy.data.meshes.new_from_object()` even when the mesh Object is not evaluated\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: version: 4.0.0 Alpha\nWorked: 2.79 (sort of, the API was a bit different due to the depsgraph not existing)\n\nCreating a new Mesh from a mesh Object with `bpy.data.meshes.new_from_object` removes the shape keys (or simply does not copy the them in the first place), even when the Object is not evaluated.\n\nThe API in 2.79 is a little different to 2.80+, since there is no depsgraph; you choose with the function arguments whether or not to apply modifiers:\nWhen using `apply_modifiers=True`, the new mesh has no shape keys as expected. Providing an evaluated Object to the function in 2.80+ is equivalent to this.\nWhen using `apply_modifiers=False`, the new mesh retains its shape keys as expected. In my opinion, providing a non-evaluated Object to the function in 2.80+ should be equivalent to this.\n\n2.79 API docs: bpy.types.BlendDataMeshes.html#bpy.types.BlendDataMeshes.new_from_object\nCurrent API docs: bpy.types.BlendDataMeshes.html#bpy.types.BlendDataMeshes.new_from_object\n\nSince the API changed between 2.79 and 2.80, it's not clear whether this is a bug or intended behaviour.\n`Object.to_mesh()` and `BlendDataMeshes.new_from_object()` appear to have identical behaviour in 2.79, though this is again a bit different in 2.80+ because `Object.to_mesh()` now creates a temporary mesh owned by the Object that is not added to `bpy.data.meshes`.\n\n1. Create a mesh Object\n1. Add a shape key (other than the 'Basis')\n1. Enter Edit Mode\n1. Modify the shape key so that it noticeably moves the mesh\n1. Exit Edit Mode\n1. Change the value of the shape key to 1.0\n1. Run in the Python Console:\n 1. `new_mesh = D.meshes.new_from_object(C.object, preserve_all_data_layers=True, depsgraph=C.evaluated_depsgraph_get())`\n 1. `C.object.data = new_mesh`\n1. Observe that the new mesh has no shape keys (and is not evaluated as expected)\n\nAttached are some .blend files created in different Blender versions that have a script and three Objects that go over different cases (has modifiers/no modifiers/has modifiers but they're disabled) of creating meshes with both `BlendDataMeshes.new_from_object` and `Object.to_mesh` as well as making a copy of an evaluated mesh with `Object.copy` in 2.80+.\n\nThe 2.79 version is a bit different due to the different API, but the 2.80+ version in 4.0.0a results in this:\n(the .to_mesh().copy() behaviour of evaluated Objects has been reported separately as 109327)\n![image](attachment)\n\n" ]
[ "Adding vertices when Basis Shapekey is active prevents changes to the Basis from affecting other keys\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.89\n\nBroken: version: 3.1.0\nWorked: (Unknown, bug exists at least as far back as 2.79b)\n\nAs requested by @ideasman42, this is a report of the following shapekey bug:\n\nWhen vertices are added to a mesh with shapekeys when the **Basis Shapekey is selected**, any changes made to the Basis key will **NOT** propagate to other keys.\n\nHOWEVER, if vertices are added when any key **OTHER** than the Basis is selected (ie. Key1), and then the Basis key is edited, any changes to the Basis **WILL** correctly propagate to other keys.\n\nADDITIONALLY, if vertices are added when the Basis Shapekey is selected, **BUT** Edit mode is first **EXITED** then **RE-ENTERED** before any vertex manipulation is made to the Basis key, then any changes to the Basis **WILL** correctly propagate to other keys.\n\nAll three scenarios below (based on a new empty project) are demonstrated in **[this example video HERE ](v7YUb_9H2Ec)**.\n\n**1.** Add a cube, add 2 shapekeys. With the \"Basis\" key selected, enter Edit mode and add loop cuts. Move the vertices. Select \"Key1\" and notice the changes to the \"Basis\" key have **NOT** affected Key1. **This is the only scenario where the bug exists.**\n\n**2.** Add a cube, add 2 shapekeys. With the \"Key1\" key selected, enter Edit mode and add loop cuts. Now select the \"Basis\" key. Move the vertices. Select \"Key1\" again and notice the changes to the Basis key have affected Key1 as expected. **This is one workaround.**\n\n**3.** Add a cube, add 2 shapekeys. With the \"Basis\" key selected, enter Edit mode and add loop cuts. Now **EXIT** Edit mode and **RE-ENTER**. Move the vertices. Select \"Key1\" and notice the changes to the Basis key have affected Key1 as expected. **This is a second workaround.**\n\n*P.S. Apologies for the very late report. The last 3 weeks have been heavily pre-occupied with music production. And I'm super thrilled that #44415 made it into the 3.1 release. Thanks so much to @ideasman42 and all the talented Blender devs for making this happen!* :-)\n" ]
Texture Coordinate UV different from Attribute UV. Operating system: Windows-10-10.0.17134-SP0 64 Bits Graphics card: NVIDIA GeForce GTX 970M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.11 Broken: version: 3.5.0 Beta ![image](attachment) ![image](attachment) Texture Coordinate UV is correctly made with store named attribute in 3.5. However it's not responding to vector math while attribute UV shows the expected result.
[ "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", "Eevee: image sequence data bloc displays different offset attributes when set from different locations (texture editor, shader editor, image locator)\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 3.5.0\n\nif I change the offset (or start frame) of the sequence in the shader editor, I would expect it to also change in the image editor or wherever I am using the same image sequence, otherwise it causes discrepancies and buggy viewport display (since we dont know which offset is displayed in the viewport). \n\nJust change the offset of 1 of the 3 displayed image sequence settings displayed... the other 2 won't follow.\n\nCycles does this fine btw.", "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)", "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", "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)", "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)", "BLI Math Vector: Make VecBase aware of alignment\nSome operators break alignments and should be revised.\n\nThis would allow using vectorization.\n\n", "Mesh Attributes Python API Is Buggy\nOperating system: Windows 11\nGraphics card: NVIDIA RTX 3070\n\nBroken: 2.93 & 3.3\nWorked: \n\nAccessing geometry attributes via python causes internal errors and mismatched pointers.\n\n\n```\n- Blender 3.3.0 bug\n- 1) Open new file w/ default cube\n- 2) Paste this script into the scripting tab\n- 3) Make sure the cube is selected and run this script\n\nimport bpy\n\nme = bpy.context.active_object.data\n\nfva = me.attributes.new('float_vector_attribute', 'FLOAT_VECTOR', 'CORNER')\n\nprint(f'fva : {fva}.data_type = {fva.data_type}')\n\nfca = me.attributes.new('float_color_attribute', 'FLOAT_COLOR', 'CORNER')\n\nprint(f'fva (again): {fva}.data_type = {fva.data_type}') # output will be wrong\nprint(f'fca : {fca}.data_type = {fca.data_type}')\n\nme.calc_normals_split() # causes next line to crash\n\nfva.data[0].vector = (1, 2, 3) # only crashes the first time the script is run\n\n```", "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", "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?", "Correct link is shown as invalid\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.5.1\n\nIn the composer, after some actions, the link is displayed as incorrect, although there is no reason for this.\n\n**Exact steps for others to reproduce the error** \n\n0. Factory settings file (optional).\n1. Switch render engine to Cycles.\n2. Enable any `Scene > ViewLayer > Passes`. For example, this would be `... > Data > UV`.\n3. Enable the compositing nodes and connect the new socket to the \"Composite\" node.\n4. Switch render engine to Eevee.\n5. Make a Render.\n6. Switch render engine to Cycles.\n\n![2023-06-07_23.44.54.gif](attachment)\n\n", "Cycles does not respect the texture alpha mode\nOperating system: Gentoo Linux \nGraphics card: AMD 290x\n\nBroken:\n2.79b\n2.80 f15205b93f56e454b76d5a222fdb9a9665b99907 2018-01-02\n\nEevee respect the alpha mode in the texture settings, however cycles does not.\n\n[alpha_test_pack.blend](alpha_test_pack.blend)\n\n1. Load the attached .blend file\n2. Change the texture settings for the `Alpha:` setting for the image texture node (with use alpha on).\n3. Notice that in cycles the `Alpha:` setting has not effect, the texture alpha is always premultilied.", "Geometry Node in World Shaderworkspace does not output the same coordinates in Eevee like in Cycles.\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 466.27\n\nBroken: version: 3.0.0 Alpha\nWorked: None same in 2.83\n\nGeometry Node works differently for Cycles and Eevee in the World Shader Tab, The Coordinates are distorted with Eevee. Im not sure if this is as expected.\n\n1 Goto Shading Workspace\n2 Enable Viewport Shading and enable World Background\n3 Add Geometry Node.\n4 Connect either Position, Normal, True Normal or Incoming to Background Shader.\n5 Switch between Eevee and Cycles to see the difference.\n\nOn the other hand, the Normal output of the Texture Coordinate Node is exactly the same in both render engines.[Geometry Shader in World Bug.blend](Geometry_Shader_in_World_Bug.blend)", "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", "UV: Copy/Paste UVs sometimes merges vertices\nOperating system: Windows 10\nGraphics card:\n\nBroken: 3.5.1, 3.6.0 (2023-05-24), 4.0.0 (2023-05-24)\n\n\nCopy/Paste UVs sometimes merges vertices.\n\nTest file: [UV - Copy Paste.blend](attachment)\n\n![UV - Copy Paste.png](attachment)\n\n" ]
[ "UV operations skipped in alpha when using texture coordinate node.\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: AMD Radeon (TM) R9 390 Series ATI Technologies Inc. 4.5.14800 Core Profile Context 22.10.1 31.0.12019.16007\n\nBroken: version: 3.5.0 Alpha\n\nUV math operations made in geometry nodes are skipped when using texture coordinate node.\n\nTake UV from any geometry nodes primitive, and store it, try to do vector math on connection between Store Named Attribute and UV output from primitive.\n\n![image](attachment)\n\n" ]
Crash Dyntopo Sample Pipette Broken:Blender 2.8 dc123ac9e5a (example: 2.69.7 4b206af, see splash screen) When you use the sample pipette in the dyntopo function and sample the mesh blender will crash. You have to use constant detail for the function.
[ "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 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", "Edit Dyntopo Detail Size unreliable for small scales\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 770/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.30\n\nBroken: version: 2.92.0 Alpha\n\nSculpt Mode >> Shift + D \n`bpy.ops.sculpt.dyntopo_detail_size_edit` / Edit Dyntopo Detail Size *(for Dyntopo detailing set to Constant detail)*\n\nThis operator is supposed to show a grid preview of the mesh density applied from strokes using Dynamic Topology. \nNormally this works, however when a mesh is small, relative to the 1 BU / CM, it becomes too slow/fast to change the resolution, and when the density is too high *(for a larger mesh)*, the resolution bumps up to a higher size, removing the ability to even preview the density after manually adjusting to a more acceptable resolution. \n\nTake a cube, and subdivide it 4 or 5 times.\nWith cube at the default size of 1 BU, use the eyedropper to sample the cube's density, then adjust the detail size with this operator *(Shift+D)*, \n\nNext, scale the cube down to 0.1 and repeat. \nNotice how much harder it is to adjust the size. \n\nNext scale the cube down to 0.01 and repeat. \nNow, you will see the grid flash a dense resolution and quickly bump up to bigger triangles. \nAlso, the operator has a secondary option of Ctrl+Clicking to sample from the mouse. It won't even sample at this small scale. \n*(The operator is capped at 500.0)*\n\n-----\nIf you needed to sculpt something this small *(for example a finger)*, you would have to either manually set the number *(and not use this operator, or only glimpse the flash)*, or scale the mesh *(and maybe everything else)* up to a large size. \n\nInversely, if you scale up too big, you won't be able to use low resolution detailing, because the larger triangles are also capped at 1.0.\n", "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)", "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)", "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", "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)", "Access violation when running multiple quick liquid bakes (Python API)\nOperating system: Windows 10\n\nBroken: 3.3 alpha, 3.3, 3.4 alpha, 3.4\nWorked: Not any recent releases\n\nSeems related to T98427 , but the fix for that issue did not fix this.\nAccess violation when running multiple quick liquid bakes\n\n```lines=18\n# backtrace\nException Record:\n\nExceptionCode : EXCEPTION_ACCESS_VIOLATION\nException Address : 0x00007FF9DE2B9224\nException Module : python310.dll\nException Flags : 0x00000000\nException Parameters : 0x2\n\tParameters[0] : 0x0000000000000000\n\tParameters[1] : 0x0000000000000008\n\n\nStack trace:\npython310.dll :0x00007FF9DE2B9220 PyDict_GetItem_KnownHash\npython310.dll :0x00007FF9DE2CF200 PyFrame_GetBack\npython310.dll :0x00007FF9DE430410 PyRun_FileExFlags\npython310.dll :0x00007FF9DE430410 PyRun_FileExFlags\npython310.dll :0x00007FF9DE430270 PyRun_StringFlags\nblender.exe :0x00007FF64D0F4E60 MANTA::runPythonString\nblender.exe :0x00007FF64D0DAF70 MANTA::~MANTA\nblender.exe :0x00007FF64D0DB340 MANTA::`vector deleting destructor'\nblender.exe :0x00007FF6484EB4D0 BKE_fluid_modifier_freeDomain\nblender.exe :0x00007FF6484EB4A0 BKE_fluid_modifier_free\nblender.exe :0x00007FF648274A00 BKE_modifier_free_ex\nblender.exe :0x00007FF648488760 BKE_object_free_modifiers\nblender.exe :0x00007FF6484834A0 object_free_data\nblender.exe :0x00007FF6487EB890 blender::deg::deg_free_copy_on_write_datablock\nblender.exe :0x00007FF6487ECA40 blender::deg::IDNode::destroy\nblender.exe :0x00007FF6487E1F70 blender::deg::Depsgraph::clear_id_nodes\nblender.exe :0x00007FF6487E21E0 DEG_graph_free\nblender.exe :0x00007FF64D64FA80 BLI_ghash_free\nblender.exe :0x00007FF648450510 scene_free_data\nblender.exe :0x00007FF64846F120 BKE_id_free_ex\nblender.exe :0x00007FF64826E980 BKE_main_free\nblender.exe :0x00007FF6482628F0 BKE_blender_free\nblender.exe :0x00007FF6486F1AB0 WM_exit_ex\nblender.exe :0x00007FF6486F1A60 WM_exit\nblender.exe :0x00007FF6477F1260 main\nblender.exe :0x00007FF64D8788C0 __scrt_common_main_seh\nKERNEL32.DLL :0x00007FFA48397020 BaseThreadInitThunk\nntdll.dll :0x00007FFA49C42630 RtlUserThreadStart\n\n\nThreads:\nThread : 00004eb4\nntdll.dll :0x00007FFA49C90780 ZwWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFA49C42680 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFA48397020 BaseThreadInitThunk\nntdll.dll :0x00007FFA49C42630 RtlUserThreadStart\n\n\nThread : 000051dc\nntdll.dll :0x00007FFA49C90780 ZwWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFA49C42680 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFA48397020 BaseThreadInitThunk\nntdll.dll :0x00007FFA49C42630 RtlUserThreadStart\n\n\nThread : 00004114\nntdll.dll :0x00007FFA49C90780 ZwWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFA49C42680 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFA48397020 BaseThreadInitThunk\nntdll.dll :0x00007FFA49C42630 RtlUserThreadStart\n\n\nThread : 00004ab8\nntdll.dll :0x00007FFA49C8CDB0 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFA47831A40 WaitForSingleObjectEx\nblender.exe :0x00007FF64E410730 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF64E40FF40 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6479B3A10 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFA473D1B20 configthreadlocale\nKERNEL32.DLL :0x00007FFA48397020 BaseThreadInitThunk\nntdll.dll :0x00007FFA49C42630 RtlUserThreadStart\n\n\nThread : 000033dc\nntdll.dll :0x00007FFA49C8CDB0 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFA47831A40 WaitForSingleObjectEx\nblender.exe :0x00007FF64E410730 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF64E40FF40 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6479B3A10 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFA473D1B20 configthreadlocale\nKERNEL32.DLL :0x00007FFA48397020 BaseThreadInitThunk\nntdll.dll :0x00007FFA49C42630 RtlUserThreadStart\n\n\nThread : 00005b3c\nntdll.dll :0x00007FFA49C8CDB0 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFA47831A40 WaitForSingleObjectEx\nblender.exe :0x00007FF64E410730 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF64E40FF40 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6479B3A10 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFA473D1B20 configthreadlocale\nKERNEL32.DLL :0x00007FFA48397020 BaseThreadInitThunk\nntdll.dll :0x00007FFA49C42630 RtlUserThreadStart\n\n\nThread : 000044b0\nntdll.dll :0x00007FFA49C8CDB0 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFA47831A40 WaitForSingleObjectEx\nblender.exe :0x00007FF64E410730 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF64E40FF40 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6479B3A10 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFA473D1B20 configthreadlocale\nKERNEL32.DLL :0x00007FFA48397020 BaseThreadInitThunk\nntdll.dll :0x00007FFA49C42630 RtlUserThreadStart\n\n\nThread : 000033f0\nntdll.dll :0x00007FFA49C8CDB0 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFA47831A40 WaitForSingleObjectEx\nblender.exe :0x00007FF64E410730 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF64E40FF40 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6479B3A10 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFA473D1B20 configthreadlocale\nKERNEL32.DLL :0x00007FFA48397020 BaseThreadInitThunk\nntdll.dll :0x00007FFA49C42630 RtlUserThreadStart\n\n\nThread : 000031f8\nntdll.dll :0x00007FFA49C8CDB0 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFA47831A40 WaitForSingleObjectEx\nblender.exe :0x00007FF64E410730 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF64E40FF40 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6479B3A10 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFA473D1B20 configthreadlocale\nKERNEL32.DLL :0x00007FFA48397020 BaseThreadInitThunk\nntdll.dll :0x00007FFA49C42630 RtlUserThreadStart\n\n\nThread : 00004aa4\nntdll.dll :0x00007FFA49C8CDB0 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFA47831A40 WaitForSingleObjectEx\nblender.exe :0x00007FF64E410730 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF64E40FF40 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6479B3A10 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFA473D1B20 configthreadlocale\nKERNEL32.DLL :0x00007FFA48397020 BaseThreadInitThunk\nntdll.dll :0x00007FFA49C42630 RtlUserThreadStart\n\n\nThread : 000049b8\nntdll.dll :0x00007FFA49C8CDB0 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFA47831A40 WaitForSingleObjectEx\nblender.exe :0x00007FF64E410730 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF64E40FF40 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6479B3A10 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFA473D1B20 configthreadlocale\nKERNEL32.DLL :0x00007FFA48397020 BaseThreadInitThunk\nntdll.dll :0x00007FFA49C42630 RtlUserThreadStart\n\n\nThread : 00005340\nntdll.dll :0x00007FFA49C90780 ZwWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFA49C42680 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFA48397020 BaseThreadInitThunk\nntdll.dll :0x00007FFA49C42630 RtlUserThreadStart\n\n\nThread : 00002654\nntdll.dll :0x00007FFA49C90780 ZwWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFA49C42680 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFA48397020 BaseThreadInitThunk\nntdll.dll :0x00007FFA49C42630 RtlUserThreadStart\n\n\nThread : 00004c64\nntdll.dll :0x00007FFA49C8CDB0 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFA47831A40 WaitForSingleObjectEx\ntbb.dll :0x00007FFA373BD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFA373BD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFA473D1B20 configthreadlocale\nKERNEL32.DLL :0x00007FFA48397020 BaseThreadInitThunk\nntdll.dll :0x00007FFA49C42630 RtlUserThreadStart\n\n\nThread : 000024a4\nntdll.dll :0x00007FFA49C8CDB0 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFA47831A40 WaitForSingleObjectEx\ntbb.dll :0x00007FFA373BD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFA373BD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFA473D1B20 configthreadlocale\nKERNEL32.DLL :0x00007FFA48397020 BaseThreadInitThunk\nntdll.dll :0x00007FFA49C42630 RtlUserThreadStart\n\n\nThread : 00005664\nntdll.dll :0x00007FFA49C8CDB0 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFA47831A40 WaitForSingleObjectEx\ntbb.dll :0x00007FFA373BD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFA373BD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFA473D1B20 configthreadlocale\nKERNEL32.DLL :0x00007FFA48397020 BaseThreadInitThunk\nntdll.dll :0x00007FFA49C42630 RtlUserThreadStart\n\n\nThread : 000048c4\nntdll.dll :0x00007FFA49C8CDB0 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFA47831A40 WaitForSingleObjectEx\ntbb.dll :0x00007FFA373BD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFA373BD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFA473D1B20 configthreadlocale\nKERNEL32.DLL :0x00007FFA48397020 BaseThreadInitThunk\nntdll.dll :0x00007FFA49C42630 RtlUserThreadStart\n\n\nThread : 00005b4c\nntdll.dll :0x00007FFA49C8CDB0 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFA47831A40 WaitForSingleObjectEx\ntbb.dll :0x00007FFA373BD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFA373BD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFA473D1B20 configthreadlocale\nKERNEL32.DLL :0x00007FFA48397020 BaseThreadInitThunk\nntdll.dll :0x00007FFA49C42630 RtlUserThreadStart\n\n\nThread : 00004eb0\nntdll.dll :0x00007FFA49C8CDB0 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFA47831A40 WaitForSingleObjectEx\ntbb.dll :0x00007FFA373BD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFA373BD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFA473D1B20 configthreadlocale\nKERNEL32.DLL :0x00007FFA48397020 BaseThreadInitThunk\nntdll.dll :0x00007FFA49C42630 RtlUserThreadStart\n\n\nThread : 0000446c\nntdll.dll :0x00007FFA49C8CDB0 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFA47831A40 WaitForSingleObjectEx\ntbb.dll :0x00007FFA373BD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFA373BD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFA473D1B20 configthreadlocale\nKERNEL32.DLL :0x00007FFA48397020 BaseThreadInitThunk\nntdll.dll :0x00007FFA49C42630 RtlUserThreadStart\n\n\nLoaded Modules :\n0x00007FF647680000 3.3.0.0 blender.exe C:\\Users\\ecl25031\\blender-3.3.0-alpha+master.4c3b984b3daa-windows.amd64-release\\blender.pdb \n0x00007FFA49BF0000 10.0.19041.1741 ntdll.dll \n0x00007FFA48380000 10.0.19041.1741 KERNEL32.DLL \n0x00007FFA47810000 10.0.19041.1741 KERNELBASE.dll \n0x00007FFA48E00000 10.0.19041.546 WS2_32.dll \n0x00007FFA499D0000 10.0.19041.1706 RPCRT4.dll \n0x00007FFA47C50000 10.0.19041.1503 USER32.dll \n0x00007FFA47B10000 10.0.19041.1766 win32u.dll \n0x00007FFA373B0000 tbb.dll \n0x00007FFA48790000 10.0.19041.1620 GDI32.dll \n0x00007FFA2BF10000 tbbmalloc.dll \n0x00007FFA47B40000 10.0.19041.1706 gdi32full.dll \n0x00007FFA47310000 10.0.19041.789 msvcp_win.dll \n0x00007FFA473B0000 10.0.19041.789 ucrtbase.dll \n0x00007FFA48EA0000 10.0.19041.1682 ADVAPI32.dll \n0x00007FFA48440000 7.0.19041.546 msvcrt.dll \n0x00007FFA486F0000 10.0.19041.1586 sechost.dll \n0x00007FFA49040000 10.0.19041.1741 SHELL32.dll \n0x00007FFA48F50000 10.0.19041.1706 SHLWAPI.dll \n0x00007FFA2FB80000 14.29.30139.0 VCRUNTIME140.dll \n0x00007FFA477C0000 10.0.19041.1620 CFGMGR32.dll \n0x00007FFA15BF0000 14.29.30139.0 MSVCP140.dll \n0x00007FFA43A40000 14.29.30139.0 VCRUNTIME140_1.dll \n0x00007FFA47AE0000 10.0.19041.1023 bcrypt.dll \n0x00007FFA485C0000 10.0.19041.1202 ole32.dll \n0x00007FFA35C50000 10.0.19041.867 dbghelp.dll \n0x00007FFA48A40000 10.0.19041.1741 combase.dll \n0x00007FFA49870000 10.0.19041.546 PSAPI.DLL \n0x00007FFA49B00000 10.0.19041.1741 shcore.dll \n0x00007FFA484E0000 10.0.19041.546 IMM32.dll \n0x00007FFA03B30000 10.0.19041.1741 OPENGL32.dll \n0x00007FF9D3660000 9.0.0.0 openvdb.dll \n0x00007FF9D19D0000 59.18.100.0 avcodec-59.dll \n0x00007FF9F78D0000 59.16.100.0 avformat-59.dll \n0x00007FFA2D720000 59.4.100.0 avdevice-59.dll \n0x00007FF9F8750000 57.17.100.0 avutil-57.dll \n0x00007FFA48970000 10.0.19041.985 OLEAUT32.dll \n0x00007FF9FBCC0000 1.21.1.0 OpenAL32.dll \n0x0000000070440000 1.0.28.0 libsndfile-1.dll \n0x00007FFA0FA30000 6.4.100.0 swscale-6.dll \n0x00007FF9F7770000 2.0.20.0 SDL2.dll \n0x000000006ACC0000 libgmp-10.dll \n0x00007FFA41050000 libgmpxx.dll \n0x00007FFA47F10000 10.0.19041.1741 SETUPAPI.dll \n0x00007FFA40FF0000 tbbmalloc_proxy.dll \n0x00007FF9DE1A0000 3.10.2150.1013 python310.dll \n0x00007FFA30660000 6.10.19041.1110 COMCTL32.dll \n0x00007FFA2AB80000 10.0.19041.1 AVIFIL32.dll \n0x00007FFA415D0000 10.0.19041.546 VERSION.dll \n0x00007FFA44B10000 10.0.19041.746 dwmapi.dll \n0x00007FFA2A530000 10.0.19041.1741 GLU32.dll \n0x0000000070680000 libfftw3-3.dll \n0x00007FFA29450000 4.3.100.0 swresample-4.dll \n0x00007FFA3D230000 10.0.19041.546 Secur32.dll \n0x00007FFA2EAF0000 10.0.19041.1 AVICAP32.dll \n0x00007FFA39CA0000 10.0.19041.546 WINMM.dll \n0x00007FFA28820000 10.0.19041.1 MSACM32.dll \n0x00007FFA291F0000 10.0.19041.1 MSVFW32.dll \n0x00007FFA37020000 10.0.19041.1 winmmbase.dll \n0x00007FFA47200000 10.0.19041.1586 SSPICLI.DLL \n0x00007FFA45AD0000 10.0.19041.546 kernel.appcore.dll \n0x00007FFA452E0000 10.0.19041.1741 windows.storage.dll \n0x00007FFA46D70000 10.0.19041.1682 Wldp.dll \n0x00007FFA47250000 10.0.19041.844 profapi.dll \n0x00007FFA47610000 10.0.19041.1415 bcryptPrimitives.dll \n0x00007FFA48510000 2001.12.10941.16384 clbcatq.dll \n0x00007FFA3FB50000 10.0.19041.1503 MMDevApi.dll \n0x00007FFA470C0000 10.0.19041.1620 DEVOBJ.dll \n0x00007FFA3FC00000 10.0.19041.1741 AUDIOSES.DLL \n0x00007FFA468E0000 10.0.19041.546 powrprof.dll \n0x00007FFA46750000 UMPDC.dll \n0x00007FFA44880000 10.0.19041.1620 uxtheme.dll \n0x00007FFA2D140000 10.0.19041.1566 MPR.dll \n0x00007FFA415E0000 10.0.19041.546 drprov.dll \n0x00007FFA45F70000 10.0.19041.546 WINSTA.dll \n0x00007FFA2ED10000 10.0.19041.1566 ntlanman.dll \n0x00007FFA2EB50000 10.0.19041.546 davclnt.dll \n0x00007FFA22F70000 10.0.19041.546 DAVHLPR.dll \n0x00007FFA46500000 10.0.19041.1645 wkscli.dll \n0x00007FFA27030000 10.0.19041.546 cscapi.dll \n0x00007FFA467B0000 10.0.19041.546 netutils.dll \n0x00007FFA46CC0000 10.0.19041.546 CRYPTSP.dll \n0x00007FFA462D0000 10.0.19041.1052 rsaenh.dll \n0x00007FFA46CE0000 10.0.19041.546 CRYPTBASE.dll \n0x000002627AAF0000 3.10.2150.1013 python3.DLL \n0x00007FFA2CA10000 3.10.2150.1013 _bz2.pyd \n0x00007FFA28ED0000 3.10.2150.1013 _lzma.pyd \n0x00007FFA2C980000 3.10.2150.1013 _socket.pyd \n0x00007FFA46770000 10.0.19041.546 IPHLPAPI.DLL \n0x00007FFA40E90000 3.10.2150.1013 select.pyd \n\n# Python backtrace\n\n```\n\nPut this ins a file called test.py\n```\n\nimport bpy\n\nCUBE = bpy.data.objects[\"Cube\"]\nCUBE.select_set(True)\nbpy.ops.object.quick_liquid()\nbpy.ops.fluid.bake_all()\n\nbpy.ops.object.select_all(action='DESELECT') \nmesh = bpy.data.meshes.new('Basic_Cube')\nCUBE2 = bpy.data.objects.new(\"Cube2\", mesh)\nCUBE2 = bpy.data.objects[\"Cube2\"]\nbpy.context.scene.collection.objects.link(CUBE2)\nCUBE2.select_set(True) \nbpy.ops.object.quick_liquid()\nbpy.ops.fluid.bake_all()\n```\n\nthen, in terminal, run:\n\n```\nblender -b --python test.py \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", "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", "Scripting: undo after mesh.separate causes crash\nOperating system: Linux\n\nLatest tested: blender-3.5.0-beta+v35.f23e3c7f04f3-linux.x86_64-release\nEarliest tested: blender-3.1.2-linux-x64\n\nTrying to undo `bpy.ops.mesh.separate(type='MATERIAL')` in a script crashes Blender.\n\n1. Create a cube and two materials. Go to edit mode and assign some faces to both materials. Go back to object mode.\n\n ![A cube with white and red materials](attachment)\n\n2. Open the Text Editor and run this script\n\n ```py\n import bpy\n bpy.ops.ed.undo_push( message = \"temp\" )\n bpy.ops.mesh.separate( type = 'MATERIAL' )\n bpy.ops.ed.undo()\n ```\n\n3. Crash (segmentation fault).\n\nSomewhat mysteriously if I save just before running the script, close Blender, then reopen the .blend and then run the script, I get non-determinstic results (sometimes the undo does nothing, sometimes the white part is gone). The only consistent way I found to get a crash was to create the cube from scratch every time. So no .blend is attached to this issue.\n\n", "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 while using several rigid bodies and some force fields.\nOperating system: Darwin-18.7.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon R9 M370X OpenGL Engine ATI Technologies Inc. 4.1 ATI-2.11.20\n\n\nBroken: version: 2.80 (sub 75)\nWorked: (optional)\n\n\nThe scene is pretty simple, a house with some elements used as rigid bodies and some force field, vortex and wind force are applied.\n\nWhen I play the animation, it starts and around frame 140-200 it crashes.\n\nAttached blend file. The only thing to do is to play the animation and wait for the crash.\nAttached crash report.[Blender_2019-08-26-215345_MacBook-Pro-de-Kote.crash](Blender_2019-08-26-215345_MacBook-Pro-de-Kote.crash)\n\n[casaFalla.blend](casaFalla.blend)\n\n", "Multires Displacement Smear brush + Dyntopo Error\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.67\n\nBroken: version: 2.92.0\n\n[When you want to use the multires displacement smear brush with dynamic topology, blender closes.]\n\n\n1. Open Blender\n2. Enter sculpted mode\n3. Select the Multires Displacement Smear brush\n4. Activate Dynamic Topology dyntopo\n5. Pass the brush through the Bucket\n6. Blender closes\n\n[untitled.blend](untitled.blend)\n\n", "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" ]
[ "Eyedropper in the Dyntopo tab\nWindows 8.1, Gtx 730\n\nBlender 2.80 Alpha Hash: 94722121e57\n\nWhen using the eyedropper in the Dyntopo tab, blender crashes. Please check the attached video\n\n1 Enable Dyntopo in any object\n2 Change the Detailing to Constant or Manual\n3 Select the Eyedropper form the Resolution and click anywhere [2018-07-20 12-47-35.mp4](2018-07-20_12-47-35.mp4)" ]
Eyedropper in the Dyntopo tab Windows 8.1, Gtx 730 Blender 2.80 Alpha Hash: 94722121e57 When using the eyedropper in the Dyntopo tab, blender crashes. Please check the attached video 1 Enable Dyntopo in any object 2 Change the Detailing to Constant or Manual 3 Select the Eyedropper form the Resolution and click anywhere [2018-07-20 12-47-35.mp4](2018-07-20_12-47-35.mp4)
[ "Wintab rarely gets into a bad state and prevents Blender startup\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 536.40\n\nBroken: version: 4.0.0 Alpha\nWorked:\n\nFor a few months now, I have been getting a fairly rare, but reoccurring issue (maybe once a week on average) where Wintab gets into some erroneous state and prevents Blender from starting if the Tablet API setting of the Input preferences is set to `Wintab` or `Automatic`.\nWhen Wintab gets into this erroneous state and Blender is already open, Blender will crash if I attempt to open the User Preferences. I'm not sure what else might cause a crash when Blender is already open.\n\nBy adding extra logging to a custom build of Blender, I've determined that the crash when starting Blender occurs when calling the `open` (`WTOpenA`) function: GHOST_Wintab.cc#L85\n\nMy drawing tablet's software also reports an exception in `WTOpen`, the value of which appears to equal 0xC0000005 which I think indicates a `STATUS_ACCESS_VIOLATION` according to 596a1078-e883-4972-9bbc-49e60bebca55.\n![image](attachment)\n\nIn the drawing tablet's software, this exception only occurs if I actually connect the tablet to my PC, whereas Blender crashes even when the tablet is not connected.\n\nCurrently, if I don't actually need my tablet, I'm working around the issue by starting Blender headless, changing the Tablet API setting to Windows Ink, and then starting Blender normally.\n\nI have already tried updating the drivers for my tablet to the newest version and it made no difference.\n\nIf I start Blender with `--debug-wintab`, all that's printed is:\n```\nPS D:\\Downloads\\temp\\blender-4.0.0-alpha+main.dd9a92785acc-windows.amd64-release> .\\blender.exe --debug-wintab\nRead prefs: \"C:\\Users\\Thomas\\AppData\\Roaming\\Blender Foundation\\Blender\\4.0\\config\\userpref.blend\"\nLoading Wintab for window 00000000000910C4\nPS D:\\Downloads\\temp\\blender-4.0.0-alpha+main.dd9a92785acc-windows.amd64-release>\n```\n\nEvery version of Blender I've tried between 2.79 and 4.0.0a crashes unless I have the Tablet API set to `Windows Ink`.\n\nI don't know the specifics of how Wintab is handled, but could it be possible to either catch the exception in `WTOpen` and allow Blender to continue loading, or to check for a connected tablet before attempting to call `WTOpen`, similar to what my tablet's software appears to be doing?\n\nUnfortunately, Wintab getting into this erroneous state where it crashes in `WTOpen` occurs too rarely for me to figure out how to reproduce it and I'm not even sure if it's Blender that is causing it to get into this state in the first place.\n\n", "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 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)", "Select Loop Inner-Region issue\nWin8 64bit | GTX680\n\nBroken: 2.77 509270e\n\nWhen working with face loop, this tool doesn't always work as expected.\n\n\n![inner.png](inner.png)\n\nNot sure if this can be a bug. Please check.", "Crash on deleting driver\nOperating system: Linux neo 5.10.68-1-MANJARO #1 SMP PREEMPT Wed Sep 22 12:29:47 UTC 2021 x86_64 GNU/Linux\nGraphics card: nvidia GTX 970\n\nBroken: (\n```\n3.0.0-alpha+master.a3027fb09416-linux.x86_64\n```\n)\nWorked: (?)\n\nI duplicated a Text strip via <shift><D>. I don't know where that driver on Location X came from. The original didn't have one. I then wanted to delete that driver. After deleting it and moving the current frame blender crashed.\n\n- Load attached file\n- Delete driver of 'Location X'\n- Press Cursor keys Left/Right a few times till crash.\n[crash.blend](crash.blend)", "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", "GPencil: Blender crash when file open\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: 3.4.0 Beta\n\nAs soon as I open attached file Blender crashes. Attached also crash log file.\n\n- Open attached file\n- Change radius (say 0.6)\n- Save file\n- reopen it (Crash)\n[#102930.blend](T102930.blend)", "Suspected asset library crash by `json_sax_dom_parser`\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.68\n\nBroken: version: 3.5.1\n\nI dont completely know why but blender crashes very often for me.\nIts doing something no idea what it is doing.\nSorry for being vague, but it seems to mostly happen when i have the viewport set to cycles render and i am trying to modify materials, in the shader editor.\n\n", "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", "Freestyle parameter_editor.process crashes Blender if trying to render without any Line Style defined\n2.93.1\n(2.93.2 doesn't have any relevant changes in that file though so I don't expect it to be fixed there either)\n\nFreestyle parameter_editor.process crashes Blender if trying to render without any Line Style defined.\n\n- Open .blend file\n- Enable `Properties ‣ Render ‣ Freestyle`.\n# Try rendering an image.\n\n```\n# Blender 2.93.1, Commit date: 2021-06-22 05:57, Hash 1b8d33b18c2f\nPython: Traceback (most recent call last):\n File \"<string>\", line 1, in <module>\n File \"/snap/blender/206/2.93/scripts/freestyle/modules/parameter_editor.py\", line 1329, in process\n if linestyle.use_chaining:\nAttributeError: 'NoneType' object has no attribute 'use_chaining'\n```\n\n**Suggested workaround**\n\nA simple solution could be something along the lines of\n```\nif linestyle is None:\n return\n```\nbut I'm not sure if just `return` is enough there to cleanly stop early. Adding some warning could also be beneficial.\n\n[lib_32px.blend](lib_32px.blend)\n[lib_32px.crash.txt](lib_32px.crash.txt)", "Eyedropper: Sampling on another window does not work on Linux\nOperating system: Ubuntu 20.04 LTS (Linux-5.4.0-40-generic-x86_64-with-debian-bullseye-sid 64 Bits)\nGraphics card: AMD Radeon RX 5700 XT (NAVI10, DRM 3.37.0, 5.4.0-40-generic, LLVM 10.0.0) X.Org 4.6 (Core Profile) Mesa 20.0.8\nGraphics driver: amdgpu-pro-20.20-1089974-ubuntu-20.04\n\nBroken: version: 2.90.0 Alpha\nWorked: none\n\nAfter [D7910](D7910), sampling on other windows should have worked but it still doesn't on Linux.\n\nMake sure to have 2 separate windows of the same blender file (`Window` > `New Window`).\nUse eyedropper from one window to sample something on the next.\nEyedropper tool becomes a normal cursor once it leaves the window that initiated the tool.", "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", "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)", "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", "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" ]
[ "Crash Dyntopo Sample Pipette\n\n\nBroken:Blender 2.8 dc123ac9e5a (example: 2.69.7 4b206af, see splash screen)\n\n\nWhen you use the sample pipette in the dyntopo function and sample the mesh blender will crash. You have to use constant detail for the function.\n" ]
Bones in Pose Mode have weird viewing behaviour Operating system: Darwin-19.0.0-x86_64-i386-64bit 64 Bits Graphics card: AMD Radeon Pro 560X OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.2.24 Broken: version: 2.82 (sub 6) Worked: (optional) Bones are not visible when I enter Pose Mode. X Ray toggle is broken (only works on the dropdown menu). When activated the bones still look very weird and different from the old behaviour. Just enter Pose Mode with a mesh overlaying the bones. The same behaviour appears when the mesh is in weight mode with the bones selected. ![Screen Shot 2020-01-09 at 14.29.28.jpg](Screen_Shot_2020-01-09_at_14.29.28.jpg) ![Screen Shot 2020-01-09 at 14.32.34.jpg](Screen_Shot_2020-01-09_at_14.32.34.jpg) ![Screen Shot 2020-01-09 at 14.32.29.jpg](Screen_Shot_2020-01-09_at_14.32.29.jpg) ![Screen Shot 2020-01-09 at 14.32.19.jpg](Screen_Shot_2020-01-09_at_14.32.19.jpg)
[ "All bone drivers selected when reselecting bone\nWindows 8.1\nGTX 580\n\nBroken: 2.77, 2.77a\nWorked: It seems any version before 2.77\n\nVisual explanation:\n![BoneDriversSelectingAllProblem.gif](BoneDriversSelectingAllProblem.gif)\n\nBasically, all created drivers for a bone will be selected instead of the last active one when the bone is selected.\nVery annoying problem that wasn't there before (Had to redo drivers several times because I didn't realize the last active driver isn't the active one anymore).", "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", "Mask paint is invisible in Sculpt Mode.\nOperating system:Mac OS 12.3.1\nGraphics card: 24-core GPU (?)\n\n**Blender Version** 3.2.1\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\n\nThe mask in sculpt mode is invisible. I have the overlay turned on and I don't have any unapplied modifiers. I also don't have any physics or particle systems turned on. \n\nThank you for your help.\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n", "Lag on moving mesh elements in edit mode with skin modifier\nOperating system: Windows 11\nGraphics card: NVIDIA GeForce RTX 2060\n\nBroken: 3.4.0\nWorked: nothing\n\nIn edit mode if object has a skin modifier and visibility of modifier is set for edit mode, a performance drop is seen on moving mesh elements in edit mode\n\n- Open attached file\n- Switch to edit mode\n- Select all vertices and move them\n[untitled.blend](untitled.blend)", "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.", " 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", "OpenSubdiv with \"On Cage\" shows vertices of edges that don't make any faces even when everything is hidden\nBroken: version: 2.90.0 Alpha\n\n**Description**\nWhen using the sub-surf modifier with cage enabled, if a mesh has edges that don't make any faces, then the vertices of those edges will still be visible when everything is hidden.\n\n[Open subdiv bug.blend](Open_subdiv_bug.blend)\nOpen the file and just press 'H'\n\n\n", "Fix operators that affect hidden geometry\n(NOTE) This task is part of the community & sub tasks of the workboard. Anyone is free to pick up this task and contribute. For any questions or needed reviewers, please tag @JosephEagar and @JulienKaspar .\n\nThere are a number of operators in sculpt mode that affect hidden geometry. As a general rule this should be avoided.\n\n- [ ] `bpy.ops.sculpt.face_set_edit` to Grow/Shrink, Fair or Delete face sets needs to have the \"Modifiy Hidden\" property disabled by default and disabled in all menu and keymap entries.\n\nList of further operators:\n- [ ] `bpy.ops.sculpt.face_sets_init` \n- [ ] `bpy.ops.sculpt.face_sets_create(mode='SELECTION')`\n- [ ] `bpy.ops.mesh.paint_mask_extract()`\n- [ ] `bpy.ops.mesh.paint_mask_slice()`\n\n", "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)", "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)", "Textures not displayed in sculpt mode due to missing UVs (PBVH rendering, Multires)\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 417.35\n\n\nBroken: version: 2.80 (sub 55)\nWorked: 2.79b\n\n\nModel with Multiresolution modifier doesn't display texture in Sculpt Mode.\nRender engine doesn't matter.\n\n![2019-04-14 00_59_29-Window.png](2019-04-14_00_59_29-Window.png) \n![2019-04-14 00_59_54-Window.png](2019-04-14_00_59_54-Window.png)\n\nObserved in display modes:\n1. Solid (Lighting: Studio / Color: Texture)\n2. LookDev\n3. Rendered (in Cycles mesh is invisible)\n\n- Open [test.blend](test.blend)\n- Enable \"Display modifier in viewport.\"\n\nOR\n\n- Switch to LookDev mode\n- Apply multiresolution modifier to a mesh with texture\n- Add single subdivision (`Sculpt Base Mesh` OFF)\n", "Outline Selected is invisible in front of image empty in X-Ray mode\nOperating system: Linux-5.3.0-53-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.82\n\nBroken: version: 2.83 (sub 17)\nWorked: 2.82a\n\nThe \"Outline Selected\" overlay is invisible in X-Ray mode where a selected mesh object is in front of an image empty,\nmaking the overlay useless in that area.\n\nLatest builds of Blender 2.83 and 2.90 are affected.\n\nIn the 3D Viewport:\n - Import an image as an empty (e.g. drag-and-drop in a jpg file)\n - Place a mesh object infront of the image and select it (e.g. the default cube)\n - Activate X-Ray mode (e.g. using Alt+Z)\n\nSee attached .blend file as example:\n[outline-selected-invisible.blend](outline-selected-invisible.blend)\n\n", "2.83.2 and 2.9.0 problem with bone selection inside another bone\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: AMD Radeon HD 6670 ATI Technologies Inc. 4.5.13417 Core Profile Context 15.301.1901.0\n\nBroken: version: 2.83.2\nWorked: (in blender 2.80 worked as expected)\n\nBone selection problem, inside another bone\n\n\nBlender 2.83.2 and the latest version 2.90 currently have a problem with bone selection in both Edit mode and Pose mode.\n\n1. If you create a bone and then copy it and scale down. In Edit mode with the OpenGL Depth Picking enabled and xray-mode on, you can only select bone tail inside another bone. If select the bone itself, the outer bone is highlighted. \nI tested this with both, my settings and Factory Defaults, the problem occurs in both cases.\nVideo demonstration: NksQCnU6kjs\n\n2. If you create a bone and then copy it and scale down. In Pose mode with the OpenGL Depth Picking enabled and xray-mode on, you can't select bone tail and bone inside another bone. \nI tested this with both, my settings and Factory Defaults, the problem occurs in both cases\n\n3. If you create a bone and then copy it and scale down. In Pose mode with the OpenGL Depth Picking disabled and xray-mode on, you can select bone tail inside another bone, but you cannot select a bone along its edge inside another bone.\nI tested this with both, my settings and Factory Defaults, the problem occurs in both cases.\nVideo demonstration: Su6GZJg_-Ak\n\nversion 2.8 does not have this problem\n\n", "Bone chains frozen when using Auto IK and X-Axis Mirror\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\nWorked: Has happened for as long as I remember\n\nDisabling X-Axis Mirror while using Auto IK can cause a mirrored bone chain to become \"locked\" and not movable with Auto IK. \nThe \"locked\" bone will be highlighted in orange both when trying to move a child bone in the chain as well as moving a bone on the mirrored chain.\n\nSeems to be the same issue as #75810, even down to the same steps to reproduce\n\n| trying to move the locked chain | moving the mirrored chain |\n| -- | -- |\n| ![image](attachment) | ![image](attachment) |\n\nOpen the attached blend and enter pose mode, then:\n1. Select the `Arm.L` bone\n2. enable X-Axis Mirror\n3. Rotate the `Arm.L` bone slightly\n4. disable X-Axis Mirror\n5. Try grabbing the `Arm.R.002` bone and move it\nResult: bone chain is locked in place\n\n", "Facedot Selection and Visibility Options\nGoal of this proposal is to have an alternative face selection style in x-ray shading for box, lasso, and circle selection tools. \nThe default right now is to have the facedot inside of the box/lasso/circle. \nMany users heavily requested an alternative similar to selection when Xray is off, where if the selection box/lasso/circle is inside any part of a face, it is selected. \n\n# Issues\n\nIt is useful to have an option, and sometimes necessary when a facedot selection is being difficult to deal with. \nA simple example: 499?u=lcas\nA more complex work example with big Ngon faces: watch?v=i9VUMvnFwkk\n\nThe only alternative to achieve this right now is to switch between vertex and face selection.\nHere's a visual example: 483\nBut this can also lead to unintentional results in the conversion of selections.\n\nHaving the ability to temporarily disable facedot visibility in x-ray can make it easier to look at a dense mesh as well.\n\n# Proposal\n\nFacedot display should be an option in X-ray. If face dots are visible in x-ray, they should be used for selection in box/lasso/circle. If facedots are not visible, use the alternative selection via their \"face area\" for box/lasso/circle. \n\nProbably don't carry this logic over when Xray is disabled though, because enforcing solid facedot select in this manner would disrupt the established method of \"face area\" selection in when Xray is disabled.\n\n# Open Questions\n\nDisabling facedot display in x-ray leads to at least two questions:\n1. Do you have two facedots (solid and xray) so that they can be toggled separately? I think this is good because it means if you want them on in xray only, and not in solid, you don't need to toggle them when going between solid and xray.\n\n2. Is the ability to disable xray facedots, and the alternative face area select in this mode, worth the potential confusion introduced for single click face select? \n\nI can't think of another way to select faces by single click in xray. So potential for not seeing facedots, and then needing them for single click, leads to some issues. If user wants to use the alternative \"face area\" select in x-ray, they will no doubt need to single click on faces in x-ray as well. I think another way to do this could be that instead of linking facedot selection with their visibility, we could have a checkbox somewhere like toolsettings. Or directional based (dragging clockwise vs counterclockwise or left/right) to choose either facedot or \"face area\" is also a pretty cool idea. This way you don't need to have facedots turned off to use the \"face area\" method, which alleviates some problems for single click selection of xray faces.\n\nOne more thing to consider is adding facedot selection to solid shading, this has some usefulness:\n514?u=lcas" ]
[ "Bone X-ray no longer works in pose mode or weight paint mode.\nOperating system: MacOS High Sierra\nGraphics card: AMD Radeon HD 6970M 1024 MB\n\nBroken: blender-2.82-fda791ab1241-macOS\nWorked: (optional)\n\nBone X-ray do not active in pose mode or weight paint mode.\n![스크린샷 2019-12-04 오전 11.56.21.png](스크린샷_2019-12-04_오전_11.56.21.png)\n\nOpen:\n[wp_bone_xray_T72155.blend](wp_bone_xray_T72155.blend)\n- In overlay popover enable `Show Bone X-Ray` (or press Alt-Z)." ]
CUDA kernel compilation fails with PTX assembler internal failure OS: Gentoo Linux (kernel version: 3.0), Graphics Card: Nvidia GeForce GT 640, Cuda version: 5.5 Broken: 2.70, c24c343 Worked: 2.70, unknown hash (downloaded as source code from blender website for 2.70 release rather than using git) When rendering using Cuda for the first time it needed to compile the kernels. It failed at this step with the following error message: CUDA version 5.5 detected, build may succeed but only CUDA 5.0 is officially supported. Compiling CUDA kernel ... "nvcc" -arch=sm_30 -m32 --cubin "/root/blender-versions/mycopy/build/bin/2.70/scripts/addons/cycles/kernel/kernel.cu" -o "/root/.config/blender/2.70/cache/cycles_kernel_sm30_95088DA6C7DFF4F1EA0DD66BE94D2583.cubin" --ptxas-options="-v" --maxrregcount=32 --use_fast_math -I"/root/blender-versions/mycopy/build/bin/2.70/scripts/addons/cycles/kernel" -DNVCC -D__KERNEL_CUDA_VERSION__=55 nvcc error : 'ptxas' died due to signal 11 (Invalid memory reference) CUDA kernel compilation failed, see console for details. Refer to the Cycles GPU rendering documentation for possible solutions: ht I do not think that this is actually a problem with Cuda 5.5 because it worked on the other build using the same Cuda version. I noticed two unusual problems here: the error message is not a compiler error but an assembler error, and it is actually an internal error in ptxas itself. I found a single reference to this problem but it was on the Nvidia forums (which have been down for multiple years and force a redirection loop with Midori) :[http:*devtalk.nvidia.com/default/topic/395921/cuda-programming-and-performance/-ptxas-died/ ](http:*devtalk.nvidia.com/default/topic/395921/cuda-programming-and-performance/-ptxas-died/) Press f12. [default.blend](default.blend)
[ "Cycles HIP device crash on rendering on latest AMD Adrenaline Driver\nOperating system: Windows 11 Pro for Workstation\nGraphics card: AMD Radeon RX 6750XT (Driver: AMD Adrenaline 23.7.1, 23.7.2 23.8.1 23.9.1)\n\nBroken: 3.6.1 LTS (On latest driver)\nWorked: 3.6.1 LTS (On old driver: AMD Adrenaline 23.5.2)\n\nAfter synchronizing objects, Blender crash\nBut render the default cube scene Blender works well even using 23.7.1 driver\n\nBased on the default startup or an attached .blend file (as simple as possible).\nScene is from Blender official demo file: \nbarbershop_interior/\nCrash log file: \n\n", "Blender Wont run.\nOperating system: Windows\nGraphics card: AMD Radeon HD 8570\n\nBroken: 2.92\nWorked: Nothing has worked. But blender worked before I did this. \n\nWhen I open blender it closes immediately.\nAnd I get this ![image.png](image.png)\n\nwatch?v=3rugIsYwl7s).\nSo Out internet was down, And I wanted to get blender On my other pc account, So I went to the main account And Thinking that the installer required internet, I took the system files, and copied them to a thumb drive and pasted them Into the other account when I did that this first started happening, so when The internet came back On. I just got rid of the files I pasted in and then Installed it. With the same result as last time. But this time the bug/glitch was on all accounts. and I tried uninstalling and reinstalling it from the apps and features and from the control panel. I also installed the app from the windows app store with no luck. If you guys know how to fix this issue then please email me at [email protected]\n Ps, My CPU wasn't hot.\n- - -\nAble to run blender from `blender_debug_gpu_glitchworkaround.cmd` batch file", "Random crashes with NVidia + GPU Subdivision (sometimes when activating X-Ray or Wireframe overlay)\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\n| Graphics card: | Driver : | User:\n| --- | --- | ---\n| NVIDIA GeForce RTX 3090/PCIe/SSE2 | 4.5.0 NVIDIA 516.94 | @GabrielMoro\n| NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 | 4.5.0 NVIDIA 512.15 | @STYXtheMUTT\n| NVIDIA GeForce RTX 3070 Ti/PCIe/SSE2 | 4.5.0 NVIDIA 516.94 | @Jojolix\n|NVIDIA GeForce RTX 2070 SUPER/PCIe/SSE2|NVIDIA 516.59|@MassimilianoPuliero\n|NVIDIA GeForce RTX 3090|NVIDIA 516.94|@The5\n\nBroken: version: 3.2.2\n\nOn some seemingly random occasions, Blender crashes with the following stack:\n```lines=10\nStack trace:\nblender.exe :0x00007FF77C1458B0 BKE_subdiv_free\nblender.exe :0x00007FF77C147880 BKE_subsurf_modifier_subdiv_descriptor_ensure\nblender.exe :0x00007FF77BFFC3D0 <lambda_c000e58b9a8caf72c54e0e02a46effdb>::operator()\ntbb.dll :0x00007FFDBAF64FD0 tbb::interface7::internal::isolate_within_arena\nblender.exe :0x00007FF77BFFC6F0 BKE_mesh_wrapper_ensure_subdivision\nblender.exe :0x00007FF77CB38FA0 raycast_obj_fn\nblender.exe :0x00007FF77CB375E0 iter_snap_objects\nblender.exe :0x00007FF77CB3E530 transform_snap_context_project_view3d_mixed_impl\nblender.exe :0x00007FF77CB3F0E0 ED_transform_snap_object_project_view3d\nblender.exe :0x00007FF77CB5E7C0 applyFaceProject\nblender.exe :0x00007FF77CB5EE00 applySnappingIndividual\nblender.exe :0x00007FF77CB72F70 recalcData_objects\nblender.exe :0x00007FF77CB81010 applyTranslation\nblender.exe :0x00007FF77CB46BE0 transformApply\nblender.exe :0x00007FF77CB41920 transform_modal\nblender.exe :0x00007FF77C229D30 wm_macro_modal\nblender.exe :0x00007FF77C20F9E0 wm_handler_operator_call\nblender.exe :0x00007FF77C210BD0 wm_handlers_do_intern\nblender.exe :0x00007FF77C210000 wm_handlers_do\nblender.exe :0x00007FF77C216590 wm_event_do_handlers\nblender.exe :0x00007FF77C1FC380 WM_main\nblender.exe :0x00007FF77B2F12A0 main\nblender.exe :0x00007FF7814128B0 __scrt_common_main_seh\nKERNEL32.DLL :0x00007FFDC7B67020 BaseThreadInitThunk\nntdll.dll :0x00007FFDC85A2680 RtlUserThreadStart\n```\n```lines=10\nStack trace:\nblender.exe :0x00007FF7A50C5B10 BKE_subdiv_update_from_mesh\nblender.exe :0x00007FF7A50C7880 BKE_subsurf_modifier_subdiv_descriptor_ensure\nblender.exe :0x00007FF7A52A1110 draw_subdiv_create_requested_buffers\nblender.exe :0x00007FF7A52A2080 DRW_create_subdivision\nblender.exe :0x00007FF7A52D1870 DRW_mesh_batch_cache_create_requested\nblender.exe :0x00007FF7A52C6000 drw_batch_cache_generate_requested\nblender.exe :0x00007FF7A529F1A0 drw_engines_cache_populate\nblender.exe :0x00007FF7A529B8C0 DRW_draw_render_loop_ex\nblender.exe :0x00007FF7A529C9B0 DRW_draw_view\nblender.exe :0x00007FF7A5D3FA00 view3d_main_region_draw\nblender.exe :0x00007FF7A5551070 ED_region_do_draw\nblender.exe :0x00007FF7A51A3700 wm_draw_window_offscreen\nblender.exe :0x00007FF7A51A3560 wm_draw_window\nblender.exe :0x00007FF7A51A2FB0 wm_draw_update\nblender.exe :0x00007FF7A517C380 WM_main\nblender.exe :0x00007FF7A42712A0 main\nblender.exe :0x00007FF7AA3928B0 __scrt_common_main_seh\nKERNEL32.DLL :0x00007FFD1C4A54D0 BaseThreadInitThunk\nntdll.dll :0x00007FFD1D524830 RtlUserThreadStart\n```\n\nOccasions observed:\n- try to snap objects on faces (the object that shall be snapped to is usually a complex mesh with modifiers like subdivisions, mirror, solidify, bevel and booleans)\n- toggle the shading mode between shaded and wireframe or between X-Ray and Wireframe Overlay.\n[intro.crash.txt](intro.crash.txt)\n\n\n- open attached file\n- disable and enable X-Ray multiple times\nIt happens specially when working fast.\n\n[BLENDER_Youre_Alive_v67.blend](BLENDER_Youre_Alive_v67.blend)\n\n", "Pin Scene to Workspace doesn't work (when multiple blender windows are open)\nOperating system: Linux-5.15.0-53-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.141.03\n\nBroken: version: 3.4.0 Alpha\nBroken: version: 3.3.0\n\n\nPin Scene to Workspace doesn't work\n\nOpen file, observe that scene.002 is active and pined.\n\n[switch scenes.blend](switch_scenes.blend)\n\nSwitch to Modeling tab then back to Layout.\n\nObserve that instead of scene.002, scene.001 is active. \n\nNOTE: this is only failing with multiple blender windows open (if the second window is closed, it works as expected)", "Blender 3.1a sticks and doesn't render when rendering with Metal GPU on Mac\nOperating system: macOS-12.1-arm64-arm-64bit 64 Bits\nGraphics card: Apple M1 Max Apple 4.1 Metal - 76.3\n\nBroken: version: 3.1.0 Alpha\nWorked: This project rendered on the same 3.1a build on the CPU, just not on the GPU.\n\nWhen I render this scene on the GPU, blender just sticks and doesn't render. (Blender 3.1a has always rendered other scenes perfectly on the GPU.)\n\n- Open .blend file\n- Render as Image (`F12`)\n The issue may be at the fault of either the fact that I have displacement on the plane, or that I have 2 render layers\n[try1.blend](try1.blend)\n\n", "Crash after Disk Cache Particle bake while set to render as path\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.65\n\nBroken: version: 3.0.1\nsame results on daily 3.1 build\n\nBlender crashes after finishing baking the particles to disk.\nThen proceeds to delete the baked files upon reopening the file. \n(don't know if the deletion is intended behaviour or not, but it stops you from being able to salvage the bake unless you rename / duplicate the cache folder beforehand)\n\nSeems to only happen with disk cache bake and not baking to memory. \nChanging the 'render as' setting to anything but 'path' seems to stop the crashing.\n\nOpen file, bake the particle system\n[Particle Bake to DiskCache Crash.blend](Particle_Bake_to_DiskCache_Crash.blend)", "Shader not working on Mac blender 3.5 - works in Windows\nOperating system: macOS-13.3-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 Max 1.2\n\nBroken: version: 3.5.0\n\nI have been trying to install the Weight Paint Tools paid addon weight_paint_tools?layout=profile&recommended_by=library\n\nThis worked fine for years, up till 3.5, now it crashes upon activation. The developer has attempted to update it for metal, but it still wont work. He's sent me a simplified script that he says should work without errors.. but still errors out. See attached blend file.\n\nRun the script\n\n\nRun the script\n\n", "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)", "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", "Cycles HIP RT out of GPU memory in simple scene\nOperating system: Windows 11 Pro 22H2\nGraphics card: AMD Radeon™ RX 6900 XT\n\nBroken: 3.6.0, Released June 27th, 2023 HIP RT (Experimental)\nWorked: 3.6.0, Released June 27th, 2023 HIP only\n\nBlender crashes (closes) when trying to render scene, there is only one eye-object in scene.\n\nI have same file with sheep-object (deleted in this eye_HIP_RT-file) and,\n\n- if I disable 'Eye' in renders, it renders ok and fast (picture 1), if not all hair particles are checked.\n- If I enable render for all particles, it gives same error (picture 2).\n- Without HIP RT it renderer it ok, but taking too much more time (picture \"without_RT\")...\n\nGetting error:\n```\nE0630 13:09:35.933301 25828 sync.cpp:733] Unknown pass Dream Textures\nSystem is out of GPU memory\n\nRefer to the Cycles GPU rendering documentation for possible solutions:\ngpu_rendering.html\n\nError: Not freed memory blocks: 80450, total unfreed memory 20643.333252 MB\nFreeing memory after the leak detector has run. This can happen when using static variables in C++ that are defined outside of functions. To fix this error, use the 'construct on first use' idiom.\nFreeing memory after the leak detector has run. This can happen when using static variables in C++ that are defined outside of functions. To fix this error, use the 'construct on first use' idiom.\nFreeing memory after the leak detector has run. This can happen when using static variables in C++ that are defined outside of functions. To fix this error, use the 'construct on first use' idiom.\nFreeing memory after the leak detector has run. This can happen when using static variables in C++ that are defined outside of functions. To fix this error, use the 'construct on first use' idiom.\nFreeing memory after the leak detector has run. This can happen when using static variables in C++ that are defined outside of functions. To fix this error, use the 'construct on first use' idiom.\n```\n\n\n- Open attached .blend file eye_HIP_RT.blend.\n- Enable HIP RT from Preferences / System \n- Render image\n\n", "Optix - Out of GPU memory in RTX 4090 but not in RTX 3090/3080\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 4090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.61\n\nBroken: version: 3.3.7\n\n\nI'm getting \"System is out of GPU memory\" while rendering in blender 3.3.1/3.3.7 optix with RTX 4090, but the same scene rendering fine in RTX 3090 and RTX 3080 in same system (Ryzen9 7950X, 128GB RAM). Tried updating to latest nvidia studio drivers( 535.96) as well as downgraded ( 531.61) still no luck. This issues not happening for small scenes with render time in optix less than 15mins. But for complex shot with render time over 30 mins giving out of GPU memory but render happening fine in 12GB 3080 and 24GB 3090 cards\n\n", "Error: Illegal address in CUDA queue copy_from_device\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 535.98\n\nBroken: version: 3.6.0\n\nWhen rendering in GPU mode, Render crashes.\n\nAttached Blend File\nAny frame after 1150 crashes on render with the title error for us.\nTry rendering frame 1160 - This one crashes for me all the time.\n\n", "Blender crashes: OpenVDB math::Transform::read throws exception. \nOperating system: Darwin-19.5.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5500M OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.9.15\n\nBroken: version: 2.83.2\n\nBlender keeps crashing.\n\nI have a project were I created an animation of modified arrays. Everytime I play it it crashes\n\nCrash report: P1536\n\ncrashed thread: \n```\n\tThread 35 Crashed:\n0 libsystem_kernel.dylib \t0x00007fff726c733a __pthread_kill + 10\n1 libsystem_pthread.dylib \t0x00007fff72783e60 pthread_kill + 430\n2 libsystem_c.dylib \t0x00007fff7264e8a2 __abort + 139\n3 libsystem_c.dylib \t0x00007fff7264e817 abort + 135\n4 libc++abi.dylib \t0x00007fff6f8ae458 abort_message + 231\n5 libc++abi.dylib \t0x00007fff6f89f8bf demangling_terminate_handler() + 262\n6 libobjc.A.dylib \t0x00007fff713da5b1 _objc_terminate() + 104\n7 libc++abi.dylib \t0x00007fff6f8ad887 std::__terminate(void (*)()) + 8\n8 libc++abi.dylib \t0x00007fff6f8b01a2 __cxxabiv1::failed_throw(__cxxabiv1::__cxa_exception*) + 27\n9 libc++abi.dylib \t0x00007fff6f8b0169 __cxa_throw + 113\n10 org.blenderfoundation.blender \t0x0000000110291c61 openvdb::v7_0::math::Transform::read(std::__1::basic_istream<char, std::__1::char_traits<char> >&) + 4801\n11 org.blenderfoundation.blender \t0x000000011026082b openvdb::v7_0::io::Archive::readGrid(std::__1::shared_ptr<openvdb::v7_0::GridBase>, openvdb::v7_0::io::GridDescriptor const&, std::__1::basic_istream<char, std::__1::char_traits<char> >&) + 1787\n12 org.blenderfoundation.blender \t0x0000000110286589 openvdb::v7_0::io::File::Impl::unarchive(openvdb::v7_0::io::File const&, std::__1::shared_ptr<openvdb::v7_0::GridBase>&, openvdb::v7_0::io::GridDescriptor const&, openvdb::v7_0::io::File::Impl::NoBBox) + 57\n13 org.blenderfoundation.blender \t0x0000000110282c91 openvdb::v7_0::io::File::readGridByName(std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&, openvdb::v7_0::math::BBox<openvdb::v7_0::math::Vec3<double> > const&) + 465\n14 org.blenderfoundation.blender \t0x0000000110282ab6 openvdb::v7_0::io::File::readGrid(std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&) + 54\n15 org.blenderfoundation.blender \t0x00000001128a2cc9 MANTA::updateGridFromVDB(std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, float*, bool) + 361\n16 org.blenderfoundation.blender \t0x0000000112890985 MANTA::updateGridFromFile(std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, float*, bool) + 869\n17 org.blenderfoundation.blender \t0x0000000112890cee MANTA::updateNoiseStructures(FluidModifierData*, int) + 558\n18 org.blenderfoundation.blender \t0x000000011287e2b5 manta_update_noise_structures + 21\n19 org.blenderfoundation.blender \t0x000000010df34cd0 BKE_fluid_modifier_processDomain + 3168\n20 org.blenderfoundation.blender \t0x000000010df316ce BKE_fluid_modifier_do + 142\n21 org.blenderfoundation.blender \t0x000000010e3ad4f6 applyModifier + 54\n22 org.blenderfoundation.blender \t0x000000010dea5b0a mesh_calc_modifiers + 2778\n23 org.blenderfoundation.blender \t0x000000010dea4d6b mesh_build_data + 123\n24 org.blenderfoundation.blender \t0x000000010dea4035 makeDerivedMesh + 133\n25 org.blenderfoundation.blender \t0x000000010dfe1281 BKE_object_handle_data_update + 1089\n26 org.blenderfoundation.blender \t0x000000010dfe1704 BKE_object_eval_uber_data + 52\n27 org.blenderfoundation.blender \t0x000000010e9f36ba DEG::(anonymous namespace)::deg_task_run_func(TaskPool*, void*, int) + 138\n28 org.blenderfoundation.blender \t0x00000001142cadbc task_scheduler_thread_run(void*) + 364\n29 libsystem_pthread.dylib \t0x00007fff72784109 _pthread_start + 148\n30 libsystem_pthread.dylib \t0x00007fff7277fb8b thread_start + 15\n```\n", "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", "Cycles regression testing for GPU devices\n**Background**\n\nThe Cycles automated regression tests so far only ran on the CPU.\n\nWith some environment flags it was possible to execute a script that runs them on other devices, but this is cumbersome. The goal of this task is to add a CMake option to enable running the regression tests on GPU devices in addition to CPU devices.\n\nThe reference images are currently only valid for CPU rendering. Keeping differeing reference images updated will have to wait until we have CI infrastructure for testing GPU rendering. For now we can do a few things:\n* Do nothing and manually check when tests fail\n* Increase difference thresholds for tests that only differ a little\n* Disable failing tests for GPU testing\n\n**Status**\n\n- [x] CYCLES_TEST_DEVICES option to specify devices to test\n- [x] Blacklist failing CUDA tests\n- [x] Blacklist failing OPTIX tests\n- [ ] Verify HIP tests are working\n- [ ] Enable GPU testing on the buildbot" ]
[ "CUDA compilation fails for sm_21 on linux x64 with cuda 5.0\nUbuntu linux 14.04 x64\n\nBroken: git master\nWorked: 2100fb4094800a1cbe4e11c530d4eec3019a87a5\n\nptas segfaults. maxregcount to 40 registers fixes the issue for me. \n\nThis also seems to be related to the compilation problem cycles + cuda 5.0 + sm_30 + branched path tracer. (#39428)\n\nI will try and rerun some of the benchmarks for getting a better overview on the maxregesiter setting with newer cuda versions and the current cycles.\n" ]
Cycles AMD 270x Rendering AMD GPU R9 270X OpenCL Rendering error Using Windows 10 and the latest AMD GPU Driver and Blender 2.78a ![AMD Bug.png](AMD_Bug.png)
[ "Cycles GPU crash when switching to Rendered 3DViewport --MacOS 13.1--\nOperating system: macOS-13.1-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5700 XT OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.9.51\n\nBroken: version: 3.5.0 Alpha\nWorked: 3.5.0 Alpha (works fine)\n\nInstant crash of blender when switching to rendered 3DView.\n\nCompile latest 3.5 version as of 2022-12-18 20:06, hash: `50c7eb14f4`\nopen empty scene provided below and switch to rendered 3DView.\n[gpu.blend](gpu.blend)\n\n![system.jpg](system.jpg)\nxcode 14.1\nlatest brew updates\n(cycles-cache & build-darwin folders deleted before compiling )\n\nPS: When switching to CPU there is no crash. Only GPU !", "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", "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", "Render cause crash guide many time August 10, 2022\nOperating system: macOS-13.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 575 OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.9.39\n\nBroken: version: 3.2.2\n\nRender crash too many\n\nFor Mac only. Do not use Windows please.\n\n![image.png](image.png)\n![image.png](image.png)\n![image.png](image.png)\n\nSee blender 3.2.2 on Cycle-x picture\n![image.png](image.png)\n\nCommand + F12 then render for a while few minutes cause crash many times.\n\n[Blender report a ticket August 10 2022.zip](Blender_report_a_ticket_August_10_2022.zip)", "Blender 3.1a sticks and doesn't render when rendering with Metal GPU on Mac\nOperating system: macOS-12.1-arm64-arm-64bit 64 Bits\nGraphics card: Apple M1 Max Apple 4.1 Metal - 76.3\n\nBroken: version: 3.1.0 Alpha\nWorked: This project rendered on the same 3.1a build on the CPU, just not on the GPU.\n\nWhen I render this scene on the GPU, blender just sticks and doesn't render. (Blender 3.1a has always rendered other scenes perfectly on the GPU.)\n\n- Open .blend file\n- Render as Image (`F12`)\n The issue may be at the fault of either the fact that I have displacement on the plane, or that I have 2 render layers\n[try1.blend](try1.blend)\n\n", "Cycles regression testing for GPU devices\n**Background**\n\nThe Cycles automated regression tests so far only ran on the CPU.\n\nWith some environment flags it was possible to execute a script that runs them on other devices, but this is cumbersome. The goal of this task is to add a CMake option to enable running the regression tests on GPU devices in addition to CPU devices.\n\nThe reference images are currently only valid for CPU rendering. Keeping differeing reference images updated will have to wait until we have CI infrastructure for testing GPU rendering. For now we can do a few things:\n* Do nothing and manually check when tests fail\n* Increase difference thresholds for tests that only differ a little\n* Disable failing tests for GPU testing\n\n**Status**\n\n- [x] CYCLES_TEST_DEVICES option to specify devices to test\n- [x] Blacklist failing CUDA tests\n- [x] Blacklist failing OPTIX tests\n- [ ] Verify HIP tests are working\n- [ ] Enable GPU testing on the buildbot", "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", "Error baking particles in OSX\nOperating system: Darwin-17.7.0-x86_64-i386-64bit 64 Bits\nGraphics card: NVIDIA GeForce GTX TITAN X OpenGL Engine NVIDIA Corporation 4.1 NVIDIA-10.33.0 387.10.10.10.40.135\n\nBroken: version: 2.83.1\n\nI have two particle emisor and when I try to bake it crash.\nI try it in Linux and work perfectly!\n[TEST_ERROR.crash.txt](TEST_ERROR.crash.txt)\n\n[TEST_ERROR1.blend](TEST_ERROR1.blend)\n\n- Open file\n- Bake particles\n\n", " EXCEPTION_ACCESS_VIOLATION when entering Edit Mode\nOperating system: Windows 10 1903 (18362.239)\nGraphics card: Intel HD Graphics 4000\n\n***Broken:***\nBlender 2.80 (sub 75) / 2019-07-29 09:44 AM Windows / Stable\nBlender 2.81 (sub 1), branch: master, commit date: 2019-08-13 11:31, hash: 6f9cbbc8ec4f\n***Worked:***\nBlender 2.79 (copied mesh over through copybuffer.blend)\n\n\nWhen entering edit mode of a specific object Blender crashes with EXCEPTION_ACCESS_VIOLATION. Logs and example .blend provided.\n\nThe issue shouldn't be in my GPU, since the same issue persists even with Software Rendering.\n\n1. Open up example file\n[window_broken.blend](window_broken.blend)\n\n2. Select `window_panes` and enter Edit Mode\n3. Get EXCEPTION_ACCESS_VIOLATION\n\n**Logs (2.80 `blender_factory_startup`)**\n[blender_system_info.txt](blender_system_info.txt)\n[blender_debug_output.txt](blender_debug_output.txt)\n\n**Logs (2.81 `blender_factory_startup`)**\n[blender_system_info.txt](blender_system_info.txt)\n\n[blender_debug_output.txt](blender_debug_output.txt)", "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.", "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", "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", "Render crashes – metal related\nOperating system: macOS-13.5.1-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M2 Pro 1.2\n\nBroken: version: 3.6.2\n\nI get some of these intermittently: `Context leak detected, msgtracer returned -1`\nrender ultimately fails (always at around frame 400) with this:\n\n```\nCommandBuffer Failed: cycles_metal_integrator_reset\n\nRefer to the Cycles GPU rendering documentation for possible solutions:\ngpu_rendering.html\n\nCommandBuffer Failed: cycles_metal_integrator_init_from_camera\n``` \n\n- download and extract the files attached to this issue\n- run `render.sh` + wait until blender crashes\n\n~~using the opengl backend, it works just fine~~\n\n", "gpu.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", "Volume render bug in view layer indirect only.\nOperating system: windows 10\nGraphics card: RTX 2080 supper\nCPU: AMD ryzen7 2700\n\nBroken: 2.92.0\nWorked: no\n\nOutliner \"Indirect Only\" option does not work well with volumes, as inner shadows are ignored.\n![rlbug2.png](rlbug2.png)\n![vvbug.png](vvbug.png)\nSurface material with indirect only can work.\n\n- Open attached file\n- Display Render Preview in any of the viewports\n(Make sure the \"Indirect Only\" option in the outliner is enabled).\n[renderlayer bug.blend](renderlayer_bug.blend)" ]
[ "Failed rendering with GPU Pitcairn\nWindows 7 x64 AMD R9 270 driver version: 16.10.2\n\nBroken: blender-2.78-10a25b6-win64\nWorking: 2.76rc2\n\nBlender says: \"Failed loading render kernel, see console for errors\", every time i try to render with my GPU\n\nNotes: I loaded factory settings and the only thing i did after that was clicking the option \"OpenCL\" to enable gpu rendering.\n\nEdit1: I repeated the process with the 2.77 version of Blender, and I found out that it doesn't work either, then I tried with 2.76rc2 and that worked.\n\nConsole log:\n\nCompiling OpenCL program base\nOpenCL build failed with error CL_BUILD_PROGRAM_FAILURE, errors in console.\nOpenCL program base build output: \"C:\\Programs\\Blender\\blender-2.78-10a25b6-wi\nn64\\blender-2.78.0-git.10a25b6-windows64\\2.78\\scripts\\addons\\cycles\\kernel\\kerne\nls/opencl\\../../kernel_projection.h\", line 238: error:\n```\n expression must have pointer-to-struct-or-union type\n float altitude = fabsf(safe_asinf(D->z));\n ^\n```\n\n1 error detected in the compilation of \"C:\\Users\\%username%\\AppData\\Local\\Temp\\OCL\n4264T2.cl\".\nFrontend phase failed compilation.\n\nError: Failed loading render kernel, see console for errors\n", "It does not work OpenCl render.\nWindows 7, Radeon R9-270\n\nHello\nIt does not work OpenCl render. Please download the version 2.78a - when rendering an error \"opencl build failed errors in console\"\nDownload version 2.77 - render passes, but not correct, all the dark, almost no lighting.\nDownload version 2.76 - it works. Check, please. Many thanks.\n\n|![OpenCL.jpg](OpenCL.jpg)|![OpenCL_3.jpg](https://archive.blender.org/developer/F401818/OpenCL_3.jpg)|![OpenCL_4.jpg](OpenCL_4.jpg)|![OpenCL_2.jpg](https://archive.blender.org/developer/F401816/OpenCL_2.jpg)|\n| -- | -- | -- | -- |\n" ]
Endless viewport rerendering with cycles in stereo mode Operating system: Windows-10-10.0.17134 64 Bits Graphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 418.81 Broken: version: 2.80 (sub 74) Worked: 2.79 1. Switch view to "Camera" 2. Switch render engine to "Cycles" 3. Set stereo mode on 4. Switch viewport shading to "Render preview" 5. Here is it - render never stops ![bug.gif](bug.gif)
[ "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", "Problem with stop animation when View Viewport Render Animation\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1650 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 497.17\n\nBroken: version: 3.5.0\n\nThere is big gap and Problem with **stop** animation when View -> Viewport Render Animation is started in blender, eg. when it's selected accidentally and as alternative to View -> Viewport Render Image.\n\nTry to stop this animation. By me when I made this mistake not found solution other by kill blender process, cos stop button not was available or \"x\" btn like render (in case render view updating each image on Evee rendering process).\nNo imagine some big project and situation that user must waiting to finish, and he is not sure about saved file and blender is hanged due this process.\n\n", "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", "There can be infinite camera markers on one keyframe, active camera can't be uniquely determined.\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.79\n\nBroken: version: 3.5.1\n\nCamera markers can be stacked up on top of each other infinitely, meaning the active camera gets randomised and has nothing to do with the displayed camera marker.\n\n\nSteps: just drag multiple camera markers on top of each other, one will get displayed at random, and then the active camera will be picked also at random, probably not being the one displayed by the top camera marker. \n\nExpected behaviour: They should behave like keyframes, if you drag one on top of another, it should replace it, not cumulate to infinity. The main issue is that when you want to synch them between scene, you \"duplicate to scene\" and then they stack up and the active camera is totally randomly displaying a random camera in the stack that's not the displayed camera marker. it's really confusing.\n\n", "Issue with toggling fullscreen in camera view in cycles\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce MX130/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.48\n\nBroken: version: 2.81 (sub 15)\nWorked: version 2.79\n\nThe location of the object in camera view shifts when toggling fullscreen\n\nBased on the default startup\n1. Switch the render engine to cycles\n2. Numberpad 0 enter camera view and scroll to zoom in\n3. Switch to rendered view\n4. Open Window menu and toggle window full screen\n5. Ctrl Alt Space bar to full screen the area\nWatch the attached video for details.\n[Fullscreen Bug 3.mp4](Fullscreen_Bug_3.mp4)\n\n", "X-Ray mode shows flickering edges of planar mesh\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.40\n\nBroken: version: 2.80, 2.83.20, 2.93.9, 3.2.0 release, 3.3.0 Alpha\nWorked: never, from what I can see. Didn't test older than 2.80.\n\nX-Ray solid shading of a mesh shows flickering edges when rotating the camera. \n\nThis could have something to do with the mesh being planar.\n\n- Open the attached file.\n- Rotate the viewport camera with {key MMB}.\n- See that some edges flicker into and out of existence.\n\n[bugreport.blend](bugreport.blend)\n\n[Desktop 2022.06.25 - 14.38.23.03.mp4](Desktop_2022.06.25_-_14.38.23.03.mp4)", "Shadows stop working properly when changing render pass in viewport.\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: Intel(R) UHD Graphics 620 Intel 4.5.0 - Build 30.0.101.1404\n\nBroken: version: 3.5.1\n\nWhen doing a certain shading setup and changing render pass, the shadows break.\n\n- Create a new project, keeping the render engine to eevee\n- Make a new material and apply on default cube\n- Connect any image texture into the color input of principled bsdf\n- Connect any image texture into the normal input of principled bsdf while setting its color space to non-color\n- Switch viewport shading to rendered\n- Switch render pass to shadow and then back to combined\n- The lights will now not produce any light unless their shadow setting is turned off\n\nAny other nodes added before or in-between the image texture node do not seem to affect the result.\nThe shadows will stay like this until blender is closed and reopened again.\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", "VSE: Overlap during handle transform fails\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\nOverlap during handle transform fails:\n{[F11318256](overlap_fail.gif), size=full}\n\nEx.\n- Import a bunch of images.\n- Select the strip. \n- Separate the images(y)\n- Select all strips.\n- Select the right handle.\n- Hit G to transform.\n- Make the strips overlap in both Overwrite and Extend.\nThe result it that it is shuffling, where it was expected to Overwrite or Extend.\n\n**Slideshow**\nAn example of where the Extend in the same channel would be useful is when making slideshows, where the steps from above and Extend in the end should allow users to batch extend all strips in one go. Combined with this patch: [D10207](D10207) slideshows would be much easier to do. \n\n", "Eevee camera clipping inconsistent when using child of constraint on an armature.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.41\n\nBroken: version: 2.83.15\nversion: 2.83.17\nversion: 2.83.18 Release Candidate\nversion: 2.93.2\nversion: 2.93.3 Release Candidate\nversion: 3.0.0 Alpha\n\nViewport's material preview and viewport's render has different camera cull than F12's render image, despite same clipping settings\n[2021-08-15_12-16-50.mp4](2021-08-15_12-16-50.mp4)\n\n[CullBugSimplified.blend](CullBugSimplified.blend)\nVerify viewport is in ACamera's view\nSwitch to viewport rendered and material preview to verify cubes on foreground are visible\nRender to verify cubes in foreground have disappeared\nSwitch to ACamera.001 and render to verify cubes in foreground are consistent with viewport\n\n", "Mesh selection in viewport broken with scenes using a high number of models\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.02\n\nBroken: version: 3.5.0 Alpha\nWorked: Never (2.8+)\nWe are working on a commercial project with imported SketchUp scenes using 55K+ models and running more and more into broken scenes with selection issues in the viewport.\n\n`What we figured out so far:`\n- Selection in the outliner works\n- Some models can be selected by a point and click\n- Other models can't be selected by a point and click\n- Models at a different location will be selected by a point and click and not at the mouse pointer location\n- Box select is messed up and doesn't work overall (selects just parts of the model or fails completely)\n- Lasso select seems to work as intended\n- Circle select seems to work as intended (but can freeze Blender)\n- Some random models can cause a hard crash of Blender when selecting them by a point and click\n**When we delete all my other scenes in the Blender file and purge the data the selection modes work again.**\n\n\n\n![image.png](image.png)\n[T104008_Selection_Bug_350_v006_CUBES_REPORT.blend](T104008_Selection_Bug_350_v006_CUBES_REPORT.blend)\n\nTry to select cubes.\n\n", "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", "Cycles: GPU Optix kernel loading with Bevel/Ambient Node.\nXMGNEO17 Laptop AMD Ryzen9 5900HK Radion.\nOperating system: Windows 11 Home. 21H2\nGraphics card: Nvidia Geforce RTX 3080 Laptop GPU. 16 GB VRAM.\n\nBlender 3.2-3.4 show the error. Blender 3.1 and before not.\n\nThe error happens when ever an Ambient Occlusion or Bevel Node is used and connected in a shader and GPU option OPTIX is enabled for rendering in Cycles. It does not happen with CUDA or CPU.\nBlender will start render process and stops with the line: Preparing for rendering, this can take time.. etc. At that point the UI is still working, but will freeze after trying to cancel rendering. Blender can only be forced to shut down. Scene changes are lost. \n\nThe but is very simple to reproduce:\n1. Open Blender and apply a shader to the cube. \n2. Add a bevel/Ambient node to the shader and connect it to any input. Doesn't really matter which.\n3. Enable Optix in the preferences and set cycles as render. Make sure its set to use GPU.\n4. Switch viewport to preview render.\n5. Blende will stop preparing the scene and won't move further. Its UI is still reacting until trying to stop the process.", "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", "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" ]
[ "Cycles viewport render stuck with stereoscopic viewport\nOperating system: Windows 10\nGraphics card: GeForce GTX 970 \n\n\nBroken: version: 2.80\nWorked: Last stable 2.79\n\n\nWhen using the Stereo Rendering the Viewport flicks between the two eyes and render just one sample for each one. That not happen in blender 2.79 or at the Multi View\n\nTurn On the stereoscopy [StereoBug.blend](StereoBug.blend)\n\n", "Infinite viewport render loop when using Stereoscopy from camera view\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.15\n\nBroken: version: 2.82 (sub 6), and 2.81 as well\n\n\nThe render always loops on sample 1 when viewing the rendered scene from the camera viewport, while steroscopy is turned on\n\n\nSwitch render engine to Cycles\nTurn Stereoscopy on on the Output settings\nTurn on Rendered viewport\nPut yourself in Camera view\n", "Cycles viewport rendering broken in panorama view\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.50\n\nBroken: version: 2.83 (sub 6)\nWorked: 2.79b\n\nI've loaded a Blender 2.79b scene into 2.82 and 2.83 and the Cycles preview gives a strange and wrong result.\n\nAdditional effects:\nViewports are black. Left vieport will behave normal when switching to fullscreen size.\n\nLoad my attached scene\n- into 2.79b and switch to render in the viewport: Correct rendering\n- into 2.83 and switch to render in the viewport: Broken rendering (tiled panorama view with flickering)\n\n[200305_Cycles_IPR_Viewport_Panorama_Issue.blend](200305_Cycles_IPR_Viewport_Panorama_Issue.blend)\n\n\n", "Stereoscopic viewport viewing in Cycles -- not working in 2.8 on Lenovo P52 laptop running Windows\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: Quadro [P1000](SSE2 NVIDIA Corporation 4.5.0 NVIDIA 417.35\n\n\nBroken: version: 2.80 (sub 75)\nWorked: (optional)\n\n\nIn a Cycles stereoscopic project, if Viewport Shading is turned on, the image bounces back and forth, as if Cycles is drawing the left image, then right image, then VERY briefly combining the two as an anaglyph image, and then repeating that sequence indefinitely.\n\nAttached is a Blender 2.8 project file set up for Cycles.\n\nI have set this file to render in stereoscopic 3D. If I have Viewport Shading turned on and look at the 3D viewport in EEVEE, I can see an anaglyph preview just fine. If I switch to Cycles (it doesn’t matter if I use the CPU or GPU) – again, with Viewport Shading turned on – the image bounces back and forth, as if Cycles is drawing the left image, then right image, then VERY briefly combining the two as an anaglyph image, and then repeating that sequence indefinitely.\n\nI tried turning down the viewport sampling to a very low number, but it doesn’t seem to make any difference.\n\nI am using a ThinkPad [P52](P52.txt) running Windows 10 Professional. I'm running OpenGL 4.6 (Quadro [P1000](SSE2 with 415 ext.).\n\nAlso attached is a GIF image of the behavior I'm seeing, a screenshot containing my video card settings in Caps Viewer, and my system-info.txt output.\n\n![2019-08-24_09-29-01.gif](2019-08-24_09-29-01.gif)\n\n[system-info.txt](system-info.txt)\n\n[Stereoscopic test in Cycles.blend](Stereoscopic_test_in_Cycles.blend)\n\n![Caps viewer.jpg](Caps_viewer.jpg)\n" ]
Invisible button in the Remesh panel? (sculpt mode) Windows 10 Broken: blender-2.81-8f55794c0e80-windows64 There seems to exist an invisible button in the Remesh panel when you are in sculpt mode, and when you click in that area it actually voxel remesh the model Just check the remesh panel in sculpt mode, even the word remesh is offseted to the right a bit. See: ![2019-09-10_21-36-08.gif](2019-09-10_21-36-08.gif)
[ "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", "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.", "Remesh Voxel Size can be much to small by default (leading to crashes). 'Edit Voxel Size' operator can have wrong range\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: GeForce GTX 1660/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 432.00\nProcessor: AMD Ryzen 7 3800x 8-Core Processor 3.90 GHz\n\nBroken: version: 2.90.0 Alpha\n(Also with Blender 2.83 BETA)\n\nSelecting the \"Remesh\" modifier, selected \"Voxel\", Voxel size below \"0.01m\" = PC Crash. Needed to restart the PC.\n\n1. Start Blender.\n2. Let the default Cube alive and add the \"Remesh\" modifier.\n3. Make the \"Voxel Size\" below \"0.01m\".\n4. Did it crashed?\n(Found out in my Blender Project, but I tested it then in a default Scene. Same thing happened.)\n\n(Why I set the Voxel Size below \"0.01m\"?\nIt happens accidentally, when I have it like \"0.42m\", but I hold my left click and slide it to the left, so I accidentally go below \"0.01m\".)\n\n{[F8619727](image.png), size = full}\n\nGood Luck!\n", "Extrude Edge Along Axis is not clearly visible in Blender 2.80\nOperating system:\nGraphics card:\n\nWindows 7\nGeForce GTX 650Ti\n\nblender-2.80-b4db7d80f18b-win64\n\n\nIn Blender 2.80 if you have just an edge and want to extrude that edge on side orthographic view along an axis, what you are extruding is not clearly visible. In Blender 2.79 i just have to scroll the mouse to zoom in and from that moment, even if i zoom out, the extrusion along axis will be clearly visible.\n\nJust extrude an edge in side orthographic along an axis and the edge being extrude will not be clearly visible even if you zoom in.", "mask visibility in sculpt mode using shape keys or generative modifiers\nOperating system: Windows 10\nGraphics card: nvidia 1060 Ti\n\n2.8 RC2\n\nIf you have a mesh with a mask and create a shape key, the mask will be no longer visible, still active but not visible.\n\n\n- Add UV Sphere\n- Sculpt mode\n- Paint a mask\n- Create shape keys\n\n\nOr from the default startup:\n- in sculptmode, `Mask` > `Invert Mask` (default cube should turn dark)\n- strokes dont have an effect now (this is expected)\n- add **any** generative modifier to the default cube (e.g. triangulate)\n- back in objectmode, save the file\n- reload the file\n- enter sculptmode\n- no mask is visible\n- strokes dont have an effect now (this is confusing since you are not aware masks prevent an effect since you dont even see the masks)\n\n(note we have the option `Use Deform Only` in sculptmode which might be exactly for that purpose, still not being able to use masks with generative modifiers should be more clear)", "Curves Sculpt Tool menu appears in UV Sculpt Brush Specials menu after entering Curves Sculpt mode for the first time\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 536.40\n\nBroken: version: 3.4.1, 3.6.2, 4.0.0 Alpha\nWorked:\n\nAfter entering Curves Sculpt Mode for the first time, the Brush Specials (brush context) menu in the UV Editor displays the `Curves Sculpt Tool` menu. It does not appear to go away unless a new file is opened or Blender is restarted.\n\n1. Enter edit mode on the default cube\n1. Open the UV Editor\n1. Select the Grab tool as active\n1. Open the right shelf\n1. Select the Tool tab of the right shelf\n1. In the Brushes panel of the Tool tab, open the Brush Specials (brush context) menu\n1. Observe that there is no `Curves Sculpt Tool` menu\n1. Exit to Object mode\n1. Add an Empty Hair to the default cube (or any other mesh) (`Add`>`Curves`>`Empty Hair`)\n1. Select the new Empty Hair and enter (Curves) Sculpt Mode\n1. Exit to Object mode\n1. (Optional) delete the Empty Hair\n1. Select the default cube and enter Edit mode again\n1. In the UV Editor, open the Brush Specials menu again\n1. Observe that the `Curves Sculpt Tool` menu is now present\n![image](attachment)\n![image](attachment)\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", "Outline Selected is invisible in front of image empty in X-Ray mode\nOperating system: Linux-5.3.0-53-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.82\n\nBroken: version: 2.83 (sub 17)\nWorked: 2.82a\n\nThe \"Outline Selected\" overlay is invisible in X-Ray mode where a selected mesh object is in front of an image empty,\nmaking the overlay useless in that area.\n\nLatest builds of Blender 2.83 and 2.90 are affected.\n\nIn the 3D Viewport:\n - Import an image as an empty (e.g. drag-and-drop in a jpg file)\n - Place a mesh object infront of the image and select it (e.g. the default cube)\n - Activate X-Ray mode (e.g. using Alt+Z)\n\nSee attached .blend file as example:\n[outline-selected-invisible.blend](outline-selected-invisible.blend)\n\n", "Voxel Bug Holes after Remesh\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.95\n\nBroken: version: 3.2.0\n\nVoxel Bug Holes after Remesh\n\n\nClick on Voxel Remesh, I think any voxel size produces the same result.\n\n\nI tried on default sculpt spear it works fine that way but not on the model I am using.\n\nThe model was originally produced from Reality Capture software, then I cleaned it up using decimate and smooth modifier. I fixed the details and did some more cleaning in Sculpt Mode. Unfortunately when I tried Remesh this issue happened.\n\nThank you in advance.\n\n[VeniceBaseSculptingVoxelBug.blend](VeniceBaseSculptingVoxelBug.blend)\n\n", "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.", "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", "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", "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", "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)", "Cut brush - curve sculpting\nSee #96259.\n\nThis initial implementation doesn't need yet to have the Knife overlay control (similar to mesh edit knife)." ]
[ "Invisible button in remesh panel header\nOperating system: Linux-4.15.0-55-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: Quadro RTX 5000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 435.08\n\nBroken: version: 2.81 (sub 3), hash: `d13952e`\n\nThe empty space next to remesh is a button. This either needs to be removed or get an icon.\n![invisible_button.png](invisible_button.png)\n" ]
2.90.1 Crash when smoke simulation rendered with cycles outside of smoke sim cache limits. Operating system: Windows 10 Graphics card: geforce gtx 980TI and gtx 650ti - tried on two machines. Broken: 2.90.1 Worked: not sure, but it does work in the "how to freeze smoke in blender 2.8" youtube tut. **Description** With 2.90.1, if one tries to cycle render a smoke domain either before or after the smoke simulation, blender crashes out instantly. Crash occurs after trying multiple combinations of smoke settings, motion blur settings, CPU/GPU render. Tried with 2.91.0 beta (downloaded 23/11/2020) and now the scene renders but no smoke shown in the render outside of sim time - so perhaps someone working on this... if so apologies.. I couldn't find the bug report. **Steps to repeat problem** With 2.90.1, simply select the starting cube, enable the quick smoke effect. Change the simulation time to be 20 to 50 frames say, and then either bake or play through the frames. Change to cycles, and set viewport to rendered mode and you will see the smoke freeze when viewing frames after the simulation time. Render any frame within the simulation and all is ok. Render any frame before or after the smoke simulation and blender crashes. Repeat with 2.91.0 beta and no crash, but no smoke on frames after the sim. Also rendered viewport view seems to sometimes show random smoke effects as you pan through the timeline.
[ "Mantaflow - Bake not showing (when noise is used)\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: Intel(R) UHD Graphics 620 Intel 4.5.0 - Build 26.20.100.7262\n\nBroken: version: 2.90.0 Alpha\nWorked: 2.83\n\nEnabling Noise and then Baking Noise, the preview no longer shows. \n\nFrom Attached Blend\n\n\n - Bake Data\n - Play Animation (see preview)\n - Enable Noise\n - Bake Noise\n - Play Animation (No preview is shown)\n - Disable Noise \n - Play Animation (see preview)\n\n [smoke_noise.blend](smoke_noise.blend)\n", "bpy.ops.fluid.free_all() can cause a crash\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.77\n\nBroken: version: 2.93.0\n\npython script to free and re-bake smoke can cause a crash in 2.9x\n\nThe description of this bug is clearly documented along with the example blend file in [this blender stackexchange question ](python-script-to-bake-two-fluid-domains-aborting-cmd-line).\nIf I comment out the lines that contain:\n\n```\nbpy.ops.fluid.free_all()\n```\n\nin the following script, and instead manually free the bakes, all is fine. Otherwise the application crashes with console messages like:\n\n```\nUnable to remove directory\nor\nUnable to delete file\n```\neven if run from cmd line as Administrator\n\n\n```\nimport bpy\n\ndomain = bpy.data.objects['Smoke Domain Purple']\ndomain.select_set(True)\nprint(\"free Purple\")\nbpy.ops.fluid.free_all()\nprint(\"bake Purple\")\nbpy.ops.fluid.bake_data()\ndomain.select_set(False)\ndomain = bpy.data.objects['Smoke Domain Blue']\ndomain.select_set(True)\nprint(\"free Blue\")\nbpy.ops.fluid.free_all()\nprint(\"bake Blue\")\nbpy.ops.fluid.bake_data()\ndomain.select_set(False)\n```\n\n[dual smoke.blend](dual_smoke.blend)\n", "smoke effects flicker in domain when start frame is set to later than animation start frame\nOperating system: Windows 11\nGraphics card: nvidia geforce rtx 2060\n\nBroken: 3.5.0\nWorked: n/a; never worked since 2.9 at the earliest\n\nWhen smoke domain start frame is set to a value later than animation start frame, smoke effects will flicker inside that domain until the start frame is reached.\n\n`Object Mode` > `Add` > `Cube`, `Sphere`, or any other solid 3d object found in the `Tab` > `Quick Effects` > `Quick Smoke` > Under physics properties with smoke domain selected, set start frame to any value greater than the animation's Start frame > see error for self.\n\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", "Blender randomly crash without reason in 'glDrawElementsInstancedBaseVertex' (in 'OVERLAY_wireframe_draw' or 'workbench_draw_sample')\n|Operating system:|macOS-10.14.6-x86_64-i386-64bit 64 Bits|@MaciejSobolewski\n| -- | -- | -- |\n||macOS Big Sur 11.1 2.4 GHz 8-Core Intel Core i9 64 GB 2667 MHz DDR4|@RonMartin\n||Darwin-18.7.0-x86_64-i386-64bit 64 Bits|@aayerbe\n||Darwin-20.3.0-x86_64-i386-64bit 64 Bits|@Chyiik\n||Mac OS X 10.14.6 (18G7016)|@sahrul\n||macOS 11.2.3 (20D91)|@fahr\n||macOS-10.14.6-x86_64-i386-64bit 64 Bits|@didi404\n---\n|Graphics card:|AMD Radeon Pro 460 OpenGL Engine ATI Technologies Inc. 4.1 ATI-2.11.23|@MaciejSobolewski\n| -- | -- | -- |\n||Intel UHD Graphics 630 1536 MB|@RonMartin\n||Intel Iris Pro OpenGL Engine Intel Inc. 4.1 INTEL-12.10.25|@aayerbe\n||AMD Radeon Pro 5500M OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.2.15|@Chyiik\n||Intel Iris Plus Graphics 640|@sahrul\n||AMD FirePro [D700](D700)|@fahr\n||AMD Radeon Pro 570X|@didi404\n\nBroken: 2.91, 2.92, 2.93.0 Alpha, commit date: 2021-04-01 21:49\nWorked: 2.81, 2.90\n\nBlender crashes randomly on Mac OS\nIt can crash randomly after startup even if we do nothing like this example.\n\nIt has also been reported that it happens often when try to save the file after several minutes of work (#86565).\n\nCrash Log 1:\n```lines=25\nProcess: Blender [6485]\nPath: /Applications/Blender 2.93/Blender.app/Contents/MacOS/Blender\nIdentifier: Blender\nVersion: 2.93.0 (2.93.0 2021-04-01)\nCode Type: X86-64 (Native)\nParent Process: ??? [1]\nResponsible: Blender [6485]\nUser ID: 501\n\nDate/Time: 2021-04-03 13:43:19.501 +0200\nOS Version: Mac OS X 10.14.6 (18G8022)\nReport Version: 12\nBridge OS Version: 3.0 (14Y906)\nAnonymous UUID: 5527B0F5-C330-CDA4-B73E-9CB133041D4E\n\nSleep/Wake UUID: DBADD923-7C0B-4D5E-AEFC-935ECD0B12BA\n\nTime Awake Since Boot: 850000 seconds\nTime Since Wake: 1600 seconds\n\nSystem Integrity Protection: enabled\n\nCrashed Thread: 0 Dispatch queue: com.apple.main-thread\n\nException Type: EXC_BAD_ACCESS (SIGSEGV)\nException Codes: KERN_INVALID_ADDRESS at 0x0000000000000e2c\nException Note: EXC_CORPSE_NOTIFY\n\nTermination Signal: Segmentation fault: 11\nTermination Reason: Namespace SIGNAL, Code 0xb\nTerminating Process: exc handler [6485]\n\nVM Regions Near 0xe2c:\n--> \n __TEXT 000000010cad1000-0000000118885000 [189.7M] r-x/r-x SM=COW /Applications/Blender 2.93/Blender.app/Contents/MacOS/Blender\n\nThread 0 Crashed:: Dispatch queue: com.apple.main-thread\n0 GLEngine \t0x00007fff3cfe28b5 gleRunVertexSubmitImmediate + 6085\n1 GLEngine \t0x00007fff3cf4c29c glDrawElementsInstancedBaseVertex_GL3Exec + 681\n2 libGL.dylib \t0x00007fff3c2fcd02 glDrawElementsInstancedBaseVertex + 45\n3 org.blenderfoundation.blender \t0x000000010d27bf05 draw_call_single_do + 469\n4 org.blenderfoundation.blender \t0x000000010d27b68c drw_draw_pass_ex + 1692\n5 org.blenderfoundation.blender \t0x000000010d27afdf DRW_draw_pass + 31\n6 org.blenderfoundation.blender \t0x000000010d2d2819 OVERLAY_wireframe_draw + 41\n7 org.blenderfoundation.blender \t0x000000010d2c2499 OVERLAY_draw_scene + 393\n8 org.blenderfoundation.blender \t0x000000010d2724fa drw_engines_draw_scene + 186\n9 org.blenderfoundation.blender \t0x000000010d274643 drw_draw_depth_loop_impl + 1299\n10 org.blenderfoundation.blender \t0x000000010db9670f ED_view3d_depth_override + 239\n11 org.blenderfoundation.blender \t0x000000010dbbe460 ED_view3d_autodist + 48\n12 org.blenderfoundation.blender \t0x000000010db9dc9a ED_view3d_cursor3d_position + 234\n13 org.blenderfoundation.blender \t0x000000010db9dd80 ED_view3d_cursor3d_position_rotation + 144\n14 org.blenderfoundation.blender \t0x000000010db9e417 ED_view3d_cursor3d_update + 279\n15 org.blenderfoundation.blender \t0x000000010db9e7f1 view3d_cursor3d_invoke + 145\n16 org.blenderfoundation.blender \t0x000000010d152629 wm_operator_invoke + 521\n17 org.blenderfoundation.blender \t0x000000010d153bd8 wm_handler_operator_call + 648\n18 org.blenderfoundation.blender \t0x000000010d1531c4 wm_handlers_do_intern + 1588\n19 org.blenderfoundation.blender \t0x000000010d14ec16 wm_handlers_do + 774\n20 org.blenderfoundation.blender \t0x000000010d14e2de wm_event_do_handlers + 2862\n21 org.blenderfoundation.blender \t0x000000010d146b80 WM_main + 32\n22 org.blenderfoundation.blender \t0x000000010cc3691b main + 907\n23 libdyld.dylib \t0x00007fff5f1f93d5 start + 1\n\n(...)\n\nThread 0 crashed with X86 Thread State (64-bit):\n rax: 0x0000000000000e2c rbx: 0x0000000000000011 rcx: 0x00007fff3cfe28b5 rdx: 0x00007fff3cfe3ec8\n rdi: 0x0000000000000004 rsi: 0x0000000000c00000 rbp: 0x00007ffee312d230 rsp: 0x00007ffee312d090\n r8: 0x0000000000000211 r9: 0x00006000055d9f50 r10: 0x000000000000108c r11: 0x0000000000000001\n r12: 0x0000000000000000 r13: 0x0000000000000000 r14: 0x0000000000000000 r15: 0x0000108c00049800\n rip: 0x00007fff3cfe28b5 rfl: 0x0000000000010213 cr2: 0x0000000000000e2c\n \nLogical CPU: 4\nError Code: 0x00000004\nTrap Number: 14\n\n\nBinary Images:\n 0x10cad1000 - 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0x7fff5c331ff3 libauto.dylib (187) <3E3780E1-96F3-3A22-91C5-92F9A5805518> /usr/lib/libauto.dylib\n 0x7fff5c403000 - 0x7fff5c413ffb libbsm.0.dylib (39.200.18) <CF381E0B-025B-364F-A83D-2527E03F1AA3> /usr/lib/libbsm.0.dylib\n 0x7fff5c414000 - 0x7fff5c421fff libbz2.1.0.dylib (38.200.3) <272953A1-8D36-329B-BDDB-E887B347710F> /usr/lib/libbz2.1.0.dylib\n 0x7fff5c422000 - 0x7fff5c475ff7 libc++.1.dylib (400.9.4) <9A60A190-6C34-339F-BB3D-AACE942009A4> /usr/lib/libc++.1.dylib\n 0x7fff5c476000 - 0x7fff5c48bff7 libc++abi.dylib (400.17) <38C09CED-9090-3719-90F3-04A2749F5428> /usr/lib/libc++abi.dylib\n 0x7fff5c48c000 - 0x7fff5c48cff3 libcharset.1.dylib (51.200.6) <2A27E064-314C-359C-93FC-8A9B06206174> /usr/lib/libcharset.1.dylib\n 0x7fff5c48d000 - 0x7fff5c49dffb libcmph.dylib (6.15.1) <9C52B2FE-179F-32AC-B87E-2AFC49ABF817> /usr/lib/libcmph.dylib\n 0x7fff5c49e000 - 0x7fff5c4b6ffb libcompression.dylib (52.250.2) <7F4BB18C-1FB4-3825-8D8B-6E6B168774C6> /usr/lib/libcompression.dylib\n 0x7fff5c72b000 - 0x7fff5c741fff libcoretls.dylib (155.220.1) <4C64BE3E-41E3-3020-8BB7-07E90C0C861C> /usr/lib/libcoretls.dylib\n 0x7fff5c742000 - 0x7fff5c743ff3 libcoretls_cfhelpers.dylib (155.220.1) <0959B3E9-6643-3589-8BB3-21D52CDF0EF1> /usr/lib/libcoretls_cfhelpers.dylib\n 0x7fff5c8e1000 - 0x7fff5c9d9ff7 libcrypto.35.dylib (22.260.1) <91C3D71A-4D1D-331D-89CC-67863DF10574> /usr/lib/libcrypto.35.dylib\n 0x7fff5cbef000 - 0x7fff5cc45ff3 libcups.2.dylib (462.16) <E82021D0-36AD-3FB7-AE47-A03A6947C7D0> /usr/lib/libcups.2.dylib\n 0x7fff5cd79000 - 0x7fff5cd79fff libenergytrace.dylib (17.200.1) <80BB567A-FD18-3497-BF97-353F57D98CDD> /usr/lib/libenergytrace.dylib\n 0x7fff5cdab000 - 0x7fff5cdb0ff7 libgermantok.dylib (17.15.2) <E5F0F794-FF27-3D64-AE52-C78C6A84DD67> /usr/lib/libgermantok.dylib\n 0x7fff5cdb1000 - 0x7fff5cdb6ff7 libheimdal-asn1.dylib (520.270.1) <73F60D6F-76F8-35EF-9C86-9A81225EE4BE> /usr/lib/libheimdal-asn1.dylib\n 0x7fff5cde1000 - 0x7fff5ced1fff libiconv.2.dylib (51.200.6) <2047C9B7-3F74-3A95-810D-2ED8F0475A99> /usr/lib/libiconv.2.dylib\n 0x7fff5ced2000 - 0x7fff5d133ffb libicucore.A.dylib (62141.0.1) <A0D63918-76E9-3C1B-B255-46F4C1DA7FE8> /usr/lib/libicucore.A.dylib\n 0x7fff5d180000 - 0x7fff5d181fff liblangid.dylib (128.15.1) <22D05C4F-769B-3075-ABCF-44A0EBACE028> /usr/lib/liblangid.dylib\n 0x7fff5d182000 - 0x7fff5d19aff3 liblzma.5.dylib (10.200.3) <E1F4FD60-1CE4-37B9-AD95-29D348AF1AC0> /usr/lib/liblzma.5.dylib\n 0x7fff5d1b2000 - 0x7fff5d256ff7 libmecab.1.0.0.dylib (779.24.1) <A8D0379B-85FA-3B3D-89ED-5CF2C3826AB2> /usr/lib/libmecab.1.0.0.dylib\n 0x7fff5d257000 - 0x7fff5d45bfff libmecabra.dylib (779.24.1) <D71F71E0-30E2-3DB3-B636-7DE13D51FB4B> /usr/lib/libmecabra.dylib\n 0x7fff5d633000 - 0x7fff5d984ff7 libnetwork.dylib (1229.250.15) <72C7E9E3-B2BE-3300-BE1B-64606222022C> /usr/lib/libnetwork.dylib\n 0x7fff5da16000 - 0x7fff5e19bfdf libobjc.A.dylib (756.2) <7C312627-43CB-3234-9324-4DEA92D59F50> /usr/lib/libobjc.A.dylib\n 0x7fff5e1ad000 - 0x7fff5e1b1ffb libpam.2.dylib (22.200.1) <586CF87F-349C-393D-AEEB-FB75F94A5EB7> /usr/lib/libpam.2.dylib\n 0x7fff5e1b4000 - 0x7fff5e1e9fff libpcap.A.dylib (79.250.3) <97B8CE1B-3EF6-3443-95EF-5659733139C9> /usr/lib/libpcap.A.dylib\n 0x7fff5e302000 - 0x7fff5e31affb libresolv.9.dylib (65.200.3) <1FB0982D-84D9-36E0-B3D8-C808891EFF50> /usr/lib/libresolv.9.dylib\n 0x7fff5e36b000 - 0x7fff5e36cff7 libspindump.dylib (267.3) <A584E403-8C95-3841-9C16-E22664A5A63F> /usr/lib/libspindump.dylib\n 0x7fff5e36d000 - 0x7fff5e54afff libsqlite3.dylib (274.26) <6404BA3B-BCA4-301F-B2FE-8776105A2AA3> /usr/lib/libsqlite3.dylib\n 0x7fff5e763000 - 0x7fff5e766ff7 libutil.dylib (51.200.4) <CE9B18C9-66ED-32D4-9D29-01F8FCB467B0> /usr/lib/libutil.dylib\n 0x7fff5e767000 - 0x7fff5e774fff libxar.1.dylib (417.1) <39CCF46B-C81A-34B1-92A1-58C4E5DA846E> /usr/lib/libxar.1.dylib\n 0x7fff5e779000 - 0x7fff5e85cfff libxml2.2.dylib (32.19) <E07AB10E-E2E6-33F2-8550-C24A0EB8FEAC> /usr/lib/libxml2.2.dylib\n 0x7fff5e85d000 - 0x7fff5e885ff3 libxslt.1.dylib (16.7.1) <4A5CB7D5-50F8-36BF-8A80-D526C57EB5D9> /usr/lib/libxslt.1.dylib\n 0x7fff5e886000 - 0x7fff5e898ff7 libz.1.dylib (70.200.4) <B048FC1F-058F-3A08-A1FE-81D5308CB3E6> /usr/lib/libz.1.dylib\n 0x7fff5f07c000 - 0x7fff5f080ff3 libcache.dylib (81) <1987D1E1-DB11-3291-B12A-EBD55848E02D> /usr/lib/system/libcache.dylib\n 0x7fff5f081000 - 0x7fff5f08bff3 libcommonCrypto.dylib (60118.250.2) <1765BB6E-6784-3653-B16B-CB839721DC9A> /usr/lib/system/libcommonCrypto.dylib\n 0x7fff5f08c000 - 0x7fff5f093ff7 libcompiler_rt.dylib (63.4) <5212BA7B-B7EA-37B4-AF6E-AC4F507EDFB8> /usr/lib/system/libcompiler_rt.dylib\n 0x7fff5f094000 - 0x7fff5f09dff7 libcopyfile.dylib (146.250.1) <98CD00CD-9B91-3B5C-A9DB-842638050FA8> /usr/lib/system/libcopyfile.dylib\n 0x7fff5f09e000 - 0x7fff5f122fc3 libcorecrypto.dylib (602.260.2) <01464D24-570C-3B83-9D18-467769E0FCDD> /usr/lib/system/libcorecrypto.dylib\n 0x7fff5f1a9000 - 0x7fff5f1e2ff7 libdispatch.dylib (1008.270.1) <97273678-E94C-3C8C-89F6-2E2020F4B43B> /usr/lib/system/libdispatch.dylib\n 0x7fff5f1e3000 - 0x7fff5f20fff7 libdyld.dylib (655.1.1) <002418CC-AD11-3D10-865B-015591D24E6C> /usr/lib/system/libdyld.dylib\n 0x7fff5f210000 - 0x7fff5f210ffb libkeymgr.dylib (30) <0D0F9CA2-8D5A-3273-8723-59987B5827F2> /usr/lib/system/libkeymgr.dylib\n 0x7fff5f211000 - 0x7fff5f21dff3 libkxld.dylib (4903.278.56) <A3FF22FA-4AD4-3FF3-9891-B34482DC8572> /usr/lib/system/libkxld.dylib\n 0x7fff5f21e000 - 0x7fff5f21eff7 liblaunch.dylib (1336.261.6) <1F0EEC6F-4D08-38E6-ACF9-6E44D328931F> /usr/lib/system/liblaunch.dylib\n 0x7fff5f21f000 - 0x7fff5f224fff libmacho.dylib (927.0.3) <A377D608-77AB-3F6E-90F0-B4F251A5C12F> /usr/lib/system/libmacho.dylib\n 0x7fff5f225000 - 0x7fff5f227ff7 libquarantine.dylib (86.270.1) <3F36A3D6-9606-3D90-B520-809BAEF981C3> /usr/lib/system/libquarantine.dylib\n 0x7fff5f228000 - 0x7fff5f229ff7 libremovefile.dylib (45.200.2) <9FBEB2FF-EEBE-31BC-BCFC-C71F8D0E99B6> /usr/lib/system/libremovefile.dylib\n 0x7fff5f22a000 - 0x7fff5f241ff3 libsystem_asl.dylib (356.200.4) <A62A7249-38B8-33FA-9875-F1852590796C> /usr/lib/system/libsystem_asl.dylib\n 0x7fff5f242000 - 0x7fff5f242ff7 libsystem_blocks.dylib (73) <A453E8EE-860D-3CED-B5DC-BE54E9DB4348> /usr/lib/system/libsystem_blocks.dylib\n 0x7fff5f243000 - 0x7fff5f2cafff libsystem_c.dylib (1272.250.1) <7EDACF78-2FA3-35B8-B051-D70475A35117> /usr/lib/system/libsystem_c.dylib\n 0x7fff5f2cb000 - 0x7fff5f2ceffb libsystem_configuration.dylib (963.270.3) <2B4A836D-68A4-33E6-8D48-CD4486B03387> /usr/lib/system/libsystem_configuration.dylib\n 0x7fff5f2cf000 - 0x7fff5f2d2ff7 libsystem_coreservices.dylib (66) <719F75A4-74C5-3BA6-A09E-0C5A3E5889D7> /usr/lib/system/libsystem_coreservices.dylib\n 0x7fff5f2d3000 - 0x7fff5f2d9fff libsystem_darwin.dylib (1272.250.1) <EC9B39A5-9592-3577-8997-7DC721D20D8C> /usr/lib/system/libsystem_darwin.dylib\n 0x7fff5f2da000 - 0x7fff5f2e0ffb libsystem_dnssd.dylib (878.270.3) <D5352ABD-0311-3327-8E64-93F29EB19BF1> /usr/lib/system/libsystem_dnssd.dylib\n 0x7fff5f2e1000 - 0x7fff5f32cffb libsystem_info.dylib (517.200.9) <D09D5AE0-2FDC-3A6D-93EC-729F931B1457> /usr/lib/system/libsystem_info.dylib\n 0x7fff5f32d000 - 0x7fff5f355ff7 libsystem_kernel.dylib (4903.278.56) <5B0F1BF0-E2F4-3753-87B6-6F91C594F59E> /usr/lib/system/libsystem_kernel.dylib\n 0x7fff5f356000 - 0x7fff5f3a1ff7 libsystem_m.dylib (3158.200.7) <F19B6DB7-014F-3820-831F-389CCDA06EF6> /usr/lib/system/libsystem_m.dylib\n 0x7fff5f3a2000 - 0x7fff5f3ccfff libsystem_malloc.dylib (166.270.1) <011F3AD0-8E6A-3A89-AE64-6E5F6840F30A> /usr/lib/system/libsystem_malloc.dylib\n 0x7fff5f3cd000 - 0x7fff5f3d7ff7 libsystem_networkextension.dylib (767.250.2) <FF06F13A-AEFE-3A27-A073-910EF78AEA36> /usr/lib/system/libsystem_networkextension.dylib\n 0x7fff5f3d8000 - 0x7fff5f3dffff libsystem_notify.dylib (172.200.21) <145B5CFC-CF73-33CE-BD3D-E8DDE268FFDE> /usr/lib/system/libsystem_notify.dylib\n 0x7fff5f3e0000 - 0x7fff5f3e9fef libsystem_platform.dylib (177.270.1) <9D1FE5E4-EB7D-3B3F-A8D1-A96D9CF1348C> /usr/lib/system/libsystem_platform.dylib\n 0x7fff5f3ea000 - 0x7fff5f3f4ff7 libsystem_pthread.dylib (330.250.2) <2D5C08FF-484F-3D59-9132-CE1DCB3F76D7> /usr/lib/system/libsystem_pthread.dylib\n 0x7fff5f3f5000 - 0x7fff5f3f8ff7 libsystem_sandbox.dylib (851.270.5) <20D11F30-783F-3A56-9BD2-6CF38C049332> /usr/lib/system/libsystem_sandbox.dylib\n 0x7fff5f3f9000 - 0x7fff5f3fbff3 libsystem_secinit.dylib (30.260.2) <EF1EA47B-7B22-35E8-BD9B-F7003DCB96AE> /usr/lib/system/libsystem_secinit.dylib\n 0x7fff5f3fc000 - 0x7fff5f403ff3 libsystem_symptoms.dylib (820.267.2) <0DA60956-0403-3456-9D6A-11F2DB9E3819> /usr/lib/system/libsystem_symptoms.dylib\n 0x7fff5f404000 - 0x7fff5f419ff7 libsystem_trace.dylib (906.260.3) <5B6FAE61-EF5C-381F-B71B-9B6F6428FEE2> /usr/lib/system/libsystem_trace.dylib\n 0x7fff5f41b000 - 0x7fff5f420ffb libunwind.dylib (35.4) <24A97A67-F017-3CFC-B0D0-6BD0224B1336> /usr/lib/system/libunwind.dylib\n 0x7fff5f421000 - 0x7fff5f450fff libxpc.dylib (1336.261.6) <522FA3AF-D3B1-3283-8EF4-8B17CB237B65> /usr/lib/system/libxpc.dylib\n\nExternal Modification Summary:\n Calls made by other processes targeting this process:\n task_for_pid: 1047\n thread_create: 0\n thread_set_state: 0\n Calls made by this process:\n task_for_pid: 0\n thread_create: 0\n thread_set_state: 0\n Calls made by all processes on this machine:\n task_for_pid: 76643460\n thread_create: 0\n thread_set_state: 0\n\nVM Region Summary:\nReadOnly portion of Libraries: Total=750.3M resident=0K(0%) swapped_out_or_unallocated=750.3M(100%)\nWritable regions: Total=1.9G written=0K(0%) resident=0K(0%) swapped_out=0K(0%) unallocated=1.9G(100%)\n \n VIRTUAL REGION \nREGION TYPE SIZE COUNT (non-coalesced) \n=========== ======= ======= \nAccelerate framework 512K 3 \nActivity Tracing 256K 1 \nCG backing stores 1320K 2 \nCG image 380K 11 \nCoreAnimation 328K 10 \nCoreGraphics 8K 1 \nCoreImage 32K 4 \nCoreUI image data 704K 8 \nCoreUI image file 540K 5 \nFoundation 4K 1 \nImage IO 256K 1 \nKernel Alloc Once 8K 1 \nMALLOC 868.0M 567 \nMALLOC guard page 32K 7 \nMALLOC_LARGE (reserved) 128K 1 reserved VM address space (unallocated)\nMALLOC_NANO (reserved) 384.0M 1 reserved VM address space (unallocated)\nMemory Tag 242 12K 1 \nMemory Tag 249 192K 2 \nOpenGL GLSL 256K 3 \nSTACK GUARD 92K 23 \nStack 36.7M 23 \nVM_ALLOCATE 524.9M 572 \nVM_ALLOCATE (reserved) 128.0M 2 reserved VM address space (unallocated)\n__DATA 120.0M 333 \n__DATA_CONST 20K 1 \n__FONT_DATA 4K 1 \n__GLSLBUILTINS 5176K 1 \n__LINKEDIT 283.5M 85 \n__TEXT 467.0M 320 \n__UNICODE 564K 1 \nmapped file 79.5M 26 \nshared memory 4276K 12 \n=========== ======= ======= \nTOTAL 2.8G 2030 \nTOTAL, minus reserved VM space 2.3G 2030 \n\nModel: MacBookPro13,3, BootROM 429.80.1.0.0, 4 processors, Intel Core i7, 2,9 GHz, 16 GB, SMC 2.38f7\nGraphics: kHW_AMDRadeonPro460Item, AMD Radeon Pro 460, spdisplays_pcie_device, 4 GB\nGraphics: kHW_IntelHDGraphics530Item, Intel HD Graphics 530, spdisplays_builtin\nMemory Module: BANK 0/DIMM0, 8 GB, LPDDR3, 2133 MHz, 0x802C, 0x4D5435324C31473332443450472D30393320\nMemory Module: BANK 1/DIMM0, 8 GB, LPDDR3, 2133 MHz, 0x802C, 0x4D5435324C31473332443450472D30393320\nAirPort: spairport_wireless_card_type_airport_extreme (0x14E4, 0x15A), Broadcom BCM43xx 1.0 (7.77.61.3 AirPortDriverBrcmNIC-1305.11)\nBluetooth: Version 6.0.14d12, 3 services, 27 devices, 1 incoming serial ports\nNetwork Service: Wi-Fi, AirPort, en0\nUSB Device: USB 3.0 Bus\nUSB Device: Wacom Wireless Receiver\nUSB Device: iBridge\nThunderbolt Bus: MacBook Pro, Apple Inc., 41.1\nThunderbolt Bus: MacBook Pro, Apple Inc., 41.1\n```\n\nCrash Log 2:\n```lines=25\nProcess: Blender [4923]\nPath: /Applications/Blender.app/Contents/MacOS/Blender\nIdentifier: org.blenderfoundation.blender\nVersion: 2.92.0 (2.92.0 2021-02-25)\nCode Type: X86-64 (Native)\nParent Process: ??? [1]\nResponsible: Blender [4923]\nUser ID: 501\n\nDate/Time: 2021-03-14 13:37:52.807 +0100\nOS Version: macOS 11.2.3 (20D91)\nReport Version: 12\nBridge OS Version: 5.2 (18P4347)\nAnonymous UUID: B5FE06B1-F2A1-95FF-0593-1738C46F37D4\n\nSleep/Wake UUID: CBAA4D96-6C0A-4683-B5C6-D788FF799225\n\nTime Awake Since Boot: 65000 seconds\nTime Since Wake: 5700 seconds\n\nSystem Integrity Protection: enabled\n\nCrashed Thread: 0 Dispatch queue: com.apple.main-thread\n\nException Type: EXC_BAD_ACCESS (SIGSEGV)\nException Codes: KERN_INVALID_ADDRESS at 0x0000000000000024\nException Note: EXC_CORPSE_NOTIFY\n\nTermination Signal: Segmentation fault: 11\nTermination Reason: Namespace SIGNAL, Code 0xb\nTerminating Process: exc handler [4923]\n\nVM Regions Near 0x24:\n--> \n __TEXT 10016f000-10ab5b000 [169.9M] r-x/r-x SM=COW /Applications/Blender.app/Contents/MacOS/Blender\n\nThread 0 Crashed:: Dispatch queue: com.apple.main-thread\n0 GLEngine \t0x00007fff6cc64690 gleRunVertexSubmitImmediate + 5632\n1 GLEngine \t0x00007fff6cbeb197 glDrawElementsInstancedBaseVertex_GL3Exec + 807\n2 libGL.dylib \t0x00007fff6cb323cf glDrawElementsInstancedBaseVertex + 45\n3 org.blenderfoundation.blender \t0x0000000100808ec5 draw_call_single_do + 469\n4 org.blenderfoundation.blender \t0x000000010080864c drw_draw_pass_ex + 1692\n5 org.blenderfoundation.blender \t0x0000000100807f9f DRW_draw_pass + 31\n6 org.blenderfoundation.blender \t0x0000000100832048 workbench_draw_sample + 344\n7 org.blenderfoundation.blender \t0x000000010083229c workbench_draw_scene + 76\n8 org.blenderfoundation.blender \t0x00000001007ff33a drw_engines_draw_scene + 186\n9 org.blenderfoundation.blender \t0x00000001007fde5d DRW_draw_render_loop_ex + 1565\n10 org.blenderfoundation.blender \t0x00000001007ff5db DRW_draw_render_loop_offscreen + 155\n11 org.blenderfoundation.blender \t0x000000010111d058 ED_view3d_draw_offscreen + 808\n12 org.blenderfoundation.blender \t0x000000010111d834 ED_view3d_draw_offscreen_imbuf + 692\n13 org.blenderfoundation.blender \t0x000000010111db64 ED_view3d_draw_offscreen_imbuf_simple + 628\n14 org.blenderfoundation.blender \t0x00000001006e6876 wm_save_as_mainfile_exec + 1974\n15 org.blenderfoundation.blender \t0x00000001006e6cb1 wm_save_mainfile_invoke + 289\n16 org.blenderfoundation.blender \t0x00000001006e0bd9 wm_operator_invoke + 521\n17 org.blenderfoundation.blender \t0x00000001006e216c wm_handler_operator_call + 636\n18 org.blenderfoundation.blender \t0x00000001006e1836 wm_handlers_do_intern + 1782\n19 org.blenderfoundation.blender \t0x00000001006dcdbf wm_handlers_do + 31\n20 org.blenderfoundation.blender \t0x00000001006dca1d wm_event_do_handlers + 3373\n21 org.blenderfoundation.blender \t0x00000001006d5360 WM_main + 32\n22 org.blenderfoundation.blender \t0x00000001002b3b8b main + 907\n23 libdyld.dylib \t0x00007fff203ca621 start + 1\n\nThread 1:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 2:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 3:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 4:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 5:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 6:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 7:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 8:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 9:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 10:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 11:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 12:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 13:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 14:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 15:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 16:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 17:: AMCP Logging Spool\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 com.apple.audio.caulk \t0x00007fff284ad92a caulk::mach::semaphore::wait_or_error() + 16\n2 com.apple.audio.caulk \t0x00007fff2849a6e6 caulk::semaphore::timed_wait(double) + 110\n3 com.apple.audio.caulk \t0x00007fff2849a634 caulk::concurrent::details::worker_thread::run() + 30\n4 com.apple.audio.caulk \t0x00007fff2849a3c0 void* caulk::thread_proxy<std::__1::tuple<caulk::thread::attributes, void (caulk::concurrent::details::worker_thread::*)(), std::__1::tuple<caulk::concurrent::details::worker_thread*> > >(void*) + 45\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 18:: com.apple.audio.IOThread.client\n0 libsystem_kernel.dylib \t0x00007fff2037ae7e mach_msg_trap + 10\n1 libsystem_kernel.dylib \t0x00007fff2037b1f0 mach_msg + 60\n2 com.apple.audio.CoreAudio \t0x00007fff21e9edd5 HALB_MachPort::SendSimpleMessageWithSimpleReply(unsigned int, unsigned int, int, int&, bool, unsigned int) + 111\n3 com.apple.audio.CoreAudio \t0x00007fff21d3a467 invocation function for block in HALC_ProxyIOContext::HALC_ProxyIOContext(unsigned int, unsigned int) + 3435\n4 com.apple.audio.CoreAudio \t0x00007fff21eddf2a HALB_IOThread::Entry(void*) + 72\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 19:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 20:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 21:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 22:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 23:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 24:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 25:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 26:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 27:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 28:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 29:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 30:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 31:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 32:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 33:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 34:: com.apple.NSEventThread\n0 libsystem_kernel.dylib \t0x00007fff2037ae7e mach_msg_trap + 10\n1 libsystem_kernel.dylib \t0x00007fff2037b1f0 mach_msg + 60\n2 com.apple.CoreFoundation \t0x00007fff204a7bf7 __CFRunLoopServiceMachPort + 316\n3 com.apple.CoreFoundation \t0x00007fff204a62ca __CFRunLoopRun + 1315\n4 com.apple.CoreFoundation \t0x00007fff204a56ce CFRunLoopRunSpecific + 563\n5 com.apple.AppKit \t0x00007fff22e4b7c6 _NSEventThread + 124\n6 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n7 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 35:: Dispatch queue: com.apple.opengl.cvmDoWork\n0 libsystem_kernel.dylib \t0x00007fff2037ae7e mach_msg_trap + 10\n1 libsystem_kernel.dylib \t0x00007fff2037b1f0 mach_msg + 60\n2 libdispatch.dylib \t0x00007fff2021a776 _dispatch_mach_send_and_wait_for_reply + 518\n3 libdispatch.dylib \t0x00007fff2021ab6e dispatch_mach_send_with_result_and_wait_for_reply + 50\n4 libxpc.dylib \t0x00007fff200f11ac xpc_connection_send_message_with_reply_sync + 238\n5 libCoreVMClient.dylib \t0x00007fff6c90670a cvms_element_build_and_get_internal + 229\n6 libCoreVMClient.dylib \t0x00007fff6c90660e cvms_element_build_from_source + 169\n7 libCVMSPluginSupport.dylib \t0x00007fff6c91bf14 cvm_deferred_build_modular(void*) + 422\n8 libdispatch.dylib \t0x00007fff202047c7 _dispatch_client_callout + 8\n9 libdispatch.dylib \t0x00007fff2020a5fe _dispatch_lane_serial_drain + 606\n10 libdispatch.dylib \t0x00007fff2020b0cb _dispatch_lane_invoke + 375\n11 libdispatch.dylib \t0x00007fff20214c5d _dispatch_workloop_worker_thread + 819\n12 libsystem_pthread.dylib \t0x00007fff203ac499 _pthread_wqthread + 314\n13 libsystem_pthread.dylib \t0x00007fff203ab467 start_wqthread + 15\n\nThread 36:\n0 libsystem_pthread.dylib \t0x00007fff203ab458 start_wqthread + 0\n\nThread 37:\n0 libsystem_pthread.dylib \t0x00007fff203ab458 start_wqthread + 0\n\nThread 38:\n0 libsystem_pthread.dylib \t0x00007fff203ab458 start_wqthread + 0\n\nThread 39:\n0 libsystem_pthread.dylib \t0x00007fff203ab458 start_wqthread + 0\n\nThread 40:\n0 libsystem_pthread.dylib \t0x00007fff203ab458 start_wqthread + 0\n\nThread 0 crashed with X86 Thread State (64-bit):\n rax: 0x0000000000000024 rbx: 0x00000c3300041000 rcx: 0x00007fff6cc64690 rdx: 0x00007fff6cc65ae8\n rdi: 0x0000000000000006 rsi: 0x0000000000000000 rbp: 0x00007ffeefa8dce0 rsp: 0x00007ffeefa8db50\n r8: 0x0000000000000001 r9: 0x0000600003844bf0 r10: 0x0000000000000001 r11: 0x0000000186600082\n r12: 0x0000000000000000 r13: 0x0000000000000003 r14: 0x0000000000000000 r15: 0x00000c3300041000\n rip: 0x00007fff6cc64690 rfl: 0x0000000000010217 cr2: 0x0000000000000024\n \nLogical CPU: 0\nError Code: 0x00000004 (no mapping for user data read)\nTrap Number: 14\n\nThread 0 instruction stream:\n ff 48 8b 8d 28 ff ff ff-48 8b 44 01 08 e9 b6 f7 .H..(...H.D.....\n ff ff 85 d2 0f 84 84 00-00 00 49 89 fd be 00 00 ..........I.....\n 80 38 66 2e 0f 1f 84 00-00 00 00 00 0f 1f 40 00 .8f...........@.\n 89 d7 8d 14 3f 81 c6 00-00 80 ff f7 c7 00 02 00 ....?...........\n 00 74 ed 81 e2 fe 03 00-00 4c 89 ef 4c 8b ad 08 .t.......L..L...\n ff ff ff eb 4d c1 e6 0d-81 c6 00 00 00 38 eb 42 ....M........8.B\n [8b]08 89 8d 30 ff ff ff-8b 48 04 89 8d 34 ff ff ....0....H...4..\t<==\n ff e9 bc f9 ff ff 8b 08-89 8d 30 ff ff ff 8b 48 ..........0....H\n 04 89 8d 34 ff ff ff 8b-48 08 89 8d 38 ff ff ff ...4....H...8...\n 8b 40 0c 89 85 3c ff ff-ff e9 42 05 00 00 31 f6 .@...<....B...1.\n 31 d2 c1 e2 0d 09 f2 09-ca 89 95 30 ff ff ff 41 1..........0...A\n 83 fd 02 0f 82 e0 03 00-00 0f b7 70 02 89 f1 c1 ...........p....\n \nThread 0 last branch register state not available.\n\n\nBinary Images:\n 0x10016f000 - 0x10ab5afff +org.blenderfoundation.blender (2.92.0 - 2.92.0 2021-02-25) <F92572D3-A6D1-3A9C-9F23-72D19FC8242A> /Applications/Blender.app/Contents/MacOS/Blender\n 0x11191c000 - 0x111988fff +libomp.dylib (0) <535E76BC-1650-3651-9C62-97A995647107> /Applications/Blender.app/Contents/Resources/lib/libomp.dylib\n 0x1186b5000 - 0x118818fff com.apple.audio.units.Components (1.14 - 1.14) <8C3B07AD-A96B-383A-94DC-902CCE4CD511> /System/Library/Components/CoreAudio.component/Contents/MacOS/CoreAudio\n 0x11886d000 - 0x11887cfff libobjc-trampolines.dylib (818.2) <29187EF9-2BD6-3ABF-8088-DE708721B612> /usr/lib/libobjc-trampolines.dylib\n 0x118c6b000 - 0x118d06fff dyld (832.7.3) <0D4EA85F-7E30-338B-9215-314A5A5539B6> /usr/lib/dyld\n 0x118d83000 - 0x119332fff com.apple.audio.AudioDSPComponents (1.0 - 1) <1A7FCA3F-190C-32F0-A48D-1524A11B0910> /System/Library/Components/AudioDSP.component/Contents/MacOS/AudioDSP\n 0x119963000 - 0x119ce2fff com.apple.AMDRadeonX6000MTLDriver (4.2.15 - 4.0.2) <56DBFC8D-9ABB-34AE-873F-CAF3E6A184D5> /System/Library/Extensions/AMDRadeonX6000MTLDriver.bundle/Contents/MacOS/AMDRadeonX6000MTLDriver\n 0x11a0ab000 - 0x11a1fefff com.apple.AMDRadeonX6000GLDriver (4.2.15 - 4.0.2) <6A663F3B-05F2-35F1-9832-C0E3645C7E08> /System/Library/Extensions/AMDRadeonX6000GLDriver.bundle/Contents/MacOS/AMDRadeonX6000GLDriver\n 0x127eb0000 - 0x127eb1fff +_heapq.cpython-37m-darwin.so (0) <20086BF0-0130-3463-B824-F98C6D51BE39> /Applications/Blender.app/Contents/Resources/2.92/python/lib/python3.7/lib-dynload/_heapq.cpython-37m-darwin.so\n 0x1280ba000 - 0x1280bffff +math.cpython-37m-darwin.so (0) <F76ADA60-2AAA-34A7-BB31-26405F501673> /Applications/Blender.app/Contents/Resources/2.92/python/lib/python3.7/lib-dynload/math.cpython-37m-darwin.so\n 0x128fe4000 - 0x128fe7fff com.apple.CloudDocsFileProvider (1.0 - 726.1) <AB47EF12-834C-3720-BEE5-22E11638BFB7> /System/Library/Frameworks/FileProvider.framework/OverrideBundles/CloudDocsFileProvider.bundle/Contents/MacOS/CloudDocsFileProvider\n 0x128ff8000 - 0x128ffbfff com.apple.FileProviderOverride (326.3 - 326.3) <54B6F621-7F46-3223-A227-C0757EB3F900> /System/Library/Frameworks/FileProvider.framework/OverrideBundles/FileProviderOverride.bundle/Contents/MacOS/FileProviderOverride\n 0x12900c000 - 0x129027fff com.apple.findersync.fileprovideroverride.FinderSyncCollaborationFileProviderOverride (1.0 - 1350.2.10) <EDD7E1EC-AB15-3496-9A57-237C9D3A2CEB> /System/Library/Frameworks/FileProvider.framework/OverrideBundles/FinderSyncCollaborationFileProviderOverride.bundle/Contents/MacOS/FinderSyncCollaborationFileProviderOverride\n 0x7fff200e4000 - 0x7fff200e5fff libsystem_blocks.dylib (78) <E644CAA0-65B7-36E4-8041-520F3301F3DB> /usr/lib/system/libsystem_blocks.dylib\n 0x7fff200e6000 - 0x7fff2011bfff libxpc.dylib (2038.80.3) <70F26262-01AA-3CEC-9FAD-2701D24096F0> /usr/lib/system/libxpc.dylib\n 0x7fff2011c000 - 0x7fff20133fff libsystem_trace.dylib (1277.80.2) <87FEF600-48D9-31C9-B8FC-D5249B2AE95D> /usr/lib/system/libsystem_trace.dylib\n 0x7fff20134000 - 0x7fff201d3fff libcorecrypto.dylib (1000.80.5) <1EB11CFB-ABD7-36DD-97C7-C112A6601416> /usr/lib/system/libcorecrypto.dylib\n 0x7fff201d4000 - 0x7fff20200fff libsystem_malloc.dylib (317.40.8) <A498D1EF-E43D-310C-84E8-9C0AADA0C475> /usr/lib/system/libsystem_malloc.dylib\n 0x7fff20201000 - 0x7fff20245fff libdispatch.dylib (1271.40.12) <AD988EEA-1A2F-3404-9A6E-390FC2504223> /usr/lib/system/libdispatch.dylib\n 0x7fff20246000 - 0x7fff2027efff libobjc.A.dylib (818.2) <EB6B543F-D42C-3FB2-A2EC-43407C5F80D3> /usr/lib/libobjc.A.dylib\n 0x7fff2027f000 - 0x7fff20281fff libsystem_featureflags.dylib (28.60.1) <9CECB43A-094E-3CA9-B730-24DEA1A6DE05> /usr/lib/system/libsystem_featureflags.dylib\n 0x7fff20282000 - 0x7fff2030afff libsystem_c.dylib (1439.40.11) <4AF71812-4099-3E96-B271-1F259491A2B2> /usr/lib/system/libsystem_c.dylib\n 0x7fff2030b000 - 0x7fff20360fff libc++.1.dylib (904.4) <B217D905-4F9C-3DE0-8844-88FAA3C2C851> /usr/lib/libc++.1.dylib\n 0x7fff20361000 - 0x7fff20379fff libc++abi.dylib (904.4) <3C9FE530-3CD2-3A64-8A36-70816AEBDF0D> /usr/lib/libc++abi.dylib\n 0x7fff2037a000 - 0x7fff203a8fff libsystem_kernel.dylib (7195.81.3) <AB413518-ECDE-3F04-A61C-278D3CF43076> /usr/lib/system/libsystem_kernel.dylib\n 0x7fff203a9000 - 0x7fff203b4fff libsystem_pthread.dylib (454.80.2) <B989DF6C-ADFE-3AF9-9C91-07D2521F9E47> /usr/lib/system/libsystem_pthread.dylib\n 0x7fff203b5000 - 0x7fff203effff libdyld.dylib (832.7.3) <4641E48F-75B5-3CC7-8263-47BF79F15394> /usr/lib/system/libdyld.dylib\n 0x7fff203f0000 - 0x7fff203f9fff libsystem_platform.dylib (254.80.2) <1C3E1A0A-92A8-3CDE-B622-8940B43A5DF2> /usr/lib/system/libsystem_platform.dylib\n 0x7fff203fa000 - 0x7fff20425fff libsystem_info.dylib (542.40.3) <0C96CFE8-71F5-3335-8423-581BC3DE5846> /usr/lib/system/libsystem_info.dylib\n 0x7fff20426000 - 0x7fff208c1fff com.apple.CoreFoundation (6.9 - 1774.101) <2A0E160E-9EE6-3B23-8832-6979A16EC250> /System/Library/Frameworks/CoreFoundation.framework/Versions/A/CoreFoundation\n 0x7fff208c2000 - 0x7fff20af1fff com.apple.LaunchServices (1122.11 - 1122.11) <9ACD5692-3B92-3E6E-8B24-56ADCC911556> /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/LaunchServices.framework/Versions/A/LaunchServices\n 0x7fff20af2000 - 0x7fff20bc5fff com.apple.gpusw.MetalTools (1.0 - 1) <B1FDD261-7707-3E20-A6C2-99D9AF46356B> /System/Library/PrivateFrameworks/MetalTools.framework/Versions/A/MetalTools\n 0x7fff20bc6000 - 0x7fff20e29fff libBLAS.dylib (1336.40.1) <92702864-A5C6-3E22-86F6-DB329532674A> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libBLAS.dylib\n 0x7fff20e2a000 - 0x7fff20e77fff com.apple.Lexicon-framework (1.0 - 86.1) <2F429EBD-1BD2-3057-B760-8A81546DBD6F> /System/Library/PrivateFrameworks/Lexicon.framework/Versions/A/Lexicon\n 0x7fff20e78000 - 0x7fff20ee6fff libSparse.dylib (106) <B889DE4E-7356-3CC8-A13E-68D15E2024DF> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libSparse.dylib\n 0x7fff20ee7000 - 0x7fff20f64fff com.apple.SystemConfiguration (1.20 - 1.20) <3518EA0E-C32D-32CC-81B9-0F3C83B6430C> /System/Library/Frameworks/SystemConfiguration.framework/Versions/A/SystemConfiguration\n 0x7fff20f65000 - 0x7fff20f9afff libCRFSuite.dylib (50) <970D1F7B-5DBD-355F-80D8-C820AA1626D2> /usr/lib/libCRFSuite.dylib\n 0x7fff20f9b000 - 0x7fff211d2fff libmecabra.dylib (929.1.1) <102A0AD8-D119-340B-B652-B75F0AAB1C7E> /usr/lib/libmecabra.dylib\n 0x7fff211d3000 - 0x7fff21536fff com.apple.Foundation (6.9 - 1774.101) <8D9081B3-3F6A-31A0-9B20-1AE5CD8DD747> /System/Library/Frameworks/Foundation.framework/Versions/C/Foundation\n 0x7fff21537000 - 0x7fff21623fff com.apple.LanguageModeling (1.0 - 247.1) <1A05BCD7-232F-3950-936D-EC0F95BA3FB0> /System/Library/PrivateFrameworks/LanguageModeling.framework/Versions/A/LanguageModeling\n 0x7fff21624000 - 0x7fff2175afff com.apple.CoreDisplay (231.3 - 231.3) <6DD6A260-800F-3284-842C-8E4CB9EA47FF> /System/Library/Frameworks/CoreDisplay.framework/Versions/A/CoreDisplay\n 0x7fff2175b000 - 0x7fff219d1fff com.apple.audio.AudioToolboxCore (1.0 - 1180.25) <DEE2C5BA-BFD1-349F-A10A-B10717BA8F7C> /System/Library/PrivateFrameworks/AudioToolboxCore.framework/Versions/A/AudioToolboxCore\n 0x7fff219d2000 - 0x7fff21bbafff com.apple.CoreText (677.3.0.4 - 677.3.0.4) <9A8DC9A0-1A80-3A26-ACA0-A245D3FFF921> /System/Library/Frameworks/CoreText.framework/Versions/A/CoreText\n 0x7fff21bbb000 - 0x7fff2225ffff com.apple.audio.CoreAudio (5.0 - 5.0) <801E2D1E-7EA5-37DA-8F44-B6D7DD3CE5B9> /System/Library/Frameworks/CoreAudio.framework/Versions/A/CoreAudio\n 0x7fff22260000 - 0x7fff225b1fff com.apple.security (7.0 - 59754.80.3) <B377D7C7-EDB6-3737-B492-E9872F4C6469> /System/Library/Frameworks/Security.framework/Versions/A/Security\n 0x7fff225b2000 - 0x7fff22813fff libicucore.A.dylib (66109) <8F8D8A8B-4EE0-3C09-9F45-725A1FBDD38C> /usr/lib/libicucore.A.dylib\n 0x7fff22814000 - 0x7fff2281dfff libsystem_darwin.dylib (1439.40.11) <E016D8F7-C87F-36F8-B8A0-6A61B8E4BACB> /usr/lib/system/libsystem_darwin.dylib\n 0x7fff2281e000 - 0x7fff22b05fff com.apple.CoreServices.CarbonCore (1307 - 1307) <B857EADF-D517-34E8-8053-34C0E6695250> /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/CarbonCore.framework/Versions/A/CarbonCore\n 0x7fff22b06000 - 0x7fff22b44fff com.apple.CoreServicesInternal (476 - 476) <0DA95074-B315-3B84-B8A3-BAEDC4471A2C> 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com.apple.LoginUICore (4.0 - 4.0) <7225326A-7704-362D-B64E-4ABF4A221F88> /System/Library/PrivateFrameworks/LoginUIKit.framework/Versions/A/Frameworks/LoginUICore.framework/Versions/A/LoginUICore\n 0x7fff33238000 - 0x7fff33238fff com.apple.ApplicationServices (48 - 50) <42B48E32-1918-3178-8DE0-E8126B9EC088> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/ApplicationServices\n 0x7fff33539000 - 0x7fff33539fff libHeimdalProxy.dylib (79) <85526E13-1E48-377A-A700-EE3F5648A6E3> /System/Library/Frameworks/Kerberos.framework/Versions/A/Libraries/libHeimdalProxy.dylib\n 0x7fff335ec000 - 0x7fff335ecfff com.apple.audio.units.AudioUnit (1.14 - 1.14) <8CF768B8-836B-3DA8-9F0A-8CF840348202> /System/Library/Frameworks/AudioUnit.framework/Versions/A/AudioUnit\n 0x7fff33611000 - 0x7fff33653fff com.apple.StreamingZip (1.0 - 1) <157C7AC0-9F73-3FF5-A276-54EC3CAE958A> /System/Library/PrivateFrameworks/StreamingZip.framework/Versions/A/StreamingZip\n 0x7fff33696000 - 0x7fff3369bfff com.apple.PushKit (1.0 - 1) <4D0A6539-611C-3B9C-A67D-D45CDEEC8CDC> /System/Library/Frameworks/PushKit.framework/Versions/A/PushKit\n 0x7fff3369c000 - 0x7fff336d2fff com.apple.C2 (1.3 - 569) <817D8F9D-1801-3E6D-846A-7002174B59CB> /System/Library/PrivateFrameworks/C2.framework/Versions/A/C2\n 0x7fff33705000 - 0x7fff33f12fff com.apple.vision.EspressoFramework (1.0 - 256.2.2) <70E23334-A179-3671-A930-A7AB9EC77BDD> /System/Library/PrivateFrameworks/Espresso.framework/Versions/A/Espresso\n 0x7fff33f13000 - 0x7fff33f2afff com.apple.ANEServices (4.52 - 4.52) <50EF6199-93EF-3227-B64A-313BC1DF41AE> /System/Library/PrivateFrameworks/ANEServices.framework/Versions/A/ANEServices\n 0x7fff342c7000 - 0x7fff3458afff com.apple.spotlight.index (10.7.0 - 2150.7.5) <0056D8F9-D6CF-3586-974C-80902DF8952A> /System/Library/PrivateFrameworks/SpotlightIndex.framework/Versions/A/SpotlightIndex\n 0x7fff345a3000 - 0x7fff345f3fff com.apple.ChunkingLibrary (334 - 334) <CBEBDC8A-CCE4-3A21-915C-D2F3FB20B900> /System/Library/PrivateFrameworks/ChunkingLibrary.framework/Versions/A/ChunkingLibrary\n 0x7fff34ebf000 - 0x7fff34ed5fff com.apple.CoreML.AppleNeuralEngine (1.0 - 1) <A2E78405-4382-3A23-8638-56E1A5D14543> /System/Library/PrivateFrameworks/AppleNeuralEngine.framework/Versions/A/AppleNeuralEngine\n 0x7fff3503b000 - 0x7fff3503efff com.apple.Cocoa (6.11 - 23) <B0F6AF8E-B85C-3C5C-9812-9CD8BC07ADB2> /System/Library/Frameworks/Cocoa.framework/Versions/A/Cocoa\n 0x7fff36482000 - 0x7fff3649dfff com.apple.openscripting (1.7 - 190) <E3815884-A406-3CF6-82C1-BEDC772A9081> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/OpenScripting.framework/Versions/A/OpenScripting\n 0x7fff3649e000 - 0x7fff364a1fff com.apple.securityhi (9.0 - 55008) <F7E1C957-65AF-39E5-8BBA-9D7C7C9D30B6> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/SecurityHI.framework/Versions/A/SecurityHI\n 0x7fff364a2000 - 0x7fff364a5fff com.apple.ink.framework (10.15 - 227) <E3D118A5-7A62-3893-ADAC-E0A9F45314C9> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/Ink.framework/Versions/A/Ink\n 0x7fff364a6000 - 0x7fff364a9fff com.apple.CommonPanels (1.2.6 - 101) <F46676FA-60F3-30CC-BF48-F5BB6E66E576> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/CommonPanels.framework/Versions/A/CommonPanels\n 0x7fff364aa000 - 0x7fff364b1fff com.apple.ImageCapture (1708.1 - 1708.1) <AC709D2F-7C16-3645-BB20-19DD1414E210> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/ImageCapture.framework/Versions/A/ImageCapture\n 0x7fff3949f000 - 0x7fff394a2fff com.apple.OSAServicesClient (1.0 - 1) <201350F5-56C4-3342-AD10-4BE20772C52B> /System/Library/PrivateFrameworks/OSAServicesClient.framework/Versions/A/OSAServicesClient\n 0x7fff3c090000 - 0x7fff3c24bfff libFosl_dynamic.dylib (200) <83EE0261-E5F6-3607-8897-B03B2B954B15> /usr/lib/libFosl_dynamic.dylib\n 0x7fff3d1a8000 - 0x7fff3d1abfff com.apple.print.framework.Print (15 - 271) <F3F40AFD-1743-34E6-8BD3-6A577E3BD590> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/Print.framework/Versions/A/Print\n 0x7fff3d1ac000 - 0x7fff3d1affff com.apple.Carbon (160 - 164) <7395C7E9-AE3B-3547-8773-4F3A70B241AA> /System/Library/Frameworks/Carbon.framework/Versions/A/Carbon\n 0x7fff3d434000 - 0x7fff3d453fff com.apple.private.SystemPolicy (1.0 - 1) <29F5E3FE-CF12-3242-9FD3-4950DA38E4D0> /System/Library/PrivateFrameworks/SystemPolicy.framework/Versions/A/SystemPolicy\n 0x7fff3d600000 - 0x7fff3d61dfff com.apple.sidecar-core (1.0 - 228) <78195DB7-D409-3B46-B8C8-3B70538D3CDC> /System/Library/PrivateFrameworks/SidecarCore.framework/Versions/A/SidecarCore\n 0x7fff3dd7d000 - 0x7fff3dd88fff com.apple.MallocStackLogging (1.0 - 1) <507894FA-6738-372B-9A10-C38AFC9DA079> /System/Library/PrivateFrameworks/MallocStackLogging.framework/Versions/A/MallocStackLogging\n 0x7fff3dd9e000 - 0x7fff3ddb0fff libmis.dylib (274.60.2) <6C720DC2-E50E-3A8D-8494-F8C007DF8DF4> /usr/lib/libmis.dylib\n 0x7fff3ddb1000 - 0x7fff3ddb4fff com.apple.gpusw.GPURawCounter (17.3 - 12.0) <070CF9B7-EE89-39F3-B0F6-26D4974AD3A8> /System/Library/PrivateFrameworks/GPURawCounter.framework/Versions/A/GPURawCounter\n 0x7fff3e2c0000 - 0x7fff3e2d1fff com.apple.sidecar-ui (1.0 - 228) <E0B4A84C-7E8D-338B-8269-DAA5AE1ED094> /System/Library/PrivateFrameworks/SidecarUI.framework/Versions/A/SidecarUI\n 0x7fff4153a000 - 0x7fff41569fff libncurses.5.4.dylib (57) <CAD79205-84C0-3731-AED8-EDEF51ACC872> /usr/lib/libncurses.5.4.dylib\n 0x7fff4156a000 - 0x7fff41573fff com.apple.IOAccelMemoryInfo (1.0 - 1) <544B95BE-810E-3D94-AEB1-D5C117D946D7> /System/Library/PrivateFrameworks/IOAccelMemoryInfo.framework/Versions/A/IOAccelMemoryInfo\n 0x7fff419aa000 - 0x7fff419c8fff libCGInterfaces.dylib (544.2) <2BC461CE-B7FA-33F3-A36B-64F54FB371B5> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vImage.framework/Versions/A/Libraries/libCGInterfaces.dylib\n 0x7fff43fb8000 - 0x7fff44231fff com.apple.RawCamera.bundle (9.10.0 - 1430) <3E7403EB-156C-36C7-93AD-1356447D5310> /System/Library/CoreServices/RawCamera.bundle/Contents/MacOS/RawCamera\n 0x7fff46cb9000 - 0x7fff46cc4fff libGPUSupportMercury.dylib (18.1.1) <1321060E-8F56-3917-8F4D-510A4DB45798> /System/Library/PrivateFrameworks/GPUSupport.framework/Versions/A/Libraries/libGPUSupportMercury.dylib\n 0x7fff48327000 - 0x7fff48376fff com.apple.osanalytics.OSAnalytics (1.0 - 1) <CADD88A2-87A8-3879-8759-D3C112A6844F> /System/Library/PrivateFrameworks/OSAnalytics.framework/Versions/A/OSAnalytics\n 0x7fff4c3d2000 - 0x7fff4c3d5fff com.apple.FinderSyncPriv (1.3 - 1350.2.10) <121C1E64-B0BE-389F-A35D-DD44D84129E8> /System/Library/PrivateFrameworks/FinderSyncPriv.framework/Versions/A/FinderSyncPriv\n 0x7fff522ff000 - 0x7fff52391fff com.apple.Symbolication (12.2 - 64541.7.1) <FA39B702-6E08-3F11-953F-5EC1EFB993BB> /System/Library/PrivateFrameworks/Symbolication.framework/Versions/A/Symbolication\n 0x7fff564d5000 - 0x7fff564d8fff com.apple.ForceFeedback (1.0.6 - 1.0.6) <8782199E-5556-3FB6-87E8-03472B480BAA> /System/Library/Frameworks/ForceFeedback.framework/Versions/A/ForceFeedback\n 0x7fff5eada000 - 0x7fff5ef6afff com.apple.driver.AppleIntelKBLGraphicsMTLDriver (16.1.12 - 16.0.1) <2B7EEE40-F4BD-32CD-B5A3-51F67B57AA69> /System/Library/Extensions/AppleIntelKBLGraphicsMTLDriver.bundle/Contents/MacOS/AppleIntelKBLGraphicsMTLDriver\n 0x7fff5ef6b000 - 0x7fff5f97efff libSC.dylib (4.2.15) <86667FD2-E9BB-39FE-82E9-7B1F0230A922> /System/Library/Extensions/AMDShared.bundle/Contents/PlugIns/libSC.dylib\n 0x7fff5fcc7000 - 0x7fff60caafff com.apple.driver.AppleIntelKBLGraphicsGLDriver (16.1.12 - 16.0.1) <7E0C9E81-E41B-3D24-AB0B-84295B61FADF> /System/Library/Extensions/AppleIntelKBLGraphicsGLDriver.bundle/Contents/MacOS/AppleIntelKBLGraphicsGLDriver\n 0x7fff6a490000 - 0x7fff6a494fff libmetal_timestamp.dylib (31001.161) <DF0A6F36-E486-3656-A6F2-9BA9A0CF2159> /System/Library/PrivateFrameworks/GPUCompiler.framework/Versions/31001/Libraries/libmetal_timestamp.dylib\n 0x7fff6c8fe000 - 0x7fff6c904fff libCoreFSCache.dylib (177.22) <44489BD1-3963-35DF-86F1-DE95778AC0DB> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libCoreFSCache.dylib\n 0x7fff6c905000 - 0x7fff6c909fff libCoreVMClient.dylib (177.22) <989F6CBF-CCEF-340D-9CB5-EC4133707040> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libCoreVMClient.dylib\n 0x7fff6c90a000 - 0x7fff6c919fff com.apple.opengl (18.1.1 - 18.1.1) <F70AF1B3-D17A-3A0E-A8AC-9D45C5B52BA9> /System/Library/Frameworks/OpenGL.framework/Versions/A/OpenGL\n 0x7fff6c91a000 - 0x7fff6c91cfff libCVMSPluginSupport.dylib (18.1.1) <AF77D964-9A4C-3690-AF62-4E05825DC9BF> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libCVMSPluginSupport.dylib\n 0x7fff6c91d000 - 0x7fff6c925fff libGFXShared.dylib (18.1.1) <45A1FFDC-03B7-3D64-AFAF-16D321B53D28> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGFXShared.dylib\n 0x7fff6c926000 - 0x7fff6c959fff libGLImage.dylib (18.1.1) <16D10CE1-C2A1-3E24-A617-766CB6E9133C> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGLImage.dylib\n 0x7fff6c95a000 - 0x7fff6c996fff libGLU.dylib (18.1.1) <F0DD35B5-3692-3BE5-AD3D-4F6B237EF6AD> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGLU.dylib\n 0x7fff6c997000 - 0x7fff6cb2bfff libGLProgrammability.dylib (18.1.1) <F8A8DACC-1932-3DEF-A269-396E4981B4D0> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGLProgrammability.dylib\n 0x7fff6cb2c000 - 0x7fff6cb36fff libGL.dylib (18.1.1) <68ABAADE-2DB4-3412-9F36-CA1AEAC8E9F6> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGL.dylib\n 0x7fff6cb37000 - 0x7fff6ccb2fff GLEngine (18.1.1) <2C9F1F38-F0CA-3416-9A6E-C0E3F40C3AAC> /System/Library/Frameworks/OpenGL.framework/Versions/A/Resources/GLEngine.bundle/GLEngine\n 0x7fff6ccb3000 - 0x7fff6ccdcfff GLRendererFloat (18.1.1) <A66AB383-EE4C-325C-8115-78F2B3FFECC7> /System/Library/Frameworks/OpenGL.framework/Versions/A/Resources/GLRendererFloat.bundle/GLRendererFloat\n 0x7fff6df6d000 - 0x7fff6dfc5fff com.apple.opencl (4.5 - 4.5) <40B70A3B-D981-3E4A-9BEC-F22EF84118F5> /System/Library/Frameworks/OpenCL.framework/Versions/A/OpenCL\n 0x7fff6eee8000 - 0x7fff6ef37fff ATIRadeonX6000SCLib.dylib (4.2.15) <E3B416D3-3876-3218-A68F-A745B103F160> /System/Library/Extensions/AMDRadeonX6000GLDriver.bundle/Contents/MacOS/ATIRadeonX6000SCLib.dylib\n 0x7fff6f857000 - 0x7fff6f879fff com.apple.audio.OpenAL (1.8 - 1.8) <43D5D99A-39C3-30F3-BB9E-5B83EEA9DAFD> /System/Library/Frameworks/OpenAL.framework/Versions/A/OpenAL\n 0x7fff78132000 - 0x7fff78139fff libRosetta.dylib (203.30) <44C477D9-013F-3A6D-A9FE-68A89214E6A5> /usr/lib/libRosetta.dylib\n\nExternal Modification Summary:\n Calls made by other processes targeting this process:\n task_for_pid: 4\n thread_create: 0\n thread_set_state: 0\n Calls made by this process:\n task_for_pid: 0\n thread_create: 0\n thread_set_state: 0\n Calls made by all processes on this machine:\n task_for_pid: 55959\n thread_create: 0\n thread_set_state: 0\n\nVM Region Summary:\nReadOnly portion of Libraries: Total=1.0G resident=0K(0%) swapped_out_or_unallocated=1.0G(100%)\nWritable regions: Total=8.8G written=0K(0%) resident=0K(0%) swapped_out=0K(0%) unallocated=8.8G(100%)\n \n VIRTUAL REGION \nREGION TYPE SIZE COUNT (non-coalesced) \n=========== ======= ======= \nAccelerate framework 512K 4 \nActivity Tracing 256K 1 \nCG backing stores 3456K 6 \nCG image 1180K 10 \nCoreAnimation 84K 9 \nCoreGraphics 12K 2 \nCoreImage 4K 1 \nCoreServices 36K 1 \nCoreUI image data 904K 7 \nFoundation 16K 1 \nKernel Alloc Once 8K 1 \nMALLOC 6.8G 341 \nMALLOC guard page 48K 10 \nMALLOC_MEDIUM (reserved) 1.5G 16 reserved VM address space (unallocated)\nMALLOC_NANO (reserved) 384.0M 1 reserved VM address space (unallocated)\nOpenGL GLSL 256K 3 \nSTACK GUARD 164K 41 \nStack 73.8M 42 \nVM_ALLOCATE 92.1M 777 \n__CTF 759 1 \n__DATA 89.4M 371 \n__DATA_CONST 17.6M 215 \n__DATA_DIRTY 918K 116 \n__FONT_DATA 4K 1 \n__GLSLBUILTINS 5176K 1 \n__LINKEDIT 545.7M 25 \n__OBJC_RO 60.5M 1 \n__OBJC_RW 2449K 2 \n__TEXT 461.6M 370 \n__UNICODE 588K 1 \nmapped file 260.7M 39 \nshared memory 40K 4 \n=========== ======= ======= \nTOTAL 10.2G 2421 \nTOTAL, minus reserved VM space 8.3G 2421 \n\nModel: MacBookPro16,1, BootROM 1554.80.3.0.0 (iBridge: 18.16.14347.0.0,0), 8 processors, 8-Core Intel Core i9, 2,3 GHz, 32 GB, SMC \nGraphics: kHW_IntelUHDGraphics630Item, Intel UHD Graphics 630, spdisplays_builtin\nGraphics: kHW_AMDRadeonPro5500MItem, AMD Radeon Pro 5500M, spdisplays_pcie_device, 8 GB\nMemory Module: BANK 0/ChannelA-DIMM0, 16 GB, DDR4, 2667 MHz, SK Hynix, -\nMemory Module: BANK 2/ChannelB-DIMM0, 16 GB, DDR4, 2667 MHz, SK Hynix, -\nAirPort: spairport_wireless_card_type_airport_extreme (0x14E4, 0x7BF), wl0: Sep 11 2020 17:01:15 version 9.30.440.2.32.5.61 FWID 01-1d69e4b4\nBluetooth: Version 8.0.3d9, 3 services, 25 devices, 1 incoming serial ports\nNetwork Service: Wi-Fi, AirPort, en0\nUSB Device: USB 3.1 Bus\nUSB Device: USB Receiver\nUSB Device: Apple T2 Bus\nUSB Device: Composite Device\nUSB Device: Touch Bar Backlight\nUSB Device: Touch Bar Display\nUSB Device: Apple Internal Keyboard / Trackpad\nUSB Device: Headset\nUSB Device: Ambient Light Sensor\nUSB Device: FaceTime HD Camera (Built-in)\nUSB Device: Apple T2 Controller\nThunderbolt Bus: MacBook Pro, Apple Inc., 63.5\nThunderbolt Bus: MacBook Pro, Apple Inc., 63.5\n```\n\n- Random\n", "Smoke darkening/miscoloration with multiple inflow objects\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.15\n\nBroken: version: 2.82 (sub 6)\nWorked: (optional)\n\nHaving 2 or more inflow objects in a smoke simulation, each with its own smoke color, causes darkening and other hue color glitches, even when the two smokes don't mix. At first I thought this was maybe an intended effect, like burning smoke, but with just one flow object the smoke comes out with a proper uniform color.\n\nOpen this file, select the domain and bake the smoke sim to see the darkening, you can see it better in Cycles. You can move the object \"model2\" out of the Flows collection and rebake again with just one Flow object, and see the color to compare\n\nThe attached images use a saturation node on the shader to exagerate the color so you guys can see it more clearly\n\n[BUGREPORT_smoke.blend](BUGREPORT_smoke.blend)\n\n![1 flow model in the domain.png](1_flow_model_in_the_domain.png)\n\n![2 flow models in the domain, saturation exagerated.png](2_flow_models_in_the_domain__saturation_exagerated.png)", "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", "Blender full crash during smoke+noise baking \"EXCEPTION_ACCESS_VIOLATION\"\nOperating system: Windows 10\nGraphics card: Nvidia RTX 3090\nCPU: Ryzen 5900X\n[system-info.txt](system-info.txt)\n\nBroken: 2.92\n\nEvery single time I try to bake a high res particle system, in this case, fire at 256 + default noise settings, it never gets to complete the render and the blender crashes completely (including the console running in the background) at around frame 60 / 150.\nPausing and resuming baking sometimes works but most of the time it instantly crashes on the resume.\n\nEdit:\nI currently have 32 GB RAM and they are not really under much use during the bake.\nI tried with an RTX 3070 and Ryzen 5800x and the same issue.\n\nCrash file:\n\n\n```lines=30\n# Blender 2.92.0, Commit date: 2021-02-24 16:25, Hash 02948a2cab44\n\n# backtrace\nException Record:\n\nExceptionCode : EXCEPTION_ACCESS_VIOLATION\nException Address : 0x00007FF76E01AD1A\nException Module : blender.exe\nException Flags : 0x00000000\nException Parameters : 0x2\n\tParameters[0] : 0x0000000000000000\n\tParameters[1] : 0x000001C8281373F8\n\n\nStack trace:\nblender.exe :0x00007FF76E01A850 adaptive_domain_adjust\nblender.exe :0x00007FF76E021580 update_flowsfluids\nblender.exe :0x00007FF76E01F380 manta_step\nblender.exe :0x00007FF76E018CD0 BKE_fluid_modifier_processDomain\nblender.exe :0x00007FF76E018530 BKE_fluid_modifier_do\nblender.exe :0x00007FF76E2CC220 modifyMesh\nblender.exe :0x00007FF76E0C4DF0 mesh_calc_modifiers\nblender.exe :0x00007FF76E0C4AF0 mesh_build_data\nblender.exe :0x00007FF76E0C7170 makeDerivedMesh\nblender.exe :0x00007FF76E0A65F0 BKE_object_handle_data_update\nblender.exe :0x00007FF76E0A6320 BKE_object_eval_uber_data\nblender.exe :0x00007FF771D6AFA0 std::_Func_impl_no_alloc<std::_Binder<std::_Unforced,void (__cdecl&)(Depsgraph * __ptr64,Main * __p\nblender.exe :0x00007FF771D69380 blender::deg::`anonymous namespace'::evaluate_node\nblender.exe :0x00007FF771D69330 blender::deg::`anonymous namespace'::deg_task_run_func\ntbb.dll :0x00007FFDEAAF51D0 tbb::interface7::internal::isolate_within_arena\nblender.exe :0x00007FF771DEE500 tbb::internal::function_task<Task>::execute\ntbb.dll :0x00007FFDEAB037A0 tbb::recursive_mutex::scoped_lock::internal_try_acquire\ntbb.dll :0x00007FFDEAB037A0 tbb::recursive_mutex::scoped_lock::internal_try_acquire\ntbb.dll :0x00007FFDEAAF51D0 tbb::interface7::internal::isolate_within_arena\ntbb.dll :0x00007FFDEAAFA490 tbb::task_scheduler_init::terminate\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThreads:\nThread : 00002380\nntdll.dll :0x00007FFDEFFED280 NtDelayExecution\nKERNELBASE.dll :0x00007FFDEDB18FE0 SleepEx\nblender.exe :0x00007FF76E122380 wm_window_process_events\nblender.exe :0x00007FF76E1184D0 WM_main\nblender.exe :0x00007FF76DE09C70 main\nblender.exe :0x00007FF772313468 __scrt_common_main_seh\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 000024a0\nntdll.dll :0x00007FFDEFFF0650 NtWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFDEFFA2680 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 0000549c\nntdll.dll :0x00007FFDEFFF0650 NtWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFDEFFA2680 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00006094\nntdll.dll :0x00007FFDEFFF0650 NtWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFDEFFA2680 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00003a78\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 0000722c\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 000058fc\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00004090\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00005f20\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 000029a4\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 000047b8\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00005718\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00003ba0\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00002ae4\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00006820\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00001738\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00003c44\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00004984\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00006c48\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 0000389c\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00002d68\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00002f90\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00007248\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00005010\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 000027d8\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00002668\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 0000571c\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 000017f0\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 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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)", "Smoke simulation - Sampling Substeps not working with modifiers\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.75\n\nBroken: version: 2.83 (sub 13)\n\nIn a smoke simulation, the substeps do not work as soon as the emitter object is moved by a modifier.\n\n - With the default cube, hit f3 search \"quick smoke\" to quickly set up a smoke simulation.\n - Animate the cube's translation using different methods, including armature-based animation (which uses a modifier).Make the translation fast enough so there's a clear gap between two frames.\n - Se what happens with and without the sampling substeps on the emitter's options\n\nAlternatively, use this simple demo file in which each situation I can think of is represented. You just need to bake the simulation.\n\n[substeps_broken.blend](substeps_broken.blend)\n\n![substeps-broken.png](substeps-broken.png)\n\n\n", "v2.79 - Particle System \"Current Cache to Bake\" Not Work\nWindows 10 Enterprise 64-bit\nNvidia GeForce GTX1080Ti\n\nBroken: v2.79(5bd8ac9)\nWorked: (optional)\n\nAfter previewed and cached the simulation, I cannot read back the cached files after hitting \"Current Cache to Bake\", instead I have to hit the \"Bake\" button to bake it all again(spend the same amount of time as the first time caching it). This way I can read back the baked files and use on any new objects. However It would be nice if \"Current Cache to Bake\" works so I can save some time on every simulation I have already cached.\n\n1. Create a simple mesh(e.g. a plane).\n2. Add a new particle system.\n3. Set up a simple simulation(e.g. set normal velocity to 40 to simulate a fountain).\n4. Go to Cache tab, check Disk Cache, double click the cache and give a simple name(e.g. 001).\n5. Put timeline indicator to frame 0 and hit play, and then it will cache the simulation on a new folder next to your .blend file.\n6. After it is cached, hit \"Current Cache to Bake\".\n7. In the same Cache tab, check \"external\", locate the file path, and leave the cache file name as \"001\"(as you named it). Leave the Index Number to 0.\n8. It shall now indicate that \"2 Points are Found!\"(where you shall have 1000 points by default). If you hit play it will only play 2 out of the 1000 particles you have cached.\n9. Now return to Step 6, hit the \"Bake\" button instead of \"Current Cache to Bake\", the progress bar will show and it will take the same amount of time as your first time played(cached) the simulation.\n10. After baked, repeat Step 7, you should get \"1000 Points Found!\" now.\n", "Cycle gpu rendering crashes randomly\nOperating system: Win11\nGraphics card: Nvidia RTX 3070 Ti\n\nbroken: all 3.0 versions\n\nRenders keep crashing randomly when I’m using my gpu with cycles, I updated my drivers, my memory use is okay, I tried to not use denoiser, lower my samples, resolution etc but nothing works, sometimes it render 10 frames sometimes 100 but it can't render my whole animation without crashing (also for animations with low poly count and small textures tiles) \nDon't know how to read the crash log file.\n\n", "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.", "rendering crashed\nOperating system:\nGraphics card:\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\n\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n", "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)", "Smoke Domain Showing Erratically and Incorrectly\nOperating system: Linux-5.19.0-46-generic-x86_64-with-glibc2.35 64 Bits, X11 UI\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 535.54.03\n\nBroken: version: 3.6.1\nWorked: I think 3.5.1 was working correctly. I tested on 3.3 and had similar problems.\n\nSmoke domains are showing in the viewport rendered view and separately in renders.\n\n\nTest file link: t-Xqh0QbgWyU\n\nSmoke domains with effects set to occur later in the file are showing as textured erratically throughout the timeline. Attached are 3 images from a render showing the problem and 2 images taken from the submitted test file. The 2 images come from the same frame - one is a screen capture of the viewport and the other is a render.\n\nTo replicate simply move through the timeline and the smoke domain will show its texture off and on until the situational, and then will continue to behave erratically.\n\n- I tried re-baking using \"Uni Cache\" instead of OpenVDB, but still with the same problem.\n\n![image](attachment)\n\n" ]
[ "SERIOUS BUG: Blender 2.90 crashes when rendering a frame outside of mantaflow cache range.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.77\n\nBroken: version: 2.90.1\n\n\nBlender crashes when rendering a frame outside of mantaflow cache range.\n\nStart Blender, select the default cube. Select \"Object > Quick Effects > Quick smoke\". Go to the \"Physics Properties\", no need to bake. See the Cache range, by default it's from frame 1 to frame 250. If you render between those frames it's ok, but if you render lower than the first frame or higher than the last frame Blender will crash.\n", "Blender crashes when trying to render a frame outside of the range of a baked fluid simulation\nOperating system: Darwin-19.6.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon R9 M370X OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.10.16\n\nBroken: version: 2.90.0\nWorked: N/A\n\nBlender crashes when trying to render a frame outside of the range of a baked fluid simulation.\n\nI do not think I can include the .blend file because of the required baked data that must be included, but here is how I found the bug:\n\nI created a fire + smoke simulation and baked the data (once using uni cache and once using openvdb to make sure it was not due to the volume formatting). My simulation started at frame 111 and ended at frame 260, but my total animation went from frame 1 to 300. Every time I tried to render (using cycles render) a frame that was prior to the simulation (frame 1 through 110), Blender would crash. I had no problem rendering frames after 111. I experienced this on both Mac and Windows devices running Blender 2.90. My solution to this was to animate the renderability of both the domain and emitter (although I don't know if both are necessary, likely just the domain) to only render from frames 111 through 260. Outside of that range, they would not render. This allowed me to complete my renders outside of the simulation range without Blender crashing.\n\nIf more details are required, I am more than happy to include more information or upload a folder with the .blend file and baked data to reproduce the error.\n\nBest,\nJustin\n\n" ]
Blender navigation icons disappear sometimes in mac os mojave Operating system: Mac osx mojave Graphics card: radeon pro vega 56 8 giga Blender 2.8 final realise Worked: (optional) Navigation icon disappear ![Schermata 2019-07-31 alle 09.19.26.png](Schermata_2019-07-31_alle_09.19.26.png)
[ "Broken simulation nodes cache indicator in timeline\nOperating system: ubuntu 20.04\nGraphics card: Geforce MX230\n\nBroken: 3.6 Beta\n\nWhen Simuation nodes caching is disabled, indicator from timeline is not disappear, and behaves incorrectly:\n1. Under the widget of the current frame there is a piece of the indicator \n2. when moving the current frame to the left, a piece of the indicator remains in place, and after the operation is terminated, it returns under the widget of the current frame\n[2023-05-20 17-30-40.mp4](attachment)\n\n1. Open blend file\n2. perform the operations specified in the description\n\n", "VSE Transform Tools: Images moved outside the preview area disappear\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 462.59\n\nBroken: version: 3.0.0 Alpha\n\n\nImages moved outside the preview area disappear when unselected.\n\nWhen moving elements outside the visible area, they're drawn under the dark area, so they simply disappear if you deselect them. They should be drawn on top of the dark area instead. In the 3d view elements are not covered by black, so this is also inconsistent behaviour. \n\n{[F10405609](outside.gif), size=full}\n\nD12105#326398\n\n", "Search Filter, when used, vanishes collapsed modifiers headers texts.\nOperating system: Linux-6.4.6-76060406-generic-x86_64-with-glibc2.35 64 Bits, X11 UI\nGraphics card: NVIDIA GeForce RTX 4090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 535.86.05\n\nBroken: version: 3.6.2\n\nSearch Filter, when used, vanishes collapsed modifiers headers texts.\n\n![2023-08-23_15-53.jpeg](attachment)\n\n<video src=\"attachment\" title=\"Peek 2023-08-23 15-53.mp4\" controls></video>\n\nType any text in the search filter for some object with a bunch of modifiers collapsed and the texts on the box are gone. They are only displayed if modifiers are expanded.\n\n", " Startup File: Header Collapse Menu not restored after restarting blender\nOperating system: windows 10 64bit\nGraphics card: Nvidia gtx m860\n\nBroken:\nversion: 2.80 (sub 37), branch: blender2.8, commit date: 2018-12-16 00:27, hash: 4488056f3d9, type: Release\n\nWorked: (optional)\n2.79b\n\nwhen using Collapse Menu on the header and restarting blender the setting is ignored and the header menu is expanded again.\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n1. open blender 2.8\n2. collapse the header menu\n![image.png](image.png) ![image.png](image.png)\n3. save startup file so we save the header configuration\n![image.png](image.png)\n4. restart blender\n5.the Header menu is expanded again after a restart, other headers like the editor menu stay collapsed after a restart.\n![image.png](image.png)\n", "Application Template: Cannot get rid of \"Metadata\" panel\nOperating system: Darwin-18.6.0-x86_64-i386-64bit 64 Bits\nGraphics card: Intel Iris OpenGL Engine Intel Inc. 4.1 INTEL-12.9.22\n\nBroken: version: 2.83.1\n\nWhen wiping the whole UI, the \"Metadata\" panel remains.\n\n- Install application template: [bug.zip](bug.zip)\n- Load it.\n- The UI is empty but the \"Metadata\" panel remains when it should have been unregistered.\n\n", "Sculpt mode: annotation and unhide conflicts with Multiresolution modifier\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\n**Broken: version:**\n2.93.0 Alpha.\n3.0.0 Alpha\n\nUse of annotation tool unhides the hidden face\n\n**Steps to Reproduce the error**\n- Open .blend file\n- Hide the faces with Box Hide tool\n- Erase the word \"Erase\" with annotation tool (hidden part will appear)\n- Repeat step 2.\n- Draw a line with annotation tool. (Hidden part will reappear)\n\nTest File:\n[#87821.blend](T87821.blend)\n[Blender [C__Users_Pratik_Downloads_T87821.blend] 2021-07-12 09-55-06.mp4](Blender__C__Users_Pratik_Downloads_T87821.blend__2021-07-12_09-55-06.mp4)\n", "Radius in place of Size at Empty viewport menu\nI{[F6596506](RIGHT.JPG)}\n\n![WRONG.JPG](WRONG.JPG) am new to blender and not know where to post this but plz check it.It seem wrong to me\nthanks", "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", "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)", "Proposal to highlight menus during menu search\nThis is a small quality of life feature for menu search.\n\nFor each search result item selected, we highlight the menu where it lives. In this case Clear Seam is in the Edge menu:\n\n![Screenshot 2020-02-24 at 11.02.29.png](Screenshot_2020-02-24_at_11.02.29.png)\n\n(split out from #74157 (Use menus for operator search & various improvements)).", "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", "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)", "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)", "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", "Missing icons for the release\nThere are typically a few new features for each release that need an icon. We can collect them here and make sure they are added before the release (before Bcon3 really).\n\nCurrently missing:\n\n- [x] Geometry Nodes Editor\n- [x] Line art modifier\n- [ ] Attribute domains {[F10162715](image.png) size=full}\n - Face corner icon is using a node snapping icon\n - Points probably shouldn't have a line\n - An icon for curve control points would be great\n- [ ] Asset icon (? Could re-use the Asset Browser icon, but rather have a dedicated one)\n- [ ] Asset Browser \"Unassigned\" catalog item\n- [ ] Asset Browser \"All\" catalog tree item (? Could also just be a regular parent item)\n- [ ] Asset Browser \"Open Blend File\" button\n\n- [x] Blender File (`FILE_BLEND` currently uses the Blender logo, which is wrong)\n\n**Sculpt tools:**\n*Postponed for the next release.*\n* - [ ] ~~Mask Filter Tool~~\n* - [ ] ~~Scene Project Brush Tool~~" ]
[ "Icons disappear in gizmos\nOperating system: Mac OS X\nGraphics card: Radeon 2700\n\n2.80 RC 3\n\nIcons in top right gizmos disappear after using non-marked node of rotation gizmo\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\nSelect and use non-marked node of rotation gizmo in upper right corner of viewing window. Rest of gizmos loose their icons", "blender stops working on mac\nThis happens often but I have no steps to reproduce because it seems to happen randomly. \n\nWhat happens is all selection views go away and I notice that the icons for zoom and pan turn black. I'll attach a screen shot. To fix it, I have to restart the application. I'll attach a screenshot that shows the blacked out icons. \n\n\n\nOperating system: Darwin-19.0.0-x86_64-i386-64bit 64 Bits\nGraphics card: Intel Iris Pro OpenGL Engine Intel Inc. 4.1 INTEL-14.2.16\n\nBroken: version: 2.81 (sub 16)\nWorked: (optional)\n\n\n\n", "Icons disappeared\nOperating system: Darwin-18.7.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 560 OpenGL Engine ATI Technologies Inc. 4.1 ATI-2.11.20\n\n\nBroken: version: 2.80 (sub 75)\nWorked: (optional)\n\n![Screenshot 2019-08-13 at 10.48.37.png](Screenshot_2019-08-13_at_10.48.37.png)\nMissing icons for 'Perspective/Ortho switch', 'Toggle camera view', 'Move the view', 'Zoom in/out'\n\nThere are no specific steps - the icons just disappeared (however the circle background colour stays)\n", "Viewport Camera Control Button Icons disappear\nOperating system: Mac\nGraphics card: Intel GPU\n\nBroken: 2.8\n\n\nI first import a model and rig from a VRM file using (VRM_IMPORTER_for_Blender2_8)\nAfter navigating around (I do not change anything, I simply select random bones and what not. I see no consistency to the direct cause of this phenomena), the icons on the Viewport's camera controls for navigating the viewport dissapear (All 4 icons for pan/zoom/etc)\n\nI have no idea if the VRM importer itself triggers this phenomena, or if it always happens, because I have not ever used blender before today. \n\n![Screen Shot 2019-08-09 at 9.30.40 PM.png](Screen_Shot_2019-08-09_at_9.30.40_PM.png)" ]
GPencil: strokes and fills don't show the texture Operating system: Darwin-19.5.0-x86_64-i386-64bit 64 Bits Graphics card: Intel(R) HD Graphics 6000 Intel Inc. 4.1 INTEL-14.6.18 Broken: version: 2.83.0 Grease pencil strokes and fills don't show the texture. And the initial value of the fill location X is set to [-0.500]. Also, "gradient" is not displayed.![ss1.jpg](ss1.jpg) ![ss2.jpg](ss2.jpg)
[ "GP transparent layer doesn't blend with background object \nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.30\n\nBroken: version: 3.0.0 Alpha\n\nI have a foreground grease pencil object, and a background grease pencil object (yellow blob).\nThe foreground object contains a layer set to 0 opacity.\nWhere this layer overlaps the background object in the viewport, the background object is invisible.\nExpected behaviour: the visibility of the background grease pencil object isn't affected by transparent layers in a foreground object.\n\n![100percent.png](100percent.png)\n![0percent.png](0percent.png)\n\n\n[#89286.blend](T89286.blend)\n\nForeground object \"makes hole\" in background, doesn't blend. Rotate viewport camera, suddenly it blends correctly.\nWhen foreground location is set to 0,0,0 it blends correctly too.", "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)", "Texture paint in viewport is not using the color space of the image.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: AMD Radeon RX 5700 XT ATI Technologies Inc. 4.5.14802 Core Profile Context 22.2.1 30.0.14023.7007\n\nBroken: version: 3.2.0 Alpha\n\nIf you paint a noncolor texture like a normal map, painting it directly in the 2D image correcly uses the non-color space, but painting in the viewport doesn't.\n\n\n- With any non-color texture, try to paint both in viewport and in the 2D image\n[2022-02-15 10-34-07.mp4](2022-02-15_10-34-07.mp4)\n\nAditional note: This seems to happens when you sample from the 2D image. By contrast, if you sample the color from the 3D view, you can correctly paint on it, BUT in the 2D viewer the color becomes brighter.", "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.", "Context menus for Grease Pencil layer visibility/lock icons are inconsistent between editors\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: Intel(R) UHD Graphics 620 Intel 4.5.0 - Build 26.20.100.7262\n\nBroken: version: 2.93.0 Beta\nWorked: (unknown)\n\nWhen selecting a Grease Pencil object, the \"Object Data\" tab of the Properties editor shows the object's layers, where each layer has (among others) an eye icon for visibility and a padlock icon for locking. These icons can not only be left-clicked to toggle their state, but also right-clicked to open a context menu for animating them (through keyframes or drivers).\n\nThe Grease Pencil mode of the Dope Sheet editor also lists the layers and also has these icons, but while left-clicking them does the same as in the Properties editor, right-clicking does not: it opens the context menu for the channel instead.\n\nFor the other Dope Sheet icons (\"Use Mask\" and \"Onion Skinning\"), the context menu works as expected.", "Grease Pencil: unable to change erase size while using the Draw tool\nOperating system: Linux-5.19.0-76051900-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: AMD Radeon RX 5700 XT (navi10, LLVM 13.0.1, DRM 3.47, 5.19.0-76051900-generic) AMD 4.6 (Core Profile) Mesa 22.0.5\n\nBroken: version: 3.5.0 Alpha\nWorked: ???\n\nCan't change the size of the eraser brush while erasing while using the draw tool (`Ctrl + LMB`), I can do it with the scroll wheel on the mouse but not with the shortcuts assign for it `[]`\nAlso applies to annotation tool.\n\n- go to greasepencil draw mode\n- draw something\n- hold control to erase\n- try to change the size of the eraser brush while erasing (Either scroll wheel or brackets)", "Line Art Thickness doesn't consider Render Resolution Percentage\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: Intel(R) UHD Graphics 620 Intel 4.5.0 - Build 30.0.101.1122\n\nBroken: version: 3.2.2\nBroken: version: 3.4.0 Alpha\nBroken\n\nWhen using Line Art Modifier, on a Grease Pencil Object in Screen Space Mode, Line Thickness doesn't scale with resolution as expected. \n\n1. Open new General Startup File\n2. Create New Object>Grease Pencil>Scene Line Art\n3. Under Object Data Properties>Strokes>Stroke Thickness and set to World Space\n4. Set Render Resolution % to a factor. line thickness will be different than expected\n\n![image.png](image.png)\n\n![image.png](image.png)\n\n", "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", "Semitransparent grease pencil covers wireframe. Bug or limitation?\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.20\n\nBroken: version: 2.82 (sub 6)\nWorked: (optional)\n\nit looks like this \n![26822638.png](26822638.png)\n[untitled3.blend](untitled3.blend)\nAnd it is difficuilt sometimes to work with wireframe and GP-sketch when I don`t see vertices\n", "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", "GPencil: Enable Z Pass not possible in workbench render engine\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: probably never\n\nIf the workbench render engine is used, grease pencil will still ask for the Z Pass to be actived for rendering:\n\n> Warning: To render grease pencil, enable Combined and Z passes.\n\n\nBut the workbench render engine does not have these options, so I need to switch to one of the other engines to do the change and then switch back.\n\nMaybe this can be solved by always enabling the necessary passes automatically (not the option, just the rendeing) and not forcing the user to do it.\n\n1. Switch to Workbench Render Engine\n2. Add Grease Pencil Object\n3. Render and observe the missing interaction of the default cube with the stroke and the warning at the top\n", "GP Fill Tool not working on Mac with Metal GPU Backend\nOperating system: macOS-13.4-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5500M OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.12.7\n\nBroken: version: 3.5.1\n\nWhen my GPU Backend is set to Metal, the Fill Tool in Grease Pencil is not working. It either doesn't fill, or fills randomly (and yes, my shapes are closed). If I switch my GPU Backend to OpenGL, the Fill Tool works as expected (although I have to click twice)\n\n<video src=\"attachment\" title=\"IMG_8032.MOV\" controls height=\"360\"></video>\n\nWith the Metal Backend turned on in Preferences...\n1. I open a new 2D Animation file.\n2. I select Ink Pen as my brush type.\n3. I draw some simple shapes.\n4. I switch to the Fills layer.\n5. I switch to the Fill Tool.\n6. I switch to a fill material.\n7. I click inside the drawn shapes.\n8. Some shapes fill and some shapes don't.\n\nIn this file there is a case where the Fill tool works with OpenGL but not with Metal: [fill_metal_bug.blend](attachment)", "Grease Pencil: stroke placement \"Surface\" projects onto lamps and empties\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: AMD Radeon HD 5700 Series ATI Technologies Inc. 4.5.13417 Core Profile Context 15.301.1901.0\n\nBroken: version: 2.83 (sub 5)\n\nIf you draw with *Stroke Placement* set to *Surface*, Blender interprets objects such as lamps and empties as surfaces and projects the stroke onto them. \nThis might be a feature rather than a bug. Maybe just \"unexpected behaviour\"?\n\n![20200303_gp_surface_projection.png](20200303_gp_surface_projection.png)\n\n\n1) Create a new \"2D animation\" Blender file.\n2) Create a mesh (A) to project your strokes onto, like a plane for example.\n3) Create a lamp object or an empty (B), and place it in front of A, closer to your viewpoint in space than A.\n4) Select the GP object and go into draw mode.\n5) Set \"Stroke Placement\" to \"Surface\". (You can add an offset of 0.1 for easier visibility.)\n6) Draw over A, crossing over B here and there.\n7) Rotate your viewpoint. The stroke you've drawn should be projected onto A, with a few points projected onto B where they crossed over it.\n\n", "GPencil: Inconsistent brush profile using Line/Shape tool\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 750/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.13\n\nBroken: version: 2.93.0\n\n- When certain brushes with unique characteristics like \"Ink Pen\" or \"Marker Chisel\" brush is selected, and *Draw tool* is used, the brush characteristics (thickness, frequency of effect) are appealing (image: green). \n- But when those brushes are selected, and any *Line/Curve/Shape* tool is used, the brush characteristics have undesired effect (image: red). The peaks are extreme, and the frequency of the extremes along the stroke is high (not as smooth as drawing).\n- (A) The Thickness Profile can reduce the maximum peaks, but not even-out the minimum valleys. (B) The frequency of the brush effect can't be distributed evenly across the stroke. It seems the only way to edit it is through manual sculpting. \n- The number of points (few/many) also doesn't smooth out the effect. \n\n*Also just an additional suggestion, when using line/shape tool in its edit mode (before confirmed with Enter) it would be helpful to be able to adjust its settings (Subdivision, Radius, Strength, Thickness Profile) in real-time to preview the changes - without having to confirm the stroke, undo, change settings, and apply stroke again. Only mouse-wheel scrolling, that controls subdivisions, allows preview of settings changes in real-time.\n\n![inkpen shapes.jpg](inkpen_shapes.jpg)\n\n![inkpen shapes - points.jpg](inkpen_shapes_-_points.jpg)", "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" ]
[ "Grease Pencil - Material - Fill - Style: broken Gradient and Texture\nOperating system: Darwin-19.3.0-x86_64-i386-64bit 64 Bits (Mac OS Catalina 10.15.3)\nGraphics card: Intel Iris Pro OpenGL Engine Intel Inc. 4.1 INTEL-14.4.23\n\nBroken: version: 2.83 (sub 11), same for newer commit from 2020-03-24\nWorked: 2.82a (2020-03-12)\n\nWhen trying to set Gradient or Texture fill style type for GP material nothing happens - always have Solid look.\n[Screen Recording 2020-03-26 at 12.54.14.mov](Screen_Recording_2020-03-26_at_12.54.14.mov)\n\n- from splash select New File - 2D Animation\n- draw shape (circle)\n- go to materials (Solid Stroke is selected by default)\n- check in Fill - change Style to Gradient\n- slide Mix Factor parameter to, for example, 0.5.\nSame for Texture - still Base Color after assigning image and any change to Blend in Fill Texture paremeter.\n\nor \n\n- Open attached file\n[Gradient_Test.blend](Gradient_Test.blend)\n\nAs result, we will see Base Color without any gradient.\n" ]
Proxy preview size affecting translation Operating system: Windows-10-10.0.18362-SP0 64 Bits Graphics card: Intel(R) UHD Graphics 620 Intel 4.5.0 - Build 24.20.100.6025 Broken: version: 2.82 (sub 7) Worked: The same concept worked alright in the same VSE project. I couldn't make it work with one strip. The Render output does not match with the preview in VSE. While reducing the problem to minimum expression, I found out that the proxy render size for preview appears to be affecting the translation numbers when using pixels as the translation unit. Just F12 image in a point and the render doesn't match the proxy. [proyectoErr.blend](proyectoErr.blend) ![image.png](image.png) vs ![image.png](image.png)
[ "Compositor artifacts from image wrapping\nOperating system: Linux-5.15.13-arch1-1-x86_64-with-glibc2.33 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 495.46\n\nBroken: version: 3.1.0 Alpha\nBroken: 2.80 upwards\nWorked: 2.79\n\nIn the compositor, when using a Scale node with a value of < 1.0 after a Translate node with wrapping enabled, a strange pattern can be sometimes seen in the final render (sort of like Z-fighting). Also, re-rendering with the same settings doesn't always yield the same results with this setup.\n\nChanging the chunksize to anything other than 256 seems to fix this for me.\n\n![12_09-52-26.png](12_09-52-26.png)\n\nI've created and attached a .blend file that has the compositor setup in the right way to display this bug. So all that's required is to render the scene - possibly refreshing the compositor a few times as the bug doesn't always occur.\n\n[blender-bug-report.blend](blender-bug-report.blend)", "Cycles: sRGB texture compression happens after interpolation \nBroken: 2.81\n\nCycles does sRGB->linear texture conversion after texture interpolation instead of before. This leads to incorrect results.\n\nExample scene is attached. Two squares with a fine checkerboard texture, one with linear interpolation, the other with closest interpolation.\n\nExpected result: Both textures should render to an identical shade of gray. When switching the texture color space to \"linear\" instead of \"sRGB\", the result should not change as the texture contains only pure black and white pixels.\nActual result: The textures show different shades of gray. Switching the color space changes the result.\n[checkerboard.blend](checkerboard.blend)\n![expected.jpg](expected.jpg)\n![actual.jpg](actual.jpg)", "Post processing dithering can't be saved in 16bit format\nOperating system: win10\nGraphics card: 1050ti\n\nBroken: never worked possibly\n\nDither applies to final image only if you save it in 8bit format.\n\nIn attached file:\n* Render scene (F12) and save PNG file twice: in 8bit and 16bit formats\n\n", "Bevel amount less than 1 mm and profile at 1 doesn't give expected result\nBroken: version: **2.91.0** Alpha, **2.79**\n\nWhen the bevel amount is smaller than 1mm., the bevel profile shape at 1 doesn't give the expected result.\nThe 'Depth' width type starts having the issue from 0.65 mm and below. All other width types suffer from 0.9 mm and below.\n![Bevel profile bug.png](Bevel_profile_bug.png)\n\n[Bevel Profile Problem.blend](Bevel_Profile_Problem.blend)\nTry changing the bevel amount and the width type in the above file.", "Regression: Screen Space Reflections on EEVEE render shaders with roughness a minimum regardless the value or map in the shader\nOperating system: Linux Manjaro \nGraphics card: Geforce 590\n\nBroken: 3.2 and succeeding versions\nWorked: 3.1\n@Tyson-Marchuk found the first bad commit: 80859a6cb2\nAlso mentioned the potential fix: #102423#1459379\n\nScreen Space Reflections on EEVEE render materials incorrectly\nThe shaders roughness valuue or map are ignored and all shaders are render \n| 3.3.1 (SSR off) | Broken: 3.3.1 (SSR on) | Worked: 3.1.0 (SSR on) |\n| -- | -- | -- |\n| ![image.png](image.png) | ![image.png](image.png) | ![image.png](image.png) |\n\nThe problem became evident in a scene with medium or high roughness by enabling the Screen Space Reflactions\n\n[SSR.blend](SSR.blend)", "(Video editing) Different audio/video lenght after import strip\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.11\n\nBroken: version: 2.92.0\n\nAs shown in these images, the same media file (with audio and video) shows different lengths between audio and video in VSE:\n![2021-05-06_134714.png](2021-05-06_134714.png)\n\n![2021-05-06_134733.png](2021-05-06_134733.png)\n\n![2021-05-06_134840.png](2021-05-06_134840.png)\n\n-\n\n", "Regression: VSE: Copy-Paste of strips from one scene to another offsets the data\nOperating system: Linux-6.3.2-gentoo-x86_64-AMD_Ryzen_Threadripper_1950X_16-Core_Processor-with-glibc2.36 64 Bits, X11 UI\nGraphics card: Quadro GP100/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 530.41.03\n\nBroken: version: 4.0.0 Alpha\nBroken: 3.3.0\nWorked: 3.2.2\n\nCaused by 302b04a5a3fc0e767ac784424f78ce2edf5d2844\n\nLike the title says. \n\n1. Add another scene.\n2. Add any video with audio to the sequencer.\n3. Add some cuts. delete some cut strips and remove the gaps between them.\n4. Select and copy-paste the strips into the other scenes sequencer.\n\n", "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)", "VSE: Ensure all operators in the Strip menu are working on the selected and not only on active strip (+unselected) \nAs it is confusing and inconsistent to have functions in the Strip menu which only works on properties of the active strip even if it is unselected, this design list is for ensuring all functions in the strip menu to work on selection. \n\n- - [x] Swap Strip: #91191 Fix: [D12441](D12441)\n- - [x] Effect menu. Fix: [D12451](D12451)\n- - [x] Movie(Set Render Size + Deinterlace) and Image(Set Render Size + Separate Images) menu entries should be moved into the source sidebar with +alt for selection. Fix: [D12464](D12464)\n- - [ ] Add Modifier in the menu needs to work on selection and is missing +alt for selected, when executed in the sidebar.\n- - [ ] Inputs menu: Swap data should go into the swap menu and the rest into Strip Source sidebar with +alt for selected. Bug report: #91350\n- - [ ] Toggle Meta and UnMeta should go into the strip sidebar, as they are only working on the active strip. Old patch: #74130\n(A checked checkbox means a fix has been submitted, but not necessarily been committed)\n\n", "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", "Regression: Blender 3.1 UI editor resize /border dragging performance\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 512.15\n\nBroken: version: 3.1.2\nWorked: 3.0.1\n\nCaused by {6738ecb64e8b6d0c1f5a79f1e63f468b4138de19}\n\nResizing UI editor panels in Blender 3.1 is significantly slower (framerate) and laggier than it was in 3.0. This is not related to the UV Editor performance regression as it happens even when there's no UV editor displayed in the given workspace. \n\nHere's a video of the issue, recorded at 60FPS and slowed down to 50% so the issue is more apparent: watch?v=a0wzLgkf6mk\n\n1. Open blender with a new empty file \n2. Drag the top of the Timeline Editor UI area around\nResult: The UI redraw framerate and input response (lag) are worse than in Blender 3.0\nExpected: The UI redraw framerate and input response (lag) are same or better than in Blender 3.0\n\n", "The Viewport Display setting of Particles affect the Render result with Eevee \nOperating system: Linux-4.15.0-55-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.116\n\n\nBroken: version: 2.80 (sub 75)\nWorked: (optional)\n\n\nThe Viewport Display setting of Particles affect the Render result with Eevee \n\nWith Particles selected Change \"Display as\" to \"Path\" in Viewport Display setting and Render with Eevee . error : Pathes will be dislpayed in render result \n[partical_render.blend](partical_render.blend) press render\n\nFrom other reports what is also affected:\n- `Viewport Display` > `Strand Steps`\n- `Viewport Display` > `Amount`", "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", "Edit Dyntopo Detail Size operator is not working with all methods.\nOperating system: Ubuntu 18.04\nGraphics card:\n\nBroken: master #e7dc3c91ad82\nWorked: 2.90\n\nEdit Dyntopo Detail Size operator was recently replaced to have a better gizmo.\nThat only works with Constant Detailing method.\n\nShift D is doing nothing when Relative or Brush detailing method are used.\nThat is a regression. It is pertinent to change the size for those methods, too.\n\nProbably, gizmo should work differently for a Brush Method. But, at least, shortcut should allow to change Detail Size like in 2.90. \n\n\n\nIssue in Master :\nEnter into Sculpt Mode.\nEnable Dyntopo mode.\nPress Shift D. Nothing happens.\nChange Detail Method from Relative to Constant. \nPress Shift D. New Gizmo is available.\nChange Detail Method from Constant to Brush.\nPress Shift D. Nothing happens. \n\nRepeat same steps In 2.90 :\nCircle gizmo is adapted to used method.\nRelative method is relative to screen. So, circle does not go above a certain limit.\nConstant/Manual method is relative to World Space. Size of Circle is not limited.\nBrush Method is relative brush size. Gizmo is showing a percentage.\n", "Regression: Massive drops in Animation playback (fps) in the viewport\n```\nOperating system: Linux-5.13.0-0.rc6.45.fc35.x86_64-x86_64-with-fedora-36-Rawhide 64 Bits\nGraphics card: NVIDIA GeForce GTX 970M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 495.44\n```\n| version | VSYNC | fps solid | fps material | fps rendered |\n| -- | -- | -- | -- | -- |\n| 2.92 | off | 230 | 80 | 61 |\n| 2.93.9 (regression caused by 7f7e683099) | off | 230 | 76 | 55 |\n| 2.93.9 (regression caused by 64d96f68d6) | off | 230 | 69 | 46 |\n| 2.93.9 (regression caused by 267a9e14f5) | off | 230 | 57 | 41 |\n| 3.0.1 (regression caused by 03013d19d1)| off | 200 | 57 | 41 |\n| 3.1.2 (regression caused by d09b1d2759) | off | 110 | 57 | 41 |\n| 3.2beta (regression caused by 80859a6cb2) | off | 107 | 54 | 37 |\n\n```\nWin 10\nGTX 1070 - Studio Driver 462.59\n```\n| version | VSYNC | fps solid | fps material | fps rendered |\n| -- | -- | -- | -- | -- |\n| 2.92 | off | 223 | 143 | 85 |\n| 3.0 and Cycles-X | off | 79 | 66 | 50 |\n\n\nMassive drops in Animation playback\n\n\nI have this test scene here from the forum (unfortunately I forgot the direct link).\n[fps-performance.blend](fps-performance.blend)" ]
[ "VSE Proxy smaller than 100% produces wrong results when using input Crop or Offset for movie strip\nI've noticed that when I use Crop or Offset in my input strips to select parts of the input image, these values will be misinterpreted if if I use Proxy differetn than 100% in the preview window.\n\nThis works as expected for image strips, but breaks when using movie strips instead.\n\nLooks like the Crop and Offset is applied without compensating for the altered proxy footage dimensions. They should be compensated for the proxy size.\n\nMy use case:\n\nI capture a single 2*1920 x 1080 resolution footage to the split it into two FullHD moving images. It's hard to edit this without using proxy and I can't use proxy because it breaks my image splitting using Crop / Offset so I'm doing my editing with 2 seconds per frame performance for now." ]
Dynamic paint substeps Operating system: Windows-10-10.0.19041-SP0 64 Bits Graphics card: GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.12 Broken: version: 2.91.0 Dynamic paint substeps doesn't bake to image sequence. I have 20 substeps, but in the baked image sequence there is only one new "dot" each frame (photos below). Can it be because of canvas is moving, while brush is static? Static brush with moving canvas. [tes.blend](tes.blend) ![paintmap0004.png](paintmap0004.png) ![paintmap0005.png](paintmap0005.png)
[ "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%%%", "Baking vertex colors does not respect alpha with \"Diffuse\" selected but respects alpha with \"Direct + Indirect\" also selected\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.59\n\nBroken: version: 3.2.1\n\nI believe this is a bug: when baking vertex colors, the alpha channel is included ONLY if \"Direct + Indirect + Color\" are all enabled, but then lighting gets baked in as well which is often not intended.\nThis leads to the situation that It doesn't look like there's a way right now to bake just color + alpha to a Color Attribute with alpha channel.\n\n- open the attached blend file: [BugDiffuseAlphaVertexBake.blend](BugDiffuseAlphaVertexBake.blend)\n- select the Cube\n- switch viewport to Eevee\n- make sure Render Engine is set to Cycles so things can be baked\n- in the Bake tab, click \"Bake\" with Bake Type=Diffuse and Contributions=[Color]\n- note the result doesn't have an alpha channel in vertex colors, it's just black\n![image.png](image.png)\n- now, enable \"Direct\" + \"Indirect\" and Bake again\n- note the result has aloha channel BUT now looks incorrect as only diffuse was intended to be baked...\n![image.png](image.png)\n\n- also note that neither \"Color + Direct\" nor \"Color + Indirect\" result in an alpha channel\n- both \"Direct\" only and \"Indirect\" only result in alpha channels but then the color can't be baked.", "Image syncing between Editors via active image canvas \nThis is related to [D16811](D16811) and similar improvements.\n\n## Issue\n\nThe purpose of this design is to avoid unintended syncing of images between the image editor, 3D viewport and shader editor.\nThe syncing is currently tied to the last active image texture node in the material. But since this is triggered with selection it leads to many accidents.\nThis has lead users to avoid using the syncing all together by pinning images and not using the \"Material\" texture selection in the 3D viewport.\n\n## Solution\n\nThe goal is to make the syncing an explicit action by\n- Using the active texture paint slot/canvas, instead of the last active image texture node\n- Indicating the active image canvas on any image texture node that uses it with an icon (Eye icon for example)\n- Changing the active image canvas in the node editor via an explicit action (Clicking the icon)\n- For faster use, add a shortcut (like double clicking on an image texture node) to make the image canvas active\n- For reference, add a context menu entry with the used shortcut\n\n![image.png](image.png)\n\nThis also affects other areas where currently the active image texture node is being used:\n\n- General Image editor display\n- 3D viewport solid shading with color set to Texture\n- Baking target texture\n- UV editing image aspect ratio\n\nThis wouldn't contradict current cases of icons in the top-right corner.\n\n![image.png](image.png)", "Image Sequence Offset keyframes are randomly skipped during render\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.79\n\nBroken: version: 3.6.1\n\n\nWhen animating the \"Offset\" parameter of an image sequence, some keyframes are randomly ignored during the render, causing the image offset to be different from what's shown in the graph editor.\n\n\n1. Create a sequence of images, label them `0001.png` to `0004.png` for example\n2. Create a plane and create a shader with an image texture node. Load the first image as the image source.\n3. Set `Frames` to `1`, `Start Frame` to `1`\n4. Insert keyframes for `Offset`, I inserted a new keyframe every 2 frames\n5. Render the animation\n6. **Expected result:** The rendered frames changes every 2 frames. **Actual result:** The rendered frames mostly changes every 2 frames, but occasionally doesn't change at all / gets delayed.\n\n![image](attachment)\n\n![image](attachment)\n\n![image](attachment)\n\n", "Brushes: Smooth algorith is not consistent.\nCurrent smooth algotithem overwrites input data that can then be used during the same iteration. Meaning that the smooth operation is not consistent.\nDuring usage this is not that noticeable as smoothing is done per brush evaluation step. But it could be improved.\n\nThe memory could be allocated per thread and not per work item to reduce the overhead introduced.", "Texture Paint Fill Tool is broken with partial strength on Float/Linear Textures\nOperating system: Linux-4.15.0-55-generic-x86_64-with-debian-stretch-sid 64 Bits\nGraphics card: GeForce GTX 750 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 384.130\n\nBroken: version: 2.92.0 Alpha\nalso 2.79, 2.80, 2.81, 2.83.5, 2.90.1\nWorked: probably never?\n\nTexture Paint Fill Tool behaves strangely with partial strength (0-1 exclusive) when painting on float/linear textures. It appears as though strength were ignored when filling over a black image, but doing so over a non-black image shows some weird interaction.\n\nNote that the Texture Paint Draw Tool behaves correctly, so I guess the fix is for fill to just do what draw does.\n\n(minor note: working with colour spaces is difficult and I figured there's a chance the problem is just me not understanding it/doing it wrong, but I think the fact that the draw tool does work as expected has me covered.)\n\n**Video demonstration:**\n(I've fast-forwarded unimportant parts)\n\n0:14 - Non-float image. Draw tool with strength=1.0, then 0.1, then fill tool with strength=0.1. Behaves as expected.\n0:43 - float image. Same test. Draw behaviour with low strength appears correct. Fill behaviour is incorrect.\n\n[BlenderFloatFillBug.mp4](BlenderFloatFillBug.mp4)\n\n\nFrom default startup:\n1. enter texture paint workspace\n2. properties editor -> tool settings, set texture slots mode to single image, make new image with 32 bit float.\n3. set tool to fill, set strength to any value below 1, except 0.\n4. click cube to fill black texture with white paint. Expected: some shade of grey. Result: full-bright white.\n\n**Results of tests with various shades/strengths**:\n\n- all performed in 3d viewport\n- each test performed on empty black image\n- input/output are HSV values\n- 0.7354 being middle grey\n- output value is sampled from viewport with eyedropper\n- fill 2nd click is result after two clicks of fill\n\n| in | strength | draw output | fill output | fill 2nd click\n| -- | -- | -- | -- | -- |\n| 0.01 | 0.01 | 0.0001 | 0.01 | 0.0199 |\n|| 0.1 | 0.001 | 0.01 | 0.019 |\n|| 0.5 | 0.005 | 0.01 | 0.015 |\n| 0.1 | 0.01 | 0.001294 | 0.099998 | 0.15143 |\n|| 0.1 | 0.012949 | 0.099998 | 0.14752 |\n|| 0.5 | 0.061102 | 0.099998 | 0.128549 |\n| 0.5 | 0.01 | 0.027639 | 0.49997 | 0.684261 |\n|| 0.1 | 0.157658 | 0.49997 | 0.670251 |\n|| 0.5 | 0.36078 | 0.49997 | 0.602086 |\n| 0.7354 | 0.01 | 0.060985 | 0.735162 | 0.998114 |\n|| 0.1 | 0.247814 | 0.735162 | 0.97771 |\n|| 0.5 | 0.537175 | 0.735162 | 0.880889 |\n| 0.99 | 0.01 | 0.098344 | 0.99001 | 0.999924 |\n|| 0.1 | 0.345314 | 0.99001 | 0.999924 |\n|| 0.5 | 0.727916 | 0.99001 | 0.999924 |\n| 1 | 0.01 | 0.099802 | 0.999924 | 0.999924 |\n|| 0.1 | 0.349084 | 0.999924 | 0.999924 |\n|| 0.5 | 0.735271 | 0.999924 | 0.999924 |\n\nNotice:\n- the first click of the fill tool always gives the same result regardless of strength.\n- the second click makes the image brighter than the colour we're filling with, which doesn't make sense.\n- the second click gives lower values for higher strengths, when you'd expect the opposite.\n\n\n**Another demonstration:**\n\n- left: black texture painted with grey values 0.1 .. 1.0.\n- right: then filled with middle grey 0.7354 with strength 0.5.\n\n![blenderFloatFillBug.png](blenderFloatFillBug.png)\n\nNotice:\n- every shade becomes brighter (or remains ~1.0), even those greater than 0.7354 that should darken (move towards middle grey).", "Drivers don't refresh simulations.\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.77\n\nBroken: version: 2.90.0\nAs far as i can remember this bug exists at least from Blender 2.81\n\nAdding Drivers to any of the cloth simulation values will result in them not refreshing the bake when changing that value. When any of these values are changed by the Drivers, user needs to manually go back into the cloth simulation settings and either switch a random setting or Re-Bake the simulation for it to update to the current settings.\n\nAdd custom property to any object -> Copy that value as driver -> Paste it into any of the cloth simulation value settings -> Values will update but cloth simulation won't refresh, forcing you to go back into the cloth settings and refresh them manually. \n\n", "Next/Previous Keyframe breaks when \"Show Only Selected\" is disabled\nOperating system: Linux-5.4.0-91-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.91.03\n\nBroken: version: 3.1.0 Alpha, branch: master, hash: `60a9703de8`\nWorked: never, 2.79 also had this problem in a way (but slightly different due to limitations of its dope sheet). 2.83 has the exact same problem described here.\n\nNext/Previous Keyframe ( {key up} and {key down} in the dope sheet) do not jump to the next/previous key **shown**, but to the next/previous key of the **active object**.\n\nIn other words, it sort of works as if \"Show Only Selected\" is always enabled, but then even more strict, only responding to the keys of the active object. This can probably be tracked down to the dope sheet only showing animation data of the active object back in the old ≤2.79 days.\n\n1. Open the attached blend file.\n2. See that the current frame is set to frame 1.\n3. While hovering with the mouse over the dope sheet, press the up arrow {key up}.\n4. See the message \"No more keyframes to jump to in this direction\". *Expected behaviour:* it would jump to the next keyframe shown, which is at frame 5.\n5. Click on the Cube to make it active + selected.\n6. While hovering with the mouse over the dope sheet, press the up arrow {key up}.\n7. See that it jumps to frame 10, which is the next keyframe in the Cube's animation. *Expected behaviour:* it would jump to the next keyframe shown, which is at frame 5.\n\n![image.png](image.png)\n\n[next-prev-keyframe-selection-issue.blend](next-prev-keyframe-selection-issue.blend)", "why some hairs are not moving with dynamic hair? in blender 2.90/2.91\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 670/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.67\n\nBroken: version: 2.90.1\n\nwhy some hairs are not moving with dynamic hair? in blender 2.90/2.91\nif I don't modifer the hair weight all the hairs will move,but when I brush some weight to the hair ,\nsome hairs are not moving in dynamic.\n![毛1.gif](毛1.gif)\n[dynamic hair error.blend](dynamic_hair_error.blend)\n\n", "Smart Bake option for \"Bake Action\"\nProblem: \nCurrently we only support baking every Nth frame. Which sometimes results in more keys than desired, but \"cleaning curves\" doesn't do the job since most of the time you'd want your original key frames to be returned as a result not a \"cleaned up version\" of the curves.\n\nSolution: \nAdd an option to \"bake action\" named \"Smart Bake\", which will bake and only return key frames where the user has key framed already.\nIf the object baked has a constraint target to an other object. The constrain result should be considered in the same fashion it is done now, but only the keyframes that the user inputs in the object baked should be gotten as output.\n\n\nThis will retain the user's original poses or keys in place but depending how sparse the keyframes he originally has are, it will possibly break the interpolation between keys which is expected but should be stated in the tooltip.\n", "GPU Subdivision slows down in Sculpt mode, Weight paint mode.\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 522.30\n\nBroken: version: 3.3.1\n\nGPU Subdivision slows down the work in Sculpt mode and Weight paint mode\n\n1. Turn on the GPU Subdivision.\n2. Enable the subdivision surface modifier on the model.\n3. Try to do something in Sculpt mode, Weight paint mode.\n4. Turn off the GPU Subdivision and follow step 3.\n\nWith GPU Subdivision enabled, the Sculpt mode and Weight paint mode tabs work much slower.\nIf it can't be fixed, then it would be logical for GPU Subdivision not to be enabled on these tabs.\n\nAt the same time, the GPU Subdivision works correctly in Object mode.\n", "Invalid ColorRamp marker numbering with pasted driver \nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: Radeon RX 580 Series ATI Technologies Inc. 4.5.14761 Core Profile Context 21.30.23.04 30.0.13023.4001\n\nBroken: version: 3.1.0\n\nit is possible to make not the second marker the second in color ramp \n![Понос.png](Понос.png)\n\ngo to shader editor\nadd ColorRamp, add 2 additional markers on (4 total), set one of marker position to 0.5, another on 0.8\n\nadd value node, set value on it to 0.1\nright click on value -> copy as New driver\n\nin color ramp switch to second marker and paste the driver in position value window\n\nP.S. idk does it work correctly, but after this isn't possible to move first marker futher the second that equals 0.1 ¯\\_(ツ)_/¯\n", "Baking animation on 2s ( Frame Step = 2) and with 'Overwrite Current Action' enabled, still keeps old keyframes inbetween steps. \nOperating system: Linux-5.8.0-7630-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: AMD Radeon RX 5700 XT (NAVI10, DRM 3.38.0, 5.8.0-7630-generic, LLVM 11.0.0) X.Org 4.6 (Core Profile) Mesa 20.2.1\n\nBroken: version: 2.93.0 Alpha\n\nBaking animation on 2s ( Frame Step = 2) and with 'Overwrite Current Action' enabled, still keeps old keyframes inbetween steps. I would expect these 'inbetween' keys to be overridden as well as it should be part of the baking process. \n\nEDIT:\nIt would be great to have an option in the 'bake action' that will delete keys that are not on the stepped keyframes. This way the 'baking on 2s' will be absolutely on 2s, and not have some leftover keys that will still move the character inbetween 2 baked keys.\n\nIt would be great if 'baking actions' are respecting the preferences on which interpolation mode it is set. Let's say I set it to 'constant'. then baking action should output 'constant' keys instead of bezier keys. \n\nAs discussed in the meeting with Sybren, Hjalti, Rik and Sebastian. being able to determine the keys to be baked on frames based on keys of an arbitrary object gives us the freedom to be selective on which frames should be baked and which frames should be held. Let's say want my frames to be baked on frame 2, 4, 6, 7, 8, where frame 7 is an extra key (based on the 2s retoric). By having an object (cube, bone, etc) that has already keys on the designated frames 2, 4, 6, 7, 8. This object could dictate the frames that needs key baking. \n\n\n[#85050-cube_anim_test_baking_on_2s_v1.blend](T85050-cube_anim_test_baking_on_2s_v1.blend)\n\n- Open the above blend file\n- Go to Pose -> Animation -> Bake Action\n- Set Frame Step to '2'\n- Check 'Overwrite Current Action'\n- Bake Data: Pose\n- Click 'OK'\n\nAfter baking, I still see existing keys on frames inbetween the 2 steo even though 'Overwrite Current Action' is turned on.\n", "Texture Paint: Wrong active Texture Slot\nOperating system:win10\nGraphics card:GTX 740m\n\nBroken: version: 2.92.0, branch: master, commit date: 2021-02-24 16:25, build date: 2021-02-25, 09:31:14, hash: 02948a2cab\n\nVpqy7BmMKaA\n\n- Open attached file or:\n - Go to \"texture painting mode\" (in default workspace)・\n - Create 2 base color textures\n - Open Shader Editor\n- In the Shader Editor, select non -active texture (\"Material Base Color 2\")\n- in the View 3D, paint texture\n- Nothing happen in visual.\n- The other texture slot is changed instead of current active texture.\n[tex_slot_problem.blend](tex_slot_problem.blend)\n\n", "Cycles destroys an existing texture image while baking to a new image\nOperating system: Windows 11\nGraphics card: rtx 2070\n\nBroken: 51bc44420b89\n\n\nBlender seems to destroy or empty an existing texture in a multi material setup while baking to a new image.\n\n\n\n\nload the attached file\n\nselect the BAKE material\n\nselect the BAKE image node\n\nRender Props -> Bake ( it is already setup)\n\nPay attention to the viewport to see that one of the textures turn black, and the BAKE texture is still black\n\nYou can try variations as in putting the BAKE node in other materials however the result seems to be the same failed bake.\n\n" ]
[ "Dynamic paint sub-steps samples only brush\n## Simplified Report\n\n- An elongated subdivided plane act as a displacement dynamic paint canvas with the default settings.\n- An icosphere acts as a dynamic paint brush with the default settings.\n- The canvas is animated and the brush is fixed.\n- Play the animation and notice how sampling is too low, so only a few spots are painted.\n- Increase the sub-steps to any high number.\n- Notice that the sampling frequency doesn't change.\n\n[dynamicPaintSubSteps.blend](dynamicPaintSubSteps.blend)\n\n## Original Report\n\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 526.47\n\nBroken: version: 3.3.0\n\n\nWhen adding more substeps to Dynamic paint, it seems it samples only Brush when it is animated, but does not take Canvas movement into account, so, instead of getting more smooth curve, I get a dashed line in my case.\n![image.png](image.png)\nin my scene, the disc is the Canvas and it is rotating. The brush is attached to the moving bar. Basically, this is a curve drawing machine, so the result should be a smooth continuous line.\nthe scene is also attached.\n[curve drawing.blend](curve_drawing.blend)\n\n\n", "Dynamic Paint Sub-Steps not working when Canvas is moving\nAMD 1090t, Geforce 750ti, Windows 7 64bit\n\nBroken: Blender 2.77a, abf6f08\n\nWhen using dynamic paint with a moving canvas, the \"Sub-steps\"-setting does not have any influence. The baking-result ist always as if Sub-Steps was 0.\n\nSelect the left Plane-object (\"Canvas_Moving\"), go to physics-tab and \"Bake Image Sequence\". View the resulting image files.\nFor comparison, the right Plane-object is static, with a moving brush and the same settings. When baking the images, it will result in a continuous line.\nThe screenshot shows my results: Left (green) is the moving canvas, right (red) the static one. Upper pictures show the result when using Sub-Steps=0, Lower shows Sub-Steps=10,\n[dynapaint.blend](dynapaint.blend)\n\n![SubSteps_DynaPaint.jpg](SubSteps_DynaPaint.jpg)" ]
User Interface freezes with the new Material Slot selector for the Shader Editor Operating system: Windows 8.1 Graphics card: GTX 1080 Broken: ( Blender 2.80 32-bit, 2019-03-25) Worked: (Blender 2.79) Clip attached below: [bug.mp4](bug.mp4) Besides that, also Material Tab freezes the interface, as i've reported this bug before (#62581)
[ "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)", "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", "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)", "gpu.types.GPUOffScreen together with gpu.state.depth_test_set causes blender ui to be unresponsive\n(reporting from different os, those are copied from system-info.txt generated by blender)\nOperating system: Windows-10-10.0.19043-SP0\nGraphics card: GeForce GTX 760/PCIe/SSE2, 4.5.0 NVIDIA 461.92\n\nBroken: version: 3.1.2, branch: master, commit date: 2022-03-31 17:40, hash: cc66d1020c3b, type: release\nWorked: ?\n\n`gpu.types.GPUOffScreen` together with `gpu.state.depth_test_set` causes blender ui to be unresponsive, nothing can be clicked, blender have to be killed. if `gpu.state.depth_test_set` is set to `'NONE'` after drawing is finished, problem goes away. this happens on windows, on mac it works.\n\nexample code is from: gpu.html#copy-offscreen-rendering-result-back-to-ram with marked modifications\n\n- Open text editor in default scene\n- Paste and run the attached code\n```\nimport bpy\nimport gpu\nimport random\nfrom mathutils import Matrix\nfrom gpu_extras.presets import draw_circle_2d\n\nIMAGE_NAME = \"Generated Image\"\nWIDTH = 512\nHEIGHT = 512\nRING_AMOUNT = 10\n\n\noffscreen = gpu.types.GPUOffScreen(WIDTH, HEIGHT)\n\nwith offscreen.bind():\n fb = gpu.state.active_framebuffer_get()\n fb.clear(color=(0.0, 0.0, 0.0, 0.0))\n \n # one line added here ----------------------------------------------------\n gpu.state.depth_test_set('LESS_EQUAL')\n # ------------------------------------------------------------------------\n\n with gpu.matrix.push_pop():\n # reset matrices -> use normalized device coordinates [-1, 1]\n gpu.matrix.load_matrix(Matrix.Identity(4))\n gpu.matrix.load_projection_matrix(Matrix.Identity(4))\n\n for i in range(RING_AMOUNT):\n draw_circle_2d(\n (random.uniform(-1, 1), random.uniform(-1, 1)),\n (1, 1, 1, 1), random.uniform(0.1, 1),\n segments=20,\n )\n \n - and one line here ------------------------------------------------------\n - gpu.state.depth_test_set('NONE')\n # ------------------------------------------------------------------------\n\n buffer = fb.read_color(0, 0, WIDTH, HEIGHT, 4, 0, 'UBYTE')\n\noffscreen.free()\n\n\nif not IMAGE_NAME in bpy.data.images:\n bpy.data.images.new(IMAGE_NAME, WIDTH, HEIGHT)\nimage = bpy.data.images[IMAGE_NAME]\nimage.scale(WIDTH, HEIGHT)\n\nbuffer.dimensions = WIDTH * HEIGHT * 4\nimage.pixels = [v / 255 for v in buffer]\n```\n\n", "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", "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", "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.", "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)", "Eevee: Unknown bug when just create first shader \nStep to reproduce an issue (or bug?):\n1. Run latest Blender v3.4alpha (Experimental build) with Eevee Next integrated.\n2. Create scene with just one Cube.\n3. Go to Properties > Material panel > Create New material.\n4. Boom! Blender shut down imidetily.", "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)", "Freeze when using Object.ray_cast in a driver script\nOperating system: Linux-5.10.15-1-MANJARO-x86_64-with-arch-Manjaro-Linux 64 Bits\nGraphics card: Radeon RX 580 Series (POLARIS10, DRM 3.40.0, 5.10.15-1-MANJARO, LLVM 11.0.1) AMD 4.6 (Core Profile) Mesa 20.3.4\n\nBroken: version: 2.91.2, 8dc95f61f3\nWorked: Unknown, fails on at least as old as 2.83.10.\n\nRunning a driver that includes a call to Object.ray_cast will freeze the interface entirely. Still exits normally when sent a SIGTERM. It does not create a crash.txt. Blender crashes with a segmentation fault in version 2.83.10 (hash: `b439a155442b`), and does create a crash.txt (see attached). Blender version 2.93.0 Alpha (hash: `7a608f88a713`) also freezes in the same way as 2.91.2. Using the ray_cast function in a non-driver script appears to function as expected.\n\nIn the attached blend file, run the text block `TurretRayCasting.py`, to put the script into the driver namespace. Next, click \"update dependencies\" in the driver panel. The application should freeze entirely. If `return target.ray_cast(turretTargetSpace, direction)- [x]` is commented out and replaced with `return True`, the application does not freeze.\n\n[driver_freeze2.blend](driver_freeze2.blend)\n\n[driver_freeze2.crash.txt](driver_freeze2.crash.txt)\n\n[system-info-2.91.2.txt](system-info-2.91.2.txt)", "Blender 3.1a sticks and doesn't render when rendering with Metal GPU on Mac\nOperating system: macOS-12.1-arm64-arm-64bit 64 Bits\nGraphics card: Apple M1 Max Apple 4.1 Metal - 76.3\n\nBroken: version: 3.1.0 Alpha\nWorked: This project rendered on the same 3.1a build on the CPU, just not on the GPU.\n\nWhen I render this scene on the GPU, blender just sticks and doesn't render. (Blender 3.1a has always rendered other scenes perfectly on the GPU.)\n\n- Open .blend file\n- Render as Image (`F12`)\n The issue may be at the fault of either the fact that I have displacement on the plane, or that I have 2 render layers\n[try1.blend](try1.blend)\n\n", "Blender crashed in edit mode with material index creazy and strange normal\nOperating system: Linux pop-os 5.17.5-76051705-generic\nGraphics card: NVIDIA GeForce RTX 3060 Ti\n\nBroken: 3.1.0 / blender-3.2.0-stable+v32.e05e1e369187-linux.x86_64-release\n\nAn object imported from I don't know where, with crazy material_index : (-30086) in spreadsheet editor, and with strange normal, makes blender sik.\n\nIn edit mode, if I try to move the concerned geometry blender crashes systematically.\n\n[2022-06-16_bug-normal.crash.txt](2022-06-16_bug-normal.crash.txt)\n\n[2022-06-16_bug_system-info.txt](2022-06-16_bug_system-info.txt)\n\n[2022-06-16_bug-normal.blend](2022-06-16_bug-normal.blend)\n\nthank you,\n - Thomas", "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)", "Workbench render engine does not update the Material Slots panel preview\nOperating system: Linux Fedora 35\nGraphics card: Intel\n\nBroken: 3.2.0 Beta, branch: master, commit date: 2022-05-10 06:30, hash: 11aa237858d4, type: release\n\n\nThe aspect of the preview sphere in the Material Slots panel is not updated.\n\n\n1 - In a factory default startup file, select \"Workbench\" as render engine\n2 - Select the \"Cube\" Object\n3 - Open the Material Property Panel, in Viewport Display set a different color (diffuse_color)\n4 - The aspect of the preview sphere in the Material Slots panel is not updated.\n\nThe users of my BlenderFDS (www.blenderfds.org) addon keep asking me: why?\nA correct UI feedback is important especially for new users, and I presume this should be quite easy to fix. \n\nThank you very much, I am grateful for your work.\n\n[system-info.txt](system-info.txt)" ]
[ "Issue with Material Tab and TopBar\nOperating system: Windows 8.1 x64\nGraphics card: GTX 1080\n\nBroken: (2.80 beta, 2019-03-13, as found on the splash screen)\nWorked: (optional)\n\nAs shown on the screenshot below:\n![Picture1.png](Picture1.png)\nBased on the default startup." ]
Blender info raport missing tool when toggle pose mode, and when toggle side menus ( "N", "T") in pose mode. 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 512.95 Broken: version: 3.2.1 Blender info raport missing tool when toggle pose mode, and when toggle side menus ( "N", "T") in pose mode. "Tool 'builtin_brush.Scrape' not found for space 'VIEW_3D'" ![obraz.png](obraz.png) Select any armature, toggle pose mode.
[ "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. ", "Assign Shortcut Missing when Right Clicking Undo History.\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 3.1.2\nWorked: Blender 3.0 Unsure of exact version I had installed but I was not on 3.1.\nChanged in 0e1bb232e6\n\nUnable to assign shortcut to Undo History using Right Click Menu. \n\nRight Click Menu only shows \"Assign to Quick Favorites\"\n\nUsing default startup file, Edit > Right Click Undo History \n\n\nI recently had my OS SSD fail and had to reinstall Windows as well as all my applications fresh. Going through my setup of a new install of Blender 3.1.2 I wanted to reassign my previous shortcut for the Undo History Menu (Ctrl + Alt + Z) but was unable to view the Assign Shortcut option when right clicking. \n\n![image.png](image.png)\n\nUndo History was also missing from the \"Blender\" Keymap when searching. \n\n![image.png](image.png)\n\nTo resolve this, I switched to the Blender 2.7X Keymap which did have the Undo History shortcut, copied the shortcut \"ed.undo_history\" and assigned that manually in the default \"Blender\" Keymap. \n\n![image.png](image.png)\n\n![image.png](image.png)", "Node Tools not exposed in the Preferences > Keymap\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: AMD Radeon (TM) R9 380 Series ATI Technologies Inc. 4.5.13596 Core Profile Context 20.10.35.02 27.20.1034.6\n\nBroken: version: 3.3.1\n\n**Short description of problem**\nFor the Node Editor keymap, there are hidden Node Tool keymaps that exist within Blender (they are only visible via search filter) that override the keymaps that are exposed, and can't be customized properly.\n\n![Capture.JPG](Capture.JPG)\n\nThis report stems from this bug report:\nT102422 ", "Tool 'builtin.move' not found for space 'VIEW_3D'\nOperating system: Wondows 10 Home\nGraphics card: RTX2060\n\nBroken: 2.93.3, 3.0.0 Alpha\n\nIf you try to use W, E, R, T hotkey while you in Weight paint mode with some Armature selected, you will have this error/warning :\n`Tool 'builtin.move' not found for space 'VIEW_3D'`\nI tested it in Industry Compatible keymap which i used in both mentioned Blender versions. \n\n- Open attached file\n- Set the `Industry Compatible keymap`\n- Select Armature then Shift+select the skinned mesh\n- go to Weight paint mode.\n- Press W, E, R or T key and you will have this error:\n```\n'builtin.move' not found for space 'VIEW_3D'\nor 'builtin.rotate' not found for space 'VIEW_3D'\nand so on.\n```\n\n*The error also will appear if you try to use Q hotkey which are Box Selection tool. In this case it will be - Tool 'builtin.select_box' not found for space 'VIEW_3D'*\n\nThe problem its not just a warning/error themselve, but the fact what you will no longer have ability to set a hotkey for those keys trougth any addon, as example in my case - \"Pie Menu Editor\". \nSo a lot of hotkeys which can be set for certain modes will be lost and completely unavailable.\n[tool_shortcut_bug.blend](tool_shortcut_bug.blend)", "Greasepencil 3.0: Unable to switch to drawmode from sculptmode\nOperating system: Linux-5.15.0-73-generic-x86_64-with-glibc2.35 64 Bits, X11 UI\nGraphics card: GeForce GT 630/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.157\n\nBroken: version: 4.0.0 Alpha\n\nEnable GP 3.0\nOpen 2D session\nSwitch from the initial draw mode to sculpt mode via header button.\nTry to switch back to draw mode.\nAn error message appears:\n\n", "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", "Make the “redo” panel also appear in the tool settings tab\nWe should make the 'redo' panel also appear in the Tool Settings tab in Properties:\n\n![image.png](image.png)", "VSE/UI: Operators missing shortcut keys\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\nSet Preview Range to Strips & Set Frame Range to Strips:\n{[F10276617](image.png),size=full}\n\nAnimation Render options are missing keys:\n{[F10276638](image.png),size=full}\n\nSide of Frame... Current Frame - is also suffering from a bad name and ctrl+left click on Playhead to select is missing.\nLeft & Right: Brackets do not work on non English keyboards.\n{[F10276621](image.png),size=full}\n\nAll of the handle selection options are missing keys:\n{[F10276625](image.png),size=full}\n\nAll of the Channel selection options are missing keys:\n{[F10276627](image.png),size=full}\n\nJump to previous/next marker are missing keys:\n{[F10276631](image.png),size=full}\n\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", "Tools: Per-tool Todo List \nThe new unified toolbar and gizmo system in Blender 2.8 will make Blender more powerful, and allow us to reach new audiences. \n\nHowever, to make this tool system successful, we must follow through and do a good job of actually implementing each tool, to make sure it works as expected, in a consistent and sensible way. \n\nHere's a todo list which explains for each tool, what needs to be changed to make them work well. Each item is now in a subtask.\n\n\nOrder of importance:\n\n {icon circle color=red} **Very Important** - *needs to be addressed in order for the system to be in a workable state*\n {icon circle color=yellow} **Somewhat Important** - *We really should add these features before we ship*\n {icon circle color=green} **Less Important** - *things that would be nice to add, which would make tools feel better, or give them more capabilities*\n `?` **Incomplete** - *Tasks needing more details before implementing.*\n\n\n## 2.80\n - {icon circle color=red} #57233 UV Editor Tools Todo\n - {icon circle color=yellow} #57203 Transform gizmo: Scale handles and rotation handles overlap\n\n## 2.81\n - {icon circle color=red} #57202 (Support Undo for tweaking Gizmos)\n - {icon circle color=red} #57210 (Add Object Tools Todo)\n - {icon circle color=yellow} #57846 (Use toolbar for Clip Editor)\n - {icon circle color=yellow} #57234 (Extended Controls for Camera Gizmo)\n - {icon circle color=yellow} #69550 (3D Cursor tool todo)\n\n## Other nice tools-related issues\n\n - {icon circle color=green} #57204 (Move Tool Todo)\n - {icon circle color=green} #57208 (3D Cursor Tool Todo)\n - {icon circle color=green} #57209 (Circle Select Tool Todo)\n - {icon circle color=green} #57213 (Loop Cut Tool Todo)\n - {icon circle color=green} #57214 (Spin Tool Todo)\n - {icon circle color=green} #57218 (To Sphere Tool Todo)\n - {icon circle color=green} #57219 (Bisect Tool Todo)\n - {icon circle color=green} #57220 (Bend Tool Todo)\n - {icon circle color=green} #57221 (Curve Extrude Tool Todo)\n - {icon circle color=green} #62249 (Support Curve Smooth Tool)\n - {icon circle color=green} #69661 (Measure Tool Todo's)\n - {icon circle color=green} #57226 (Grease Pencil Shear Tool Todo)\n - {icon circle color=yellow} #57231 (Sculpt Mode Border Mask Tool Todo)\n - {icon circle color=yellow} #57232 (Sculpt Mode Border Hide Tool Todo)\n - {icon circle color=red} #57754 (Sculpt Mode Simplify Tool)\n", "Measure Tool Todo's\n\n- #69660 (Measure tool thickness option exposed in the UI)", "Sculpt Brush Selection UI Design\nThis task proposes a series of changes at UI and code level to make a new brush management system for sculpt mode that is compatible with the design of the new tools. \nThe focus of this task is to deliver Blender with a default brush library and a usable UI for the new tools as soon as possible, task focuses only on the UI related topics and not on how brush presets are stored, imported/exported and managed. The task for that is #70412.\n\n\n**Remove the Tool/Brush classification in the toolbar**\n\nCurrently, brushes are classified in the toolbar organized by tools, some of these tools include multiple deformation types and modes inside them that can produce effects that are not related to the functionality of the tool, which are currently not directly accessible from the UI without modifying a preset.\n\nSculpt Mode should only have one Brush Tool in the toolbar. This tools should make accessible all the presets of a default brush library from a single place. In order to achieve this, what we currently have as sculpt tools in the code should be called deformers, stored in a deformer_type in the brush, and they should not be directly accessible from the toolbar UI. The user will directly select brush presets with the correctly preconfigured deformer when using the Brush Tool.\n\nFor advanced users, all the deformer type and options will still be available in the properties panel, so any brush preset can be created from any other one.\n\nThe experimental sculpt vertex paint brush will also include a paint_type which includes different tools that can apply colors to the mesh. This way, by adding a ##SCULPT_DEFORMER_NONE## and ##SCULPT_PAINT_NONE## it will be possible to create presets that paint, deform or both at the same time, supporting all kind of combinations. \n\n**Global Brush Palette and Brush Switching**\n\nSculpting requires changing brushes way more often than painting, and the brush variety is also more extensive, so there needs to be a fast way to switch brush presets available in the UI after merging all sculpt tools into the Brush tool.\n\nA global brush pallets will list all brushes in the brush library, that can be called from any place in the viewport when using the Brush Tool. \n\nOn top of this, there should be a way to add brush presets directly to the toolbar (or to a new UI element that can display brush presets icon over the viewport).\n\nHaving only a global brush palette without an asset manager can be problematic for fast brush switching, as the default Blender brush library will include a lot of presets for the new tools that are not relevant in most cases (like 30 cloth brushes that are only relevant when working with cloth sculpting assets).\nWith the asset manager, it should be possible to include as many brushes as we consider by default organized in folders and let append them to the brush palette when they need them.\n\n**Custom Topbar**\n\nThe topbar should be the main way to tweak a brush in a controllable a safe way. Now it displays radius, strength and popovers with all brush properties, which some of them are not relevant when a particular deformer is enabled. For example, when using the cloth brush, texture options are not relevant and stroke options can break the intended behavior of the simulation.\n\nPresets should be able to define a set or properties that are exposed in the topbar, with a particular design intention and use case in mind, and hide everything else. \n\nFor example, an preset called ¨Pose Inverse Kinematics¨ should display directly in the topbar the radius (used to control the bone size) the IK segments, the smooth iterations and if it should keep the anchor point. All these options can be safely used in any combination and make sense to tweak the behavior of that particular presets in a meaningful way, without exposing directly to the user all the options of the pose deformer. \n\nThere should be a way to add the properties to the topbar for users to create their own presets, probably a right click menu with a “expose in topbar” option should work.\n\n**Smooth And Invert Modes**\nCurrently, there are quite some brush tools that have custom deformers for invert and smooth hardcoded in the tool code. (For example, the Face Set tools deforms the mesh smoothing the face sets boundaries when using shift, the pose brush changes the transform mode when pressing Ctrl). The brush swltching system should allow to remove this hardcoded configurations, but I'm still not sure how to do it. A possible option would be to allow users to define any other preset as the inverted and smooth modes of a brush and copy to this new preset all the properties exposed in the topbar when the mode is enabled, so both modes are in sync with the modified properties.\n\n**Plan of action**\n- Code refactor: Remove all ¨tool¨ references in the sculpt code, convert everything to deformers and organize them properly. For example, smooth and surface smooth are completely different deformers that don’t share any code, they can now be split for better organization). \n- Remove the toolbar UI, create a single Brush Tool. \n- Implement a global brush palette with a basic brush library. We can consider if including a full brush library by default is ok at this point. \n- Implement the new Topbar UI with a custom UI per preset.", "Circle Select Tool Todo\n## Circle Select Tool Todo\n * - [x] {icon circle color=red} Add Radius control to the tool settings, to set the radius of the select brush\n * - [x] {icon circle color=red} There should be a brush circle size preview cursor always visible, just like a paint tool. Currently the radius is only visible while painting your selection.\n * - [ ] {icon circle color=yellow} Currently, Circle Select only selects object origins. Add enum option to select normally too.\n * - [ ] {icon circle color=yellow} Add options to create new selections, add to selections or subtract from selections.\n\n * - [x] 3D view.\n * - [x] UV editor.\n * - [ ] Action editor.\n * - [ ] Annotations.\n * - [ ] Tracking.\n * - [ ] Node.\n * - [ ] Graph.\n\n\n\n\n![Screen Shot 2018-08-27 at 14.36.15.png](Screen_Shot_2018-08-27_at_14.36.15.png)", "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)", "Sculpt Mode - Face Set FK, mirror X is wrong when Scale/Translate using Pose brush with Lock Rotation When Scaling\nOperating system: macOS-10.15.7-x86_64-i386-64bit 64 Bits\n\nBroken: 2.92, 3.5.0 Alpha\nWorked: Never.\n\n\n- Change to pose brush.\n- Change brush deformation mode to Scale/Translate.\n- Enable brush Lock Rotation When Scaling.\n- Try to pose the hand.\n- The other hand is flipped.\n\n![Screenshot 2022-12-06 at 11.23.29.png](Screenshot_2022-12-06_at_11.23.29.png)\n\n![Screenshot 2022-12-06 at 11.23.37.png](Screenshot_2022-12-06_at_11.23.37.png)\n\nThis is the file I'm using:\n\n[20221205_model_human_sculting_pose_brush_using_facecets_0001.blend](20221205_model_human_sculting_pose_brush_using_facecets_0001.blend)\n" ]
[ "Blender complaining \"Tool 'builtin_brush.Draw' not found for space 'VIEW_3D'\" when switching to pose mode\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 526.47\n\nBroken: version: 3.5.0 Alpha\n\n\nEvery time when I switched to pose mode, \nblender complains that `Tool 'builtin_brush.Draw' not found for space 'VIEW_3D'` in the info planel.\n\n\nActually it is not this particular file, in every file when I create a armature and switch to pose mode it complains.\n[paper bag rigging.blend](paper_bag_rigging.blend)\n\n\n\n", "Tool 'builtin_brush.Draw' not found for space 'VIEW_3D' warning\nOperating system: Win 10\n\nBroken: (3.2)\nWorked: (3.1)\n\n\nHi I am getting warning similar to the following when I open the following file in 3.2 but not other version.\n\n```\nTool 'builtin_brush.circle' not found for space 'VIEW_3D'\nTool 'builtin_brush.Draw' not found for space 'VIEW_3D'\n...\n```\n\n[EmptyScene Error.blend](EmptyScene_Error.blend)\n\n\n\n- Open the first file.\n- Press T or N to open the sidebar and tool menus.\n- The warning appears.\n" ]
node editor: "reset default value" in groups dosen't respect user value. Operating system: Windows-10-10.0.19041-SP0 64 Bits Graphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.51 Broken: version: 2.92.0 Beta groups in the node editor have a "default" setting. Out of the group using the option "reset to default value" doesn't bring back the setting to the value decided by the user. This is a problem because sometime a very specific value is crucial and the user should be able to go back to a "preset" value decided by the user. open the attached file and try to use "reset to default value". Thank you [default_value.mp4](default_value.mp4) [def_value.blend](def_value.blend)
[ "Name of custom socket types is not set when making a node group via script.\nOperating system: Linux-5.11.0-36-generic-x86_64-with-glibc2.33 64 Bits\nGraphics card: Mesa Intel(R) UHD Graphics 620 (KBL GT2) Intel 4.6 (Core Profile) Mesa 21.0.3\n\nBroken: version: 3.0.0 Alpha\n\nWhen making a node group via a script, the custom socket type name is not set.\n\n* load script [P2427: Example of socket interface](P2427.txt)\n```python\nimport bpy\nimport nodeitems_utils\n\nclass CSTree(bpy.types.NodeTree):\n bl_idname = 'CSTree'\n bl_label = \"CS Node Editor\"\n bl_icon = 'NODETREE'\n \n\nclass CSSocket(bpy.types.NodeSocket):\n bl_idname = 'CSSocket'\n bl_label = \"CS Socket\"\n\n def draw(self, context, layout, node, text):\n layout.label(text=text)\n\n def draw_color(self, context, node):\n return (1.0, 0.8, 0.4, 1.0)\n\n\nclass CSSocketInterface(bpy.types.NodeSocketInterface):\n bl_idname = \"CSSocketInterface\"\n bl_socket_idname = \"CSSocket\"\n bl_label = \"CS Socket\"\n\n def draw_color(self, context):\n return (1.0, 0.8, 0.4, 1.0)\n\n def draw(self, context, layout):\n pass\n\n\nclass CSNode(bpy.types.Node):\n bl_idname = 'CSNode'\n bl_label = \"Node\"\n\n def init(self, context):\n self.inputs.new('CSSocket', name='Input1')\n\n\nclass CSNodeGroup(bpy.types.NodeCustomGroup):\n bl_idname = 'CSNodeGroup'\n bl_label = 'Node Group'\n bl_icon = 'OUTLINER_OB_EMPTY'\n\n def init(self, context):\n self.node_tree = bpy.data.node_groups.new('CSNodeGroup', 'CSTree')\n nodes = self.node_tree.nodes\n inputnode = nodes.new('NodeGroupInput')\n\n\ndef make_group(context):\n space_data = context.space_data\n node_tree = space_data.node_tree\n selected_nodes = context.selected_nodes\n node_group = node_tree.nodes.new(\"CSNodeGroup\")\n node_group_tree = node_group.node_tree\n input_group = node_group_tree.nodes['Group Input']\n \n new_node = node_group_tree.nodes.new(\"CSNode\")\n\n to_socket = new_node.inputs[0]\n from_socket = input_group.outputs.new(to_socket.bl_idname, to_socket.name)\n node_group_tree.links.new(input=from_socket, output=to_socket)\n \n\nclass CSMakeNodeGroupOperator(bpy.types.Operator):\n bl_idname = \"crowd.cs_make_group\"\n bl_label = \"CS Make Group\"\n \n @classmethod\n def poll(cls, context):\n space_data = context.space_data\n\n if not (space_data.type == 'NODE_EDITOR'\n and space_data.tree_type == 'CSTree'\n and space_data.node_tree is not None):\n return False\n\n return True\n \n def execute(self, context):\n node_group = make_group(context)\n return {'FINISHED'}\n\n\ndef register():\n bpy.utils.register_class(CSTree)\n bpy.utils.register_class(CSSocket)\n bpy.utils.register_class(CSNode)\n bpy.utils.register_class(CSNodeGroup)\n bpy.utils.register_class(CSMakeNodeGroupOperator)\n\ndef unregister():\n bpy.utils.unregister_class(CSTree)\n bpy.utils.unregister_class(CSSocket)\n bpy.utils.unregister_class(CSNode)\n bpy.utils.unregister_class(CSNodeGroup)\n bpy.utils.unregister_class(CSMakeNodeGroupOperator)\n\nif __name__ ==\"__main__\":\n register()\n\n```\n \n* execute script\n* open CS Node Editor\n* create new node tree\n* Search for \"CS Make Group\" operator\n* switch to \"CSNodeGroup\" tree\n* Open side panel (N)\n* Check that the Group/Inputs has one item, but the name in the list is blank.\n\n{[F10562486](image.png) width=100%}\n", "OBJECT_OT_shape_key_clear ignores slider_min and slider_max\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: version: 2.79, 3.5.1, 4.0.0 Alpha\nWorked:\n\nThe OBJECT_OT_shape_key_clear operator clears the `.value` of each Shape Key, setting it back to zero, but Shape Keys have `.slider_min` and `.slider_max` attributes which specify the minimum and maximum values for `.value`. OBJECT_OT_shape_key_clear does not respect the `.slider_min/max` values when it clears the `.value` of each Shape Key, setting `.value` to an otherwise impossible value when either `.slider_min` is greater than zero or `.slider_max` is less than zero.\n\nAttached is a .blend (authored in 4.0.0a) with steps 1-4 already set up.\n1) Create two non-'Basis' shape keys on a default cube\n1) On the first shape key, set its `.slider_min` to 0.5\n1) On the second shape key, set its `.slider_min` to -1.0\n1) On the second shape key, set its `.slider_max` to -0.5\n1) Click the button in the UI to Clear Shape Keys, or run `bpy.ops.object.shape_key_clear()`\n![image](attachment)\n1) Observe that the `.value` of each shape key is now set to 0.0\n\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", "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\"", "Allow pasting nodes between different node editor types\nNodes can exist in the context of different node editor types.\n\nBecause of that it should also be possible to paste them from the clipboard regardless of the node editor. That is one step into the direction of unifying the node workflow for different editor types.\n\nThere are two issues that need to be resolved:\n- nodes that don't exist where they are pasted\n- node groups have a node-tree type attached to them\n\nEventually it would be nice to unify the node tree types in a more generic way.\n\nFor now these can just be solved by notifying the user that there are incompatible nodes in the clipboard with an error message.", "Multi-User Action keeps moving object after deleting all keyframes until reloading file\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: 2.92.0\n\nDeleting keys from action with several users doesn't update correctly.\nActions without any keyframes keep changing the object until you revert the file.\n\n1. Add two keyframes to the default cube. (Scale it up and move it to the side)\n2. ALT+D to create a linked copy.\n3. On the linked copy, go to the dopesheet (e.g. action editor)\n4. Delete the keys. Because the action has two users, the keys should be deleted for all users.\n5. Play the animation. You'll see the original copy still moves according to the original keys.\n\n[#88208.blend](T88208.blend)\n\nThank you for taking a look at this! :)\nSeems like a bug to me.\n", "GPencil: Tint modifier in Fill mode, don't get restricted by vertex group influence\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.4.1\n\nTint modifer in Fill mode, don't get restricted by vertex group as influence. in other hand, it works well on stroke mode,i really need this to be fixed really soon as possible please, see video\n\n", "Node Tools: popover menus for options\nWhen creating a new Node Tool the defaults are immediatelly set. But users can still change them from the menus\n\n* **Object Types**: Mesh, ...\n* **Modes**: Object, Edit, Sculpt\n\n![image](attachment)\n\nNote: This is only for the Tool context. But once assets are also supported in the Modifiers Add Menu we will need the `Object Types` popover in the Modifier context as well.\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", "Viewer Node does not initialize from within Compositor node group\nOperating system: Windows 10 x64\nGraphics card: RTX 8000\n\nBroken: 10/26/2022 build\n\n\nViewer node does not work if used for the very first time inside a compositor node group. Once the user goes back to the top level composite and connects a Viewer Node, it works, and then updates normally when going back into node groups.\n\n**Reproduce from a file**\n\n[viewerNodeNotWorkingInNodeGroup.blend](viewerNodeNotWorkingInNodeGroup.blend)\n\n- Add a viewer node for the Image node output.\n- Notice how the backdrop and the Viewer image doesn't get initialize with the viewer content.\n- Go back to the top level node tree and add a viewer node.\n- Notice how the viewer is initialized.\n- Go back inside the node group.\n- Notice how it updates correctly, so it is only for the first time.\n\n**Reproduce from scratch**\n - New General file\n - Hit 0 and F12 to render one frame of the default cube\n - Change to Composite tab\n - Change top view to Image Editor\n - Pick dropdown and select Viewer Node\n - In compositor panel Shift-A to add a greenscreen image\n - Shift-A to add a Keyer node\n - PIck a green color to key it\n - Add Scale node, set to Fit and Render Size\n - Connect Keyer Image output to Scale node\n - Add Alpha Over node. Connect Render Layers to Alpha Over Background input and Scale node to Foreground input\n - Select Image, Keying, Scale, and Alpha Over nodes. \n - Ctrl-G to Group\n - Make sure Node Wrangler is enabled.\n - Inside the group. select the Image node.\n - Ctrl-Shift-LMB to add a Viewer and connect it\n - Note that Viewer Node display in Image Editor does not update.\n - Press Tab to go up one level.\n - Highlight Render Layers and press Ctrl-Shift-LMB. Now render layer is shown in Viewer Node.\n - Highlight Node Group and press Tab to go in.\n - Now image viewer is working and active.\n\n", "Lost hotkey with save preset\n2.80\n\n\nI finally can replicate problem from 2.7x and it is still problem in 2.80. When you change some combination of hotkeys and save it to the preset. You lose some of them. On my GIF example Numpad 1 dissapear.\n\nSometimes it come back after restart Blender, but sometimes it is just gone.\n\n![lostKeyBug.gif](lostKeyBug.gif)\n\n", "Undoing the removal of a vertex group in edit mode changes other vertex groups and doesnt bring the removed vertex group back\nOperating system: Linux-5.4.13-201.fc31.x86_64-x86_64-with-fedora-31-Thirty_One 64 Bits\nGraphics card: GeForce GTX 970M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.44\n\nBroken: version: 2.83 (sub 2)\nWorked: (optional)\n\n\nUndoing a vertex group changes the rest. The video should show the issue. There's 3 vertex groups, A = A, B = B and C = C. If you delete A, B = B and C = C. If you delete A and then undo it, B = A and C = B.\n\nTy9U5rj_6Sw\n\n[#63434.blend](T63434.blend)\n- Open File\n- you should be in editmode\n- remove the `zero_weight` vertex group\n- Undo {key Ctrl Z}\n- `zero_weight` vertex group is not back\n- `half_weight` vertex group now has zero weights\n- `full_weight` vertex group now has half weights\n\n\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).", "Particle Viewport display options don't reset properly when changing particle type\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 527.56\n\nBroken: version: 3.4.0\n\n\nViewport Display panel options don't reset properly when changing the particle type from Emitter to Hair and back to Emitter again.\n\n1. New default scene.\n2. Add particle system to cube.\n3. Go to the Viewport Display panel for the particle system and notice options.\n4. Change the particle system type from Emitter to Hair.\n5. Options under Viewport Display panel change accordingly.\n6. Change the particle system type back from Hair to Emitter.\nOptions under Viewport Display panel are those for Hair and not Emitter.\n\n![image](attachment)\n\n", "Dynamic Paint doesn't update to original values on start frame\nOperating system: win10 64\n\nBroken: 2.81\n\nAdd *Dynamic Paint (Canvas)* to any mesh and try to set 0 as a start frame of simulation.\n\n1. Open file and see how Displace modifer doesn't affect mesh\n2. Run animation -> bake current cache\n3. First problem: see how weight is empty at the mesh origin (Displace modifier works except begining of animation)\n4. Second problem: return to frame 0 -> weight doesn't updated to original values (Displace modifier still active on vertex group)\n\n[dyn_paint.blend](dyn_paint.blend)" ]
[ "Blender 2.91 - Shader groups don't reset to \"default value\" assigned.\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\n\nRight click over a number input port on a shader group doesn't return to the set \"default\" arbirtrary number.\n\nFile:\n0b97e04c1b9c4bb99d32158770842410\n\nEnter the ice shader group with tab. Select the Port settings. Press N. Check the picture below and set default value of any arbitrary number. Press CTRL+Tab to exit the group. Manipulate the slider and right click over it to use \"reset to default value\".\nIt returns ZERO instead of the default arbitrary number set in the port settings.\n![Default value.jpg](Default_value.jpg)\n" ]
Quick Smoke Animation Stuck Operating system: Windows 10 latest version Graphics card: Radeon RX 570 Series Broken: 2.9.3 So I want the most basic thing you could imagine. A monkey head with a quick smoke animation. But it isn't working. My smoke animation is stuck and can barely move after every finished playback thing (I'm a beginner :)). Could anyone help me with this problem here's a video: [2021-08-26 13-35-16.mp4](2021-08-26_13-35-16.mp4) Based on the default startup or an attached .blend file (as simple as possible).
[ "Adaptive Domain creates lines in smoke\nOperating system: Win 10\nGraphics card: Dual RTX Titans\n\nBroken: Blender 2.82\n\nWith adaptive domain enabled, noticeable horizontal (and sometimes vertical) lines appear in the smoke\n[weird lines.mp4](weird_lines.mp4)\n\nSimple blend file: \n\n - Create a large box and set it as a gas domain.\n - Create a small object as the Flow (both 'smoke' and 'fire' reproduce it)\n - Put the flow object near the bottom of the domain\n - Enable Adaptive Domain\n - Bake\n - You should see lines like this: ![blender_2020-03-09_11-55-29.png](blender_2020-03-09_11-55-29.png)\n # Turn off adaptive. Not only will the smoke move faster creating a totally different looking simulation (which is problem in itself) but the lines will be gone: ![blender_2020-03-09_12-09-10.png](blender_2020-03-09_12-09-10.png)\n\nIt's most noticeable when the domain is large, and the adaptive box is only a small portion of it.\n\nIncreasing the adaptive margin to 24 helps somewhat, but it's still there. Any higher and it defeats the purpose of adaptive - baking takes as long as just turning it off.\n\nSample blend:\n[adaptive bug2.blend](adaptive_bug2.blend)", "Flickering UI on MacBook M1 or external monitor MBP 13 M1\nOperating system: macOS-12.0.1-arm64-arm-64bit 64 Bits\nGraphics card: Apple M1 Apple 4.1 Metal - 76.1\n\nBroken: version: 2.93.5\n\nWhen any action in blender (move viewport or oblects) - there is flickering UI. Not way to burn eyes, but noticeable. Problem happens only on external monitor that worked absolutely fine in any other apps.\n[IMG_2758.MOV](IMG_2758.MOV) - video in slow motion showing the problem. Some times it flicks a lot, some times not much.\n\nJust moving view point is enough to flick UI.\nThat happens with my first of two files. Second doesnt have that. Attach the file with problem.\n[domik.blend](domik.blend)\n", "Black outlines around animated Objects when Scrubbing/Playback.\nOperating system: Windows 10 64 Bits\nGraphics card: GTX 1080 TI.\n\nBroken: version: 2.83.8 hash: 7c027f9480a9\nWorked: version: 2.83.4 hash: `abb7364912` (commit date: 2020-02-23 23:00)\n\nThere are some weird black outlines popping out during anim playback or scrubbing. \n\n***P**\n{[F8400153](spot.jpg) size = full}\n\n\n* open the file\n* If it is not already set, set viewport shading to material preview (that's where you can easily spot them)\n* playback the animation or quickly move the object\n\nThe black outlines will appear but the moment you stop they'll disappear, so you can screen capture the moment to check their existence ***P**.\n\n[Black.blend](Black.blend)\n", "Particle display problem in rendering when using the Time remapping option\nOperating system: Mac Os Mojave 10.14.6 (18G95) and Windows 10 (Last update)\nGraphics card: AMD Radeon R9 M295X 4 Go & Nvidia GTX 1070\n\nBlender 2.80\n\nThere is a problem of particle rendering if we use the Time remapping function which makes it possible to make a film slower by multiplying the number of images of an animation. The particle animation is not continuous, some disappear and then reappear creating a jerky effect.\nThe problem does not appear when launching the animation directly in the software but only by doing a rendering calculation whether it is in film or frame-by-frame mode or movie (with Cycle or Eevee rendering)\n\nIf I leave the time remapping by default (old 100, new 100) there is no problem.[torus particules.blend](torus_particules.blend)\nIf I change the time remapping to have a movie with 4 times more image (old 25, new 100), the problem appears: the particle animation is not continuous, some disappear and then reappear creating a jerky effect.", "Make Thumbnail Dragging More Reliable\nOn some systems, the dragging is very glitchy and keeps invoking box selection instead.", "adding outflow object removes smoke from viewport\nOperating system: Windows 10\nGraphics card: Geforce RTX 2060\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\nversion: 2.90.1, branch: master, commit date: 2020-09-23 06:43, hash: 3e85bb34d0d7\nversion: 2.91.0 Alpha, branch: master, commit date: 2020-10-02 22:11, hash: 743eca0f316d, \n\nWorked: (newest version of Blender that worked as expected): \nunknown\n\nA simple smoke simulation with a plane inflow works fine. When a torus shaped outflow mesh is added the smoke is not calculated.\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n1. Start Blender\n2. Add Fluid Domain to default cube\n3. Add 0.5m plane mesh\n4. Add Flow->Inflow to plane\n5. Cube-Fluid->cache->type->Modular\n6. Cube-Fluid->cache->Frame end->50\n7. Bake data\n8. Verify smoke is seen rising in view port\n9. Free data\n10. Add torus mesh object, major radius 0.8, minor radius 0.1\n11. Add Flow->Outflow to torus\n12. Free data\n13. Bake data\n14. Verify that smoke is not seen in view port (this is assumed a bug)\n\n[#81423.blend](T81423.blend)", "Mantaflow simulation is asymmetric even without the influence of any force\nRunning a Mantaflow smoke simulation with a symmetric flow object and no external forces or internal turbulence will produce a readily noticeable asymmetry that looks like a wind force being applied.\n\nAs can be seen, the smoke is biased in the positive direction and the velocity visualizations shows the direction to be intrinsic to the simulation.\n\n![20220221-122607.png](20220221-122607.png)\n\n![20220221-122625.png](20220221-122625.png)\n\n- Delete everything except the default cube.\n- Add quick smoke to a the default cube.\n- Run the simulation.", "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.", "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", "Line artifacts in Mantaflow smoke sim when using \"Noise\"\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.08\n\nBroken: version: 2.81 (sub 12)\nWorked: (optional)\n\nWhen Noise is activated in a Mantaflow smoke sim, hash line artifacts show up in the early frames of the sim. \nWith Noise active:\n![mantaflow_noise_bug.PNG](mantaflow_noise_bug.PNG)\nWith Noise switched off:\n![mantaflow_no_noise.PNG](mantaflow_no_noise.PNG)\n\nHere's the .blend file: [mantaflow_2.81_problems.blend](mantaflow_2.81_problems.blend)\n\nCreate mantaflow smoke sim, bake smoke, bake noise, notice artifacts. \n\n", "Crash when baking quick smoke fire simulation\nOperating system: macOS-13.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 575 OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.9.39\n\nBroken: version: 3.2.2\n\nQuick Smoke within FIRE (Bake Data) button\n\n\nfrom 32 change to 256 see picture ![image.png](image.png)\n\nSee End: from 256 to 1000 (frames) ![image.png](image.png)\n\n(Bake ALL) on Type: ALL\n\n![image.png](image.png)\n[Blender-2022-08-15-103438.ips](Blender-2022-08-15-103438.ips)\n[Blender crash guide on Mac appear.txt](Blender_crash_guide_on_Mac_appear.txt)\n\n[Quick Smoke within FIRE.blend](Quick_Smoke_within_FIRE.blend)\n\n\n", "Particle systems on a moving emitter with particle settings start/end outside the animation frame range showing up in wrong place intermittently\nOperating system: Windows 10\nGraphics card: RTX 3080\n\nBroken: 3.0.1\nWorked: xx\n\n[Desktop 2022.02.10 - 14.44.35.08.mp4](Desktop_2022.02.10_-_14.44.35.08.mp4)\n\nRepro steps with particle_bug.blend (attached)\n[particle_bug.blend](particle_bug.blend)\n1. Press play, observe:\n - on the initial frame of the animation, a cubic volume of particles spawn at the initial position of the cube\n - when the animation loops, the trail of particles disappears\n**This is the behavior I believe is a bug.**\n\n2. Change the animation start frame from 40 to 0, and let the animation play through at least one full loop.\n3. Change the animation start frame back to 40, and observe:\n - on the start frame of the animation, no cube of particles appears at the initial position of the cube\n - when the animation loops, the trail persists with each particle seeming to remain in its existing location.\n**This is the behavior I believe is intended when using duplicate particle systems with non-overlapping timespans to create the illusion of looping particles.**\n\n4. In the particle properties tab on the right, select the 'during' particle system (instead of the currently selected 'pre' particle system), and observe:\n - the behavior from step 1 immediately resumes: the particle trail disappears and the cube of particles appears at the initial position of the cube on the first frame of the animation.\n**This is the easiest way that the bug can be reproduced predictably.**", "Mantaflow: Noise doesn't follow smoke\nOperating system: Windows 10\nGraphics card: Nvidia GeForce GTX 650 Ti\nProcessor: Intel® Core™ i7-3770\n\nBroken: Blender 2.90\nWorked: Blender 2.81\n\nAfter enabling \"Noise\", the Wavelet turbulence doesn't follow the smoke. It seems to only mildly adapt to certain movements; but, unlike in 2.81 it doesn't get \"dragged\" by the velocity of the smoke.\n[NoiseDifference-C.mp4](NoiseDifference-C.mp4)\n\n**Exact steps to reproduce the error**\nIn any smoke simulation (preferably one where smoke is being constantly emitted), enable \"Noise\" and bake.\n\n2.9 Project file: [2.9 Example.blend](2.9_Example.blend)\n\n2.81 Project file for comparison: [2.81 Example.blend](2.81_Example.blend)", "Cannot keyframe particle count property\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: Quadro 2000M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 377.83\n\n\nBroken: version: 2.80 (sub 75)\nWorked: (optional)\n\n\n![bug.png](bug.png) clicking keyframe button next to particle count responds with *Failed to resolve path to property, try manually specifying this using a Keying Set instead*\nsee screenshot attached\n\nClick on animate property next to particle count\n", "Add sticky keys support for accessibility\nOperating system: Windows 10\nGraphics card: Geforce GTX-970m\n\nblender-2.80.0-git.1fa527bfa3a-windows64\n\n\nSticky keys not working properly.\nSfZ7Ua-ReuQ" ]
[ "Smoke Animation Playback very slow\nOperating system: Windows 10 Latest Version\nGraphics card: Radeon RX 570 Series\n\nBroken: 2.93.3\n\nThe Smoke Animation Playback is very slow as seen in video below. Noone in any forums etc. could help me.\n\n592359869\n\nBased on the default startup or an attached .blend file (as simple as possible)." ]
Wipe effect is broken Operating system: Linux-3.10.0-1127.18.2.el7.x86_64-x86_64-with-glibc2.17 64 Bits Graphics card: GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.36 Broken: version: 3.1.0 Worked: 3.0.1 and before Wipe effect does not work anymore. With effect fader or with default fade, it only shows source or target, not wipe effect. Open the attatched file or create a wipe with two strips. [wipe_bug.blend](wipe_bug.blend)
[ "Assets: the same catalog UUID appearing in different asset libraries causes failed assertions in the 'All' library\nOperating system: Linux-5.15.0-73-generic-x86_64-with-glibc2.35 64 Bits, X11 UI\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.182.03\n\nBroken: version: 4.0.0 Alpha, branch: main, commit date: `Mon Jun 5 14:21:39 2023 +0200`, hash: `c18ee2e84dcebaf5831640c987e5fd434219e46c`\nWorked: probably broken since the introduction of the 'All' library\n\nHaving two asset libraries that both have a catalog with the same UUID cause an error:\n\n```\nBLI_assert failed: blender/source/blender/blenlib/BLI_map.hh:1093, add_new__impl(), at '!this->contains_as(key)'\n```\n\n\n- Extract the attached ZIP file. It contains a blend file and two asset libraries.\n- Run Blender in debug mode.\n- Open the blend file.\n- Run the script in the text editor (which adds the two asset libraries to your preferences; don't worry, they won't be saved)\n- Refresh the 'All' asset catalog.\n- See the failed assertion\n\n**Workaround**\n\nApplying this patch will work around this issue:\n\n```diff\ndiff --git a/source/blender/asset_system/intern/asset_catalog.cc b/source/blender/asset_system/intern/asset_catalog.cc\nindex d27763c08d7..8512824b6d4 100644\n--- a/source/blender/asset_system/intern/asset_catalog.cc\n+++ b/source/blender/asset_system/intern/asset_catalog.cc\n@@ -686,7 +686,7 @@ static void copy_catalog_map_into_existing(const OwningAssetCatalogMap &source,\n {\n for (const auto &orig_catalog_uptr : source.values()) {\n auto copy_catalog_uptr = std::make_unique<AssetCatalog>(*orig_catalog_uptr);\n- dest.add_new(copy_catalog_uptr->catalog_id, std::move(copy_catalog_uptr));\n+ dest.add(copy_catalog_uptr->catalog_id, std::move(copy_catalog_uptr));\n }\n }\n \n```\n\nA better solution would be to implement some comparison function like `bool AssetCatalog::is_consistent_with(const AC &other);` that tests both the UUID and the catalog path are identical, and issue a warning if they are not, similar to what `AssetCatalogService::parse_catalog_file()` is doing.\n\n", "Mantaflow 'Dissolve' broken for Flame smoke\nOperating system: Win 10 64bit\nGraphics card: Dual Titan RTX\n\nBroken: 2.83 2020-02-24 a322b43e3d08\n\nEnabling 'Dissolve' in Mantaflow Gas with any emitter producing fire, will completely disable the smoke normally produced by the fire.\n\n\nSet default cube to a Fluid>Gas>Domain\nCreate a plane inside. Set to Fluid>Flow, and set the flow type to Fire.\nIn the domain settings, under Smoke set the Dissolve to 150.\nThe fire will render, but there will be zero smoke.\nDownload Attached Blend: [bug_dissolve.blend](bug_dissolve.blend)\n\n\n![dissolve on.png](dissolve_on.png)\n![dissolve off.png](dissolve_off.png)\n\n\nThe correct functionality would be for the smoke to dissolve from the time of it's birth - not of the emitter, but when the flame created it. \n\nThis is crucial to achieving realistic explosions, as the smoke looks patchy due to the varied times it was created from the flames.\n\nReference video of real explosion. Note how the smoke looks patchy towards the end:\n[Gas_Explosion_7_1920.mp4](Gas_Explosion_7_1920.mp4)", "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", "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)", "Compositor doesn't render if VSE contains strips\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.92\n\nBroken: version: 3.0.0 Alpha\n\nCompositor doesn't render if VSE contains strips.\nIn some cases user may want to have for example sound strip to play sound while compositing. This can cause only VSE to be used for rendering.\n\nAdd color strip to VSE, in compositor check Use Nodes and render.", "NLA Cyclic Strip Time does not work with keyframes not starting at one.\nOperating system: Windows 10 \nGraphics card: NVIDIA GeForce GTS 450\n\nblender-3.4.0-alpha+master.d1d2f002c7ca-windows.amd64-release\nBroken in 2.80 as well\n\n\nThere seems to be no way to make NLA Cyclic Strip Time to work with keyfraames not starting at one.\n\n- open `repro.blend`\n- strip time is animated (twice the length of the original animation)\n- cyclic strip time is checked\n- animation loops through twice (this is expected)\n\n\n- now open `repro2.blend`\n- same scenario (same anim length, keyframes are just offset a bit in time)\n- strip time is animated (twice the length of the original animation)\n- cyclic strip time is checked\n- no animation to be seen\n\n-----\n\n***Original Report***\n\n-----\n\n\n\n\nI used a material with a node and I insert some keys with the I key for some values in the node “compare”, you can see my blender file I add it.\nThis works but I want to use it cyclic for all animation frames … You can see I set Cyclic Animation, and not work.\n\nI don't know if this is a bug or is a missing feature.\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n1. add an object \n2. create a material with node \n3. use any settings , add an math compare just for testing and use I key to make changes for random values in order to see how this works.\n4. try to create a cyclic animation with these values in nonlinear animation area\n\n", "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", "Particle bug\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 950M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.1.2\n\nHair particles in particle edit mode cannot add new particles if emit is set to vertices. When you try to change emit to faces - all previously created particles disappear.\n![image.png](image.png)\n\n[test.blend](test.blend)\n", "Native addons lose the \"Report a bug\" button when using a custom Config folder\nOperating system: Windows\n\nBroken: 4.0\nWorked: -\n\nReport by @Todor-CGDive (moved from 104635).\nPre-installed addons have a \"Report a bug\" button. However, if you create a custom Config folder, that button changes to \"Remove\". I am not sure if that's by design but it looks suspicious.\n![custom_config.jpg](attachment)\n\n- On Windows, go to directory `%USERPROFILE%\\AppData\\Roaming\\Blender Foundation\\Blender\\4.0\\` and copy de `config` folder\n- Past it in the your blender installation directory `/4.0` folder\n\n", "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", "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", "Grease Pencil Erase /Tablet\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.4.1\n\nWhen i use the eraser in dissolve mode strength 0.5 with the mouse it has a very soft effect.\nDoing the same with the Stylus(Cintiq Pro 24) the effect is very harsh even with pressure disabled. To have the same effect like with the mouse i have to reduce the strength to a tiny amount. Like 0.01 . I seems like the tablet input is retrieved at a higher rate then the mouse input . Maybe it's the same problem with tint, as i described in my last report.\n\nJust erase at the current layer in the attached file\n\n", "VSE: Overlap during handle transform fails\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\nOverlap during handle transform fails:\n{[F11318256](overlap_fail.gif), size=full}\n\nEx.\n- Import a bunch of images.\n- Select the strip. \n- Separate the images(y)\n- Select all strips.\n- Select the right handle.\n- Hit G to transform.\n- Make the strips overlap in both Overwrite and Extend.\nThe result it that it is shuffling, where it was expected to Overwrite or Extend.\n\n**Slideshow**\nAn example of where the Extend in the same channel would be useful is when making slideshows, where the steps from above and Extend in the end should allow users to batch extend all strips in one go. Combined with this patch: [D10207](D10207) slideshows would be much easier to do. \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", "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" ]
[ "Regression: VSE Wipe transition does not work\nOperating system: Ubuntu 21.10 x86_64 \nGraphics card: AMD Ryzen 7 5700G with Radeon G GPU: AMD ATI 09:00.0 Cezanne \n\n\nBroken: 3.1.0, branch: master, commit date: 2022-03-08 18:16, hash: c77597cd0e15, type: release\nbuild date: 2022-03-09, 00:34:48\nWorked: 3.0.1, branch: master, commit date: 2022-01-25 17:19, hash: dc2d18018171, type: release\nbuild date: 2022-01-26, 00:40:57\n\n\nIn the VSE sequencer, the transition of type \"Wipe\" between two strips no longer works in 3.1.0.\n\n\n1. In the sequencer create two color strips using Add > Color and change them to different colors in order to demonstrate the bug.\n2. Select both color strips and add a wipe transition with Add > Transition > Wipe.\n3. Play the sequencer and observe the wipe animation between the two color strips.\n\n**Expected behavior:** Working in 3.0.1\n\nThe wipe transition plays between the two color strips\n![transition-3.0.1.gif](transition-3.0.1.gif)\n\n**Actual behavior:** in 3.1.0\n\nThe wipe animation does not happen, and instead of animating the output changes to the second strip at the first frame of the transition.\n![transition-3.1.0.gif](transition-3.1.0.gif)\n\n[system-info-3.1.0.txt](system-info-3.1.0.txt)\n\n[wipe-transition-bug.blend](wipe-transition-bug.blend)", "VSE: effect Strip 'Iris' and 'clock' are not working\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 512.15\n\nBroken: version: 3.1.0\nBroken: version 3.1.1, commit date: 2022-03-27, v31.fb2cb0324a39\nWorked: 3.0.1\n\nEffect Strip Type' Iris' and 'clock' do not work in the VSE.\nMaybe same bug like in the past: \nT75421\n[VSE_IrisEffectStrip.blend](VSE_IrisEffectStrip.blend)\n\n", "Wipe transition effect not working\nOperating system: Windows-10-10.0.22581-SP0 64 Bits\nGraphics card: AMD Radeon(TM) Vega 8 Graphics ATI Technologies Inc. 4.5.14800 Core Profile Context 22.10.00.22 30.0.21000.22018\n\nBroken: version: 3.1.0\n\nWipe transition effect not working. There's no iris, wipe, or any of the effects working, neither in defaut fade mode or manual transition.\n\nOpen blender vse\nadd two strips with a part overlaying\nselect the strips\nadd wipe transition\n" ]
Eevee Render Crashed when Enable Motion Blur (Including 2.91 Official Version on Blender) (New) Operating system: Windows-10-10.0.19041-SP0 64 Bits Graphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.30 Operating system: Windows 10 Graphics card: AMD Radeon(TM) Vega 8 Graphics, ATI Technologies Inc., 4.5.13544 Core Profile/Debug Context 25.20.15011.1004 Broken: 2.90.1, 2.91 (Official Release) (2020-11-17), 2.92 (2020-11-17) release builds only Worked: 2.83.9 Rendering an animation with motion blur results in a crash. 1.)Open a release build of Blender (without debug flags). 2.)Load the project file attached below. 3.)Adjust the output directory to a location that exists on your system. 4.)Render the animation . [esting.blend](esting.blend) [esting.crash.txt](esting.crash.txt) [blender_system_info.txt](blender_system_info.txt) [blender_debug_output.txt](blender_debug_output.txt)
[ "Blender crashes with Noise Texture Node + Hair Particle System + Eevee\nOperating system: Darwin-19.6.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon RX 480 OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.10.18\n\nBroken: 8dc95f61f3\nBroken: version: 2.92.0\nBroken: version: 2.91.2\nWorked: version: 2.83.12\n\nBlender 2.92 with AMD crashes with **Noise Texture Node**and **Hair Particle System** with render engine Eevee.\nWith Blender 2.91.2 with AMD it doesn't crash but colors are incorrect.\n\nWith 8dc95f61f3 with Intel GPU, there's no crash but colors are incorrect in the same way as in AMD - 2.91.2.\n\n1. Open attached .blend file\n2. Viewport shading to: Render \n3. Play animation by tapping space bar\n\n[particle_loop.blend](particle_loop.blend)\n[blender_2_92_crash.txt](blender_2_92_crash.txt)\n\n**Blender 2.92**\n[blender_2_92.mp4](blender_2_92.mp4)\n\n**Blender 2.91**\n[blender_2_91_2.mp4](blender_2_91_2.mp4)\n\n**Blender 2.83.12**\n[blender_2_83_12.mp4](blender_2_83_12.mp4)", "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)", "Crash on Changing Repeat value to -1 in Corrective Smooth modifier\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.49\n\nBroken: version: 2.93.5\n\nNot Responding when I change the Repeat value to -1\n\n{[F11810617](image.png), size=full}\n\n", "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.", "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", "Motion Blur causes visual glitch on point cloud object moving\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 522.30\n\nBroken: version: 3.5.0 Alpha\nWorked: not known\n\nPoint cloud object + Motion Blur + animation. The first frame of animated movement will incorrectly render compared to before and after the animation starts. \nConvert Cube to point cloud\nAdd a location keyframe on frame 2\nmove the object and add another keyframe on frame 3\nRender with motion blur turned on.\nCompare the rendered frames.\nframe 1 looks correct, frame 2 is too dim even though it is not moving yet.\n\nNote: CPU renders frame 3 incorrectly as well. not sure if this requires another bug report. \n\nFrame 1:\n![0001.png](0001.png)\nFrame 2:\n![0002.png](0002.png)\n\nFrame 3 on GPU:\n![0003.png](0003.png)\nFrame 3 on CPU:\n![0003.png](0003.png)\n[MotionBlur_PointCloud.blend](MotionBlur_PointCloud.blend)\n", "lost 90% of my progress\nOperating system:\nGraphics card:\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\n\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\ni was 90% through my build and had forgetten to save although i havent made saving every five minutes my priority anyways i was almost done when it freezes then crashes and all of mt work is now gone this has already happened once but i didnt lose anything so i therefore didnt report it\n\n", "Blender 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", "Crash when rendering animation\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA RTX A4500/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.4.1\n\nBlender crash when rendering an animation\n\nIn an attempt to simplify my rendering of multiple scenes, I added an additional scene to a blend file with no objects itself. Its purpose is to be a place to put multiple *Render Layer* nodes in its compositor for all the other scenes in the file. In other words I hit \"Render\" when on that special scene and all other scenes are rendered in one go. Running this render as a single image works fine. Running render animation crashes after one frame.\n\nMy actual file has 7 scenes to be rendered. But to help demonstrate and reproduce this, I have simplified the file to just two scenes:-\n\"*Scene 1*\" is a simple scene containing a cube and a camera. Rendering this scene directly, works fine as still image or animation.\n\"*Render all*\" is a second scene that has no objects of its own (just a camera because my render farm seems to insist upon that). This scene is set to not be rendered (\"*Use for Rendering*\" unticked). However it's compositor has a *Render Layers* object which looks at *Scene 1* and which is connected to a *File output* node.\n\n\n[crash-test3.blend](crash-test3.blend)\n\nOpen file and render animation.", "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)", "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", "rendering crashed\nOperating system:\nGraphics card:\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\n\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n", "Crash while using several rigid bodies and some force fields.\nOperating system: Darwin-18.7.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon R9 M370X OpenGL Engine ATI Technologies Inc. 4.1 ATI-2.11.20\n\n\nBroken: version: 2.80 (sub 75)\nWorked: (optional)\n\n\nThe scene is pretty simple, a house with some elements used as rigid bodies and some force field, vortex and wind force are applied.\n\nWhen I play the animation, it starts and around frame 140-200 it crashes.\n\nAttached blend file. The only thing to do is to play the animation and wait for the crash.\nAttached crash report.[Blender_2019-08-26-215345_MacBook-Pro-de-Kote.crash](Blender_2019-08-26-215345_MacBook-Pro-de-Kote.crash)\n\n[casaFalla.blend](casaFalla.blend)\n\n", "(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", "AMD - Blender Crashes When I Start Render - Cycles GPU Compute\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: AMD Radeon RX 6800 XT ATI Technologies Inc. 4.5.0 Core Profile Context 23.7.1.230626\n\nBroken: version: 3.6.1\n\n[Whenever I start Rendering, It crashes when using cycles on GPU compute. Doesn't happen on CPU option.]\n\n[On render engine, select cycles. Then set it to GPU Compute. Then click on render on top left corner. Then select render image.]\n\n" ]
[ "EEVEE Crash with Motion Blur Only on first frame\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.89\n\nBroken: version: 2.91.0\n\nApart from hair with many rigid bodies ..nothing too fancy.\nCrash occurs on frame 5 which is the starting frame\nframe 6 onwards all renders are successful\n\n\n\n ![Rail Building.png](Rail_Building.png)\n\n\n\n[Rail Building.crash.txt](Rail_Building.crash.txt)\nCant reproduce this as its unique case & cant share the blend file publicly \n\n\n\n```\nExceptionCode : EXCEPTION_ACCESS_VIOLATION\nException Address : 0x00007FFACD1E3AB4\nException Module : nvoglv64.dll\nException Flags : 0x00000000\nException Parameters : 0x2\n\tParameters[0] : 0x0000000000000000\n\tParameters[1] : 0x0000000000000000\n\n\nStack trace:\nnvoglv64.dll :0x00007FFACCFC68C0 DrvPresentBuffers\nnvoglv64.dll :0x00007FFACCE9C3A8 Symbols not available\n```\n\n\n", "Eevee Render Crashed when Enable Motion Blur\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.30\n\nOperating system: Windows 10\nGraphics card: AMD Radeon(TM) Vega 8 Graphics, ATI Technologies Inc., 4.5.13544 Core Profile/Debug Context 25.20.15011.1004\n\nBroken: bisecting points to 879ed5a165 2.90.0 Beta, 2.91 (Official Release) (2020-11-17), 2.92 (2020-11-17) release builds only\nWorked: Before 879ed5a165\n\nRendering an animation with motion blur results in a crash.\n\n- Open a release build of Blender (without debug flags).\n- Load the project file attached below.\n- Adjust the output directory to a location that exists on your system.\n- Render the animation .\n\n[esting.blend](esting.blend)\n[esting.crash.txt](esting.crash.txt) \n[blender_system_info.txt](blender_system_info.txt) \n[blender_debug_output.txt](blender_debug_output.txt)\n\nUpdate: Including Official Release on Blender 2.91 is still not working" ]
Strange button labels in Render View in latest build blender-2.69-2038eb1-win64-vc12.zip 76M Tue Feb 11 02:26:28 2014 1) Start blender 2) Render ![1.jpg](1.jpg) Blender frozen when I click the slot button
[ "Brushes Assets Viewport User Interface\n{[F13331829](image.png), size=full}\n\nAdditional Notes:\n\n{[F13331831](image.png), size=full}", "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", "Avoid clipping data-block name in data-block menu because of library name\nThe grayed out, right aligned library .blend name in the menu can cause space problems when the data-block name and/or the library name are long. E.g. from #77929: ![bug.jpg](bug.jpg)\n\nA few things we could do:\n* - [ ] Increase the menu width.\n* - [ ] Hide the `.blend` suffix.\n* - [ ] Hide the square brackets.\n* - [x] Show the full data-block and library name in the tooltip.\n* - [x] Clip the middle of the data-block name, not the end.\n* - [x] Clip the library path name.\n* - [ ] (Dynamically enlarge the menu width based on the item name widths.)", "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).", "weird unremovable noise which looks like white or semitransparent squares\nWindows GTX NVIDIA 860M Lenovo Y50 laptop 16GB RAM and 2GB VRAM\n\nBroken: (2.77, weird unremovable noise which looks like white or semitransparent squares)\n\n\n**I have horrible flickering noise during my animation and it flickers like a sparks. What causes this noice is alpha images with holes or models of the grids with holes + method of reducing it by using Z and normal passes combined with bilaterural blur (advised by Barteck Skorupa). But i still wanna use it since it still better and only way to properly reduce other types of noice presented in my scene. So this noice looks like SQUARE PIXELS which are flickering during animation. Change of iterations of bilatural blur helps a bit but not completely and not on all frames. \n\nI will give you more info now about this strange things -\n\n\n1- At most frames there is no such noise (because i removed it by using bilateral blur and determinator) but at other frames they are still appear and not despeckle not bilatural blur helps and the weird thing - THEY BECOME MORE VISIBLE AT HIGHER SAMPLES!!!!\n\n\n2 - At some frames this squares are transparent at others - semitransparent or completly white like you can see on the screenshot\n\n\n3 - If i render same image at small samples - like 125 for example - i may not see them at all. But if i change to 150 - they become very visible!!!. \n\n4 - They mostly appear around grids holes models or grids holes alpha images.\n\n\n5- Even if camera not moving they may still appear and look at different frames - differently (white or semitransparent )\n**\n\n![1095_01204-min-min.png](1095_01204-min-min.png)\n\n![588.png](588.png)\n\n![1095_01204-min.png](1095_01204-min.png)\n\n![29_00713-min.png](29_00713-min.png)\n\n**To reproduce the error you whould probably need to render scene when camera moves and looks directly on grids png images with holes or even models of grids with a holes and also try to use bilatural blur node with determinator + z pass and normal pass combined ro remove noise - since most of the issues appearing when you using this nodes combinations (but its necessarily to use them)**\n\n\nIf you will need a blend file please leave me a comment on [email protected]. Thanks\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", "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)", "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", "Make Thumbnail Dragging More Reliable\nOn some systems, the dragging is very glitchy and keeps invoking box selection instead.", "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", "Applying screw modifier doesn't respect hide status of edges from edit mode.\n\n\nUPDATE: If the Unhide hotkey is used, despite no parts actaully being \"unhidden\", the uneditable parts become editable.\n\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.61\n\nBroken: version: 3.5.0\n\n\nApplying a screw modifier with parts of mesh hidden in edit mode will result in those generated mesh from hidden parts to:\n\n1. only show as edges,\n2. be still selectable in edge select mode,\n3. and becoming uneditable.\n\nwhen going back to edit mode.\n\nOriginal description:\n\nIf certain parts of a mesh with a screw modifier are hidden in edit mode (though still visible with the screw modifier, just not selectable), and then the modifier is applied to the mesh in object mode, the previously hidden parts will become uneditable, though still selectable in edit mode.\n\n\n- Add a screw modifier to an object\n- Hide parts of the object in edit mode\n- Apply the screw modifier in object mode\n- Go to edit mode, the parts that's hidden supposedly has edges on display.\n - If use edge select mode, you can actually select those ghost edges, but not editable.\n - If use alt-h, then everything is shown and behaving normal again.\n", "Some Cycles nodes are active when muted (RGB To BW, Math, vector Math, Separate RGB)\nWin10 64bit\n\nBroken: 2.79\n\nRGB To BW node is active when muted\n\nOpen file and render\n[RGB_BW.blend](RGB_BW.blend)\n\n", "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", "render lagging behind tiles\nOperating system: win10\nGraphics card:rts 2070 super\n\n2.81\nwhen rendering, the picture doesnt appear for a while after the render tile already finished rendering that region, not sure if its a bug. didn't see anything like this online. here is a video\n\n\n[bug (2).blend](bug__2_.blend)\n\n- Open file and render\n\n[gnVknluHJZ.mp4](gnVknluHJZ.mp4)", "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" ]
[ "Messed up buttons in very recent builds.\nWin7 64 bit, 16 gigs of RAM, an ATI 7xxx GPU, Ivy Bridge i7 CPU\n\nBroken: Bug seen on a 64 bit VC2008 build done at hash e29a45b396cc. DingTo built it as a generic build with nothing fancy like added patches.\n\nI don't know if it needs to be reproduced or described with words, the image says it all.\n![BuggedButtons.png](BuggedButtons.png)\n\nThe only other thing to really be noted is that clicking the bugged buttons to access render slots or other items will freeze the UI (but not Blender itself).\n\nThat is all.\n" ]
Animated object visibility appears broken Operating system: Fedora Linux 29 Graphics card: AMD® Cape Verde Broken: 2.80 beta 30.11.2018 Animating object visibility in the viewport and render appears to be broken. Scrubbing the timeline never triggers object to appear and disappear, only direct manipulation of the outliner toggle icons. disabled-toggle-animation.webm * insert a keyframe on the viewport visibility icon in the outliner * move one frame forward, toggle visibility of the object in the viewport off and insert a keyframe * move one frame back. the object should appear, but doesn't.
[ "Missing UV Islands / Image Editor / Some generative modifiers (bevel, skin, triangulate, wireframe)\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: Quadro M2200/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.50\n\nBroken: version: 2.82 (sub 7)\nWorked: (optional)\n\nIf geometry has the Bevel Modifier applied and the Realtime Display is on, the UV islands do no display in the Image Editor.\nIf you turn off the Realtime display (Display in Viewport) and then adjust the view in the Image Editor, the UV Islands will appear.\nIf you turn On the Realtime display and then adjust the view in the Image Editor, the UV Islands will vanish.\nYou can still paint in the Texture paint on the geometry and it will appear in the Image Editor.\n\nCreate a Cube\nAssign a Bevel Modifier - turn Realtime display ON (for me it is on by default)\nSet interface to Texture Paint mode.\nThere will by no UV Islands displayed in the Image editor\n\n[UV_Island_Bevel.blend](UV_Island_Bevel.blend)\n\n\n\n", "When Object is not selectable it can still be switched to edit mode\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.24\n\nBroken: version: 3.5.0\nWorked: dont know\n\nWhen a object is disabled for selection in the outliner and the object is then selected in the outliner its possible to enter any of the interaction modes. \nI would assume if a object is not selectable this should not be happening. \nNote: it only happens with single object selections. \nMaybe this is by design, it just felt like a strange thing and i thought i report it just in case.\n\n1. Create a object\n2. disable the object selection in the outliner ![Screen Shot 04-20-23 at 10.08 PM 001.PNG](attachment)\n\n3. Choose your interaction mode ![Screen Shot 04-20-23 at 10.07 PM.PNG](attachment)\n\n4. The mode changes to the one you selected ![Screen Shot 04-20-23 at 10.08 PM.PNG](attachment)\n\n", "'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", "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.", "Alembic mesh cache viewport performance affected even when disabled for viewport\nOperating system: manjaro-kde-21.0.3-210428-linux510 switched to linux512 kernel\nGraphics card: rx6800\n\nBroken: 2.93\n\n\nViewport animation playback performance is affected even when alembic modifier is disabled for viewport and no visible changes are visible.\n\n[blend and abc.zip](blend_and_abc.zip)\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\nAdd mesh sequence cache modifier with alembic file, select an object from abc, hit play in viewport, watch fps go down, disable modifier, watch fps go up, remove modifier or change selection to none, watch fps go up even more. ", "Switching object with alt+click do not fade inactive objects\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 2.92.0\n\nExpected: same fading as with direct entering to sculpt/edit or as with newer switch operator.\n\n[2021-03-09_16-33-47.mp4](2021-03-09_16-33-47.mp4)", "Bug - Refraction BSDF in Eevee interferes with Render properties > Film > Transparency - it blocks the transparency so to speak.\nBest demonstrated with a video (please note that the refraction bsdf is transparent, so objects can se seen through, so can the world background - when the world is not transparent that is) :\n\n[DE3VFV8aIO.mp4](DE3VFV8aIO.mp4)\n\n![image.png](image.png)", "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)", "GPencil: Object keyframes are not visible in grease pencil dopesheet mode\nOperating system: windows 10\nGraphics card: GTX 1650\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\n\nIn grease pencil Object when I assign a key frame to its properties (like opacity or transformation ), I cant see the key frames in the action editor.\nAnd same thing when I do frame by frame animation.\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n{[F10286546](GP_and_Action_Editor.blend)}![Screenshot (428).png](Screenshot__428_.png)", "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.", "Alembic animation import missing dynamically spawned objects\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.79\n\nBroken: version: 3.3.1\nWorked: ?\n\n\nHi ! :) I'm trying to import a rigid body sim from houdini, where smalls spheres are spawning during time by wave, the first wave appear in the viewport but the other no. BUT blender still recognize them because i can see the other objects in the Object Path in MeshSequenceCache. The video i attached explain the probleme well. Someone know how to make the other object appearing ? Thanks :D\n\n?\n\n", "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)", "Grease Pencil Alpha/Opacity bug\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 462.31\n\nBroken: version: 3.1.0\n\nGrease pencil objects containing strokes with stroke materials can not be seen through separate grease pencil objects with either a stroke with fill material with an alpha value >0 or <1, a layer with opacity value >0 or <1. \nWhen the grease pencil object with the alpha material (or layer opacity) has its location moved forward in object mode, the other grease pencil object's stroke can be seen beneath it as expected.\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\n\n\n - Create grease pencil object\n - Create stroke with material with alpha value >0 or <1\n - Set Stroke depth Order to 3D location\n - Move layer location Y forward (-0.05m)\n - Create other grease pencil object\n - Create stroke with stroke material\n\n[grease_pencil_alpha_error.blend](grease_pencil_alpha_error.blend)\n\nThank you :D\n\n", "Instancing a collection with an object that has been Disabled in Viewport fails to correctly link in disabled objects breaking \"Make Instances Real\" operator\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.38\n\nBroken: version: 2.91.0\n\nInstancing a collection into a scene fails to properly link in objects that have been disabled in viewport (henceforth disabled object) using either the \"Disable in Viewport\" icon in the outliner or by setting obj.disable_viewport = True in a script or console. This bug doesn't appear when you hide an object using the H key or obj.hide_set(True)\n\nThis means that if you instance a collection and then \"Make Instances Real\" that the disabled objects will not be transformed with the parent object even if they have been parented to it in the original file and Keep Hierarchy is checked. \n\nThis is a problem because if you have used the disabled object as the operand in e.g. a boolean modifier then as soon as you make a collection real your collection breaks. This is doubly a problem since the default behaviour in the new asset browser is to instance collections into the scene rather than appending them. This bug also affects instancing a collection in the same scene as well as instancing in a collection from an external file. \n\nStart from default file. \nAdd a second cube.\nTransform second cube and place on corner of default cube.\nMake second cube a child of default cube.\nAdd a boolean difference modifier to default cube.\nSet second cube as Object in boolean modifier\nDisable second cube in viewport in the outliner\nInstance collection into scene by dragging and dropping collection from outliner somewhere which isn't the origin.\nEverything appears as it should.\nSelect instanced collection\nSelect Object > Apply > Make Instances Real\nWhile the none disabled cube has been made real the second cube hasn't and if we look in the modifier you can see that the boolean object is still set to the original second cube.\n\nIf instead of disabling the second cube we instead hide it and then instance the collection into the scene the second cube is linked in (although it's also unhidden which is annoying). If we the make this collection real everything works as it should (i.e. the second cube used as a boolean is also made real)\n[link bug.blend](link_bug.blend)", "FCurve editor: Inconsistent/unclear display of group visibility state\nWin7/64, GTX 750 Ti\n\n2.74 official\n\n![Unbenannt36.PNG](Unbenannt36.PNG)\nThe group visibility icon (in red circle) makes no useful statement about the visibility of the contained channels.\n\n - Open [FCurveVisibleState.blend](FCurveVisibleState.blend)\n - As you can see in the FCurve window, all three channels are visible (True), so is the group.\n - If you click the visibility of the \"X Location\" channel in order to hide it, the group visibility is still True.\n - If you additionally hide the Y and Z location, the group visibility state is still True.\n\nThis means that the group visibility icon is True if either all, some or none channels are visible. In other words, it does not reflect anything useful. It only acts as a button to toggle the state of the channels.\n\nIf the group icon is not to display an intermediate state (some but not all channels are visible), the True state should indicate that at least one channel is visible. Consequently, the only required change is: If no channel is visible, the group icon should also be set to False. Otherwise, if the group is collapsed and the group icon displays True, we always have to expand the group in order to find out if any channel is visible at all.\n" ]
[ "Viewport Visibility and Render Visibility keyframes don't work\n{[F5759906](viewport_render_visibility_broken.blend)}Operating system: Windows 10\nGraphics card: NVIDIA Quadro M1200\n\nBroken: blender2.8 26d5a3625ed 2018-11-29\n\nWorked: 2.79b\n\nKeyframes for both Viewport Visibility and Render Visibility are not honored in the viewport nor in renders.\n\nOpen blender and select the default cube\nExpand the Collection\nRight-click on the cube's \"Disable Object in the Viewport\" icon (the computer monitor icon) and insert a keyframe\nRight-click on the cube's \"Disable object in renders\" icon (the camera icon) and insert a keyframe\nAdvance the timeline to frame 5\nLeft-click on the cube's Disable object in the viewport icon, then right-click and insert a keyframe\nLeft-click on the cube's Disable object in renders icon, then right-click and insert a keyframe\nOptionally, set the animation's End frame to 10\nPlay the animation and notice that the cube never reappears; it's simply invisible for the duration of the animation\nRender the animation and notice that the cube's visibility does not change on frame 5", "object visibility controlled by driver bug\n\nOperating system: windows 10\nGraphics card: gt 730\n\n\nblender 2.8 \n\nhash: 26d5a3625ed\n\ndate: 29/11/2018\n\n**i can't keyframe object visibilty and worse driver don't work for object visibility.\n\ni can't also add a driver to the object visibility i have to do it by the \"disable object on the viewport thing\".**\n\n**juste key frame the object visibility and after that add a driver and control the mesh visibilty by a bone**\n\n\n[2.8 visibility driver bug report.blend](2.8_visibility_driver_bug_report.blend)", "object does not disappear from viewport when using drivers to disable visibility\nOperating system: Windows 10\nGraphics card: GTX 1080\n\nBroken: blender-2.80.0-git.4c5e76025d83-windows64\n\n\nWhen using a driver to hide an Object, the Object will not disappear from the viewport.\n\n\nI am going to create a cube with a driver and a \"switch\" to make the cube disappear when the \"switch\" is moved more than 1m on the Z-axis \n\n\nopen blender 2.8\nCreate a cube.\nAdd a driver to the display icon in the outliner.\nCreate a second cube that will act as a \"switch\".\nmove the second cube out to the side on the x or y axis and make sure that the global z height is 0.\nopen driver editor.\nselect the 1st cube and select the \"Disable View\" driver that we created earlier.\nopen the \"Drivers\" tab.\nchange \"Type:\" to Z Location.\nchange the \"Expression:\" to \"var\".\nChange the Input Variable to the 2nd Cube (Cube.001).\nNow if you move the 2nd cube more than 1m upwards on the Z-axis, the 1st cube should disappear. But in 2.8 it doesn't.\nThe \"display\" icon in the outliner will grey out, but the object will still stay visible in the viewport.\n\nIn 2.79 the object will disappear.\n\n\nNote:\nThis Bug breaks Rigs that use python scripts to hide objects in the viewport.\n\n2.79 and 2.8 Files included\n[Hidden_Object2.80.blend](Hidden_Object2.80.blend)\n[Hidden_Object2.79.blend](Hidden_Object2.79.blend)" ]
Box Selection doesn't work on some particular configurations of Bones in Edit Mode Operating system: Linux-5.8.0-59-generic-x86_64-with-glibc2.31 64 Bits Graphics card: GeForce GTX 560/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.143 Broken: version: 2.93.0 Sometimes, especially with Rigify produced rigs, Edit Mode box selection gets ignored when trying to select specific parts of Armature. Sometimes I'm able to select only up to max of about 1/5 of all bones with a single action. It seems not to be related to actual quantity directly, but deleting some particular bones makes selection work properly again. - Open, - Enter Edit Mode, - Box select everything -> Nothing gets selected. [bone selection2.blend](bone_selection2.blend)
[ "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", "Modifiers disabled in viewport are not rendered if the object is in edit mode\nVersion 2.83\n\n\n - Open: [medieval_house_lights_camera.blend](medieval_house_lights_camera.blend)\n - Render with the object in edit mode and then in object mode.\nScene in object mode\n![Schermata 2020-01-23 alle 15.02.55.png](Schermata_2020-01-23_alle_15.02.55.png)\nRender:\n![Schermata 2020-01-23 alle 14.45.13.png](Schermata_2020-01-23_alle_14.45.13.png)\n\nScene in edit mode:\n![Schermata 2020-01-23 alle 15.03.06.png](Schermata_2020-01-23_alle_15.03.06.png)\nRender:\n![Schermata 2020-01-23 alle 14.47.27.png](Schermata_2020-01-23_alle_14.47.27.png)", "Node Operators: Add Selection input node\n_No response_\n\n", "Add \"Island\" mode to UV-Sync-Selection\nIn the UV Editor, it would be nice to have UV-Island Selection mode still be available, even when UV-Sync-Selection is active.\n\n", "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", "Facedot Selection and Visibility Options\nGoal of this proposal is to have an alternative face selection style in x-ray shading for box, lasso, and circle selection tools. \nThe default right now is to have the facedot inside of the box/lasso/circle. \nMany users heavily requested an alternative similar to selection when Xray is off, where if the selection box/lasso/circle is inside any part of a face, it is selected. \n\n# Issues\n\nIt is useful to have an option, and sometimes necessary when a facedot selection is being difficult to deal with. \nA simple example: 499?u=lcas\nA more complex work example with big Ngon faces: watch?v=i9VUMvnFwkk\n\nThe only alternative to achieve this right now is to switch between vertex and face selection.\nHere's a visual example: 483\nBut this can also lead to unintentional results in the conversion of selections.\n\nHaving the ability to temporarily disable facedot visibility in x-ray can make it easier to look at a dense mesh as well.\n\n# Proposal\n\nFacedot display should be an option in X-ray. If face dots are visible in x-ray, they should be used for selection in box/lasso/circle. If facedots are not visible, use the alternative selection via their \"face area\" for box/lasso/circle. \n\nProbably don't carry this logic over when Xray is disabled though, because enforcing solid facedot select in this manner would disrupt the established method of \"face area\" selection in when Xray is disabled.\n\n# Open Questions\n\nDisabling facedot display in x-ray leads to at least two questions:\n1. Do you have two facedots (solid and xray) so that they can be toggled separately? I think this is good because it means if you want them on in xray only, and not in solid, you don't need to toggle them when going between solid and xray.\n\n2. Is the ability to disable xray facedots, and the alternative face area select in this mode, worth the potential confusion introduced for single click face select? \n\nI can't think of another way to select faces by single click in xray. So potential for not seeing facedots, and then needing them for single click, leads to some issues. If user wants to use the alternative \"face area\" select in x-ray, they will no doubt need to single click on faces in x-ray as well. I think another way to do this could be that instead of linking facedot selection with their visibility, we could have a checkbox somewhere like toolsettings. Or directional based (dragging clockwise vs counterclockwise or left/right) to choose either facedot or \"face area\" is also a pretty cool idea. This way you don't need to have facedots turned off to use the \"face area\" method, which alleviates some problems for single click selection of xray faces.\n\nOne more thing to consider is adding facedot selection to solid shading, this has some usefulness:\n514?u=lcas", "Box and Lasso select is extremely unreliable in Face or Edge select mode (selects non-visible faces or edges)\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 430.86\n\nBroken: version: 2.82 (sub 6)\nWorked: (optional)\n\nUsing box select is extremely unreliable while in Face select or Edge select mode (I didn't observe any problems in Vertex mode). It may end up selecting non-visible faces/edges inadvertently and with seemingly no pattern to its misbehavior or workarounds (shrinking range of the clip start/end doesn't fix it, enabling face centers doesn't fix it etc.)\n\nThis problem has existed for some time now but today I finally got fed up with it after losing several minutes of work again.\n\nI'm using a hidpi 4k screen, using Blender's UI scaling of 1.0, and OS scaling of 2.0 in case this matters.\n\n[box-select-bug.blend](box-select-bug.blend)\n- Start with default .blend\n- Enter edit mode and Subdivide cube twice\n- Switch to Face select mode (or Edge select mode)\n\n- Attempt to box-select a variety of faces on the cube\n- Notice that more often than not, extra faces which are not visible are still selected\n\nNo selection\n![s1.png](s1.png)\n\nSelecting all visible faces with box-select\n![s2.png](s2.png)\n\nNon-visible faces being selected :(\n![s3.png](s3.png)\n\nNon-visible edges being selected :(\n![s4.png](s4.png)\n", "Graph Editor: Box Select 'Include Handles' not working correctly\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 497.09\n\nBroken: version: 3.0.0\nWorked: N/A (tested in 2.9.3 to same results)\n\nIn the Graph Editor, use **Box Select** to select keyframes. In the Redo Panel, check/uncheck **Include Handles**. Expected behavior would be to include/exclude Handles with box selection.\n![Include_Handles.gif](Include_Handles.gif)\n\n\n1. Activate Box Select Tool\n2. Box select keyframes and handles.\n3. Toggle \"Include Handles\" in Redo Panel\nResult: handles are included in both states\n\n**Additional notes**\nIf both handles and the key are selected, the checkbox doesn't work. However if I have one handle and a key or just one handle, it toggles the selection. It is still not expected behavior though as it also will select other key control points, changing the selection. This behavior changes again when **View > Only Selected Keyframe Handles** is checked. The **Include Handles** checkbox then toggles the visibility of the selected keyframes.\n", "Operator macros [e.g. ARMATURE_OT_duplicate_move] have non-functional 'Proportional editing' option in Adjust Last Operation panel\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: 2.90.0 Alpha\n\nDuplicating a bone in edit mode. In the Adjust Last Operation panel there is a proportional edit checkbox. Which can't be activated.\n\n\nOpen Blender\nCreate armature\nSwitch to Edit Mode\nDuplicate the bone\nIn Adjust Last Operation panel try to activate Proportional editing.\n\n![proportional.jpg](proportional.jpg)\n\n", "Trim Tools: Depth location options\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\nThis is mostly based on the patch [D9622: Sculpt: Location option for lasso trim and depth info](D9622), which was never finished, even though the design is approved and requested.\nThe feature should add a \"Shape Location\" tool setting to define the placement of new geometry.\n\nThis task is for rebasing the patch and making any adjustments to make it work with the latest versions of the Lasso Trim and Box Trim tools.\n\n[2020-11-21 19-43-43.mp4](2020-11-21_19-43-43.mp4)", "Box Trim has no effect (operates on undeformed geometry)\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 770/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.97\n\nBroken: version: 2.91.0\n\nI have recorded [a video here ](watch?v=YEyFAvftycs)\nAs one can see, the Box Trim sculpting has no effect in this case.\n\n[stack3.blend](stack3.blend)\nPlease proceed as show in the video.", "Sculpt Mode: Edit Voxel Size hotkey conflict\nOperating system: Win 10\n\nBroken: blender-2.90-51ac411ce80c-windows64\n\nThe \"Edit Voxel Size\" and the \"Repeat Last\" functions are using the same hotkey (Shift+R), and as a result, the \"Repeat Last\" command is not working in sculpt mode.\n![image.png](image.png)", "Fade Geometry state changes selectability\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1060 3GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.86\n\nBroken: version: 2.83 (sub 10)\n\nWith Fade Geometry enabled, other objects can not be selected while in pose mode.\nWith Fade Geometry disabled, other objects can be selected while in pose mode.\n\n[#70907.blend](T70907.blend)\n\n- Open file\n- Try clicking on bone and cube - selected item and interaction mode should be changed\n- With the bone selected and in pose mode: in Viewport Overlays, check Fade Geometry\n- Repeat step 2 - once in pose mode, cube can not be selected\n\n\n", "Mitigate the risk of wrong shape key selection in sculpt and edit mode.\n# The Issue\n\nA major weakness of any layered editing system is that it matters which layer is selected for editing operations, but this selection is not apparent in the actual editing space, because layer effects are by definition combined into a single result for display.\n\nFor instance, unless the single key mode is turned on, the effects of all relative shape keys are summed up into a final shape, which doesn't change no matter which one is selected.\n\nThis means that it is easy to apply editing operations to the wrong selected layer, including a possibility that the undo stack will be exhausted before the mistake is noticed.\n\nAn additional risk factor is that shape influence sliders are located in the same list, and a hurried misclick on a slider can change selection.\n\n# Proposed Solution\n\nThe industry standard way to mitigate this risk is layer locking: layers that are not currently being worked on can be locked by the user, in which case all editing operations that would affect that layer will instead abort with an error.\n\nBlender already supports this with Vertex Groups and weight painting - even though with groups it is more obvious which one is selected, and locking has additional effects related to normalization.\n\nI propose adding this feature for shape keys (implemented in #104463):\n\n![screenshot-shapekey-locks.png](attachment)\n\nSince it is a standard approach that is used by any advanced image editor, most users would likely be already familiar with the concept. However there are some details in its application that need discussing.\n\n## Scope Issue\n\nThe primary design question is which operations should react to layers being locked, balancing mainly implementation complexity and the effectiveness and convenience of the feature.\n\nIn implementing the prototype I decided that the main criteria should be:\n\n* Operations that affect vertex positions, and thus shape keys.\n\n* Operations where the shape key selection matters:\n\n For example, applying object mode transformation updates all shape keys. Thus the selection doesn't really matter, and respecting locks would inconvenience the user that is working on the scene layout, rather than individual object details.\n\n* Deform-only operations:\n\n Even though selection may affect the final vertex positions, operations that change topology necessarily change all shape keys. For that reason, topology manipulation also belongs in an earlier stage of the design pipeline than shape key creation, even though it may be necessary to do it later sometimes for various reasons. Finally, topology change is seldom not accompanied by using transformation operators that respect the locks.\n\n### Current Scope\n\nThis is the current scope of the checks in the prototype:\n\n* All Edit Mode <u>transformation</u> operations.\n\n Specifically, everything invoking the generic transform system initialization code.\n\n* All <u>Sculpt brushes</u> that affect vertices, and not colors or masks.\n\n Specifically, everything invoking the generic brush stroke initialization code.\n\n* <u>Smooth</u> and <u>Laplacian Smooth</u> operators in Edit Mode.\n* <u>Blend From Shape</u> operator in Edit Mode.\n* <u>Propagate To All Shapes</u> operator in Edit Mode.\n\n This one is a bit of a problem, because technically shape selection doesn't matter here: it snaps all shape keys to the current position. However currently I implemented a check to abort if any shape key is locked on the principle that it is a shape key operation. Maybe it should only check the main Basis, or work in some other way.\n\n* <u>Mirror Shape</u> and deleting shape keys.\n\n* A few other operators...\n\nThis [spreadsheet](edit?usp=sharing) containts an exact listing of which operators should and actually do check for locks.\n\n# Discussion\n\nIt is necessary to discuss whether the main criteria, or this specific list needs changing. For instance, I'm not confident that I remembered all operations that match the criteria for the checks.\n\nAnother minor design point is whether attempting to edit a locked layer should be an error (shows a message under the cursor) or a warning (appears in the status line).\n\nSince the checks are done by operators rather than low-level code, add-ons would have to implement them too where relevant. I wonder how many would be affected, and whether some API additions to help them do that easily would be necessary.\n\nThere have also been some questions raised in #104463, like:\n\n> - Are shape keys a special case? (is there other data we might want to lock).\n> - Is the current implementation disallowing editing in all anticipated situations? There seems to be quite a few ways to transform vertices that aren't included here, applying transform, moving object origins, ... to name a couple, probably other mesh tools too. It may feel like an incomplete feature if these are left out, yet, this means we need to add check in many more places.\n> - Are there ways this can be implemented in a way that doesn't frustrate users. For example, you load someone elses file, select objects and want to apply transform. If they have locked a shepe-key it could mean having to manually select and disable the the locks. Users may request a ways to disable locks on all selected objects, maybe going along in this direction is fine, but we can anticipate some of these issues and consider functionality that doesn't add unnecessary overhead. \n", "Option to lasso-select using geometry instead of object centers.\nCurrently lasso-select in object mode uses object centers,\n\nThis can have the option to select using the geometry (like box select does already).\n\nSee #64251" ]
[ "Bone Selection with \"select box \" Inconsistent\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2070 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 452.06\n\nBroken: version: 2.91.0 Alpha\nWorked: never before has this ever worked correctly.\n\nWhen box selecting multiple bones in edit mode and they occlude each other making impossible to select all of the ones you need only allowing you to switch to other selection modes like circle select or lasso select.\n\nOpen a character with multiple bones mounted onto each other.\ngo into edit mode\ntry to select a large group of bones via box select\nresult: some get selected some not, no matter how many times or different angles you try.\n\nnote: Lasso picks up all of them afaict\nnote: this also seems to work better in posemode\n[#80296.blend](T80296.blend)\n\nHere is a gif depicting the issue.\n\n![inconsisten bone selection.gif](inconsisten_bone_selection.gif)\n\n\n" ]
VSE: Audio strips with keyframes are not working with "scene strips" Operating system: Windows-10-10.0.19041-SP0 64 Bits Graphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 446.14 Broken: version: 2.90.1 (also broken in 2.92 build from october 23) Worked: / Playing a scene strip containing audio strips with keyframed volume is not working. 1. Create a new scene in an empty .blend file. We name the original scene "scene_A" and the new one "scene_B". 2. Create an audio strip in scene B and keyframe it so the volume is fading in. Now we want to hear the audio of "scene_B" in "scene_A". 3. Open "scene_A" and create a scene strip referencing "scene_B". No sound will be heard if we play the animation in scene A. *Additional information:* to be exact, sometimes a sound might be heard. it seems that somehow, with a manipulation that I did not manage to reproduce, it is possible to pick a value from the f-curve that determine the modulation of the volume. That value will then determine the volume of the "scene_B" strip in scene A. But no curve will be read. *Maybe related:* Copy and pasting an "audio strip" with keyframes (in "pan" or "volume", at least) from a scene to another one will result in the loss of the keyframes. It has not been reported as a bug yet concerning audio strips specifically (if I'm correct...). I will do it if anyone thinks it is another problem that should be addressed separately. **Exact steps for others to reproduce the error (based on the default startup or an attached .blend file)** 1. Open the attached file. 2. Play audio in "Scene_2" - You'll hear the sound of a train fading out then in. 3. Open "Scene_1" - Nothing can be heard. Thank you for your time. [bug_scenes_audio.blend](bug_scenes_audio.blend)
[ "VSE: issue moving strips with changed speed factor\nOperating system: Linux-5.18.10-76051810-generic-x86_64-with-glibc2.34 64 Bits\nGraphics card: AMD Radeon Vega Frontier Edition (VEGA10, DRM 3.46.0, 5.18.10-76051810-generic, LLVM 12.0.1) AMD 4.6 (Core Profile) Mesa 21.3.5\n\nBroken: version: 3.5.0 Alpha\n\nIn the Video Sequence Editor, when moving strips that have the speed factor different than default 1.0 the strips seem to glitch so the start and end of each strip fluctuates.\n\nNew file\nGo to VSE\nAdd a movie strip\nUse \"K\" to cut the movie strip a few times (so you have maybe 10-15 strips)\nSelect a strip, go to the Time panel and change the speed factor to 1.5\nOne by one, do the same with all the strips (perhaps giving them various values between 1.1 and 1.5)\nMove each strip up against each other, so there's no dead space between\nSelect all of them and move them around...\n{[F14115112](vse_speedup_movement_glitch.mp4)}you will see the length of each strip fluctuates\n\n", "NLA Strip influence slider doesn't respond to autokey correctly.\nOperating system: Win 10\nGraphics card: GeForce GTX 1070\n\n\nBroken: 2.82 Release\n\n\nThe Influence property of the NLA's strip, has some strange behavior and something that might be a bug.\nThis was reported before in #63865, which was supposedly resolved, but the problem still exists\n\nWhen changing the value of the influence slider with the autokey turned on, it jumps back to its previous value and does not update to the new one. After repeating it 2 or 3 times it applies the value. When applying the value numerically it works fine, it seems to be a problem with the update of the slider.\nMoreover, when turning influence on it always adds a keyframe to the first frame of the action (where the action is on the timeline ). It sets a keyframe with the value 0, instead of the current value.\n\n- Open attached file\n- Select one of the Action strips.\n- In the Sidebar, go to {nav Strip > Active Strip} and turn on `Animated Influence`. (Note that a keyframe is added to the first frame of the action).\n- Go to a new frame with the Autokey turned on, change the value of the influence slider.\n- Go to a new frame - the value should jump back to the previous one\n\nI've made a short video which describes the errors\nwatch?v=Sh5MwYCH9T4\n\nSample file:\n\n[Influence_bugreport.blend](Influence_bugreport.blend)", "Eevee in VSE as Scene strips - erratic behaviour\nOperating system: Win 10\nGraphics card: Radeon RX580\n\nBroken: 2.80 version: 2.80 (sub 74), branch: blender2.7, commit date: 2019-06-16 23:08, hash: 12da679fa094, type: Release\nbuild date: 16/06/2019, 17:07\n\nWhen using Eevee Scene Strips in VSE , the VSE viewport shows the wrong items on screen in OpenGL preview, and then the Render also does not show correct layering or camera moves\n\nOpen Blend file\nSee 3 scenes. \n- 2x animated (linked) scenes that render several layers in Eevee properly, then composite as expected\n- 1x Edit scene that has those linked scenes as Scene Strips in the VSE.\n\na) Observe in VSe that the viewport doesn't not reflect each Eevee scene in preview.\nb) Press render in VSE scene, and observe the render layers are broken and don't match the orig scene.\n\n[20190626.blend](20190626.blend)", "Clicking on a pie menu item doesn't work when holding the pie menu key.\nOperating system: Windows 10\n\nBroken: 2.79, 2.92\n\nClicking on a pie menu item doesn't work when holding the pie menu key. This is a problem because sometimes the pie menu key release isn't detected by blender and then the it locks the UI.\n\n1. On the 3D Viewport hold Z for the shading pie menu.\n2. While still holding Z try clicking on the pie menu items. Doesn't work.\n3. While still holding Z, left click on Windows's Taskbar then release z.\nAfter that, clicking on the pie menu items doesn't work even though the user isn't holding the pie menu key anymore, blender still considers that the key is held. Then Blender gets locked to the user unless he knows to press esc or right click. The solution is making the pie menu clickable even when the pie menu key is held.", "Line stroke method not working with Scene spacing\nOperating system: Linux-5.4.0-121-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: GeForce GTX 670MX/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.151\n\nBroken: version: 3.2.1\n\nLine stroke method not working with Scene spacing\n\nOpen blender, then open a new sculpt file, select any brush change the stroke method to line and chose scene spacing distance. \nIt only works when started and ended inside the object, but when coming from outside the object or end up outside the object it doesn't work, sometimes it gives an initial effect when it comes in contact with the object but only one sample.\nI the video you can see how it works with view spacing and then how behaves with scene spacing.\n\n[vokoscreen-2022-07-12_14-43-22.mp4](vokoscreen-2022-07-12_14-43-22.mp4)\n\n", "UI bug in preset window after repeated remove\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 497.29\n\nBroken: version: 3.2.0\n\nWhen you remove a preset the textfield with the +/- moves one entry up\n[2022-07-15 09-17-07.mp4](2022-07-15_09-17-07.mp4)\n\n1. Go to the scene tab\n2. Create several new presets\n3. Remove all the new created presets in one go without moving the mouse away.\nI think the textfield with the +/- moves should just stay at the bottom and the window should shrink from the top.", "(Video editing) Different audio/video lenght after import strip\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.11\n\nBroken: version: 2.92.0\n\nAs shown in these images, the same media file (with audio and video) shows different lengths between audio and video in VSE:\n![2021-05-06_134714.png](2021-05-06_134714.png)\n\n![2021-05-06_134733.png](2021-05-06_134733.png)\n\n![2021-05-06_134840.png](2021-05-06_134840.png)\n\n-\n\n", "Incorrect Areas affected by Timeline Playback settings\nVersion: 2.80 rc2 (Linux 64)\n\n[Timeline_bug.blend](Timeline_bug.blend)\n\nTo reproduce:\n\n - Open the example file (enable \"Load UI\" too)\n - With the mouse cursor in the 3d view, play the animation using Shift + Space (or Alt + A, whatever your keymap is)\n - Ignore the 3d view. Notice which animation editors show a moving playhead.\n - Inspect the playback settings in the timeline editor.\n - Disable \"All 3d Viewports\" and repeat step 2.\n - Now Enable \"Active Editor Only\" and repeat step 2.\n\nWith certain settings, the Dope Sheet and Timeline show playback even when the Graph Editor and NLA do not. It's as if these windows think they are 3d viewports!", "Inaccuracy in 'Info' editor\nThis bug is difficult to describe specifically, since I have no idea of *all* of the affected properties. All I noticed is that *some* are reported inaccurately (i.e. the reported rna path does not exist or does not point to the changed property).\n\nA few I found are on the View Layer tab in the Properties editor:\n`bpy.context.scene.view_layers- [x].cycles.denoising_store_passes` is reported as `bpy.context.scene.denoising_store_passes`\n`bpy.context.scene.view_layers- [x].cycles.pass_debug_render_time` is reported as `bpy.context.scene.pass_debug_render_time`\n`bpy.context.scene.view_layers- [x].cycles.use_pass_volume_direct` is reported as `bpy.context.scene.use_pass_volume_direct`\n`bpy.context.scene.view_layers- [x].cycles.use_pass_volume_indirect` is reported as `bpy.context.scene.use_pass_volume_indirect`\nPlus all of the Cryptomatte and Denoising properties.\n\nI have no idea how the Info editor receives this information, but it looks as if the message is partially hard-coded and not up to date?", "VSE Scene strip's color profile is overridden by sequencer settings\nOperating system: win10\nGraphics card: 1050ti\n\nBroken: 3.4.1\n\nThere are two scenes:\n1. **Scene.001** is VSE sequencer with *RGB* profile in color management\n2. **Scene** is used as *Scene Strip* and has *XYZ* color profile\n\nWhen rendering **Scene** strip from **Scene.001** sequencer, it overrides original *XYZ* with its *RGB*, but OpenGL preview shows correct mode.\n\nIn attached file render separately **Scene** 3d view and **Scene.001** VSE sequencer to see the difference\n\n", "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", "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\"", "Copy pasting animation keys between Blender instances\nIt is possible to copy paste keyframes between files in Blender currently. However it has to be done within the same Blender instance:\n[rec_30.mp4](rec_30.mp4)\n\nYou can't for example have two Blender instances open and paste between them. This leads to an error messsage. However it is possible to copy paste objects between instances.\n\n[rec_30.mp4](rec_30.mp4)\nNo animation keys blend file:\n[untitled.blend](untitled.blend)\nAnimation blend file:\n[untitled1.blend](untitled1.blend)\n\nSybren did some investigating and noticed that this is because keys are copied into a local buffer inside the blender instance:\n\n> `static ListBase animcopybuf = {NULL, NULL};`\n> That's from `keyframes_general.c`. It doesn't copy anything onto the clipboard at all. It just stores the keyframes in a buffer in Blender's memory so it can be pasted from within the same process only.\n\n\n> This should be replaced at some point with the creation of an Action that contains the copied data, then saved to a blend file, and metadata (path of file + name of action) put on the clipboard. It can then be pasted onto any other Blender.\n\n\nThis is a design task to further iterate on this idea (and as a reminder).\nThe pose library will probably have something very similar to this as well. So code can be shared.", "Black outlines around animated Objects when Scrubbing/Playback.\nOperating system: Windows 10 64 Bits\nGraphics card: GTX 1080 TI.\n\nBroken: version: 2.83.8 hash: 7c027f9480a9\nWorked: version: 2.83.4 hash: `abb7364912` (commit date: 2020-02-23 23:00)\n\nThere are some weird black outlines popping out during anim playback or scrubbing. \n\n***P**\n{[F8400153](spot.jpg) size = full}\n\n\n* open the file\n* If it is not already set, set viewport shading to material preview (that's where you can easily spot them)\n* playback the animation or quickly move the object\n\nThe black outlines will appear but the moment you stop they'll disappear, so you can screen capture the moment to check their existence ***P**.\n\n[Black.blend](Black.blend)\n", "Regression: Outliner 'Scenes' mode does not select objects when clicking on collection ('Select objects' operator also does not work)\nOperating system: macOS-11.6.1-x86_64-i386-64bit 64 Bits\nGraphics card: Intel Iris OpenGL Engine Intel Inc. 4.1 INTEL-16.5.4\n\nBroken: version: 3.0.1\nBroken: version: 2.81\nWorked: version: 2.80 (sub 75), branch: master, commit date: 2019-07-29 14:47, hash: f6cb5f54494e\n\nIt is not possible to select objects in a collection using the Outliner with display mode set to 'Scenes'. This is true both if you left-click the collection or right-click the selection and choose 'Select Objects'. Note that this *may* be related to #89479.\n\n1. Open the attached file\n2. Ensure the outliner is set to display mode 'Scenes'\n3. Click on either the Cylinders or Cubes collection\n\nExpected behaviour: objects in collection shown selected in the viewport with orange outline\nObserved behaviour: objects are not selected (they are deselected if previously selected).\n\nPlease see attached video clip, where I demonstrate the function working in v2.80 and not working in v3.01.\n\nBlender file:\n\n[Test.blend](Test.blend)\n\nVideo clip:\n\n[Screen Recording 2022-01-27 at 13.40.48.mov](Screen_Recording_2022-01-27_at_13.40.48.mov)\n\nThanks for your assistance!\n\n" ]
[ "VSE: Animated sound volume not working when referencing scene\nOperating system: Arch Linux\nGraphics card: AMD with Mesa driver\n\nBroken: 2.81 Alpha, ab519b91b2c4, master, 2019-10-04 22:33\n\nI have multiple scenes in one .blend file using the sequencer. In the first scene (\"ReferencedScene\") I have a sound strip with an animated volume. Playing that scene adjusts the volume as expected. In another scene (\"MAIN\"), I added the \"ReferencedScene\" to the Sequencer. Playing the \"MAIN\" scene does NOT adjust the volume of the sound in \"ReferencedScene\". Instead, the volume level stays constant.\n\nI expected that the animated volume of the \"ReferencedScene\" is the same for direct play back as well as when referenced in the \"MAIN\" scene.\n\n\n- Open the attached file.\n- Play back \"ReferencedScene\" with \"Space\"\n- Hear the volume of the sound fade to 0.0 and back to 1.0 again\n- Switch to \"MAIN\" scene\n- Play back \"MAIN\" scene with \"Space\"\n- Hear constant volume of sound from \"ReferencedScene\"\n\n[vse-sound-volume-bug.blend](vse-sound-volume-bug.blend)\n" ]
Right Stereo Camera does not get translated, resulting in wrong Motion Blur Broken:3,0 If you have a moving camera and the Stereo3d option, the right one doesnt move between frames, resulting in wrong motion blur.
[ "Error de progama\nno me aparece el modo vèrtice\n\n", "Line Art isn't updating active camera\nOperating system: GNU/Linux mint 19\nGraphics card: gforce RTX 2060\n\nBroken: 2.93.4 \n\nLine Art isn't updating active camera when it's changed in a 'Scene' strip (VSE)\n\n\n- Create a scene, a camera and a LineArt object.\n- Now, create a 2nd camera (Cam.001) (not the active one)\n- Create an empty scene in order to be used for video creation.\n- In `Video Sequencer`, add a Scene strip and choose the Cam.001 camera ->it changes ok, but lineart goes dependent on the first one.\n\nTest File:\n[#91971.blend](T91971.blend)", "Cycles render artifacts relating scene scale\nOperating system: Windows 10\nGraphics card: tested multiple graphics cards with same issue\n\nBroken: 2.83.6 (file originally made in 2.79 and had the same issue)\n\nThere exists in the blend file data only two objects - the camera and a simple plane. Yet when rendering, the result does not match the viewport and there seems to be another ghost object appearing in the scene.\n\nBased on the following startup file: [strange-error.blend](strange-error.blend)\n\n1. Switch to rendered view in the viewport. This is how things should look.\n2. Now render the current frame at frame 97. Notice the strange ghosting effect in the center of the frame.", "Compositor: Viewport issues when 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", "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", "Tasks after BI removal\n* Code cleanup\n * Preview render code could be simplified, not used old preview.blend** Customdata mask handling still assumes old draw types\n * Move camera matrix code out of Render and into Freestyle, the only user\n * ~~Remove BLENDER_RENDER compat engine, find better system~~\n * Simplify GLSL shader coordinates, originally designed for camera space shading\n\n* Bigger tasks\n * #54696 (Blender Internal displacement baking move to Cycles)\n * [x] #54697 (Vertex color baking for Cycles)\n * #54656 (Cycles/Eevee texture nodes for modifiers, painting and more)", "'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", "I have glitch when i turn on my Motion blur with a shape keys animate\nHello, \n\nOperating system: Darwin-19.4.0-x86_64-i38{[F8688055](Capture_d_e_cran_2020-07-12_a__01.21.11.png)}\n\n{[F8688058](Capture_d_e_cran_2020-07-12_a__01.21.11.png)}6-64bit 64 Bits\nGraphics card: AMD Radeon Pro 560 OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.8.24\n\nBroken: version: 2.90.0 Alpha\n\nI tried with Eevee i don't have the problem only with cycles. \nIs only when i render animation or image. I can't see this glitch on viewport.\nI tried with blender version on mac and window and multiples different graphics card but the problem is still append.\nWith or without modifiers or movement of camera still in. \n\n\n\n\nOpen blender with love.\nMake a beautiful animation with shape keys.\nTurn on motion blur.\nProblem when i render :( \nClose blender but with love to help. :D \n\nThanks you \n\npacpac\n\n{[F8688074](Capture_d_e_cran_2020-07-12_a__13.46.43.png), size=full}\n\n\n\n\n\n", "Bug when working with the Child Of constraint and the Selection to Cursor command\nBroken: version: 3.0.0 Alpha\nWorked: Never\n\nWhen working with the Child Of constraint the `Select To Cursor` command does not work correctly.\n\n- Open attached file\n- In the 3d View press {key Shift S} and `Select To Cursor`\n[Bug_ChildOf_Selection2Cursor.blend](Bug_ChildOf_Selection2Cursor.blend)\n\n---\n**Original Report:**\nWhen working with the Child Of constraint, it is impossible to use it several times by enabling and disabling the influence of the constraint. \nHe second time the offset is different and the child object jumps away from the desired position. \nIt's hard to put it in the right place. I tried to use a 3D cursor for this, but the Select To Cursor command does not work correctly when working with this the Child Of constraints.", "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", "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)", "Shader Displacement issues with dicing camera\nOperating system: Windows-10-10.0.19044-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\n**Short description of error** \nWhen using a Dicing camera, it doesn't update on its own, you have to make a change to the shader or the mesh for the dicing to update. \n\n\n\n- Open default .blend file\n- Switch to viewport rendering.\n- Force update the viewport (as shown in the video, just click and exit any node socket value)\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", "Keyframes with stereoscopy button doesn't work in animation, individual frame works\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: 2.90 (sub 0)\nWorked: never, tested 2.75a (when Stereoscopy was introduced) and 2.79\n\nWhole animation is render with stereoscopy ignoring on/off animation keyframes. \n\nwith stereoscopy \"on\" insert a keyframe on it, move few frames and turn off stereoscopy and insert a keyframe. While rendering animation (my setup is FFmpeg with mp4 coding) all frames are rendered as stereoscopic. I attached an example file with render result. I was expecting to have half of this animation as stereoscopic and half normal. Originally I discovered it in a situation where I was swapping cameras (binding to video marker). \n\nOpen file, render frames 39-40-41 individually.\nin viewport change set frame to 39\nRender animation (5 frames)\nin viewport, set frame to 41, \nRender animation \nnotice difference in the two. \n[T76353Stereoscopy.blend](T76353Stereoscopy.blend)\n\n[bug reportstereoscopy.blend0001-0250.mkv](bug_reportstereoscopy.blend0001-0250.mkv)\n", "Camera texture coordinate output in orthographic view is different from orthographic camera\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.07\n\nBroken: version: 3.0.0\n\n\nTexture coordinate camera output does not give expected results in the z component when viewing through the viewport in orthographic mode\n\nTexture coordinate camera output does not give expected results in the z component when viewing through the viewport in orthographic mode.\nTo see this seperate the z component and the problems will be directly visible.\nThis issue does not appear when viewing through a camera.\n\nTest file:\n[Camera_test.blend](Camera_test.blend)\n\nThank you and have a nice day!\n" ]
[ "Cycles: motion blur only applies on Left view\nOperating system: Win 10 \nGraphics card: RTX 2060 NVIDIA\n\nBroken: 3.0, 2.93 \nCaused by 97f1e4782a\n\nWhen rendering a stereoscopic animation with the motion blur option activated, motion blur only applies on Left view and not to both views. There is no motion blur on the right view.\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\nAdd objects to the scene\nSetup a camera animation\nTurn on stereoscopy\nTurn on motion blur option\nRender\n\nTest File:\n[STEREOSCOPY MOTION BLUR BUG.blend](STEREOSCOPY_MOTION_BLUR_BUG.blend)" ]
Regression? Convert curve with bevel into mesh does not create the expected geometry Operating system: openSUSE Leap 15.1 kernel 4.12.14-lp151.28.4-default Graphics card: NVIDIA GTX970 openGL 4.6.0 driver 430.14 Broken: blender-2.80-749d53effd58-linux-glibc224-x86_64 Worked: (optional) Trying to convert into mesh a beveled bezier circle (using a bezier curve) results in a circle mesh (2d) and not in a 3d geometry. It seems to be a regression because I remeber to have used this feature in past 2.8 builds. Based on the default startup or an attached .blend file (as simple as possible). - Create a bezier curve - Create a bezier circle - Edit circle geometry referencing the bezier curve in the bevel selection, the circle now assumes a 3d look - Convert the circle into a mesh, the generated mesh is a 2d circle instead of a 3d geometry [bug-convertion.blend](bug-convertion.blend)
[ "Viewport Shading 'Attribute' Option Broken for Instanced Geometry\nOperating system: Windows 10\nGraphics card: Nvidia GTX 2080\n\nBroken: 3.5\nWorked: 3.4, 3.4.1\n\nWhen instancing a mesh to another meshes vertices, the Solid Viewport Color Option 'Attribute' is no longer displaying the vertex color data.\n\nCreate A Sphere, and using \"Vertex Paint Mode\" Paint a color onto the sphere.\nUsing geometry nodes set up the following, Group Input (Geometry) -> Mesh to points - > Instance on points -> Realize Instances -> Output (Geometry)\nSet a simple sphere as the object to be instanced.\nSet Shading mode to 'Solid'.\nToggle 'Attribute'\n\n", "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", "Particle Instance from interpolated children works unexpected\nOperating system: win10 74bit\n\nBroken: 2.8, 2.79b\n\n\"Children\" option works good only with \"Along path\". Otherwise it just duplicates extra geometry where parent particles are located. \n\nOpen file and enable \"Children\" option, see how poly count is changed without visual appearance. Then check both \"Children\" and \"Along Path\" to see the difference.\n[Particle_instance_child.blend](Particle_instance_child.blend)", "Support geometry node in glTF exporter\nThis should be possible when API will manage it.\nCurrent code used by glTF exporter:\n\n```\ndepsgraph = bpy.context.evaluated_depsgraph_get()\nblender_mesh_owner = blender_object.evaluated_get(depsgraph)\nblender_mesh = blender_mesh_owner.to_mesh(preserve_all_data_layers=True, depsgraph=depsgraph)\n```", "Glitches with Curve Fill Node\nOperating system: Windows 11\nGraphics card: NVIDIA GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.65\n\nBroken: version: 3.2.0 Alpha\nWorked version: never\n\nIf you instance circles or other curves on a curve and you will realize those instances, and you will use the curve fill node on them. There are some glitches or inconsistencies.\nIf you change the scale, the fill node will also randomly decide what should be filled.\n\n\n![Screenshot 2022-02-05 114920.jpg](Screenshot_2022-02-05_114920.jpg)\n\nTest File:\n[#95518.blend](T95518.blend)\n", "USD Shape IO Support\nOn the most basic level, this feature would allow importing USD shapes (capsule, cone, cube, cylinder, sphere) as Blender meshes. More advanced implementations could include options for alternate, lightweight representations of shapes in the Blender scene, e.g., exploiting instancing, custom viewport rendering that does not require importing the mesh data, etc.\n\n@charlesfleche discussed the following suggestions re USD shape support on the `pipeline-assets-io-module` Blender chat channel on 22 Sep 2022.\n\n---\n\nOur main use case is to represent collision objects. For performance reasons we can feed simple collision objects to the physic component of the game engine. For example, rather that computing a collision with a complex character head that as many faces, you can define a simple sphere that is much faster to compute collision against.\n\nBut sometimes simple shapes are not enough: in this case we still want as fast as a collision computation as possible, and use a convex mesh to approximate the visual shape as much as possible. And when we really, really require high precision we'd use a mesh that can be complex and convex.\n\nWe also have the concept of collision Level Of Detail. The typical example is a fence:\n\n- you don't the player to walk through the fence, but for that purpose you can approximate the shape of the fence with a single parametric box\n- but you still want a bullet to go through the holes of the fence: for collision with ammunitions, you'd use a more detailed mesh\n\nBut not all DCC support parametric shapes, so for simplicity (and for now), we are still importing USD shapes as meshes in the DCCs, but on way back to USD we compute the bounding volumes of the requested shape. In practice, it looks like this:\n\n- In USD: `UsdGeomCube` MyObject_BOX with a size attribute + xform\n- In the DCC: we extract the dimension of the box from the scale component of the transform and generate a box mesh, with custom code ran at import time\n- DCC user is editing the box\n- In the DCC: the object is a _BOX, we compute the Box Bounding Volume and store the x, y, z dimensions as in the xform as scale\n- In USD: `UsdGeomCube` MyObject_BOX wih a size attribute + xform\n\nIt is not great because the users don't have the same representation in engine vs the DCC. In engine they'd handle Radius and Height parameters, in the DCC it's a bunch of vertices.\n\nSo the idea, for Blender, would be to leverage the geometry nodes to give the user parameters to play with (radius, height), even if the actual object in Blender is still a mesh.\n\n`Geometry Nodes` presets should be enough for now. After all, you can already generate those shapes in the `Geometry Nodes` already. What is important would be to have control, even if purely manual at import time, on how the Shape will be presented in Blender. For example, most users will want a Box to be defined with three parameters: `sizeX, sizeY, sizeZ`. However, depending of the physics engine you are dealing with, sometimes boxes are represented by two vectors: `bottom-left` and `top-right`. To match the Engine representation in the DCC, we'd need to be able to replace the default Geometry node by ours, where we'd expose the `bottom-left` / `top-right` vectors to the user.", "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", "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", "Regression: Set curve radius. Operator/window do not react to Enter immediately\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: 2.93.5, 3.1.0 Alpha\nWorked: 2.79b\n\nIn 2.79 i can call Set curve radius and press {key Enter} right after that. And it will set existing radius.\nIn 2.93—3.1 this window ignores {key Enter} (but reacts to {key Esc})\n\n[2021-12-02_18-59-11.mp4](2021-12-02_18-59-11.mp4)\nOpen the file\n[untitled.blend](untitled.blend)\nCall operator search\nFind «Set curve radius» and call it\nYou see small window with field and default 1.0 radius\nPress {key Enter}\nRadius of curve node remains the same.\nCompare to 2.79 version.\n\n", "Sculpt, Mask extract with certain mesh produces broken mesh (hidden geometry)\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 2.93.0 Alpha\n\nMesh made as «mask extract» from sculpt, then I fill and triangulated top.\nIt looks like mesh contains non-selectable geometry, that prevents to make proper operation Origin to geometry.\nTry to do it. Origin will stay at the same place.\n\nAfter exporting obj and importing back bug gone. After remesh too.\nIt is the second time, I`ve encountered such issue.\nMay be related to #82209 (Blender hanging with «separate selection» in particular model/file (svg imported).)\n\n[mesh.blend](mesh.blend)\n\n[2021-03-24_11-40-49.mp4](2021-03-24_11-40-49.mp4)\n\n\n\n", "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", "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 ", "Display issue in model corner when loop cutting\nBroken: 2.79, 2.81\nWorked: -\n\nWhen creating and edge loop around de outside faces it creates in one of the cornes an extrange artifact\n\nCreate an edge loop across the outside faces of the model.\n\nBlender file:\n[loop cut.blend](loop_cut.blend)\n\nArtifact:\n![Screenshot 2019-01-16 at 23.36.39.png](Screenshot_2019-01-16_at_23.36.39.png)\n", "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", "Realize Instances lost Z rotation of Curve Line in certain situations\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 527.56\n\nBroken: version: 3.5.0 Beta\nWorked: N/A, 3.4.1 is also affected\n\n\nDiscovered in Blender.chat, Realize Instances doesn't appear to passthrough some type of curve rotation, for example Z rotation on a (0,0,0) to (0,0,1) curve line is lost during the process.\n\n\n- Download the attached blend file\n- Observe the curve line have random rotation per instances, but didn't result in rotated meshes\n- Disable Realize Instances and observe the instanced meshes are rotated as expected.\n- Enable Realize Instances, instead put an additional (0.001) rotation to X axis with the Combine XYZ node, observe this rotation are kept after Realize Instances.\n- I believe this behaviour should be consistent across all possible rotations.\n\n" ]
[ "Regression: Converting a curve to mesh does not take the use of a bevel object into account when you have Keep Original checked in the Redo Panel.\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 960M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.86\n\n\nBroken: version: 2.80 (sub 72)\nWorked: version 2.79\n\n\n**EDIT:**Converting a curve to mesh does not take the use of a bevel object into account, **when you have Keep Original checked** in the Redo Panel.\n \n1. Create two curves \n2. Use one as the \"path\" curve and the other as the \"bevel object\" in Properties editor -> Object Data tab -> Geometry -> Bevel -> Object field\n3. **EDIT:** Select the \"path\" curve and convert it to mesh via Object -> Convert to -> Mesh from Curve/Meta/Surf/Text **and check Keep Original.**\n\nResults in the \"path\" curve being converted to mesh, not the generated mesh from using the \"bevel object\" as it happens in version 2.79.**bold text**\n\n" ]
passes names aren't consistent Operating system: Windows-10-10.0.18362 64 Bits Graphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.28 Broken: version: 2.81 (sub 16) Worked: (optional) Z pass is named depth in compositor, vector pass is named speed in compositor. default compositer opened ![d.png](d.png)
[ "Initial stroke delay - clay strips\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 535.98\n\nBroken: version: 3.6.1\n\nWhen you start a stroke in sculpt mode with the clay strips brush, it takes some movement for it to start registering. Previous versions of Blender didn't have this problem. See video to understand better (sorry for the low audio volume, if you can, wear headphones or raise the volume).\n\nJust start a stroke with clay strips, it will take a drag to appear. It can be reproduced in default room.\n\n", " Verts/Faces instantiation recursion: child items reappear if they are collection instances\nOperating system: kubuntu\nGraphics card: nvidia\n\nBroken: 2.82a - 2.90.1\nWorked: I don't think it did in the 2.8 series\n\n\nThe lower plane is the face-instancer of a blue sphere, and a collection instance that consists only of the peg (the one to the right). When the plane gets instantiated, the sphere is hidden (as expected) but the collection instance of the peg appears.\n\n![rendered.png](rendered.png)\n\n![viewport.png](viewport.png)\n\n[instantiating-a-collection-vs-object.blend](instantiating-a-collection-vs-object.blend)", "Move some parameters to Blender's DNA\nThese parameters are supported (or going to be) by EEVEE-Next, and we should avoid duplicating the settings for each engine:\n- Motion blur curve\n- Panoramic camera settings\n- View Layer material override\n\nThis is a big change and 4.0 should be the right time to do this.\n\n", "Multires clay brushes performance issue\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 using the multires modifier for sculpting the performance seems to suffer significantly for certain brushes. This gets even worse on lower levels so the performance often is much worse on level 1 when compared to level 3.\n\n[2020-08-03 16-22-39.mp4](2020-08-03_16-22-39.mp4)\n\nThe performance seems to be especially bad on the Clay & Clay Strips brushes.\n\n**Example .blend file**\n\nJust to make sure the performance is as reproducible as possible, here is the file of the jacket.\nWhen trying to reproduce this performance on a cube or Suzanne head it wasn't as bad but still noticeable.\n[jacket.blend](jacket.blend)", "select interior faces doesn't support some kinds of interior geometry\nwin 7 pro\n\nBroken: (example: 2.76.1 bfdb420)\nWorked: (optional)\n\nwhen you try to check if there are some interior faces, from menu you select interior faces in face mode. but it does not show them. you only can do this by select non manifold in egde mode and then find the wrong ones. \nwhen you open file, there is black frame where interior faces are. change to face mode, then select interior faces from menu. nothing happens. change to egde mode and select non manifold, and there are 2 interior faces which were not selected earlier.\n[interior faces_bug.blend](interior_faces_bug.blend)\n", "Experiment: Compositor meta data to support different workflows.\nTo test a new workflow at the blender institute we want to use the same meta data as stored in the input file.\nThe compositor already has the ability to keep the meta data when using cryptomatte which we want to use.\nThis is just an experiment and not intended to land in blender master ATM.\n![_NEF3933.png](_NEF3933.png)\n\nMetadata for single layered textures are stored as `ImBuf.metadata` (Properties)\nI expect that in `void OutputSingleLayerOperation::deinit_execution` we could fill them with information that we get from COM_MetaData.\nWe should then also fill the meta data in `ImageOperation`.", "VSE Channel headers TODO\nImprovements for channel headers in general:\n- - [ ] 2-way `v2d` scroll synchronization\n- - [ ] Investigate why changing RNA property doesn't update timeline region\n- - [ ] Cleanup loading code for `SeqTimelineChannel`, looks like it could be optimized a bit more.\n- - [ ] Use better integrated drawing engine like list-views\n\nOther related tasks:\n - Decide on [D14263: VSE: Limit timeline view height](D14263)", "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", "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", "Volume scatter shader affects data render passes.\nOperating system: Win 10\nGraphics card: GTX 980ti\n\nBroken: 2.80.74 2019-07-12 17:50 e3c586e262dd\nWorked: unknown (2.79 allegedly has the same issue)\n\nVolume scatter shader affects data render pass (AO, Depth, Normal).\n\n\nRender the scene below. The file has two view layers, one called FOG, and the other NO FOG. The former includes a volumetric object.\n\n[Problem.blend](Problem.blend)\n\n\n**Developer Note**\n\nI tweaked the file a bit (mainly added a texture to compare the changes in the AO pass and the normal and UV.\n[volume.blend](volume.blend)\n\nAnd a comparison between the AO and normal pass for each view layer:\n\n![image.png](image.png)\n\n**Blob from original report**\n\nHello, I'm facing an annoying problem and it's blocking our tries to use Blender as a production tool here at Lightfarm. So, every time we try to use a volume scatter shader to create fog doesn't matter if I use the option inside the world tab or create a cube, invert its normals and apply a volume scatter shader to it. Blender applies noise or color coming from the volume scatter shader in Data render passes, AO, Depth, Mist, Vector, Normal and etc... what gives us a wrong output to be used in Post-Production. I shouldn't be happening. I tried different solutions in a way to get around this problem. Tried different values for alpha threshold, tried to apply a transparent shader in the BOX that has the volume scatter shader applied. Nothing seems to solve the problem. I'd love to hear from you a solution for this. \n\nAlso, using mist pass to comp fog in the post isn't an option here because it's not as realistic as we want or separate the fog in a different render layer because it'll increase our render times a lot.\n", "Design: Shading: Extend Clamp and Map Range nodes to work with Vectors\nI'd like to make these nodes work with vector inputs and outputs.\n\nIt's unclear to me as the the best way of doing this. \n\n![image.png](image.png)\n\nSome options:\n\n - **Separate Nodes** : Create separate versions of these nodes with Vector sockets.\n\n - **Dynamic** : Use a dynamic socket. This is better from a UX perspective but how do we show this? For these two nodes, they are pretty pointless without a value input so the edit control could be hidden. The node then operates accordingly depending on the input link. \n\n![image.png](image.png)\n\n- **Mode Switch** : Add vector input and output sockets and add a mode switch to hide the unwanted input socket. \n\n- **Double Sockets** : Add vector input and output sockets and depending what is connected. For vector only input, `Vector` > `Float & Vector`. For float only input, `Float` > `Float & Vector`. If both inputs are connected do `Float` > `Float` and `Vector` > `Vector`.\n\nFor the combined cases, the node would output and show both Value and Vector.\n\n\n\n\n\n\n\n", "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", "Mantaflow - liquid refuses to rise above level of inflow object\nOperating system: Windows 7 Pro - 64-bit\nGraphics card: Nvidia GeForce GTX 1060 6gb\n\nBroken: blender-2.90.0-fd8d245e6a80-windows64\nWorked: 2.83\n\nHere is what appears to be a bug in the Mantaflow liquid calculations in Blender 2.90\n\nIn the first Blender file - **manta_vol_bug.blend** - the inflow object is within an effector-collision object. When the simulation runs the level of the fluid refuses to rise above the Z-axis of the inflow object. This behaviour does not happen with this file in Blender 2.83\n\nIt must also be noted that there is a severe difference of the liquid inflow rate using the same simulation numbers between version 2.83 and version 2.90. That may be a problem on its own, but I cannot say if this has any influence on the Z-axis volume bug that I am seeing.\n\nI have uploaded two video files of the rendered results of this file. \n\nI have also uploaded a second Blender file - **mantaflow volume_bug 02.blend** - where the volume flow relative to the Z-axis of the inflow object is more obvious. Strangely enough, this file when loaded into Blender 2.83 will show the same incorrect behaviour.\n\n[manta_vol_bug.blend](manta_vol_bug.blend)\n[manta_volume_bug_283.mp4](manta_volume_bug_283.mp4)\n[manta_volume_bug_290.mp4](manta_volume_bug_290.mp4)\n[mantaflow volume_bug 02.blend](mantaflow_volume_bug_02.blend)\n[liquid flow bug_290.mp4](liquid_flow_bug_290.mp4)\n", "Tangent node used as a vector on Texture Nodes yields nothing through a Bump Node\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 680/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 3.0.0 Alpha\n\nIf you plug a tangent node into any procedural noise texture as the vector, it will work, however once you plug the result into a vector bump node it will draw as an empty bump map. \n\n1. In the shading workspace, grab a noise texture\n2. Grab the tangent node and plug it into the noise textures vector input. Any tangent mode will do fine (x,y,z)\n3. Grab a vector bump node and plug the noise texture into height. \n4. View the resulting bump, nothing will be yielded (however if plugged into the normal input it will)\n[Example.blend](Example.blend)\n", "Cache-folder name makes fluid simulation not working\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: AMD Radeon R9 200 Series ATI Technologies Inc. 4.5.13586 Core Profile Context 20.1.3 26.20.15015.1007\n\nBroken: version: 2.82 (sub 7)\nWorked: (optional)\n\nCache-folder name makes fluid simulation not working. My blend file (with fluid cache data) was in a folder named badeværelse and the fluid sim didn't work. Changed the folders name to badevaerelse and it worked.\n\nMake folder called \"æ\" (possibly \"ø\" and \"å\" too)\nMake a blend file inside it and try to bake liquid sim and use the folder as cache directory for the fluid physics\nSee how no particles appear when you press bake\n\n" ]
[ "\"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" ]
unable to use blender on my 3080ti Operating system: Windows 10 Graphics card: Gigabyte RTX3080Ti Vision Broken: reinstalled newest version of Blender Worked: worked on old non rtx graphics card. I cannot see any menu or text. Just starting up blender. reinstalled latest version and still having same issues. ![Desktop Screenshot 2022.02.09 - 04.46.13.49.png](Desktop_Screenshot_2022.02.09_-_04.46.13.49.png)
[ "Blender Cycles \"Launch failed in CUDA queue copy from device (integrator_intersect_shadow)\"\nOperating system: Windows 10 - 22H2\nGraphics card: 3090ti 31.0.15.3667\n\nBroken: (3.5, 3.5.1, 3.6.1)\nWorked: None\n\nBlender Cycles \"Launch failed in CUDA queue copy from device (integrator_intersect_shadow)\"\n\nI have a volumetric setup in the scene. To show up as haze on the horizon. Error only occurs when Volumetric is active.\n\nEnsure the WorldSphere is enabled for render and just render animation for 1279. \nIt will do 1 - 10 frames before throws the error attached. \n\nFile is too big for the attacher, please get blend file from google drive link.\n\nview?usp=drive_link\n\nSimplified: view?usp=drive_link\n\n", "Missing overlays in the viewport when viewing through transparent shader\nOperating system: Ubuntu 20.04\nGraphics card: Geforce MX230\n\nBroken: 3.6.1\n\nwhen viewing an LGT-shadow_caster.004 object, all overlays disappear from a certain side of it\n![Screenshot_20230731_024703.png](attachment)\n\nSee LGT-shadow_caster.004 in blender 3.6 splash screen\n\n", "--addons does not enable the relative addon checkbox\nWindows 7\n\nBroken: 2.79\n\nBy using [--addons ](https:*docs.blender.org/manual/en/dev/advanced/command_line/arguments.html)*add-on*, the checkbox in the UI of*Blender User Preferences*\"Add-ons\" page is not enabled for*add-on//.\n\n - type `.\\blender.exe --addons mocap`\n - open *User Preferences*\n - click *Animation* under *Categories*\n - search for *Animation: Motion Capture Tools*\n - verify the checkbox is not enabled for this addon", "select interior faces doesn't support some kinds of interior geometry\nwin 7 pro\n\nBroken: (example: 2.76.1 bfdb420)\nWorked: (optional)\n\nwhen you try to check if there are some interior faces, from menu you select interior faces in face mode. but it does not show them. you only can do this by select non manifold in egde mode and then find the wrong ones. \nwhen you open file, there is black frame where interior faces are. change to face mode, then select interior faces from menu. nothing happens. change to egde mode and select non manifold, and there are 2 interior faces which were not selected earlier.\n[interior faces_bug.blend](interior_faces_bug.blend)\n", "Pixels and resolution not for multilayer EXR and Render Result\nCentOS - GTX 1070\n\n2.79\n\nPixels and resolution are not available with multilayer EXR or Render Result images.\n\nimport bpy\ndata = bpy.data\nimage = data.images['Render result or multilayer EXR']\nprint(image.pixels) # length is 0\nprint(image.resolution) # return always Vector((0.0, 0.0))\n\nIt is working with regular EXR file.\n", "Crash on render\n**System Information** MSI BRAVO 15\nOperating system: WINDOW 11\nGraphics card: RX 6600\n\n**Blender Version**3.6\n\nWhen attempting to render a scene in Blender, the software consistently crashes, causing frustration and hindrance to the rendering process. This issue is hindering users from efficiently creating their projects and requires immediate attention to maintain a stable and reliable rendering environment.\n\n[debug-log](https://projects.blender.orgattachment)\n[system info](https://projects.blender.orgattachment)", "Text Object -> Edit Mode, Many Short-cuts Showing Here & There, But Not Working \nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: AMD Radeon HD 8400 / R3 Series ATI Technologies Inc. 4.5.13399 Core Profile Context 15.200.1065.0\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (Probably Never)\n\n\nFor Text Object -> Many Short-cuts are showing in e.g. menus but not working. e.g. T (Tool Shelf), N (Numeric Pane) e.t.c\n\n\n![Shortcuts not working.gif](Shortcuts_not_working.gif)\n\n*Wait:* I am checking a list the all short-cuts which are not working...", "Autoscroll not working in lists that can be text searched (template_ID), works in others (e.g. template_node_view)\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 526.86\n\nBroken: version: 3.4.0\n\nUnlike other similar places in Blender, the Scenes list does not autoscroll when hovering the mouse over one of the direction triangle icons.\n![image.png](image.png)\n\n\n\n", "Intel GPU: switching between applications when in full screen mode causes glitches or screen flickering\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: Intel(R) HD Graphics 530 Intel 4.5.0 - Build 30.0.101.1340\n\nBroken: version: 3.1.2\n\nWhen in Fullscreen, switching to other program and then returning to blender, glitch(black screen or something else) occurs suddenly and disappears.\nThis is not critical bug, but it would be good if it is fixed.\n\n\n- Open default blender file\n- {nav Window > Toggle Window full screen}\n- Switch to another application and again back to Blender", "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", "Trackpad stops working for a while\nOperating system: MacOS 12.6.5\nGraphics card: AMD Radeon Pro 5500M\n\nBroken: 3.6.2\nWorked: don't know\n\n\nSometimes, Blender stops responding to trackpad gestures such as two-finger scroll or pinch zoom. This is not just in the viewport but everywhere - I can't scroll menus or the node view, for example.\n\nThe UI is otherwise responsive when this happens - I can scroll menus by dragging the slider at the edge, just not with a two-finger scroll.\n\nIf I go and do something else in another app for a few minutes, it usually fixes itself.\n\nThis happens sporadically and I don't have a reliable way to reproduce it, but it seems to happen often after I render an image - after the image has rendered, I try to use pinch-zoom to look more closely and find I can't. I am not sure if it happens in other situations as well - if it does I will update this report.\n\n\nI'm afraid that I can't reproduce this reliably - it just happens every now and then, in any .blend file. I am happy to take any advice on how to look for a way to reproduce it.\n\n", "Python API bindings for volume render pass broken\nOperating system: macOS-11.6-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 555X OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.6.20\n\nBroken: version: 3.0.0 Alpha\nWorked: 2.93\n\nPython API calls for Volume render pass settings are missing.\n\nEnabling the render pass show in the info window `bpy.data.scenes[\"Scene\"].(null) = True`.\nSetting it with python fails too:\n```\n>>> C.scene.view_layers['View Layer'].use_pass_volume_direct = True\n\nTraceback (most recent call last):\n File \"<blender_console>\", line 1, in <module>\nAttributeError: 'ViewLayer' object has no attribute 'use_pass_volume_direct'\n```\n\n", "Subdivision modifier artifacts in Blender 2.80\nOperating system: Windows 10\nGraphics card: 1080ti\n\nBroken: \n2.80 downloaded on the 3rd of Feb, 2019 as found on the download beta section\nWorked: (optional)\n\n\nSome artifacts around the out circle in the blend file, this is not present in Blender 2.79\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\nload attached file, doesn't matter if it is Cycles or Blender the artifact is present.\n\n[ukelele.blend](ukelele.blend)", "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", "Blender stops updating display after GPU spike\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Intel(R) Iris(R) Plus Graphics Intel 4.5.0 - Build 27.20.100.8681\n\nBroken: version: 2.92.0 Beta\nWorked: I have not found a version that works as expected on this computer. I have tried 2.79, 2.8, 2.91\n\nI was premature in saying the problem is gone for [#85061 ](T85061).\n>After a few minutes of using Blender, the window freezes. Windows does not detect that it is not responding, but Blender does not respond to any input, including clicking on the close button. All elements that are drawn by Blender remain as they were at the moment of the crash except if I resize the window smaller.\n\nIf I watch the performance tab on Windows Task Manager, the freeze coincides with a 100% spike on the GPU.\nAs long as that spike doesn't happen, there is no problem, but once it does, Blender stops responding to any input, but it does not crash.\nI have updated my graphics drivers.\n[blender_debug_output.txt](blender_debug_output.txt)\n\nI have not determined exact steps. It has occurred on multiple files doing multiple different tasks. As far as I can tell, there is no correlation between what I am working on or what task I am performing, and the error occurring.\n" ]
[ "Blender broken with a 3070\n\nOperating system: windows 10\nGraphics card: rtx 3070\n\nBroken:i got a new 3070 yesterday and when i try to use any blender version it just a blank screen\n\n![Blender 8_02_2022 4_51_52 PM.png](Blender_8_02_2022_4_51_52_PM.png)\n" ]
blender crashing Operating system: Graphics card: Broken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen) Worked: (optional) Based Hello: I have a Lenovo lap top Idea Pad. Processor: Intel (R) Core (TM) i7-3632QM CPU @ 2.20GHz 2.20 GHz Installed Ram: 800 GB (7.86 GB usable) System type: 64 bit operating system, x64 based processor Windows 10 Intel(R) HD Graphics 4000 Blender Version 2.80 Beta Date 2018 11 30 00 46 Hash 4c31bed6b46 Branch blender 2.8 Hi again: I had no problems with blender 2.79 However with 2.8 when i go to the materials tab and start to apply materials or when using the shader editor window and apply colors the program crashes. Should i reload blender 2.8 or wait for the final product? thank you Dan Rubel on the default startup or an attached .blend file (as simple as possible).
[ "Cycle gpu rendering crashes randomly\nOperating system: Win11\nGraphics card: Nvidia RTX 3070 Ti\n\nbroken: all 3.0 versions\n\nRenders keep crashing randomly when I’m using my gpu with cycles, I updated my drivers, my memory use is okay, I tried to not use denoiser, lower my samples, resolution etc but nothing works, sometimes it render 10 frames sometimes 100 but it can't render my whole animation without crashing (also for animations with low poly count and small textures tiles) \nDon't know how to read the crash log file.\n\n", "Crash 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", "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", "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", "Crashing and freezing when working on files with assets\nOperating system: macOS-12.6.5-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon RX 580 1.2\n\nBroken: version: 3.5.0\n\nCrashing and freezing when working on files with assets\n\nif I open the demo file cube_diorama.blend the whole system freezes and either crashes or logs out needing to login again.\nevery blender crash a WindowsServer log is created.\n\n cube_diorama.blend never crashed in previous versions of blender for me.\n\n", "Crash when 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", "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", "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 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)", "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", "Texture Node editor --->creating image , then use created image as input node in texture node editor \nwin 10 \namd radeon \nintel i5\n\n Blender 2.8\n3d8cbb534f82\n\n\n First of all ,this is specifically about the \"texture node editor set to brush for creating an image , then using the created image as an image input in the (brush ) node editor , and again paiting in the SAME image ...\nIt totally makes sens that blender crashes because it is trying to create an image where the brush is that image itself , thus creating a feedback loop \n\n\nSteps to reproduce crash\n\n\n- Create plane \n- Go to the shader editor and create an image texture node \n- Create a new file , let's call this one ''crash'' and route it the shader's colour input \n- Go to the 'texture node editor and from the dropdown select 'brush''\n- Click the 'new tab' and enable úse nodes , by default we are presented with the checker pattern \n- go to the image editor and draw something , we are presented with a checker pattern \n- Now go back to the texture node editor'' and select ímage 'from the input nodes and route it to the tout\n- Select çrash 'as image \n- Now paint something in the image editor \n\nCrash \n\nIn the provided file , everything is already set up , al you have to do is paint in the image editor , and then route the module labeled çrash'to the output of the texture node editor [feedback crash .blend](feedback_crash_.blend)\n\n ", "Bug with environment texture\nOperating system: Windows 10\nGraphics card: Nvidia GeForce RTX 3050 Laptop GPU\n\n3.6.2\n\nAfter I checked and unchecked \"Open Shading Language\" checkbox Blender crashed, after that I opened my project and turned rendered viewport the environment texture become a one solid color, and as I was rotating my camera it was changing the color.\n\nBased on an attached .blend file you can go to the Render viewport and take a look at this error.\n\n", "Blender crashed in edit mode with material index creazy and strange normal\nOperating system: Linux pop-os 5.17.5-76051705-generic\nGraphics card: NVIDIA GeForce RTX 3060 Ti\n\nBroken: 3.1.0 / blender-3.2.0-stable+v32.e05e1e369187-linux.x86_64-release\n\nAn object imported from I don't know where, with crazy material_index : (-30086) in spreadsheet editor, and with strange normal, makes blender sik.\n\nIn edit mode, if I try to move the concerned geometry blender crashes systematically.\n\n[2022-06-16_bug-normal.crash.txt](2022-06-16_bug-normal.crash.txt)\n\n[2022-06-16_bug_system-info.txt](2022-06-16_bug_system-info.txt)\n\n[2022-06-16_bug-normal.blend](2022-06-16_bug-normal.blend)\n\nthank you,\n - Thomas", "Combine crash\nOperating system: win 10\nGraphics card: 3090\n\nBlender Version 3.5.1 \n\nWhen using ctrl+j to combine components, blender will crash.\n\n", "Crash when 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 2.8.0 beta crashes when applying Textures. (eevee & lookdev in cycles)\nOperating system: Windows 10 version 1803\nGraphics card: Intel HD Graphics 4000\nProcessor: Intel core i5 3230M\nRAM: 8GB\n\nBroken: 2.8.0 beta, 2018-11-30\n\nWorked: 2.79, 2018*11-29 (cycles only)\n\nBlender crashes when I try to add materials to a model (default cube in this case) both in eevee and cycles. \n,\nCycles\n- Based on the default startup, add a plane to below the cube,\n- Switch to shading workspace.\n- Use Ctrl+T to add the basic texture node setup (node wrangler addon),\n- add in an image texture, and blender immediately crashes.\n\nEevee\n- blender freezes a second after clicking the use nodes options in the materials tab and doesn't respond till a force close and reopen. this happens even in solid mode.\n" ]
In 2.82 version edges disappear when enable "in front" checkbox. Operating system: Linux-4.15.0-66-generic-x86_64-with-debian-buster-sid 64 Bits Graphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 435.21 Broken: version: 2.82 (sub 6) Worked: (optional) In 2.82 version edges disappear when enable "in front" checkbox. In 2.81 checkbox "in front" work correct. 7-jJhDVmPj0
[ "Edges are selected in face mode when deselecting vertices from vertex group Panel\nBlender Version\nBroken: Current main.\nWorked: N/A.\n\nShort description of error\nDeselect Button in Vertex Groups Panel will deselect vertices that are not assigned to any groups. Edges become selected while in Face Mode as well. Also the Select Button will Select Faces that are not assigned too but those Edges that are active in face mode must be Selected for the Bug to work. Pay attention to the Edge around the triangle Fan at the top of the uv Sphere While in face mode.\n\nBlend File Incuded for simplicity\nJust Press the Deselect and notice the Faces that Get removed. and the Edges are actively Selected.\n\n", "Same pattern looks different for Cycles and Eevee\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 3.1.1\n\nThis is the difference\n\n![изображение.png](изображение.png)\n![изображение.png](изображение.png)\n\nsimplified file\n[pixels tiled1.blend](pixels_tiled1.blend)\n\n\nold file \n[pixels tiled.blend](pixels_tiled.blend)\n\nI suppose the difference in Color Ramp or Noise node.\n", "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)", "Unsubdivide support for non-grid topology\nOperating system:mac os mojave 10.14.5\nGraphics card:intel iris 550\n\nBroken: d62a749fcf48\nWorked: never\n\nUnsubdive either from the edge menu or under the decimate modifier not giving expected result with many production models. This never worked well so I figured I put in a report since I haven't seen an active one.\n\nAttached blend file, unsibdivide fails more often than not, producing triangles with unsubividealbe geometry. Works in other packages though, so it's not a problem with the geo.\n\n![Screen Shot 2019-06-12 at 9.31.20 PM.png](Screen_Shot_2019-06-12_at_9.31.20_PM.png)\n[unsubdivide.blend](unsubdivide.blend)", "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\".", "Boolean modifier - Intersect option - spike type artifacts while using Hole Tolerant option\nOperating system: Linux-5.4.0-72-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: Mesa DRI Intel(R) HD Graphics 4600 (HSW GT2) Intel Open Source Technology Center 4.5 (Core Profile) Mesa 20.2.6\n\nBroken: version: 2.93.0 Beta\n\n\nStrange spike artifacts at top while using the Boolean modifier - exact solver - Intersect - Hole Tolerant option\n\nSee video and attached blend file\n[issue.blend](issue.blend)\n![issue_spikes_vokoscreen-2021-05-05_03-25-22.gif](issue_spikes_vokoscreen-2021-05-05_03-25-22.gif)\n\n", "Overlay: Edit-Mode: Anti-Alliasing not working with constructive modifiers\n```\nOperating system: Linux-4.15.0-50-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce 610M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.116\n\n\nBroken: version: 2.80 (sub 69)\nWorked: (optional)\n\n```\n\nthe bug is really intresting so... when you add mirror modifier to object.. and u enter edit mode and u select face or edges etc... the AA goes crazy it is so pixelised like even worse than tottaly without AA.\n\n![Zrzut ekranu z 2019-05-21 00-01-34.png](Zrzut_ekranu_z_2019-05-21_00-01-34.png)\n\n![Zrzut ekranu z 2019-05-21 00-01-38.png](Zrzut_ekranu_z_2019-05-21_00-01-38.png)\n\n\n\n", "VSE strip can't be seen with frame all\nOperating system:\t\tWindows 7\nGPU:\t\t\t\tRadeon Vega 64\nGPU Software Version:\t20.4.2 (2020.0515.1537.28108)\nCPU:\t\t\t\tIntel Core i7-5960X\n\n**Blender Version(s)**\n*(listed are versions tested)*\n\nWorking:\t\t\t\t`2.79 (sub 00), branch: master, commit date: 2018-03-22 14:10, hash: f4dc9f9d68b, type: Release, build date: 2018-03-22, 09:59 AM`\nBroken:\t\t\t\t` blender-2.90.0-ba2d1c889819-windows64` (BF Build Bot)\n\n\nChannel 32 can't been seen with Frame All\n\n\n| ![2.79.png](2.79.png) | ![2.90.png](2.90.png) |\n| -- | -- |\n\n\nHave at least 2.00 Display Scaling\n\n[Channel_32.blend](Channel_32.blend)", "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", "Bridge Faces missing from menus\nOperating system: Linux-5.3.0-29-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: Quadro GP100/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.48.02\n\nBroken: version: 2.83 (sub 4)\n\nThe \"Bride Faces\" operator for edit mode is currently only accessible in the context menu when in face selection mode.\nI would expect it to also appear in the faces menu (Ctrl + F or in the header) since Bridge Edges is also accessible in the edges menu.\n\n\n\n\n\n", "Search Filter, when used, vanishes collapsed modifiers headers texts.\nOperating system: Linux-6.4.6-76060406-generic-x86_64-with-glibc2.35 64 Bits, X11 UI\nGraphics card: NVIDIA GeForce RTX 4090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 535.86.05\n\nBroken: version: 3.6.2\n\nSearch Filter, when used, vanishes collapsed modifiers headers texts.\n\n![2023-08-23_15-53.jpeg](attachment)\n\n<video src=\"attachment\" title=\"Peek 2023-08-23 15-53.mp4\" controls></video>\n\nType any text in the search filter for some object with a bunch of modifiers collapsed and the texts on the box are gone. They are only displayed if modifiers are expanded.\n\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", "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", "GHOST:: m_windows not clearing list of fullscreen windows \nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.59\n\nBroken: version: 2.83 (sub 8)\n\nI just wanted to warn you about a potential bug in GHOST when we close a fullscreen window. The problem is that I don't know how to reproduce it in blender official.\nThen this is just if someone is interested...\n\nWhen we close a fullscreen window, GHOST::m_windows list doesn't erase the fullscreen window. Then m_windows list size increases.\nWhen I erase the fullscreen window from m_windows list, it is fixing a crash with our fork of blender (upbge)\n\nI describe the steps to reproduce the bug here: 4fc32990010d5765ba1abd523d57b252be73a657\n\nThis needs to compile restart_hacks branch from upbge github: upbge\n\nThere's a link to the testfile in the commit in mentionned.\n\nJust in case:\n\n[ledi.blend](ledi.blend)\n\n", "Front Faces sometimes doesn't work with the Mask tool\nOperating system:\nGraphics card:\n\n3.5.0 beta 24/2/2023\n\n**lasso mask brush mask outside the border when symmetry enable**\n![GIF](attachment)\nThe same as #103163 but in a more extreme case\n\n- Open attached .blend file\n- (optionally) Disable `X axis` mirror\n- Use Lasso or Box Mask tool in the region indicated\n\n[untitled.blend](https://projects.blender.orgattachment)\n" ]
[ "Edges and faces almost invisible when object \"In front\"\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1060 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.28\n\nBroken: version: 2.82 (sub 4)\nWorked: 2.81\n\nEdges and faces almost invisible when object \"In front\"\n\nBased on the default startup\n1. Add UV Sphere for example\n2. In Viewport Display of the object turn on \"In Front\"\n3. Enter edit mode. Try to select edges or faces\n\n![InFrontDisplay.jpg](InFrontDisplay.jpg)\n\n\n", "Viewport display In Front is broken \nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 550 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 391.35\n\nBroken: version: 2.82 (sub 6)\nWorked: Blender 2.81\n\nActivating viewport display \"in front\" in edit mode displays some artifacts.\n\nWith the attached .blend file activate the In Front viewport Display. Open the same file in Blender 2.81 and activate the same option see the difference.\nNote that in the provided file Hidden wires is turn on.\n[lamentation.blend](lamentation.blend)", "Strange Geometry Overlay Behavior in blender 2.82 builds\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.66\n\nBroken: version: 2.82 (sub 6)\nWorked: 2.82 (sub 3)\n\nTurning on \"In Front\" from Object Properties Panel and \"Hidden Wire\" from Viewport Overlays when doing retopology in newer blender 2.82 builds makes the edges in edit mode super thin and invisible when looked straight at. It worked fine in earlier 2.82 builds.\n\n[BUG TEST.blend](BUG_TEST.blend)\nJust download the above test file and open it in the builds I mentioned above. \n\nThis is how the edges used to look like in the earlier builds from December 2\n![Last working build.png](Last_working_build.png)\n\nNow the edges look like this in newer blender 2.82 builds.\n![Latest Broken Build.png](Latest_Broken_Build.png)\n\nThe options I used:\n![Options Used.png](Options_Used.png)\n\n", "Viewport Display (In Front)\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.28\n\nBroken: version: 2.82 (sub 4)\nWorked: (optional)\n\nWhen I select the \"In Front\" option in \"Viewport Display\" I can't see the wireframe in edit mode I cannot visualize the wireframe in edit mode, either the face I have selected (orange color that highlights the face). Everything looks bad compared to 2.81\n\n\n", "\"In Front\" option makes Face Selection highlight disappear and Edge Selection highlights pixelated and hard to see.\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 660/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.87\n\nBroken: version: 2.83 (sub 2)\nWorked: (optional)\n\nTicking \"In Front\" for Viewport Display in Object Properties makes face selection highlight disappear and edge selection highlight very faint.\n\n1. Have an Object and go to \"Object Properties\" > \"Viewport Display\" > Check the Tickbox for \"In Front.\"\n2. Go into \"Edit Mode\" for the Object.\n3. Use \"Face Select\" or \"Edge Select\" to select faces or edges.\n4. Try turning on and off \"In Front\" for the object while selecting faces and edges for the Object in \"Edit Mode.\"" ]
high quality depth of field is broken Operating system and graphics card windows 10 amd R9 200 series intel i7-4770k Broken: (example: 2.75.4 a2a0e7a, see splash screen) Worked: (optional) start blender and activate depth of field in the viewport plus " depth of field high quality"and zoom ut ![bug_dof.png](bug_dof.png)
[ "Blender Cycles \"Launch failed in CUDA queue copy from device (integrator_intersect_shadow)\"\nOperating system: Windows 10 - 22H2\nGraphics card: 3090ti 31.0.15.3667\n\nBroken: (3.5, 3.5.1, 3.6.1)\nWorked: None\n\nBlender Cycles \"Launch failed in CUDA queue copy from device (integrator_intersect_shadow)\"\n\nI have a volumetric setup in the scene. To show up as haze on the horizon. Error only occurs when Volumetric is active.\n\nEnsure the WorldSphere is enabled for render and just render animation for 1279. \nIt will do 1 - 10 frames before throws the error attached. \n\nFile is too big for the attacher, please get blend file from google drive link.\n\nview?usp=drive_link\n\nSimplified: view?usp=drive_link\n\n", "Texture UV/Image Editor coordinates slightly inaccurate\n**System**\nGentoo with old Advanced Micro Devices, Inc. [AMD/ATI] RV710 [Radeon HD 4350/4550]\n\nSlightly broken: media-gfx/blender-2.79b-r1\n\nWhen zooming in as much as possible on a texture in the UV/Image Editor, there seems to be a pixel border at y≈235.994 instead of exactly at y=236 like I'd expect.\n\nAssuming the error was due to 32-bit floating-point rounding, the border coordinates should have at least 2 more digits of precision.\n\n![blenderuv.png](blenderuv.png)", "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", "rendering crashed\nOperating system:\nGraphics card:\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\n\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n", "Incorrect shading on Intel HD 6000\nOperating system: Mac OS Catalina 10.15.3 (latest as of 13/02/2020), Windows 10 1909 (Bootcamp)\nGraphics card: Intel HD 6000\nCPU: Intel Core i5-5350U\nHardware: MacBook Air 2017\n\nBroken: 2.81a, 2.82\n\nProblems with shader of Auto-Eye add-on on Intel HD 6000, although on creator's machine works fine (I emailed him and he suggested it's a blender bug).\nBUT it's not only Mac OS problem! Also tested on Windows (via bootcamp) -- it crashed (on Mac OS it continue working at least).\n\nCreator's machine specs (where it works fine):\nIntel Core i7-4790 CPU @ 3.60GHz × 4\nGeForce GTX 1060 6GB\n\nJust open .blend file, make sure it's EEVEE render/look dev mode, test it with Mac OS or Windows and Intel HD card.\n\nAttaching file for testing and screenshots -- first two is how shaders looks broken, and third how it should approximately look, but with shader (right now it's only color output or flat texture output)\nBroken 1\n![broken.png](broken.png)\nBroken 2\n![broken2.png](broken2.png)\nHow it should like like(with shader enabled (BUT right now it's only color/flat texture output)\n![how it should look like (but with shader).png](how_it_should_look_like__but_with_shader_.png)\n\n[iris_only.blend](iris_only.blend)", "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**", "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", "Particles : Obstacles for particles no longer work from 50m from the origin of the world.\nOperating system: windoows 10 \nGraphics card: nvidia gtx 1070\n\nBroken: Blender 2.92 last release\nWorked: Don't know\n\nObstacles for particles no longer work from 50m from the origin of the world. The permeability of the obstacle does not work at all beyond 100 m. This is a big problem for landscapes. (see blend and play)\n\n- Open attached file\n- run simulation\n[particles_obstacle2.blend](particles_obstacle2.blend)\n\n---\nOther file to check: [particle_obstacle.blend](particle_obstacle.blend)", "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", "Constrained [on an axis] transform of an object far out of view can result in insanely high numbers\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 497.09\n\nBroken: version: 3.0.0\nWorked: never\n\nConstrained [on an axis] transform of an object far out of view can result in insanely high numbers\n\nThis file just contains a single cube 250m away from the origin:\n[#94105.blend](T94105.blend)\n- open file\n- hit {key G Y}\n- start moving the mouse\n- see values of 1000000000 m in the header\n\n**Original report**\n\nYour camera has to be close enough as in the attached video. Press G+Y and do a little move. The Cube starts to ignore modifiers and drastically increase Y-axis numeric value.\n[bug_10.mkv](bug_10.mkv)\n[bug_10.blend](bug_10.blend)", "Shader nodes. True normal produces flaws in Eevee\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 473.04\n\nBroken: version: 3.1.2\nBroken: 2.93.7, `a5b7f9dc9011`, 2021-12-14 16:35\n\nWhen I use True normal in this shader, it produces mapping errors, depending on zoom and angle.\nCycles is okay, Flat Normals works well too, as they should.\nOpen file, switch between Normals and True Normals, compare result\n[FaceTangentUVs.blend](FaceTangentUVs.blend)\n![55165852.png](55165852.png)\n![55170753.png](55170753.png)\n[2022-04-12_08-45-37.mp4](2022-04-12_08-45-37.mp4)\n", "\"New Image\" UI improvement\nNOTE: This design is still under discussion and is incomplete.\n\n# Current Issue\n\nThe UI for image creation in Blender doesn't make it very easy to pick an optimal resolution and could be improved for usability.\n![Screenshot 2022-07-16 175721.png](Screenshot_2022-07-16_175721.png)\n\nExperienced Blender users might know that you can:\n- Drag over both fields to edit both at the same time\n- Type `*` or `/` to multiply or divide the resolutions to keep standard resolutions\n\n# Proposal\n\nWe need to make these options more obvious and readily available:\n- Add a dropdown for common resolutions (128,256,512,1024,2048,...)\n- Add a toggle to either keep image square. When disabled choose resolution for both dimensions.\n- Add an option to type in a custom resolution\n\nThis still needs mockups and further discussion.", "Denoising + negative lamps = black and white artifacts\nOS X Sierra 10.12.6,\nNVIDIA GeForce GT 750M 2048 MB\nIntel Iris Pro 1536 MB\n\nBroken: 2.79\n\nSimple scene with negative lights gives bad artefacts with denoising enabled.\n\nJust render the attached .blend file.\n\nAttachments are:\n* Denoised image with artefacts\n* Non-denoised image without artefacts\n* .blend file\n\n![denoise-blackness.png](denoise-blackness.png) ![no-denoise-blackness.png](no-denoise-blackness.png) [denoising.blend](denoising.blend)", "Cycles noise texture with high distortion differences between CPU and CUDA\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: Quadro M4000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 411.63\n\nBroken: version: 2.82 (sub 3)\nWorked: (optional)\n\nCycles appear to produce different random values for CUDA tiles and CPU tiles.\n\nOpen [TileBug_CUDA+CPU.blend](TileBug_CUDA_CPU.blend) and compare rendered view with rendered output.\nImages of the bug in isolation.\nCPU Only - Fine:\n![Report_CPU.jpg](Report_CPU.jpg)\nCUDA Only - Fine:\n![Report_CUDA.jpg](Report_CUDA.jpg)\nCPU + CUDA - Bugs out:\n![Report_CUDA+CPU.jpg](Report_CUDA_CPU.jpg)\n\nIn addition, I had some even more strange artefacts in a real render.\nThe random effect is more subtle here, but it's there. But the other ones I can't really reproduce, not sure what is going on with that:\n![CUDA+CPU_Bug_Tiles_and_RandomLookupIssues.jpg](CUDA_CPU_Bug_Tiles_and_RandomLookupIssues.jpg)\n\nI can't update drivers, due to other software requiring certain certified drivers. Windows 10 is up to date.", "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" ]
[ "High Quality DoF broken\nWin 7 x64\nGTX780 Ti\n\nBroken: Master as of 9/16/2015\nWorked: 2.75a\n\nHQ DoF is completely broken. Buffer never clears, f-stop changes passepartout, all kinds of weird stuff.\n\nWorks with any file, no special .blend needed. Just enable High Quality under camera settings. Confirmed with hackerman- in IRC.\n" ]
Blender 2.80 crash after changing slot on image editor Operating system: Windows 10 Pro Graphics card: GTX 650 TI Broken: 2.80, 26d5a3625ed, blender2.8, 2018-11-29 Worked: 2.80, 565de7750b9, blender2.8, 2018-11-28 After hit the render button, on the UV/Image Editor, the Blender 2.80 crashes and closes himself. Based on the default startup or an attached .blend file (as simple as possible). Simply press F12, and on the image editor (with the "Render Results" active) press to change image slot, it closes the Blender.
[ "Render cause crash guide many time August 10, 2022\nOperating system: macOS-13.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 575 OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.9.39\n\nBroken: version: 3.2.2\n\nRender crash too many\n\nFor Mac only. Do not use Windows please.\n\n![image.png](image.png)\n![image.png](image.png)\n![image.png](image.png)\n\nSee blender 3.2.2 on Cycle-x picture\n![image.png](image.png)\n\nCommand + F12 then render for a while few minutes cause crash many times.\n\n[Blender report a ticket August 10 2022.zip](Blender_report_a_ticket_August_10_2022.zip)", "Crash 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)", "The program crashes when texturing \nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1660/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.72\n\nBroken: version: 2.93.0\n\nWhen try texture object in texture paint mode, and there are another map in shader tab. Program crashes. \n\n1. In default (or other) scene go to Texture paint window, create new texture for paint. \n2. Apply this texture to diffuse color object in shader editor. (or in object properties)\n3. Go back to texture window. We make sure that everything is painted correctly\n4. Go to shading window and drag&drop any other texture to node window. (NOT APPLY TO DIFFUSE COLOR (or APPLY))\n5. Go back to texture paint window. For some reason, the dragged texture itself was assigned to the duffuse color.\n6. Change linced texture in image editor (in left window)\n7. Try paint on RIGHT window (3D viewport)\n8. Click on left texture editor (try paint in 2D ) program crash. \n\nVideo steps: 0Ophy4Lmx0A\n\nDebug logs:\n[blender.crash.txt](blender.crash.txt)\n\n[blender_debug_output.txt](blender_debug_output.txt)\n\n[blender_system_info.txt](blender_system_info.txt)\n\n[Blender_crash.webm](Blender_crash.webm)\n\n![test_image.jpg](test_image.jpg)", "Render procedural crashes Blender when trying to render\nOperating system: macOS-10.15.7-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro Vega 64 OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.10.18\n\nBroken: version: 3.2.0 Alpha\n\nRender procedural crashes Blender when trying to render\n\nLoad the attached alembic in the file, go Cycles experimental, turn on Use Render Engine Procedural and render.\n\n[Particles_BlastV_v01.abc.zip](Particles_BlastV_v01.abc.zip)\n\n", "Crash on purging orphans\nOperating system: Windows 8.1, Windows 10\nGraphics card: GTX 770, RTX 2060\n\nBroken: 3.3 LTS, 3.5\nWorked: unsure\n\nWhen browsing through material search list fast enough (with textures loaded or not [purple as shown in video]) and then deleting the object + purging orphans, blender crashes.\n\n- Open uploaded file\n- Scroll through materials from dropdown\n- Switch to object mode and delete object\n- In outliner, execute Purge operation from `Orphan Data` display mode\n[#103820.blend](T103820.blend)\n[sample.blend](sample.blend)\n[3.3.lts.mp4](3.3.lts.mp4)", "Blender 2.8 and 2.81 (ab519b91b2c4) has high chance of crashing when using Python to create a new node-tree link.\nOperating system: Windows 10 (x64) v1903 Build 18362.356\nGraphics card: Nvidia GeForce GTX 1060 6GB\nCPU: Intel Core i5 7600K\n\nBroken: 2.81-ab519b91b2c4 **AND** 2.80 release\n\nCreating a new node-tree link via Python sometimes causes Blender to crash with the error \"EXCEPTION_ACCESS_VIOLATION\".\nI have attached a .blend file that will cause the crash, just by clicking \"Run Script\" once or twice. \nWhen I found the bug, I spent some time making the script as small as possible while still causing the crash, so the script is less than 30 lines.\n\nI also installed Blender 2.81-ab519b91b2c4 on a Windows 10 laptop that had never seen Blender before, and the bug was present on there too, so I'm confident the issue isn't specifically due to my hardware.\nI've also included blender_debug_output.txt and blender_system_info.txt, generated by the blender_debug_log.cmd file included in the Blender 2.81 download.\n\n1) Open the attached .blend file.\n2) Click \"Run Script\" in the bottom right of the text editor pane.\n3) Repeat 2 until crash (should only take 1 or 2 tries)\n\n[Crashy crash.blend](Crashy_crash.blend)\n[blender_system_info.txt](blender_system_info.txt)\n[blender_debug_output.txt](blender_debug_output.txt)", "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)", "Clearing followed by setting a listbox created by UILayout.prop_search while keeping the mouse on the listbox crashes Blender\nOS: Ubuntu 16.04 x86_64\nGfx: Intel HD Graphics 530 (Skylake GT2) (driver: GL 4.5 (Core Profile) Mesa 17.3.0-devel)\n\nBroken:\n- 2.79-42a562496b5-linux-glibc219-x86_64 (latest build)\n- 2.79-5bd8ac9abfa-linux-glibc219-x86_64\n- 2.76b\n\nClearing followed by setting a listbox created by UILayout.prop_search while keeping the mouse on the listbox either crashes Blender or leads to unexpected behaviour.\n\nConsistently reproducible.\n1. Open the default startup blender file\n2. Open a textblock and paste and run the code provided in Appendix A\n3. In the 3D viewport, press SPACE and type \"Crashable\", then select \"Crashable Operator\" => at the right an operator panel will be drawn\n4. In the operator panel, click on the field next to \"Obj:\" and select e.g., \"Camera\" from the list\n5. Click the X sign right to \"Camera\" while keeping the mouse pointer pointed at the field\n6. Click again on the field\n\n**Expected behaviour of step 6.**\nStep 6 should be able to behave as step 4, i.e., one should be able to again select something from a non-empty list\n\n**Observed behaviour after step 6**\nOne of following, probably depending on how Blender's memory was allocated:\n - Crash\n - The list is empty\n\n**Appendix A**\n\n```\nimport bpy\n\n\nclass CrashableOperator(bpy.types.Operator):\n bl_idname = \"object.crashable_operator\"\n bl_label = \"Crashable Operator\"\n bl_options = {'REGISTER', 'UNDO'}\n\n obj = bpy.props.StringProperty(name=\"Obj\")\n\n def draw(self, context):\n self.layout.prop_search(self, \"obj\", context.scene, \"objects\")\n\n def execute(self, context):\n return {'FINISHED'}\n\n\ndef register():\n bpy.utils.register_class(CrashableOperator)\n\n\ndef unregister():\n bpy.utils.unregister_class(CrashableOperator)\n\n\nif __name__ == \"__main__\":\n register()\n```\n\n**Terminal output upon crash**\n\n```\n$ blender\nRead new prefs: /home/elias/.config/blender/2.76/config/userpref.blend\nWriting: /tmp/blender.crash.txt\nSegmentation fault (core dumped)\n```\n\n**Contents of \"blender.crash.txt\"**\n\n\n```\n# Blender 2.76 (sub 0), Commit date: 1970-01-01 00:00, Hash unknown\nbpy.context.area.type = 'TEXT_EDITOR' # Property\nbpy.ops.text.run_script() # Operator\nbpy.ops.object.crashable_operator() # Operator\nbpy.ops.object.crashable_operator(obj=\"Camera\") # Operator\nbpy.ops.object.crashable_operator(obj=\"\") # Operator\nbpy.ops.object.crashable_operator(obj=\"\") # Operator\n\n# backtrace\nblender(BLI_system_backtrace+0x30) [0x1361b10]\nblender() [0x97a98e]\n/lib/x86_64-linux-gnu/libc.so.6(+0x354b0) [0x7f242a7894b0]\nblender(rna_ID_refine+0x4) [0x11bac84]\nblender(rna_pointer_inherit_refine+0x66) [0x11a9af6]\nblender() [0x1273ae2]\nblender(RNA_property_collection_begin+0x15c) [0x11b161c]\nblender() [0xb654ae]\nblender(ui_searchbox_update+0x6a) [0xb7514a]\nblender() [0xb57089]\nblender() [0xb59f6d]\nblender() [0xb5a027]\nblender() [0xb5d7ad]\nblender() [0xb5ebe6]\nblender() [0xb5f433]\nblender() [0x985e81]\nblender() [0x986251]\nblender(wm_event_do_handlers+0x5f6) [0x9868e6]\nblender(WM_main+0x18) [0x97cfd8]\nblender(main+0xef4) [0x95ce04]\n/lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0xf0) [0x7f242a774830]\nblender(_start+0x29) [0x97a2b9]\n```", "Crash using blender_debug_log.cmd and \"Reload Scripts\" in Cycles preview render\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 418.91\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\nLoading Blender with blender_debug_log.cmd, it crash immediately when I try to reload the scripts if Cycles is running. This is not happening when launching blender.exe ![2019-06-08_10-28-33.gif](2019-06-08_10-28-33.gif)\n\nLaunch blender 2.8 using blender_debug_log.cmd.\nIn the view 3d, choose Cycles as render preview.\nIn the search bar, look for \"Reload Scripts\" and click on it.\nBlender Crash.\n[blender_system_info.txt](blender_system_info.txt)\n\n[blender_debug_output.txt](blender_debug_output.txt)\n\n", "Crash 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", " 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)", "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)", "Closing System Console can lead to loss of work\nOperating system: Windows\n\nAny\n\n* Start Blender\n* Toggle the System Console (2.83 and newer `Windows > Toggle System Console`\n* Press the - [x] button on the system console", "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", "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" ]
[ "Clicking on \"select slots\", \"select layer\" or \"select pass\" in \"UV/Image Editor causes crash\nOperating system: Lubuntu 17.10\nGraphics card: Nvidia gt 440\n\nBroken: blender-2.80-26d5a3625ed 2018-11-29 15:57\n\n\nF12 on default startup scene and clicking on either slots, view layer or combined causes the application to crash." ]